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TH18 Farming Base #2: Layered Storage Diamond with an Upper-Left Funnel
Town Hall 18 Farming Layout #2 looks compact from the outside, but the resource path is not nearly as simple as the overall shape suggests. The Town Hall sits slightly above the visual center, surrounded by several connected compartments, while the main Gold and Elixir Storages are distributed across different parts of the inner base. That spacing is probably the most important feature here. An attacker may reach one valuable section fairly quickly, but there is no obvious straight line that collects every storage and the Town Hall in one clean movement.
The upper-left edge, roughly around ten or eleven o’clock, seems like the most natural place to start. There is enough space there to remove a few exterior buildings and form a diagonal funnel toward the center. At first glance, it looks like a comfortable opening. I would not assume that means the rest of the attack will be equally simple.
Once troops cross the first wall, several targets become available at roughly the same time. That can change pathing quickly. A heavy ground group may continue toward the middle while the Queen follows buildings closer to the outside. Both groups could still be doing useful damage, so the split may not look like a mistake immediately. The problem usually becomes more obvious later, when the central push reaches the Town Hall area and the supporting heroes or ranged troops are fighting somewhere else.
That makes the upper-left diagonal both the easiest approach and probably the clearest weakness in the layout. If an attacker removes exactly the right buildings, one exposed storage lane may become a bridge into the center. Root Riders or another heavy smash army could be particularly dangerous here because the walls themselves are unlikely to stop that type of push for long.
The more important question is whether the attacker can keep everything together.
A narrow funnel would worry me much more than a wide spam attack. When the tanks, heroes, healers, and support troops follow the same route, Rage, Heal, Freeze, or other control spells can support the whole group at once. If the deployment is too broad, however, the army may begin working through two different storage sections. At that point the attacker has to choose which group deserves spell support, and the remaining resource pocket gets more time to survive.
Queen Charge Hybrid also seems like a realistic counter. A Queen could begin along the upper-left side, remove an outside defense, take early resource value, and close part of the funnel before Miners and Hog Riders enter. That would give the attacker more control over the route into the center. It sounds tidy on paper, but timing could become the issue. A Queen that takes an awkward turn or spends too long breaking through a high-hitpoint building may delay the Hybrid phase enough that the opposite side of the village becomes difficult to finish.
The air setup creates a slightly different challenge. The Air Defenses appear to cover separate entry lanes rather than being stacked around one side of the base, while the Inferno Towers act more like individual inner anchors. That reduces the chance of one convenient spell sequence solving the entire center.
Dragons may still find a workable route from the upper-left after the funnel has been prepared. A tight deployment could carry most of the group toward the Town Hall, but a wide line risks sending some Dragons around the edge instead. LavaLoon gives the attacker more control over target order, although it would require a plan for what happens after the first defensive section falls. Removing one Air Defense does not appear to expose every valuable building immediately.
What gives this layout a clear farming identity is the way the resource value is broken into stages. The Town Hall and the storages are close enough to make the village worth attacking, but not so neatly aligned that one short push automatically reaches everything. A rushed raider might collect outside buildings, take one storage, and earn decent percentage without opening the remaining resource compartments.
A stronger attacker can obviously push deeper. Still, that may require more troops, more spells, and more of the timer. For a farming base, that is a much more realistic defensive goal than pretending every storage can survive every fully prepared TH18 attack.
There is a tradeoff. The upper-left diagonal is visible enough that experienced players are likely to test it. If they keep the funnel tight and move cleanly from the first storage compartment toward the Town Hall, the base could open faster than intended. On the other hand, a hurried attack that clears too much of the edge may actually make pathing worse and leave valuable resources behind.


