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Reflections on the strategic version of the Three Kingdoms and the A-level tactics that must be debunked
In the strategic version, the tactics of the three countries are carried out in the order of passivity, command, array, arms, initiative and assault.

Among them, passive, command, array and arms are ready to fire in turn. Passive and command tactics have special tactics (when the front is destroyed) that can be interrupted. Active tactics will be interrupted by lack of skills. Attack tactics can be interrupted by the effect of disarming.

Both initiative and assault can be interrupted by shock, and neither initiative nor assault can be interrupted by weakness. The attack will not cause harm, but it will have a negative impact. Prohibition of treatment will interrupt the therapeutic effect. Control tactics can be resisted by epiphany effect, avoidance effect can avoid injury and negative state, and avoidance effect can be interrupted by inevitable effect. Negative state can be cleared by insight tactics, gain state can be cleared by some specific tactics (such as dispelling), and damage reduction can be ignored by breaking the array.

High command can effectively reduce the damage of ordinary attacks and spear attacks, while high intelligence can only effectively reduce the damage of spell attacks, but it will increase the damage of spells and tactics. Speed affects the order of action, and the first attack state takes precedence, just like the first attack state.

Because the firing probability of the compilation method is 100%, it is relatively stable, and then the appropriate military commander is selected according to the characteristics of the array method. Because the status of arms and formations cannot be cancelled, only one of two tactics can be carried. Therefore, there are generally strong mainstream teams, arms tactics and formations. Such as the front and arrow array, you need to configure the gameplay of two meats and one attack. No flying unit needs an S-class consultant like Gong Bing. Command tactics and passive tactics are usually state gains that increase or decrease damage.

This will make the lineup more balanced. There are many ways to assist, such as pure meat or the ability to fight back or control an opponent when being beaten. You can use ridicule tactics to attract damage and put him in a position other than the main commander. Because the main commander dies, the battle is immediately judged as defeat. Assistants/counselors with higher intelligence can use therapeutic strategies when assisting, and almost all therapeutic strategies are influenced by intelligence. The other is the tactics of gain (increase/decrease)/insight/control, mainly depending on the weakness of the Lord. For example, the Lord will rely on assault tactics to be afraid of disarming, so the assistance is usually to choose the first attack/epiphany. If the commander's intelligence or command is seriously deviated (generally below 80 initially), injury reduction/treatment should be considered.

The output tactics should first consider the injury rate, with single injury 150% as the passing line, double injury 75% and triple injury 50%. Including treatment, are the same standards. Below this level, consider whether there is a control/negative state. Prepare the tactics of firing up to four times in eight rounds, instead of specific natural tactics (such as tactics that need to be superimposed to make efforts), and pursue four rounds to end the battle, otherwise the battle damage will be too great. Therefore, in general, we should choose immediate tactics, and it is best to have control effects. The damage of preparation tactics should be more than twice that of instant tactics before considering wearing them. Otherwise, the interruption is equivalent to losing two rounds of output. As for the emissivity, we calculate it as 25% for a single round, and the four rounds add up to exactly 100%, but this does not mean that he will definitely launch, but according to the probability, he should launch 1 time. Similarly, 30, 35, 40, 45 and 50 correspond to 1.2,/. The greater the probability of launching twice, the more ideal it is to launch 1.6 times in a battle, that is, the probability is 40%, and the number of launching tactics in each battle reaches 1-2 times. There is a greater chance of protection. Then some people say that Guan Yu and Huang Zhong are always acting, because he is preparing for that round of fighting, which is equivalent to a 35% chance, which is reduced by half. That is to say, the probability of starting a battle is 0.7 times, which means that there is a 30% chance that he will not be released in a battle. He is not an actor. This is the normal setting.

The reservation system is a setting in the game. When some predestinations are combined, it will trigger some additional gain States, such as understanding, attribute increase and a round of treatment, but not all predestinations have good benefits, because some predestination teams are not members of a country. To consider whether the country is better than the national team, such as Marten Pound Han Sui and Lu Shun Song Xian, you should give up the national team bonus and arms adaptation. Cao Wei's life is at stake, Cao Cao, Xia Houdun and Coss will be injured, and Xia Houdun will lose the space to fight back.

In principle, we choose S-class weapons to adapt the output. It doesn't matter if it is purely auxiliary, but it's better to be A, because the auxiliary has at least a general attack output, and the arms are as high as possible, but it's not necessary if it can't be reached, such as the stories of Hua Tuo, Cai Wenji and Diusim. What he can provide is a therapeutic effect or a chaotic effect, even if it is S, hitting people won't hurt him. The last item is the team state gain, especially in land reclamation. Try to give priority to the gain of arms at birth, thinking that this gain is still very useful in the case of insufficient military commanders and tactics in the early stage.

The linkage of tactics is only that some tactics can release another effect according to specific preconditions. For example, before he starts, whether he or his teammates, it is best to have a tactic of reducing the command first. For example, the bow has the characteristic of reducing the command 150. Another example is to defeat the enemy. If the opponent is poisoned, he will be weak. Then, if the flying troops bring their own poison, or the tactics under siege can be poisoned in advance. I don't fly the army, so what if I'm besieged on all sides? Then I can use the poison in B tactics, or use Mallota, a character who is naturally poisoned, as an assistant. Of course, defeating the enemy is not a magical skill, nor does it require great efforts to satisfy his output. There are also examples, such as Cheng Yu using negative state to increase damage, Pang Tong using other damage to spread to other enemies, and some tactics need sandstorm state, and so on. As mentioned above, array and arms are the most important core, and command and passivity are imposed by the state, so active tactics and assault tactics serve them.

Active warfare is active release, and assault warfare must rely on ordinary attacks to release. Although they may all have control or killing effects, does a military commander have anything to pay attention to when choosing active tactics or assault tactics? The main concern here is the self-sustaining tactics of military commanders (counselors). Bring your own tactics to explain what the probability is after the general attack, then he needs to increase the number of general attacks, such as the last storm or the front of the soldiers. Others, such as accumulating damage or gaining status, give him a chance to increase combo, such as flying lightly and taking over the quartet. Another natural skill is assault tactics, so give him assault tactics or increase the number of general attacks. Generally speaking, it depends on whether the tactics are suitable for you, and then whether they are suitable for the whole team. There is also the need to pay attention to the order of launching. The military commanders of the same team decide who will act first according to the speed, and then the three tactics they carry are carried out from top to bottom in turn. Only when the active tactics are launched will they launch the assault tactics. Therefore, the negative state brought by the same military commanders and assault tactics is not needed by themselves.

Mainly consider the conflict principle of tactics. For example, both assistants need ridicule, and both military commanders need to be the main commanders to exert their greatest strength. At this time, there will always be sacrifices. For example, when Liu is together, Guan Yu is not the Lord, so naturally he can't enjoy the property with higher control probability. For example, when Huang Xu, Cao Cao and Dian Wei are together, because it is a single-core output, and Huang Xu uses the front vector array as the main commander, then Cao Cao can't enjoy the benefits of treating his lieutenant's injury. Of course, this needs to weigh the pros and cons. Here, we should pay as much attention as possible to who is the right leader. If there is no such explanation in tactics, it is better for a general to be a military commander who has neither command nor intelligence power.

The so-called standard is the best choice that many people have practiced, such as sky gun, milk gun, doodle bow, Taoyuan shield, Sima Tengjiadun, riding tiger shield, Gan Taicheng, Huaxia land, head explosion riding, Shu Zhigong, head-skimming bow, Kirin bow, weaver, shock gun and so on. Has a famous code name. These collocations are naturally very popular and easy to use. However, not every player is a local tyrant, some people are black-faced, that is, they can't come up with specific military commanders or tactics. So they can't be at the mercy of fate at this time, so they can also consider some alternative military commanders or alternative tactics, which requires better ideas. For example, Fu Jia is afraid of fire, and he can't give up the ignition without DuDu team. For example, if I can't beat Taoyuan, can I stop him from returning to blood through a lot of control and medical prohibition tactics, and then destroy Zhang Fei's core output with a military commander with higher intelligence? Another example is that Zhuge Liang always intercepts my active tactics and strikes me, so can I kill Zhuge Liang by riding a brainless horse with a pure assault headshot? Here we go back to thinking about the constraint chain in tactics. Therefore, we should learn standard collocation, and then the so-called black technology, and formulate a highly targeted lineup for standard collocation. For example, my team is poor, but I am not afraid of Taoyuan, and I am not afraid of the strong first team.

So s and b are not listed here. Not everyone has S, and the tactics of B are almost not up to standard. Therefore, it is ok for everyone to regard the purpose of tactics B as a temporary substitute for tactics A.. Usually, we are short of everything in the early stage, so we should be careful when disassembling A-level tactics, including many military commanders, especially the tactics listed in the above table. Sometimes the advantages of A-level tactics are irreplaceable by S-level tactics. In the early days, I would rather not have this military commander than this tactic. So if you play 1 season, then suppose you are given a few players at random, you can match them like this.

Two military commanders and an assistant:

Choose four of the military commanders A and B to put them on, and defend the isolated city with the help of defensive barriers.

One skill, one strategy and one auxiliary:

Choose four of the weapon blades of military commander A to wear, and military commander B will help take defensive barriers and guard the isolated city like a god with lightning and expectations.

If military commanders rely on assault, they will resort to storm and assault tactics.

If a military commander relies on combo, he will be brave and resourceful.

If two counselors output, it will be relatively difficult, because there are few immediate tactics, so you must prepare two tactics.

Control priority: shock > poor skills > disarming > forbidden treatment > escape/burn/sandstorm/water attack (from forbidden treatment and after the general team)

Priority of auxiliary attributes: dodge/attack first > break array > increase damage > decrease damage > be sure to hit > decrease command/intelligence > decrease speed.

Because the milk quantity inherited by AB is not particularly high, the effect of increasing injury/reducing injury is stronger than that of milk. It is not as good as full-time blood transfusion assistance.

It should be noted here that Pound can be removed temporarily to avoid its front, and Zhen Ji can remove its charm. Sitting in a lonely city is of little use in the hands of military commanders with low IQ. Military commanders like Sun Jian and Xia Houdun can win an extra self-help skill such as back attack, charm and self-healing if they are cynical or counterattack. Those who have counter-attack control tactics, such as the story of Cheng Pu and Deusim, can be ridiculed in tactics B or confronted in tactics A..

What needs to be emphasized is that it is best to tear down Wang Lang's war of words first, otherwise it will be difficult to draw. And Xia Houen, which will be demolished first. In class B tactics, provocation is more important. In addition, there is rescue, in the case of insufficient tactics, all diagonal lines are removed as substitutes. Others can be removed at any time as needed. Relatively speaking, the launch rate of assault tactics is relatively low. When encountering such assault commanders as Lu Bu, Xia and so on, we can consider dismantling the B-class assault tactical transition.