Red alert * * * and national glory Iraq Raiders
There are no swindlers in the Red Guards, such as "Give me my money", which are all lies. What else can beat the tank to the last drop of blood and get out of the pit invincible? I believe that no one with a little conscience would cheat us Red Guards like this. This immoral behavior should be despised. I have been playing red alert for a long time, and I have summed up some experiences and some cheats. For example, if you choose the US military, you can get Yuri's reform from the Red Army through spies and engineers. I think everyone should know it, but I found that you can continue to build after you die. If two people choose the US military when networking, they have to fight quickly or fight a protracted war. What's more, I usually play with the "ice and snow" terrain now, because this terrain is challenging. I usually hit fast with two or three harvesters. People who play red alert should know the meaning of this sentence. If it is a protracted war, leaving only you and one of them, and everyone still has a lot of tanks, then the attacker will suffer. You can set the tank at someone else's door first, and then use American paratroopers to throw a crack generator at the tank assembly place, so that the other party can't see your tank, so that the time tank advantage under the crack generator will be lost. You can use this trick with confidence when the strength is not much better than that of the other party. Of course, you can also use the combination of grizzly bear tank and air defense tank to destroy the other side's harvesters first. It would be better if more delay soldiers were put on American air defense vehicles. One more thing you should know, playing fast is faster than speed. When building a building, you can put it in a dark place to increase the speed. Some people say that it will be faster to hold down the A key and the S key at the same time. I think it is almost the same. There is also a famous saying about the victory of all war games, that is, you must know each other's situation in order to be invincible in every battle. In fact, there is no cheating code in the red alert, just looking at actual combat experience. Only with more contact with experts can we make progress. I have a deep understanding of this. Fundamentally speaking, this is the embodiment of individual comprehensive quality. Red alert is a highly tactical game, which requires high tactical literacy. 1, the soldiers are expensive and fast, expanding the world: investigation is always the first. Be sure to explore the surrounding environment at the first time, especially the opponent's activity area. Are there 10,000 commanding heights that can't be forced to be guarded by one person? Where there are mineral deposits, where there are oil plants, where there are airports, where there are maintenance stations, where there are science museums and where there are buildings, we can be sure of an unprepared battle. Time is life, and one step behind the opponent may mean passivity, especially when both sides have competition. Of course, it is equally important to try to undermine the opponent's investigation. Behind closed doors, never knowing who your opponent is, is definitely a sign of a rookie. The U.S. Department of Defense should not rely on spy satellites. How can it allow such a waste of time and money in a fierce war? 2. Know yourself and your enemy, and make reasonable arrangements: A master knows the characteristics of his own technical warfare like the back of his hand, knows how to combine various elite troops in a targeted manner, and understands the characteristics of his opponent's country and the possible tactics. Every department and facility of the Red Guards has its place. If you think it's useless, it only means that you don't know its advantages. The master's economy and military complement each other, and his hands are hard. The order of each facility, how to drive the mine to the mining area quickly and prevent the opponent from hitting it ... is very scientific and reasonable. The master's money is always flowing, and his income is constantly transformed into productive forces. Every soldier and every pawn will be in their proper place, forming a virtuous circle. Otherwise, even if the enemy is rich and helpless, it will be futile for people to do whatever they want if they are attacked by small groups. 3. Flexible and coherent thinking: The master's thinking is very flexible, eclectic and resourceful. Or attack the mine car to cut off your income, or knock out the high-tech power plant to buy time, or end the radar to cover our offensive ... There is another trick that is ineffective and will never leave your head. There are some people who make a drastic measure, some who make a false start, some who startle the grass, some who make a diversion, some who make a diversion, some who peep, and some who peep. Moving like a rabbit, the actual situation corresponds, and the three heads and six arms continue to attack. It's cheaper here, and more successful there, so that opponents can't guard against it. Masters generally do not choose the two sides to launch a non-interference Armageddon, which is too dull and procrastinating to fully reflect their talents. I don't know how to be flexible, but I can't beat the red police. 4. Keen observation and strong overall view: the master is keen on his opponent's every move, and his strategic intention has long been concerned. As long as there are signs of trouble there, we can solve it immediately. If the opponent has any weakness or makes a move, he will seize it immediately and make him pay a heavy price. The master's fists and feet all hit the opponent's sore spot, so that the opponent is constantly injured until he falls down completely; Short-sighted, seeing the big from the small, that's not what experts do. 5, excellent psychology, decisive: the master is strong in nerves, resolute and vigorous, and will not be disturbed by accidents, enough to withstand strong winds and waves. Even under extremely unfavorable circumstances, they will calmly analyze and immediately formulate steps to gather strength and disrupt the situation. Of course, actual combat experience and proficiency in driving are also essential elements for good grades; But that's not the most important thing, and it has nothing to do with tactical accomplishment. Regardless of the specific operation, I have little actual combat and am not an expert, but I also have some opinions. The game is also a life, the benevolent can be invincible, don't cheat, don't cheat, don't steal, if you really can't beat it, you should readily admit defeat, and the master must have the demeanor of a master. Besides, the most important thing in the game is happiness, and what everyone needs most is entertainment and making friends. Open-minded, curious and enterprising people will also make progress step by step. Learning Sun Tzu's Art of War, 36-style modern tactics and new weapons will definitely promote the Red Alert. Before the full text of "Micro-operation Tactics in Tank Warfare" begins, I would like to ask a question: In Red Alert 2, there are two battle tanks, one has 20 tanks, and the other has 18 tanks +5 dogs +6 mobilizers, and both sides have no mistakes in control. Who has a good chance of winning? I think a friend with a certain level will not hesitate to answer: B will definitely win. The key to this problem is the total price of the two armies 16000 yuan! There is a red police proverb: a master leads a good soldier. Many friends also have this experience: the same troops can't beat the masters, as if their soldiers are particularly capable of fighting. In fact, you can also have a good soldier, and this article is to tell you this! This article is aimed at middle and advanced level players, which is helpful for beginners to understand the thinking of experts. Welcome to criticize and correct me. (1) Strength comparison This section compares the capabilities of major arms. 1- 1 Allied main battle tank: rhinoceros tank HP400, firing rate 3.3, killing 90 3-star rhinoceros tank HP600, firing rate 2, killing 170. Ability analysis: Rhinoceros is characterized by steady footwork, strong attack and slow speed. MVP arms: Apocalypse tank HP800, firing rate 5.3. Killing 100 3-star apocalypse tank HP 1200, firing rate 3.2, killing 200 ability analysis: apocalypse tank is also the most valuable unit (MVP) in the whole Red Alert 2, which can fight the sky and the ground, with strong lethality. 1-2 allied main battle tank: grizzly bear tank HP300, firing rate 4, killing 65 3 stars. The rate of fire is 2.4, and the ability to kill 1 10 is analyzed: Grizzly bears are characterized by fast movements, but their footwall is unstable and their attack power is weak. MVP arms: bare-edged tank HP 150, firing rate 6.5, killing 65 3 star-edged tank HP225, firing rate 4, killing 150 Capability analysis: attack and defense and speed of bare-edged tank. And the reflection of light energy hitting the enemy is the long-range arms 1-3. The main arms are the main players in the tank battle, and the ability should be familiar, so as to adjust measures to local conditions and fight well. (2) auxiliary arms This section understands the following characteristics of auxiliary arms: 2- 1 allied dogs (price 200)- dogs are loyal friends of human beings. The only animal arm in Red Alert 2 is a dog (squid is a machine). Dogs have broad vision and flexible activities. Their main role is to explore the road in the early stage and attract the firepower of the other side in the tanker war in the later stage. Spider (price 500)- scary ~ so scary! ! Spiders are flexible and fast, but their vision is narrow and their HP is low. It is mainly used to harass the other side and guard against theft in the early stage, and then attack the enemy's rear wing troops in tank warfare. Mobilizer (price100)-cheap and high-quality mobilizers move slowly, but they can effectively attract the other side's firepower. The mobilizer stands between his own tank and the other side, even if the other side has ordered his own tank, it can attract the other side's firepower. 2-2 Allied Flying Soldiers (price: 600)-Flying soldiers of the rapid reaction force play an important role, which can force the other side to leave the air defense force, tear the defense system of the other side through rapid pulling, and facilitate the main attack. Soldier (price 200)- once I get down ~ hey hey! Soldiers who don't squat are equivalent to mobilizing soldiers, but once they squat, their attack and range are doubled, which can effectively attract opponents' firepower. (3) Tactics of tank warfare This section introduces the main tactics of tank warfare 3- 1 number of auxiliary arms and MVP. The value of auxiliary arms should not be less than 5% of the price of all offensive troops and not more than 15%. Generally speaking, the more formal cooperation is: 18 tanks +5 dogs +8 mobilizers, whose attack power can hit a single tank of about 23. In addition, about 5% of the attacking troops can use some non-main arms, such as allied cars and allied air defense personnel carriers. It should be remembered that it is better to build fewer main arms than no auxiliary arms. Pay attention to the use of MVP arms in the middle and late stages. For Apocalypse tank, it can be used as the core force, and its number should not exceed10% of the total force value; For Guangling tanks, they can be deployed behind the main battle tanks and protected by certain auxiliary arms and repair vehicles, the number of which shall not exceed 30% of the total value of the troops. 3-2 Allied Tank Warfare Routine 1: Tanks are divided into two teams, about 7 teams, and the other team is the home team. Then put the dog and the mobilizer between the two teams. When fighting, first use the tank squad to rush to the vicinity of the opponent's tank, then retreat, and the main and auxiliary arms come forward. This style of play is characterized by attracting the change of the opponent's tank formation, then attracting the opponent's firepower with auxiliary arms and surrounding the opponent's troops with the main division. Routine 2: The tank is divided into two brigades, occupying the left and right wings respectively. In the middle, auxiliary arms such as geomagnetic storm soldiers and spiders were brought by personnel carriers and rushed into the other side's position. Then two flanking brigades followed and dragged them from the two wings. This style of play is characterized by attracting the opponent's firepower to the middle and then moving the attack from both sides. Summary: Coalition tank warfare has two main points, one is disengagement and the other is procrastination. This is because allied tanks have a stable footwall, which can effectively disperse each other's formations. 3-3 Allied Tank Combat Routine 1: Combine tanks into triangles, then put dogs on the wings, and deploy soldiers in front, preferably with a repair vehicle in the middle of the formation. When fighting, the soldier brother and the puppy go first, and then the tank moves forward. Pay attention to ensure that the formation will not be destroyed. The purpose of this style of play is to attract and disperse the opponent's formation and repair their injured tanks while attacking. Routine 2: Flying soldiers, dogs and tanks. Flying soldiers go first, and when other air defense units come, dogs and tanks will be together. Wait until the other side's air defense is weakened, and then fly the soldiers. This style of play is characterized by clear purpose, taking advantage of allied mobility and air superiority to attack, and it is best to keep up with a repair car behind the tank. Summary: there are two main points in the allied forces: first, we should pay attention to the stability of the formation, and it is best not to split up; The second is the repair of vehicles and the rational use of the air force. 3-4 Regarding theft in wartime, I advocate multi-directional attack, but I don't advocate stretching the front too long. When fighting, unless the opponent's rear is very empty or you have absolute confidence in your control, you should concentrate on commanding the battle instead of stealing away. 3-5 About "walking tank", it is commonly called "walking tank" by dragging the tank to make it move and attack. You have to take the tank in two situations: 1, the other side has no auxiliary arms that can effectively attract firepower, and the formation is relatively concentrated; 2. The other side has no auxiliary arms that can effectively attract firepower, and the number of its own tanks is slightly higher. Don't take the tank in the following situations: 1, the other side is an allied force, and our own side is an allied force, with equal strength; 2. The other side has auxiliary arms, which can effectively attract firepower; 3. The other party has obvious separation and the intention of taking the tank. At this time, we should focus on attracting each other's firepower. Precautions for tank walking: 1, you should attack the weak points of the other side and try to disperse the formation of the other side; 2. If the opponent's formation is concentrated, the team should go from the periphery. 3-6 With regard to wounded soldiers and turret rotation, wounded soldiers refer to "yellow blood" or "red blood" troops, and these troops should no longer be in the line of fire. If it is an allied force, it is necessary to deploy a repair vehicle in the rear wing and remove the injured troops in time for repair. If it is an allied force, the injured troops should be placed in the back and protected by auxiliary arms. The retreating troops should also take part in the attack, but only provide fire support in the positions behind *. When the tank moves or meets the auxiliary arm, turret rotation often occurs, which should be avoided and utilized. When the wounded are evacuated, they can attack the other side's auxiliary arms, and the attacking troops should try to avoid getting close to the other side's auxiliary arms, because an idling is equivalent to an empty gun, which is not only a loss of time. Similarly, our main tanks and auxiliary arms should be deployed on both sides of the other tanks, which can effectively attract the other side's firepower and delay the other side's firing. (4) How big is the gap between the conclusion master and the super-class master? Small, but like a mountain. This mountain is the control of tank warfare! Many friends lamented after fighting with Master Ranger: He was not terrible to develop, but was discovered as soon as the troops of both sides came into contact. To be a real super-class player, practice tank warfare first.