Base layout strategies with 3-2015 update

With the new ATAT post 3-2015 update, it has become very difficult to defend.  Therefore, I’ll preface that even with the best base design, the days of stringing together 10-15 defensive wins in a row is nearly impossible.

First, any base layout should be designed with intention of stopping the most common vehicles and knowing their strengths and weaknesses and their targeting priorities.  After the update, it’s the elite ATAT and MHC combos tagged with repair droids.  Strengths of the elite ATAT is it’s ridiculous ability to shoot from long distances at the shield edge and take out all of your shields.  MHC’s are like our hails regarding taking out turrets.  They can be very effective.  ATAT’s  Weaknesses of these vehicles, include the elite ATAT and the MHC are very slow.  ATATs target shields, then supposedly become generalists.  MHC’s target turrets.  Now that we know a little bit about what the imps mainly like to use, let’s talk base layout strategies.


1.  Squad center (SC) is the most powerful defensive weapon rebels have (and imps).  It will stop any imp, no matter how powerful or how poor your base is designed.  Fill SC with sharps/skiffs for maximum impact.  I can talk about SC strategies in a separate post.  Therefore, position your SC so that it maximizes defense.  I most like it in the center of my base or at least near my HQ.  In addition, I prefer it to be triple shield protected.  With the crazy range of the ATAT, imps many times will take out the shields covering the SC and air strike the SC before the SC is tripped.  Therefore, I prefer to triple shield protect it.

2.  Limit the attack points where imps can deploy:  The more attack points you have on your base, the more spread out your turrets have to be and the more your HQ and vaults can be taken out.  This is why I love corner layouts.  Corner layouts help to reduce the range advantage that ATATs have if they deploy in the corner, exposing them to immediate turret fire.

3.  With the new update, you have to spread shields far enough to at least make the ATAT walk a little, thus exposing them to more turret fire.  However, this is tough to balance if you want to triple shield protect your SC.

4.  Limit SC tripping:  If possible, definitely try to eliminate the ability to trip the SC.  This was a common tactic before the update.  With the update, I see this less and less.  this may be something that level 8 imps don’t do as much any more.  But, I’m not sure on this.  It may be because imps know that their ATAT/MHC’s are so slow and that their range is so good at taking down all shields, that they can simply air strike the SC rather than use up precious time tripping the SC and drawing out the SC troops.  Unfortunately, rebels can’t use this strategy as exclusively, as we don’t have the range advantage to take out shields.  Therefore, we have to trip the SC and draw it out.  Unless you have Luke, and use the droideka/sharps to take out the burried SC.  That’s for another post.

5.  Try to separate the MHC (or bruiser tank) from the ATAT:  Having 1 turret to draw an MHC (or bruiser tank) away the ATAT allows your turrets to focus on the ATAT, destroy it, then by the time the MHC comes in turret range or SC troop range, they’re done since their armor is terrible.

6.  Make the ATAT and MHC walk as far as possible:  This is why people like spread layouts.  It’s very difficult to 3 star, and sometimes 1-2 star, as the ATAT is extremely slow.  Same goes for the MHC.  In addition, you can take advantage of the ATAT’s slow speed and it becoming a generalist while it’s walking to another shield or after it’s shot all of the shields.


Now with the above strategies, I prefer a corner layout.  The spread layout also accomplishes some of the above strategies, too.  But, I think a traditional spread layout with a shield in 3 different corners sacrifices at least 1 star.  I don’t want to give the imps anything.  So, I found and tweaked a hybrid corner spread layout.  It’s based on Ultimate Mosko’s from Black Wing.  Some of their top guys have modifications of his layout, too.  Of course, I think mine’s better.  haha.


This is the layout:





Below, you’ll notice the SC is triple protected.  While the shields are not too spread out, it doesn’t matter too much as the SC is typically tripped and multiple turrets are hitting the imp.



Below, you’ll see that the SC trip range covers the entire north corner, northeast and northwest sides.  If an imp deploys there, it is a kamikaze move, as my sharps/skiffs are unleashed on them along with +5 turrets, depending on the exact point they deploy.



Below is a neat little twist that I use to draw MHC’s away from the ATAT.  This is why I think it’s key to limit deployment points on your base layout.  I know that the best way to attack my base is on my east and west corners.  Therefore, I put 1 mortar a couple of buildings in from each corner, specifically to draw the MHC away from the ATAT when they deploy.  In addition, if they attack from the south, the MHC will also be drawn away.  When doing this, you want to put some buildings or wall sections in front of the turret to delay the time it takes for the MHC to take out the turret and then follow the ATAT.  Notice I have 1 building, then a wall section, then another building.



Below is a picture of the section that incorporates a spread layout concept incorporated into a corner layout.  Spread out your wall segments to so that if they deploy in the south, it will take forever for the ATAT/MHC to attack.  It’s very difficult for them to get to the HQ, as it’s all the way on the opposite north corner.  Therefore, it’s nearly impossible to get 3 starred if attacking from the south.

Spreading out the layout also minimizes risk of tripping the SC.  In order for them to draw it out, they have to spend so much time waiting for my troops to get to the trooper dropped in the corner in order for them to drop their snipers behind my SC troops.  Also, there’s not a lot of space for them to do it.  Therefore, it forces the imp to use an air strike on the SC troops while they’re walking if they’re going to employ this strategy.  But, I don’t see imps draw out my SC troops as much anymore for I think reasons I noted above.


That’s all I got for now.  Many of you are much more creative than me on base design.  I like to copy and adjust.  But, coming up with one from scratch is difficult.  Good luck and happy defending.



2 thoughts on “Base layout strategies with 3-2015 update

  1. “you want to put some buildings or wall sections in front of the turret to delay the time it takes for the MHC to take out the turret”

    I think this is key to blocking the MHCs. Just like with the hailfire, MHCs take forever to knock out a credit market or alloy refinery. For most of us, we’re getting attacked just after we’ve logged off, so the resources lost from the markets and refineries being destroyed is minimal.


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