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Town Hall 18 Farming Layout #20

Town Hall 18 Farming Layout #20 Town Hall 18 layoutFarming
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VillageMain Village
LevelTown Hall 18
PurposeFarming
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH18 Farming Base #20: A Staged Diamond That Separates the Loot

Town Hall 18 Farming Layout #20 is unusually tidy. The walls form a broad diamond, the resource buildings are split between the upper and lower halves, and the Town Hall sits a little above the true center. That symmetry makes the base easy to read from the scouting screen, but it does not automatically make the loot easy to collect. The real challenge is moving from one storage pocket to the next without losing the army’s path.

Rather than stacking every valuable building beside the Town Hall, the layout divides the resource route into stages. Two storage pockets sit toward the top, while another pair protects the lower half. A fast raid may reach one section early, especially if the attacker commits from the upper side. Reaching the opposite storages is likely to require another wall break, a change of direction, and enough surviving troops to keep moving.

The upper-left edge looks like the most practical starting point. Around ten or eleven o’clock, there is room to clear a few outside structures and shape a diagonal funnel toward the middle. I would keep that opening fairly narrow. If the entire corner is removed, the Queen may continue along the edge while the main army turns inward. Both groups can still collect percentage, so the mistake may not look serious until spells and hero support are needed in different places.

That diagonal route is also the clearest weakness. Once the outside buildings are gone, the nearest storage can act as a stepping stone into the core. Root Riders or another heavy ground smash army may be able to follow that lane and reach the Town Hall quickly. Even then, control matters more than raw strength. If tanks enter the center before healers, heroes, and ranged support catch up, the lower storage area may survive long enough to turn the raid into a rushed cleanup.

Queen Charge Hybrid offers a more measured approach. A Queen beginning from the upper-left could remove one defensive pocket, secure an early storage, and close off a side lane. Miners and Hog Riders would then have a cleaner path through the central compartments. It sounds straightforward, but a storage that takes longer than expected or one awkward wall choice could delay the main phase. On a layout split into several resource zones, those lost seconds matter.

Air armies have a different problem. The Air Defenses appear to cover crossing lanes rather than one single edge, while the Inferno Towers act as separate inner anchors. Dragons could still enter from the upper-left after the funnel is prepared, but a loose line may send several units around the perimeter. LavaLoon gives the attacker more control over target order, although it would need a clear plan for the core and the storages waiting below it.

What makes this design useful for farming is the gap between quick loot and complete loot. A rushed attacker may grab one storage, a few collectors, and perhaps the Town Hall. That does not necessarily expose everything else. To sweep the village, the player is likely to need most of the army, several spells, and enough time to travel through both halves of the diamond.

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