Today’s tutorial is about how to play werewolves in a 12-player game. In this issue, the master Qukaihei will explain 6 common werewolf tactics to you. Everyone is welcome to actively use them in actual game combat!
The 12-player game is the number configuration set by many werewolf killing apps. The specific distribution of the camp is 4 wolves, 4 civilians, and 4 priests. The specific game can be divided into: wolf king, guard, prophet, and witch according to the different priests. , hunter/12-person game; hunter, idiot, witch, prophet/12-person game; and wolf beauty, knight, prophet, witch, hunter/12-person game.
There are 5 common play styles for ordinary non-clerical werewolves in a 12-man game, namely jump, charge, barb, self-knife, and deep water. These five tactics can be applied at the same time. Qukaihei believes that the biggest advantage of werewolves compared to ordinary camps is "open eyes". Werewolves can directly confirm their partners, and then win the final victory through cooperation.
Werewolves must jump vigorously, and the sooner the better. A prophet who speaks with strong voice and rhythm on the first day has a higher status than a prophet who only jumps on the second day.
Qukaihei Master suggested that werewolf players must coordinate with their teammates the night before they decide to jump, and use voice communication to make a good plan, such as who to cooperate with during the jump, or who can lightly step on the teammates' identities during the jump. , need to make it clear before jumping.
Once the werewolf jumps, he will start to control the entire game from the perspective of the prophet and compete for the police badge. Don't worry about jumping when a jumping prophet encounters a true prophet. You can cooperate with your teammates to lower his status and vote him out, or you can vote for other good players in the voting session to make the situation more chaotic.
Charging wolf refers to the werewolf who communicates with the jumping player and chooses to support him when speaking during the day.
There are many ways to support the werewolf jump. It does not mean that the charging wolf stands strong and jumps the werewolf to the real support. Qukaihei Master suggested that the reverse support effect be achieved by attacking the true prophet and attacking the players who stand beside the true prophet.
For example, the true prophet's speech is not fluent, hesitant, has language problems, and reveals his identity too late, which can all become points of attack. As for the players on the sidelines who did not speak on the mic in the previous round and whose voice speech had loopholes, the Charge Wolf can also attack.
Reverse support through offense is much more effective than directly standing on the side and jumping into the werewolf. What Charging Wolf needs to pay attention to is that attacks should be justified and speeches should be justified. Don't attack too many people. Being too aggressive will cause public outrage.
When jumping for identity support, you can first check the identity to determine who is the witch priest, and then try to confirm his identity. Even if you are both dead, you can confirm the identity of the witch and create deeper doubts.
Barb is KK's favorite style of play. This style of play can produce two extreme effects in actual application. The way Barb Wolf plays is to stand on the side of a true prophet. During the process of standing on the side, you can pretend to be a good guy throughout the process, gain the trust of the prophet and then kill the prophet with your backhand to gain a higher status. You can also simply pretend to be "chaotic". , lowering the status of the prophet through methods such as jumping to the priesthood, and inversely increasing the status of teammates.
The master Qukaihei will explain in detail how to lower the status of a prophet. First, let’s talk about chatting. There are many kinds of speeches for chatting. Here are two examples:
There are serious loopholes in the logic of the game. There are 4 priests, 4 wolf pits, and 4 civilians in a 12-player game. When everyone is sent to be killed, the fifth wolf is found...
In addition to chatting, Barb Wolf can also jump to the priesthood, for example, he is a witch, and then directly vote for the real witch during the voting process. One thing to note is that when voting, you do not need to vote for the real prophet, and you do not need to vote for yourself. Teammates can give it to the person who has the same identity as themselves.
Self-Knife/Deepwater Wolf Tactics
Finally, KK summarizes the two tactics of Deep Water Wolf and Self-Knife. These two tactics are actually simple and not difficult. Deep Water Wolf refers to not using focus cards in the whole process, hiding as a civilian until the end, and then using higher The identity brings the vote and the rhythm.
The Deepwater Wolf does not need to participate in the duel between the Jumping Wolf and the Prophet. What is more important is to use his voice to express his identity, behave as if he is paddling, always pay attention to the situation, and be prepared to stand firm on his identity.
He can prove his identity as a good person for his teammates, or trick the witch into getting the antidote. This is also a very important part of werewolf killing~