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

TCB-20-007 · 2020 archive layout

TH4 Trophy Base: Mortar Pocket Trophy

A defense-led trophy layout that buys time, protects the Town Hall, and stretches attacking armies.

centralizes the main objectiveforces longer travelsupports overlapping defensive fire
Historical strategy referenceTH4

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

01 · Defensive idea

What this layout is trying to do

Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

Trophy protection can expose collectors and make routine farming less efficient. 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 centralizes the main objective.
  • It forces longer travel.
  • It supports overlapping defensive fire.

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

    Layer the Town Hall with splash damage and point defenses while preserving enough space to disrupt spell value.

  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

    Set seeking air mines just beyond the first defensive ring, where healers and heavy air troops tend to commit.

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

Protect the objective without aligning defenses

A central Town Hall is useful only when approaching it does not also hand over the Air Defense and Mortar in a single corridor.

Adjustment to test

Build a staggered triangle around the objective and leave different travel distances from each edge.

Evidence to collect

Mark the entry used for the quickest objective takedown. Add distance on that edge instead of simply thickening every wall.

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.