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Town Hall 16 Farming Layout #23

Town Hall 16 Farming Layout #23 Town Hall 16 layoutFarming
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VillageMain Village
LevelTown Hall 16
PurposeFarming
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH16 Farming Base #23: Broken-Ring Layout with Split Resource Paths

Town Hall 16 Farming Layout #23 is built around a fairly simple idea: make the attacker work twice for the loot. The Town Hall sits close to the center, behind the main storage line, while several important resource buildings are separated into different sections of the village. At first glance, the layout looks reasonably open. Once you trace the walls, though, the center behaves more like a broken ring than a normal box base.

That matters because troops entering one section do not automatically continue toward every other valuable building. An attacker might collect a storage, clear a useful percentage of the base, and still find another resource pocket sitting on the opposite side of the army’s natural path.

For a farming layout, that is exactly the kind of inconvenience I would want.

The broken-ring core changes how troops move

The central wall structure is not a completely closed ring. There are several interruptions and connecting compartments, which creates multiple routes around the Town Hall.

This can work in the defender’s favor because troops sometimes follow the available buildings around the center rather than travelling directly through it. A ground army that enters without a carefully shaped funnel may begin circling. The tanks move one way, the Queen chooses another, and supporting troops stop on nearby defenses.

Nothing necessarily goes wrong immediately.

That is what makes this type of layout interesting. For twenty or thirty seconds, the raid can look strong. Buildings are falling, percentage is climbing, and several sections are being cleared at the same time. The problem appears later when the attacker realizes that the main force is nowhere near the final storage or that part of the army has travelled around the objective instead of through it.

The lower-left looks like the most practical entry

From the visible layout, the lower-left side, around seven or eight o’clock, seems like the cleanest place to start shaping an attack.

There are enough outside targets to build a funnel without using too much of the main army, and this side offers a believable route toward the inner compartments. A Queen could start there, or a few supporting troops could remove the exterior buildings before the heavier force is committed.

Still, that same route exposes the base’s biggest weakness.

A disciplined attacker who clears exactly the right buildings could interrupt the broken ring before troops start travelling around it. Once that happens, the route toward the central objective becomes much easier to predict.

I would be more worried about a narrow, deliberate funnel than a large spam deployment.

Queen Charge Hybrid could exploit the lower-left corner

Queen Charge Hybrid looks like one of the more controlled counters for this layout.

A Queen entering from the lower-left could remove one defensive pocket first, shut down the buildings that would otherwise pull troops around the outer ring, and leave a much cleaner lane for Miners and Hog Riders.

If the Queen goes where the attacker expects, that approach may open the center quite efficiently.

The difficult part is timing.

A Queen that follows one outside building too far can add ten or fifteen seconds to the setup surprisingly quickly. A slow wall opening can create the same problem. Suddenly the Hybrid phase begins late, the Town Hall is still active, and the final storage is sitting several compartments away.

For farming defense, that is not necessarily a bad result. The attacker might still earn strong percentage, but if one important storage survives because the army ran out of time, the layout has achieved something useful.

Heavy ground attacks need to stay compact

Root Riders or another heavy ground smash army could also challenge this base.

They should be capable of moving through the wall network without getting completely stalled by individual compartments. Still, wall access is probably not the most important issue here. Formation control is.

If Root Riders, heroes, healers, and support troops stay together, the attacker can use Rage, Heal, Freeze, Overgrowth, or other support spells on one concentrated group.

If the funnel is loose, however, the broken-ring structure gives the army several places to turn. Root Riders may continue toward the Town Hall while heroes or supporting troops work around another resource section.

That split can make a strong army surprisingly inefficient.

Air attacks have to think beyond the first target

The air setup also appears intentionally divided.

Air Defenses protect different crossing lanes rather than simply stacking on one side of the base. The Inferno Towers are separated as well, so the attacker is less likely to get perfect value against several major threats with one spell.

Dragons could attack through the lower-left after a funnel is prepared, but I would expect a tight deployment to work better than a wide one. Spread the Dragons too much and some may begin chasing exterior buildings while the strongest group moves toward the core.

LavaLoon gives more precise control over target order, but it still needs a plan for what happens after the first Air Defense falls. One successful opening does not immediately connect every resource pocket.

Why this actually feels like a farming layout

The main reason I would keep Layout #23 in the Farming category is not simply the Town Hall location.

It is the separation between quick loot and complete loot.

Gold, Elixir, and Dark Elixir value is not offered along one comfortable route. A player can attack one side and get something worthwhile, but moving between the different resource sections takes additional time. Some troops may need to cross the core; others may have to travel around the broken ring.

That extra movement can become part of the defense.

A farming base does not need to completely stop every well-planned TH16 attack. That would be an unrealistic standard. A better goal is to make each additional storage cost more troops, more spells, or more of the clock.

This layout appears designed around that principle.

Its main vulnerability is a controlled lower-left entry that breaks the ring early. If an experienced attacker creates the correct funnel and keeps the army compact, the central area could open faster than intended. But an attacker who simply throws troops across the same edge may get a very different result.

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