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Boom Beach Defense Layouts from HQ 2 - 19 (Guide)

Notes:

- As soon as you get to ~250VP you will begin to face TMed players (Tanks/Medic Combo). This combo is extremely strong around this area, since people are mostly able to put 2 tanks on 1 landing craft. From there, it's a dry spell until you get to HQ17 and it will be hard to fend off enemies. Switch your playstyle to full offense after reaching that point. If you can stay online for maybe 1-2 hours straight a day to attack the enemies on your map and retrain troops.

- Some Boom Mines are hidden behind Red Masterpieces and behind Sniper Towers.

Hidden behind the trees. Removed the row of trees in the far back (the whole row, so it's hard to notice that there's something strange going on. 

Base Reviews:

Generally:
- The mines (especially Boom Mines) are mostly hidden behind Sniper Towers and red Masterpieces (sometimes also behind the Radar). Hiding Boom Mines behind Sniper Towers doesn't work anymore since the layout update.
- The Mines should generally have at least 2 spaces to each other, especially Boom Mines! Otherwise, only 1 Artillery is needed to take multiple of them out.
- I place defensive turrets at the beach front, so that warriors need smoke from the start and don't have much time.
- The Shock Bomb has a diameter of 6.2 tiles. This was especially important for the defensives around the HQ, to make it harder for Warrior users.

HQ19:


- 2 tiles space between important buildings (reduce spread-damage of the barrage and prevent Shock Bombs from shocking to many turrets.
- The buildings on the sides should prevent the enemy from flanking. If the throws a flare to the side, he will automatically aim at a building instead of letting his troops walk to that specific spot (thx to allunteri).
- Push the cannons more to the sides. Since then, you will have more straight-on attacks (subjective).
- The "shield buildings" (non defensive) at the front are those with the highest amount of health points.
- The Gold Storages and the Stonemine push Warriors outside the smoke.

HQ18:


- The buildings on the sides should prevent the enemy from flanking. If the throws a flare to the side, he will automatically aim at a building instead of letting his troops walk to that specific spot (thx to allunteri).
- The Sawmill and the Gold Storages split warrior-armies..
- Critters aren't a good idea to get free GBE.
- The Shock Blaster (SB) can shoot at flanking enemies.
- The SL is protected by the Gold Storages and helps out the cannons and the BCs.

HQ17:


- Wood-Production at the front to split up Warrior armies.
- The SB between the Iron Storages was overseen many times (because of the colors it's harder to detect).
- The 2 FTs on the sides burn enemies that flank. They can often burn either Medics or Zookas.

HQ16:


Note: This layout was the hardest. It's very hard to get a suitable layout at this level, where you get raided by mostly Tmeds and without a SL or an additional BC.
- The placing of the BCs is good, since some enemies think the can destroy only one and flank from there. In fact, you can only do that if you pay a lot of attention.
- The BCs cannot be shocked both at once.
- Warriors at this level mostly underestimated this base and spent me a lot of diamonds. You need only a few smoke, but a lot of shocks, since nearly all turrets can reach the HQ.

HQ15:


- It looks like this base is easy to flank, but a lot of turrets can actually reach the sides.
- The BCs can be shocked at once.
- The RL can reach the whole beach (and sometimes kills Zookas out of Hooka-armies).
- The visible non-defensive buildings are protected.
- Important weapons (that get shot by GBE) aren't connected to other buildings/turrets (except the HQ).

HQ14:


- The BC behind the HQ can reach Tanks, the BC at the beach covers a big part of the beach and the whole flanking sides.
- The MGs/FTs kill Warriors.
- The Cannons/FTs on the sides should prevent the enemy from flanking.

HQ13:


- The Cannons/FTs on the sides should prevent the enemy from flanking.
- The BC behind the HQ can reach Tanks.
- The Sniper Towers behind the HQ can reach Zookas.
- Gold and Wood Storages act as shield.
- Don't place the vault at the front of the wooden storage row anymore, since it has the lowest amount of health.

HQ12:


- This is some kind of "C-Base". The goal is to use buildings as shield and prevent the enemy from flanking (without heavy losses).
- All non-defensive buildings are protected.

HQ11:


- The wooden storages at the front act as shield. This is especially effective against Heavies (from Hooka armies), since they do low damage and have a high health.
- The upper Sniper Towers can reach zookas.
- The Mortars protect the sides.
- The Mines should prevent flanking enemies.

HQ10:


- It's basically the same idea as the HQ11 layout.
- The 2 lower Sniper Towers are 1 tile away from the HQ to cover the whole side (side effect: they cannot be shocked both at once).

HQ9:


- The Mortar behind the HQ can still shoot at Riflemen (quite common at this level).
- The Mines prevent from flanking attacks.

HQ8:


- The sides are covered.
- The Mines prevent from flanking attacks.
- The wooden storages and the Gold Storage act as shield.
- The Mortars behind the HQ can shoot at Riflemen that attack from the front.

HQ7:


- The base is covered by non-defensive buildings in the outer side. These act as shields, which is important due to the little amount of turrets (get more shooting time).
- Turrets can reach the sides.

HQ6:


- Non-defensive buildings at the front act as shield.

HQ5:


- The non-defensive buildings at the front act as shield and are needed due the low amount of turrets.
- The Sniper Towers and the Mortar can cover the wh 

HQ4:


- The non-defensive buildings at the front act as shield and are needed due the low amount of turrets.

HQ3:


- The non-defensive buildings at the front act as shield and are needed due the low amount of turrets.

HQ2:


- The non-defensive buildings at the front act as shield and are needed due the low amount of turrets.

Important Note: Please do remember that these are not the best defensive layout for each Headquarters in Boom Beach. It is only a guide from an experience Boom Beach players, that suggest on how you should build your base at a certain HQ level. In the end, your personal preference is what matters.

Source: http://forum.supercell.net/showthread.php/616653-TrudleR-s-Defense-Layouts-from-HQ-2-19

Credits: Guide by TrudLer