Put away reinforcement system (1), reinforcement system (2), reinforcement system (3), disturbance system (1), disturbance system (2), recovery system, salvo, assault and combination warfare characteristics, combination warfare characteristics (1), combination warfare characteristics (2), and combination warfare characteristics.
This paper introduces Nobunobu's Nobunobu 14 Power Enhancement Edition (Nobunobu 14PK Edition), what tactics are used in joint warfare, and the experience in using joint warfare tactics, hoping to help you.
Finally, we can get a glimpse of the setting and value of tactics. Many tactics with many bonus items are actually not as good as BT imagined, while some popular tactics hide bonuses.
Chaos attack corresponds to melee attack power, and shooting attack power corresponds to long-range attack power, hereinafter referred to as chaos and shooting respectively.
Duration: every 1000, which is about the time when the collected value rises 1 grid in the joint campaign. Because the speed of hand-to-hand combat is quite fast, generally speaking, 2000 is a relatively long buff.
(military) tactics
A. Strengthening the system
B. Nuisance system
C. restorer line
D. characteristics of volley, assault and joint operations
Strengthening system
1 Mining matching strategy
1. Facing the war
Self-chaos, shooting, garrison, speed+10, duration 2000.
Comments: Cost-effective tactics, 1 can provide a comprehensive BUFF with a long duration. The disadvantage is the lack of explosive power. If it is a short-term decisive battle, it is not recommended to wear this.
act quickly
Speed increased by 50 for 2000.
Comments: Cost-effective tactics are necessary, whether it is to avoid assault or volley, occupy favorable terrain, outflank the enemy to achieve a double blow, and hunt down the fleeing enemy generals. It lasts a long time, and you deserve 1.
2. Adopt matching tactics.
1. Attack
Self-chaos +50, duration 2000
Comments: Nothing special. Long time is an advantage. Anyway, it can be put into melee, but considering that No.2 Mine is equipped with many better tactics than this, it is usually not given priority.
Step 2: Take a bottle.
Self-portrait +50, ignoring rainy days (surprise attack and volley can still be put on rainy days), lasting 2000.
Comments: the remote version of the surprise attack, but the practicality is relatively high, you can ignore the rainy days for special attacks. If you want to launch a surprise attack on rainy days or something, you can consider matching this tactic.
The second icon is the rain strike effect. What's more, even the beating can be released. . .
scold
In a certain area ahead, our army fired +25, lasting 1000.
Comment: Tactics will be used in the general assembly battle. However, it is not convenient for troops to get together and add BUFF because it is generally necessary to maintain formation in general assembly battles. In addition, the effect is not particularly strong, and it is not suitable for short-term early release. Moreover, it is invalid for the self-force, and the overall position is a bit embarrassing. But if you have enough troops, it's still good.
encourage
We will defend a certain area ahead +25 for 1000.
Comments: The advantages and disadvantages of the defense version are similar.
Do it with your heart
Self speed -50, garrison +50, duration 1000.
Comments: There are many defensive skills dedicated to positional warfare, but there are also many deceleration. The launch time is very important. If it is used at an inappropriate time, it may be a disaster.
6 encourage
Self-defense +25, duration 2000.
Comments: The bonus is very small, which is not a very practical tactic. If there are other tactics, let's not consider them.
hush
Self-chaos and shooting +25, duration 2000.
Comments: As an encouragement, half-tone tactics are not recommended or recommended.
8. Sniper _ _
Self-timer +25, duration 2000; And the attacking enemy guards -25, lasting 1000.
Comment; If the main force at home is to take the iron cannon stream, then this skill is still relatively good, which can increase the attack itself and reduce the defense for the enemy. However, if I choose one with a fishing bottle, I will push the fishing bottle more. After all, I can ignore the rainy day.
9. Roar
Self-chaos +20, chaotic enemy probability+15, duration 2000.
Comments: It is also not recommended, and its melee bonus is less, and the probability of chaos is not ideal.
10. Wear _
Self-chaos +200, duration 300
Comments: Although it is omnipotent, it is actually a single-player method with super explosive power in an instant, adding 200 to chaos. Generally, as long as you put it near each other, you can kill the enemy. It's not cool to watch three-digit numbers pop out of the enemy's head. Tiger and JJ had a big fight, but they were driven to no way back by JJ. In the end, they made a comeback by relying on JJ, who had no time to retreat.
The shortcomings are also obvious, and the duration is very short. Don't drive through or exit without getting close to your body or the enemy is retreating. In addition, speed+penetration is a very powerful two-master continuous skill and a general tactic.
1 1. Sniper _ (rare tactics, representing Akechi Mitsuhide)
Self-firing +200, range +50, can shoot outside our side, duration 300.
Comments: the shot version of wearing pull. It's even more terrible in a way. In addition to the same ultra-high attack bonus, there are also effects of range improvement and penetrating shooting. The front one is holding on, and the back one is showing off sniper+volley seconds. In addition to Guangxiu, Longchuan and Lai Lian are more famous. It is not a special edition, but seems to be held by five people.
12. Tiger hunting (unique to Katou Kiyomasa)
Self-defense and garrison +50, lasting1000; Simulate the enemy for 300 minutes.
Comments: 2 Using powerful tactics, the attack and defense are very real and the duration is satisfactory. In addition, self-mockery can effectively prevent the other side from retreating and create our offensive advantage. Don't use this tactic on small enemy troops. Killing the enemy commander or the most threatening troops is king.
13. Zhu Zhi's gun (unique)
Self-defense and garrison +50, lasting1000; Simulate the enemy for 300 minutes.
Comments: The effect is exactly the same as playing tiger, but the name is different. Although the strange man cut it, the mad dog can still pull back a city with his bare hands.
14.Onikojima (unique to Kojima taro)
Self-defense and garrison +50, lasting1000; Taunt the enemy within range for 300.
Comments: Seek skin with the tiger. Onikojima didn't have enough measurements, so he should hit the lieutenant.
15. Empty cicada (nobody holds it? )
Enemy garrison within the range -25, duration1000; Forcing the enemy to change the target, the enemy is temporarily out of control, lasting 300.
Comments: It looks like a great skill, but it seems that no one holds this tactic? And it seems to be an obstacle to tactics, but the encyclopedia in the game is to strengthen tactics. I don't comment because there is no way to test it. If anyone knows
16. Ban Totaro (unique to Satake Yoshishige)
Self-defense +50, chaos +25, duration 2000; Stop the enemy for 300 minutes.
Comments: This is a powerful tactic. In the game, it is said that only random warfare is added, but in fact, the hidden garrison bonus provided by this tactic is higher than the attack bonus and lasts for a long time. You can open it before preparing for hand-to-hand combat, or you can stick to each other in the volley (but it is still not recommended, it is better to hide sideways, of course, lazy people can go directly).
The attached foot stop effect can also prevent opponents from retreating or flying kites remotely, and the overall cost performance is quite satisfactory.
17. Precision (unique to Usami and Zongdi)
Self-fighting, shooting and garrison +25, duration1000; Self-confused reply at startup
Comments: Two old people use special tactics, but the bonus effect is not very bright, and the duration is in the middle of the game. The attached chaos recovery effect is only effective for yourself, and can't replace the howl recovery effect. Who can guarantee which team will be confused? Generally speaking, the competitiveness in the 2-in-2 competition is not particularly strong, but it is definitely better than the encouragement and coaxing of 25 alone.
18. Renwangmen (unique to Naomachi, Kojima)
Garrison+100, speed -50, duration 2000.
Comments: An enhanced version with heart. There are higher garrison bonuses and longer duration. However, after a long time, this tactic with deceleration effect may not be a good thing. Of course, if the time is just right, the Hudao team can be said to be the most lasting and stable T. Anyway, I don't use much, and the slow speed means the difficulty of flying kites.
However, if ridiculed by the enemy or thrown into chaos and out of control, Renwangmen can basically keep the troops from being destroyed.
19. Bottle cutting (unique to Shibata Katsuie)
Self-chaos +200, grid damage, duration 300; Cut off the nuisance effect at startup
Comments: Chai Pang's unique and super single-player tactics. In addition to 200 chaos bonus, you can also cut off your own nuisance effect. Usually, when we are in a hurry to prepare for the sophomore AI, we are often carried away or disturbed by momentum. At this time, Chai Pang's bottle cutting can teach the other person to be a man, and this additional effect is quite practical.
In addition, although it is not mentioned in the game description, it can be clearly seen in the modifier that bottle cutting also has grating damage effect, but because the duration of bottle cutting is very short, it is actually of little use, and the use time is the same as that of pulling.
From the inside of the game, the third icon is obviously a grid destruction effect.
20. Red Ghost (unique to Jingyi Zheng Zhi)
Self-chaos +250, speed+100, duration 300.
Comment: Super single combat method. In the past, Jing Yi often lived in the shadow of fake red equipment, but in the PK version, he turned over completely. This tactic is equivalent to the effect of stabbing and pulling the enhanced version (50 more attacks) and accelerating the enhanced version (50 more speeds). It's just hanging, and the other party can't escape if they want to. The decapitation tactic is the strongest in the great war.
2 1. Zhenxiyi (endemic to Tachibana Muneshige)
Self-chaos +250, garrison+100, duration 300.
Comments: Gao Yanei's exclusive, super single-player tactics. 250 attack and 100 defense are simply Gao Fushuai. It doesn't matter if the big picture can't win the dragon, tiger and shrimp. Let's abuse the dragon, tiger and shrimp together. No problem. It only takes you two selections and competitions. However, due to the lack of acceleration, the opponent's strength is weak when retreating, and the beheading effect is slightly worse than that of the Red Ghost, but relatively speaking, his own battle damage is also low, which is more suitable for hard battles.
If you really want to behead, take a fast lieutenant, or take it slowly, or pick your hair and pull the other leader over ~ ~
22. Cut dragonflies (endemic to Benduo Zhongsheng)
Self-defense +250, chaos +200, duration 300.
Comment: Gundam monopoly is the most powerful single-player combat mode. No loss is the strongest man in the warring States period. Nima is a 250-to-200 attack. Will you let people live? I used to walk to the right by myself and cut dragonflies twice along the way. KO killed four troops on the right front of the other side (I was still angry with the enemy when I was attacked), and I had a lot of soldiers left. =
If you encounter the gundam of AI, you must cheat your opponent's cooperation in advance if you want to look good. If you are unfortunately released, please use acceleration skills to escape. Don't hold the idea that a few strokes of double attack can blow up the gundam pattern. You can't stand being hurt.
Among the four strongest single tactics, Tokugawa four kings accounted for two. You know this is the hope of the tortoise family. . . However, the duration of these tactics is only 300, so the demand for timing is also high. In short, please remember to drive close to your body. If you drive too early, the effect will soon pass, which is not as good as general tactics.