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TH17 Farming Base #16: Layered Square with a Risky Right-Side Shortcut
Town Hall 17 Farming Layout #16 is built around a layered square rather than one oversized central compartment. The Town Hall sits slightly below the visual midpoint, while the surrounding defenses and resource buildings are divided between several wall sections. From a farming perspective, that matters more than simply placing the Town Hall deep inside the base. An attacker can enter from one side and pick up useful loot, but that first success does not automatically open every storage or the entire core.
The right edge is the first side I would inspect when scouting this layout. Around three or four o’clock, the outside buildings appear spaced well enough for an attacker to build a controlled funnel without committing too many troops. The route becomes more interesting once the first wall layer is removed. From there, a carefully shaped entry could create a fairly straight line through two defensive layers and toward the middle.
That is probably the most noticeable weakness.
A disciplined attacker does not need to clear the entire right side. In fact, doing too much may make the army harder to control. Removing only a handful of buildings could create one narrow lane for Root Riders, heroes, and support troops to follow. If that funnel works, the army may reach the inner section while staying compact enough to share spell support.
A wider entry tells a different story. Root Riders could push toward the Town Hall while the Queen continues along the edge, especially if one or two outside buildings remain available. At first, that split might even look useful. Two groups are destroying buildings at the same time, and percentage rises quickly. Later, however, the main group may hit the stronger core without the same hero support it had during the opening.
That is where the layered square starts earning its value. The walls are not only barriers; they create several small decisions about where troops move next. A powerful army can break through the structure, but maintaining one clean direction across multiple compartments is harder. Once the formation stretches, a Rage, Heal, Freeze, or other support spell no longer helps the entire push.
Queen Charge Hybrid looks like one of the more natural counters. A Queen starting from the right edge could remove one defensive pocket, trim away buildings that might pull the main army sideways, and create a straighter route for Miners and Hog Riders. This type of attack may handle the layered structure better than simple spam because the attacker controls the first section before committing everything else.
The weakness of that plan is time. A Queen that walks around the outside instead of turning inward can add ten or fifteen seconds to the setup very quickly. A stubborn defensive building or unexpected wall choice can do the same. The Town Hall may still fall, but the last storage or outer compartment could survive because the Hybrid portion starts too late.
Heavy ground smash armies have a different advantage: speed through the walls. Root Riders, for example, should not struggle much with the first layers themselves. Their challenge is staying together afterward. A precise right-side funnel may be dangerous for this layout, while a rushed full-line deployment could actually help the defense by spreading troops across separate compartments.
The air setup adds another layer of uncertainty. Air Defenses appear positioned across different parts of the village rather than concentrated into one obvious area, while the Inferno Towers support separate routes into the core. That makes it harder for an air attacker to solve the whole middle with one simple spell sequence.
Dragons could still work from the right after a strong funnel. I would expect a narrow deployment to perform better than dropping them across the whole edge. A wide line can leave some Dragons circling outside structures while the main group travels into the heavier defenses. That sort of split is especially costly when the Town Hall is still active.
LavaLoon offers more precise control over target order, but the second phase of the attack becomes important. Taking one Air Defense does not seem to expose every important section immediately. The attacker still needs to decide how to move through the Town Hall area and which compartment should become the back end.
What gives this base a genuine farming identity is the way the resource path differs from the Town Hall path. The attacker can reach the central objective without necessarily crossing every major resource section. Likewise, a raid focused on loot may spend extra time clearing side compartments before it ever reaches the Town Hall.
That tradeoff is useful. A farming base does not have to deny every drop of loot to be effective. If the attacker takes one storage and the Town Hall but leaves another valuable compartment untouched, the layout has still done something worthwhile. Over repeated defenses, that difference can matter.
The layout is not without risk. A very clean right-side funnel that creates a straight path through two wall layers could open the core faster than intended. An experienced player using Queen Charge Hybrid or a compact Root Rider smash is likely to test that route first.


