Add 'Controlling the Arena: Map Control in Tower Rush'

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<br>However, in games with fixed, highly constrained environments, victory is often determined by who controls the physical space.<br>
<br>These bridges are the ultimate choke points—bottlenecks where massive armies are forced to cram into a tiny, localized area.<br>
Defending the Bridges
<br>Because every ground unit must cross one of the two bridges, you always know exactly where the enemy must path.<br>
<br>A single Wizard or Executioner placed perfectly can annihilate a massive swarm while they are clumped together on the bridge.<br>
A heavy tank cannot cross if skeletons are standing in the way.Beware of flying units; they ignore the bridges entirely.Controlling the bridge prevents them from placing aggressive buildings.
Creating Your Own Choke Points
<br>By placing buildings in specific locations, you limit the available pathing options for the enemy AI.<br>
<br>If you place two buildings slightly apart, leaving a small gap in the middle, melee units will naturally funnel into that gap.<br>
Geographical FeatureStrategic ValueThe RiverPrevents ground melee units from attacking instantly; allows ranged units to safely shoot across the gapThe PocketThe most valuable tile for defensive buildings; pulls units from both lanes equally and utilizes both princess towers
Owning the Arena
<br>This feeling of helplessness often leads them to make desperate, expensive plays that instantly lose the game.<br>
<br>Use the natural landscape to your advantage, build your own traps, and force the enemy to play on your terms.<br>
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