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TH17 Farming Base #14: Layered Square with Split Resource Routes and a Left-Side Funnel
Town Hall 17 Farming Layout #14 takes a fairly organized approach to resource protection. The walls form a layered square, but the village does not behave like one giant central box. Instead, the Town Hall sits slightly below the visual center, while storages and defensive buildings are spread across several connected sections. That distinction is important for farming: an attacker can reach one valuable area without automatically opening every other resource compartment at the same time.
The left edge is probably the first side I would study before attacking. Around eight or nine o’clock, there appears to be enough room to remove a few exterior buildings and create a controlled funnel toward the inner layers. It looks manageable, but there is a catch. If the attacker clears too much of the side, the opening can become wide enough for heroes and main troops to choose different routes once the first walls go down.
That pathing issue is where the layout may earn most of its value.
Imagine a Root Rider or heavy smash army entering from the left. A narrow deployment could keep the tanks, heroes, and supporting troops moving through one channel. If that happens, the attacker may get excellent value from Rage, Heal, Freeze, or other support spells because the whole group stays together. On the other hand, a broad deployment can create a completely different result. Root Riders may continue inward while the Queen follows buildings along the outside edge, leaving the army split between two compartments.
For the first part of the attack, that may not even look like a mistake. Both groups can continue destroying buildings, percentage rises quickly, and the raid still feels comfortable. The problem often appears later, when the main group reaches the Town Hall area and the supporting heroes are no longer close enough to help. At that point, what looked like extra percentage can turn into awkward cleanup.
The visible weakness is a disciplined corner funnel that creates a fairly straight line through two wall layers. If the attacker removes the correct buildings from the left side and avoids opening unnecessary lanes, the route toward the middle could become much shorter. Root Riders or another strong ground composition would likely be dangerous in that situation because the walls themselves are unlikely to stop them for very long.
Queen Charge Hybrid may offer even more control. A Queen starting from the left could remove one defensive pocket, take early value, and close part of the funnel before Miners and Hog Riders are released. That setup could prevent the Hybrid army from wandering into neighboring compartments. It sounds clean on paper, but the timing may be tighter than it looks. One unexpected Queen turn, a slow wall break, or a high-hitpoint building can delay the main phase enough to leave the opposite resource section standing.
The Town Hall’s slightly lower position adds another useful decision. An attacker entering from the left does not necessarily travel through every resource building before reaching the objective. If the player commits directly toward the Town Hall, some storages may remain on another path. Chasing those storages first may increase the loot collected, but it also costs time and can weaken the main push.
That separation is probably the clearest reason this layout belongs in the Farming category.
A farming base does not need to make every storage impossible to reach. A more realistic goal is to force the attacker to spend extra troops and time for each additional resource pocket. Layout #14 seems designed around that idea. The first storage may be accessible. The next one requires another compartment. By the time the attacker reaches the final section, the army may already be spread across the village.
Air attacks face a different challenge. The anti-air network appears distributed across opposite sections rather than concentrated near one side. Inferno Towers also support different routes into the core, which means there is no obvious single spell zone that solves the entire village.
Dragons could still make progress from the left once the funnel is prepared. A tight deployment would probably work better than spreading them across the whole edge. If several Dragons follow outside buildings while the main group moves toward the center, the army can arrive at the Town Hall section in separate waves rather than one strong push.
LavaLoon offers more precise control over target order, but it also requires more planning after the first defensive section falls. Removing one Air Defense does not appear to unlock the whole base. The attacker still needs to choose how to cross the central compartments and which resource area should become the back end.
What I like about this layout as a farming design is that the loot does not sit on one comfortable route. The left edge offers access to one part of the village, but not everything. The Town Hall is reachable, yet reaching it does not automatically mean the attacker collects every storage. Likewise, someone who focuses heavily on loot may spend enough time moving laterally that the central objective becomes a later problem.
There is an obvious tradeoff. The left-side entry is readable, and experienced attackers may identify the two-wall shortcut quickly. If they create a precise funnel and keep the entire army together, the core could open faster than intended. That is probably the first area worth watching in real defense replays.


