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TH18 Farming Base #9: Broken-Ring Resource Defense with an Upper-Right Entry
Town Hall 18 Farming Layout #9 has a different feel from the more symmetrical storage-diamond bases. The walls form something closer to a broken ring, with several compartments feeding into one another instead of creating a single straight route through the village. The Town Hall sits slightly above the visual center, while Gold, Elixir, and Dark Elixir value is spread across different parts of the base. That separation is the main reason this layout makes sense for farming.
A quick raid is unlikely to find every valuable resource building along one comfortable path. An attacker may reach an Elixir Storage or Gold Storage early, but continuing toward the Town Hall can pull the army away from another resource section. The opposite is also true: a direct push for the Town Hall may leave useful loot sitting farther around the ring.
The upper-right edge, around one or two o’clock, looks like the easiest place to establish a funnel. There are enough outside structures to shape the entry without committing the whole army immediately. At first glance, that side looks relatively clean. The challenge appears once troops cross the first wall and the broken-ring structure starts giving them several possible directions.
That pathing behavior is probably the most interesting part of the design. If an attacker deploys too broadly, some troops may continue around the outer compartments while the main force bends toward the center. Neither group necessarily fails straight away. In fact, both may keep destroying buildings for quite a while. The problem arrives later, when the army needs concentrated hero support or spell coverage and the troops are no longer fighting in the same section.
A controlled entry is therefore the clearest way to challenge the base. Root Riders or another heavy ground smash army could be dangerous from the upper-right if the attacker removes just enough outside buildings to interrupt the ring and force the main group inward. Root Riders should handle the walls without much trouble, so the bigger question is whether the funnel keeps them connected to the heroes and support troops behind them.
A wide smash may actually help the defense. If tanks begin moving through the center while the Queen follows buildings around the right edge, the attack can turn into two smaller pushes. Rage, Heal, Freeze, or other control spells become less efficient because there is no longer one compact army to support.
Queen Charge Hybrid offers a more deliberate option. A Queen starting along the upper-right could remove one defensive compartment, take early resource value, and block part of the ring before Miners and Hog Riders enter. That sounds appealing because it reduces the number of possible paths. Still, the setup could be sensitive to time. A Queen that walks too far around the exterior or spends too long breaking through a high-hitpoint building may leave the Hybrid phase with a difficult cleanup.
Air attacks present a similar pathing question. The Air Defenses appear to protect different approach lanes rather than one concentrated side, and the Inferno Towers sit deeper as separate defensive anchors. Dragons may find a workable route from the upper-right after the funnel is prepared. A loose deployment, though, could send several Dragons around the perimeter instead of through the Town Hall section.
LavaLoon gives the attacker more control over individual targets, but it would still need a clear plan for moving from the first defensive pocket into the center. Removing one Air Defense does not appear to open the whole base automatically, which is useful for a farming layout.
The strongest farming feature here is the broken resource path. Gold, Elixir, and Dark Elixir are not all offered along the same line. A player who raids quickly may collect one part of the available loot without naturally reaching the rest. To take everything, the attacker is likely to need a cleaner funnel, more of the army, and enough time to move through several sections.
There is an obvious tradeoff. Once experienced players identify the upper-right entry, they may learn how to cut the ring and force troops toward the center. That makes this side worth watching closely. Still, a visible entry is not necessarily a bad design choice if it demands precise funneling.


