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TH16 Farming Base #3: Storage-Led Diamond with an Upper-Left Entry
Town Hall 16 Farming Layout #3 uses a storage-led diamond structure that spreads the important parts of the village across several defensive stages instead of giving an attacker one obvious route through everything. The Town Hall sits slightly above the visual center, while Gold and Elixir Storages help shape the compartments leading toward the core.
What I like about this design from a farming point of view is that the resource path is not perfectly aligned with the Town Hall path. An attacker might reach one valuable section and feel as though the difficult part is over, only to discover that another storage sits behind a different wall lane. That may sound like a small detail, but it is exactly the sort of thing that can turn a quick farming raid into a much longer attack.
The goal here does not appear to be making every resource impossible to reach. A strong TH16 army can still break the village with good execution. Instead, Layout #3 seems designed to make taking everything require more commitment than taking something.
A storage-led diamond rather than one central box
The wall structure forms a loose diamond around the core, with storages positioned along different stages of the route. Those storages are doing two jobs at once. Obviously they hold resources, but they are also high-hitpoint buildings that can slow heroes and main troops while the surrounding defenses continue firing.
This becomes especially noticeable once the first compartment falls.
A ground army may start moving toward the Town Hall while the Queen or another group remains on a storage in an adjacent lane. At first, this split can look completely harmless. Percentage rises, multiple buildings disappear, and the attacker seems to be clearing the base efficiently.
A little later, the main force reaches the core without all of its support.
That is where things can become awkward. A Rage, Heal, Freeze, Overgrowth, or similar spell gives much better value when most of the army remains together. If half the troops are still fighting somewhere else, the attacker has to decide which part of the push deserves support.
The upper-left edge looks like the cleanest opening
The upper-left side, roughly around ten or eleven o’clock, looks like the most natural place to start shaping the funnel.
There are enough outside buildings in that area to create an entry without committing the full army immediately. A Queen Charge could begin there, or a few funnel troops could clear the outside before a heavier ground push is sent inward.
The danger for the defender is that this side may also create a fairly direct diagonal route toward the center.
If the attacker removes the right structures and keeps the funnel narrow, one exposed storage lane can effectively become a shortcut into the core.
That is probably the biggest visible weakness of Layout #3.
A diagonal push could open the base early
A carefully prepared attack from the upper-left may turn the outer storage lane into direct access toward the Town Hall.
Root Riders or another heavy ground smash army would be one of the first counters I would test. These troops are comfortable crossing walls, so once the funnel is established, the attacker may be able to move through several compartments without spending much time opening each one individually.
The important part is keeping the formation compact.
Root Riders, heroes, healers, and supporting troops moving together could create serious pressure through the center. The attacker can stack spell value in one area and keep momentum through several defenses.
Spread that same army across two storage lanes, however, and the result can look very different.
The base appears to rely on that pathing uncertainty more than on the walls themselves.
Queen Charge Hybrid offers more control
Queen Charge Hybrid may be an even more controlled option.
Starting the Queen from the upper-left could allow the attacker to remove one defensive pocket, clear an exposed storage, and eliminate buildings that might otherwise pull Miners and Hog Riders away from the planned route.
If the Queen enters correctly, the Hybrid phase gets a fairly clean line toward the core.
There is a downside, though: timing.
Storages can slow a Queen Charge because of their high hit points. One unexpected walk around the outside can also add ten or fifteen seconds surprisingly quickly. The Town Hall may still fall, but the final storage could remain on the opposite side of the village while cleanup troops are already running short on time.
For a farming layout, that is not necessarily a defensive failure. If one major storage survives because the attack finished in the wrong area, the layout has still protected some value.
Air armies have workable routes, but no perfect shortcut
The Air Defenses appear to cover different entry lanes rather than being packed into one compact cluster. The Inferno Towers also act more like separate inner anchors.
That should make the air route slightly less predictable.
Dragons could attack from the upper-left after a proper funnel. I would expect a fairly narrow deployment to work better than spreading them across the entire edge. If several Dragons remain on outer buildings, the group moving toward the Town Hall can arrive with less damage than the attacker originally planned.
LavaLoon provides better control over defensive targets, but the raid still needs to be planned in phases. Destroying one Air Defense does not automatically expose every important section. The Balloons still need to transition through the core and finish somewhere useful for the remaining storages.
That second phase may matter just as much as the opening.
Why this layout makes sense for Farming play
The strongest farming feature of TH16 Layout #3 is the way the storage path is broken into stages.
One resource pocket may be accessible early.
The next requires another wall transition.
A third can sit across the diamond and force surviving troops to change direction again.
Those extra transitions cost time, spells, and troop control.
That is a more realistic way to evaluate a farming layout than asking whether it can completely stop every TH16 attacker. A carefully planned army can certainly beat this base. The useful question is whether a rushed raid can grab the Town Hall and every major storage without losing control of the army.


