199 Giant Wheel War (II)
The Terrans' strategic arms are divided into two systems:
One is the reinforcement system, that is, the strategic arms are the reinforcements of the regular troops. These include the Shield Warrior (a first-tier spearman), the Ballista (a second-tier archer), the Griffon Knight (a third-tier griffon), and the Archers (a sixth-order cavalry).
Note: Ballista, the main perk is to operate a ballista, and each ballista can operate a gun carriage of the corresponding level.
Griffin Knight, the main perk is the Storm Warhammer, magic attack. (See Griffin Knight in Warcraft)
Shield warriors and archers have appeared earlier and will not be introduced.
The rest of the strategic arms of the Terran are another series, and they follow the path of the Holy Light system, namely: Crusader (fourth-order swordsman is a strategic class), Fanatic (fifth-order monk is a strategic class, a law class), Seraphic Angel (a seventh-order angel strategic class), and a reincarnated angel (the ultimate class of the Terrans, also known as a paladin).
These four troops, as well as the fifth-order conventional army monks of the human race and the seventh-order regular army angels, all belong to the Holy Light troops, and the so-called Holy Light troops are actually troops that believe in the Holy Light Sect (needless to say, which religion the Holy Light Sect corresponds to).
The Holy Light troops have an important special skill - the Pagan Strike.
Heretic Strike: Increases damage against evil factions by 30%; Increases damage to neutral factions by 10%, and increases damage taken by 10% when attacked by neutral factions. Reduces damage to the righteous faction by 10%; Reduces damage to Light by 30% and loses racial reputation.
There are nine races, divided into three camps: Justice, Neutrality, and Evil, and Hell, Dungeons, and Graveyards belong to the Evil camp.
The heretic strike is a special skill with equally obvious advantages and disadvantages, and its applicability is not wide, and it is too disgusting to deal with the three clans of the righteous camp, especially when there is infighting in the Holy Light system.
However, the hero game pays a lot of attention to balance, and the smaller the scope of application, once it reaches its field of application, that strategic advantage is too rebellious.
The scope of application of the Holy Light troops is that when attacking the three races of the evil camp, it is a pure advantage of the crushing level, and the lethality can be increased by 30%, what kind of concept is this!
The three races of the evil camp have always been inferior to the righteous camp in terms of overall strength, because the suppression of the Terran Holy Light troops is too powerful.
The troops of the Nejat V Heroic Legion were Monks, Zealots, Crusaders, Archers, and Shield Warriors.
There are three kinds of Holy Light troops, so after facing Zhao Feng, the advantage of Negaite is very obvious.
Nei gave these advantages, and Zhao Feng had a very hard time fighting with him.
However, Zhao Feng has a greater advantage:
First, the advantages of being a defender, including arrow tower attacks and wall damage reduction.
Second, Zhao Feng's legal forces are too powerful, while there are only more than forty legal troops in Newat that can play a role, and they have been sucked by the resentful spirit troops.
Thirdly, Kaye Desa is too rebellious.
Fourth, Zhao Feng has a lot of people, and the Seven Hero Legion fights against the Five Hero Legion.
Generally speaking, it is still Zhao Feng's advantage, which is a matter of course, if there is no absolute advantage, how can Zhao Feng give up the undead disaster tactics that must be won.
Zhao Feng felt struggling, not because he couldn't win, but because he hoped to lose as few troops as possible.
In the final result, Zhao Feng lost forty-seven members of the twelfth-level vampire troops, and a total of twenty-six twelve-level dark dragons and vampires of the thirteenth level.
In fact, Zhao Feng's legal troops could still release many spirit gathering thaumaturgy, but Zhao Feng still lost so many troops.
The reason why this is the case, in the final analysis, is because of Neket's operation, Neket used his supernatural operation to step on the corpse and prevent Zhao Feng's spirit gathering thaumaturgy from taking effect.
After the defeat of Nejit, the last giant, the Australian giant, the Terran player Baiaimee's sword, also struck.
However, he also knew that the chance of winning was not great, but he couldn't lose face, so he operated carefully, and the final result was to fight out more than eighty soldiers of Zhao Feng, but there were only a dozen of the thirteenth-level troops.
The status of several giants is still very high, forced by the requirements of the guild, shot once, half of the main force died, and the heroes of the main battle also collectively dropped one level, to say that there is no fire in the heart, it is impossible, they have put down their words, and then in the siege war, if they can't see the chance of winning, they won't shoot again.
This is also the meaning of the guilds to which the major giants belong, the giants will lose this time, and the losses are still very large, and the guild leaders are also very distressed.
Moreover, now the major guilds can also see that there is really no chance of winning this joint operation.
In terms of strength, the joint strength of the major guilds is far better than that of the Big Seven, if you really unite as one, it will be easy to conquer the level of the Big Seven, but the key lies in this unity.
There are so many interests in the game, and the major guilds have long been in a mess in order to compete for the interests of the game, and even the dog's brain has been played, how can it be united.
But all the guilds are afraid of losing their strength, and the first to go into battle just died some soldiers, and immediately forced other countries, and the people from other guilds also went up to die a group of people, wasting their strength in vain.
Not to mention the major guilds, even the guilds have their own selfish motives.
It can be seen from the attack on the Sea of Skulls these days that if the major guilds had arranged their troops reasonably, the level of the Sea of Skulls would have been laid down a long time ago.
Zhao Feng is a cemetery clan, the characteristics of the cemetery clan are that they are experts in foreign wars, and outsiders in civil wars, if each guild mainly sends members of the cemetery clan to attack the city, Zhao Feng's losses will increase a lot, and he will inevitably fail in the end.
From an individual point of view, although the core members of the guild are all paid, the loss of strength is too great, and the role they can play in the future will be small, and the income will be reduced, so individuals are not willing to lose too much strength.
From the perspective of the department, each guild and each race is responsible for a department manager, and the strength of this faction is damaged, which means that the performance data of the department will be ugly, so the department manager also has a default attitude towards the behavior of his subordinates.
How could such a consortium that did not work hard and was ready to pull back at any time could attack a sixth-level level level that was dominated by giants.
Not only did the guild where the giant belonged see this problem, but other guilds also discovered this problem, the Chinese guild saw the opportunity early, found an excuse that could barely be said in the past, and withdrew a long time ago, and the guilds of other countries now have also retreated.
The only ones who are insisting are the heads sent by various countries and the guilds behind them.
The reason why they still insist is not just a matter of face.
Commanding the power of the world's great guilds to attack a player, even if this player is a giant-level master, this is a world of difference in strength, and they can't beat the level of the Sea of Skulls for so long, and these commanders have long been laughed at by netizens as pigs.
If they can't be defeated in the end, they will not only be laughed at by the players, but they will not even be able to maintain their position in the guild.
Therefore, the first task of these commanders is to maintain the offensive and not let the guilds withdraw their troops.