How much space do you leave between walls? It's an interesting question.
The newer player wants to gather many buildings into a small space so that the firing platforms can cover them. Here is an example (above). This is not a newer player but the logic of protective firepower is driving this layout.
There are two problems with this.
First, if I can knock out some firing platforms behind the first wall, "safe spaces" emerge where my units can run along outside destroying stuff (until they come within range of the next surviving shooter). In this example, the attacker has to destroy a lot of firepower to create a safe space because the firepower is optimized over a small space. But this leads to...
Second: the tight spacing reduces travel time between buildings. The attacker must also fight the clock and here time is the least of problems because the attacker can go from building to building instantly.
Note that there is continuous open space within each row of walls. If the attacker breaches the outer wall, units will run around continuously until they have destroyed everything within that "ring." As they take down a row of defenses, weak or slow units can be unleashed against the buildings clumped outside the wall to destroy the "defenseless" structures.
This player (above) is compensating for "time" by spacing out structures in a more open plan. Here, nothing is outside the walls and the attacker has to do some running between buildings, which burns up time. This player has left a gap (lower center of picture) to lure in attackers. He has placed high value firing platforms near the opening in a "sacrifice" play, to wear down the bulk of the attack force before they get very far. This is a tradeoff since the deeper into the maze our attacker goes, the less firepower will be there in opposition.
Here (above) is another open plan but with buildings outside the first wall and more space in the inner ring. The position of the firing platforms is different here, with less mutual support. Here, it tends to be 1 covering 1 whereas in the previous screen capture, you see 3 covering 1. The first example has 4 or more covering 1 for the densest firepower.
As an attacker, I find these layouts most difficult in this order: examples 2, 1, 3.
Something to think about.
p.s. Note that all three examples follow the rule of having at least three walls between the attacker and the totem.
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