Pinnacle player
Chapter 147 Large-Scale Team Battle Iron Triangle Part 3
Chapter 147 The Iron Triangle of Large-Scale Team Battles 1 (Command Theory [-])
PS: This chapter and the following two chapters are all original game theory private goods in my personal game career of more than ten years. These chapters are mainly part of the command theory that I excerpted and rearranged. Readers who are not interested can skip it, and the novel The plot doesn't have much to do with it, but you won't see it anywhere else.
These two chapters are of great practical value to book lovers who intend to become game conductors or guild leaders. The article clearly tells you how to select materials, what to do as a conductor, and where to practice more, so as to further improve your command Level.
———————————————————————————————————————————
The preparation work that Yun Xiaohan is doing now is very critical, in fact, this is the most important part of a large-scale team battle.
Many players have fought guild battles and faction battles, but most of them don't take the initiative to think about this aspect, let alone form it into a theory.
If it is divided by responsibilities and responsible work, large-scale team battles usually need an iron triangle to support them.
And this iron triangle is: general command, tactical command, and general dispatch, each of which forms a system.
The first is the general command system, that is, frontal battlefield command.
In team battles, the commander-in-chief is indispensable, and this is the one most players see.
But in fact, most domestic commanders are just DJs with rich experience in games and battles. Their main task is to inspire the emotions and play songs of the players participating in the battle, report some key battlefield intelligence, and make some major policy adjustments.
It cannot be said that this position is unimportant. A good commander-in-chief has a rich reserve of battle music, and his own language ability is strong and full of provocative power, which can greatly increase the team's combat effectiveness. After a long period of large-scale team battles, it is not uncommon for them to become hoarse.
But because the spies on both sides are rampant, and the speed of information dissemination can be said to be in seconds, the transparency of the entire battlefield is too high, and the commander-in-chief has little room for tactical changes, so it is difficult to surprise the actions of large troops.
Therefore, compared with the other two positions, the commander-in-chief has the lowest impact on the entire battle situation. If the influence on the whole battle situation is set as a total score of 2 points, the commander-in-chief can account for 100 points at most.
But don't underestimate the position of commander-in-chief. Among the three positions, the entry threshold for commander-in-chief is the highest.
[-]. You need a high reputation, whether it is the reputation of the guild or the reputation of the game, as a person on the table, the commander-in-chief is the most glamorous, but if you don't have enough reputation, the people below are easy to follow suit, even if you do it Also inefficient because they are not convinced.
[-]. A relatively good level of Putonghua is required, no strong local accent or slurred speech, must be passionate and provocative, and the voice should have some characteristics that can be remembered.
[-]. Possess a relatively rich music reserve and a certain ability to feel music, and be able to play appropriate music at an appropriate stage.
[-]. You need to have a deep understanding of the battlefield, and have a strong game memory, and be able to remember more players' names and key points on the battlefield.
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 determine the attack direction and tactical focus of the main force in the early stage of grouping and team occupation assignment.
It is often the responsibility of the commander-in-chief to coordinate the Allied forces, analyze and judge the overall battle situation after receiving information feedback, and make a response.
It would be enough for an ordinary commander-in-chief to do the above. Some better commanders can also use their speech skills to greatly inspire people at the psychological level, and they can even name and praise outstanding players 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 done by them.
For example, observe the loss of personnel and support on the frontal battlefield, and control the high points. A good commander-in-chief often has two or three teams of attacking forces.
Don't underestimate this aspect. In a chaotic battlefield, it is very useful to immediately see with the naked eye which point of fire is at a disadvantage and is about to collapse; or to see which direction is about to break through and invest heavily in advance. Difficult things require extremely rich battlefield command experience and a keen sense of the battlefield.
In addition, the commander-in-chief also needs to indicate the assembly point. When the frontal battlefield is stalemate, organize a relatively complete small regiment in the rear, usually around 50 people.
These detailed tasks often put forward higher ability requirements for a commander-in-chief, which quite tests his battlefield observation ability, command skills, organizational ability and personal authority.
The second is the tactical command system.
Tactical command is not a necessary command system.
It is usually not available in guilds and command levels that are not that high in level or that are not prepared enough, or because there is no player who can take charge of this job, the commander-in-chief takes on two positions.
Tactical command often requires a larger battlefield scale, and that kind of face-to-face, small battlefield with super simple terrain usually does not need tactical command to exist.
Tactical command is often referred to as the squad commander.
Players who have many times of command experience will have a feeling that the entire battlefield is transparent, but the local battlefield is full of fog. Since the main command channel is usually closed, the commander-in-chief often has no time to check various private chat text messages Therefore, information feedback from local battlefields is mostly slow, or simply receives little attention.
In this case, the flexibility, adaptability, team combat capability, node strike capability, and information feedback speed of the elite squad in the battlefield are very critical.
The elite team can raid the support channel from the resurrection point to the front line, because although players on the battlefield form a team, in most cases they cannot find their own teammates. Basically the one who was abused.
Therefore, the elite team can hinder the transfer of personnel for a period of time. When the support personnel are repeatedly attacked and start to form a group, they can fight and retreat, attracting players who have gone far beyond the number of the team. After the opponent becomes impatient, they can use the stability Fight back in group mode and re-harass the support channel.
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 and so on.
Under the unified arrangement of tactical command, multiple elite teams can cover some key locations to the greatest extent, so as to obtain information feedback at the first time, so that the large forces can quickly respond to them.
For example, the attacker has 2 attack routes, one for the large troops, and the other for the small troops, and both roads have a fork leading to the BUFF point on the battlefield. If the small boss at the BUFF point on the battlefield is defeated, all the players on your side will A BUFF gain effect can be obtained.
So in this case, the elite team is extremely critical. 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 to prevent them from easily destroying the BUFF. At the same time, they can call the main force to come quickly for reinforcements. An elite team like this can even be paired with players who have the ability to teleport and open doors to carry out small-scale projectile strikes. Its tactical significance It is incomparably huge.
The tactical command is the person who coordinates multiple elite teams and decides their course of action and attack targets.
(End of this chapter)
PS: This chapter and the following two chapters are all original game theory private goods in my personal game career of more than ten years. These chapters are mainly part of the command theory that I excerpted and rearranged. Readers who are not interested can skip it, and the novel The plot doesn't have much to do with it, but you won't see it anywhere else.
These two chapters are of great practical value to book lovers who intend to become game conductors or guild leaders. The article clearly tells you how to select materials, what to do as a conductor, and where to practice more, so as to further improve your command Level.
———————————————————————————————————————————
The preparation work that Yun Xiaohan is doing now is very critical, in fact, this is the most important part of a large-scale team battle.
Many players have fought guild battles and faction battles, but most of them don't take the initiative to think about this aspect, let alone form it into a theory.
If it is divided by responsibilities and responsible work, large-scale team battles usually need an iron triangle to support them.
And this iron triangle is: general command, tactical command, and general dispatch, each of which forms a system.
The first is the general command system, that is, frontal battlefield command.
In team battles, the commander-in-chief is indispensable, and this is the one most players see.
But in fact, most domestic commanders are just DJs with rich experience in games and battles. Their main task is to inspire the emotions and play songs of the players participating in the battle, report some key battlefield intelligence, and make some major policy adjustments.
It cannot be said that this position is unimportant. A good commander-in-chief has a rich reserve of battle music, and his own language ability is strong and full of provocative power, which can greatly increase the team's combat effectiveness. After a long period of large-scale team battles, it is not uncommon for them to become hoarse.
But because the spies on both sides are rampant, and the speed of information dissemination can be said to be in seconds, the transparency of the entire battlefield is too high, and the commander-in-chief has little room for tactical changes, so it is difficult to surprise the actions of large troops.
Therefore, compared with the other two positions, the commander-in-chief has the lowest impact on the entire battle situation. If the influence on the whole battle situation is set as a total score of 2 points, the commander-in-chief can account for 100 points at most.
But don't underestimate the position of commander-in-chief. Among the three positions, the entry threshold for commander-in-chief is the highest.
[-]. You need a high reputation, whether it is the reputation of the guild or the reputation of the game, as a person on the table, the commander-in-chief is the most glamorous, but if you don't have enough reputation, the people below are easy to follow suit, even if you do it Also inefficient because they are not convinced.
[-]. A relatively good level of Putonghua is required, no strong local accent or slurred speech, must be passionate and provocative, and the voice should have some characteristics that can be remembered.
[-]. Possess a relatively rich music reserve and a certain ability to feel music, and be able to play appropriate music at an appropriate stage.
[-]. You need to have a deep understanding of the battlefield, and have a strong game memory, and be able to remember more players' names and key points on the battlefield.
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 determine the attack direction and tactical focus of the main force in the early stage of grouping and team occupation assignment.
It is often the responsibility of the commander-in-chief to coordinate the Allied forces, analyze and judge the overall battle situation after receiving information feedback, and make a response.
It would be enough for an ordinary commander-in-chief to do the above. Some better commanders can also use their speech skills to greatly inspire people at the psychological level, and they can even name and praise outstanding players 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 done by them.
For example, observe the loss of personnel and support on the frontal battlefield, and control the high points. A good commander-in-chief often has two or three teams of attacking forces.
Don't underestimate this aspect. In a chaotic battlefield, it is very useful to immediately see with the naked eye which point of fire is at a disadvantage and is about to collapse; or to see which direction is about to break through and invest heavily in advance. Difficult things require extremely rich battlefield command experience and a keen sense of the battlefield.
In addition, the commander-in-chief also needs to indicate the assembly point. When the frontal battlefield is stalemate, organize a relatively complete small regiment in the rear, usually around 50 people.
These detailed tasks often put forward higher ability requirements for a commander-in-chief, which quite tests his battlefield observation ability, command skills, organizational ability and personal authority.
The second is the tactical command system.
Tactical command is not a necessary command system.
It is usually not available in guilds and command levels that are not that high in level or that are not prepared enough, or because there is no player who can take charge of this job, the commander-in-chief takes on two positions.
Tactical command often requires a larger battlefield scale, and that kind of face-to-face, small battlefield with super simple terrain usually does not need tactical command to exist.
Tactical command is often referred to as the squad commander.
Players who have many times of command experience will have a feeling that the entire battlefield is transparent, but the local battlefield is full of fog. Since the main command channel is usually closed, the commander-in-chief often has no time to check various private chat text messages Therefore, information feedback from local battlefields is mostly slow, or simply receives little attention.
In this case, the flexibility, adaptability, team combat capability, node strike capability, and information feedback speed of the elite squad in the battlefield are very critical.
The elite team can raid the support channel from the resurrection point to the front line, because although players on the battlefield form a team, in most cases they cannot find their own teammates. Basically the one who was abused.
Therefore, the elite team can hinder the transfer of personnel for a period of time. When the support personnel are repeatedly attacked and start to form a group, they can fight and retreat, attracting players who have gone far beyond the number of the team. After the opponent becomes impatient, they can use the stability Fight back in group mode and re-harass the support channel.
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 and so on.
Under the unified arrangement of tactical command, multiple elite teams can cover some key locations to the greatest extent, so as to obtain information feedback at the first time, so that the large forces can quickly respond to them.
For example, the attacker has 2 attack routes, one for the large troops, and the other for the small troops, and both roads have a fork leading to the BUFF point on the battlefield. If the small boss at the BUFF point on the battlefield is defeated, all the players on your side will A BUFF gain effect can be obtained.
So in this case, the elite team is extremely critical. 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 to prevent them from easily destroying the BUFF. At the same time, they can call the main force to come quickly for reinforcements. An elite team like this can even be paired with players who have the ability to teleport and open doors to carry out small-scale projectile strikes. Its tactical significance It is incomparably huge.
The tactical command is the person who coordinates multiple elite teams and decides their course of action and attack targets.
(End of this chapter)
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