Smart TH6 War Coc Layout | Anti 2 Stars C-Army
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Strategy Explanation
This TH6 war base uses a tight diamond-within-a-diamond design to make the Town Hall hard to reach and even harder to secure a second star. The Town Hall sits deep in the inner core with the Clan Castle right beside it, wrapped by a second ring of compartments. Storages are used as bulky buffers on the east and west, while key defenses are spread to force attackers through multiple walls no matter the entry.
Wizard Towers sit on the flanks (left and right) overlapping the Elixir Storages, punishing mass barbs/archers and cleaning up Giants that leak through. Mortars are split high and low for constant splash across the approach lanes. Air coverage is concentrated toward the lower side of the core, and an Air Sweeper points upward to push Balloons off-path into Archer Tower and Wizard Tower fire. Outside buildings are evenly spaced to slow funnels; note the builder huts tucked at the top corners to waste time in close wars.
Traps are layered where troops naturally path: springs on the inner turns to flip Giants, small bombs in front of typical wall-breaker targets, and air mines covering the gaps between Archer Towers and the core AD cluster.
Strengths
- Anti 2-Star core: Two layers of walls and high-HP storages around the center make TH snipes and quick percentage pushes unreliable.
- Strong splash crossfire: North–south Mortar placement and side Wizard Towers give continuous overlap, shutting down swarm armies.
- Air denial for TH6 wars: Centralized air coverage plus air mines forces Balloons to path across multiple defenses before touching the core.
- Hard CC lure: Clan Castle is centralized; it’s difficult to pull without committing troops deep, punishing sloppy openers.
- Time sink: Corner huts and a wide trash ring slow cleanup, helping prevent the high percent needed for the second star.
Trap and Tesla Notes
- Keep spring traps on the inner 90-degree turns between the outer and inner diamonds; that’s the default Giant path.
- Place small bombs one tile off the outer walls near the most exposed cannons to catch wall breakers.
- Air bombs should sit between the flanking Archer Towers and the core to catch Balloons after the first defense drops.
Clan Castle Recommendation
Defensive CC: 1 Dragon (or Baby Dragon + Balloons). Air troops punish the common Giant/Healer and Barch openers and are tough to kill before the core.
Usage Tips
- Rotate the Air Sweeper based on scouting; if enemies favor top entries, angle it to push into Wizard Tower fire.
- Keep storages in the second ring as shown—don’t swap them outside, or you’ll lose the anti-2-star buffer.
- Spread outer buildings evenly to prevent easy funnels and to burn attack time.