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The Terrans have never had the musket panacea tactics you are talking about, and the so-called panacea tactics are only ne's bears and deer.
The Terran tower stream is ...... cure-all
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The weakness of the short legs of the musket is infinitely magnified in this era of fast pace and improved operation.
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There are too many drawbacks. Poor mobility.
When no one is going to work with you.
You're slowly being consumed to death.
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Slow molding and poor mobility are the biggest drawbacks
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The musket is too brittle to fight and also requires a strong operation.
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At the time, it could be said that it was a one-size-fits-all tactic.
It works for any race.
AM + MK + Musket + Witches.
After 3 FMs, he was upgraded to a blacksmith shop and transformed into a musket + witch.
However, it was later discovered that this tactic lacked a meat shield.
So I added the breaking method.
It is very similar to the sky stream.
The difference with Sky Flow is that it is not as desperate as Sky.
You can fight guerrillas, and Sky fights Moon is more of a tactic.
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Knights, witches, and ego have master-trained and mastered Transfiguration to turn all of their minotaurs into lambs. There are more witches, and I personally think there will be at least 8-10 in the later stage of the three books. If you don't know the specific operation method, say it and give you an answer.
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Use infantry as a meat shield paladin aura to stand in the middle, and the infantry blocks with skills.
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The transfiguration of the witch, the knight as a meat shield.
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That's according to your demographic.
Basically, 1:1:1:1 will do. The break can't be too little, because the main thing is to rely on the breakage.
The formation, from front to back, is Breaking Musket, Witch, Priest.
That's it, of course, it's best for heroes to have a few group supplements.
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It depends on the opponent's.
Shoot a little more hunting muskets.
Fight the stag, the beast clan, the mixed witch, the law-breaking, and the small cannon.
The formation breaks in front and everything else is in the back.
Remember, be sure to buy a group supplement!!
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It depends on what tactics to fight, such as fighting bear deer, when the opponent does not have a master bear in the early stage, your musket will be more, witches and witches secondly, it is enough to break a stealing rejuvenation, and in the later stage of the high-population decisive battle, the opponent has more bears, your broken hair and witches will be more, and the musket is not even necessary, if the opponent has more deer, then the number of muskets is the key, mainly depending on the specific situation.
Find a narrow junction for a decisive battle, the large army will go up first, and then break the hair to resist the vacant position, the musket or the witch will shoot, and the wizard will follow.
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The important thing is not how many soldiers you send, but the understanding of your team's tactics, which means that your troops must be targeted to the opponent, for example, if the opponent is a bear, then you must have to break the law to resist. If the opponent is a deer, you have to have a musket or a small cannon as DPS, and if you play ORC, then it is mainly a witch... It's important to maximize the damage you do to your opponent and minimize their advantage, so there's no such thing as an absolute number of troops.
It's not okay to stick to the rules, and there is no absolute formation time at will, but it is necessary to reach 80 population before the other party, break the law, the attack and defense of the small cannon is very critical, the formation is of course according to the range, and the law is broken as a meat shield, followed by the musket witch, and finally the small cannon, the small cannon should pay attention to the position, and don't let the other party get close.
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Start 3: Agricultural gold mining (whatever you like) Put down bf (after building the first one, you can just put down the second one) and ba Produce 2 farmers (produce 7 in a row and wait for the money to rise to the base) The first one to come out and put down bb ba is good to come out am bb good production FM (one after another, three are the best) At this time, it is better to put down a tower If you have enough money, you can upgrade the base If you have enough money, you can put down BS (if you are good, you can build rm, about 4-5, remember to increase the range) After the second book, MK (there is a tavern out of neutral heroes) and put down two BR br good first out of 3 witches, then men. A population of about 55 is considered to be formed
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>>> jack-of-all-trades <<
Every humer is familiar with the tactics that have been used over and over again to disgusting people. But this is also a compulsory course for Humer, and it can be said that he is not a qualified Humer if he does not use the panacea. And the wave of Sky is the most perfect interpretation of this ancient tactic.
Although many people know about it, let's talk about it for the new Humer.
Introduction: Start 3 Agricultural Gold Mining (whatever you like) Put down BF (just enough to put down the second one after building the first one) and BA Produce 2 farmers (produce 7 in a row and wait for the money to rise to the base) The first one to come out and put down bb ba is good to come out am bb good production FM (one after the other, three are the best) At this time, it is better to put down a tower If you have enough money, you can upgrade the base If you have enough money, you can put down BS (if you are good, you can build RM, about 4-5, remember to increase the range) Two out of MK (there is a tavern out of neutral heroes) and put down two br br good first out of 3 witches, and then men. If you have a population of about 55, you can go to your opponent's house to practice oil.
This configuration is not very good for ud, and it is too slow to demolish buildings. UD has rotten ground and spider towers, which are basically impossible to attack.
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Look at the configuration of the opponent's troops, it's not fixed, don't stick to the number, learn to be flexible.
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It doesn't have to be a musket... Look at the ratio of the enemy, the civil war is basically broken + male witch, and fighting other clans is generally male and female = breaking the law.
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It mainly depends on how the opponent's class is matched......It is recommended to prioritize upgrading the attack and break defense of the musket.
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Start with the Muskets and Witches unit, at least 8 Muskets, 5 Witches.
4 male witches are enough, and the law breaker mainly acts as a meat shield, depending on the opponent's situation.
When the witch and witch a ground, the rest of the points are on the other side of a certain unit. Consumption can consume the other party to death.
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..It depends on what combination the opponent has. If it is a bear deer, there will be 2 muskets and men and women.
The beast big wolf rides a white bull. There are more women and fewer men.
There are more undead muskets, and men and women break the law less.
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……Now the balm should only be used occasionally when it is against ne......It is recommended that you don't need to learn too finely, witches and witches + broken spells + small cannons are easier to use.
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What kind of clan are you asking to use to beat hum Now hum basically doesn't need a panacea! I have to tell everyone what kind of race!
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Look at the single mine or double mine, to understand the population of 50 and 80, 50 population was mining 10 gold at a time, 50 to 80 population farmers are mining 7 gold at a time, 80 population is 5 gold at a time, it is best to find a decisive battle when the population is 50, if the other party bursts the population, you have 2 options, one is to delay him to open the mine at the same time, one is to also riot the population, the human race is to see the other party's rioters, and then burst out a wave of soldiers.
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The Gunslinger should be the most, with the main damage output, and the one that gathers the earliest. Break, women second, a small number of male witches, as for the specific number, depending on the timing and opponent, don't be constrained by these, but the number of such troops should be controlled within 50 population, and if there is a later period, there will be additional troops.
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Yokozuna wrestlers can't listen, holy knights and blood laws can be used! Oh, my prince of Arceth, Uther. apmxo123's words are even more ridiculous, at first glance, he is a rookie, with a population of more than 80 and 4**!
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It's used less often, not very well.
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It mainly depends on the composition of the opponent's troops.
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No matter what tactics, you must also have your own level to cooperate with You can't beat it, it only means that your opponent's consciousness operation is stronger than yours, resulting in you being controlled everywhere in front of him
The essence of human panacea lies in the tactic of shaking the hills and slowing down the witch, ignoring the first line by hit&run, and then relying on the salvo of muskets to kill the opponent Without a certain level of operation, this tactic is not well controlled
For the dark night, if the fawn is more direct muskets, it will be knocked out, if the fawn is less driven away, the deer's deceleration will not be driven away, and the fawn will accompany the persimmon himself first when driving the water
When dealing with the undead, if you can't press the undead at home in front of 3 books and limit the DK to 3, then I advise you to be honest with WS to open mines, because your operation is simply not enough
Against the orcs, because of the witch, the number of muskets can be appropriately reduced The orcs gritted their teeth against the acceleration for a few seconds, and they can be controlled
Human panacea needs a good macro operation, and it is very important to pull troops and pick formations Suppress at the right time, open mines at the right time, cooperate with 3 heroes and tr, and I'm weird, if you really feel that the pressure in front is too much, why don't you come up with a few breaks? It can be seen that the strain difference of lz
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。。。You don't want to think that the panacea is a tactic that has existed since the ORC era, and of course it will be targeted after using it for so long.
First of all, hit the bear deer with a panacea If you let him out of the master level of the bear and you haven't gg him, then you can gg, and the bear slapping the musket is simply abuse. After all, yours is a second class. In addition, if you don't send MK when you hit a bear deer, you can't stun a deer if you send a Naga, and the deer is very operable, and the role of Naga will be greater than that of MK.
Fight ud, if he takes NC seconds and your musket during the big war, you laugh. In addition to the muskets, there is also the powerful DPS of the Water Man, and if the AM can not fall, the entire unit will have the ability to continue fighting. The witch controls his soldiers, and the priest has a powerful reply, how can he fight you?
Even if he had destruction, the Terrans of the Double Mine would soon be able to reach a population of 80, and the destruction would not be able to withstand the volley of muskets after all.
Fight the orc mk to learn to knock on the floor, knock on the floor and the witch slowly, how can the orc rush your formation, just pull it in time.
One last point, you have to remember: make a difference!
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Knock on the floor with a hill. Slow down the enemy, retreat and fight.
Group supplement, no man is missing. Now the panacea has been broken. Not very easy to use.
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Musket am mk water man has not yet been formed, there should be men and women and break the law, when the war, mk is best to have invincible or blood, and break the law in the front, the back row of mages and muskets, water people, the output of am is also objective, make good use of the woman's deceleration, you can fly a group of kites, no matter which race, group compensation is a must.
It's more difficult to fight against the stag of the ne.,At least more than 10 people and to pull the militia to be able to win.,It's not dead.,It's basically difficult to push down in the middle term.,Destroyed by the spider fat man.,It's still a little bit of an advantage for the beasts.,It depends on the level of bm and sh and the operation of the beasts.,After all, the acceleration is only 7 seconds.,After 7 seconds, you can fly a kite.,But if you're a master, you can use wolf Qi and bm strong seconds within 7 seconds.,After that, the human race will be difficult to fight.。
Since hum panacea was very popular in the past, now each clan has a way to target it.
In fact, there is no panacea, just one thing and one thing.
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That's right, the bear, deer and spider you said are indeed a panacea, why don't you use the Terran footman top shield and breaking the law? Hehe.
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Let your water man and MK hold S
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When a hero + 3 infantry + peasant = 24 population.
First ba bb
When the first peasant comes out to build a bf, he will immediately build another bf, and add a bt to defend when he has money. 26. The population will rise.
After the capital was upgraded, he built a blacksmith shop and a lumber yard when he had the money. The infantry stopped building about 5 and then stopped building muskets after the blacksmith shop was finished, and after 2 books, 2 peasants were pulled to repair a science museum, and then another one was built, first 2 witches and then 2 male witches, and then one male and one female. Sometimes you have to add a few breaks.
The panacea doesn't need three heroes, just AM and MK are enough.
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At the beginning, a farmer built an altar, a farmer built a lumber yard, a farmer built a house, and then built a house after the end, and kept making up for the peasants, not enough can be made up later, building a tower defense opponent TR, the money is enough to upgrade immediately, immediately upgrade the two, and at the same time you can put down the barracks and blacksmith shop, if you have money, you can put two barracks, out of a small number of infantry and muskets, after the two are good, out of MK, put down the mysterious holy land, out of men and women, so that the early AM is also MF to the same level, plus MK and witches, Such a combination will do!
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The prototype of the magic balm tactic is only the musket.,Later, the variant of the mage witch is a wave of sky.,It's nothing in front of the mage.,It's a spell operation.,At most, a few infantry in front of the meat shield.。
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