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TH18 Clan War Base #11: Asymmetric Diamond with a Difficult Back End
A quick scout can misread Town Hall 18 Clan War Layout #11. The upper point of the base looks relatively light, the left side offers a visible lane, and the Town Hall is not buried in the exact middle. It would be easy to assume that a direct push can collect the objective and keep rolling. The layout appears to be designed around the opposite outcome: the Town Hall may fall, but the army that reaches it may not be in good shape for the defenses still waiting behind it.
The base follows an asymmetric diamond rather than a perfectly mirrored square. That matters because each diagonal creates a different path. The shorter route from the left gives supporting defenses less space to overlap, which is probably the clearest opening in the design. At the same time, the wall junctions around the inner compartments create several competing targets. Troops can enter through one lane and then peel away in different directions as soon as the first section collapses.
If I were planning the hit, I would begin near nine o’clock and use a small amount of funneling on both sides of the entry. The goal would not be to clear the entire left edge. Doing that could make the opening too wide and leave the main army with three possible routes. A tighter funnel should give heroes, tanks, and support troops a better chance of crossing the shorter diagonal as one group.
Root Riders or another heavy ground smash army look capable of testing that route. They have enough force to break through the walls, yet the real issue is control rather than damage. If the leading units move toward the Town Hall while the Queen, Warden, or ranged support turns upward, spell coverage becomes awkward. A Rage or Heal that should support the whole push may end up helping only half of it. The attack can still earn two stars, but the final section is likely to remain healthy.
Queen Charge Hybrid offers a slower, more deliberate alternative. The Queen could work from the left, remove one defensive pocket, and shape a lane for Miners and Hog Riders. That plan may reduce the risk of an early split, although it introduces another concern: time. A stubborn storage, an unexpected wall choice, or defensive Clan Castle troops can keep the Queen busy. Starting the Hybrid phase even fifteen seconds late may be enough to leave a few buildings standing at the end.
Air players face a different puzzle. The Air Defenses form staggered coverage around the core, and the Inferno Towers are separated as individual high-value targets. There is no obvious central group that one Freeze or Overgrowth can neutralize. Dragons may still find a route from the left after the corners are shaped, but a broad deployment could send some of them around the perimeter. LavaLoon provides better targeting control, though it requires a careful order through the middle and into the heavier lower half.
The Clan War purpose of this layout is clearer than its day-to-day resource value. It asks the attacker to choose between securing the main objective and preserving enough strength for the back end. The inviting left diagonal also creates scouting pressure: it looks efficient, but committing there without planning the exit from the core could be exactly what the base wants.


