Placement decides whether a unit fights. A unit off the path is dead gold.
On the lane
Melee units go where enemies walk, to hold the front. Ranged and magic go behind them, on a spot with a line to the path. No line, no hits.
The dead spot
The most common mistake is a unit behind a wall or off the lane. It never meets an enemy, so its tier does not matter. Check the line before you place.
Cover the turn
Paths turn. A unit placed for the straight misses the bend. Put units where the enemy actually walks, including the corners, not just the open middle.
Depth over hero
A lane with two cheap units that both hit clears more than one expensive unit that half-covers. Placement first, then deepen with merges.
The unit guide lists each bonker’s reach, so you can place it where that reach meets the path.
Reach decides placement
A short-reach tank belongs at the very front of the lane; a long-reach damage bonker belongs behind it where it fires over the tank’s shoulder. Support and economy bonkers go at the back, away from the path, where they are safe but still in range. Misplacing a damage unit at the front wastes its reach and gets it killed.
Cover every lane
The board loses if any lane is open, so distribute tanks first, then put damage behind each. The unit guide’s reach column tells you exactly where each bonker meets the path, so you place it to actually fire, not to stand idle. A unit that cannot reach the enemy is dead weight.