TH8 to TH10 is where players either learn the game properly or get stuck forever. Most failures happen here because of random layouts that teach nothing and lose loot fast. A good base at this stage must do two jobs at once: stop easy 3 stars and protect resources while you practice real attacks.
These war and farming bases are built to teach pathing, crush bad funnels and waste spells, so you actually understand how attacks work instead of guessing.
At TH8–TH10, attackers start using real funneling, spell timing and planned troop pathing. If your base is bad, you never see what went wrong. A good war base shows mistakes. A good farming base protect resources. One of each is all you need here.
Pro tip: Rotate your war base every 2–3 wars. Once clans scout you, the base stops teaching you anything new.