Mid Game War Bases (TH11–TH12)

Town Hall 11 and 12 are where every small mistake starts costing real progress. You attack daily, war constantly and one weak layout can mean lost stars, lost wars, and wasted upgrades. This is the phase where bases stop being cosmetic and start becoming strategic tools.

These mid game war layouts are built for consistency not one lucky defense, but repeatable results across wars, CWL and daily attacks. They focus on forcing pathing, breaking funnels and delaying troops long enough for defenses to do their job.

Why Bases Matter More at TH11–TH12

At this level, attackers understand funneling, spell timing and hero value. If your layout allows easy pathing or fast access to core then it will fail repeatedly. Good bases break funnels, waste spells and turn clean attacks into 1-2 stars.

What These Layouts Do Right

  • Force long troop walks instead of straight path
  • Protect Town Hall and Eagle Artillery
  • Split key defenses to avoid single spell value
  • Create dead zones that slow down attacks
  • Defend against common meta armies

How to Use Them Correctly

  • Use these layouts for wars and CWL
  • Rotate bases every 2–3 wars
  • Watch replays to see where attacks fail
  • Adjust traps based on common attack paths