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.
- 1Lock the core
Keep the Town Hall and Clan Castle inside separate layers so a single push cannot claim both at once.
- 2Split premium defenses
Do not let one freeze, jump, or hero route solve every high-value target at once.
- 3Shape the approach
Offset outside buildings and wall openings so the easiest funnel does not point directly at the core.
- 4Set traps after the structure
Move spring traps and giant bombs after replays reveal the most common entry lane.
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.
Create double-giant-bomb possibilities between defenses, split Air Defenses, and keep the Bomb Tower relevant to a likely ground route.
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
Design one ground route to look better than it is
TH8 war layouts can use defense spacing and traps to make a Hog route appear efficient before the army reaches the dangerous interior path.
Create likely travel between defenses, then place Bomb Tower and large-trap ideas where troops will be committed rather than at the edge.
Follow the ground path defense by defense. Move traps when troops repeatedly cross the same safe gap.
05 · Replay lab
Three checks before you keep it
Which edge do attackers choose, and which outside buildings make that choice easy?
Can one spell affect the Town Hall and more than one premium defense?
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.