Post by Luke on Jan 1, 2016 0:42:08 GMT -5
The Base:
So to preface my review, I'm looking at this base from the point of view of someone who uses Giant+Healer as his main attack strategy. Therefore, most of my comments will be how to shut down or dampen that strategy since I have the most experience with those kinds of raids. GiBarch (Giants, Barbarians, Archers), GoWiPe, Super Queen (aka Queen Walk), and air attacks are other strategies to consider that I won't cover.
The picture below shows possible placed I'd think to drop my single pack of 16 Giants. The red arrows show the path they'd take from the first wall to the second, since that's really all I can semi-accurately predict. Jump Spells and Earthquake Spells complicate things, so let's just assume for simplicity that the attacker isn't using them. The good thing about this base is Wallbreakers won't complicate prediction too much since they'll most likely redirect Giants to a new predicted path, not a potential new one. Some of the arrows are faded to show a potential path but one that I don't think is likely. Knowing where Giants will head is based on nearest defensive structure, and the goal on defense is to take out as many as you can before they get to the next segment. I wish I could say that your defenses will take care of them, but unfortunately there just isn't enough DPS in a given area to make too much of a difference. My solution is Spring Traps. You'll take out a maximum of 3 Giants (15 troop space) with each. Since people bring anywhere from 8-20 Giants, we're talking about potentially 38-15%, respectively, of the enemy army each time one of these bad boys goes off.
The red circles show where the Spring Traps are currently located, and the cyan circles show where they could be placed between the defensive structure as they are now. I marked this to show how none of them are within the paths of the Giants, and honestly I don't think they'll hit more than one or two rogue Giants a raid. They might hit a Wizard or a group of Goblins, but these units are easy to deal with once the Giants are out of the way, so I'd suggest relocating them. What's worse is that two of the Giant Bombs and all of the single Bombs are triggered by the Giants' path, indicated by black X's. You can move those out of the way and place them where groups of Wizards, Goblins or Hogs tend to go to (no base is perfected until you've had several attacks on it).
The next thing I noticed is that you've got a huge cluster of resources grouped together. 40% of your resources are in a line down the left side in those 4 Storages. They're covered by multiple structures, but if they're all distracted by Giants, Golems or a Barbarian King, they're just too concentrated to be kept safe for very long. I'd really recommend spacing them out a little farther so that dividing the map into 4 equal parts in any way will only contain 15-30% of your loot. If you can sneak Giant Bombs next to them too, like the West Storages have, that should hopefully help keep your loot safe too.
Without several replays, it's hard for me to justify moving any structures or repartitioning compartments at this point. From experience, I'd recommend keeping the storages farther apart, possibly by switching some of the internal mines/collectors/drills with a storage. I do like the spread of the Air Defenses and the fact that the Archer Queen Alter is one platform away from its Northern wall (this keeps her from hopping over and making her accessible to ground troops early in the attack. Unfortunately, that wall segment next to the Southern Mortar looks like a prime location to drop a Jump/Earthquake spell(s), easily opening up the core of the base.
So to preface my review, I'm looking at this base from the point of view of someone who uses Giant+Healer as his main attack strategy. Therefore, most of my comments will be how to shut down or dampen that strategy since I have the most experience with those kinds of raids. GiBarch (Giants, Barbarians, Archers), GoWiPe, Super Queen (aka Queen Walk), and air attacks are other strategies to consider that I won't cover.
The picture below shows possible placed I'd think to drop my single pack of 16 Giants. The red arrows show the path they'd take from the first wall to the second, since that's really all I can semi-accurately predict. Jump Spells and Earthquake Spells complicate things, so let's just assume for simplicity that the attacker isn't using them. The good thing about this base is Wallbreakers won't complicate prediction too much since they'll most likely redirect Giants to a new predicted path, not a potential new one. Some of the arrows are faded to show a potential path but one that I don't think is likely. Knowing where Giants will head is based on nearest defensive structure, and the goal on defense is to take out as many as you can before they get to the next segment. I wish I could say that your defenses will take care of them, but unfortunately there just isn't enough DPS in a given area to make too much of a difference. My solution is Spring Traps. You'll take out a maximum of 3 Giants (15 troop space) with each. Since people bring anywhere from 8-20 Giants, we're talking about potentially 38-15%, respectively, of the enemy army each time one of these bad boys goes off.
The red circles show where the Spring Traps are currently located, and the cyan circles show where they could be placed between the defensive structure as they are now. I marked this to show how none of them are within the paths of the Giants, and honestly I don't think they'll hit more than one or two rogue Giants a raid. They might hit a Wizard or a group of Goblins, but these units are easy to deal with once the Giants are out of the way, so I'd suggest relocating them. What's worse is that two of the Giant Bombs and all of the single Bombs are triggered by the Giants' path, indicated by black X's. You can move those out of the way and place them where groups of Wizards, Goblins or Hogs tend to go to (no base is perfected until you've had several attacks on it).
The next thing I noticed is that you've got a huge cluster of resources grouped together. 40% of your resources are in a line down the left side in those 4 Storages. They're covered by multiple structures, but if they're all distracted by Giants, Golems or a Barbarian King, they're just too concentrated to be kept safe for very long. I'd really recommend spacing them out a little farther so that dividing the map into 4 equal parts in any way will only contain 15-30% of your loot. If you can sneak Giant Bombs next to them too, like the West Storages have, that should hopefully help keep your loot safe too.
Without several replays, it's hard for me to justify moving any structures or repartitioning compartments at this point. From experience, I'd recommend keeping the storages farther apart, possibly by switching some of the internal mines/collectors/drills with a storage. I do like the spread of the Air Defenses and the fact that the Archer Queen Alter is one platform away from its Northern wall (this keeps her from hopping over and making her accessible to ground troops early in the attack. Unfortunately, that wall segment next to the Southern Mortar looks like a prime location to drop a Jump/Earthquake spell(s), easily opening up the core of the base.