Add Mastering Turret Placement in Tower Rush
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<br>Having the strongest defensive building in your deck means absolutely nothing if you do not know exactly where to place it on the map.<br>
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<br>This is a catastrophic error that allows the enemy to destroy your building instantly with ranged support units from their side of the river.<br>
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The Anti-Tank Center Pull
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<br>You must place your turret exactly in the center of the arena, usually three tiles from the river and biased slightly toward the lane being attacked.<br>
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<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>
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The 'anti-lightning' placement is crucial in high arenas.You have a fraction of a second to place the building before it locks onto the tower.Use cheap cycle buildings like cannons for fast threats.
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Countering the Artillery
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<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>
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<br>Similarly, if the opponent is using 'Spawner' buildings (like Goblin Huts) to create endless lane pressure, placement is key to survival.<br>
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Building CategoryOptimal PlacementSingle-Target Tank KillersThe 'Pocket' - 3 tiles from the river, 3 tiles from the Princess tower; maximizes pull distance and tower crossfireSwarm ControlDirectly in the center, or slightly higher up to intercept fast bridge-spam units before they lock onto the tower
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Geometrical Dominance
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<br>Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.<br>
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<br>Defense truly wins championships.<br>
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