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

TCB-20-022 · 2020 archive layout

TH8 Farming Base: Bomb Tower Grid 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 referenceTH8

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 · TH8 context

What mattered at this Town Hall in 2020

TH8 has enough traps and splash coverage to punish compact armies, but only when likely paths are planned rather than guessed.

The pressure this layout must answer

Hog Riders and Dragons attack different weaknesses: predictable ground lanes and shallow air coverage.

Placement note

Create double-giant-bomb possibilities between defenses, split Air Defenses, and keep the Bomb Tower relevant to a likely ground route.

Replay checkpoint

Separate air and ground replay notes. A change that helps against Hogs may open a cleaner Dragon line, so test one family at a time.

04 · Layout-specific field note

Do not solve Dragons and Hogs with one crowded core

The two attack families punish different weaknesses, so a farming layout needs separated air coverage and resource pockets that interrupt ground routing.

Adjustment to test

Spread Air Defenses, alternate storages with defenses, and keep the Bomb Tower relevant to a likely resource path.

Evidence to collect

Label each loss as air or ground before editing. A fix for one family should be tested against the other.

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.