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Town Hall 18 Clan War Layout #13

Town Hall 18 Clan War Layout #13 Town Hall 18 layoutClan War
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VillageMain Village
LevelTown Hall 18
PurposeClan War
Copy count1,490copy-button opens
Community ratingNo ratings yetBe the first to review

TH18 Clan War Base #13: Asymmetric Diamond with a Split-Finish Defense

Town Hall 18 Clan War Layout #13 makes a fairly obvious offer to the attacker: the Town Hall can be approached without clearing the whole base first. The catch is what remains afterward. Because the Town Hall sits near the edge of the inner core, a player may secure the objective and still face a heavy back end with too little army, too few spells, or not enough time to finish.

The overall structure resembles an asymmetric diamond. The narrow upper point and uneven side compartments make the base feel less predictable than a standard square design. Most of the defensive weight appears concentrated through the middle and lower-right sections, while the left edge looks more approachable. That contrast is probably deliberate. It gives the attacker a believable opening, but also encourages an early commitment before the full route is clear.

If I were scouting this layout, I would examine the left side first. There is enough space to remove outside buildings and create a narrow funnel toward the inner compartments. Still, clearing the entire edge too quickly could be a mistake. A funnel that becomes too wide may send heroes upward while the main army turns toward the lower lane. Later, when spell coverage is needed in the core, that split can become expensive.

The shorter diagonal from the left appears to be the most realistic weakness. Defenses along that line have less room to overlap than they do on the deeper side of the base, so a focused push may collect useful value early. Hidden traps, defending Clan Castle troops, or an unexpected wall break could still slow the entry and redirect key units.

Queen Charge Hybrid looks like one of the more controlled counters. A Queen working from the left could remove a compartment, reduce competing targets, and prepare a cleaner lane for Miners and Hog Riders. The plan depends heavily on timing. If the Queen gets stuck on a storage, turns toward the outside, or needs another wall break, the Hybrid phase may begin late with the strongest defenses still standing.

A Root Rider or heavy ground smash attack could also work through the shorter diagonal. These armies have enough force to cross walls, but they still need a disciplined funnel. Dropping everything across a broad section of the left side may cause tanks, heroes, and support troops to take different routes. Once those groups separate, Rage, Heal, Freeze, or Overgrowth spells lose much of their value.

Air attacks face a different problem. The Air Defenses are distributed across opposite sections, while the Inferno Towers appear to cover separate routes into the core. There is no tidy area that one early spell can neutralize. Dragons may gain value after both left-side corners are trimmed, although a loose deployment could send several units around the outside. LavaLoon offers more precise targeting, but it requires a clear sequence through the center and into the defended back end.

The Clan War purpose becomes clearer once the Town Hall falls. The attacker may have the first star and good percentage, yet several valuable defenses can remain beyond the objective. A cautious plan may settle for two stars. A more ambitious triple attempt has to preserve enough power to cross the core without losing control.

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