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Tips: Go back to the Civil War and learn how to line up to be shot correctly
Raise the gun! Fire!
After muskets became the main equipment of the army, a type of "queue to kill" tactic that was very stupid from a modern perspective began to appear on the European continent, and became the most popular at that time in the following hundred years. Army tactics. But this system, whose scientific name is "Line Infantry Tactics", was the most effective and threatening tactic under the conditions at the time.
Limited by the loading method and the level of firearm craftsmanship, the muskets at that time were unable to effectively kill a single target in terms of rate of fire, range and accuracy. Some people even joked about the muskets at that time: "When the projectile jumps out of the barrel, only God knows where your bullet will fly." In order to solve this problem, a large number of infantrymen using muskets were lined up in a row, and when they concentrated fire on the target, the problem of musket hit rate was solved. After all, if 100 muskets shoot at a target at the same time, some of them will hit. In addition to equipment, the uneven quality of individual soldiers is also a major problem, but long infantry lines can often minimize this individual difference. It can be said that line infantry tactics use infantry as a human wall to maximize the firepower output capability of the troops at the expense of battle losses.
However, after the Industrial Revolution, technological progress also caused the upgrade of muskets to accelerate significantly. More troops began to install new muskets and bullets with faster firing rates and more accurate accuracy, which dominated the military for a hundred years. Line infantry tactics began to struggle, and the Civil War was an excellent example.
Springfield M1842 fired the first shot of the Civil War
Looking at the game industry, there are not many games that focus on the "line up and shoot" line infantry tactics. "Napoleon" "Total War" is one; and there are even fewer games involving the dark history of the American Civil War. "Ultimate General: Civil War", released on July 15, 2017, is the better of the two. DarthMod, the production team of "Ultimate General: Civil War", started out developing MODs for the "Total War" series. In 2014, it launched the RTS game "Ultimate General: The Battle of Gettysburg" with the same theme. This time, "Ultimate General: Civil War" "It can be said to be a comprehensive upgrade and expansion of the previous game.
If "Total War" breaks down the war into one battle, "Ultimate General: Civil War" allows you to view a war in a "campaign" time dimension. In "Ultimate General: Civil War", local battles, or even one day's battle, cannot determine a battle. It is often necessary to win several battles that last for several days in a row to win a battle.
Commanding a battle of thousands of people will not be just a simple "box A" like traditional RST games, especially in a very hard-core RTS game like "Ultimate General". Since we can almost not consider economic issues such as resources in the battle of "Ultimate General" (but each army still needs carriages to complete supplies), so every small element on the battlefield requires us to pay double attention. Take, for example, a simple mobility problem. In "Ultimate General", infantry lines have two ways of marching: walking and running. When on foot, the infantry line is easier to maintain its formation to face the enemy coming at any time, but the corresponding movement speed in the walking state is very slow. On the contrary, when the infantry line enters a running state, the entire line will be broken up. Although it can reach the designated position quickly, it will take a long time to readjust the formation after encountering an enemy ambush on the way before counterattack. , and the strength gap between the two sides will often widen during this period of formation adjustment.
The Northern army that failed to charge would not fight to the end, but would retreat back and re-adjust their formation
The infantry on both sides could only open up their formations and shoot on the vast plains. Rarely, more battles take place on complex terrain, covered by vegetation, and relying on buildings or fortifications for shooting. Although the design of the sandbox model in "Ultimate General" is very simple, it is very attentive to data such as terrain bonuses. For example, a small group of skirmishers in the woods can usually achieve a battle loss ratio of 10:1.
Relying on the narrow bridgehead and fortifications, we can make a big difference with a small amount
When we really want to spread out the formation on the open ground and enter the blood-spraying "queue to shoot" session, We discovered that there is a lot of wisdom in this seemingly stupid tactic. First of all, how the formations of several troops are placed determines whether one's own firepower is maximized. RTS games have always been the most tactical. The simple tactical operation of outflanking is very practical in games with less operating space like "Ultimate General". During the exchange of fire between the two sides, another team is sent to flank the local formation. Shooting can often widen the gap between the enemy's and our own forces in a short period of time, cause the enemy's line to retreat, and finally capture this position.
The northern army wearing blue uniforms hiding in the woods will soon be surrounded by the south
Of course, in addition to the basic tactic of "outflanking", you can also use several small armies to Elite troops are hidden in the woods, harassing the main local troops in a guerrilla warfare situation, thereby buying time for the arrival of your own reinforcements; you can even send a cavalry unit to chase the enemy's generals or supply trucks who are unable to fight back. Run to achieve the ability to cut off local command and supplies. As long as you can imagine the tactics you can use in the game, you must know that in a game like "Ultimate General", the application of tactics is always more important than the operation.
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