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Civil war. Generally speaking, civil wars can be boring, and hum is no exception. Specifically, the HUM Civil War has two main lines.
1) Small Infantry + Wizard, Base 2 Ben Double Mage Tower, Hero Starter AM, 2 Heroes MK, FL, NAGA, Tinker, DR can all be considered. This style of play is extremely powerful against people with poor consciousness. Because they usually choose muskets + dogs and men and women.
And the small infantry with the shield on top is the natural enemy of almost any piercing class. There must be a number of small infantry and wizards, and wizards dispel slowdowns and opponents water elementals; The power of infantry in the health state should not be underestimated. But after all, this tactic is all 2 technologies, and when you encounter the opponent's 3 classes, you will naturally have more than enough strength and not enough strength.
2) The current popularity of the set of tactics is greater than that of the above, but at the same time the difficulty is also greater than that of the tactics (1). Specifically, it is to use technology to create and accumulate advantages. Of course, the starting hero is still the same AM, and the base should be upgraded to 2 more blacksmiths, a lumberyard, and the base 2 will be quickly studied to upgrade the wood after the good book, and at the same time, the base will be upgraded by 3 in a row, and the end will be delayed.
At the same time, it is good to make up one of the mage towers, and there is no need for a second one. In addition, the number of small infantry can also be controlled a little, which is too expensive. 2 heroes recommend the king of the hill.
Put down the workshop in the process of upgrading the base to 3, and start producing small artillery teams after the workshop is good, and at the same time, the mage tower will continue to produce wizards, witches, and spellbreakers, and don't stop production for a moment. 3 good after the 3 heroes Paladin immediately came out. At the same time the barracks produced knights.
2 knights when studying animal combat training. Workshop studies the area damage of the cannon. Finally, engage the opponent with a small number of infantry (a mixture of knights, witches, spellbreakers, and small artillery corps in the early and mid-stage troops of small friction with the opponent is estimated to be left).
During the battle, pay attention to the water element, of course, to constantly recruit, the MK hammer is mainly used to smash the hero, and at the same time is used to chase and kill the opponent's bloodless pawn, of course, the more you smash the floor, the better, and Paladin should give full play to his role as a nurse to add blood to the hero. Don't wait until the hero's red blood is gone, and the waste drop will be a ray of light. As for the troops, they are mainly pulled back, and they must not die because of adding blood to the knight and causing the holy light to not cool down well.
Because of the presence of the Wizard, the blood of a soldier who escapes from the opponent's attack range will be restored immediately and rejoin the battle. The small artillery team uses a shift strike against the head mage, and it is extremely lethal against unarmored dog men and women. Witches and spellbreakers have little to no operation, allowing them to play freely (at most, dodging their opponent's cannonballs), and wizards pay attention to dispel their opponents' water elementals.
Also, depending on the situation, if the opponent has a large number of knights (more than 4), it is a good strategy to include the Vulture Knights in the army. ps, tactics ( ), the role of paladins against the troops is extremely obvious, and the earlier it is released, the more advantageous.
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First of all, the mainstream way of playing in the hum civil war now is am panda. So I thought about it for a while, for panda, is it better to use our PL sub-issue? In the early stage, the two sides began to fight after AM to 2, and at the same level, the gap should not be very large.
So after the smooth transition to 2 books, the middle tavern hires 2 heroes, and that's what I want to talk about now.
Many hum times the choice is panda, what are the benefits of panda? As we all know, it is his group killing magic and high growth. And what about our PL?
In the group killing magic, PL's fire rain is definitely not inferior to the panda's fire, and in terms of growth, PL is not worse than panda. The speed of the two people is the same, and they both belong to the power heroes, so it can be said that PL and Panda are in the same position in terms of hero values.
Secondly, let's look at the role of the two. In the early stage, PL was slightly at a disadvantage. Because panda's fire will not accidentally hurt its own people, and fire rain will. Before the 2 books were broken, in terms of local small operations, PL would be inferior to panda.
Looking at the middle term, after the appearance of the break, the role of panda and pl will also be greatly reduced, but the passive skill of pl can largely supplement the attack output splash damage level 1 level 80 , and it ignores armor. If the average attack of level 2 PL is 30 points, a level 1 passive skill can cause every unit around PL to take 9 damage. Equivalent to the damage of one break when hitting another break.
And subjectively PL still has an advantage, in the middle of the situation that both sides are not many troops, the man in the rear of the army can completely ignore and stand in place to replenish blood after being attacked by the panda level 1 flame, but in most cases, when the man suffers a first-level fire rain baptism, it is impossible to stand in place and be beaten, and he must adjust the formation, and in the run, the man's efficiency is reduced. Another is that PANDA's positioning requirements are relatively high, while PL is different, and positioning is more convenient. With a population of 70 fighting each other, PL can easily damage the group of mages behind the opponent's position, while Panda has to move through a lot of positions, and may be surrounded if you are not careful.
In the case of a large population fighting each other, even if the magic of panda and PL is absorbed by breaking the law, the passive skill advantage of PL is even more reflected.
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You can ask sky about this
Watch the video.
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The Terrans are off to a good start, and it's hard to be pressed, and the architecture of the Terrans is the most classic.
Terran architecture pays attention to a road in Huashan, and the inside of the house is built into an entrance and exit, because the Terran can knock the militia, so others generally do not dare to rush into the Terran home easily. For ORCs that use BM to start the game, they can choose to seal their homes, so that they are not afraid of BM's harassment of farmers.
At present, most of the Terrans are the beginning of the Sky Stream, altar - barracks - house - lumber yard - make up a magic tower. The other races of the human race with the magic tower and a good architectural pattern did not dare to harass easily in the early stage, and the harassment could not be cheapened. The Terrans are generally 14 farmers jump technology (take the hum of the single-mine route), and the feature of Sky Flow is different from other openings is that there is an extra logging field, and there is a logging field that can make Hum to orc, and a TR suppression is carried out when bending and trembling Peine, and it is also a key to the mining Terran to divide the ore and set up a tower, and it can also upgrade the logging technique to improve the efficiency of wood collection.
Small and medium-sized maps against NE, UD generally chooses a strategy of opening mines.
It is very inefficient to rely only on the water men and infantry of the AM in the training section of the Terran start, and you can pull out the militia auxiliary MF depending on the situation. There are masters who can even lead 1-2 infantry to harass the enemy, and then use the militia to cooperate with the water man MF, which is a very efficient way to hole the skin, which can not only limit the opponent's training but also improve their hero level.
At present, the most mainstream tactic of HUM against UD is PAL flow, that is, choose PAL to start, and when PAL 3rd stage starts to slaughter UD peasant flow infinitely.
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You can start the game any way.,It doesn't have to be so rigid.。。。 It depends on your own skills, and you can't use any tactics if you don't work with technical code upgrades, and I personally think that for ORC, HUM, NE, use 1 wave. To ud on 3 streams. Shi Min. Be safe.
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Make 2 mines, 1 altar, 1 pathfinder, 1 population, 4 farmers, 2 mines, 1 wood, and 1 lumbermill at the beginning.
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Yes, my classmate, he was beaten by pigs.