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What's the difference between tribal conflict cup array and tribal battle array?

What's the difference between a cup array and a tribal battle array in a tribal conflict mobile game? Do all your friends know? If you don't know, just look at the difference between the tribal conflict cup array and the tribal war array I compiled. If you are interested, come and have a look.

The difference between tribal conflict cup array and tribal war array

Both have a * * * nature-resources are not important, so tribal warfare can be used as a cup array to some extent.

However, this rule generally applies to 1 1 or below, because it is too easy to be tied by a senior one, and perhaps the next three can be prevented through war.

But 12 is not like this.

First of all, tribal warfare is a comprehensive framework with the bottom line of "not being razed to the ground" and aimed at withstanding map review.

Even with the three towers and hurricane traps, the principle of tribal warfare remains the same-in front of big names, as long as they are not defeated by three, they are successful defenses.

So in tribal wars, Big Ben is just a defensive tower (Low Ben is just a meat shield), so just find a place to throw it. I don't care about percentages. The building outside the wall is like a stall, and you can get 50% by clearing the edge.

But the cup array-it is to prevent two, and even prevent one if possible.

The idea of preventing two is a joke in the eyes of the war camp. After all, prevention means that the position of the big book should be in the middle, otherwise it will be forced to explode. However, centering on the big book also means that cars can be aligned no matter which direction they drive, which is a contradiction in itself.

However, the cup array said that this is not necessarily:

-In a tribal war, you have several hours to fully investigate the formation of the other side, so as to determine the collocation of arms, specify the route plan, draw up the operational steps, and finally step by step.

-Cup array is to let the attacker passively lead a group of soldiers to randomly match a person in the dark, and only watch the array for 30 seconds at most. The collocation of arms is passive, and there is no time to specify the route for you (hurry in 30 seconds), let alone draw up and operate the steps step by step.

Therefore, in principle, the cup array does not need to guard against weak arms (such as wild boar) and pre-war planned arms (such as dog ball and Baton), but against some powerful and omnipotent arms.

At present, there are generally two ways to play 12:

Thunder Dragon Flows (the current version of multi-head towers are everywhere, and the Lei Long nemesis is missing three sticks)

Blue devil woman (if the double kings are full and the black water technology is full, and the black water can't brush the wall, then the blue witch will generally be used)

In most cases, these two are brainless, especially suitable for people who are tired.

If the glass is very low, there will be a flow of miners (it makes no difference to a miner where the rest of the building is after a corner kick).

Therefore, in the current version, a cup array is qualified as long as it can prevent the Blue Witch and Lei Long, and aim at these two defenses. Subsequent versions will replace the strong and weak factions, but the basic design principles of the cup array remain unchanged.

So in this way, it seems that it is not impossible to prevent two.