How to make a sandbag wall? I need help trying to figure out the best way to make a sandbag wall.
I've tried a few methods, but it doesn't look that good. I could just try again, but before that, I want to know if anybody out there has some tips that I could try out.
I would appreciate any!

I have no issues making the sandbag itself. I just want to know the best to stack them without it flattening everything and going into each other. How would you do this? 

Here's how I want them to look like:




THANK YOU in advance!

edit!

Here is what I've done so far:
I created a big mesh I call the barrier to form the shape I want the sandbags to fall into. It was my collision/passive mesh.

I duplicated my sandbag more than 20x and made it to active. I let gravity do the work and this is how it turned out.

I liked it, but I it doesn't look like a bag sand, but a bag of styrofoam. 

I combined all the sandbags into one mesh so I can easily edit the cloth physics panel to reflect all of them. Not sure if that was a good idea or not.... but oh well.
I thought doing a weight paint in the middle would help retain the middle and then do the cloth physics.. well that didn't look good. Okay now I know pinning isn't the best choice. 

Basically I want the sandbags to stack onto each other and I really don't know how to make it work. I could definitely do this manually, but I was hoping to find out if there was an easier way to do this. Maybe if there's a manual way to go about this without it going through other objects that would be great too. 

Thanks again!
Final result:
You can use Array modifiers along with simple Sculpt to achieve similar result. It's a bit more of manual work but it's pretty simple and rewarding at the end.

Mesh:
You will need something similar to mesh from the screenshot. The goal is to have brick-like array. Top part is duplicate of the bottom part, cut in a half and manually placed.

Modifiers:
Here you will need at least two Array modifiers (width and height) or three if you want to have some multiple rows.
One of them (width, in this case X axis) should have checked Merge to connect top part of the mesh.

Sculpt:
When you make the wall with desired size it's time to duplicate it to another layer. To have some backup.
After it, apply modifiers from top to bottom. It's good idea to go to Edit Mode, Select All and Remove Doubles just in case.
You can add Mulitresolution modifier (I've added it with Subdivision 1) but it can stay low poly.
Go to Sculpt Mode, turn off Symmetry Lock X, choose Grab Brush and start tweaking the mesh. Remember to change Brush size/strength once in a while to give it more detailed look.
You can do this with mouse, no need for tablet to do this.

Blend file:
First layer contain mesh with Array modifiers, second one is the final mesh.