From 89317760fcd96d2236f017330924dfee7af0b208 Mon Sep 17 00:00:00 2001 From: Bernadette Cagle Date: Sat, 11 Jul 2026 00:38:53 +0000 Subject: [PATCH] Add 'Mastering Turret Placement in Tower Rush' --- Mastering-Turret-Placement-in-Tower-Rush.md | 15 +++++++++++++++ 1 file changed, 15 insertions(+) create mode 100644 Mastering-Turret-Placement-in-Tower-Rush.md diff --git a/Mastering-Turret-Placement-in-Tower-Rush.md b/Mastering-Turret-Placement-in-Tower-Rush.md new file mode 100644 index 0000000..e0c3453 --- /dev/null +++ b/Mastering-Turret-Placement-in-Tower-Rush.md @@ -0,0 +1,15 @@ +
Having the strongest defensive building in your deck means absolutely nothing if you do not know exactly where to place it on the map.
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This guide will teach you the mathematical secrets of the 'kill zone' and how to maximize the lifespan of your turrets.
+The Anti-Tank Center Pull +
The absolute most important placement to memorize is the center pull, designed specifically to deal with massive, building-targeting tanks.
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Furthermore, any melee support troops following the tank will also be pulled into the center, bunching them up perfectly for your splash-damage spells.
+Wait until the tank crosses the bridge before placing it.A mortar cannot hit units directly next to it.If you use the exact same tile every time, they will predict it with a fireball. +Defending Against Siege and Spawners +
Against these threats, you cannot use the center pull; you must place your defensive building directly on the river, right in front of their siege weapon.
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Place a splash-damage building like a Bomb Tower directly in the center to safely absorb and destroy the endless waves of cheap units.
+Building CategoryBest Tile LocationInferno Tower, CannonThe '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 +Building the Perfect Fortress +
Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.
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Control the geography of the battlefield, dictate the pathing of the enemy, and build an impenetrable wall.
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