(If this post gets large enough I'll give it a makeover)



THE VULCAN

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Introduction

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So you're probably wondering what The Vulcan means. I named it the Vulcan after the M61 Vulcan which has a pretty freakin' high fire rate. That's what this base does.. The moment the enemies breach the first wall they are being stormed wave after wave of hell. This base uses some very clever luring and incidently also an okay base against hogs, it's not its specialty though. I mainly focused this base to be good against many different types of army compositions. Giant+Healer, barch, BAM, etc. Also, I do know that I'm a little rushed. We are looking at The Vulcan, not me.





What's this base feature?



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Awesome luring







Triangular Mortars, Air Defense, and Wizard Towers for maximum coverage.



Town hall protected by 3 layers of walls on every side.



Well protected storages.







Easily transformable. Optional Semi Centeralized CC in trade for less protected storages. Move that burger king inside and kick out storages for an amazing war base. Move in defences and kick storages in the first layer of walls as meat shields. Easy. To. Transform.



An awesome name.



BREAKING IT DOWN



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Above is a picture of the core. The core consists of the Town Hall, a mortar, a gold storage, and a forth structure of your choosing, be it a semi centralized clan castle or a second gold storage should you need to protect your precious gold. More on the mortar later.







The mortar inside that core is arguably one of the best things about this base. Why? Well, as you can plainly see it covers a HUGE portion of the base. It's protected by three layers of walls on each side, and enemies are lured around the core so the mortar hardly gets touched. Neato, huh?







As you can see, this base is also a very effective war base if you swap a few things. The barbarian king can be well protected inside the core and cannot be lured out very easily without breaking down at least a wall, where attackers will be too busy being fired at by cannons and mortars to even worry about your burger king.







Here is one of my favorite parts about this base. You see those double walls? If an attacker deploys a wallbreaker anywhere near those red circles, they will try and find the most suitable wall to break. In this case, they'll find it easier to go around the double walls and break down the single layer of walls, leading the troops STRAIGHT into the spring traps. The attacker is basically screwed if they even dare deploy a giant healer on the south of the base. 6 of them will get spring trapped should they dare enter, and then 6 will get spring trapped AGAIN. Not to mention the nice amount of splash damage they'll be receiving. Oh, and on top of that there'll be two air defenses and air mines hammering away at any healers that cross.







The wizard tower covers that entire section, and will be hammering away at any troops that dare come by. On top of that, two teslas (The highest DPS tower at TH8 when fully upgraded) will be zapping away at any enemies, too. That's a loottt of electricity.









Here is the predicted path for giants. Either way, they'll go one way or the other... And completely miss the mortar. They'll be lead to the wizard towers where they will probably end their short journey. They'll simply do loops around the base, so without help of other troops,(wallbreakers) giants are useless, they'll probably never get to the core. Goblins trying to get to the storages from the south will get bombed hard, hogs included.



Here a few defenses. Keep in mind all of these I had my storages unprotected (outside the core) and 4 defenses upgrading at once. Mostly archer towers.