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Artillery battlefield strategy and sand table deduction are not as good as good teammates.
This post is handmade, please read it patiently and discuss it together. Please indicate the author's "Dawn Garden Fantasy of Yiyi" when reprinting.

The first is the map and strategic points.

I used the map of Ranger.com, but I hand-painted the colors of the strategic layer.

The battlefield area is divided into four parts, namely, the outer urban area, 1 point, the inner urban area and the crystal area.

There are five key strategic points. The numbers on the map are 1, 2, 3. Please look down for the specific analysis. Get another three-dimensional map, which is purely stolen from the ranger.

My current record: occupation, sacrificial role name: fiend O Yiyi (at work, unable to take a screenshot)

Since August 1, the winning rate is 97%, and 2 -4 games a day (helping gay friends every day or every day) just dropped to the third place, and it has been the first place before (someone asked how to look at the ranking, and the icon below the game is the same as the dialogue next to me, and there is also an icon to view the ranking, so you can see your overall ranking. )

Main occupation distribution of each role:

Gunner (regardless of occupation, must be able to throw)

Harasser (sacrifice, element, bow and arrow, priority in order, range attack, not easy to be killed, suitable for guarding ladders, harassing tanks)

Attack team (gun riding, big sword, double knife, crazy war, magic guide. Suitable for playing crystal, all melee, good milk and good blood)

First of all, this is a cooperative game, not a PK game to kill people. No matter how good the PK technology is, the tank 4 guns will also be taken away. So under any circumstances, don't chase people.

The key to victory: the commander with the overall situation+excellent gunner+members who listen to the command.

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The drama begins:

The winning and losing rules: one artillery fire, one defensive attack, and the party that knocks out the most crystal of the other party within the specified time wins. I won't talk about the details, but mainly talk about the style of play. I'll explain it in several tactics.

Let's start with the attack.

The first stage, impact 1 point or crystal.

The left and right airships are full, and there must be a big-breasted occupation in the airship, but don't rush to open the right airship, it will start in about half a minute-1 minute (because your gunner should have knocked out the siege cannon that poses the greatest threat to the airship at this time, and you can fly to the other side with a wave).

The airship on the left is generally difficult to be destroyed because only one siege gun can hit it. It is suggested to come down at the wall of 1 point as the first wave of death squads to attack 1 point. (The other is to see that the opponent's left ladder is unguarded, and you can directly rush to the left ladder to hit the crystal, basically taking the crystal away. Pay attention to the map )

Note that when there is 1 gun left in the airship, you should press 1 to jump off, and don't die on the airship.

At this time, when it comes to the tanks in the outer cities, we must win them all at the first time. And if you can fight, the tanks in the outer city will drive to the first strategic point, and there is a black belt on the map (this strategic point can ensure that the siege cannon can't hit you, and you can hit the other side by throwing bullets). Other personnel are responsible for covering the outer-city artillery and looking for opportunities to attack the 1 point on the ladder. Be careful, someone may jump down and hit you across the street. Never mind, carry it to kill the siege cannon and make way for the airship at the first time. Tactic 2

The second stage is the occupation of 1 point. If no one is guarding the ladder, you can skip this stage and go directly to the ladder to hit another crystal. )

Because there are four tanks in the outer city, the throwing angle is good, and siege guns, wall tanks and 1 point occupied area can be suppressed at the same time. At this time, it is up to the ladder and the members of the death squad to climb the outer city. Out-of-town tank suppression, you try to occupy 1 point with your shoulder. It will be much faster if many people take it. Once the other member is shot down, the five-person team will occupy it at the same time, and it will take 3 seconds to get it. At this time, the members of the other party may just get up. After the occupation, it is to harass the other party to prevent them from occupying and clean up the remnants of 1 point.

The third stage, rushed to the crystal area.

Due to the occupation of the point 1, there are two ways to play at this time. One way is to shell the inner city gate (it must be guaranteed that the remaining time is more than 8 minutes. If it is less than 8 minutes, it is strongly not recommended. The blood in the inner city gate is so thick that it takes about 4 minutes for four tanks to explode without stopping. Another way is to rush the ladder. (My Regular Choice) Strategy 3

The way to flush a ladder is to confirm a ladder. At point 1, the tank will drive to strategic point 2 on the left or right. Don't go down. On the wall, light the lower part and the upper part of the ladder respectively. Then all the infantry will climb the ladder into the crystal area, leaving three or four people to protect the tank from interference.

At this time, if you have a fixed team, you can go home and fly directly by a suitable airship.

The fourth stage, the impact of crystal blood.

All personnel entering the Crystal Zone should not continue to fight, and go directly to the Crystal to play the crystal. When the attack team dies, they will come back with the crystal.

The harassment team is responsible for harassing the defensive tanks in the crystal area. In both cases, if the tank hits the person who hits the crystal, you hit the tank. If the tank hits you, stick to it and fly it. After the tank is broken, we should constantly release the range skills to prevent them from repairing the tank. As long as the tank can't be repaired, the crystal personnel will have no pressure. One more bite of blood will take you a long time. If you are lucky enough to occupy the tank, you should drive the tank to a crowded place, save some blood, come down, kill the tank when someone is there, and continue the cycle until the crystal is blown up.

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Next, defense.

The first stage: occupy 1 point and stay under the inner ladder.

The key to defense: hold the inner ladder and you win 1.5.

Generally, my arrangement is about three people, among whom there must be a nurse. Keep the ladder and let all the enemies who rush in fight, just a little request. So wet nurse's fan attacks, elemental lightning elves and bow and arrow traps are all very useful. There is no way to climb the ladder when you enter the battle. Three people defend the ladder, which can at least prevent the enemy from about 7 infantry. If you don't love war, don't chase, just stay at strategic point 3, on that piece of wood on the ladder. It's really difficult to kill a big chest. I am now 50 years old and can recite 7 at the age of 38.

Attack 1 point, occupy 1 point's siege gun and two tanks, and occupy 1 point. Corresponding to the attack tactics of 1, people who get on the siege cannon should always pay attention to the movement of the airship. Tanks outside the city may throw you at this time. On the one hand, a group of people are required to harass each other's tanks. On the other hand, the siege guns will not come down until they go up. When his shells come quickly, they will come out of the cannon to prevent the siege cannon from being smashed. The first attack point is the first wave of right airship, siege cannon and the other side.

Tactic two, corresponding to the attack, is to constantly suppress each other. When you see the other side's outer-city tank and you can't hit it, you can watch the red dot on the map bomb there, or simply come down and distract the outer-city tank. If an enemy infantry attacks the occupied point 1, then fire and hit them. It depends on the fighting spirit of the gunmen on both sides.

Note: Don't rush to the Crystal Room for the tanks in the Crystal Area, throw 1 point support on the second floor, or help fight the airship. It's good.

Early warning mechanism, if the opponent's right airship is not destroyed, the team must inform the family. At this time, the tanks at home suppressed their landing points, and the ladder guards were ready to support the family at any time. As long as the tank is not destroyed, four people in the family can hold up their five-person team. At this time, give priority to chasing the enemy of your tank.

The second stage, the seesaw stage.

At this time, the attacker will have a centralized way, and 1 will be occupied by large forces, which depends on the gunman.

1 is the big force of the soaring ladder. If they are all infantry, it is good to support the inner echelon at any time. It doesn't matter if 1 is occupied as long as the stalemate lasts for about 6 minutes. It is most important to take care of the ladder. If they hit the inner door, they don't have to worry at all. They attacked the motorcade and harassed their tanks. For tactic 3 in the attack, there is a tank opposite to suppress the ladder-guarding team, and we have to arrange a large group of people to compete for the tank. The way of the game is to watch the crystal tank play when attacking.

The third stage, the entertainment stage.

After 4 minutes, if there are still 1 points, you can relax yourself, attack their outer cities, seize the occupied 1 and 2 points, block the door, and so on. Don't be too cruel.

My hands are too tired. These are just some offensive and defensive experiences since the war. For novice reference, experts are also welcome to crack the offensive and defensive experience. Let's do a sand table deduction together.

The most taboo of artillery fire is to focus on fools:

1, the cannon hit the outer city gate.

2, trying to chase people PK

3, don't listen to the command

4, there will be no hard grab on the gun.