"Broken Arrow" is very difficult to get started as an RTS game, especially for novice players. If you want to get started, you need some skills. First, the artillery position is the one that can quickly transfer after a few rounds, otherwise you will usher in various attacks and come from various places.
How to get started with a newbie with broken arrows
If you are unwilling to move your nest and directly on the artillery fire counter, some people put supplies at the foot of the cannon. Thanks to the unique explosion mechanism of the supply, it causes high damage to surrounding units during explosion, and your artillery will not even have time to transfer.
Guided shells are not used, and artillery fire support is always a round. Supplies are stolen by teammates. If you are counter-attacked, you will know that "Oh, I didn't even fire" "Oh, I hid in the grass" is stubborn
Cannons are easy to get started, but you think they are like a wheelchair and I can only say that they can leave without giving away
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Oh, why are my high-value units always giving them for free - you lack a systematic frontline unit
RTS games do not allow you to have weaknesses, it doesn't work at all. If you lack air defense, you will be blasted into the Super Hellfire AH64 Hellfire. Not to mention taking the initiative to defend, Aegis cannot save you. The main battle cost 350+ will become scrap iron when it comes out; if you don't have a reconnaissance, you will wait for the infantry tank to go around and put your anti-missile and rockets on the market. If there is no large number of infantry and forest main battles in the housing area, they will be destroyed by the elb steel torrent. No matter how strong a single type of soldier is, it is also a roadside in front of the system. Your delta troops are very strong. How much can you leave a round of artillery?
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Oh, why is my guided shell so powerful? Laser guidance requires guidance before it can be used:(
The correct way is to let the bird carry a sniper to quickly seize the field of vision of high-rise buildings → the sniper marks the target with a laser → the artillery guides the fire and moves quickly, which is often called the integrated fire and fire. The shells in the guided state have ballistic correction, which is also very effective for mobile units, and the direct attack damage is much higher than the splash damage. It is an efficient and safe method to transfer immediately after a round of strikes
The laser line is invisible, but the guide shell ballistic is quite obvious. If it is smashed, it will be smashed to the nearby high-rise buildings
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Don't worry about your b-nuclear bomb - starting with a nuclear or pure nuclear is an extremely stupid and irresponsible behavior
Anti-missiles all over the ground, long and near range AA and the fighting opportunities flying all over the sky are fighting to destroy your tu-160. The nuclear bomb is very strong, but not a one-click victory button. Teammates worked hard to fight two people with one person because there was a Tang sting who had a hard nuclear force. Take the airport as an example. If you were penetrated in the middle three points, you would basically be unable to turn the sky back. At least you would wait until the opponent was on the defensive, AA was dropped by the far fire, and the fighter was suppressed by our AA so that he dared not show up and launched a nuclear bomb again. I really don’t know what to think about the nuclear force in the middle.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Make good use of the reconnaissance unit - High-point sniper + three artillery is your key to winning
I encountered many skill issue foreigners said I was cheated because my gun was so accurate: the 100% accuracy of guided shells combined with the large vision of the highland reconnaissance units, resulting in accurate names for all units that were not hidden in the grass
A key point for snipers is: grab the high and not the low, grab the front and back, have a wide view of the high ground and are not affected by low buildings, and snipers in a fire-banned state are almost impossible to detect, so the closer the position is to the front line, the better. With the birds, they can even insert eyes at the opposite home. When the opposite AA is dropped, the helicopter can push the helicopter hard.
The effect of sniper squatting in the high-rise building is very good, but if there is only one high-rise building around and it is bombarded according to the vision provided by the reconnaissance squad, the building may have to be consuming cruise missiles in a while. Of course, generally speaking, it is no longer a loss at this time. Whether to decide whether to defraud tactics or determine the outcome of the battle depends on the player's own choice.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
"Extreme Distance" data is better than all other data - what are the performances to talk about if you can't open it?
Also against the ground, the noble Hellfire can block your AA's limit range and the artillery also has the advantage of long range. No matter whether you smoke or take the initiative to defend, tell me 2km×16 Hellfire
The high cost of 380 each makes each AH64 extremely valuable, but you get what you pay for. The AH64 that is stuck in the limit distance can have the effect of becoming a soldier in an open area
It should be noted that the attack range of the helicopter is affected by the construction blockage, and sometimes the tank will not be able to hit the building. At this time, do not let the helicopter attack directly, because the mentally retarded helicopter fly straight from the current position to the opposite head to launch an attack and then be fired by the tank's anti-aircraft machine gun.�You can’t take care of yourself, let the helicopter circle sideways until you bypass the obstruction direction of the building, and you can attack within a safe distance
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
2 is always bigger than 1, and larger than 1.9 - high-value ground units are not necessary
A V3 Abrams with active defense and V2 protection kit costs nearly 400 and is limited to 2 vehicles, but the ordinary M1A2 is only 245 with the best protection, and can produce 8 vehicles
This is an arithmetic problem: V3 type can use active defense to eat two rockets. The method is appropriate and you can use the smoke twice to hide for a longer time. The blood bar can resist one more time. When it is time to release smoke, it should be withdrawn. If you are lucky, you can get a crippled V3;
However, the cost of two ordinary M1s is less than 100 yuan, and they do not have active defense, and each has two smoke: this is equivalent to having four active defense during charge. If one of them is sacrificed, it is equivalent to two active defense, and the remaining one can still maintain its intact combat effectiveness
I can't force V3 when I am short of money, but M1, as a cheap and durable consumable, can bring a wider space for play: resistance to line, handling infantry and light armor units, even if you are dead in the fire to fight for the artillery to retreat, it will not make you feel pain: the torrent of steel does not require exquisite crafts
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6:�Distance limit attribute
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Serving the live fathers in the rear, long-range AAs - they're done without ammunition
The US military's long-range AA is divided into 4 ultra-long range and 16 medium-range. Here we only talk about 4 types: AA has multiple functions such as anti-fighters, bombers, transporters, ground-to-ground ballistic missiles, and air-to-ground anti-radiation missiles. However, the load capacity is only a pitiful four, and the rate of fire is very fast, so the supply must keep up.
Based on my experience, I have found out the approximate supply required for a whole game: the compressive position is 6000-8000, and the left and right sides start at 5000. It is best to have two AAs on the compressive position
Once your AA loses its ability to suppress air, the anti-radiation missile will smell it, and then there will be a large number of terrifying bombings, and the ballistic missile will cover the entire position. Finally, the entire system of elb steel torrents will be destroyed.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
The transport brigade leader should be a good one - the infantry unit has very little anti-vehicle ammunition
The most effective anti-helicopter measures in the early and mid-terms and even later stages are actually the AA team hidden in the building. Four stings stably kill at least one main helicopter. They are lucky enough to educate the fighter jets passing by, but there are only four stings that make them a vulnerable unit that needs cover and continuous supply. Transporters must continuously deliver supplies to the front line to maintain the loss caused by defense; anti-tank squads are easier, and a large number of anti-tank squads can be scattered into the dense forest next to the main road like fish feed, just like mosquitoes at night. It takes half a day to find and the cost is too high. If you don’t look for it, you will harass you all the time.
The demand for ammunition in the artillery is not high, while rocket launchers need supplies: two Haymas can consume a terrifying 3,000 cm by three rounds. Including the support of other artillery types, even the US military's 5,000-load transport vehicles cannot bear it. At any time, you can use a transport aircraft to set up a large supply point in the rear, and then transport it to different places by small cars
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Birds on all units - the first choice is important and very cheap
Infantry vehicles need to drive on the road and are very slow, and the cost is 40; the birds can fly at a fast speed and only 30, and it comes with any terrain deployment function, which allows your sniper team to land directly on the tall buildings in the center of the map to take the lead; except for Rangers (that is, ordinary rangers, 9 people in the game) and Delta (12 people) that need to be transported by ground vehicles, other infantry units can board the birds
However, birds are also very fragile in addition to being cheap and fast without limit: the poisonous stinger is bleeding, and the bird formation encounters fighter jets and turns into snacks. It is not sure if there is an AA on the front line that can put infantry on a far-reaching open space and let them go to the target location by themselves.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Heavy firepower points are cheap and effective, but they are not very durable
Heavy machine guns and grenade machine guns effectively suppress all units outside the initial tank. If the helicopter dares to enter the attack range, you will elbow down, so the heavy firepower point will give priority to eating various snacks and then killing suddenly
The main function is to hide in the woods around the house area or the main road. Fighting houses and continuing to hide can effectively prevent infiltration or infantry chariot formations, and can also suppress infantry units.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Automatic and manual transmission of the bullet type switch
Tank automatic transmission, infantry and light armor are high-explosion, heavy armor is automatically replaced with steel needles, which is why tanks have to read the bar every time they change targets
Artillery ammunition is divided into four types: cluster, ordinary, high explosion and guidance. Cluster is used for anti-armor, especially light armor units. One shot is blown up one piece, but it is not easy to use to blow up infantry because it only has 5 damage.
Ordinary means ordinary, the key is not to spend extra money on accessories.
High explosion is suitable for fighting infantry, demolishing buildings, and the worst 81 force will bring a certain degree of ignoring the bunker. Blowing infantry in the house is especially useful.
Guide must be accurate for laser instructions, otherwise, like ordinary people, if the disadvantage is that some units have laser counterattacks, they will throw the shells out in an extremely strange arc and cannot hit them.
Then for some magical reason, the default walk of guided shells is smaller than that of non-guided. Even if the laser pen is not given, the laser guided shell walk of 1299 is dozens of meters smaller than the extended range of 155 of 109a7
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
Regarding the defense of the troops who have been snatched, I can only talk about myself.�博
Fight against teammates in the air (the teammates don't go out, they will go out by themselves if they don't go out), use heavy air defense to hide the woods and open the radar, and then the four birdies lineup will spread the front line (1AA 1AT 1STT 1 sniper). The sniper should be placed on the high ground, the stt will place the grass on the main road, the AA will place the buildings outside the back of the stronghold, and the AT will try to place the tallest building in the stronghold (there is estimated that there are still a few hundred left at this time, so play freely). Then a 1AT 1AA lineup will become, and the early defense line will become (the elb ground troops have not even entered the point). The enemy will not form a strong armored impact in the early stage, and the attack will be mainly based on infantry combat and helicopters;
To strengthen the defense line, double supply vehicles will be given to AA and one cannons (and then the supply vehicles will be transported back and forth immediately), three cannons + garbage tanks (M1 or Booker are fine), and the snipers will start to detect the trends and punctuate their teammates
Heavy defense is not necessary in the early stage. Instead, it is more important to use two fire support units such as mortars. You can help the infantry blow up the enemy you touched.
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: Make good use of investigative units
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task
This game only has "focus" and no division of labor - resistance is the common task of the five people
There is no division of labor like "I'll get armor" and "I'll get air defense". Do you think it's a combination of Kangxi armor? You can fix the wings to carry out terrifying bombing, but you have to resist the line; you can cover the fire camp hard, but you have to resist the line; your infantry infiltrates and your armor breaks through the enemy for 30,000 miles. I understand the truth, but you have to resist the line
You have to invest a large number of troops into narrow city blocks, even if they are about to be washed by rockets and turn into ashes; you have to throw precious units into the jungle and risk being washed by hellfire to minify meat; you have to commit suicide at the enemy's tanks in the infantry battle to get time for friendly units to retreat; no matter who you are, you have to spend a lot of manpower and material resources to invest in the endless modern Verdun
Because the high-intensity battle on the front line is purely a number of matches in the later stage, the system of both sides is becoming perfect, and the enemy and our reconnaissance units in the jungle may be only half a step away. The light and heavy AA blocks the vast airspace, and there are countless AT teams and missile vehicles on each main road, and there are no weaknesses for you to break through; so in the later stage, the weakest players will be the first to become a breakthrough. At this time, even if you step a little slower to replenish the troops, you will lose all the way. If you don’t resist the line, you can only watch your position become a slaughterhouse
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Page 1: Use of artillery positions
Page 3: Guided Missile
Page 5: GoodUse investigation unit
Page 7: Selection of high-value ground units
Page 9: Ammunition Recharge
Page 11: Use of heavy firepower
Page 13: Grab the point of defense
Page 2: Frontline Unit
Page 4: Nuclear bomb related
Page 6: Extreme Distance Attributes
Page 8: Empty AA
Page 10: Take the lead
Page 12: Artillery ammunition
Page 14: Shared Task