Chapter 149: Hook Line Delay Tactics

The adult Sea Giant at lv6 is much stronger than the Juvenile Sea Giant at lv4. Not only is the HP 200 points higher, but the main skill Kraken skin has also become lv2, which can withstand the 8 points of basic attack damage received.

The other two monsters that attacked with it were also lv4 levels.

Such a combination of 644 levels is very strong in combat. If the main base had been attacked like this when it had just been put down, Hu Siming would have suffered heavy losses. But now, with two arrow towers, and Hu Siming bringing all the infantry and musketeers in the base, his combat effectiveness has made a qualitative leap from before.

At this stage, these infantry and musketeers have a combined combat strength equivalent to at least three companions.

After detaching an infantry to hold back the adult sea giant, Hu Siming commanded his squad of soldiers to kill two lv4 mobs one after another. After cutting out the threat, he deliberately shrunk his defenses, luring the sea giant into the range of the arrow tower, and strangled it with all his might. With the right tactics and geographical advantage, the battle lasted only a minute before it was ended.

After blocking this wave of invasion, Hu Siming's sub-base became much safer.

As more farmers are trained, the harvesting of timber resources around the sub-sites is accelerated. The third and fourth arrow towers also rose from the ground, with a trapezoidal layout that is wide at the top and narrow at the bottom, and strictly guarded the sub-base. Seeing that his resources began to rise at a rate of almost double, Hu Siming felt much more at ease.

Although the base itself consumes a lot of resources, and he still has to build and train additional peasants and arrow towers, as long as he takes a moment's time, he will have the upper hand in the rehearsal battle for the first time. Hu Siming now has only one hope, that is, the third wave of the fish-man's attack will come later.

If the Fishman Tribe dares to give him an hour, Hu Siming will be able to directly win the entire rehearsal battle!

Perhaps, I can consider sending out to hook troops?

Thinking of the infantry that the fishmen accidentally encountered with them during the first wave of attack, Hu Siming suddenly had an idea in his heart. In the real world of professional circles, isn't it common to have such a method of hooking troops to ease and delay the enemy's attack? The last time it was only the infantry was there, and it was quickly lost, so the delay was not long enough. But this time, Hu Siming plans to go out in person. With the displacement skill of Heroic Charge and the acceleration aura of destroying the Horn of Miè, it is very difficult for the monsters of the Fishman Tribe to kill him.

After buying enough time, he can use the Return to the City scroll and fly straight home.

That's a good plan!

After thinking about it in his heart, Hu Siming recalled the reconnaissance crow that had almost finished exploring the entire map of the island, and asked it to fly back to the two main routes of the fish-man's attack and patrol between them. At the same time, Hu Siming asked the infantry around him to return to the main base first. They are not needed in the operation of the hook line, it is enough to bring three musketeers.

"Battlefield Tips: Cadets Passing Through the Defeat of the Country!"

"Cadet Bei Hongjun defeated!"

The two prompts that followed made Hu Siming's heart skip a beat.

These two cadets were the ones he had previously decided that he would run out of resources in the defense of the second wave of attacks, and that the next wave of fish-man troops would be defeated when they arrived. There was only a dozen seconds between the two prompts, and such a short time difference had to make Hu Siming think of a possibility, that is, the third wave of the Fish-Man Tribe's attack was likely to have begun.

I have to hurry.

On the orders of Hu Simin, the infantry quickly began to move. Three musketeers also left the sub-base with him, approaching the central position of the island. This place is very close to the two possible attack routes of the Fish-Man, and no matter which direction the third wave of the Fish-Man attack comes from, he can rush through it in the shortest possible time.

This timely response bought him enough time to block the third wave of the fishman's attack.

Almost a minute after the scout crows were pulled back to patrol, a third wave of the Fish-Man tribe appeared on the offensive route to the left of the island. After discovering the discovery of Tong Guò's shared vision, Hu Siming immediately rushed over and stopped the fish-man force before they approached the base for a kilometer.

Seeing these murderous fishmen for the first time, Hu Siming was glad about his decision.

Because, the third wave of fish-man attack strength was even stronger than he expected.

Although there is no obvious difference in scale from the previous two waves of attacks, the combat strength of the troops sent to attack has made a qualitative leap. The lowest-level amphibious fish cannon fodder has disappeared from the sequence of troops. At the forefront are two amphibious hunters with trapping skills. Behind this monster, which Hu Siming was already familiar with, were two giant sea turtles with huge size. On both sides of the turtle, there are two fish-man thugs armed with tridents and hideous skin, which are lv5 monsters of the same level as giant turtles.

【Fish-Man Thug】

Normal-level lv5, an intermediate class of the Fish-Man Tribe.

Has 500 HP, 38-44 Attack Power, and has the passive skill Crush.

Smash: When attacking, there is a 10% chance to pierce enemy defenses with a trident, dealing 10 bonus damage and an instant interruption.

Amphibious hunters are okay, but counting the difficult giant turtles and the two new fish-man thugs, it will be very difficult to deal with. In this way, four mid-level troops are enough to test Hu Siming's base defense, but they are only a part of the offensive force. Behind the giant turtle and the fish-man mob is the double mage combination of Blood Witch + Mugol Priest!

The Fish-Man mage class, which is also lv6, whether it is the Blood Witch or the Mugol Priest, has caused a lot of trouble for Hu Siming in the first two waves of attacks. The former's passive skills Sickness Cloud, Sea Shield, which can absorb 150 damage, and the latter's healing Mist and Parasite, are all very powerful teamfight skills. Now, such two lv6 mage classes actually appeared in the same wave of attacks.

I'm afraid that more than half of the trainees will be eliminated in this crucial wave, right?

Although witches and priests have been trained in Hu Siming's base, the number has not yet been formed. With the existing combination of infantry + musketeers, if you want to fight against the third wave of fish-man mixed forces, I am afraid that you will have to pay the price of almost total annihilation in order to win a crushing victory with the assistance of the militia and the arrow tower. If this wave of losses is too bad, even if there is a sub-base, Hu Siming will need to ease up for a while before he can recover his vitality.

Fortunately, I stopped this wave of fishmen in advance!

After his thoughts raced to this information, Hu Siming tried to calm himself down and ordered the three musketeers to open fire. With the advantage of range, their attacks were separated by tens of meters, and they accurately hit the giant turtles and amphibious hunters in the front row. The sound of gunfire and the pain of the projectiles immediately angered these monsters, triggering their instinctive pursuit.

Seeing that La's hatred was successful, Hu Simin immediately retreated laterally with the musketeers.

However, the Mugol priests were unmoved.

After only chasing a few dozen meters, it was found that the amphibious hunter could not get close to the enemy and threw a trap, and this monster, which had shown good command ability in the last attack, immediately let out a strange hiss. Under its orders, the Fishmen slowly halted their attack and returned to their route to attack the main base.

This made Hu Siming a little unhappy.

Obviously he had arrived in time to intercept them in front of the base, but if they still ran away, wouldn't it prove that he was very incompetent?

Since you haven't been able to succeed in the hook line once, it's better to do it again.

He immediately turned around, relying on the turtle's slow run, and his own ruined horn accelerated, chased back again, and continued to harass from a distance. The output of the salvo of three muskets is still good, and from time to time a round or two of cold marlin people can be ignored, but the number of harassments is too much, and the Mugor priest is finally enraged. It ordered the fish-man troops to drop the two giant turtles and chased after Hu Siming at full speed.

Hooked!

Seeing that the third wave of fish-man attacking troops deviated from the line, Hu Siming was overjoyed. He controlled the speed and interval of the muskets, skillfully maintaining the distance and hatred between the two sides, and led the fish people to run farther and farther away from the main base. Of course, such an unlimited delay is only ideal. After all, the fish-man troops have the magic skill of trapping, and if the musketeers stop to attack the slightest problem, they will make a fatal mistake and be caught by the amphibious hunters.

Especially when their average speed is only slightly faster than that of the fish-people, such mistakes are inevitable.

The first time it was not someone else, but Hu Siming himself.

However, Mugor found that even if Hu Siming was trapped with a hunting net, by the time the fish-man thugs really chased him, the trapping effect was almost lifted. Hu Siming only needed a heroic charge at the open space to immediately throw them 800 distances.

A rare opportunity was wasted.

In the intermittent pursuit, when Hu Simin ordered the musketeers to stop for the fourth time and turn around to attack the fish-men who were about to return due to the fading hatred, they were caught again. A trap threw back, imprisoning the musketeers in place.

Obviously, the Mugol priests have learned wisely this time!

If there is enough speed advantage, Hu Simin may also try to save the musketeer. However, the duration of the two traps is up to four seconds, and the Fish-Man Thug has skills like Smash Strike, which can cause interruptions at any time. This musketeer, caught in the net, basically can't escape.

Despite the loss of a musket in vain, on the whole, what he did was worth it.

During the entire pursuit, Hu Siming delayed the fishman for at least two to three minutes. It will take about the same amount of time for these guys to turn back and get back on the attack route. In this way, Hu Siming was tantamount to slowing down the third wave of the Fishman Tribe's offensive by at least five minutes.

For Hu Siming, who operates in the double mine, the benefits brought by this time are actually doubled!

During this period, all the resources collected were used for the rioters, and he has successfully trained a powerful mage army. Two witches, three priests, and the training of experts who had been upgraded were enough to double the strength of Hu Siming's regular troops. At the same time, the musketeers killed by the Fish-Man Tribe were also doubled. Now Hu Siming has a mixed army of three infantrymen, four musketeers, plus witches + priests.

With five defense towers, even if Hu Siming does not use the militia, relying on such a force alone is enough to hold the base safely