Back to Town Hall 15 layoutsClan War BASE LAYOUT

Town Hall 15 Clan War Layout #28

Town Hall 15 Clan War Layout #28 Town Hall 15 layoutClan War
LAYOUT DETAILS

About this Town Hall 15 base

Game link ready

Copy this base to Clash of Clans

Tap the button below. Clash of Clans will open so you can place this layout in an available base slot.

Copy base to the gameClash of Clans must be installed on this device.
SHARE THIS BASE

Send it to your friends

Share this layout with your clanmates on your favorite app.

WhatsApp Facebook Share on X
VillageMain Village
LevelTown Hall 15
PurposeClan War
Copy count266copy-button opens
Community ratingNo ratings yetBe the first to review

TH15 Clan War Base #28: Open Anti-Three-Star Core with Lower-Right Pressure

TH15 Clan War Layout #28 uses an open anti-three-star core rather than stacking every major defense directly around the Town Hall. After looking closely at the actual layout, the Town Hall appears slightly above the true center, while several important defensive compartments spread below and to both sides of it.

That matters because an attacker can reasonably plan for the Town Hall without automatically clearing the rest of the village at the same time.

The layout seems designed around that tradeoff. One part of the attack may secure the objective safely, but the remaining army still has to deal with defenses arranged across several different lanes.

The Town Hall is important, but not the whole attack

The slightly upper-offset Town Hall gives the attacker a fairly clear objective to plan around. A hero dive, controlled ground push, or specialized Town Hall takedown could potentially secure it earlier than on a deeply centered base.

There is a downside, though.

Spending too much on that phase may leave a lot of defensive value untouched. The lower half of the base still contains multiple compartments, and surviving troops may not naturally move through them in the best order.

That is probably why this works better as a Clan War layout than a simple trophy base. The Town Hall can fall and the defense can still have a realistic chance of protecting the third star.

Why the lower-right edge looks useful

The lower-right side, around four or five o'clock, looks like the easiest place to establish a controlled funnel.

There are enough exterior buildings to shape the army without immediately opening the entire core. A few funnel troops or a hero could clear the edge while the main force prepares to enter diagonally.

The important word here is controlled.

A wide entry may cause part of the army to travel around the outside while another group cuts inward. At first, that can look harmless because both groups are gaining percentage. The problem comes when the stronger central defenses start firing and only half of the original force is actually there.

Root Rider smash looks dangerous if it stays compact

Root Riders or another heavy ground smash army could challenge this structure effectively.

The walls themselves are probably not the main problem. Pathing is.

If Root Riders, heroes, and supporting troops enter from the lower-right and stay together, they can move through several compartments with strong Rage, Heal, Freeze, or Overgrowth value.

If they split, the layout becomes much harder.

One section can move toward the center while another chases defenses around the outer lane. The attacker may still have plenty of surviving troops, but spell efficiency drops quickly once those troops are fighting in two different areas.

Queen Charge Hybrid offers more control

Queen Charge Hybrid may be the more deliberate counter.

A Queen could remove part of the lower-right side before Miners and Hog Riders are committed. That would reduce the number of available side targets and create a cleaner line toward the core.

There is still a timing risk.

The outside buildings are spread far enough apart that a Queen who walks longer than expected can eat into the cleanup clock. The Town Hall might still be secured, but the final few buildings could survive simply because the Hybrid finishes on the wrong side.

Air attacks have to solve several lanes

The Air Defenses are spread across different approach lines rather than concentrated into one easy section. The Inferno Towers also function as separate anchors, which makes one simple Freeze plan less attractive.

Dragons could work, particularly with a tight funnel. A very wide deployment looks less convincing because several Dragons may drift toward outside buildings while the core group loses strength.

LavaLoon offers more precise defensive targeting, but it still needs a plan beyond the first compartment. Clearing one Air Defense will not automatically produce a clean route through the Town Hall and the remaining back end.

KEEP EXPLORING
All Town Hall 15 layouts