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..b000771 --- /dev/null +++ b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
However, in games with fixed, highly constrained environments, victory is often determined by who controls the physical space.
+
In the classic arena battler layout, the map is divided by a river with only two small bridges serving as crossing points.
+The Ultimate Choke Point +
Allowing the enemy to cross the bridge and spread out into your wider territory is a massive tactical error.
+
You must engage the enemy exactly as they hit the bottleneck, maximizing the effectiveness of your area-of-effect troops.
+A heavy tank cannot cross if skeletons are standing in the way.Beware of flying units; they ignore the bridges entirely.Deny them space. +Funneling with Buildings +
This technique, known as funneling, allows you to dictate exactly where the final engagement will take place.
+
Right behind that artificial gap, you place your highest damage-dealing unit to instantly delete anything that squeezes through.
+Spatial StrategyThe GoalLane DenialConstantly playing cheap threats in one lane to prevent the opponent from ever building a push in the other laneSafe PlacementPlaying slow units at the absolute furthest back tile to maximize the time spent regenerating elixir before they cross the bridge +Dictating the Pace +
Every time they try to attack, their units melt at the bridge; every time they defend, they are fighting in your chosen kill zone.
+
Do not just play cards randomly on the field; think about the geometry of the arena.
+ +If you are you looking for more info on [tower rush](https://git.lifetop.net/douglomas7628) look into our web site. \ No newline at end of file