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Looking for tutorials on international military chess

It is recommended to read the "Handbook of the Popularity of Military Flags of the Four Kingdoms" as a basis. It is not completely available on the Internet, so it is recommended to check it out in the library

"Flags of the Four Nations" is also good, with higher technology. Attached is the advanced excerpt

Overview - The Way of Entering the House 1. The Three Stages of the Four Kingdoms Advancement. Although the Four Kingdoms Military Chess is not as extensive and profound as the Chinese quintessence of Go, there are still many things worth noting. If these places are not If you understand clearly, it is difficult to play chess well and become a true master. The improvement of military chess level will generally go through the following three stages. At the beginning, I just took it for granted and tried my luck, without any sense of coordination or direction. You can't "block", you can only "touch"; you only focus on your own chess and don't pay attention to how your teammates move; you only pay attention to local fighting and lack of judgment on the general trend. At this stage, the status and outcome are extremely unstable. The chess style is brave and does not care about life or death. The big pieces are placed on the line. When the enemy's pieces are in the way, they are captured. They enjoy blowing up the opponent's commander. This is a typical beginner's mentality. The second stage is the entry stage. This stage is very critical and determines whether a person's chess skills can progress further. At this time, I have a preliminary sense of cooperation and judgment of the situation. I can see not only the movement on the chessboard, but also the murderous intention hidden behind it. I have a good understanding of when to block, when to help defend, and when to do " "Green Leaf", you will have a rough judgment in mind when to change the direction of attack or switch from offense to defense, but there are still many shortcomings in the details. For example, you know that you should block the enemy's chess path, but the same goal is to "block" it. In fact, the effect will be very different depending on the "blocking" position of your own chess piece. If you place it in a good position, it will make the enemy feel uncomfortable. It can be seen in a few moves, but often players at this stage often only know the "direction" and do not have a "sense of position". Even so, it is worthy of congratulations to have reached such a point, which shows that you are a "soldier with a promising future" and a "creatable talent for the revolution." Knowing the direction is the most critical, the rest is experience and enthusiasm, which can be improved through fighting up and down, constant review, and frequent reflection. Another very important point is to watch the masters playing chess. You can train your own judgment and movement skills as a bystander, and compare them in real time, which is of great benefit to improving your level. The third stage is the stage of entering the house. At this time, we pay attention to the enemy's subtle movements, the position of our movement, the gentle rhythm of attack and defense, and we are very sensitive to the judgment of the situation and situation. In fact, the biggest difference between beginner chess players and masters lies in their experience of some subtleties, the so-called "chess feeling"! For example, masters can often judge the strength of the chess pieces behind or on the other side or even the arrangement of the chess pieces based on the enemy pieces they encountered before. They will use tactics such as feinting, pulling back and forth, and sneak attacks to open up a stalemate. In addition, they will use the enemy's psychological state as a factor in judging the situation. an important factor. For example, there was a tug-of-war between our side and the enemy. I exchanged the commander with an enemy, and then the enemy exposed the bomb on the corner of his flag and used it to blow up my opponent's commander. The first thing I felt at that time was that the flag on his flag was not thunder, because if it were thunder, such a formation would be too dangerous! It happened that our commander was on the line, so I decided to rush down without hesitation, risking being bombed by another bomb and hitting a mine, and succeeded! After thinking about it, I still felt that there was an 80% chance of success. Of course, there are always chances in life. Exceptionally, there is nothing I can do if I encounter a lunatic. There is an 80% chance that you can make a lot of money in the stock market. The remaining stage is to practice hard, including all aspects of mental and chess skills. The mentality and mood of playing chess are very important and are the key to whether a master can reach a higher level. Sometimes when we watch chess or review the game, we find that masters are often full of loopholes and make a lot of low-level mistakes. At that time, we think that if I play, I will definitely do better. In fact, masters are also emotional animals with seven emotions and six desires. , people's feelings and judgments are often fleeting like a flash of inspiration, and playing chess requires you to make an instant decision, and various emotions are often the culprit that interferes with chess players' feelings. For example, the consciousness of wanting to win and being afraid of losing, the emptiness of being hungry, the unfinished work, the madness of "killing with red eyes", the pressure and fear of being at a disadvantage, these enemies have been tormenting you from the beginning of playing chess. Your soul, heart and stomach, so it is understandable that masters sometimes turn into garbage, but if you are seeking "chess skills", you have no choice but to fight and defeat your own bad mentality and mood.

2. The basic skills of the Four Kingdoms The basic skills of the Four Kingdoms: first, judgment, second, looking at the overall situation, and third, memory. These three are very important. If these three skills are not solid, there will be no need to talk about the others. It goes without saying that the importance of judgment is important. The improvement of judgment mainly depends on the accumulation of experience. It can be said that the more you play, the more you will master the changes in chess shapes. Of course, it may also make you timid, but this is just a transitional stage. As your chess skills increase, your confidence will naturally increase. Errors in judgment often occur, so don't worry about it. Generally speaking, as the game progresses, your judgment should become more and more accurate, even precise. When playing chess, you should make a rough estimate based on the situation in advance, and then test it with appropriate pieces. I believe no one likes to use the army commander to test the commander. For example, if the enemy has a guy who looks more like a commander (he kills guys very fiercely, but he doesn’t kill the guys next to your camp), and you are not sure, you can use fake bombs to test them. If you still can’t test them, the best way is to use If your commander pretends, you will make a profit, otherwise you will only lose a few boys. Don't try it with a division army, otherwise you will die an ugly death. To look at the overall situation is to look at the overall situation and not just look at your own side. This is very important but is often overlooked by some junior chess players, and even some masters occasionally miss it. This is a taboo in chess. If you don't have an overview of the overall situation, you won't be able to make an accurate judgment on your opponent's chess. If your opponent's eldest piece has been killed, you still have to try the size of this piece. Isn't it stupid? Of course, you may occasionally miss something if you are nervous about playing chess, but after a game of chess, you should not miss more than 5%, preferably 0%, because you may lose in these 5%. Those who have already made judgments should try to remember them, and important ones must be remembered. There are commanders, corps commanders, division commanders, mines, bombs, and engineers. Bombs and engineers mainly rely on guesswork. Generally, they are very cowed when faced with the kid. But it is no less important than any sub. In particular, you should pay attention to the fact that some pieces are hidden again after finishing the game. They are tossed around and easily forgotten. I encountered such a situation. My army killed the division commander and then hid from the commander and entered the camp. Finally, after turning around a few times, the enemy used the brigade to attack again. Everyone was stunned. This can also be a tactic for dealing with people with poor memories and fatigue. Another point is, don’t take chances. If you haven't seen the enemy's commander clearly performing and being killed, it's best not to believe that the enemy's commander will disappear inexplicably. Basic skills are a compulsory course for everyone and are the basis for various other advanced tactics. Some people say it is quite Based on the internal skills of martial arts masters, if by the second half of the game you feel like watching four chess games, then your basic skills are almost mastered. Judgment and the overall situation will have different understandings as your chess skills improve. The ability to grasp the overall situation is an important sign that distinguishes masters. There is nothing to say about memory, it is very important.

Control the situation - grasp the overall situation. After explaining the formations in the elementary chapter, anyone can have a formation that is advantageous to them. However, if you don’t want to make progress and retreat to your home; or attack blindly and lose troops and generals, the result will still be It is inevitable that the army will be defeated under the city and drink and hate the Wujiang River. Therefore, the understanding and judgment of the situation and the arrangement and adjustment of the overall strategy will have a decisive impact on the final outcome. The first thing to focus on when improving the tactics of the Four Nations is to control the situation. Here let’s talk about how to control the situation in offense and defense, so as to gain the advantage of being able to attack when advancing and defending when retreating. Controlling the situation is divided into three stages, which are discussed separately below: 1. The opening stage. At the beginning, both sides have equal strength. The attacker often takes the lead, or the commander takes a fierce attack, or the division or brigade opens the way, or the boy explores the way, depending on the personal style. Not all the same. At this time, the most important thing is to stretch your strength and open the path, otherwise it will be blocked by those who are good at controlling the situation, unable to advance or retreat, and end without any problem. In fact, the key to controlling the situation lies in mastering the air. All offensive and defensive points are battlegrounds for military strategists. In order to obtain these points, no matter how big the sacrifice, it is worth it. After gaining air supremacy, the opponent is often unwilling to do so and must mobilize his pieces to compete. In this way, the master can judge the distribution of his opponent's pieces, calmly deploy his troops, and destroy him with one blow. 2. Mid-game stage At this time, after several rounds of competition, the two sides have some clues about the approximate strength and weakness distribution. If the military flag is shown, it will be a new round of battle for air supremacy.

When the enemy is strong and you are weak, be sure not to move all the big ones back to the defense. In this way, when you encounter an expert, you can immediately surround them instead of fighting them, and instead attack your opponent. If the second group is too strong to retreat, they will inevitably be defeated. If your opponent cannibalize all the pieces, you must attack the big pieces, start a guerrilla war on the periphery with the opponent, identify the commander, attack in the east, and make the opponent exhausted. Although your opponent seems to have an extra commander, he cannot capture the pieces. When he is captured, , and usually are reluctant to explode, and have to eat it back. You will definitely make it miserable. If a flaw is accidentally exposed, there is a risk of being destroyed. Therefore, controlling the situation in the middle game is not as simple as the commander showing off his power outside, but holding on to the key points and not being easily swayed by them. The attacker should not be stingy with bombs. Exploding key parts without flying can achieve unexpected results. The defender should respond with actual strength, and blow up what needs to be bombed. Don't blow up until the big one is eaten. The advantage of this is that after the opponent loses its backbone, the attack will be unsustainable, and the remaining boys will either eat or attack one by one. Take it calmly and slowly bring the situation back. 3. The official stage. At this time, the game of chess has reached a critical moment. The difference between victory and defeat is only a few moves. Therefore, the position of the big piece used by the strong to control the situation is particularly critical. It must be in a position that can connect the previous and the following. On the one hand, it can be powerful. Reinforcement, on the other hand, must be able to cut off the enemy's reinforcements, making them useless and exposing their own strength, so that the enemy's attack can achieve the purpose of continuous strikes until the besieged family is annihilated. The weaker side has to trade time. When the opponent has no way to recover, it will launch a war of attrition against the attacking side, commonly known as "clearing the screen", annihilating its effective forces as much as possible, leaving it with no usable soldiers in the end. And use neutron force to sneak into the enemy's rear and occupy important positions to contain them. This is counter-control, that is, you gain external power and I take advantage of it, making the dominant side feel that everything is awkward and difficult to use troops, so they have to sign an alliance under the city.

Situation Judgment In addition, in the Four Kingdoms chess battle, there are not many cases where one more company commander or platoon commander wins in the end. So in every local battle, if we can be in a good position every time With cooperation and a slight profit, it is possible to achieve the final victory smoothly, but this is an ideal situation. If too many pieces of equipment are exposed in local battles, it will be detrimental to future battles, so in cooperation , still cannot stick to the principle of making a profit in every battle, just like the "abandonment" of pieces in Go, the purpose is to obtain greater benefits through less sacrifice, or to use less pieces to contain the enemy , the same goes for making profits on other battlefields! Therefore, when studying the issue of "layout" coordination, don't be too idealistic. Based on one big principle - final victory, a little sacrifice of troops should be made to let the enemy think that this is a bait for them to be fooled, in order to diversify the changes, otherwise it will be easy to be fooled. The enemy figured out his tactics! Make bold judgments. In ancient times, marches were signaled by the sound of wolf smoke. Today, when fighting with an allied army, judgment must be the standard. Through observation and thinking, bold judgment must be made at the right time. At the beginning of the game, you can judge the chess style and game of your friends and enemies based on their habits. In combat, we can judge the strength and weakness based on the movement and contact of the sub-forces, and judge the actual situation. We should avoid fighting without knowing clearly, observing without results, and lacking clear strategic goals and operational directions. As the saying goes, "Those who act casually are people without any plan. Those who respond without thinking are the way to defeat." Whether the judgment is accurate or not is related to observation ability, experience value, and luck. Do not make blind assertions. Don't give up your opinion due to choking and anorexia due to errors in judgment. Attack quickly. The above is a bow, and the strike is an arrow. In a general chess game, the more enemies are eliminated and the closer the battle is to the enemy, the greater the chance of winning. During a fast attack, pause is the most taboo. Only by launching a fierce wave of offensive like mercury leaking from the ground can we block the enemy's reinforcements thousands of miles away and capture the enemy's leader among thousands of troops. During the slow attack, one must be "quiet as a virgin and move as fast as a rabbit", seize the fleeting opportunity, seize the enemy's momentary flaw, and deliver a fatal blow, which often becomes the key to victory. In defense, of course, one has to "make a living first when the enemy is outnumbered", but the real way to "make a living" is to find the enemy's weaknesses and quickly counterattack, either blowing up his big ones or chewing up his weak ones. Cooperate with the Association. The quality of your partner is often the key to victory or defeat. During the battle, the tacit cooperation and smooth strategies often make people wonder where the mountains and rivers come from. This is one of the charms of the Four Kingdoms. In battle, "the hearts of others are judged by time." Pay special attention to the strength, strength, intention, offense and defense of your partner, and provide timely assistance and assistance, such as blocking enemy reinforcements and blocking enemy missiles. , blocking the enemy's attack, chasing and blowing up the enemy's boss, etc.

The most taboo thing is to act alone, and regard the danger of a partner as watching a fire from the other side. It is a cold situation and the heart is cold. It is important to know that lips and teeth are dependent on each other, and the two sides are fighting in the world. Only by advancing and retreating together, and living and dying together, can we appreciate the essence of the Four Kingdoms. "Know yourself and the enemy" - the basis for negotiating decisions: "Know yourself and the enemy, and you can fight a hundred battles without danger" is the first principle of "The Art of War" by Sun Tzu, a wise saying that military strategists never go out of style. Relatively speaking, "knowing one's friends" is easier. Sun Tzu even wrote "Yong Jian" in the last article of The Art of War, just to "know the enemy". Using "Jian" in the Four Kingdoms is just cheating, which is shameful for real masters. It is roughly as follows: One is testing. I don’t think there is any need to explain testing. There are two types of testing. One is direct, that is, touching it directly with a stick. However, this method of testing has its inherent flaws. If the test is too small, nothing will come out, and if it is too big, it is not worth it. Therefore, the tester must be able to withstand the sacrifice; The second is indirect methods. For example, you can use fake bombs to see if the person suspected of being the commander can hide. In fact, the process of killing a child is also a process of temptation. The second is knowing the time, which means that different pieces are played at different times. For example, if you want to dig mines, of course you should send troops, if you want to attack by force, you should use bombs or bombs. The needs of different times are different, so what kind of pieces should be played; 3. It is said that in the Four Kingdoms, the effects and functions of each position are very different. This is the "terrain" and must be observed. Although there is no fixed formula for the initial formation, there are always rules to follow. A reasonable layout must be both offensive and defensive, and is designed based on the "shape". As the chess moves change, what should be placed in which position? The pieces must have their reasonable arrangement; the fourth is to know people. To know people is to know the opponent's thinking, psychology and personality style. This is the most important, because playing chess depends on the thinking and psychology. There are many reasonable ways to play chess. You can use any method, or simply use deception, it all depends on the opponent's thinking, so whether you can accurately grasp the opponent's psychological thinking is the key to judging whether it is correct or not. Everyone's chess moves must have a certain purpose. For example, if you want to blow up your commander, of course you must prepare bombs. In order to avoid flying, you must clear the path of engineers or block the route of flying soldiers. On the contrary, if you want to prevent explosions, you must use the kid to see the way. Or sending troops, all actions will reveal the enemy's intentions and information. This is the basis for your judgment on your chess move. When it comes to psychology, we have to talk about cheating. Sometimes cheating is a necessary means of confusion and can create opportunities to create conditions, but after all, it cannot really deal an effective blow to the opponent. Excessive use of cheating will also delay the opportunity and waste your energy. It's time to take action. How to identify the difference between "cheating" and normal chess can only rely on your understanding of your opponent's psychology. More experience will help you judge. There is no good way. It mainly depends on your wisdom. Except for direct testing, no single criterion is sufficient. Blind random collision is not advisable, because it will lose a lot of pieces of energy. Reasonable judgment should be a comprehensive analysis, "the right time, the right location, the right people", at what time, where, who's mentality, what process Analyze, and then use the test to confirm. At this time, the test test generally does not need to be too large, so that the judgment can be more accurate without wasting the force of the test. If you have relatively few chips or the situation is urgent, or you are more willing to gamble (gambling is not recommended because it often causes unnecessary losses), it is okay not to try, just go with your feelings. The above is just a general discussion. There is also a generally valid rule. The fewer chess pieces, the easier it is to judge. In fact, it is a simple elimination method. Generally speaking, in the end, the chess pieces are relatively clear. An experienced chess player should have a similar estimate of what pieces the opponent has lost and what pieces should be left. Often you are seen through as soon as you play a chess piece, and it is often suspected of being a chess piece. Therefore it is very difficult to determine whether a person is a chess player or a seasoned player. If you get to the end and still don't know what's going on, then you still need to practice. Judgment is an essential ability for Four Nations chess players. If you can't understand chess, you can't become a master. The level of judgment ability is related to experience. For masters, the opponent's psychological factors are more important

Cooperation skills

The essence of the Four Kingdoms lies in cooperation. Without cooperation, it would not be the Four Kingdoms. Being good at cooperation is a quality that a Four Nations master must possess.

Cooperation should first talk about conscious cooperation or cooperation from a strategic perspective, rather than specific tactical cooperation. The reason why people often complain that their opponents do not cooperate well when playing chess is that Too much emphasis is placed on tactical cooperation, and tactical cooperation has very high requirements for the opponent. It requires the opponent to accurately judge the enemy's pieces and yours, and also be able to know your combat intentions, and then act accordingly. For good coordination, if the opponent can meet this requirement, he is usually a master from the four countries. With such high requirements, naturally you will often not be able to find an opponent you think is good.

1. Strategic coordination

In fact, compared to tactical coordination, strategic coordination is more important and easier to learn. The so-called strategic cooperation means that the two sides adopt the same policy in the general direction. For example, when attacking, if it is a purposeful attack, you should cooperate with the opponent's attack when the opponent attacks one side, and do not attack. The other one, this is easy to say, but in fact, even many masters cannot do it. In the game, I often see some masters, when the opponent is vigorously attacking the enemy, they go to eat the other family's pieces. This is because He has a higher level and knows that the other company can take advantage of the product or take advantage of it, so he takes action against the other company. Although he is a master in tactics, he has failed strategically because you have taken advantage of the other company. It does not solve the main contradiction, that is, destroying the attacking enemy, but it disperses the troops. If the judgment is inaccurate and causes mistakes, it will also cause mistakes in the entire battle.

There is also a kind of strategic cooperation, which is to eat the sons of one family. When one of the enemy's families attacks violently, or for some reason, the strength of the two enemy families is uneven, one is strong and the other is weak. At this time, you should try your best to eat the weaker family and fight with the weaker family. If you want to fight against the commander, fight with the weaker family. If you want to capture the pieces, eat the weaker family, and try not to fight with the stronger family. , all the sons of the two families are fighting for one family. Although the tactics are not successful and the advantage is obtained, one son may be exchanged for another, but it will make the weaker family weaker, which may fundamentally eliminate its ability to move. In this way, It becomes a situation where two families fight against one, and the other family can only defend. Many people are not aware of this strategic coordination, and most people only care about eating the food, and eat whatever they see is delicious, regardless of whose it is. This kind of chess, even if you say he is wrong, he still doesn't understand. This is the difference between a good player and a master.

Strategically, I think it’s like boxing. It’s impossible to attack with both hands at the same time. Instead, you have to concentrate all your strength on one hand. Only in this way will you be more powerful and threatening, and can be used in the four countries. In military chess, when the opponent is attacking or has some intention, you should try your best to give up or even interrupt your original plan and cooperate with the opponent's actions instead of carrying out two plans at the same time. When attacking a certain side forcefully, Don't attack the other side. Even if you may gain some advantage, or the other side's pieces may be some kind of threat and need to be eliminated, you should try to block the other side's pieces at this time. If you can't eat them, don't eat them. If you want to eat them, , you should also send it to the other party's piece and let him eat it. This way, letting him eat your piece can also delay his support speed and cause him to make mistakes in judgment.

In fact, strategic cooperation is very simple. There is nothing deeper, but it is a sublimation of consciousness. It requires the ability to give up local temptations and focus on the overall situation. As long as you can realize You need to cooperate strategically with your opponent, so even if you may not be able to judge the chess well or have a low level of memorization, you can still coordinate well and make the enemy feel invisible pressure.

2. Tactical coordination

Let’s talk about tactical coordination. In fact, tactical coordination is subject to the distribution of sub-powers and the opponent’s judgment ability. For example, the opponent’s commander Chi If you can't come out late, and the enemy commander is so powerful outside, you have no choice but to accuse your opponent of not being able to play chess. In fact, at this time, the opponent's commander may be above the flag, or in a place where it is not easy to come out, or because For some reason, if the commander moves, it will cause the entire rear defense to change, destroying the entire defense line, or for some reason, he cannot come out to confront the commander.

This is the case in some examples. In this game, side A only has the bare commander at the end. At this time, his opponent accuses him of not cooperating with the attack. In fact, A has laid a false military flag at this time, and the enemy's stone is above A's false military flag. , if A wants to support, he can only use the commander, and once the commander is dispatched, he will definitely be defeated. If the commander is defeated once, the military flag will be carried immediately. Therefore, A's opponent hopes that A can defeat the commander, but A does not satisfy him. This requirement is so hidden that it is impossible for others to understand it.

Another example is when your commander eats a big piece of the enemy's piece, hoping that the opponent can use the piece to block the enemy's bomb. At this time, the opponent does not move, and finally the commander is bombed. In fact, at this time, it is extremely possible. Maybe your opponent has a division commander followed by a bomb. If his division commander comes out to help you block the bomb, the enemy will most likely knock off his division commander and explode, so he won't be able to move.

Generally speaking, tactical cooperation is relatively difficult, and the requirements for all aspects are relatively high, so it cannot be forced.

But tactical cooperation is also necessary. For example, in Four Kingdoms chess, "blocking" is the most basic requirement for the opponent. When you capture a large piece of the enemy's piece, of course you hope that the opponent can block the enemy's move. bomb, or when the enemy commander comes to my house, I hope that the opponent can use the bomb to block the enemy commander's return route, and then blow up the enemy commander with a bomb. In fact, this kind of tactical cooperation only requires the opponent to have a sense of cooperation. , as long as he can realize that he has to cooperate with his opponent, this kind of chess is very easy to play. To give a simple example, when the enemy plays a piece, one side blocks the possible explosion behind him, and the partner eats the piece he plays, and then all come back. When another enemy plays the piece, the same trick is repeated again, and one side blocks the possible explosion behind him. Explode, the partner eats the enemy's pieces again, and then goes back again. This happens a few more times, causing the enemy to throw them around. This kind of cooperation is conscious cooperation. One party covers, and the partner attacks. There is no individual Independent fighting is actually two families joining together to fight against one family, which is a holistic approach. In this way, it is very easy to play.

3. Pleasant tactical combinations

With the improvement of the technical and tactical level of the four countries and the gradual deepening of cooperation, the joint formation came into being (in order to pursue better coordination effects, and even develop To one person controlling two countries, these are the only way to develop together). The joint formation is to coordinate the arrangement of the two chess pieces and design a complete set of offensive and defensive tactics. The most notable feature is that it can make full use of the falling step principle to coordinate offensive and defensive tactics. Here are some eye-catching combinations of team-up strategies.

1. In addition to the full use of block, block and Ying steps in the joint formation, the principle of falling steps can also be used to form at least the following joint cooperation: the division commander of one side is responsible for the attack. Take advantage of taking two steps in a row and use the mayor to attack the enemy's house. After being killed, your companions can safely bomb the commander or army commander. Therefore, the attacker with the division commander must attack his home, while his companions prepare bombs behind them. If we prepare the division commander and the opponent prepares bombs, the attack direction is the upper house. The more mature cooperation methods are:

a. Our division commander sneaks into the opponent's left lane, and the companions prepare behind our division commander. Explode, and then we take the initiative to attack the right side of the upper house until we are bombed. Since the opponent can take one step before going up, we can usually safely blow up the upper house's leader. When carrying out the above cooperation, please note that the next player has the opportunity to block or fly the opponent's bomb after our division commander is bombed. Therefore, a more complete protection measure is for our team to control the crossing first and then carry out the attack.

b. The opponent's bomb goes to our right intersection first, and our right commander attacks the left side until it is bombed, and his teammates cooperate to blow up the bomb. When carrying out the above cooperation, please note that after the companion's bomb reaches the intersection, the enemy's bomb will be one step ahead of ours. At this time, we must prevent the enemy's bomb from hitting the bomb in advance. Therefore, in this plan, we usually wait until our side successfully captures the first row of pieces on the left side, and then the opponent cooperates with the bomb. Or the companion's bomb directly enters below the second row on our right, and our commander is in front of the opponent's bomb, so it is safer to cooperate. If our side prepares bombs and the opponent prepares division commanders, it will be the same as the opponent's situation above, and the attack direction will be the next one.

2. Exploring openly and secretly. Using the principle of falling, first find out the strength of the enemy's enemy, and then prepare the opponent's leader to eliminate it in one fell swoop, making it impossible for the leader's leader to escape. The method of use is basically the same. We attack the upper player, and the opponent prepares to take the lead. Although this method can eliminate the top player, the opponent will also suffer losses if the top player is protected by bombs. Therefore, it is usually used when the player has an advantage and in blitzes. In the same way, it can be deduced that the attack will be coordinated by the next player.

3. Defensive cooperation. Use division commanders and bombs to coordinate.

When the upper player attacks the opponent, as long as there is a bomb protection from a companion within the range, we can send out the commander to capture the upper player's attack piece. If the player is bombed, the opponent can blow up the player before the upper player escapes. This kind of coordination can generally only be used if you fully understand the opponent's strength (joint formation), otherwise it may cause additional losses. And the prerequisite is that our division commander's attack route is unblocked. If combined with the 1.1 offensive plan, it can be described as seamless. In the same way, it can be deduced that the cooperation of teammates leads to the defensive cooperation of the teacher.

4. Feilei’s cooperation. When the upper flag of the enemy's army is ready to fly, both our families will prepare engineers, and the enemy's lower family will fly the engineers first. If successful, the enemy's flag can fly again, forming a double kill.

5. Anti-chess cooperation. When the upper piece of the enemy's military flag flies over, the enemy's lower piece should play a counter-piece, and the opponent prepares engineers. If the top piece of the military flag is captured, the opponent's flying engineers can form a double kill. If the enemy has no engineers online, you should also play with the enemy. Once the enemy's lower camp is eaten or exploded with neutrons, you can occupy its lower camp.

The carefully designed combination of joint formation tactics and the use of its unique moves can greatly improve the success rate of attack. However, all designs are in a static state, but the chess game is ever-changing. The so-called impermanence of troops , blindly pursuing the sophistication of the formation cannot fully consider all changes, so master the tactical skills of coordination and use them skillfully according to local conditions in actual combat. Don't resort to mechanical tactics. Actions that are too artificial can easily be seen through by the enemy. The key to the victory or defeat of the four countries lies in knowing yourself and the enemy.

4. Discussion on the coordination of joint formations

1. Cooperation early in the game:

a. Standard coordination, one side attacks and the other takes the first place The key point is to take advantage of opportunities in local battles. The attacker is usually a medium (small) division bomber or a division bomber, but it may also be other situations. The situation of the covering party is unknown, but it is estimated that it may be a middle-aged boy or a middle-aged man following the commander. In this way, you can wait for an opportunity when your companions want to blow up the boss of the upper family, and use the commander to go to the next family to take advantage.

b. Standard coordination two, one side attacks, if the other side does not occupy the first point, but occupies the second point (that is, the center point). Then the offensive piece strength is the same as (1), but because the second point is in a worse position than the first point when covering the attack, there must be a certain reason to use this point. Usually the center of the attacking side may be the commander, and when the other side of the enemy rescues You can make a profit in the middle.

c. One side does not occupy the key point, but the other side takes the initiative to attack alone! Most of the time, the commander directly attacks - or the kid tests, because the other side doesn't know when the other side will attack, and it's hard to use the kid to occupy key points to force the commander to attack when the situation is unclear. If the commander doesn't attack, the other side will undoubtedly stop the commander. Fang’s way out may result in more losses than gains! And when the commander starts the attack, it is not too late to occupy key points and cooperate with the attack.

2. Cooperation in the mid-end game:

a. One side suddenly moved a piece to the other side, blocking a line, and this line is not the main battlefield for the time being! The other party is usually a bomb. When necessary, you can wait for an opportunity to get out of the way to make the bomb effective! The reason for the judgment is that usually blocking one of the opponent's outlets is too much of a loss in terms of chess theory. This can only be done if there is a possibility of a bigger loss. Then... the longer the block is, the more certain it is.

b. Both sides attack at the same time, blowing up the big piece. From a chess point of view, one side may be fake, but usually one side is real! If you cooperate skillfully and the conditions are right, then there is a greater chance that both of them will explode! And it is very likely that after one side's bomb is destroyed, it will be very difficult to protect the other side's bomb!