Post by Kaze no Yuki on Jul 6, 2014 2:02:38 GMT -8
Building a Better Base
A Guide to Clash of Clans
Part II: Picking a Base Layout
A Guide to Clash of Clans
Part II: Picking a Base Layout
Foreword: The following will presume you have all buildings mentioned, and have upgraded them to the maximum level for your Town Hall level. Your league and defenses will change the power of these layouts. If you're in a league too high for your Town Hall level, or your defenses aren't quite up-to-par for the league, you will find yourself an easy, often-attacked target. So, don't forget to upgrade! If you would like to know how to upgrade more efficiently, check out my guide: Building a Better Base, Part 1.
Hey folks! Today, we're going to talk about layouts. Layouts are important. They are the difference between 50% and 100%. Now, keep in mind, even the best layout has weaknesses. There is no "invincible", only "superior". That said, you should always strive to have the strongest layout possible for your needs.
To accomplish this, I've compiled a list of layout designs ranging from Town Hall 5-7, in the categories of: War Base, Trophy Base and Farming Base. In addition, I've written notes on the purpose of the placement within the layout, and added my own tips for a do-it-yourself layout.
[Note: All links go to clashofclansbuilder.com. On the website, all bases are viewed as squares, rather than diamonds as we see in-game. The bases should be aligned to the bottom-right.]
Hey folks! Today, we're going to talk about layouts. Layouts are important. They are the difference between 50% and 100%. Now, keep in mind, even the best layout has weaknesses. There is no "invincible", only "superior". That said, you should always strive to have the strongest layout possible for your needs.
To accomplish this, I've compiled a list of layout designs ranging from Town Hall 5-7, in the categories of: War Base, Trophy Base and Farming Base. In addition, I've written notes on the purpose of the placement within the layout, and added my own tips for a do-it-yourself layout.
[Note: All links go to clashofclansbuilder.com. On the website, all bases are viewed as squares, rather than diamonds as we see in-game. The bases should be aligned to the bottom-right.]
Layouts
Town Hall 5
In the Town Hall 5 range, there isn't much in the way of bases. In fact, it's best to use this range to learn the ins-and-outs of layouts. Even so, these bases are excellent examples and will certainly help you learn to make strong bases.
This base is very effective. The centralized Clan Castle makes this base very useful in Clan Wars, as it makes luring Clan Reinforcements very difficult. It also makes use of centralized splash-damage, meaning that the Wizard Tower and Mortar are harder to reach, and cover more of the inner-base, especially the Town Hall.
The Air Defense is also positioned well, far inside your base perimeter and out of reach of Archers, while also being covered by the Mortar. In addition, even if the Air Defense is destroyed, the Air Bombs in the center of the base will prevent Balloons, Minions and other aerial troops from being very effective.
This base could also serve as a Trophy Base, were you so inclined, as it protects your Storages, Town Hall, and the majority of your base (at least to 50%).
Trophy Base I
This one I recommend highly. Ignore the Swastika. As you see, the Splash defenses and Air Defense are centralized, designed to be difficult to reach and to maximize area coverage. The storages are also all tucked into separate compartments, making it more difficult for Farmers to rush the center or collect your resources.
The only negative is in the base's traps, which are placed only to to use them. For example, the Air Bomb on the left will be irrelevant, as it's effective area is inside the Air Defense's area. If you desired to correct that, you could place the Air Defense on the northern edge, next to the Spring Trap.
The Clan Castle is also positioned strangely. This could possibly be corrected by switching it with the Elixir Collector below the Cannon.
Trophy Base II
This base is a little more open, and the Splash defenses are a little close together, but otherwise is an excellent layout. The Clan Castle is in a very effective location (perhaps improved by switching it with the corner Barracks) and the Air Defense covers a large area. The Town Hall is well protected, and the storages are evenly dispersed.
However, it should be said that if you use this layout, you should swap one of each type of storage. For example, the bottom Elixir Storage could be replaced with the top Gold Storage. The Air Bombs should also be swapped with the bombs on the bottom-right and top of the base.
Farming Base I
This base is probably the best Farming base for Town Hall 5. The Splash damage is spread to cover a wide area, and the Air Defense covers most of the top, left and center of the base. The storages are each in their own compartment, so Goblin rushes will be minimized. Again, the Air Bombs by the Town Hall and Air Defense should be moved. Replace one with one of the bombs near the Clan Castle and put the other just above the right Army Camp.
Farming Base II
If you don't like that one, this will surely be acceptable. Here, the Clan Castle, Air Defense and Splash damage is all centralized. It covers a great range, though the Wizard Tower should be swapped with the Clan Castle.
Additionally, if you choose to use this base, make certain that you swap one of the Collectors for one of the Storages. You want a Storage to have its own box, if possible. Try moving the Air Bombs to the outside, near the bottom-right side of the map. This will allow the greatest aerial defense.
War Base
This one's a no-brainer. The Clan Castle, Air Defense and Splash defenses are all centralized for maximum coverage and the traps are actually well-placed. The perimeter has no gaps, making it difficult to use Archers, Barbarians or Goblins.
Trophy Base
Going Ham, as this base is called, is a well-designed, cleverly-positioned layout. The Splash defenses are all centralized and have a wide area, the Air Defense is also in the center alongside the Clan Castle, so there aren't any gaps in defense, be it aerial- or ground-based. Though there is an Air Bomb inside the Air Defense's area, the traps are well-placed.
Farming Base I
This is a Diamond layout, which I usually discourage. However, this made the list because it's actually a very well-designed layout. Splash defenses aren't centralized, they're spread out to create a diamond-shaped area. Normally, this makes it very easy to divert the attention of the Splash defenses, however here you'll see that the Splash defenses are actually well-covered by single-target defenses.
The Clan Castle and Air Defense also cover the majority of the base, making it an excellent farming layout.
Farming Base II
This base is an excellent multi-celled farming layout. The spread-out, centralized storages are difficult to farm with Archers or Goblins, and the centralized Mortars and Air Defense prevent Giant/Healer raids. The Wizard Towers also create an effective anti-B.A.M. layout.
This base is very effective. The centralized Clan Castle makes this base very useful in Clan Wars, as it makes luring Clan Reinforcements very difficult. It also makes use of centralized splash-damage, meaning that the Wizard Tower and Mortar are harder to reach, and cover more of the inner-base, especially the Town Hall.
The Air Defense is also positioned well, far inside your base perimeter and out of reach of Archers, while also being covered by the Mortar. In addition, even if the Air Defense is destroyed, the Air Bombs in the center of the base will prevent Balloons, Minions and other aerial troops from being very effective.
This base could also serve as a Trophy Base, were you so inclined, as it protects your Storages, Town Hall, and the majority of your base (at least to 50%).
Trophy Base I
This one I recommend highly. Ignore the Swastika. As you see, the Splash defenses and Air Defense are centralized, designed to be difficult to reach and to maximize area coverage. The storages are also all tucked into separate compartments, making it more difficult for Farmers to rush the center or collect your resources.
The only negative is in the base's traps, which are placed only to to use them. For example, the Air Bomb on the left will be irrelevant, as it's effective area is inside the Air Defense's area. If you desired to correct that, you could place the Air Defense on the northern edge, next to the Spring Trap.
The Clan Castle is also positioned strangely. This could possibly be corrected by switching it with the Elixir Collector below the Cannon.
Trophy Base II
This base is a little more open, and the Splash defenses are a little close together, but otherwise is an excellent layout. The Clan Castle is in a very effective location (perhaps improved by switching it with the corner Barracks) and the Air Defense covers a large area. The Town Hall is well protected, and the storages are evenly dispersed.
However, it should be said that if you use this layout, you should swap one of each type of storage. For example, the bottom Elixir Storage could be replaced with the top Gold Storage. The Air Bombs should also be swapped with the bombs on the bottom-right and top of the base.
Farming Base I
This base is probably the best Farming base for Town Hall 5. The Splash damage is spread to cover a wide area, and the Air Defense covers most of the top, left and center of the base. The storages are each in their own compartment, so Goblin rushes will be minimized. Again, the Air Bombs by the Town Hall and Air Defense should be moved. Replace one with one of the bombs near the Clan Castle and put the other just above the right Army Camp.
Farming Base II
If you don't like that one, this will surely be acceptable. Here, the Clan Castle, Air Defense and Splash damage is all centralized. It covers a great range, though the Wizard Tower should be swapped with the Clan Castle.
Additionally, if you choose to use this base, make certain that you swap one of the Collectors for one of the Storages. You want a Storage to have its own box, if possible. Try moving the Air Bombs to the outside, near the bottom-right side of the map. This will allow the greatest aerial defense.
Town Hall 6
The Town Hall 6 range is really the first expensive Town Hall. Proportionally, it is actually fairly equal to the Town Hall 5 range, but in resources and time the cost is still enormous. It's during this range you'll see the effect of a strong layout and well-upgraded base. In fact, I'd suggest you avoid trying too hard to make your own layout unless you're absolutely certain you have a grasp on the proper positioning.
War Base
This one's a no-brainer. The Clan Castle, Air Defense and Splash defenses are all centralized for maximum coverage and the traps are actually well-placed. The perimeter has no gaps, making it difficult to use Archers, Barbarians or Goblins.
Trophy Base
Going Ham, as this base is called, is a well-designed, cleverly-positioned layout. The Splash defenses are all centralized and have a wide area, the Air Defense is also in the center alongside the Clan Castle, so there aren't any gaps in defense, be it aerial- or ground-based. Though there is an Air Bomb inside the Air Defense's area, the traps are well-placed.
Farming Base I
This is a Diamond layout, which I usually discourage. However, this made the list because it's actually a very well-designed layout. Splash defenses aren't centralized, they're spread out to create a diamond-shaped area. Normally, this makes it very easy to divert the attention of the Splash defenses, however here you'll see that the Splash defenses are actually well-covered by single-target defenses.
The Clan Castle and Air Defense also cover the majority of the base, making it an excellent farming layout.
Farming Base II
This base is an excellent multi-celled farming layout. The spread-out, centralized storages are difficult to farm with Archers or Goblins, and the centralized Mortars and Air Defense prevent Giant/Healer raids. The Wizard Towers also create an effective anti-B.A.M. layout.
Town Hall 7
This is where things get real. At Town Hall 7, you get level 4 troops and the Rage Spell. Dragons, Dark troops, Heroes. Here, the game stops being "just a game". Following this post, I urge you to decide: Are you really ready? Can you handle the competition?
If you aren't, you may wish to wait. Because here, you have to compete. You have to bite, scratch, claw, tear, punch and kick your way to the top. You've been warned.
War Base
If you aren't, you may wish to wait. Because here, you have to compete. You have to bite, scratch, claw, tear, punch and kick your way to the top. You've been warned.
War Base
The triangulated Mortars, centralized Clan Castle and Air Defenses, and the Tesla placement make this base very effective. Additionally, the closed-box layout leaves little to be desired. Aside from the confusing placement of traps, (Giant Bomb by the right Cannon, Air Bomb in the Wizard Tower/Air Defense range, bomb in the middle of the base) the base is top-notch.
A triangulated Mortar, centralized Air Defense and Clan Castle layout. The Dark Elixir storage is well-protected beside the Town Hall and Barbarian King. The Teslas are cunningly placed to defend the storages and the traps are efficiently placed (damn those Air Bombs!).
Another triangulated Mortar base. You know what, from here on you'll probably see nothing but triangulated Mortars. Here, the Air Defense is centralized, but it focuses more on coverage and the Wizard Towers are more defensive. The storages are each in a separate box, and are thoroughly covered. Trap placement, however, is careless.
Trophy Base III
This is the layout I personally designed. I developed it myself and have tested it between the trophy range of 900-1250.
The strategy is pretty simple. First, my Mortars cover the entire area of the layout, and every Mortar is covered by some form of Anti-Air. The Air Defenses cover the majority of the base, and actually perform quite well. They are layered so that the raider must use several waves of Wall Breakers to take out an Air Defense, which discourages, if not disables, most Giant/Healer users. At the top of the base, you'll see that there is very little air coverage, aside from the Air Defense. This is a bait-and-switch tactic. I've placed Air Bombs to cover the Air Defense, and while the Barbarian King, in his little box, acts as a buffer between the layers. The Cannons/Mortar will deter use of Wall Breakers, or severely limit their efficacy. Additionally, the Archer Towers actually covers the Mortar and Air Defense once enemies are inside the base's perimeter. The Spring Traps effectively nullify Goblins/Giants and the Giant Bombs devastate Barbarians/Goblins/Wizards.
At the bottom, you'll notice that my defenses look a little open. That is, again, by design. They actually encourage raiders to target the south side of the base, to eliminate the clustered splash defense, but ultimately are quite successful at mowing down the primary waves of enemies. They cover a very wide area, and I've found even TH8 Giant/Healers can only get one or two stars.
Clan Castle and Hidden Teslas perfectly cover both Air Defenses, and the majority of the base. Unfortunately, it is possible to lure Clan Troops, as the Castle's radius extends just beyond the left-most Camp. I recommend using L4+ Wizards or a Dragon for defense.
The base successfully defends against all farming armies, with minor trouble from Giant/Healer (bottom Air Defense was upgrading, however) and never three-stars. Further testing is necessary. If you choose to test this layout, please let me know what range/league you're in, what level enemy attacked you (Based on Troop level/space, not TH level. This way, a TH9 with L3 troops can still be classified a TH6), and what composition they used. Suggestions, modifications and ratings appreciated. Thanks folks!
Farming Base I
Centralized Clan Castle and Mortars. Teslas cover the top and bottom, while Air Defenses and Wizard Towers cover the sides. Storages each have separate boxes.
Farming Base II
Centralized Air Defenses and Clan Castle, splash defenses cover a wide area. Storages all have their own box. Teslas, however, are ineffectively placed.
Remember, these aren't the only good layouts or strategies, just my recommendations. If you have any suggestions or questions, leave a comment. If there's a base you'd like to see included, PM me a link to the layout. (Only clashofclansbuilder.com links accepted.)
If you haven't done so already, check out the first in the series, Building a Better Base, Part 1!
Thanks for reading!
Trophy Base III
This is the layout I personally designed. I developed it myself and have tested it between the trophy range of 900-1250.
The strategy is pretty simple. First, my Mortars cover the entire area of the layout, and every Mortar is covered by some form of Anti-Air. The Air Defenses cover the majority of the base, and actually perform quite well. They are layered so that the raider must use several waves of Wall Breakers to take out an Air Defense, which discourages, if not disables, most Giant/Healer users. At the top of the base, you'll see that there is very little air coverage, aside from the Air Defense. This is a bait-and-switch tactic. I've placed Air Bombs to cover the Air Defense, and while the Barbarian King, in his little box, acts as a buffer between the layers. The Cannons/Mortar will deter use of Wall Breakers, or severely limit their efficacy. Additionally, the Archer Towers actually covers the Mortar and Air Defense once enemies are inside the base's perimeter. The Spring Traps effectively nullify Goblins/Giants and the Giant Bombs devastate Barbarians/Goblins/Wizards.
At the bottom, you'll notice that my defenses look a little open. That is, again, by design. They actually encourage raiders to target the south side of the base, to eliminate the clustered splash defense, but ultimately are quite successful at mowing down the primary waves of enemies. They cover a very wide area, and I've found even TH8 Giant/Healers can only get one or two stars.
Clan Castle and Hidden Teslas perfectly cover both Air Defenses, and the majority of the base. Unfortunately, it is possible to lure Clan Troops, as the Castle's radius extends just beyond the left-most Camp. I recommend using L4+ Wizards or a Dragon for defense.
The base successfully defends against all farming armies, with minor trouble from Giant/Healer (bottom Air Defense was upgrading, however) and never three-stars. Further testing is necessary. If you choose to test this layout, please let me know what range/league you're in, what level enemy attacked you (Based on Troop level/space, not TH level. This way, a TH9 with L3 troops can still be classified a TH6), and what composition they used. Suggestions, modifications and ratings appreciated. Thanks folks!
Farming Base I
Centralized Clan Castle and Mortars. Teslas cover the top and bottom, while Air Defenses and Wizard Towers cover the sides. Storages each have separate boxes.
Farming Base II
Centralized Air Defenses and Clan Castle, splash defenses cover a wide area. Storages all have their own box. Teslas, however, are ineffectively placed.
Do-it-Yourself
So, you wanna go it alone, do you? That's crazy... but, I love crazy, so I'm going to help you.
I'll start by going over the different types of layouts, then I'll discuss the general strategies and explain the purpose for each placement. After that, you're on your own, so good luck.
I'll start by going over the different types of layouts, then I'll discuss the general strategies and explain the purpose for each placement. After that, you're on your own, so good luck.
Farming
A Farming layout is pretty simple, and actually the easiest of the three types to build. It's purpose is to protect the Storages, where your resources are amassed. Trophies are unimportant, and so the Town Hall will often be placed outside of the base or on the very edge. In part, you do this to get a Shield; however, it also allows you to use more complex wall layouts. Similarly, many of your other buildings will be placed outside of the walls, to create room for the storages in the center.
Let's focus on the key structures in a Farming layout.
A Farming layout is pretty simple, and actually the easiest of the three types to build. It's purpose is to protect the Storages, where your resources are amassed. Trophies are unimportant, and so the Town Hall will often be placed outside of the base or on the very edge. In part, you do this to get a Shield; however, it also allows you to use more complex wall layouts. Similarly, many of your other buildings will be placed outside of the walls, to create room for the storages in the center.
Let's focus on the key structures in a Farming layout.
- Storages: Your storages are the most important buildings in a Farming layout. They should be kept close to the center, each in their own box (perhaps with a Splash defense). You should never keep two of the same kind of storage in the same box. If you have to keep your storages close-together, be sure to keep storages of the same type on opposite sides of the base, and if possible separate them by whatever walls you can (no holes!)
- Mortars: The Mortar has the greatest range of any splash defense. It is slow, but does good damage to targets far away, and is perfect for Goblin/Archer raids. As such, you should place the Mortars to cover the greatest area possible, while keeping them close to the center. It's not a bad idea to keep them close to the storages, either. Mortars should, if possible, each be in separate boxes, perhaps with a storage or Wizard Tower or Air Defense.
- Wizard Towers: While Wizard Towers have a small range, they do greater damage than the Mortar and can target both Ground and Air units, making them perfect taking out Minions/Archers/Barbarians/Goblins. You should position them close to the storages, or Mortars. They should also be on opposite sides of the base.
- Single-Target: Archer Towers, Cannons and Hidden Teslas are all Single-Target defenses. Excluding Cannons, they can all also target both Ground and Air units. You should place these to cover the weaknesses of the Splash defenses and Air Defenses. For example, if you have a Mortar on the north side of your base, you should have two Archer Towers and one Tesla nearby to counter aerial attacks, allowing the Mortar to crush the waves of ground units.
- Walls: Walls are key defenses. You must place them wisely. Many bases make one huge error: They have large, open layouts meant to hide as many buildings as possible within the walls. This is a terrible idea, and makes you an easy mark. You should plan your layout carefully, considering how to place your walls to maximize defense. Walls should be multi-tiered; compartments each specially designed for your layout.
- Clan Castle: Your Clan Castle is a specialized defense. It's power depends on you, and your clan. As such, I recommend considering very carefully whether you want your Clan Castle to be a centralized part of your layout, or something to dismiss entirely. If your clan is strong, if you have plenty of troop space and can get many strong donations, keep it in the center by your storages. Otherwise, disregard the Clan Castle as the same as your Barracks.
- Air Defenses: Air Defenses should be centralized, similarly to your Mortars. They provide excellent aerial support for Mortars and can cover a larger area than Wizard Towers.
Trophies
Trophy bases are harder to build than Farming bases, because they rely on defending the maximum percentage you can. Trophies are earned based on the number of stars you win or lose per raid (attacking or defending). And, because stars are earned by percentage of destruction, a Trophy base must be designed to protect all of the base not just storages or defenses. Your goal is to be, in a word, invincible. As impossible as that sounds, it is actually the ultimate goal of every Clash of Clans player. After all, what else is there at the top, if not immortality?
Still, these are difficult bases to build. So, here's what you need to know (keep in mind this is for bases up to TH7, as I cannot comment on the best tactics for a base I don't have; these are just basic strategic placements, and you should experiment to find your most comfortable layout).
Coming soon!
Trophy bases are harder to build than Farming bases, because they rely on defending the maximum percentage you can. Trophies are earned based on the number of stars you win or lose per raid (attacking or defending). And, because stars are earned by percentage of destruction, a Trophy base must be designed to protect all of the base not just storages or defenses. Your goal is to be, in a word, invincible. As impossible as that sounds, it is actually the ultimate goal of every Clash of Clans player. After all, what else is there at the top, if not immortality?
Still, these are difficult bases to build. So, here's what you need to know (keep in mind this is for bases up to TH7, as I cannot comment on the best tactics for a base I don't have; these are just basic strategic placements, and you should experiment to find your most comfortable layout).
- Town Hall: The Town Hall is your center. You must keep it as close to the middle of your base as possible, because if it's destroyed, that's 1 star.
- Splash Defenses: Mortars and Wizard Towers are key in every type of base. This is because they can use splash damage over an area, while Single-Target defenses can only hit one raiding troop at a time. Depending on the number of Mortars or Wizard Towers you have, placement will vary. If you only have one, place them close to the Town Hall. If you have two or more, place them to cover the greatest area possible around the Town Hall. Consider how enemies attack your base. With an Archer-based format, for instance, Archers will be dropped in a circle around the base. This allows the enemy to attack buildings on the opposite side of the walls. A team of triangulated Mortars that cover the exterior of your base will be able to defeat them, eventually. A team of Wizard Towers on the edge of your base, inside the walls, will quickly dispatch any force of Archers less than 30, unless they use a Rage/Healing Spell.
- Single-Target Defenses: The Archer Towers, Cannons and Hidden Teslas. These defenses are a little harder to place than Splash defenses. For instance, Cannons are actually more powerful than Archer Towers, but have a smaller range, slower attack rate and can't hit Air troops. Because of this, you want to keep Cannons near Wizard Towers or Archer Towers, so that something can cover their weakness. The same is true for Archer Towers and Mortars. An Archer Tower should be placed to cover a Mortar's weakness to Air troops, while also providing a large range of defense for buildings on the edge of the base. Teslas are traps, and should be placed to surprise the opponent. Their speed and power make them very effective, however if they are placed improperly the Tesla's position will be easy to determine and thus easy to avoid. When placing Teslas, imagine the spot its placed as being empty, since that's how it will appear to raiders. If it looks obvious, move it until it doesn't.
- Air Defenses: As always, Air Defenses are extremely important. They help against Dragons, Healers and Balloons, though Minions can be difficult in swarms for an AD. Because of this, you'll want your Air Defenses on the inner-tier of your base (which, at TH6 should be 2 Tiers, and at TH7 should be 2 or 3). This will prevent the Dragons from taking the AD down and moving on to massacring your base, but it will make facing Healers a little harder. Try to position your Air Defense near another Air-targeting defense, to help take out Dragons and Healers (or at least chip at them for the AD).
- Traps: Traps are the most difficult defense to place. If you place them in an obvious way, they can be easily avoided or ignored. If you place them on the outside of your base, they may be completely overlooked. Getting the right balance isn't just something you do. You have to try time and again. However, there are a couple of tips on placement. Giant Bombs should be placed anywhere you expect large amounts of Goblins or other small ground troops. Air Bombs should be placed where you expect Minion raids (they won't harm dragons at all, and only marginally for Healers or Balloons). Bombs should be placed to chip at small troops near splash areas. Seeking Air Mines should be placed to go after Dragons. Spring Traps should be used against Giants or P.E.K.K.A.s, so target their predicted path. Keeping these in mind, study how your base is raided. Are you attacked by a particular strategy often, and what could you change to prevent it? Or do you find one of your traps doesn't get tripped during a raid? Why?
- Miscellaneous Buildings: These are your Resource/Troop related buildings. Collectors, Barracks, Builders, etc. are merely percentages. Now, that isn't to say they aren't important. A proper Trophy base will protect as many of them as possible. After all, you lose trophies at 50% and 100% destruction, including the destruction of the Town Hall. However, in the same regard, it's not logically possible to protect 100%. Here's why you ought to place these as effectively as you can. Your walls will be too full, if your base is laid out correctly, to place the Builders, Collectors, Barracks, Dark Barracks, Laboratory or Spell Factory. Your Storages should be placed inside the walls, since they will hold your resources. Try to place Storages in separate boxes, (like 1 Gold Storage, 1 Elixir Storage in their own box, while the others are in a separate box). Ultimately, your storages should be placed according to your defenses, rather than as a priority over your Town Hall (as in a Farming layout).
- Walls: Walls should be multi-tiered, meaning they should have layers and boxes. You'll find this to be the main strategy for good higher-level bases (TH7-10) which have more walls. Like with the Farming layout, boxes should serve a purpose. Don't just make a box for Mortars or just for Air Defenses. Start at the center of your base, around the Town Hall (don't circle the Town Hall in its own box. Ever.) and decide what defenses you will need there most. Box them to create the first "Tier". All other tiers will branch out from the central tier. Depending on the number of walls and defenses you have, tiers can go as high as 6; though 2-3 is the most common from TH6 onward. Try to box Mortars, Air Defenses and storages in the inner-tiers, while leaving the Wizard Towers and Single-target defenses in the surrounding tiers.
War
Coming soon!
Remember, these aren't the only good layouts or strategies, just my recommendations. If you have any suggestions or questions, leave a comment. If there's a base you'd like to see included, PM me a link to the layout. (Only clashofclansbuilder.com links accepted.)
If you haven't done so already, check out the first in the series, Building a Better Base, Part 1!
Thanks for reading!