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TH8 Farming Base number 4 – Irregular Diamond Loot Protection Analysis
This TH8 farming base takes a slightly unusual approach to resource protection. From a distance it looks like a simple diamond, but the walls are actually broken into several uneven sections, especially around the center. That makes the layout less predictable than a perfectly mirrored farming base and may cause attacking troops to take different routes once they get inside.
The Town Hall sits in the inner part of the village, surrounded by defensive buildings and resource compartments. It is protected, but the layout does not sacrifice everything just to defend it. For farming, I think that is the right balance. Saving the Town Hall is useful, but keeping an attacker from collecting every major storage is usually more valuable.
The three Elixir Storages are separated across the left, right, and lower-middle sections. Gold Storages are also positioned through different parts of the interior. There is no obvious single compartment where all the loot is waiting. An attacker who reaches the left-side Elixir Storage, for example, still has to cross another defended section to reach the resources on the opposite side.
The walls deserve some credit here. Several compartments overlap around the core, and the upper section has an offset shape that breaks the otherwise simple diamond pattern. Ground troops may enter successfully but then turn toward different defensive targets. Giants could move toward a nearby Cannon or Archer Tower while Goblins head straight for a storage. When the attack splits like that, neither group receives as much support.
Splash damage is positioned close to areas where those troop groups are likely to gather. Wizard Towers cover important interior sections, while Mortars can reach across larger portions of the base. Against a quick farming raid using Giants with Wizards or Goblins behind them, that combination may punish attackers who stay grouped for too long.
The storages themselves also slow down the raid. They have a lot of hit points, and every second spent destroying one gives the surrounding defenses more firing time. This is easy to overlook when judging a base from the screenshot, but high-hitpoint buildings can be surprisingly useful defensive buffers.
Air defense appears to be kept inside the main structure as well. The important anti-air defenses are not simply sitting along the perimeter, so an air army normally has to move through other buildings before removing them. Archer Towers positioned around different sides add extra coverage and make one completely safe air approach less obvious.
There are some compromises. Several buildings outside the walls provide relatively easy percentage, and the core is compact enough that a strong army reaching the middle could remove multiple important targets quickly. The open top section may also give experienced attackers clues about how to shape their funnel.
Still, this makes sense as a farming layout. Its defensive value comes from spreading the loot, creating awkward internal movement, using storages as hitpoint barriers, and maintaining defensive pressure around the core. It may not prevent every successful raid, but it appears well designed to make taking all of the resources noticeably harder than taking just one section.


