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Red Alert Unit 2 Introduction: Allied Weapons-Battle Fortress

Battle Fortress is a high-tech unit of the Allies in Yuri's Revenge Edition, which can carry five infantry, and each unit can play its role in it. So it has many deployments and uses. Today, I will give you a popular science about the battle fortress.

First of all, let me show you the data of the fortress in the game:

Health: 600

Cost: 2000

Weapon: 20 mm caliber

Damage: 30

Attack interval: 20

Scope: 5

Armor damage percentage: 100%, 80%, 70%, 50%, 20%, 15%, 10%, 400%, 100%.

Speed: 4

Armor: heavy armor

Production conditions Allied chariot factory+Allied combat laboratory

Let's talk about the fortress itself.

1. The biggest feature of the fortress is that it can hold all kinds of infantry. After the infantry enters, the range is increased by 2, and it can move and attack, and add firepower, which can accommodate up to 5 infantry. But there is a bug in the fortress, that is, the infantry inside is not controlled by the fortress, so you ask the fortress to hit a place. After the fortress stops attacking, the infantry inside will continue to attack. The fortress is controlled, and the infantry inside will be controlled, so the stronger your fortress, the happier Yuri will be.

2. Forts can crush chariots and fences, and apocalypse tanks are no exception. There are also heavy soldiers (magnetic explosion infantry), heavy soldiers and orcs that ordinary chariots can't crush, and even can crush Kirov who didn't take off (at the moment when Kirov left the factory, selling the chariot factory can keep Kirov still and not take off)! The only things the fortress can't crush are slave mines, base cars and hero units. But the red warning has a characteristic of 1+ 1. If the base car or slave mine enters the hovercraft, the fortress will crush the hovercraft again, and the base car or slave mine will also be crushed [Laughter] (sympathetic explosion mechanism).

3. As a battle fortress, blood is definitely thick, but the data is not too high, only 600, 200 lower than the apocalypse. Another point is that you can't return blood without stars! ! I'm going to throw up here. The battle fortress is also a proper high-tech arms, which should be able to return blood like the apocalypse and the brain car. However, I didn't cover my face. I really vomited blood.

4. As mentioned above, the blood volume of the fortress is not high, but the infantry has the bonus of moving attack after entering the fortress, so the best use of the fortress is kite, running and containment. Moreover, this requires the skill of the player very much, and it is a unit that tests the operation.

Next, let's talk about fortress loading.

The first thing to say is that the fortress is a waste without any soldiers. Because the fortress, like the mining vehicle, has only one machine gun, the empty fortress can only be used to roll tanks and block bullets. After the infantry enters, the range is increased by 2, and it can move and attack, with a fire bonus. Engineers, crazy Ivan, orcs and other units that have no attack power or face-to-face attack, Yuri X's entry into the battle fortress has no effect. Orcs, terror robots and nerve assault vehicles can enter the battle fortress, but they occupy two spaces. Next, I will tell you the deployment of the garrison:

1. One sniper (if not a SEAL), two American soldiers and two heavy soldiers (this is my usual configuration).

Introduction: The comprehensive performance of this combination is very general, which can form an allied camp. However, a single one is still not enough to form combat effectiveness. It is suggested that about 5 vehicles can play the whole game, and it is also possible to play soldiers and tanks.

Disadvantages: the specificity is not strong, and it is only suitable for dealing with small and medium-sized miscellaneous troops. When encountering a large army of pure tanks, unless it is operated well, it will generally die. But the problem can be solved by the number of heaps.

Illegal: a large number of pure (single arms) troops, flying soldiers, magnetoelectric tanks, and terrorist robots.

2. One SEAL and four heavy soldiers (it is conditional to replace one heavy soldier with a sniper).

Introduction: This combination, whether anti-infantry or anti-tank, is very good and can also be used in field operations. Also very good at housekeeping, no solution.

Disadvantages: scraping the building does not attack the city.

Illegal: a large number of flying soldiers, magnetoelectric tanks, terror robots, defensive towers.

3. Five slaves.

Introduction: Short range and high damage. Distance can only be played, once close, the other party can only call dad. In short, whoever uses it knows (hehe).

Disadvantages: The range is too close, and it is easy to be kite-flown by a unit with a long range like Bai Piao.

Offence: units with a range greater than five, the air force.

4. Two SEALs, two virus snipers and one sniper.

Introduction: There is nothing stronger than this kind of infantry fighter, which can basically convince the other infantry (except flying soldiers).

Disadvantages: only playing infantry, forgetting to build tanks and so on.

Violation of the law: tank forces, terrorist robots, defensive towers, air force.

5. Five heavily armed soldiers

Introduction: It is a relatively mainstream configuration. Heavy soldiers are actually very suitable for infantry installed in fortresses, which can quickly explode anti-tank and air defense forces.

Disadvantages: Infantry and buildings cannot be moved.

Illegal: Infantry attracts fire, terror robot drills, magnetoelectric tanks.

6. Five American soldiers.

Introduction: Burglary is quick. It's not bad to fight infantry.

Disadvantages: if you encounter too many tanks, you will be finished.

Violation of the law: a large number of tank troops (in fact, five or six can operate well), air force, magnetoelectric tanks.

7. Five magnetic storm infantry.

Introduction: Tanks and infantry are good players, and buildings can also be demolished. Once the soldiers pass the third level and are almost invincible, sputtering is almost tailor-made for the tank group.

Disadvantages: There are no obvious shortcomings, and the only fly in the ointment is that it can't be used for air defense (nonsense).

Breaking the law: always attracting fire from tanks and infantry, and terrorist robots take the opportunity to drill; Magnetoelectric tank; Air force (really hard to break)

8. Five Yuri recruits.

Introduction: Samsung's combination was unremarkable before, and what it played was only quite satisfactory. But once Samsung can sweep all combat units on the ground, one Yuri recruit can fight buildings faster than two mobilizers, let alone burn infantry and tanks, and it is all-powerful. You can also replace the American soldiers in the combination 1 with Yuri recruits.

Disadvantages: Yuri recruits don't have a long range as American soldiers, many defense towers can't do Bai Piao, and they are easily kite-flying by long-range units.

Offences: long-range troops, air force.

9. Five chrono legions

Introduction: It can be used to stop the enemy from fighting on the battlefield or attacking the city, and it can often kill the enemy without injury. Besides, there is a bug in the hyperspace warrior, which can be upgraded in the fortress. Harass the enemy repeatedly. It was fun.

Disadvantages: Freezing takes time, and the time will be reduced. Freezing before interruption is wasted, and it is impossible to fly a kite.

Illegal: a large number of units, air force, magnetoelectric tanks.

10. Five air defense infantry

Introduction: The efficiency of this thing in clearing soldiers or demolishing buildings is visible to the naked eye. Compared with reloading soldiers' fortresses, it's not very easy to use! However, in the version before 1.006, the air defense forces had bugs on air weapons, and the damage of Samsung weapons was not as good as that of one star, so friends who played the version before 1.006 had better use one-star air defense forces.

Disadvantages: If you encounter too many tanks, you will die unless you operate like a god.

Illegal: several tanks, terror robots, magnetoelectric tanks.

165438+

Introduction: It's basically an abnormal combination, especially after the Soul Commando Samsung, the range has basically caught up with Yuri's changes. Moreover, it can control five at a time, and a small machine gun can slightly hit a dozen uncontrollable units such as remote control tanks and heroes. One of the artifacts, the mind control car is nothing.

Disadvantages: lack of mental units and buildings will be controlled.

Illegal: a large number of units, no mental units, determined units.

12. An elite soldier, an air defense infantry, a heavy soldier, a magnetic explosion infantry and an American soldier.

Introduction: This combination, whether it is fighting construction, beating people, fighting tanks or fighting the air force, is almost perfect and just right. Moreover, once the soldiers inside are level 3, the operation is better, and the audience is basically invincible. Smells like a three-day apocalypse tank.

Disadvantages: Almost none. In terms of production conditions, it is necessary to have both Soviet and allied technologies, and the probability is small.

Breaking the law: you can only surround the fortress with a large number of troops and consume it.

After the above combination, I will yy my ideal perfect army (which can be adjusted with modifiers).

Formula 1: Five fortresses with defense and fire acceleration, the first one: American soldiers with fire, the second one: magnetic explosion infantry with fire, the third one: heavy soldiers with fire, the fourth one: air defense infantry with fire, and the fifth one: Mind Commando with fire. Plus a few maintenance vehicles. This configuration is basically invincible.

Formula 2: A Samsung Firepower Rapid Defense Fortress is equipped with a Samsung Firepower Ranbo (modified), a Samsung Firepower Elite Combat Soldier, two Samsung Firepower Air Defense Infantry and a Samsung Firepower Heavy Equipment. Two maintenance vehicles. This configuration really fulfilled a patriot's "one show turned over the audience"!

You can also write the perfect combination of your yy in the comments section below.

In fact, many of the above combinations of real people are not practical in combat, or they are difficult to operate or obtain. In fact, it is best to go out of the fortress with a slow-paced big map (ice and snow, Bering Strait), which is suitable for the development of the fortress. However, if this is a fast-paced small and medium-sized map, you have to give up the idea of going out of the fortress at once (a small piece of land, a map for two people). It is better to draw a few pure tanks such as grizzly bear rhinoceros, but if you fight late (high-tech companies have come out) or hold your ground, you can still consider playing the fortress. In fact, this is a popular science course about how to make the best use of fortresses in real life.

The first thing to say is that the game of Red Alert mainly focuses on the collocation of arms (although this concept is not obvious in Red Alert II). When there is no star in the fortress, you can't get blood back, and the blood volume is not high, so you'd better keep a few maintenance cars around you at all times. Moreover, Yuri's revenge version does not have any arms dedicated to siege, only these tanks dedicated to siege, such as smooth-edged tanks and magnetoelectric tanks, so the fortress must be equipped with these tanks, because there is no need to worry about siege.

Compound collocation: nine tanks are a squad, three forts, one seal, four reloads in front, four bare edges on the flank, and two maintenance vehicles in the middle. In this way, the fortress can resist powerful frontal infantry and tanks, and can also stop bullets; Smooth edges can remove impurities and attack the city from the flank; Maintenance vehicles can not only repair each other halfway, but also repair the whole team. And this team is 9 tanks, which can attack the enemy with iron curtain or hyperspace hard steel. Very suitable for field work.

Defensive collocation: American soldiers, heavy soldiers, grizzly bears and blockhouses are placed in the front row to block the damage, multi-functional infantry vehicles and phantom with empty or sniper posters are used in the middle row, and bare-edged tanks, five heavy soldiers' forts and Patriot missiles are used in the back row. The number of arms can be adjusted at will according to the size of the intersection. This kind of defense is the most practical (against three evils, not against the building).

Offensive collocation: frontal battlefield, using grizzly bear tanks (front row), phantom tanks (middle row) and bare-edged tanks to attack enemy formations; On the flank and rear, use a fortress equipped with quadruple equipment and a seal, as well as idle multifunction (preferably Samsung's) to contain, consume and disperse the enemy. The number of weapons can be adjusted at will according to the number of enemy defenses or the size of the base.

Speaking of which, I'll come to yy again to see how powerful my tank forces will be:

The battle fortress is still a relatively combat unit, but the concept of large-scale combat is not so important. Although its main function is to deploy soldiers, from a practical point of view, we should pay attention to the matching with other tanks, so as to give full play to its full combat effectiveness.