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Terran: Muskets.
Dark Night: Archer.
Orcs: Headhunters.
Undead: Spiders.
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In one technology: the huntress is a bit strong, and the second book will be scrapped in the future, just drag it out.
Of course, there are also targeted tactics in the book:
Undead: Spider Stream.
Terran: Musketeers.
Dark Night: AC really can't beat (too brittle), but you can leave a few less guards at home and wait for the fawns to come out.
Orc: Although the big G blood is thick and it is hard to fight, but it can't die, half of the blood is dragged home, as long as the two hard workers enter the hole, and the wolf will be killed after riding out.
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AC Muskets, Spiders, Headhunters, and Piercing attacks are all available. The water element of the second level of the human race is fought by two and four!!
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What is a huntress? Brainless flat a-stream death ride with spider h&r finish.
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Terran: Night: mym]moon
Undead: Sweet
Orc: Mym]Grubby
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Terrans, Sky Orcs, Grubby and Lyn, Undead, Dark Night, Moon and Check
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The restraint table of the Frozen Throne of Warcraft is actually very clear when the mouse is placed on the pattern of attack and armor when playing, and here is another table for you to see, Light Armor Medium Armor Heavy Armor Hero No Armor Strengthened.
default 100% 150% 100% 100% 100% 70% Piercing 200% 75% 100% 50% 150% 35% Siege 100% 50% 100% 50% 150% 150% Magic Attack 125% 75% 200% 50% 50% 35% Skill 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 50% If you have to analyze, don't say that you have to remove heroes and engineering units, in general, it's melee and range, mage and melee, and ranged mage, but there are many exceptions, such as breaking the law and wolf knight are medium armor, they have no advantage in most ordinary attacks in melee, and the huntress has no armor, so she will be afraid of the long-range attack of the piercing, but at the same time, the huntress's attack is also a ranged unit, so it is not completely defeated. Most of the air forces are lightly armoured, so the piercing attack hurts to fight. At the same time, it is also necessary to take into account that the magic and special abilities of the class are closely related to the class of restraint.
The Dark Night class, the archer is a standard mid-armor ranged soldier, and the huntress and fawn are both unarmoured, these two are very afraid of siege attacks and piercing, so be careful. And the druid is a standard heavy armor basic attack melee, and the blood is thick and the merit is high, and the blood can also be added to the blood is very cost-effective, you can shoot all kinds of long-range units and small units in melee combat, the air force is all light armor, and the wind that can become a bird is the mage's no armor, and the mountains are medium armor, although they can carry it, but it is quite obvious to lose blood when fighting with melee units. The restraint in the Warcraft is not absolute, it still depends on the actual combat experience, you see that a few years ago, the mage of the human race was still chasing the wolf and riding the big g all over the ground, and then the orc Dabai Niu came out, and the wolf rode in turn to chase the mage and cut it.
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I really don't know how to answer this question, your so-called restraint should be an advantage, because the other party can't let you be pure restraint, just like you fight with immortality, you pure fawn, can he be pure destruction? ? You have to look at the collocation of the troops, you out of the fawn to fight destruction, he out of the fat man to beat your fawn, you out of the bear to beat the fat man, his destruction to beat you again, your fawn to beat him again, just like that, a circle and back, I don't know if you can understand, in short, it depends on the matching, and your operation, if you can't die, it's a buck...
Dark night has an advantage over the beasts, blowing the wind, bears and deer can be, if you don't understand the blowing wind and the bears and deer, I suggest you watch the video, these tactics can't be taught, you have to rely on yourself to learn, watch more videos, what people come out of, how to match, when to harass, you can understand at a glance.
The huntress is more restrained by the infantry of the Terrans, you are useless if you are less, and it is useless in the later stage when you are out more, so it depends on your experience, play more and watch more slowly you are not a novice, Bird De is more restrained by the tower of the Terran, archer + Bird De, to force the Terran to divide the mine, there is this tactic.
The Civil War is boring and never plays.
The most basic thing in the dark night is the bear deer, and the beast clan uses a blow wind, and the Chimera is just an entertainment, so practice the bear deer well, and the wind is the king... Remember to watch the footage more and watch it carefully. Hope it helps.
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Each race restrains each other, and it doesn't mean that one race is restrained in one way, but any class of each race can restrain some of the other race, and similarly other races have other classes that restrain that class.
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Warcraft: You were wrong when you first got acquainted! Every race and every class in Warcraft is mutually restrained! Take a good look at the introductory books and videos.
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OC: The infantry completely restrains the AC, all you need to do is strengthen the operation and equip the hero with the Dust of Appearance, if the opponent has too much AC, you can consider the catapult.
HUM: Shield-raising infantry can ignore AC attacks altogether, and is even more effective when combined with a mortar and AM blizzard.
UD: Little G rush, this is an effective way to fight NE, and the spider stream may not be able to beat it. See FOV vs. NE's battle report, and Lich's Frost Nova is also a proven way to restrain AC.
NE: If the terrain is open, you can consider the Huntress, which is a highly mobile unit for easy pursuit and escape, and if it is narrow, use a bear or a ballista.
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AC is a light armor unit, very anemic, hero's group killing magic, and some things with strong attack power can be broken.
If you use hum, the N multi-infantry defense state will make AC lose temper, and all melee units will be able to defeat AC
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The White Tiger Huntress Flowed Ac Flow.
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Now that you've said everything you can say, what am I going to say?。。
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The most suitable for overcoming the dark night is still immortal, especially the twin ghosts of heaven and earth, who specialize in the dark night.
If you knew that the enemy was going to use the huntress stream, it would not be difficult to deal with him, and it was best to build two towers in the early store mill base, so that you would not be afraid of harassment in the dark night. Speed 2 Ben Twin Beasts Stop the Flying Dragon, because the Huntress Flow will cost a lot of money, and his 2 Ben Fawns won't be a lot, and the piercing is very effective against the Armorless Huntress, the key is that the Huntress won't be empty, hehe, what can you think of the consequences.
Downstairs made a mistake, I'm talking about the general situation, after all, the huntress stream is not commonly used. Of course, the immortal pair of huntress does not use the twin ghosts of heaven and earth, and the ejection of the huntress is too terrifying.
It's good to hunt headhunters, but the landlord is a rookie, do you expect him to use headhunters well? Wyverns are more suitable for rookies than headhunters.
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Looks like you're stupid! What about your white cow with a blower? The white bull's demonic elimination! If he blows, you'll be gone! Take two more wolf riders, take turns to net heroes, and all headhunters in the back, add a gram more, and improve the attack of headhunters, so that you can win the first little crooked!
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It should be ud ke ne digging, if you operate it well, as soon as DK comes out and takes 5 small g to his house, he won't let his second moon well be built at all, he can't make a huntress dig at all, and the upstairs said to use the wolf ride to fight the huntress, that's sure to lose, the huntswoman's ordinary attack causes 150% damage to the wolf rider, and the siege attack of the wolf rider is 75% damage to the huntswoman, and the huntswoman's HP is more. If you don't believe me, you can try. Wolf Rider as a restrictive unit, mainly with its net, will not be out of a large number (unless you change homes), generally out of 3-4, hunting women still rely on the headhunter and the Wyvern's piercing attack, causing 200% damage.
The opponent is kog, you can play bm+sh and force it in the wild.
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Speechless The armor attribute table and class attributes are not clear Huntress attack unarmored ordinary wolf cavalry siege armor huntress catapult wolf cavalry net siege against no armor 150% upstairs or how to use small cannons to defeat mages?!! It should be a net and then use a catapult or headhunter to shoot a salvo Anyway, the huntress can't move before death (unless saved) but the wolf ride 2 is only available It is best to grab the mercenary camp quagmire puppet and then shoot the huntress in a salvo Wait for the wolf to ride the net out The battle is over.
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There are no stronger races, only stronger players.
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Now it's an immortal who can overcome the dark night.,But the current version says that the advantage of the beast race is the greatest.,The dark night won the championship again in the recent race honor competition.,So the dark night is still very strong.,As for how to fight the dark night a huntress? The orcs only need to build a few towers at home, and then the wolf riding white bull mage of the second book can deal with it, and the hero is bm+sh
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There is no absolute restraint, only technology.
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It seems that there is no clan to gram the dark night, only tactics, the Terran sky wave of dark night, the undead heaven and earth ghosts, the dark night bear to shoot, or the deer to poke.
It's really difficult for the beasts to fight the dark night, if he comes out of the hunting, you use the big g to contain it before, and then if he hits your house, the hard labor will dig the hole, and you will build a tower if there are a lot of them, and his economy is definitely not as good as you, and when the army is weak, he will directly kill him hero, = when you come out, he will retreat.
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Light armor, medium armor, heavy armor, city armor, heroes, no armor.
default 100% 150% 100% 70% 100% 100% Piercing 200% 75% 100% 35% 50% 150% Siege 100% 50% 100% 150% 50% 150% Magic 125% 75% 200% 35% 50% 100% 100% Mayhem 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% Supplement: For the ultimate air force, the orcs have more bats!
Generally, all melee soldiers are normal attack heavy armor, and ranged combat is piercing attack medium armor! Mages are all magic attacks without armor! Wind Knight is a piercing, griffin, ice dragon, and zimera are magic attacks with light armor or no armor!
There are a few special!
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Light armor, medium armor, heavy armor, city armor, heroes, no armor.
default 100% 150% 100% 70% 100% 100% Piercing 200% 75% 100% 35% 50% 150% Siege 100% 50% 100% 150% 50% 150% Magic 125% 75% 200% 35% 50% 100% 100% Mayhem 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% You can weigh what class of troops to produce according to this table of offensive and defensive constraints. As for the relationship between each class you want, I think it's the key for us to use it flexibly.
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If you look at it superficially, you have to look at the type of attack system.
and defense type too.
For example, the unarmored ones are pierced and the siege type have bonuses.
Of course, the magic is exempt from absolute grams against the magic troops. Air-to-ground to pure ground is also an absolute gram. It's the equivalent of nonsense.
ORC is generally heavy armor. Magic.
There is a bonus to hit. ORC is now generally a wolf riding plus a white bull.
Normal attacks hurt to fight wolf riders. In particular, there are "tinker" heroes of taverns.
It is the hero that ORC players least like to see when using Running Wolf.
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Simple plagiarism - Air Force.
Restrain infantry, assault infantry restrain long-range bai, long-range restrain air force. But in fact, coupled with factors such as interference and operation, zhi restraint will be quite troublesome.
It's best to familiarize yourself with armor and attack types, and then you'll know what to deal with effectively.
The specific data has long been forgotten ......It should be easy to find online.
Normal Armor Medium Armor, Hero Armor Piercing Armor Armor Light Armor, Unarmored Magic Armor Light Armor, Heavy Armor Siege Armor Strengthened Armor, and Unarmored Chaos are 100% damage to all (including Holy Armor).
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It mainly depends on the type of attack and the type of defense.
ORC does not have magic immunity units.
It is usually heavily armored, and its magic damage is 200%.
The rest are 100%.
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There is an attack type that adds (or subtracts) certain defense types, but there is absolutely none.
Generally rely on consciousness and micro-manipulation, many of which are the main ones of this station!
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