diff --git a/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md new file mode 100644 index 0000000..ba8ff92 --- /dev/null +++ b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
In many strategy games, victory is determined by who possesses the strongest army or the most resources.
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In the classic arena battler layout, the map is divided by a river with only two small bridges serving as crossing points.
+Defending the Bridges +
This predictability allows you to pre-aim massive splash damage spells and position your defensive buildings optimally.
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A single Wizard or Executioner placed perfectly can annihilate a massive swarm while they are clumped together on the bridge.
+Force the enemy into unfavorable geometry.Maximize safe damage.If they clump everything at the bridge, use a heavy spell instantly. +Creating Your Own Choke Points +
This technique, known as funneling, allows you to dictate exactly where the final engagement will take place.
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If you place two buildings slightly apart, leaving a small gap in the middle, melee units will naturally funnel into that gap.
+Map AreaStrategic ValueThe RiverPrevents ground melee units from attacking instantly; allows ranged units to safely shoot across the gapThe Middle TileThe most valuable tile for defensive buildings; pulls units from both lanes equally and utilizes both princess towers +Dictating the Pace +
When you perfectly control the choke points and dictate the engagements, the opponent will feel incredibly suffocated.
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Do not just play cards randomly on the field; think about the geometry of the arena.
+ +For those who have just about any issues regarding in which in addition to how you can work with [tower rush](https://kingsideaconnections.org/read-blog/1491_the-impact-of-third-party-stat-trackers-on-tower-rush.html), you can contact us in the web-site. \ No newline at end of file