Chapter 146: Iron Triangle of Large Team Battles 1 (Command Theory 3)

PS: This chapter and the following two chapters are all original game theories from my personal game career of more than ten years, these chapters are mainly some of the command theories that I excerpted and reorganized, readers who are not interested can skip it, and it has nothing to do with the plot of the novel, but these contents, you can't see them anywhere else.

These two chapters are of great practical value to book lovers who are interested in becoming game conductors or guild leaders, and the text clearly tells you how to choose materials, what things to do as a conductor, and where to practice more, so as to further improve your command level.

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The preparation that Yun Xiaohan is doing now is very crucial, in fact, this is the most important component of a large-scale team battle.

Guild Wars and Faction Wars have been played by many players, but most people don't actively think about it, let alone theorize it.

If divided by the responsibilities and responsible work, large team battles usually need to be supported by an iron triangle.

And this iron triangle is: commander-in-chief, tactical command, and commander-in-chief, all three of which form a system.

The first is the commander-in-chief command system, that is, the frontal battlefield command.

In team battles, the commander-in-chief is indispensable, and this is also the one that players see the most.

But in fact, most of the domestic conductors are just DJs with rich game and combat experience, and their main task is to inspire the emotions and songs of the players participating in the battle, report some key battlefield information, and make some general policy adjustments.

It can't be said that this position is not important, a good commander-in-chief has a rich reserve of combat music, his own language skills are strong, full of incitement, can play a big role in increasing the team's combat effectiveness, and they are also quite hard, a long-term large-scale team battle is fought, and it is common for the voice to be hoarse.

However, because spies on both sides are rampant, 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 change in tactics, and it is very difficult to surprise the actions of large troops.

Therefore, compared to the other two positions, the commander-in-chief has the lowest impact on the overall battle situation, and if the impact on the whole battle situation is set to a total score of 100 points, the commander-in-chief accounts for 20 points at most.

But don't underestimate the position of commander-in-chief, the entry threshold for commander-in-chief is the highest among the three positions.

One. High prestige is required, whether it is guild prestige or game prestige, as a character on the table, the commander-in-chief is the most glamorous, but if you don't have enough prestige, the people below are easy to disobey, and even if they do, it is inefficient, because they are not convinced.

Two. You need to have a good level of Mandarin, no strong local accents or slurred speech, you need to be passionate and incendiary, and the voice should have some characteristics that can be remembered.

Three. Have a relatively rich music reserve and a certain ability to feel music, and be able to play the right music at the right stage.

Four. You need to have a deep understanding of the battlefield and have a strong game memory, and be able to remember some players' names and battlefield points.

The main work of the commander-in-chief is to boost morale and play songs, and of course, it is also the job of the commander-in-chief to determine the direction of attack and the tactical focus of the main force in the early stage of the grouping and team occupations.

It is often the responsibility of the commander-in-chief to coordinate the Allied forces, to analyze and judge the overall battle situation after receiving feedback and to respond.

If only an ordinary commander does the above, some of the better commanders can also greatly invigorate the psychological level through their words, and can even praise players who have performed well by name before the system data prompts.

But a truly outstanding commander-in-chief has more to do, and there is a lot of detailed work that needs to be done.

For example, observing the loss of personnel and support on the frontal battlefield, and controlling the high point, a good commander-in-chief often has two or three teams of attacking forces at his disposal.

Don't underestimate this aspect, in the chaotic battlefield, you want to use the naked eye to see which crossfire point is at a disadvantage and is about to collapse; Or to see which direction is about to break through, and to invest heavy troops in advance, this is a very difficult thing, which requires extremely rich battlefield command experience and a keen sense of battlefield smell.

In addition, the commander-in-chief also needs to indicate the assembly point, and in the event of a stalemate on the frontal battlefield, organize a relatively complete small regiment in the rear, usually about 50 people.

These detailed tasks often set higher demands on a commander-in-chief's ability and test his battlefield observation ability, command ability, organizational ability, and personal authority.

The second is the tactical command system.

Tactical command is not a necessary command system.

It is usually not found in guilds and command layers that are not so high or poorly prepared, or because there is no player who can take care of the job, the commander takes on the role of two.

Tactical command often requires a large scale of the battlefield, and the kind of small battlefield that is face-to-face and has super simple terrain usually does not require the existence of tactical command.

A tactical commander is often referred to as a squad commander.

Players who have many command experience will have an experience that the entire battlefield is transparent, but the local battlefield is full of fog, because the main command channel is usually closed, the commander-in-chief often does not have time to view all kinds of private chat text information, so the information feedback of the local battlefield is mostly slow, or simply rarely paid attention to.

In this case, the flexibility and adaptability of the elite squad in the battlefield, the combat ability of the squad, the ability to strike nodes, and the speed of information feedback are very important.

The elite squad can raid the support channel from the resurrection point to the front line, because players on the battlefield can't find their teammates in most cases despite forming a team.

Therefore, the elite squad can hinder the delivery of personnel for a period of time, and when the support staff starts to huddle after repeated blows, they can fight and retreat, attracting players who far exceed the number of players in the squad, and when the opponent is impatient, they can use the stable group mode to fight back and harass the support channel again.

In addition, elite squads can also be used to compete for tactical points, such as commanding heights, battlefield buff points, teleportation nodes, giant weapon points, victory points, and even supply points in some games.

Under the unified arrangement of tactical command, multiple elite squads can cover some key locations to the greatest extent, so as to obtain information feedback in the first time, so that the large army can quickly respond to it.

For example, the attacker has 2 attack routes, the large army has taken one, and the other can let the small army, and there are forks in the road on both roads leading to the battlefield BUFF point, and all players can get a buff buff effect after defeating the small boss of the battlefield BUFF point.

In this case, the elite squad is extremely critical, they can be stationed on the path of the key nodes, or they can take the initiative to attack the nodes occupied by the opponent.

They can harass their opponents and prevent them from easily knocking out buffs, while also summoning the main force to quickly come over for reinforcements, and elite squads like this can even be paired with players with the ability to teleport open doors to carry out small-scale delivery strikes, which is extremely tactically significant.

Tactical command, on the other hand, is the person who coordinates multiple elite squads and determines their course of action and targets.