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Town Hall 18 Farming Layout #23

Town Hall 18 Farming Layout #23 Town Hall 18 layoutFarming
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VillageMain Village
LevelTown Hall 18
PurposeFarming
Copy count62copy-button opens
Community ratingNo ratings yetBe the first to review

TH18 Farming Base #23: Split Storage Routes and a Lower-Side Town Hall

Town Hall 18 Farming Layout #23 is built around separation rather than one heavily packed resource vault. The base follows a storage-led diamond, while the Town Hall sits a little below the true center. That gives raiders an awkward choice: follow the visible storage lane, turn inward for the Town Hall, or attempt both and risk losing control of the army.

The upper-left edge looks like the most natural place to begin. There is enough room around ten or eleven o’clock to remove a few exterior buildings and shape a diagonal entry. I would keep that funnel tight. Clearing the whole side may expose too many targets at once, sending tanks toward the middle while the Queen or supporting troops drift along the outside wall.

Gold and Elixir Storages are not lined up behind a single wall break. Instead, they sit in separate compartments and on different sides of the inner diamond. A quick farming army may take one resource pocket and a few collectors, yet leave meaningful loot deeper inside. Against a full-strength TH18 army, the base may not save everything, but forcing the opponent to use the full attack is already useful.

A diagonal ground push is the clearest danger. Once the upper-left buildings are removed, that lane may connect an exposed storage compartment to the center. Root Riders or another heavy smash army could exploit it, especially if a hero trims one edge and a siege machine keeps the main group moving inward.

The route is not completely straightforward, though. Short wall sections and nearby defenses may pull support units away from the front line. If the tanks reach the Town Hall while heroes or ranged troops remain behind, the push can lose momentum surprisingly quickly. The attacker may still take the main objective, but the remaining storage compartments could become difficult to reach before time runs out.

Queen Charge Hybrid gives the attacker more control over the opening. A Queen starting near ten o’clock could remove one storage section, deal with a key defense, and narrow the lane for Miners and Hog Riders. The weakness of that plan is time. Storages take a while to remove, and one unexpected Queen turn can cost several seconds. If the Hybrid phase begins late, the lower compartments may survive even after the Town Hall falls.

Air attacks face a different puzzle. The Air Defenses appear split around the inner compartments, while the Inferno Towers are separated enough to reduce easy spell value. Dragons may work from the upper-left after both funnel points are prepared, but a broad deployment could send part of the group around the perimeter. LavaLoon offers more precise targeting, although the attacker would need to manage two danger zones rather than rely on one simple Rage or Freeze sequence.

The Town Hall’s lower-side offset also affects cleanup. An army entering from the top can reach the storage line first, then bend toward the objective. That sounds efficient, but it may leave structures on both lower corners. Farming raids often fail to clear a village not because the army is destroyed, but because the final troops finish in the wrong place with only a few seconds left.

As a farming design, this layout makes sense. It does not pretend to be untouchable. Instead, it tries to prevent one short push from collecting the Town Hall and every major storage at the same time. The upper-left diagonal is a genuine concern, yet the broken resource path may still preserve part of the loot when troop movement becomes messy.

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