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Town Hall 10 Farming Layout #9

Town Hall 10 Farming Layout #9 Town Hall 10 layoutFarming
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VillageMain Village
LevelTown Hall 10
PurposeFarming
Copy count3copy-button opens
Community ratingNo ratings yetBe the first to review

TH10 Farming Base #9: Broken-Ring Layout Built to Separate Gold, Elixir and Dark Elixir

TH10 Farming Layout #9 uses a broken-ring structure with the Town Hall sitting slightly above the true center of the defensive network. Looking closely at the base, the farming idea is fairly easy to understand: Gold, Elixir, and Dark Elixir are not arranged along one convenient path. Instead, the valuable buildings sit in different compartments, forcing an attacker to make several decisions after the first successful entry.

That is a useful approach for farming. The base does not need to save every storage. It mainly needs to prevent one clean push from collecting everything.

The broken ring creates awkward resource routes

The wall pattern is probably the most interesting part of Layout #9.

Rather than forming one continuous square around the center, the compartments create a partially broken ring. Troops moving through one section can be pulled sideways toward nearby defenses or storages instead of continuing directly toward the next valuable target.

That pathing friction may be enough to save resources elsewhere.

A raid can look successful after the first compartment falls, yet still lose momentum because the remaining troops are travelling around the core instead of through it. For farming defense, that is valuable even when the attacker keeps most of the army alive.

Resource value is deliberately spread out

The Gold and Elixir Storages are positioned on different lanes, while the deeper resource area remains separated from the easiest outer targets.

The Town Hall also sits within this wider defensive network instead of becoming the only protected objective.

What I like about this arrangement is that it creates several smaller loot commitments. Reaching one storage does not automatically put the next one within easy reach. High-hitpoint storages can also hold troops in place while nearby defenses continue firing.

Dark Elixir protection benefits from the same idea: a raid focused on one side may have to significantly redirect before reaching the rest of the valuable core.

Air Defenses and Infernos cover different problems

The Air Defenses appear positioned to cover different entry lanes, while the Inferno Towers act more like separate inner anchors than one compact pair.

That makes the defensive network harder to simplify with one spell plan.

Queen Charge LavaLoon may be able to remove one important side, but the remaining air phase still needs to navigate coverage elsewhere. Electro Dragon-style attacks could find useful chain value in some of the tighter compartments, though the broken-ring spacing may become less comfortable once the attack moves deeper.

Hog or Miner Hybrid is another plausible counter if the attacker can create predictable pathing.

The upper-right edge is the key weakness

The upper-right edge appears to offer the cleanest funnel.

The real danger is a controlled entry that interrupts the ring before troops begin circling away from the core. If that side is opened precisely, the attacker may create a shorter diagonal route toward the valuable middle sections.

For the defense, this area ideally needs to consume time, hero health, spells, or troop strength before the ring loses its shape.

Why Layout #9 works for Farming

The strongest feature of TH10 Farming Base #9 is that Gold, Elixir, and Dark Elixir are not offered along one comfortable route.

Its broken-ring walls, separated storages, slightly offset Town Hall, distributed Air Defenses, and divided Inferno pressure all support the same idea: taking some loot should be noticeably easier than taking all of it.

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