THE FIELD NOTES · CRITTERFRONT

A good spot changes everything.

Read the route. Check the range. Give every creature a reason to be there.

Start with the route to your Nexus.

The Classic board is 4 columns by 5 rows. Incoming marchers need a route from an entrance toward the Nexus, and tower placement changes their options. Look for useful stretches of coverage without assuming the longest-looking path is legal or best. Treat the planner's route display as a way to inspect the layout; live combat adds blockers, abilities, and opponent behavior.

Separate maximum range from useful coverage.

A tower is valuable only while a valid target is in its attack or ability area. Wyrm illustrates the difference: its tower has range four, but a minimum range of two. A marcher beside it is inside that normal attack dead zone. Dragon's fire aura reaches one hex even though its basic attack range is longer. Read Wyrm's stats and Dragon's ability before choosing their hexes.

Put support next to an actual recipient.

Dog's tower needs a kill by a tower in bark range to buff that tower. Angel cleanses adjacent allies with harmful statuses. Bunnie can generate gold from an adjacent allied unit's kill. In all three cases, the useful question is which specific ally can satisfy the trigger from that position.

Dog, Angel, and Bunnie show why the same team can behave differently after a one-hex move.

Understand living blockers.

Ordinary marchers attack living blockers rather than ordinary towers. Hatcher Guardlings and Egg Hatchlings can stop them for a fight. Wyrm normally bypasses blockers; Hermit King's reachable global taunt can still draw it. Avoid treating all board occupants as interchangeable walls.

Read the attacking ability before lining up.

Dog and Cat provide Pack Leader speed while frontmost among living allied marchers. Egg grants shields to adjacent allies on final death. Soul Mage mirrors its formation hex to determine its opening meteor's enemy-board target. These are different placement problems: front position, nearby recipients, and a chosen impact hex.

Try a formation, then check it against the rival board. A support condition written on a card is not guaranteed just because that creature is deployed.

Run a small placement experiment.

  1. Choose one goal, such as increasing Cat's time attacking a target.
  2. Place Cat, a nearby Dog, and the rest of a legal team in the planner.
  3. Inspect the incoming route and compare it with the selected tower's range stat.
  4. Move one tower to an alternative valid hex. Keep the roster unchanged.
  5. Save both ideas and test them in the browser build, allowing for the documented rules-version difference.

Look at where the first leak happens and whether the relevant ability actually triggers. One controlled change teaches more about a position than changing the entire roster at once.

Use the planner's limits well.

The website tool helps with formations, inventory, and shared-synergy counts. It does not reproduce combat, custom Spider trap placement, training dummies, match modifiers, or an opponent's ownership in the shared unit pool. Use the creature reference for exact conditions and the game to test the resulting behavior.