|
|
|
@ -0,0 +1,13 @@ |
|
|
|
<br>In the highly constrained, grid-based arenas of modern rush games, a single tile of misplacement can cost you the entire match.<br> |
|
|
|
<br>Novice players tend to panic and place their defensive buildings directly in front of the incoming threat, often right at the bridge.<br> |
|
|
|
Mastering the Middle |
|
|
|
<br>The absolute most important placement to memorize is the center pull, designed specifically to deal with massive, building-targeting tanks.<br> |
|
|
|
<br>Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.<br> |
|
|
|
Force them to choose which target to spell.Against fast units like the Hog Rider, you must react instantly.Manage your economy. |
|
|
|
Countering the Artillery |
|
|
|
<br>The rules of placement change entirely when you are facing a 'Siege' deck that uses X-Bows or Mortars planted on their side of the river.<br> |
|
|
|
<br>Place a splash-damage building like a Bomb Tower directly in the center to safely absorb and destroy the endless waves of cheap units.<br> |
|
|
|
What You Are DefendingPlacement AdjustmentAerial ThreatMust be placed slightly higher and more central, as flying units ignore the river and take a direct diagonal pathUnits with Spells (e. If you have any concerns regarding where and the best ways to make use of [tower rush](https://werkstraat.com/companies/greatbarracademy/), you could contact us at the web page. g., Giant + Lightning)Place the building extremely high up by the river so the lightning spell cannot physically hit the building and your tower simultaneously |
|
|
|
The Architecture of Victory |
|
|
|
<br>When you master turret placement, your opponent will feel as though their units are fighting through thick mud.<br> |
|
|
|
<br>Control the geography of the battlefield, dictate the pathing of the enemy, and build an impenetrable wall.<br> |