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TH16 Farming Base #14: Broken-Ring Core with Split Resource Paths
Town Hall 16 Farming Layout #14 takes a compact approach to defense, but it does not simply pile every important building into one central compartment. The Town Hall sits near the middle, tucked behind the main storage line, while Gold, Elixir, and other valuable targets are divided among several smaller sections. The walls create something closer to a broken ring than a traditional square, and that detail changes how troops are likely to move once they enter.
For a farming layout, I think that is the main idea worth paying attention to. The first storage may be reachable without committing an entire army. The second one is less convenient. By the time an attacker wants the Town Hall plus every remaining resource pocket, they may need another wall transition, a change of direction, or more cleanup troops than they originally planned.
In other words, the layout seems less focused on protecting one single objective and more interested in making complete loot collection inefficient.
How the central broken ring affects pathing
The center looks dense, but it is not one perfectly sealed defensive block. Several wall sections wrap around the Town Hall and storages, with openings and bends that can pull troops into neighboring compartments.
That can create awkward movement.
A heavy ground army might enter successfully and begin pushing toward the Town Hall, while the Queen or supporting troops turn toward another nearby target. For the first part of the raid, that split may actually look useful. Percentage climbs quickly, two sections are falling at once, and nothing feels obviously wrong.
Then the core fight begins.
If part of the army is still one compartment away, the attacker loses some of the value from Rage, Heal, Freeze, Overgrowth, or similar support spells. Instead of helping one large group, a spell may only cover the troops that happened to stay on the intended line.
That is one reason the base may be more annoying than its compact appearance suggests. The walls do not necessarily need to stop the army. They only need to send part of it somewhere inconvenient.
Why the upper-right edge looks like the easiest funnel
From the visible layout, the upper-right side, roughly around one or two o’clock, looks like the cleanest place to begin.
There are enough outer buildings in that area to shape a funnel without immediately committing the full army. A Queen Charge, a couple of funnel troops, or the outside edge of a smash attack could remove those targets and create a diagonal path toward the center.
Still, I would avoid clearing too much.
If the funnel becomes very wide, several compartments become available at once. Root Riders may push inward while the Queen remains on the outside. Dragons can do something similar, with a few units following perimeter buildings while the rest move toward the Town Hall.
That split is not always fatal, but it costs time and reduces spell efficiency.
A narrow, deliberate upper-right entry would probably be more threatening to this layout than a broad spam attack.
The main weakness: interrupting the ring early
The clearest weakness is a controlled attack that breaks the ring before troops start circling around the objective.
If the attacker removes exactly the right buildings from the upper-right and establishes one obvious lane into the center, much of the pathing uncertainty disappears.
Queen Charge Hybrid looks particularly useful for this.
A Queen starting from the upper-right could clear one defensive pocket first, remove the structures most likely to pull troops sideways, and leave Miners and Hog Riders with a cleaner route toward the core.
If the Queen follows the planned path, that can make the attack much easier to control.
The tradeoff is time.
A single outside target can keep the Queen walking longer than expected. A high-hitpoint building or awkward wall opening can add another ten seconds. The Town Hall may still fall, but one storage on the opposite side could survive simply because cleanup begins too late.
For a farming layout, that is not a bad defensive outcome at all.
Heavy ground attacks need to stay together
Root Riders or another heavy ground smash composition would also be a realistic counter.
These armies do not care as much about conventional wall access, so once the upper-right funnel is created, they may move through the inner layers fairly quickly.
What matters more is formation control.
If Root Riders, heroes, healers, and support troops remain in one compact group, the attacker can get strong value from spells and hero abilities. If the army spreads across two sides of the broken ring, the same attack becomes much less efficient even if plenty of troops remain alive.
That is probably what the base is relying on more than raw wall strength.
Air attacks have to solve more than one lane
The Air Defenses appear positioned to protect crossing lanes rather than one single side. The Inferno Towers are also separated enough that they behave like individual high-value targets instead of one convenient pair.
This makes the air route less obvious.
Dragons could still work from the upper-right after a proper funnel. I would expect a tighter deployment to perform better than a wide line. If several Dragons remain on outer buildings, the central group may reach the Town Hall with noticeably less damage behind it.
LavaLoon offers more precise control over defensive targets, but the attacker still needs a plan beyond the first Air Defense. Removing one threat does not automatically open the rest of the layout. The Balloons have to cross the broken-ring center, handle the remaining Inferno pressure, and finish close enough to the last storage pocket for efficient cleanup.
Why this layout fits the Farming category
The strongest farming feature here is the separation between quick loot and complete loot.
A casual raider may collect one storage and a few outside structures without much difficulty. Reaching the next major resource building requires more commitment. The Town Hall sits near the center, but the valuable buildings around it do not all fall naturally along the same path.
That matters.
A farming base does not need to wipe out every attacking army to be useful. Sometimes the attacker finishes with troops alive but in the wrong place. The final fifteen seconds disappear while units travel across the village, and one meaningful storage remains standing.
Layout #14 appears designed to create exactly that kind of result.
The upper-right entry is still the area I would watch most closely. A disciplined attacker who interrupts the ring early and keeps the army compact could open the core faster than intended. Queen Charge Hybrid, Root Riders, Dragons, and LavaLoon all look like realistic ways to test the layout.


