My first base

My first base
Built by: Sami Khan
layouts uploaded: 11
focus: th18 war bases
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Strategy Explanation

This TH3 war layout keeps the Town Hall tucked in a tiny inner box with the mortar, creating a splash-damage core that punishes early-game swarms. Around that, a tight outer wall ring holds both gold storages at the lower corners and the two elixir storages up top, so every push has to chew through hitpoints before reaching the center. Cannons sit left and right to anchor giant pathing, while the lone Archer Tower is placed low, covering the widest approach from the south. Collectors and army camps are parked outside along the north edge to burn time and force attackers to start far from the Archer Tower’s blind spots. Two small bombs are placed just outside the lower corners to clip archers and goblins trailing behind giants once the wall opens.

The idea is simple for war: deny a quick Town Hall snipe, make giants walk the sides under mortar fire, and slow the cleanup for a potential time fail. As a hybrid, it also shields your storages reasonably well since each sits under at least two point defenses plus the mortar’s radius.

Strengths

  • Central splash core: Mortar next to the Town Hall covers nearly the entire base, deleting stacked barb/arch lines and soft giants.
  • HP ring with split storages: Storages on opposite quadrants soak damage and stall pushes, protecting both loot and stars.
  • Forced pathing: Side cannons pull giants around the ring, keeping them under continuous mortar shots instead of straight into the core.
  • Time pressure: Outside collectors/camps at the top stretch deployments, increasing the chance of 1–2 star outcomes instead of 3.
  • Trap synergy: Bombs at the lower corners pop as troops pile on the first breach, clipping squishy support troops.

War CC and Trap Tips

  • Request 10 Archers or a mixed Archer/Goblin CC to counter enemy giants and a stray Balloon. Keep CC centered if you add it.
  • If most attacks enter high side, slide one bomb to the top corner to catch wall breakers; keep the other at a lower corner for symmetry.

Suggested Tweaks & Upgrades

  • Swap one upper elixir storage with a lower gold storage if scouts target only one side; balance HP across quadrants.
  • Prioritize mortar and Archer Tower upgrades first, then cannons, then walls.
  • Nudge a collector one tile outward to create slight offsets that split barbarian lines and improve mortar hits.

How It Defends Common TH3 Armies

  • Giants + Archers: Giants circle to side cannons while mortar splashes archer packs; bombs punish the first breach.
  • Barb/Gob rush: Tight walls and central mortar shred blobs; storages stall the rest for time.
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