Chapter 147 Large-scale Team Battle Iron Triangle 2 (Command Theory 4)
In fact, although the battlefield commander directly commands many more players, it is the tactical command that truly changes the battle situation and provides command.
When there is a tactical command on the battlefield, the commander-in-chief often needs to cooperate more with the tactical command's tactical arrangements, rather than the latter cooperating more with the former.
Please note the word "more" here.
When a large force launches a general offensive or a large-scale tactical operation, the tactical command also needs to cooperate, but this cooperation is often arranged by the tactical commander himself. The commander-in-chief only needs to inform the launch time or give a general tactical direction.
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On the other hand, when the tactical command requires the cooperation of the main force, it will explain its requirements to the commander-in-chief in relatively detail, and hope that the other party will follow its own plan as much as possible, and usually leave a relatively small amount of information to the commander-in-chief.
Lots of preparation time.
This is not because the latter has a higher status than the former, but because there are too many people in the main force. The player is not a soldier, and his military quality is very low. He cannot quickly accept the commander's instructions and usually requires a long reaction time. Therefore,
It is unrealistic to expect the large force to be able to flexibly take the lead in making various tactical changes.
Another thing that needs to be distinguished is the difference between deputy commander and tactical command.
The deputy commander is often considered to be the primary stage of tactical command. This view cannot be said to be completely wrong, but it cannot be said to be correct either.
The deputy commander's task is usually to collect feedback information and be responsible for dividing the troops and commanding the second unit.
The biggest difference between the deputy commander and the tactical commander is the autonomy. The former collects feedback information and often needs to submit it to the commander-in-chief or the entire command level, who then analyzes and makes decisions. He rarely makes autonomous decisions.
Judgment and tactical arrangements are just passive acceptance of instructions.
Even if the second force under his command is completely separated from the main force, it is often used as a containment force and needs to accept remote control from the commander-in-chief or the command level.
After completing an order, the deputy commander usually will not lead the team to act rashly without notifying the higher command level. Instead, he will need further instructions before continuing to act, or simply act according to the established policy previously decided.
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The tactical command is completely different. He has a high degree of autonomy and can decide tactics on his own. When cooperation is needed, the commander-in-chief also needs to command a large force to cover it.
To put it simply, the level of tactical command is as high as that of the general commander, or even slightly higher.
But this is not absolute. If the ability of the commander-in-chief is much stronger than that of the tactical commander, or his position is much more powerful, the situation will be reversed, and the former will interfere more with the latter's command.
But generally speaking, tactical command is still an independent system, and there are also multiple hierarchical cadres below, such as elite team captains. Such captains themselves also have high tactical flexibility.
Therefore, the deputy commander without autonomy can only be regarded as a member of the general command system, while the tactical command is another system.
It is much more difficult to become a top tactical commander than to become a top commander-in-chief. The requirements for battle situation deduction ability, prediction ability, decision-making ability, tactical understanding ability and terrain sensitivity are very high. There are talents and no talents.
Completely two different things.
However, the entry threshold for tactical commanders is not high. It is much lower than that of general commanders. At least there are no rigid requirements in terms of physical fitness, such as accent, communication skills and musical sensitivity. As long as you have basic expression skills, no
Just be able to type if you stutter.
Many elite players can sit in this position, and as long as they are willing to put in the effort, they can achieve a good level. However, without talent, it will be difficult to improve further.
There are only two entry barriers to tactical command.
1. Be familiar with and have a good relationship with the elite team, have a certain prestige among this group of people, and have strong communication skills.
2. Have an in-depth understanding of the game, be familiar with various professions, know the battlefield well, and be willing to continuously study new game knowledge.
The tasks of tactical command are more numerous and complex, and they all need to be arranged according to game and battlefield elements. It is difficult to describe them one by one in detail, but some basic tasks are still similar.
First of all, the tactical commander needs to take his elite team to visit the points before the battle, familiarize them with the terrain, mark the areas, and unify the team understanding, so that they can conduct convenient command on the battlefield. This requires high personal prestige, otherwise others will not be willing to waste it.
I have time to accompany you to do this kind of thing.
In addition, some battlefields are not open before the war, so you can only find similar places to familiarize yourself with the terrain, such as capturing guild strongholds.
If you don't have enough prestige and connections, and others are unwilling to accompany you to familiarize yourself with the terrain, or simply can't find a similar place to familiarize yourself with the terrain, then you can only take them to get familiar with it slowly on the battlefield and search for relevant information from the official website.
analyzed.
Of course, in this case, the tactical command's efficiency in understanding the terrain and its explanation ability can play a key role.
The following tactical deduction and prediction are equivalent to the jungler in LOL. The tactical commander needs to guess the actions of the opponent's squad and take targeted actions, or simply give priority to defeating the opponent's squad (invading the opponent's jungle area)
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If there is no tactical command on the opposite side, then the side with tactical command has completely gained the initiative and can block the enemy's support line and attack tactical points unscrupulously.
Of course, unlike having only one person in the jungle, tactical command often requires commanding multiple squads, which requires a stronger overall view and tactical ability. After all, commanding others to do something is different from doing it yourself, and the intensity of execution and consequences must be borne.
are completely different.
Because there are too many players in RPG online games, it is difficult for the main force to make any changes. It is equivalent to the fact that online players in LOL basically do not wander around and only know how to push forward rigidly.
This chapter is not over yet, please click on the next page to continue reading! And even if the main force takes the initiative to divide its forces and make some changes, it will be basically transparent. Because of the existence of spies, the enemy will know it soon, and there will be no suddenness.
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Tactical command and jungle position have many things in common at the tactical level, but this does not mean that the two can be completely equated. The former does not require strong operational skills, and the latter does not require strong communication.
Ability and command level.
Because there are more battlefield elements in RPG games, a large number of players also brings more uncertainty. In addition, communication between players is more frequent and their ideas are more complex.
Therefore, it is not difficult to be a qualified tactical commander, but it is very difficult to be an excellent tactical commander, let alone a top-level or even higher-level tactical commander. Just having tactical ability is far from enough.
It also requires long-term running-in of the team, a personal understanding of the psychology of the team members, and an understanding of the main opponents.
The most important thing is still the ability to control one's own team. Forging iron requires one's own hard work. Without a strong and executive team, everything is just talk on paper.
Since general dispatch is not taken seriously by players and guild management, its occurrence probability is much lower than that of tactical command, and it does not seem to be a type of command. Therefore, when it comes to command, there are often only two systems: general command and tactical command.
, Yun Xiaohan's master gave the command mode after the combination of the two a relatively vivid name - "Two-Headed Dragon Command Mode".
PS: The game theory content in this book, including some vocabulary and titles, are all original by the author. Please forgive me if it is not good, because no player will be bored enough to summarize and organize RPG online games like the author.
It’s purely theoretical content. I also taught myself psychology and linguistic logic in order to play games. There shouldn’t be another player in China who is as sharp as me. Moreover, the theoretical content is really boring. Everything written in the novel has been written by the author over and over again.