-
Why Double Knock? It's good to just knock on the regular opening. Practice 2 is invincible in one wave.
You can refer to this.
And the 3rd floor, don't mislead others. The tactic you mentioned sometimes loses when you fight rookies, and you will inevitably lose when you fight masters.
-
Two of the five peasants who just came out made altars, one made a farm, and the rest mined gold. Then they kept building peasants, and when the money was enough, they put down the barracks, and then they had money to put them on the farms. When there are 5 farmers in the gold mine, the new farmers go to chop wood.
It is suitable for maps with large maps and good points for MF to increase the hero level. Hope it works for you.
-
In some of the diagrams where you need to practice bigger as soon as you come out, and the opponent may come to harass Rather than let others harass it, it is better to finish the practice yourself as soon as possible, for example, on TM, the Terrans generally have to practice the goblin laboratory with strong monsters as soon as they come up, so the Terrans generally have to knock on the altar quickly, so that before the opponent comes, you can generally finish the practice, in fact, to put it bluntly, it is to exchange money and wood for hero levels.
-
It's not so much that the double-knock altar is built quickly, but that the hero can come out early.
-
Because of the existence of the tower, the opponent's mine will definitely be able to open, the middle and late stages are the key In the early stage, BM catches the past, and generally can grab something, try to delay, and climb science and technology at home In the middle stage, SH single practice, BM continues to harass In the later stage, the attack and defense are raised well, and the group defense of the BM strong store is supplemented, and the electric ball is brought Three rounds of alchemy, when fighting, first use the white bull to disperse the opponent's group defense, and then alchemy and cut the armor, the bat hits, and the rest of the net Since the other party is out of the griffin, the hero level is low, so ignore them and change the MK Hope to adopt Thank you.
-
It was to pull 3 farmers out at the beginning
2 knock altars.
1 knock on the house.
The base subsidizes farmers to collect money.
This way the hero can be much faster than the other party.
As soon as the hero comes out, he summons a water man.
Then pull out 6-8 militiamen and cooperate with 2 water men to practice the big point, if it is a mercenary, by the way, summon a yellow skin and add blood.
-
With two or more peasants, while one of them is being built, the rest of the houses are being built with the right-click point, and that's it.
-
The first investigation is very important, don't react until someone starts to set up a tower in front of your house, so you will be very passive, and find out that the opponent's intention is to inform your friend in time to cooperate.
Second, if the other farmer rings the bell and comes over, if it is a militia posture, don't go up and fight hard, wait until he becomes a farmer and then fight with him, feel the strength of the opponent (see the small details), if the opponent's strength is better, don't stare at the opponent's hero or water element to fight, so it is easy to be manipulated by the opponent to death, just kill the farmer. If the opponent's strength is not good, it is okay to point him as a hero, he will panic, if his tower is about to rise, quickly concentrate on the firepower to knock out the tower, in the early stage, a tower built by farmers is quite strong.
The third skull stick was used in time.
-
If you are UD, you will definitely go to the hum in the early stage to harass the main thing is reconnaissance, and if you find that he is out of the lumber yard too early, you have to take defensive measures, and some smart hum will not build a lumber yard in the early stage, and he will only build it when he pulls the militia over, and he will catch you off guard.
I found that Hum is coming, the tower is raised at home, the reinforcement and the population, the base does not need to be canceled, the base range is 800, the tower of Hum is 700, he can't shoot you, you can shoot him, if he dares to build an inside point, the defense tower inside will also shoot him, so please rest assured.
If you fight, you will fight the peasants, and your hero grinds the blood of his hero This should be able to prevent it, but the most important thing is the cooperation of teammates.
-
Heroes and soldiers must be stuck in place, so that the time of his militia is delayed in the middle of the road as much as possible.
Kill the heroes or kill the peasants.
-
This is a tactic against the Gram He chose tr only when he detected that you were slow As long as the Terrans operate it well, there is no hope for ne Because even if you are listed as a woman, it is useless Because the huntress is not ac Ordinary attacks can't stop the tower from rising And after the tower comes together, the tower's piercing attack restrains the huntress without armor.
So after the BR is built (you should be able to get up one) out of AC first, because you have put ht, so you can basically take it down if the BP is not strong on the other side.
-
Out of DH.
The elves are more explosive people, so they must be willing to give up.
Plant a tree next to the opposing tower, and the elves will keep coming out.
Generally, it is OK to get out of AC.