Terran Civil War: Hum-hum Civil War is relatively dead. Starting from AM, one combat infantry operates, the dark AM grabs shoes, and the two put down double BRs. A small number of witches pose a combination of men who break the law and turn some small guns after breaking 50. Panda /MK/ Naga is the common hero of the second round. Panda's AOE and growth are better, MK pays attention to single output, and Naga's two books are more depressing, so you can choose what you want. The master's hum and hum civil war is rarely promoted rashly. After the advantage is established, it will be mined because it is easy to be crushed to death. Other key points are to rob the regiment to make up for it and be invincible. Then it's time for surgery.
Terran can't be killed: HUM's tactics of playing UD are the most changeable, and it is possible to get AM, MK, PAL or even BMG, mainly by looking at maps, such as EI and TS, which is convenient to practice, and MK and PAL are more suitable. I am a UD player. Personally, HUM must explore and establish economic advantages. If a mine goes well, the first hero (AM/MK/PAL) will take infantry and mercenaries to UD's house to exchange TP. If UD is a double spider-suppressed play, it will be supported by double BRs and mercenaries. You can stack towers if you want to be obscene. After three books, you can push them with tanks, or you can add a few knights+planes +49 heroes. HUM's difficulty in playing UD is how to complete the transition before the third edition of science and technology.
If you start BMG, you can play with all kinds of obscene things, such as burning tree towers, stealth guns, or burning gold mines with AKM after speed 3, but it is not recommended if your opponent's UD level is high. Professional BMG really uses 000 and Michael from South Korea.
Terran hits the dark night: Recently, the popular game is that two people smoke three farmers TR, knock three farmers to the mine cover of ne's house to yard three towers, and one farmer puts a logging yard at home. At the beginning, the farmers at home kept the ratio of 1 ratio 1.
And TR. On the mini-map, if it is detected that NE who runs female hunting has opened a TR, the winning rate is very high among ordinary players on the platform. Two TRs were a wave of sky in those days. This is easy to find.
The third common way to play is to start MK or AM at the end of mining. On the minimap, if MK is the first, AM is the second. After mining, 80 people were blasted with double BR, and two groups were given three farads and one vote for the militia to find NE. On the map, three books will rise from Tanqueray to contain the third mine or even the fourth mine, and finally kill ne with money.
Terrans fight orcs: the most common thing now is to start a wave of AM two books or MK three books and 49 streams.
In the early stage of the first AM, efforts should be made to improve the level of AM. We must hold on to our shoes when it is dark. You should pay the bill on the map, AM, and entangled with BM. The militia, sailors and infantry will come to the double-line point, and the closer to level 3, the better. After the second AM, we will buy a Beastmaster or a Fire Devil, double-click BR and pull a group of militia to find ORC. The deceleration of the first two witches must be set to meet BM manually, and farmers will start the automatic repair and preservation operation, giving priority to shops and burrows.
MK's third-rate is suitable for practicing three relatively easy maps, such as EI, MV, TS and so on. At the beginning, MK knocked on the militia to practice mercenaries, bought yellow skins, then divided the mines, bought powder, grabbed shoes in the dark, and had the opportunity to pay attention to the operation to surround and kill Big G. After the ore is divided and the tower is raised, the opponent's two streams will be fine. Don't fight ORC head-on in the wild at this time. You can take the infantry to dig a hole, or beat back the mines he is building several times. At this time, as long as the footman can play A and jump three times after that, three cages with 49 cages, 49 guards at home and two buddies. In the last battle, buy a regiment defense, and then turn to a dragon eagle. If the middle and early stage is too good, the 3-prevention 49 cage will be a little loose, and bats will not be able to hit it. Ideally, there should be a time lag, and ORC will launch a decisive battle before recovering too much cost, laying a solid foundation for victory.
It's a little simple, but the main points have been basically answered. If you are satisfied, please accept it. Thank you.