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The Best TH12 Attack Strategy: What 280 Housing Space and a Siege Machine Buy You

AttackTown Hall 12

Updated: 18 September 2026 · Goblins Farm

Town Hall 12 is the first level where you control your own siege machine, and that changes attacking more than the twenty extra housing space does. Your camps hold 280, your Clan Castle holds 40, and the Workshop finally means you are not waiting on a clanmate to donate the thing your army is built around.

280 space, 40 in the castle, and a Workshop of your own

Four level 10 Army Camps hold 70 housing space each in the game files — 280 total, twenty more than Town Hall 11. A level 8 Clan Castle holds 40 troop space plus one siege machine.

The Workshop is the real unlock. Town Hall 12 gives you the Wall Wrecker, the Battle Blimp and the Stone Slammer, and from this point your army plan begins with which siege you are riding in on rather than which troops you are dropping.

Town Hall 12 also adds the Yeti, the Headhunter and the Overgrowth Spell, and puts a Giga Tesla in the Town Hall itself — which is why attacks that used to end cleanly at Town Hall 11 now end with a live Town Hall and two stars.

Armies that fit 280 exactly

Which siege machine, and why the answer is usually the Wall Wrecker

Three sieges unlock here. The files make the comparison blunt:

The Wall Wrecker has 39% more hitpoints than the Stone Slammer and 82% more than the Battle Blimp, and hitpoints are what a siege machine is actually for: it is a delivery vehicle, and the measure of a delivery vehicle is whether it arrives. All three cost 48,500,000 elixir and 34.5 days of laboratory time to max, so the research decision is not about price.

Take the Stone Slammer when your army is air and needs the Air Defences opened. Take the Battle Blimp only with a plan that survives it being shot down halfway.

The Giga Tesla changes your route, not your army

Town Hall 12's Town Hall is a defence. It fires while it stands and explodes when it falls, damaging everything nearby. Two consequences for planning:

First, a Town Hall in the core is now a reason to go through the core rather than around it, which is exactly what the Wall Wrecker is for. Second, do not park your heroes next to it as it dies. The explosion is the single most common reason a Town Hall 12 attack that was heading for three stars ends on two.

If you are used to funnelling around the outside and pinching in, read funnelling again with this in mind — at Town Hall 12 the funnel is shorter and the commitment is earlier.

What to research first at Town Hall 12

Your laboratory is level 10 and there is exactly one of it. The order that wastes the least time:

  1. Whatever your main army needs to reach its Town Hall 12 level. Half a maxed army beats a spread of half-levelled ones.
  2. The siege machine you actually fly. 34.5 lab days for a maxed Wall Wrecker is real, and a level 1 siege dies on the way in.
  3. Spells. They are cheap relative to troops and every army uses them.

What not to research: the troop you have never attacked with and are curious about. Curiosity in the laboratory is measured in weeks. Maxing the whole laboratory is 2,476 days, so every research is a choice not to do something else for a fortnight.

Frequently asked

What is the best attack strategy at TH12?

Yeti Smash for ground and Electro Dragons or Zap Dragons for air are the highest-floor Town Hall 12 armies, all of which fit the 280 housing space exactly. A Queen Charge Hybrid has the highest ceiling and is worth learning here because it stays relevant through Town Hall 15.

How much army space do you have at TH12?

280. Four Army Camps at level 10 hold 70 housing space each. A level 8 Clan Castle adds 40 troop space and one siege machine.

Which siege machine is best at TH12?

The Wall Wrecker for most armies: 10,000 hitpoints at level 6 against the Stone Slammer's 7,200 and the Battle Blimp's 5,500. A siege machine is a delivery vehicle and hitpoints decide whether it arrives. Take the Stone Slammer with air armies that need Air Defences opened.