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

TCB-20-006 · 2020 archive layout

TH4 Farming Base: Mortar Pocket Farming

A resource-first layout that spreads storages across compartments and slows down deep loot runs.

splits resource targetsprotects Dark Elixirmakes one-sided raids less profitable
Historical strategy referenceTH4

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

01 · Defensive idea

What this layout is trying to do

Place the most valuable storage behind multiple wall layers and avoid stacking every resource in one quadrant.

A farmer may accept losing the Town Hall when the important storages survive. 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 splits resource targets.
  • It protects Dark Elixir.
  • It makes one-sided raids less profitable.

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

    Place the most valuable storage behind multiple wall layers and avoid stacking every resource in one quadrant.

  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

    Use small bombs near likely wall-break points and air traps along straight routes toward central storage pockets.

03 · TH4 context

What mattered at this Town Hall in 2020

TH4 adds enough defensive variety that coverage matters more than simply surrounding the Town Hall with walls.

The pressure this layout must answer

Early air attacks punish an Air Defense that sits on the edge, while grouped ground troops punish an exposed Mortar.

Placement note

Separate the Air Defense and Mortar so one route cannot remove both. Use storages as durable buffers without blocking defensive coverage.

Replay checkpoint

Check which high-value defense is reached first and rotate the base if attackers repeatedly take the same short route.

04 · Layout-specific field note

Use storages as separate stopping points

A TH4 farmer gains more from making two modest resource compartments than from building one rich center that every army can identify immediately.

Adjustment to test

Place the more valuable storage behind the stronger side while keeping the other pocket far enough away to require a new path.

Evidence to collect

Watch whether surviving troops flow directly from one storage to the next. Break that line with a defense or outside building.

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.