Back to Town Hall 16 layoutsFarming BASE LAYOUT

Town Hall 16 Farming Layout #24

Town Hall 16 Farming Layout #24 Town Hall 16 layoutFarming
LAYOUT DETAILS

About this Town Hall 16 base

Game link ready

Copy this base to Clash of Clans

Tap the button below. Clash of Clans will open so you can place this layout in an available base slot.

Copy base to the gameClash of Clans must be installed on this device.
SHARE THIS BASE

Send it to your friends

Share this layout with your clanmates on your favorite app.

WhatsApp Facebook Share on X
VillageMain Village
LevelTown Hall 16
PurposeFarming
Copy count130copy-button opens
Community ratingNo ratings yetBe the first to review

TH16 Farming Base #24: Broken-Ring Resource Defense with an Upper-Right Entry

Town Hall 16 Farming Layout #24 takes a different approach from the usual compact resource box. Instead of stacking the Town Hall, storages, and major defenses inside one tight square, the walls form a broken-ring structure with several compartments branching away from the middle. The Town Hall sits slightly above the visual center, while Gold, Elixir, and Dark Elixir value is spread across different parts of the village.

That separation is probably the most important farming feature here.

A quick raid may reach one storage without too much trouble. The next valuable target, however, is not necessarily sitting directly behind it. An attacker who wants to collect everything has to cross another compartment, redirect troops, or commit more of the army. In farming defense, that matters more than simply trying to keep every storage untouched.

The upper-right edge looks like the easiest starting point

From the screenshot, the upper-right side—roughly around one or two o’clock—looks like the most comfortable area for building a funnel. There are enough outside buildings to clear without using a large part of the army, and the wall structure provides a believable route toward the inner sections.

I would not clear that whole corner automatically, though.

A very wide funnel could cause the attack to spread across several compartments. Root Riders might start pushing toward the middle while the Queen or supporting troops continue around the outer-right side. For the first twenty seconds, that can actually look like good value. Several buildings are falling at once and the percentage rises quickly.

The problem tends to appear later.

Once the main force reaches the Town Hall area, part of the army may still be several walls away. A Rage, Heal, Freeze, Overgrowth, or another support spell that was supposed to strengthen one concentrated push suddenly covers only half of it.

That kind of troop separation is where the broken-ring design may earn much of its defensive value.

A controlled entry is the biggest weakness

The ring is useful only while troops are encouraged to follow it. A disciplined attacker who removes the correct upper-right buildings could interrupt that path before the army begins circling around the objective.

That is probably the layout’s clearest weakness.

Root Riders or another heavy ground smash army would be a natural way to test it. These troops are less dependent on traditional wall openings, so once a clean funnel exists, they can move through the inner compartments relatively quickly. The defense then has to rely on pathing, defensive spacing, and time pressure rather than the walls alone.

A narrow entry would concern me much more than a full-width spam attack. If tanks, heroes, healers, and support troops remain together, the attacker can concentrate spells and hero abilities where they matter most. A loose deployment gives the base more opportunities to stretch the formation.

Queen Charge Hybrid could create a cleaner route

Queen Charge Hybrid also looks like a realistic counter.

A Queen starting from the upper-right could remove one outer defensive pocket and shut down the buildings most likely to pull the main army around the ring. Once that side is cleared, Miners and Hog Riders would have a more predictable route toward the center.

The weakness of that plan is time.

A Queen that walks farther outside than expected can quickly add ten or fifteen seconds to the setup. A high-hitpoint building or an awkward wall choice can do the same. The Town Hall may still fall, but the final storage can end up on the opposite side of the village with very little time remaining.

That is actually useful for a farming base. The defense does not necessarily need to stop the entire attack. Making one important storage survive because the army ran out of time is still meaningful.

Air attacks have several options, but no single obvious lane

The Air Defenses appear to protect different approach lanes rather than being grouped into one compact defensive cluster. The Inferno Towers also seem to act as separate inner anchors. That spacing may force an attacker to choose which threat deserves attention first.

Dragons could attack through the upper-right after the funnel is established. I would expect a tight deployment to be safer than spreading them across the whole side. When Dragons drift around the perimeter, the central group can reach the Town Hall with noticeably less damage behind it.

LavaLoon provides more control over target order, but the attack still needs a clear second phase. Removing one Air Defense does not appear to expose every valuable building. The player has to think about the Town Hall area, surviving Inferno coverage, and where the remaining Balloons will finish.

This makes the route after the first defensive pocket just as important as the initial deployment.

Why this layout works as a farming base

The farming identity of Layout #24 comes mainly from resource separation.

Gold, Elixir, and Dark Elixir value is not presented along one comfortable line. A player may attack from the upper-right, collect some loot, and reach useful percentage without naturally travelling through every other resource compartment.

That creates a useful tradeoff.

Going directly toward the Town Hall may leave storage value elsewhere. Chasing every storage first can increase the loot collected, but the army then spends more time moving sideways and gives the central defenses additional opportunities to work.

A farming layout does not have to be impossible to clear. That would be an unrealistic standard, especially against a carefully planned TH16 army. A more practical goal is to make a complete resource sweep expensive enough that rushed attackers sometimes leave something behind.

Layout #24 appears designed with that idea in mind.

The broken ring forces additional movement. The slightly upper Town Hall changes the objective route. The resource pockets do not all connect naturally, and the air defenses are spread enough to prevent one easy approach from solving everything.

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 base faster than intended. Queen Charge Hybrid, Root Riders, Dragons, and LavaLoon all look like reasonable ways to test that weakness.

KEEP EXPLORING
All Town Hall 16 layouts