Ask for a detailed analysis of the various arms of the Terran, and the great gods will help.
Terran arms are the strongest, and their siege ability is particularly outstanding. A formed Terran army is almost invincible. It is difficult to have the opportunity to develop such an army, which is very depressing, because the initial harassment and anti-harassment ability of Terran can only be described in general. Barracks: Infantry: First-class units with good quality and low price. After upgrading the top shield, the demolition of the building is incomparable to other first-level units, but his ability is limited to this. Slow speed and general attack power make it only a meat shield-blood is extremely scarce, and the hero's magic will also have a fatal blow to it. In short, this is an absolute transition unit. Compared with other races, the G code is probably used by female archers. Musketeer: one of the arms with the highest appearance rate in the whole Warcraft, and there is a saying that it is a panacea. It has strong firepower and plenty of blood. It is the first choice for killing, even the upper-middle-class troops. It is the bane of wizards and flying soldiers without armour/light armour troops. Seeing him at night will make me nervous. However, the slow moving speed is a big problem. Terrans have no accelerated evil/lasting aura, and there is no speed at night. Therefore, this unit must cooperate with Hill+Witch for H/R, and there must be a meat shield in front. His biggest nemesis is in the mysterious holy land of Terran-the law breaker, the attack of musket armor, the capture of musket armor, and the ordinary attack of volley. The most terrible thing is magic immunity ... so the Terran's appearance rate of musket is almost zero. In addition, fighting the night archers blessed by the moon god is also a loss. Knight: the tallest unit in all Warcraft A, it also has high machine power. If you can get out, if you add heart fire and wet nurse aura-don't hit him, save it. The most depressing thing in the world is that a level 6 paladin brought six knights and three magic bottles to your house: a level 3 invincible shield, and you killed him? So you kill the knight, he adds blood, and finally finishes. He got up with a wave of his hand-_-# Like all ground heavily armored melee troops, they are afraid of magic attacks, and the Griffin, Chimera, Frost Dragon and Destruction can effectively destroy knights. In addition, the knight's attack is relatively unconvincing, and it is often used as a meat shield rather than an attack output. Mysterious Holy Land: Priest: Great. Under the glorious aura, he can let a Terran army fight for a long time without supplies. This is a fighter. Its powerful dispersing ability makes the summoning unit at a loss-not to mention the god of vengeance and the fire of hell ~ and there are several enhanced guardian scrolls dedicated to releasing the fire of the mind, which is equivalent to free. With a meat shield, ranged soldiers generally can't hit the mage behind them. Besides the two mage killers, Fairy Dragon and Paofa, siege weapons are their biggest enemies. In addition, knife fan, shock wave and other laceration magic are terrible to them. Witch: To some extent, it is better to use. Unless fighting the clan, witches basically just come out first or later, which is more or less different. Rarely do they not come out-WS stream is another matter. It is a headache for undead and orcs with average dispersion ability in the middle period to form a golden partner with muskets. Stealth spells can be used to save heroes and anemic units at critical moments, followed by BT tactics of stealth guns. Nemesis is like a priest, poor wizard, and fragility is your business card ... Breaker: Terran Star Arm, not only a mage killer, but also a double-gram long-range army. The most important thing is magical immunity and high blood volume, which makes it better than ordinary meat shields. Although it hurts to be cut by melee soldiers, other meat shields are more painful to be hit by magic, and the range can be volleyed to increase his appeal. With the cooperation of witches, as long as they form a scale, the melee heroes and Xiong De in front of their opponents will soon have no magic, and stealing magic will make their opponents very sad. It is because of their existence that the same family can't fight witches. Generally speaking, it is a headache for any race to form the scale of this arms, and not being empty may be their only "shortcoming" Nothing can be called their nemesis. Let's just say it's more efficient to hit them with a normal attack. Fight them with tauren and hatred. By the way, after the upgrade, they can also control low-health summoning units, including reconnaissance posts. Oh, my God ... Cage Griffin: Dragon Eagle: There is an air overlord in World of Warcraft ~ ~ Yes, that's him. After the upgrade, it will attack high and prevent high blood volume, and the deer will be on the side of A, but the Air Force will basically escape when it sees him. For example, if you have a team of dragons, this is half a team. Or half a team will fight half a team ... the destroyer will not be tied, but depending on the cost and population ... unless it is full of the magic of destruction, it will definitely lose money. The attack power of the fairy dragon is too low, and the bat can't be blown up long ago ... In addition, there is no base defense in front of the three dragon eagles, so they can be dismantled if they want, so it is almost a BUG for the orcs. His nemesis is mainly on the ground, and the one who dares to be called his nemesis in the air is also in his own workshop-helicopter, but it must be shaped. Griffin: The price/performance ratio is too high. Sputtering magic does 50% damage, and it has a spike effect on non-magic immune arms-including China armored forces. The lost heavy armor troops will be killed by a hammer by 200HP ... It is really the ultimate arms of MF Julia, and the machine power is also very high. This is a very good weapon. The disadvantage is that it is embarrassing to destroy the demon-free deer. After the hill turns into a fireball, it can chase a team of Griffins all over the map ... it is afraid of piercing attacks and will be hurt by small archers in the dark. Besides, the tank in the workshop of the same family is not something it can deal with. When it sees it, it should run away rather than fight hard. Workshop: Mortar class: It often appears in battles with clans, and it is also widely active in battles with dark nights and mage orcs. As the most powerful long-range siege device in the whole field, it is highly practical and can maximize its combat effectiveness with TR. After upgrading the fragment attack, the deer is just like giving experience, and the flare is a bit funny. Using its high power and biological characteristics, as well as the stealth small gun tactics invented by cattle people, it can be seen that its potential is extraordinary. On the other hand, compared with other big guys, their armor is too thin and there is too little blood, which will be instantly dropped by long-range soldiers and flying soldiers. The catapult will definitely lose when it hits them, and it is terrible to hurt the devil. After two knife fans, there were several screams. Their existence is mainly tactical, and almost all arms can be called their nemesis. Helicopter: It's terrible. They were built in less than a second than farmers ... they can handle everything in the air on a large scale-it's too easy for them to think on a large scale. Have you ever seen 84 helicopters in your opponent's base? At that time, there was nothing that could be micromanaged, and nothing could be ordered ... It made sense for helicopters to hit the air force, but it was not convincing to hit the ground troops, but it was quick to attack the city. Helicopters are fragile and easily blown up by the air force, but people don't care-helicopters are never for self-protection, but for attack. It doesn't matter how much you die, but how much you die is the most important thing. Since a large number of helicopters will reduce the number of other soldiers, and helicopters themselves have no ground combat power, how to protect themselves? So we see that the emergence of helicopters is accompanied by a large number of towers, which is the so-called "wretched flow". Tank: the ultimate siege unit, not much to say about siege ability. Generally, it is enough to drop four tanks in the main mining area, and there is no need to operate it ... Besides, Mo Mian has forgotten that he is still the Yugoslav capital armor-_-! ! Because most air forces can't beat it, and its air attack power is also considerable, it can be called the double nemesis of building the air force. Because there is no ground combat power, the same thing happened to him as a helicopter. WS, the destruction of the Terran! Nothing can stop it, the most important thing is to limit his progress, because the tank machine has average power. However, the wolf can restrain him, and the siege attack can be blocked quickly, so he usually doesn't say WS to the orcs. Main base: Yes, you are right. It is the main base. It has the most powerful arms of all Warcraft. The manufacturing time is only 15 second, but it is not inferior to infantry. Without any construction premise, it can be mass-produced from the beginning. How many poor players were directly pushed off the altar near TR and failed? Yes, that's them-the militia. They have no enemies because they came out on their own. The little archers from Lian Gang are no match for them at all. They shouted the same slogan and rushed to drown the poor enemy-many ants, crushing elephants! Original, repost, just thank me ~ ~