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Town Hall 15 Clan War Layout #24

Town Hall 15 Clan War Layout #24 Town Hall 15 layoutClan War
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VillageMain Village
LevelTown Hall 15
PurposeClan War
Copy count130copy-button opens
Community ratingNo ratings yetBe the first to review

TH15 Clan War Base #24: Open Anti-Three-Star Defense with Split Core Pressure

TH15 Clan War Layout #24 is built around an open anti-three-star structure rather than trying to hide every important defense in one compact core. Looking closely at the actual base, the Town Hall is slightly offset toward the upper side of the main defensive area, while the surrounding compartments spread the strongest defenses across several different lanes.

That separation appears intentional. The base is willing to make one part of the village look reachable if doing so leaves the rest of the attack awkwardly positioned.

For Clan War defense, that can be more valuable than simply making the Town Hall as difficult as possible to touch.

The Town Hall is separated from the full defensive value

The Town Hall sits inside a protected compartment, but it is not surrounded by every major defense at once. This creates an interesting defensive trade.

An attacker may commit heavily to securing the Town Hall and still leave several dangerous sections untouched. If too many heroes, spells, or high-value troops are spent during that phase, the surviving army can enter the remaining compartments without enough strength to finish cleanly.

The layout therefore seems less focused on preventing a star entirely and more focused on making the third star expensive.

That is a classic anti-three-star idea.

The open core is designed to disturb pathing

The central wall structure contains multiple connected compartments instead of one large box.

From a defensive point of view, this helps create troop separation. Ground units entering the middle may find attractive targets in several directions. One group can turn toward an outer defense while another continues deeper into the core.

That split is useful for the defender because a concentrated attacking army gets much better value from Rage, Heal, Freeze, or Overgrowth spells.

Once troops separate, the same spells cover fewer units.

Even if many attacking troops remain alive, they may no longer be working together efficiently.

The lower-right side is the main pressure point

The lower-right edge appears to be the most vulnerable side of Layout #24.

There is a comparatively readable route from that area into the inner compartments, which means the nearby defenses have an important job: slow the opening long enough for the rest of the base to begin influencing troop movement.

If this section falls too cheaply, the attacker may preserve too much strength for the core.

That is probably the biggest structural weakness in the layout. The defense needs the lower-right entry to cost something—time, spells, hero health, or troop strength. Otherwise, the anti-three-star structure becomes easier to manage.

Infernos and Air Defenses avoid one easy spell zone

Another good defensive detail is the spacing between the Inferno Towers and Air Defenses.

The Infernos function more like separate inner anchors than one compact pair. This reduces the chance of both becoming easy value from a single control spell.

Air Defenses also cover different entry lanes rather than concentrating on only one side.

Against Dragons or LavaLoon, that spread may force the attacking army to remain under pressure during several stages of the raid instead of solving the entire air defense with one successful opening.

Designed to punish common TH15 armies

Root Rider and other heavy ground armies are dangerous because walls alone will not stop them. Layout #24 instead appears designed to punish them through pathing splits and separated defensive pressure.

Queen Charge Hybrid presents a different threat, since removing one section can simplify the base. The defensive goal is to make that opening consume enough time that the later cleanup becomes uncomfortable.

Air armies face another problem: defenses are spread far enough apart that troops may drift into different lanes rather than staying as one concentrated group.

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