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..ee783e0
--- /dev/null
+++ b/Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
Map control is the invisible advantage that dictates exactly when and where engagements happen on the battlefield.
+
These bridges are the ultimate choke points—bottlenecks where massive armies are forced to cram into a tiny, localized area.
+Defending the Bridges
+
Because every ground unit must cross one of the two bridges, you always know exactly where the enemy must path.
+
You must engage the enemy exactly as they hit the bottleneck, maximizing the effectiveness of your area-of-effect troops.
+Use cheap units to physically block the bridge.Beware of flying units; they ignore the bridges entirely.Controlling the bridge prevents them from placing aggressive buildings.
+Funneling with Buildings
+
This technique, known as funneling, allows you to dictate exactly where the final engagement will take place.
+
If you place two buildings slightly apart, leaving a small gap in the middle, melee units will naturally funnel into that gap.
+Geographical FeatureImportanceThe Center DividePrevents 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
+
This feeling of helplessness often leads them to make desperate, expensive plays that instantly lose the game.
+
Master the map, and victory is practically guaranteed.
+
+If you liked this article therefore you would like to collect more info with regards to [tower rush](https://agsonbuilders.com/author/maybell982978/) i implore you to visit our web page.
\ No newline at end of file