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

TCB-20-005 · 2020 archive layout

TH4 War Base: Mortar Pocket 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 referenceTH4

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 · 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

Force a choice between ground and air value

The Air Defense and Mortar answer different threats, so a war attacker should not be able to remove both from the same opening compartment.

Adjustment to test

Place the two defenses on offset lines and use the Town Hall as a separate objective instead of stacking all three centrally.

Evidence to collect

Record which premium defense falls first. Rotate the exposed one if every attack gets the same opening value.

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.