CLASHBASE.ONLINEClan WarAbout this Town Hall 17 base
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.Rate this layout
Share a useful, honest experience. One review is stored per visitor for this item.
TH17 Clan War Base #18: Open Anti-Three-Star Core with an Offset Town Hall
Town Hall 17 Clan War Layout #18 has a very different feel from a compact box base. The center is deliberately open, with several defensive compartments arranged around it rather than everything being packed directly beside the Town Hall. At first glance, that openness can make the village look easier to read. In practice, it may create the opposite problem: the attacker has to decide whether to secure the Town Hall early or preserve enough troops and spells to clear the rest of the base afterward.
The Town Hall sits toward the upper side instead of being perfectly centered. That placement is important because a direct attack on the objective does not naturally pass through every major defensive section. An army can reach the Town Hall and still leave significant strength on the opposite side of the village. For Clan War, that is a useful tradeoff. Two stars may be available to a careful attacker, but converting that safe approach into a triple requires a much cleaner plan.
The lower-right edge, around four or five o’clock, looks like one of the more practical places to build a funnel. There is enough room to remove a few outside buildings and create a diagonal route toward the middle. I would not make that funnel too wide, though. Several compartments become available once troops cross the first wall, and opening too much space can cause the army to split before it reaches the important core defenses.
That is where this layout may catch an impatient attacker. A Root Rider or other heavy ground group could begin moving toward the central area while the Queen or supporting troops continue following buildings along the outer edge. Both groups might still be doing useful damage, so the split is not immediately obvious. Later, when the main army reaches the Town Hall section, the heroes may be too far away to share spell support.
The open anti-three-star core makes pathing more important than raw wall depth. There is space between several central targets, and the surrounding compartments offer different directions after each wall break. A disciplined smash attack can certainly get through, but the attacker needs to keep the main force together. If troops scatter around the center, Rage, Heal, Freeze, or other control spells lose much of their value because they can no longer cover the entire push.
Queen Charge Hybrid looks like another realistic counter. A Queen could start from the lower-right, remove one defensive pocket, and shape a cleaner lane before Miners and Hog Riders enter. This may give the attacker better control than a full ground spam attack. The risk is timing. If the Queen takes an unexpected route or spends too long clearing a high-hitpoint building, the Hybrid phase could begin late, leaving the far side of the village difficult to finish.
Air armies have their own decisions to make. The Air Defenses are spread across different inner sections rather than concentrated on one side, and the Inferno Towers are separated enough to reduce easy spell value. That means a Dragon or LavaLoon attacker probably cannot solve the whole base by removing one defensive cluster early.
Dragons may still find a usable line from the lower-right after the funnel is prepared. A tight deployment could carry most of the group toward the core, but a broad line risks sending some Dragons around the outside. LavaLoon gives the attacker more control over specific targets, although the player would need to plan what happens after the first defensive section falls. The Town Hall is only one part of the problem; several useful defenses remain elsewhere.
The main weakness of the layout is also what makes it interesting. Because the Town Hall is offset toward the upper side, a controlled attack may secure it fairly early. If the attacker commits too much to that objective, though, the remaining army may not have enough strength for percentage cleanup. Commit too little, and the Town Hall can stay active longer than expected. That balance between objective security and back-end power is exactly the kind of decision an anti-three-star war base should try to create.
The open center may also punish attacks that are planned only around the first thirty seconds. It is relatively easy to imagine a strong-looking opening where the funnel works, the first defenses fall, and the Town Hall route appears safe. The real test comes afterward. Can the army exit the core in one group, or does it break into smaller sections that have to clean opposite sides of the base?
That is why this layout fits Clan War better than farming or trophy defense. Its purpose is not simply to protect one building for as long as possible. Instead, it seems designed to make a full three-star clear uncomfortable. A cautious player may take the Town Hall and good percentage, while a more aggressive attacker has to preserve enough troops and spells for the defenses beyond it.


