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TH16 Farming Base #2: Broken-Ring Resource Layout with an Upper-Right Entry
Town Hall 16 Farming Layout #2 uses a broken-ring structure to separate the Town Hall from several of the resource routes around it. The Town Hall sits slightly above the visual center, surrounded by storages and heavier defenses, while additional resource buildings are distributed through the outer compartments. At first glance the base feels fairly compact and symmetrical. Once you start tracing where troops are likely to travel, though, the attack becomes less straightforward.
The important detail is that Gold, Elixir, and Dark Elixir are not all offered along one comfortable line. An attacker may reach a storage early, but collecting the next valuable building can require another wall transition or a change of direction around the core.
For a farming layout, that is a useful defensive idea. It is probably unrealistic to expect a visible TH16 base to protect every resource against a carefully prepared army. A more believable goal is to make complete loot collection noticeably harder than taking one or two storages.
How the broken-ring core may affect pathing
The walls around the central section do not form one perfectly closed square. Instead, several compartments partially wrap around the Town Hall, creating different routes into and around the core.
That may encourage troops to split after the first section falls.
For example, a heavy ground army could begin moving toward the Town Hall while the Queen or supporting troops notice buildings in an adjacent compartment and start travelling sideways. Early in the raid, that does not necessarily look like a problem. Two sections are being cleared, percentage is rising, and the attacker may even collect a storage from each side.
The issue becomes clearer once the central defenses start applying pressure.
A Rage, Heal, Freeze, Overgrowth, or similar support spell gives much better value when the main army is fighting together. If heroes and tanks are several compartments apart, the attacker has to choose which group deserves support.
The layout does not need to destroy both groups immediately. Simply slowing one of them can leave the final resource section untouched.
Why the upper-right edge looks like the easiest funnel
From the visible structure, the upper-right edge, roughly around one or two o’clock, appears to be the most natural place to begin shaping an attack.
There are enough outside buildings in that area to establish a funnel without committing the full army immediately. A Queen Charge could begin there, or a few support troops could trim the corner before Root Riders or another heavy ground army is deployed.
Still, opening too much of the side may work against the attacker.
A broad funnel gives troops several possible targets. Root Riders might move inward while heroes stay on the perimeter. Dragons can do something similar, with part of the army moving toward the core and another part following outer buildings.
That is why I would consider a narrow upper-right funnel considerably more dangerous to the base than a full-width spam attack.
The biggest weakness is breaking the ring early
The most obvious weakness is a controlled entry that interrupts the ring before troops begin circling around the objective.
If the attacker removes the correct upper-right buildings and forces the main army through one lane, the route toward the central Town Hall becomes much easier to predict. Once that happens, some of the defensive value created by the broken-ring shape disappears.
Root Riders or another heavy ground smash army would probably be one of the first approaches worth testing.
These troops are comfortable crossing walls, so simply having multiple compartments is unlikely to stop them. The defense instead depends on separating the tanks from their heroes, healers, and supporting damage.
If the whole army remains compact, the attacker gets far better value from spells and hero abilities.
If it spreads across different sections, the same composition can become surprisingly inefficient.
Queen Charge Hybrid offers a more controlled approach
Queen Charge Hybrid could also work well against this layout.
A Queen starting from the upper-right may be able to remove one defensive pocket first and clear buildings that would otherwise pull Miners and Hog Riders around the outside. Once that lane is prepared, the Hybrid army should have a cleaner path through the center.
There is a tradeoff, though: time.
One unexpected Queen walk can add several seconds to the opening. A storage or another high-hitpoint building might keep her occupied longer than expected. A slow wall opening can create the same problem.
The Town Hall may still fall, but the final storage could remain on the opposite side while cleanup troops are already racing the clock.
For a farming base, that is not necessarily a bad defensive result. The attacker does not need to lose every troop for the layout to save resources.
Air attackers have several threats to solve
The Air Defenses appear to cover different entry lanes instead of being stacked into one obvious group. The Inferno Towers are also separated enough to function as individual inner anchors rather than one compact pair.
That makes air pathing worth thinking about.
Dragons could attack from the upper-right after a good funnel. I would expect a relatively tight deployment to perform better than a wide line. If several Dragons remain on exterior structures, the main group may arrive at the Town Hall with noticeably less damage than intended.
LavaLoon provides better control over target order, but the attack still needs a plan beyond the first Air Defense.
Destroying one threat does not automatically solve the village. The Balloons still need to transition through the broken-ring center, deal with surviving Inferno coverage, and finish somewhere useful for the remaining storages.
Why Layout #2 fits Farming play
The strongest reason to classify this as a farming layout is the separation between quick loot and complete loot.
A casual attacker may be able to collect one storage and several outside buildings without much trouble. Reaching the next major resource pocket asks for another commitment. A third may require troops to cross the center or turn into a completely different compartment.
That additional movement matters.
A farming defense can sometimes succeed even when the attacker still has a healthy army. The troops simply finish in the wrong part of the village and spend the final seconds travelling instead of attacking another storage.
TH16 Farming Layout #2 appears designed around exactly that possibility.
The base is certainly not unbeatable. A disciplined upper-right entry that cuts the ring early and keeps the army compact may open the core considerably faster than intended. Root Rider smash, Queen Charge Hybrid, Dragons, and LavaLoon all look like realistic counters depending on execution.


