Esim - ZA軍事報 -- 戰爭概要(偽) ZA不專業報導
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ZA軍事報 -- 戰爭概要(偽) ZA不專業報導 (Fun)
Posted 9 years ago by
zasx159632    
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有鑒於 台灣組織力普遍低落
於是出來寫一篇 跟戰爭有關的報紙 希望大家能更了解這款遊戲更核心的部分

提到戰爭 ...

第一點 了解局勢


這點是很重要的一步,這會影響接下來的所有判斷,而要了解這大局面的話,
就要多關注CP、MOFA(外交部)所發布的文章,舉凡聯盟(Alliance)、宣戰(Declaration of war或簡寫DW)、停戰協議(NAP)等,重要的資訊都會公布在報紙裡,也有些會在 法案 裡面呈現,像是MPP(互不侵犯條約),就是經由決策層組成聯盟之後,於系統上的呈現,
整體的同盟與宣戰則呈現在 戰爭與政治 裡面。

小結 : 總之多看報紙,至少知道一下跟誰好跟誰不好!


第二點 判斷國際戰事順位


在有了國際情勢的基礎上,接下來就是要去判斷,何謂優先戰場
拿現在的台灣來比喻,台灣目前第一順位的戰事,就是自家高資源地,像是jeolla(高鑽)、Penghu(高鐵)等,這些資料可以在地圖裡面確認到。
第二就是我們延伸到西線的領土 (參照 地圖 ),
接下來是與中國的配合,中國想攻下哪裡、在防守哪裡,能幫的就盡量。
再來是聯盟戰事,這部分雖然決策層會放出消息,但是國民們也需要有自行判斷的能力,因為決策層並不是24小時都在的,或著決策層也是有可能出錯,這時候有自己的判斷力就很重要。

小結 : 掌握優先順序 自家高資源->好基友->聯盟 !



接下來開始把目光集中在單個戰場上可能會發生的事~~


第三點 判斷單一戰爭重要性

接下來這點,跟國際情勢無關,這裡要講的,是單一戰事的重要程度,有以下簡單幾點判斷 :

1.是否為高資源地?

高資源地的分布可以在地圖中看到。
高資源地的經濟效益很高,常是各路兵馬爭奪的重要領土,若是這個戰場的目的是高資源地(不論是進攻場或是起義場),
那這場戰爭就會打的比一般還要激烈。

2.是否為鏈地?

鏈地的定義是 : 少掉這塊地,會不會讓某個國家的領土跟首都之間斷開,例如下圖 (圖中黑線表示兩地相連)

點了紅點的三塊地A、D、E,就是我們說的鏈地,而要是失去鍊地,例如我們失去了E,
那我們在F的戰場就會形成斷地戰,我方人員在那邊輸出將會受到懲罰,減少20%的傷害。
失去鍊地通常會導致一併放棄斷地,我們前一陣子打巴西之所以會這麼辛苦,就是因為一路上太多鏈地,導致戰力被迫分散。

3.是否傷害加成?

傷害100%加成的時候,很多老妖怪會出來練練軍階,就像這樣

這場,第一回合就幾乎噴掉這個戰爭的總傷害的97%,這就是因為傷害100%加成,而且守方還刻意放了Q5醫院跟防禦設施(第二張圖),這打從一開始就是故意拿來練軍階的,這兩個設施能把戰場效果最大化,自然就會一堆人粗奶賣萌,遇到這種戰場,要是沒有國家級的戰事,下去賣個萌其實很不錯,軍階爬很快DER~

小結:看地圖判斷該地的重要性 !


第四點 判斷戰場可行性


這邊先介紹一下一些名詞

高帳 : 高級會員的通稱,有高級會員的玩家在戰場頁面可以看到觀戰人數、戰鬥人數等重要情資。

TX : X是數字,原文是Till X min,意即剩下幾分鐘。通常戰場會在T5之後白熱化。

壓秒 : 在最後一分半或兩分鐘進行較高火力的輸出,通常由坦克或是大群步兵進行,效果較佳。

坦克、步兵 : 火力差距,坦克打Q5槍,步兵打Q1槍,在BUFF、裝備、軍階的差距下,傷害會有較明顯的分別。

DS、HS : 防禦性設施 DS 可以讓守方攻擊上升、進攻方攻擊力下降,醫院 HS 則可以增加降低體力消耗的機會。

補充: 加成地 : 在加成地輸出能額外增加傷害

補充 :

加成地 : 基本上來說,戰爭分兩類 :
1.起義場,也就是像我們的高鑽那種。
2.進攻/防守場

起義場的加成地就是當地,還蠻簡單的,

可是進攻/防守場就不一樣了,對進攻方來說,加成地是戰場的周圍且己方占領的區域,
對防守方來說,加成地就是戰場當地。

聽不懂 ? 沒關係 ! 這個讓我再用用神奇的小畫家畫給大家看!!



三個顏色分別代表不同的國家,假設現在 橘色國 對 藍色國 發起進攻戰,於是戰場會發生在D這點
而對橘色國(進攻方)來說,加成地就是C,而對藍色國(防守方)來講,加成地就是D了
至於紅色國的E點則沒有任何加成,因為它不是這場戰役的任何一方(即使它跟某一國同盟也一樣!)


有時候,戰場上會遇到,在進入白熱化階段前(T5,也就是倒數五分鐘),某一方的傷害已經遠遠大於另一方(俗稱overkill),此時就有必要考慮這回合攻擊的效益,假如對面傷害超過它應有的戰場強度太多,那麼在允許的情況下,例如:這場輸了比數仍為勝、非R10(第10回合)以後的拉鋸戰、己方人力嚴重不足,在這些情況下,不去輸出,把傷害留給下一回合或是下一場戰鬥還更加有利。

小結 : 起義跟防守加成地就在當地,進攻就在該戰場的周圍
戰場上能屈能伸才是大丈夫 !!


第五點 戰事現場


現在的國際戰況,戰況到達尖峰大約是最後30秒,此時幾乎所有大坦都會全力輸出,
形成拉鋸戰,此時壓秒人數多寡與火力就更為重要,所以我們也不斷的宣導,上IRC聽從指揮,這樣就能讓我們的作戰效益達到最高,當然,若是經驗豐富、足以自己判斷戰場情勢的玩家即使不用上IRC,也能像並肩作戰一樣,把自己的戰力效益最大化!


小結 : 經驗累積還是最重要的,拿自家的小戰場訓練一下吧!!

第六點 戰後


一場戰爭打完之後,可不是就這樣算了,這個戰爭結束之後,就要開始思考整體戰況,
所以我也一直都很強調所謂的廢地起義。拿我們的韓國領土起義來說,由於高鑽是高資源地,現在又是進攻西線的鏈地,於是我們不得不防守高鑽,而且又因為,一個國家,只能對另一個國家開啟一場起義,而且起義,不管哪一國的人,只要人在當地手上有20G就都能開,所以,搶開廢地就很重要,因為敵人跟我們一樣,不會浪費太多傷害在廢地上,那我們就能把多出來的戰力拿去放在比較重要的戰事上。

而廢地有兩種人能開,一種就是我們這種死老百姓,死老百姓要開起義,要在上一場對同一個國家的起義結束之後15分鐘後,才能再開 (這是不分開在哪裡的,以國家為單位,不是領土)
另外一種,就是被佔領國的議員,但是議員,能在上一場結束之後馬上再開起義,所以對被占領國的PTO(政治顛覆)就很重要,要是對面有議員,那我們就很難去搶開廢地。


小結 : 廢地起義! 廢地起義! 廢地起義!
很重要所以說三次 !

最後這邊再次宣傳一下,目前被開高鑽,各位請提高對高鑽場的注意力,同時也不要忘記我們在西線的領土,希望各位國民能在一場一場的戰鬥中成長茁壯,為國家奠基!



以上 是小小ZA這段日子對於戰爭的了解,若有哪邊不正確,還請不吝指教,
又或是哪邊有疑問,可以到IRC上找我,或是遊戲內寄信給我,我會盡快回復的,感謝。


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