diff --git a/Mastering-Turret-Placement-in-Tower-Rush.md b/Mastering-Turret-Placement-in-Tower-Rush.md
new file mode 100644
index 0000000..2803890
--- /dev/null
+++ b/Mastering-Turret-Placement-in-Tower-Rush.md
@@ -0,0 +1,15 @@
+
Turret placement is a game of precise geometry, aggro manipulation, and predicting the enemy's pathfinding AI.
+
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
+
When the enemy tank crosses the bridge, its AI will calculate that your center turret is closer than your Princess tower, causing it to walk sideways.
+
As the tank trudges toward the center, it will be simultaneously shot by your defensive building AND both of your Princess towers.
+The 'anti-lightning' placement is crucial in high arenas.Muscle memory is key.Manage your economy.
+Countering the Artillery
+
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.
+
Similarly, if the opponent is using 'Spawner' buildings (like Goblin Huts) to create endless lane pressure, placement is key to survival.
+Building CategoryOptimal PlacementHeavy DefenseThe '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
+Geometrical Dominance
+
Every single tile has a specific mathematical value depending on the aggro ranges of the units currently on the board.
+
Control the geography of the battlefield, dictate the pathing of the enemy, and build an impenetrable wall.
+
+For those who have almost any issues about wherever along with the best way to use [tower rush](https://femgram.com/read-blog/9393_the-evolution-of-the-tower-rush-genre.html), you are able to email us from our web-page.
\ No newline at end of file