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Chapter 146 The Iron Triangle of Large-scale Team Battles 1 (Command Theory 3)

PS: This chapter and the following two chapters are all my original game theory private goods in my personal gaming career of more than ten years. These chapters are mainly some command theories that I excerpted and reorganized. Readers who are not interested can skip it, and the novel

The plot is not very relevant, but you can't see these contents anywhere else.

These two chapters are of great practical value to book friends who are interested in becoming game conductors or guild leaders. The article clearly tells you how to select materials, what conductors should do, and which aspects to practice more, so as to further improve your command.

level.

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The preparations Yun Xiaohan is doing now are very critical. In fact, this is the most important part of a large-scale team battle.

Many players have played guild battles and faction battles, but most people don't take the initiative to think about this aspect, let alone form a theory about it.

If divided by the responsibilities assumed and the work they are responsible for, large-scale team battles usually require an iron triangle to support them.

And this iron triangle is: general command, tactical command, and general dispatch. Each of these three forms a system.

The first is the overall command system, which is frontal battlefield command.

In team battles, the commander-in-chief is indispensable, and this is the one that players see the most.

But in fact, most domestic commanders are just DJs with rich gaming and combat experience. Their main tasks are to inspire the emotions and songs of players participating in the war, report some key battlefield intelligence, and make some major policy adjustments.

It cannot be said that this position is not important. A good commander-in-chief has a rich reserve of battle music, has strong language skills, is full of incitement, and can play a significant role in increasing the team's combat effectiveness. Moreover, they are also quite hard-working.

After a long, large-scale team battle, it's common for your voice to become hoarse.

However, due to the rampant spies on both sides and the speed of information dissemination, which can be said to be within seconds, the transparency of the entire battlefield is too high. The commander-in-chief has less room for tactical changes, and it is difficult to take the actions of large forces by surprise.

Therefore, compared with the other two positions, the overall commander has the lowest impact on the entire battle situation. If the impact on the entire battle situation is set as a total score of 100 points, the overall commander can account for at most 20 points.

But don't underestimate the position of commander-in-chief. Among the three positions, the entry threshold for commander-in-chief is the highest.

1. It requires a high reputation, whether it is guild reputation or game reputation. As a figure on the table, the commander-in-chief is the most glamorous, but if you do not have enough reputation, it is easy for the people below you to follow your orders, even if you do it.

It is also inefficient because they are not convinced.

2. You need to have a relatively good level of Mandarin, without a strong local accent or unclear articulation. You must be passionate and provocative. In addition, your voice should have some characteristics that can be remembered.

3. Have a relatively rich music reserve and a certain ability to feel music, and be able to play the right music at the right stage.

4. You need to have a deep understanding of the battlefield and a strong game memory to be able to remember more players’ names and battlefield key points.

The main job of the commander-in-chief is to boost morale and play songs. Of course, it is also the job of the commander-in-chief to assign groups and team occupations in the early stage and determine the attack direction and tactical focus of the main force.

It is often the commander-in-chief's responsibility to coordinate allied forces, analyze and judge the overall battle situation after receiving information feedback, and make responses.

It would be enough for an ordinary general commander to achieve the above. Some better general commanders can also use their words to greatly inspire people at a psychological level, and can even name and praise players who have performed well before the system data prompts.

But a truly outstanding commander-in-chief has to do more, and there is a lot of detailed work that needs to be completed by them.

For example, observe the personnel losses and support situation on the frontal battlefield, and control high points. A good commander-in-chief often has two or three teams to attack the key points.

Don't underestimate this aspect. In a complicated battlefield, it is very useful to immediately see with the naked eye which crossfire point is at a disadvantage and is about to collapse; or to see which direction is about to break through and invest heavy troops in advance.

Difficult matters require extremely rich battlefield command experience and keen battlefield sense.

In addition, the commander-in-chief also needs to indicate the assembly point, and when there is a stalemate on the frontal battlefield, organize a relatively complete small regiment in the rear, usually around 50 people in size.

These detailed tasks often put forward higher ability requirements for a commander-in-chief, which is a considerable test of his battlefield observation ability, command skills, organizational ability and personal authority.

Second is the tactical command system.

Tactical command is not a necessary command system.

In guilds and command levels that are not that high in level or are not sufficiently prepared, they usually do not have it, or because they cannot find players who can take charge of this work, the commander-in-chief takes over the two positions.

Tactical command often requires a larger battlefield size. Small battlefields that face each other and have super simple terrain usually do not require tactical command.

The tactical commander is often also called the team commander.

Players who have many command experiences will have an understanding that the entire battlefield is transparent, but local battlefields are full of fog. Since the main command channel is usually closed, the commander-in-chief often does not have time to check various private text messages.

, so the information feedback from local battlefields is mostly slow, or simply receives little attention.

In this case, the elite team's flexibility and adaptability on the battlefield, team combat capabilities, node strike capabilities, and information feedback speed are very critical.

The elite squad can assault the resurrection point to the support channel on the front line, because although players on the battlefield have formed a group, in most cases they cannot find their teammates. When facing an elite squad with tacit cooperation and reasonable professional matching,

Basically, it's the one who gets completely abused.

Therefore, the elite team can hinder the transportation of personnel for a period of time. When the support personnel start to form a team after repeated attacks, they can fight and retreat, attracting players who have gone far beyond the number of people in the team. When the other party becomes impatient, they can use the stability

counterattack in group mode and harass the support channel again.

In addition, elite teams can also be used to compete for tactical points, such as commanding heights, battlefield buff points, teleportation nodes, giant weapon points, victory points, and some games even have supply points, etc.

Under the unified arrangement of tactical command, multiple elite squads can cover some key locations to the greatest extent, thereby obtaining information feedback as soon as possible so that the large forces can respond quickly.

For example, the attacker has two attack routes. The large troops can take one route, while the other can be used by small troops. Both roads have branch roads leading to the battlefield BUFF point. If the mini-BOSS at the battlefield BUFF point is defeated, all friendly players will be able to attack.

A BUFF gain effect can be obtained.

In this case, the elite team is extremely crucial. They can be stationed on the only way to key nodes, or they can actively attack the nodes occupied by the opponent.

They can harass the opponent and prevent them from easily destroying the BUFF. At the same time, they can also summon the main force to quickly come over for reinforcements. An elite team like this can even be paired with players with the ability to teleport to open the door to carry out small-scale delivery strikes. Its tactical significance

It's extremely huge.

The tactical commander is the person who coordinates multiple elite squads and decides their action routes and attack targets.


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