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TH16 Farming Base #21: Broken-Ring Resource Layout with an Upper-Right Entry
Town Hall 16 Farming Layout #21 takes a slightly unusual approach to resource protection. Instead of hiding everything behind one deep square of walls, the base uses a broken-ring structure around a dense central section. The Town Hall sits a little below the visual center, while storages and important defenses are distributed across different pockets of the village. That makes the layout interesting for farming because getting into the base is only half of the problem. The attacker still has to connect several separated sections if they want to take most of the available loot.
At first glance, the base looks extremely compact through the middle. There are plenty of defenses sitting close to the Town Hall, and several resource buildings are protected by that same central pressure. Yet the walls do not form one completely sealed ring. There are openings, turns, and smaller compartments that can influence troop movement.
That broken shape appears intentional. Instead of asking, “Can the attacker enter the core?” the layout asks something more practical: once troops enter, where do they go next?
The upper-right side looks like the most comfortable funnel
The upper-right edge, roughly around one or two o’clock, is the first side I would examine when planning an attack. It offers enough outside buildings to shape a funnel without immediately committing the entire army. A Queen, a few funnel troops, or part of a ground setup could remove that outer section and create a diagonal route toward the middle.
There is a catch.
If the attacker clears too much of this side, the funnel can become wider than intended. A Root Rider group may continue inward while the Queen or supporting troops drift toward another compartment. That split does not always look bad straight away. Both groups can keep destroying buildings, percentage rises, and the attack may still appear comfortable.
The problem tends to show up later, once the core fight begins.
When troops are separated, Rage, Heal, Freeze, Overgrowth, or similar support spells lose some of their value. A spell that should protect one large push may only cover half the army. That is where a strong-looking farming raid can begin losing efficiency.
Interrupting the broken ring is the main weakness
The most obvious weakness is a controlled entry that cuts the ring before troops start circling away from the Town Hall.
If an experienced player removes the correct upper-right buildings and keeps the funnel narrow, the army may get a considerably cleaner path toward the objective. Root Riders or another heavy ground smash could be especially dangerous because they are not as dependent on conventional wall openings.
Once that path is established, the important question is whether the base can separate the main army from its heroes and support.
A compact attack is difficult for this layout. Root Riders, heroes, healers, and supporting damage travelling together can take much better advantage of spell coverage. A loose deployment gives the broken-ring structure more chances to pull individual groups sideways.
Queen Charge Hybrid may offer better control
Queen Charge Hybrid also looks like a sensible way to attack Layout #21.
A Queen could start from the upper-right, clear one defensive pocket, and remove buildings that might otherwise pull Miners and Hog Riders around the outer lane. If the Queen takes the expected route, the Hybrid portion would have a more direct path through the middle.
That said, this approach is probably more sensitive to time than it first appears.
A Queen that walks one compartment farther than planned can burn valuable seconds. A storage or another high-hitpoint target can slow the setup as well. The Town Hall may still fall, but the final resource pocket could be sitting on the opposite side while cleanup troops are running out of time.
For a farming base, that is not necessarily a bad result.
The defender does not need to keep every storage untouched. Making one or two important resource buildings survive because the attacker cannot connect the entire village is already useful.
Air attacks have choices, but no perfect straight line
Air Defenses appear split around the inner compartments rather than stacked together. The Inferno Towers are also separated, reducing the chance of one spell controlling every important threat at once.
Dragons could certainly attack this layout, especially after shaping the upper-right edge. I would expect a narrower deployment to perform better than spreading Dragons across the whole side. If several units begin following outside buildings, the core group can arrive around the Town Hall with noticeably less strength.
LavaLoon offers better control over individual defensive targets, but it still needs a clear second phase. Destroying the first Air Defense does not automatically connect the entire base. The attacker has to think about what comes next, which Inferno threat remains active, and where the Balloons are likely to finish.
Why Layout #21 works as a farming base
The strongest farming idea here is the separation between easy initial loot and a complete resource sweep.
Gold, Elixir, and other valuable buildings are not all sitting on one comfortable attack line. A raider can take one section, but reaching the next may require troops to cross the broken ring or change direction through another compartment.
That extra travel is important.
Sometimes a farming defense succeeds without wiping out the attacking army. The attacker may still have troops alive, yet those troops finish in the wrong part of the village and spend the last fifteen seconds travelling toward a storage they never reach.
That seems to be what Layout #21 is trying to create.
It is certainly not unbeatable. A disciplined upper-right funnel could interrupt the ring early and make the middle much easier to access. Queen Charge Hybrid, Root Rider smash, Dragons, and LavaLoon all appear capable of exploiting the design with good execution.
Still, the layout has a clear purpose. It separates resource value, forces additional movement, and makes the route toward the Town Hall different from the route required to collect everything.


