diff --git a/Mastering-Turret-Placement-in-Tower-Rush.md b/Mastering-Turret-Placement-in-Tower-Rush.md
new file mode 100644
index 0000000..81eda8f
--- /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.
+
This is a catastrophic error that allows the enemy to destroy your building instantly with ranged support units from their side of the river.
+The Anti-Tank Center Pull
+
You must place your turret exactly in the center of the arena, usually three tiles from the river and biased slightly toward the lane being attacked.
+
This creates a devastating crossfire 'kill zone' that shreds even the highest-level Golems and Giants in seconds.
+Wait until the tank crosses the bridge before placing it.A mortar cannot hit units directly next to it.Vary your placement slightly if they have heavy spells.
+Advanced Placement Tactics
+
The rules of placement change entirely when you are facing a 'Siege' deck that uses X-Bows or Mortars planted on their side of the river.
+
Understanding the specific architectural response to every distinct meta deck is what separates Grandmasters from casual players.
+Defense StyleWhere to Put ItInferno Tower, CannonThe 'Pocket' - 3 tiles from the river, 3 tiles from the Princess tower; maximizes pull distance and tower crossfireBomb TowerDirectly in the center, or slightly higher up to intercept fast bridge-spam units before they lock onto the tower
+The Architecture of Victory
+
Treat the arena as a grid of tactical possibilities rather than just a patch of grass.
+
Control the geography of the battlefield, dictate the pathing of the enemy, and build an impenetrable wall.
+
+If you liked this information and you would certainly such as to receive more facts relating to [tower rush](https://tanzypropertybury.co.uk/author/fdfdiana344411/) kindly browse through our web site.
\ No newline at end of file