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>
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<br>In the classic arena battler layout, the map is divided by a river with only two small bridges serving as crossing points.<br>
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The Ultimate Choke Point
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<br>This predictability allows you to pre-aim massive splash damage spells and position your defensive buildings optimally.<br>
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<br>You must engage the enemy exactly as they hit the bottleneck, maximizing the effectiveness of your area-of-effect troops.<br>
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Force the enemy into unfavorable geometry.They can deal damage safely while the enemy walks the long way around.A fireball on the bridge provides incredible value.
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Creating Your Own Choke Points
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<br>By placing buildings in specific locations, you limit the available pathing options for the enemy AI.<br>
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<br>Right behind that artificial gap, you place your highest damage-dealing unit to instantly delete anything that squeezes through.<br>
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Geographical FeatureImportanceThe MoatPrevents 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
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Owning the Arena
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<br>Every time they try to attack, their units melt at the bridge; every time they defend, they are fighting in your chosen kill zone.<br>
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<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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Here's more info on [tower rush](https://git.wending993.top/tristanauger74/tower-rush6452/wiki/The-Importance-of-Positioning-in-Tower-Rush) visit our own web-page.
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