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TH17 Clan War Base #16: Offset Town Hall with an Open Anti-Three-Star Core
Town Hall 17 Clan War Layout #16 is one of those bases that looks reasonably approachable until you start tracing what happens after the Town Hall goes down. The main objective is pushed toward the upper half of the village rather than sitting dead center, while the rest of the defenses are spread through a more open anti-three-star structure. That changes the problem for the attacker. Getting to the Town Hall may be manageable; keeping enough army alive to finish the opposite side is likely to be the harder part.
The lower-right edge, around four or five o’clock, looks like the most natural place to begin. There is enough room to trim a few exterior buildings and create a diagonal route toward the middle without committing everything immediately. I would still avoid treating that side as a free funnel. Once the first layer opens, several defensive compartments become available at similar distances, and troops can start choosing different paths surprisingly quickly.
That is where the base may earn its value. A heavy ground army could enter cleanly from the lower-right, then split once the front line reaches the open center. Root Riders might continue toward the Town Hall while the Queen, support troops, or part of the smash drifts toward the outer defenses. For a few seconds, both groups can look healthy. The problem appears later, when the attacker needs concentrated damage and spell support but the army is no longer fighting as one unit.
The Town Hall placement adds another decision. Because it sits toward the upper side, an attacker can build a fairly direct plan to secure it. The temptation would be to spend heroes, spells, or a large part of the army making sure that objective falls early. That may produce a safe star, but it can also leave the lower and side compartments with more defensive strength than expected. In Clan War, that is exactly the kind of tradeoff an anti-three-star base wants to create.
A Root Rider or heavy ground smash looks like one of the more realistic counters. These armies should be able to cross the wall network, but the entry needs to stay narrow. A compact push gives the attacker a better chance of keeping heroes, support troops, and the Grand Warden with the main force. A wide deployment from the entire lower-right side may create more damage at first, yet it also gives the base more opportunities to split the army before the Town Hall section is reached.
Queen Charge Hybrid offers a more controlled alternative. A Queen could work along the lower-right side first, remove one important defensive pocket, and close part of the funnel before Miners and Hog Riders enter. That could make the route toward the core much easier to manage. The downside is time. If the Queen follows the wrong outer building or spends too long clearing a high-hitpoint target, the Hybrid phase may start late, leaving the far side difficult to finish.
Air attackers face a different puzzle. The Air Defenses appear to cover separate approach lanes instead of protecting one compact zone, while the Inferno Towers are spaced apart as individual inner threats. That makes it harder to solve the entire base with one clean spell sequence.
Dragons could still be effective from the lower-right if the attacker shapes both sides carefully. A narrow air funnel may carry most of the group through the center and toward the Town Hall. A broad deployment, however, could send several Dragons around the outside while the strongest defensive section continues firing on the main group.
LavaLoon gives more precise control over target order, but the same strategic question remains: how much should be committed to securing the Town Hall, and how much needs to survive for the back end? Taking the objective early is useful, but an attack that exits the core with only a handful of Balloons may struggle to convert that progress into a triple.
What makes Layout #16 feel genuinely suited to Clan War is this separation between objective security and percentage cleanup. A cautious attacker may choose a route that almost guarantees the Town Hall, only to leave too much of the village standing. A more ambitious attacker can preserve strength for the back end, but that means accepting more risk around the offset objective.
The open center also makes the second half of the attack more important than the first. The opening can look excellent—funnel set, heroes healthy, Town Hall path under control—and still turn into a messy finish if the army leaves the core in different directions. That kind of delayed punishment is often more useful in war than simply stacking every defense around one central box.
The visible weakness is the lower-right approach. A disciplined attacker who keeps the funnel tight and reaches the Town Hall without overspending may be able to carry enough strength into the remaining compartments. Still, that requires more control than a simple spam attack.


