Analysis on the specific gameplay of water battles in the Three Kingdoms at the end of Han Dynasty in "No Regrets in China" . Many players may not know how to play the water battles in the new script. The editor has compiled relevant content and hopes to be helpful to everyone.
Detailed guide to how to play the Water War in the Three Kingdoms at the end of Han Dynasty
Water war is a new gameplay in the Three Kingdoms script. To initiate a water war, you must first occupy a water village, and then you can launch water wars at all water villages and ports in the basin, and no land border is required.
After initiating a naval battle, you will enter the fleet deployment interface. The upper left corner is the information about this battle.
The wind direction will change over time. Once the wind direction is determined for a single water battle, the wind direction will not change during the battle.
Fleet size determines the maximum size of the fleet you can deploy, of which building ships account for 5 scale points, Mengchong accounts for 3 scale points, and walking boats account for 1 scale point.
The basic scale is 10 points, and each water fort occupied increases by 1 point. Some military policies can increase the scale, and building ships also need to study corresponding policies before they can be deployed.
The naval force determines the maximum number of soldiers you can deploy on the fleet, which is usually half the maximum fleet size.
There will be vacancies on the ship for you to deploy naval forces, and firewood will be automatically placed in positions where no naval forces are deployed. Among them, there are 4 vacancies in the building boat, 3 vacancies in Mengchong, and 1 vacancy in the walking boat.
If you are afraid of trouble, you can also click Jieduguan on the lower left to deploy automatically.
When you deploy your legion in the water village, you can choose to recruit the legion. If the water battle is successful, you can bring the selected legion to the important place you just occupied.
After the deployment is completed, click the "Sail" button to start marching. When the fleet arrives at the battlefield, click "Start War" to officially enter the water battle.
Water battles are turn-based, with both sides taking turns.
Each round, you can select a type of ship and issue an order to control all ships of this type to move directly ahead, above the front, or below the front.
Move 2 spaces when going downwind, and move 1 space when going against the wind.
If there are other types of ships on the movement path, they will also be pushed to move together.
All controlled ships, including pushed ones, must be able to move at least one space, otherwise they cannot move in that direction.
If you hit floating wood in the water while moving, you will lose a navy or firewood.
If it overlaps with the opponent's ship when moving, it will enter a battle.
The battle is to see who has more sailors on the ship. During the calculation, the sailors on all adjacent ships will join the calculation.
The side that takes action is the attacking side. When the attacking side's navy is more than the defending side's navy, the ships in contact with the defending side will sink directly.
When the attacker's navy is equal to the defender's navy, since the attacker enjoys an extra (+1) quantity when calculating the number of navy, it can also directly sink the defender's ships.
When the attacker's navy is less than the defender's navy, the ships in contact between the two sides enter a war of attrition. You can think of it as the attacker using firewood to conduct a fire attack.
The attacker will remove the navy or firewood on the ship, whichever is more will be removed first, and the same number of firewood will be removed first.
For every firewood removed by the attacking side, the defending ship will remove 2 firewood or naval forces.
Every time the attacking side removes 1 navy, the defending side's ship also removes 1 firewood or navy.
When one party's contacting ship does not have any firewood or water troops, the ship sinks and mutual attrition ends.
It can be seen that the attacker has a great advantage. If the navy is large, it can directly sink the opponent's ships. If the navy is small, it can use firewood to consume the opponent's ships.
There are two ways to win a water battle, one is to sink all the other side's ships, the other is to compare the points of both sides when one side's ships arrive at the other side, and the one with the highest points wins.
Points are composed of three parts: the number of remaining naval forces, the remaining warship area, and the points for landing.
The area of a warship is the number of grids occupied by the ship, of which the building ship occupies 7 grids, the Mengchong occupies 3 grids, and the walking boat occupies 1 grid.
Points for landing are only awarded to the party that arrives first. The number of points depends on the location of landing. From bottom to top, the number of points is calculated in which row. If multiple ships arrive at the shore at the same time, the highest point will be taken.
There are 9 rows on the battlefield here. Although multiple ships arrive at the shore together, only the 9 points of the top ship will be taken.
It can be seen that whether it is to seize the right to attack or to gain points by being the first to reach the shore, the advantage of moving two spaces brought by the tailwind is very important, so try to launch a water battle when there is a tailwind.
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