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01 Placement study

Where would you place the first tower?

Start with the route. A bend can give a tower more time to hit passing enemies, depending on where you build. Cornerhold looks at three Android games that put those placement decisions to work in different ways.

Fig. 01Range at a right angle
Two tower positions along a bent route The route enters from the left, turns downward, and exits at the bottom. Tower A is inside the bend and its solid coverage circle reaches both stretches. Tower B is farther away and its dashed coverage circle clips only the vertical stretch. AB ENTRYEXIT
Illustrative layoutPosition A covers both sides of the bend, while position B reaches only the outgoing stretch. Compare the length of the route inside each circle to estimate how long a passing enemy stays in range.

02 / Featured game

Try Tower Rush

Two players make decisions at the same time on one battlefield. You defend against enemy forces while helping your own troops advance, so your opponent’s moves can change what needs your attention first.

03 Field notes

Before the next wave

  1. Trace the route first

    Follow the path from entry to exit. Look for bends and places where lanes meet before choosing where to build.

  2. Check the coverage

    Look at how much of the path falls inside a tower’s range. A large radius can still leave an important stretch exposed.

  3. Change one thing

    Try one different placement or upgrade. On the next wave, see whether enemies still slip through at the same spot.