Archive editionA researched restoration of Top COC Bases as it appeared in 2020

TCB-20-001 · 2020 archive layout

TH3 War Base: Starter Diamond War

A compartment-heavy war plan designed to interrupt clean pathing and make the third star expensive.

separates high-value defensescreates awkward funnel choiceskeeps the core difficult to reach
Historical strategy referenceTH3

Newly drawn strategy diagram; not an exact building-by-building screenshot.

01 · Defensive idea

What this layout is trying to do

Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

War layouts care more about denying stars than saving every collector or storage. That tradeoff is intentional: a useful base has a clear job instead of trying to win every possible exchange.

Best reasons to try it

  • It separates high-value defenses.
  • It creates awkward funnel choices.
  • It keeps the core difficult to reach.

02 · Placement guide

Build it as a system, not a picture

Start at the center and work outward. Place the main objective, then the defenses that protect it, then the walls that force an attacker to spend time reaching them. Exterior buildings come last because their spacing determines how easily an army can create a funnel.

  1. 1
    Lock the core

    Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.

  2. 2
    Split premium defenses

    Do not let one freeze, jump, or hero route solve every high-value target at once.

  3. 3
    Shape the approach

    Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.

  4. 4
    Set traps after the structure

    Move spring traps and giant bombs after replays reveal the most common entry lane.

03 · TH3 context

What mattered at this Town Hall in 2020

At TH3, the Mortar is the main area-control defense and the small wall budget makes every compartment decision visible.

The pressure this layout must answer

Compact ground groups can overwhelm exposed defenses quickly, especially when outside buildings create a straight entry lane.

Placement note

Keep the Mortar away from the first wall break, cover it with the Archer Tower and Cannons, and avoid placing every defense in one tight spell-sized cluster.

Replay checkpoint

Watch whether the Mortar survives long enough to fire repeatedly. If it falls first, move the entry-facing buildings before changing the whole plan.

04 · Layout-specific field note

Make the Mortar survive the opening push

At this level, the war concept succeeds when the Mortar keeps firing after the first wall is opened. A shallow Mortar gives grouped ground troops the shortest possible solution.

Adjustment to test

Offset the Mortar from the Town Hall and place the Cannons so a tanking group cannot hold every defense from one square.

Evidence to collect

Pause when the first defense falls. If it is consistently the Mortar, deepen that compartment before moving traps.

05 · Replay lab

Three checks before you keep it

Entry

Which edge do attackers choose, and which outside buildings make that choice easy?

Spell value

Can one spell affect the Town Hall and more than one premium defense?

Pathing

Where does the main army change direction, split, or leave a defense standing?

Review three comparable defenses before making a large change. Move one or two traps first; change the structure only when the same route keeps succeeding.