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

TCB-20-023 · 2020 archive layout

TH8 Trophy Base: Bomb Tower Grid 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 referenceTH8

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 · 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

Make the objective route expensive for both attack families

Town Hall depth alone is not enough when a straight Hog path or broad Dragon line can remove its supporting defenses first.

Adjustment to test

Offset defensive compartments around the objective and keep Air Defenses out of one sweepable line.

Evidence to collect

Check which supporting defense disappears before the objective is threatened. Reposition that layer, not just the Town Hall.

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.