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Town Hall 15 Clan War Layout #36

Town Hall 15 Clan War Layout #36 Town Hall 15 layoutClan War
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VillageMain Village
LevelTown Hall 15
PurposeClan War
Copy count1,328copy-button opens
Community ratingNo ratings yetBe the first to review

TH15 Clan War Base #36: Offset Town Hall with Ring Pathing and Lower-Left Pressure

Town Hall 15 Clan War Layout #36 is built around a problem that shows up often in war attacks: taking the Town Hall and finishing the base are not always the same job. The Town Hall sits slightly toward the left side instead of sharing one perfectly central compartment with every other high-value defense. Around it, the walls form an offset ring with several smaller sections that can send troops in different directions once the first layer is opened.

That makes the layout interesting from a Clan War point of view. The Town Hall does not look impossible to reach, and I would not describe the base that way. In fact, an attacker may find a fairly reasonable route to the objective. The harder question is what happens immediately afterward. If too much of the army is committed to securing the Town Hall, the surviving troops may have an awkward route through the defenses on the opposite side.

That tradeoff appears to be the main idea behind the base.

The offset Town Hall changes the three-star route

The Town Hall is separated slightly from the other major targets instead of being buried in one overloaded central compartment. That may look like a weakness because a focused hero entry or ground push can potentially reach it without clearing the full core.

There is another side to that, though.

An attacker who builds the entire plan around the Town Hall may finish that phase in a poor position for the rest of the village. The army can exit the objective compartment and begin circling around the ring instead of moving directly through the remaining high-value defenses.

In war, that matters a lot.

A safe two-star attack might simply secure the Town Hall and then collect percentage from the easier outside sections. A player chasing the triple has to think further ahead: which troops will still be alive after the objective, where will they path next, and how much spell support will remain for the back end?

Layout #36 seems designed to make those questions uncomfortable.

Why the lower-left edge looks like the first place to test

From the visible structure, the lower-left side, roughly around seven or eight o’clock, looks like one of the cleaner places to establish a funnel.

There are exterior buildings that can be removed without immediately committing the full army, and the angle provides access toward the Town Hall side of the ring. A Queen Charge could begin there, or a few supporting troops could shape the edge before a heavier army enters.

If I were scouting this base, that would probably be the first area I would examine closely.

The important part is not simply opening the wall. It is controlling what happens after the opening.

A broad funnel may create several available targets at once. The main force could begin moving toward the Town Hall while the Queen or supporting troops continue along the lower-left perimeter. For twenty seconds, that may look completely fine. Buildings are disappearing and percentage is climbing.

Then the central fight starts.

The army is no longer concentrated, and one spell cannot support everyone.

Cutting the ring early is the biggest weakness

The most obvious weakness in this layout is a controlled entry that breaks the ring beside the offset Town Hall before the main army begins circling.

If an attacker removes the correct lower-left buildings and creates one narrow lane, the Town Hall route can become much more predictable. That could also prevent the main troops from taking a long path around the outside of the core.

Queen Charge Hybrid looks like a logical way to test this.

A Queen beginning from the lower-left could clear one defensive compartment and remove structures that might pull Miners and Hog Riders away from the intended line. If the Queen gets the correct angle, the Hybrid portion could move into the Town Hall section while still keeping enough force for the next compartments.

The risk is timing.

One unexpected Queen walk can add several seconds to the setup. A slow wall opening or high-hitpoint target can make the situation worse. The Town Hall may still fall, but a late Hybrid deployment can leave the opposite side of the base largely untouched until the final minute.

That is where a war layout can turn a technically successful attack into a frustrating two-star.

Heavy ground smash can pressure the Town Hall quickly

Root Rider or another heavy ground smash army is another realistic counter.

These armies can deal with wall-heavy sections more comfortably than troops that require one perfect breach. Once the lower-left funnel is established, a compact ground push may reach the Town Hall fairly quickly.

Still, brute strength alone does not solve the layout.

The attacker wants the heroes, healers, tanks, and supporting damage to remain together as the army moves through the offset ring. If the main force reaches the Town Hall while half the support stays outside, spell efficiency drops quickly.

Rage, Heal, Freeze, Overgrowth, or other control spells give much more value when the army is concentrated. Once troops split across two compartments, every spell becomes a decision.

That is probably what the base is trying to create: not an impossible wall network, but a situation where the attacker has to spend resources correcting pathing.

Air attacks have several choices, but no single obvious solution

The Air Defenses are distributed around different parts of the inner base rather than being grouped into one convenient cluster. The Inferno Towers are also separated, which makes it harder to control every major defensive threat with one spell plan.

Dragons could certainly challenge the layout.

A lower-left funnel may help create a line toward the Town Hall, but I would expect a relatively narrow Dragon deployment to work better than spreading them across the entire edge. If some Dragons remain on outside buildings while the stronger group turns toward the objective, the core fight can begin with less damage than expected.

LavaLoon offers more control over individual defensive targets, but the route needs to be planned beyond the opening.

Destroying the first Air Defense is only part of the job. The attacker still has to decide how the Balloons will transition through the Town Hall section and which defensive pocket should become the back end.

A clean opening does not automatically produce a clean three-star path.

Why this layout fits Clan War

The strongest reason to classify TH15 Layout #36 as a Clan War base is the separation between Town Hall access and three-star pathing.

The Town Hall may be obtainable. That does not mean the full base becomes easy afterward.

An attacker who commits heavily to the objective may secure the first two stars but leave too little strength for the remaining defenses. A more aggressive player can preserve troops and spells for the back end, but that makes the Town Hall phase less comfortable.

That is a useful war tradeoff.

The base also creates scouting pressure. An attacker needs to think beyond “Which side gets me to the Town Hall fastest?” The better question is: Where will the army be after the Town Hall falls?

That second question is probably where Layout #36 gets most of its defensive value.

Overall assessment

TH15 Clan War Layout #36 appears to be an anti-three-star design built around an offset Town Hall, ring-style pathing, separated defensive threats, and an awkward transition after the objective.

The lower-left side looks like the first weakness worth testing. A disciplined attacker who cuts the ring early and keeps the army compact could shorten the route into the Town Hall considerably. Queen Charge Hybrid, Dragons, LavaLoon, and heavy ground smash armies all appear capable of exploiting the layout with good execution.

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