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Chapter 402



Because it had a completely different mechanism from other games, every player could play a role in “leading the land”. Even a player with zero in-game purchases would be a valuable asset to an Alliance as long as they played it every day.

In such a large-scale Alliance War, the players would at least organize three troops, one main force, one siege force, and one Pathfinder/paving team.

It was different from attacking NPC cities. When attacking players, the siege troops did not need to bring troops because the siege troops could not defeat the enemy’s main force. They could only avoid the main force and destroy the land and fortresses. However, these low-level lands and player fortresses could be destroyed without the need for troops.

During the Alliance War, a player’s main missions included the following.

First, kill the enemy’s living power. This was the mission of the main force. Find the position of the enemy’s main force and then attack. They would cripple the enemy’s main force and open up a path for their own attacking forces.

Of course, whether you killed or injured the enemy depended on how strong your main force was. To determine the strength of the enemy, they had to first send a Suicide Squad to test the waters. After confirming that they could defeat the enemy, sending the main force was a more secure method.

Second, to defend the strategic location, which was also the mission of the main force. When the troops took down some key locations (such as neutral fortresses in the wild, gaps in the enemy’s Fortress Group, etc.), They could send their main forces to guard the land and use it as a springboard to continue attacking the surrounding lands.

Obviously, the other party would also launch an attack on this plot of land. At this time, there must be a main force stationed to ensure that this plot of land was occupied and could not be snatched back.

Moreover, if they wanted to move forward, they would have to build a group of fortresses at a certain distance. The fortresses were very fragile during construction and could be destroyed by any siege force, so they also needed the protection of the main force.

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Third, to flip the ground and destroy the enemy’s buildings. This was mainly the task of the siege forces. In the Alliance War, as long as the number of troops that had siege points above 100, they could be considered a siege force.

(Because each grid occupied by players has at least 100 city defense points. Only when the siege points of the Army is more than 100 can the enemy occupy the grid in one go. Otherwise, they will have to fight twice.)

Since both sides relied on the fortresses to fight, once a player’s fortress at the front line was destroyed, it meant that his troops would have nowhere to go. They would either be stationed at the front line and unable to move, waiting to be slaughtered, or they would have to retreat.

Fourth, explore the way. This was mainly the mission of the Suicide Squad. Every player had to form a Suicide Squad, which was a cavalryman that could run fast. They would not bring any troops with them, just to explore the way and see how strong the enemy forces were. After confirming, they could send the main force to attack.

Of course, the commander had to make a series of strategic decisions during the battle.

For example, where would be the most suitable location for the fortresses? If they were too close to the front line, they would be easily defeated, and if they were too far away, it would be inconvenient to mobilize them. When should they defend? When should they attack? How many main forces does the enemy have, and which forces should we use to defeat them?

If they made a wrong decision and the enemy found a loophole, they would lose a fortress chain, which could lead to a defeat in a crucial battle, which would be very demoralizing.

Moreover, Zheng Hongxi quickly felt that in “leading the land,” although rich players were important, civilian players were also very important because the two played completely different roles and were indispensable.

Obviously, as a pay-to-win game, it was impossible and impossible for every player to be equal. However, it used another way to allow civilian players to make some contributions to the battlefield.

The only difference between spending money and not spending money in “leading the land” was whether your general was strong enough. For example, it was normal for a rich man to be able to defeat a team of more than a dozen civilian players with a governor’s lineup. However, this did not mean that the rich could do whatever they wanted.

Resources could not be bought, and the recruitment of soldiers could not be accelerated. The time of deployment was fixed, and props could not be used to accelerate it.

In a battle at a key location, the rich could indeed play a very crucial role. For example, you want to defend a key checkpoint and have more than a dozen troops stationed there. In the end, the tycoon will come alone and destroy all of your troops, and the battle will be over.

Or you had to take down a checkpoint, but the rich were stationed at the checkpoint. Similarly, the dozens of civilian troops could not rush down, which would be a pain in the ass.

However, no matter how strong the tycoon was, his general only had 100 stamina points and could only move five times. Moreover, it took time for the troops to move. Everyone could clearly see the movement and arrival time of the troops, so the civilian players could completely avoid them and let the rich players hit nothing.

It doesn’t matter if the nouveau riche is stationed somewhere. We can take a detour and not confront them directly.

In addition to the absolute advantage of the tycoons in killing enemies and defending, things like overturning the land, attacking the city, exploring the way, and paving the way were equally important. Moreover, anyone could do it. If the civilians were willing to spend time and were smart, they could completely fool the tycoons.

Furthermore, as the game progressed, many commoner players with good looks could also gather a good lineup. As the game progressed, the gap between commoners and tycoons would continue to narrow.

In addition to the restraint of the different types of soldiers, the wealthy formed a very strong Wei cavalry lineup, but the commoners just happened to have a set of Wu bows. Then, the two sides might at most fight to a draw, but it was impossible for the wealthy to win.

As the game went on, one would realize that having a clear mind, a variety of tactics, and a group of civilian players who knew how to play and had more time was far more important than having a local tycoon.

......

The Alliance War between Dragon War and Qiyue Wuyi was slowly turning into a white-hot war.

There were even more people in the Dragon War, and with the help of a tycoon like the cloud depths, they quickly destroyed all the enemy fortresses around the alliance leader and gradually pushed the battlefield towards the position of the alliance leader, Qiyue Wuyi.

A civil war within the same province was different from a regional war between provinces. During a civil war, the focus was basically on the cities of the two Alliance Masters. This was because it was only meaningful if the Alliance master fell. Whoever lost the Alliance master first would lose.

Moreover, the players of these two alliances were spread all over Liangzhou, and everyone could use their allies ‘land as a springboard to fly anywhere. Therefore, the people of Dragon War quickly opened up a second battlefield near the alliance leader of Qiyue Wuyi, turning from defense to attack.

After this lesson, the league Master of Dragon War learned his lesson. He kept the group of fortresses that other people built around his main city and started to defend it before going to bed every night. He also started to build his own sub-cities. In case of an emergency, he could move the city and leave.


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