TH4 Anti 3 Star War Base with Diamond Core and Split Storages

Diamond-shaped TH4 anti 3 star war base. Central CC and Town Hall, offset Mortar and Air Defense, and outside storages to stall spam hits. Quick copy link available.

TH4 Anti 3 Star War Base with Diamond Core and Split Storages
Built by: Sami Khan
layouts uploaded: 11
focus: th18 war bases
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Strategy Explanation

This TH4 war layout is a compact, square-within-a-square design that aims to deny 3-stars by forcing awkward pathing and protecting key splash/anti-air. The Town Hall sits deep inside an inner box, wrapped by high-HP storages so Giants and Barbarians chew through multiple layers before they can touch the core. Defenses are spread in a clean cross pattern: Cannons and Archer Towers alternate around the inner ring to maintain constant crossfire from every angle, while the Mortar and Air Defense are tucked safely inside to punish swarms and stop CC Balloons. Small Bombs sit on the flanks to clip Wall Breakers and clumped Barbarians. Outside, camps and builder huts are spaced on every side to burn time and make funneling less predictable.

Attackers tend to walk the ring because the outer wall is continuous and there are no easy openings. When they finally crack in, they meet staggered compartments and storages that stall long enough for the Mortar to cycle shots and for the Archer Towers to clean up stragglers. It’s a simple shape, but very unforgiving to sloppy GiBarch and low-level WB entries.

Strengths

  • True core Town Hall: TH sits behind multiple layers and storages, denying quick snipes and late cleanup.
  • Central splash + anti-air: Mortar covers the entire base and the Air Defense is well protected, countering CC Balloons and mass Archers.
  • Crossfire coverage: Cannons and Archer Towers on opposite sides overlap nicely, so no safe edge for Giants or Archers.
  • Time pressure: Builder huts and camps are spread outside the walls, forcing extra walking and cleanup—great for war clocks.
  • Anti-WB traps: Small Bombs placed on the east/west approaches disrupt common entry points.

Funneling and Pathing Notes

  • Keep outside buildings slightly offset from walls so Giants don’t immediately stick to one corner; this promotes ring-walking.
  • Reposition the two Small Bombs to whichever side your war opponents prefer for entries after scouting.

Defense vs Common TH4 Attacks

  • GiBarch: Let Giants path the ring while Mortar chips the Archers. Storages in the inner ring buy the time you need.
  • CC Balloons: Your protected AD plus two Archer Towers force quick pops—avoid leaving AD exposed to first breach.

War Setup Tips

  • Fill your Clan Castle with a high-HP or splash defender (e.g., Valkyrie or Wizard + Archers). It punishes clustered entries.
  • Max the Mortar and Archer Towers first; they decide whether this holds to 1–2 stars.
  • Place builder huts in the outer corners only if your clan allows time traps; otherwise pull them slightly inward to reduce free %.

Upgrade Priorities

  1. Mortar → Archer Towers → Air Defense
  2. Walls around the core and storage ring
  3. Cannons, then traps

Run this as a war-only anti-3. It reliably forces extra troops and time for the core, turning many attacks into 1–2 stars.

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