Post by DanK on Apr 25, 2015 20:47:08 GMT -5
There's a couple factors that every TH8.5 and TH9 base should have.
1) Centralized CC
You need to make it costly for your enemy to lure and destroy your CC
2) Double Giant Bombs
You simply MUST have this as it's the only way to stop a hog attack in it's tracks. A good base has 4 potential spots for DGB in the 2nd or third level so it's not too easy to get at them. If your base doesn't have room for double giant bombs, it's time for a new base.
3) Centralized AQ- because the archer queen is the lynchpin of 3-star attacks, so shall your archer queen help defend you from most attacks. Don't make it easy for them to get to your archer queen.
4) NO buildings in the corners. This makes is trivial for someone to move your CC troops once they have lured them. And you have no defenses out there to protect that builders hut. This only really worked at TH7 when people were using dragons, because they are slow and like to clump together.
5) Storages as tanks. This is more of a TH8 thing, but at TH9 you get 9 storages and 1 clan castle, all of which have huge hitpoints. Use this to your advantage and place them within range of your good defensive buildings.
6) Don't be stupid with your spring traps.
It used to be that you would put spring traps in a gap in the wall. This simply is not effective at TH9, because people are not attacking you with giants. They might be using hogs, or dragons, or Pekkas, or Golems. Instead, place spring traps where hogs would hit them as they traverse your base. This means between defenses and directly in the middle. Don't put them on the outside of your walls, because chances are they will never hit them.
7) Bombs work best when clumped together. Individually it isn't enough damage to do anything, but 4 bombs clustered together can destroy a pack of hogs or a group of wizards with ease.
8) Hidden Teslas need walls. You should think about putting hidden teslas in places where they can attack PEKKAS while they circle around the area.
1) Centralized CC
You need to make it costly for your enemy to lure and destroy your CC
2) Double Giant Bombs
You simply MUST have this as it's the only way to stop a hog attack in it's tracks. A good base has 4 potential spots for DGB in the 2nd or third level so it's not too easy to get at them. If your base doesn't have room for double giant bombs, it's time for a new base.
3) Centralized AQ- because the archer queen is the lynchpin of 3-star attacks, so shall your archer queen help defend you from most attacks. Don't make it easy for them to get to your archer queen.
4) NO buildings in the corners. This makes is trivial for someone to move your CC troops once they have lured them. And you have no defenses out there to protect that builders hut. This only really worked at TH7 when people were using dragons, because they are slow and like to clump together.
5) Storages as tanks. This is more of a TH8 thing, but at TH9 you get 9 storages and 1 clan castle, all of which have huge hitpoints. Use this to your advantage and place them within range of your good defensive buildings.
6) Don't be stupid with your spring traps.
It used to be that you would put spring traps in a gap in the wall. This simply is not effective at TH9, because people are not attacking you with giants. They might be using hogs, or dragons, or Pekkas, or Golems. Instead, place spring traps where hogs would hit them as they traverse your base. This means between defenses and directly in the middle. Don't put them on the outside of your walls, because chances are they will never hit them.
7) Bombs work best when clumped together. Individually it isn't enough damage to do anything, but 4 bombs clustered together can destroy a pack of hogs or a group of wizards with ease.
8) Hidden Teslas need walls. You should think about putting hidden teslas in places where they can attack PEKKAS while they circle around the area.