Add Controlling the Arena: Map Control in Tower Rush
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Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
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Controlling-the-Arena%3A-Map-Control-in-Tower-Rush.md
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<br>Map control is the invisible advantage that dictates exactly when and where engagements happen on the battlefield.<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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Holding the Line
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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>If you play your defense too far back, the swarm spreads out, rendering your splash damage virtually useless.<br>
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Force the enemy into unfavorable geometry.Place ranged units near the center so they can shoot across the river.A fireball on the bridge provides incredible value.
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Architectural Defense
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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>You are essentially building a custom trap that the enemy AI is mathematically forced to walk into.<br>
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Map AreaImportanceThe MoatPrevents ground melee units from attacking instantly; allows ranged units to safely shoot across the gapCenter Base PlacementThe most valuable tile for defensive buildings; pulls units from both lanes equally and utilizes both princess towers
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Dictating the Pace
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<br>This feeling of helplessness often leads them to make desperate, expensive plays that instantly lose the game.<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 information on [tower rush](http://www.we-class.kr/melodeefell41) have a look at the website.
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