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Rules of Engagement - How to win Clan Wars - part 5 - Defense - Walls

The defense foundation of any base is the walls. So this post is going to be a bit long.

Walls creates the boundary of your base and they serve to slow down the attack long enough for the defensive towers to destroy the attacking troops.

So wall placement and level is very important for a successfull Clan War base.

So how high should you upgrade your walls?

A rule of thumb is that up to Town Hall Level 7 you upgrade them to maximum before moving to next Town Hall level.

From Town Hall level 8 and up you upgrade them to 1 level below maximum.

So at Town Hall level 8 you upgrade walls to level 7 and at Town Hall you upgrade to level 8 and at Town Hall level 10 you upgrade them to maximum when all other buildings have been maxed out.

So here Lotte is at Town Hall 7 and needs to upgrade her walls to level 7.

  
Another thing is the use of the walls.

Most effectively the walls are used to create small pockets - compartments - for your defensive towers and weak buildings. 

If you look at Lotte she has a maximum of 6 buildings and mostly only have 2-3 buildings.

So after every 2-3 buildings are destroyed the opponent troops needs to stop and break down new walls before destroying the next building.

Lotte has also used the walls to create a funnel between the cannon and archer tower in the lower corner of the base.
This is a very effective way to ensure that the opponent troops is directed towards her spring trap.
That 1 trap is very likely to take out 3 giants or 3 hog riders no matter how high level they are.

What about wallbreakers dont they just destroy the walls?

Yes, they do, and you cant do anything about it. Well, almost.

Wall breakers will destroy walls. That cant be avoided entirely.

But the consequense can be lowered by making sure that the wall breakers only breaks the wall to 1 compartment at a time.

If you look at this great base made by Villads all the intersections of walls are gone and there is only T-sections. So instead of opening three compartments with 2 wall breakers a maximum of 2 compartments is opened (if they ever come that).

Furthermore attacking troops (all including wall breakers) goes for weakest wall pieces in a compartment. So when you start to upgrade the walls, always upgrade walls in t-sections first and then move to upgrade corners and always work yourself outwards from the center of the base.

He has also created small spearheads where the wallbreakers will run to as they run to nearest wallpocket. (in earlier version of CoC they just ran to nearest wall piece no matter where it was).

In that way he decides which pocket they most likely will run to first. And there he can counter the opening of the compartment by placing bombs or several defensive towers.
Here he has placed a giant bomb, an archer tower and a hidden tesla level 6!

And as you can see Villads has also created funnels to lead the giants to the spring trap and a nice flight out of the attack. (Dont you just both hate and love seeing those giants and hogies fly away)

Last thing about walls - is what not to do - Very Important!!!!

Dont ever make double walls. Its a waste of walls since wallbreakers do splash damage, they will take out both layers of walls in when big bang.

Here we see Bazino having double walls. They are far more effectively used by creating new compartments. For example he could create a compertment to put that exposed mortar in the upper corner of his base.


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