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TH8 Farming Base number 3 – Vertical Core and Resource Protection Analysis
This TH8 farming base has a noticeably tall, narrow shape, and that is probably the first thing an attacker will have to think about. Rather than spreading everything across a wide square, the layout builds several defensive layers from top to bottom. The Town Hall sits around the middle, with valuable storages and defensive buildings surrounding it instead of being pushed toward the outer edge.
For farming, the resource placement makes sense.
The three Elixir Storages are kept in separate positions around the upper-middle section, while the Gold Storages are distributed deeper through the central and lower areas. An attacker who gets through one side may collect a storage, but there is no obvious single compartment that gives access to every major resource building at once.
The walls are doing quite a lot of work here too. The village is divided into several small sections, with the central compartments becoming tighter around the Town Hall. A Giant-based army may get through the first wall and then start changing direction as different defenses become available. Meanwhile, Goblins or Wizards can become distracted by nearby storages.
That kind of separation may be one of the layout's better defensive qualities. Once the tanks and support troops stop following the same path, the attacker loses some control over the raid.
The Town Hall itself is reasonably well protected. It sits behind multiple layers rather than beside the deployment area, and several defenses remain active while troops work their way inward. More importantly for a farming base, reaching the Town Hall does not automatically expose all of the loot. The attacker still has to move through other compartments to clean out the remaining storages.
Splash damage should help around those inner areas. Wizard Towers are positioned where groups of Goblins, Archers, or supporting Wizards are likely to pass, while Mortars can pressure troops from farther back. A cheap farming army might pick off exposed collectors without much trouble, but pushing into the storage compartments should be considerably more expensive.
The storages themselves also act as useful defensive buffers. Gold and Elixir Storages take time to destroy, which gives nearby defenses several extra seconds to fire. It is not a flashy defensive trick, but it matters. A group that reaches one storage with half health may not have enough strength left to move through another wall and take the next one.
Air protection appears to be kept mainly inside the defensive structure as well. That should prevent an air attacker from removing the important anti-air coverage immediately from the perimeter. Archer Towers add additional pressure from different sides.
There are a few weaknesses. The base is fairly compact through the center, so a strong attack that reaches the core with most of its troops still alive could take several important buildings quickly. Its vertical symmetry also becomes easier to read once someone studies the layout carefully.
Even so, the farming concept is solid. The base appears designed around separating valuable resources, forcing repeated wall breaches, slowing troop movement, and keeping defensive fire active while attackers work through high-hitpoint buildings. It may not stop every raid, but it should make taking all of the loot much harder than grabbing only one section.


