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Town Hall 5 Clan War Layout #1

Town Hall 5 Clan War Layout #1 Town Hall 5 layoutClan War
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VillageMain Village
LevelTown Hall 5
PurposeClan War
Copy count0copy-button opens
Community ratingNo ratings yetBe the first to review

TH5 Clan War Base number 1 – Split Compartments and Core Defense Analysis

This TH5 Clan War base looks compact, but the walls are doing more than simply surrounding the Town Hall. The layout is divided into several small sections, with the Town Hall sitting close to the middle and important defenses spread around it. That means an attacker can open one compartment successfully and still have another wall or defensive target standing between the army and the core.

For TH5, that kind of separation can be surprisingly useful.

The two Elixir Storages sit on opposite sides of the layout rather than being stacked together. In war, the resources inside them do not matter, but the buildings themselves still have plenty of hit points. They can hold troops in place while nearby defenses keep firing. A Giant group may clear one section, for example, only to lose health while waiting for supporting troops to finish a storage behind it.

That leads into what may be the strongest part of this base: troop pathing.

Giants prioritize defenses, so they are unlikely to move exactly where the attacker wants unless the funnel is prepared properly. A group entering from the left could turn toward a nearby Cannon or Archer Tower while Archers or Wizards behind them remain on outside buildings. Suddenly the tanks are deeper inside and the damage troops are several tiles behind.

At TH5, that split is harder to recover from than it sounds.

The Mortar also appears to be placed deep enough to stay involved during the main push. That matters because low-health troops such as Archers, Barbarians, or supporting Wizards tend to group behind Giants. If they bunch together while moving through a wall opening, splash damage can remove several units at once.

Defensive coverage is spread across the village rather than concentrated entirely beside the Town Hall. I like that choice. Even if the attacker removes one side, another section can continue firing as troops move through the center. It prevents the defense from collapsing completely after one successful opening.

There are also outside buildings around the perimeter. They are an obvious source of easy percentage, so this is not a perfect anti-percentage layout. Still, they can interfere with funneling. Troops dropped too far apart may start clearing the outside instead of entering the compartment the attacker originally targeted.

The biggest weakness is probably the compact core. Once a well-organized army reaches the center with most of its Giants and support troops alive, several important buildings are close enough to fall quickly. The structure is also fairly balanced, so an experienced attacker may understand the likely pathing after studying it.

Even with those limitations, the defensive idea makes sense for a TH5 Clan War base. It relies on separate compartments, central Town Hall protection, high-hitpoint delays, splash pressure, and pathing that can pull Giants away from their supporting troops. It will not stop every well-planned attack, but a rushed funnel or poorly timed Wall Breakers could make the three-star much less comfortable.

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