Expeditiebroeikaswereld
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Founded Date July 2, 2009
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Sectors Electro Technical Officer (ETO)
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How to Effectively Use Meat Shields in Tower Rush
Why We Need Meat Shields
In the spectacular, explosive ecosystem of a tower rush game, the spotlight is almost always stolen by the flashy, high-damage units: the spellcasting wizards, the long-range snipers, and the devastating siege engines. A Meat Shield (or ‘Tank’) is not designed to kill the enemy; its sole strategic purpose is to manipulate the geometry of the battlefield and control the ‘Aggro’ (targeting priority) of the enemy’s defenses. The front line and the back line must move in perfect, synchronized harmony, a delicate dance of armor and artillery that requires immense mechanical discipline. By understanding how to effectively sacrifice your frontline units, you will multiply the lethal efficiency of your primary damage dealers exponentially.
The Science of the Pull
In almost all tower rush games, a defensive tower or unit will automatically target the absolute closest enemy unit to its physical position. The tower will instantly recalculate its aggro, stop shooting the wizard, and kill the cheap goblin instead, saving your expensive investment for the cost of a single mana drop. Meat Shields are also the ultimate defensive tool for neutralizing massive, slow, single-target enemy boss units (like a P.E.K.K.A. or a massive Mech). By chaining these cheap distractions, you force the massive enemy threat to walk in a useless zigzag pattern under the concentrated fire of both your defensive towers, killing a 7-mana investment with 2 mana worth of distractions.
- Understand the difference between a ‘Heavy Tank’ and a ‘Cycle Tank’ when building your deck composition.
- Heavy Tanks must be deployed at the absolute back of your map, forcing them to walk slowly, which allows your mana bar to regenerate so you can afford to place the required splash-damage support units behind them before they cross the river.
- If an enemy ninja jumps into your backline to kill your sniper, physically move your massive Tank unit directly on top of the sniper.
- If you drop fifty cheap skeletons to distract an enemy boss, and the enemy drops a single Wizard behind the boss, the Wizard will erase your entire Meat Shield in one fiery attack, leaving the boss free to destroy your tower.
- When the timer is expiring, throw every single piece of cheap meat you have into the choke points to physically clog the map and run the clock down to zero.
The Symbiosis of Combat
A Meat Shield that dies while allowing your sniper to secure a massive kill has executed its job flawlessly. This creates a beautiful, necessary symbiosis within a perfect army composition. If they are packed too tightly together, a single enemy mortar shell likely hit both the Tank and the fragile units simultaneously, maximizing the enemy’s splash value. Ultimately, the grandmaster player treats their Meat Shields with the cold, calculating respect of a chess master sacrificing a pawn to secure a checkmate.
| Classification | The Job | Vulnerability |
|---|---|---|
| The Heavy Tank | Placed in the back to build massive, unstoppable late-game ‘Beatdown’ pushes. | Requires massive mana investment; easily countered by ‘Tank Killer’ single-target units. |
| The Cycle Tank | Cheap, fast deployment to juggle aggro, defend pushes, and kite massive bosses. | Does very little damage; cannot stop massive, overwhelming swarms on its own. |
| Skeletons, Goblins | Surrounds and stalls massive, single-target threats for minimal mana cost. | Evaporates instantly to any form of Splash Damage or Area of Effect spells. |
| Supply Depot | Physically blocks choke points to force the enemy to clump up for splash damage. | Cannot move or attack; completely vulnerable to long-range siege artillery. |
Build the wall, hold the line, and let the enemy break their fists against your armor. During your next practice session, challenge yourself to defend a massive enemy push using only the cheapest, lowest-tier Meat Shields in your deck, completely avoiding the use of your heavy defensive spells. If you are playing a heavy ‘Beatdown’ deck and consistently failing to reach the enemy base, you are likely failing to protect your massive Tank from specific ‘Tank Killer’ units (like an Inferno Tower or a heavy laser). Never underestimate the psychological frustration inflicted upon an opponent when you flawlessly kite their massive, 7-mana ultimate boss unit to death using a 1-mana skeleton squad. Good luck, commander, and may your frontline never falter.</p

