Chapter 3 Defending your base and character introductions

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Chapter 3

One of the main reasons I liked my newly found clan, was the awesome fact that they gave impeccable advice. Specifically, good base defense advice. Between their advice and an hour or two of research, I was wedged, like one melty slice of cheese between two slices of thick bread. I eventually came up with the basic building blocks of constructing a successful base.

A) Symmetrical walls: Ninety-five percent of bases that are symmetrical in their wall layout will do better than ones utilizing a random layout. Mainly because random wall layouts contain more weak spots that can easily be breached. A symmetrical wall design helps ensure their are little or no weak spots. I will admit that some random layouts can be successful, but I wouldn't rely on one for consistent success.

B) Even coverage: This is, with out a doubt, the golden rule of Defending your base. Always make sure your defense structures (cannons, mortars) evenly cover your base. For example, never place all your archer towers on one side and your cannons on the other. Alternate them so your entire base is (basically) covered in an even later of archer defense and a layer of cannon defense. Similar concept with splash defenses. Keep mortars in the center. Cover your outer defenses. The wizard towers should be placed in the locations where the mortar fire is weakest but preferably nearer to the center than the cannons and archer towers. Obviously, air defense should be evenly spread. Tesla towers make good inner defenses but they also make great traps on the outer walls.

C) Compact: Defending your base is best done when it can actually be defended. This may sound obvious. Bear with me. The entirety of your base (with, mayhaps, the exception of your builders huts which you so cleverly placed in the corners to make the opponents attacks last longer) should be protected by your defenses. This includes making sure archers can not pick off your buildings without being touched by your conveniently out of range defenses. (Army camps, builders huts, spell factory, laboratory, and decorations do NOT need to be inside walls, but don't make them free target practice)

These three rules will help you get started (or improve) on your base. In my experience, they were the most helpful.

However, nothing is more helpful than having clan mates who will give you advice, because they can look at your specific base and give you specific advice. Here are some clan members from my clan who helped me and stayed with the clan even through some difficult times.

The leader and founder of the clan is Baxter. Definitely the the best guy for the job, not afraid to speak his mind yet genuinely concerned about the members of his clan. He has a like minded Co-leader named Jorgon. The next few lines of authority are kinda hazy. There's Ninja, she takes over when Baxter and Jorgon are busy. Following her would be Beto (A friendly elder who also teaches me Danish), Andy (the highest Level player in the bunch, free dragons anyone?), raags (does what he's told and listens to advice), ZTrain (looking for someone to help play good cop bad cop, he's a perfect Bad cop but also is good at detecting unloyal members), Samantha (my favorite elder, friendly and she makes a great co leader if you need one). There are a couple more but most if them don't come into the story until later.

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