Use Turret Layer to create a fighting area, then steer pursuing enemies through it while your castle keeps moving. Archer Tower, Side Ballista and Archer Crew give you additional arrow attacks, but their placement and upgrade targets remain different.

Automatically drops a turret. Its active drops a group of turrets and buffs them.
Open Turret Layer properties →Build around arrow-producing equipment
This plan assumes the relevant equipment is unlocked and your vehicle has space for it. Turret Layer uses the back slot, Archer Tower the top and Side Ballista the side. Archer Crew is a separate crew choice; a crew upgrade and an Archer Tower upgrade do not target the same thing.
You do not need the complete combination to begin. Establish Turret Layer as the anchor, then add the available arrow module that fits the next slot. Keep checking named targets on upgrade cards instead of treating everything with an archer as interchangeable.
Iron Bow and Golden Bow are arrow-damage artifacts. Fast Quiver instead accelerates arrow-ability cooldowns when arrows kill an enemy. It needs kills to trigger; it is not a fixed promise that every active will always be ready.
Make enemies cross the turret area
- Choose open ground and identify where pursuing enemies will pass.
- Place turrets where that approach will bring targets into their range.
- Keep moving around the useful area while avoiding incoming projectiles. Do not stand still merely because the turrets are attacking.
- Use the active group when pressure justifies it, then check whether enemies stay in range long enough for the placement to matter.
If you immediately leave the entire area, the turrets may have little to shoot. If staying near them becomes dangerous, leave anyway and establish another useful position when your equipment allows. A placed weapon is an opportunity, not a reason to remain trapped.
Choose range, uptime or damage
When targets move just outside the turret area, compare attack-range choices and your route. When you cannot establish a fresh group at the next encounter, compare active cooldown. When a placement is already working but enemies take too long to clear, compare damage and attack-speed choices.
Turret duration matters when enemies remain near a useful placement; extending a turret left behind on an empty route contributes less. Inspect the Turret Layer branches and rarity table before selecting the next upgrade.
Handle the first difficult wave
Start with a route, not a last-second turret drop in the middle of a crowd. Let the wave move into the firing area and preserve space to turn. If your castle keeps taking damage despite strong turret fire, prioritise movement and survival decisions over adding another offensive module.
After the wave, identify the failure precisely: poor placement, enemies outside range, an unavailable active or insufficient damage. Change that part of the setup on the next encounter, then check whether enemies spend more time inside your firing area.
Need the equipment first? Plan an unlock route →