《钢铁雄心4》最强师级部队编制推荐及数据解析-duouoo
《钢铁雄心4》师级别的战斗状态作用是什么,如何搭配兵种最好用呢?今天小编带来“飞猪骑士”分享的《钢铁雄心4》最强师级部队编制推荐及数据解析,希望对大家有启发。
讨论讨论红框内的几个属性
生命值HP,就不用多说了。生命值一般都很低,一个营的步兵才10点,而重坦也才15点。
组织度:
Organization. Organization indicates the readiness of a unit to perform combat. A unit without organization cannot operate as it is supposed to, and such unit cannot stay in combat or move properly. The organization of a division is the average of the organization of the included battalions.
如果没有组织度,军队就无法作任何举动。组织度在战斗中和移动中都一直会掉。
防御:
Defense. Known as "defensiveness" in previous games. Represents the number of defenses the unit has when defending, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and can not hold the defense as well.
防御这种数据就相当于很多游戏里面的护甲,像掉血一样的掉。这种“护甲”只是在防御作战中起作用,用来扛伤害的。
突破:
Breakthrough. Known as "toughness" in previous games. Represents the number of defenses the unit has when attacking, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and cannot keep the offensive going as well.
相当于进攻作战时的“护甲”,也是用来抗伤害的。
软攻:
Soft attack. Represents the ability of a unit to attack soft targets, that is, targets without armor or with very little armor, such as infantry. In combat this stat gives the number of attacks the unit can make against a target with low hardness.
对非装甲目标的伤害。
硬攻:
Hard attack. Represents the ability of a unit to attack hard targets, that is, armored targets, such as tanks. In combat this stat gives the number of attacks the unit can make against a target with high hardness.
对装甲单位的伤害
装甲:
Armor. Representing the armor of a unit, if the armor value is higher than enemy's piercing value, the unit takes less damage in combat. Higher armor will also increase the units attacks in combat, as it can move around the battle field more freely without getting pinned or damaged.
当装甲够厚,没被击穿的时候,就只会受到较低的伤害;而且更高的装甲同样会增加单位的攻击力(浮动)
穿甲:
Piercing. Represents the ability of a unit to pierce armor, if the value is higher than enemy's armor value, the unit makes more damage in combat.
如果穿甲值比对方的装甲值高,就会对对方造成更多伤害。
也就是说,组织度决定了单次作战时间的长短。而防御和突破分别决定了进攻、防御状态下的“护甲”。软功和硬功造成伤害;装甲使受到的伤害降低,而够高的穿甲则使得敌人的装甲无效。
那么,针对装甲师团的编成,就应该同时侧重软攻硬攻和突破,以及装甲(毕竟装甲师硬刚的情况比较少见,而且同种编成一般穿甲都比装甲高)
比较这三种编成方式,一种是纯中坦师,一种是加一个自走炮,一种是加自走炮和反坦克炮,最后一种是只带一个中坦营的:
第四号增加一个中坦营的配法,可见,比起动辄300多的突破,这个突破还是有点小,显得后劲不足,而68的穿甲。。。这是专门用来克制重坦的吗?
《钢铁雄心4》师级别的战斗状态作用是什么,如何搭配兵种最好用呢?今天小编带来“飞猪骑士”分享的《钢铁雄心4》最强师级部队编制推荐及数据解析,希望对大家有启发。
讨论讨论红框内的几个属性
生命值HP,就不用多说了。生命值一般都很低,一个营的步兵才10点,而重坦也才15点。
组织度:
Organization. Organization indicates the readiness of a unit to perform combat. A unit without organization cannot operate as it is supposed to, and such unit cannot stay in combat or move properly. The organization of a division is the average of the organization of the included battalions.
如果没有组织度,军队就无法作任何举动。组织度在战斗中和移动中都一直会掉。
防御:
Defense. Known as "defensiveness" in previous games. Represents the number of defenses the unit has when defending, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and can not hold the defense as well.
防御这种数据就相当于很多游戏里面的护甲,像掉血一样的掉。这种“护甲”只是在防御作战中起作用,用来扛伤害的。
突破:
Breakthrough. Known as "toughness" in previous games. Represents the number of defenses the unit has when attacking, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and cannot keep the offensive going as well.
相当于进攻作战时的“护甲”,也是用来抗伤害的。
软攻:
Soft attack. Represents the ability of a unit to attack soft targets, that is, targets without armor or with very little armor, such as infantry. In combat this stat gives the number of attacks the unit can make against a target with low hardness.
对非装甲目标的伤害。
硬攻:
Hard attack. Represents the ability of a unit to attack hard targets, that is, armored targets, such as tanks. In combat this stat gives the number of attacks the unit can make against a target with high hardness.
对装甲单位的伤害
装甲:
Armor. Representing the armor of a unit, if the armor value is higher than enemy's piercing value, the unit takes less damage in combat. Higher armor will also increase the units attacks in combat, as it can move around the battle field more freely without getting pinned or damaged.
当装甲够厚,没被击穿的时候,就只会受到较低的伤害;而且更高的装甲同样会增加单位的攻击力(浮动)
穿甲:
Piercing. Represents the ability of a unit to pierce armor, if the value is higher than enemy's armor value, the unit makes more damage in combat.
如果穿甲值比对方的装甲值高,就会对对方造成更多伤害。
也就是说,组织度决定了单次作战时间的长短。而防御和突破分别决定了进攻、防御状态下的“护甲”。软功和硬功造成伤害;装甲使受到的伤害降低,而够高的穿甲则使得敌人的装甲无效。
那么,针对装甲师团的编成,就应该同时侧重软攻硬攻和突破,以及装甲(毕竟装甲师硬刚的情况比较少见,而且同种编成一般穿甲都比装甲高)
比较这三种编成方式,一种是纯中坦师,一种是加一个自走炮,一种是加自走炮和反坦克炮,最后一种是只带一个中坦营的:
第四号增加一个中坦营的配法,可见,比起动辄300多的突破,这个突破还是有点小,显得后劲不足,而68的穿甲。。。这是专门用来克制重坦的吗?
《钢铁雄心4》师级别的战斗状态作用是什么,如何搭配兵种最好用呢?今天小编带来“飞猪骑士”分享的《钢铁雄心4》最强师级部队编制推荐及数据解析,希望对大家有启发。
讨论讨论红框内的几个属性
生命值HP,就不用多说了。生命值一般都很低,一个营的步兵才10点,而重坦也才15点。
组织度:
Organization. Organization indicates the readiness of a unit to perform combat. A unit without organization cannot operate as it is supposed to, and such unit cannot stay in combat or move properly. The organization of a division is the average of the organization of the included battalions.
如果没有组织度,军队就无法作任何举动。组织度在战斗中和移动中都一直会掉。
防御:
Defense. Known as "defensiveness" in previous games. Represents the number of defenses the unit has when defending, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and can not hold the defense as well.
防御这种数据就相当于很多游戏里面的护甲,像掉血一样的掉。这种“护甲”只是在防御作战中起作用,用来扛伤害的。
突破:
Breakthrough. Known as "toughness" in previous games. Represents the number of defenses the unit has when attacking, that is, how many attacks it can avoid. When unit has no defenses left, it is more probable that the unit is hit when in combat and cannot keep the offensive going as well.
相当于进攻作战时的“护甲”,也是用来抗伤害的。
软攻:
Soft attack. Represents the ability of a unit to attack soft targets, that is, targets without armor or with very little armor, such as infantry. In combat this stat gives the number of attacks the unit can make against a target with low hardness.
对非装甲目标的伤害。
硬攻:
Hard attack. Represents the ability of a unit to attack hard targets, that is, armored targets, such as tanks. In combat this stat gives the number of attacks the unit can make against a target with high hardness.
对装甲单位的伤害
装甲:
Armor. Representing the armor of a unit, if the armor value is higher than enemy's piercing value, the unit takes less damage in combat. Higher armor will also increase the units attacks in combat, as it can move around the battle field more freely without getting pinned or damaged.
当装甲够厚,没被击穿的时候,就只会受到较低的伤害;而且更高的装甲同样会增加单位的攻击力(浮动)
穿甲:
Piercing. Represents the ability of a unit to pierce armor, if the value is higher than enemy's armor value, the unit makes more damage in combat.
如果穿甲值比对方的装甲值高,就会对对方造成更多伤害。
也就是说,组织度决定了单次作战时间的长短。而防御和突破分别决定了进攻、防御状态下的“护甲”。软功和硬功造成伤害;装甲使受到的伤害降低,而够高的穿甲则使得敌人的装甲无效。
那么,针对装甲师团的编成,就应该同时侧重软攻硬攻和突破,以及装甲(毕竟装甲师硬刚的情况比较少见,而且同种编成一般穿甲都比装甲高)
比较这三种编成方式,一种是纯中坦师,一种是加一个自走炮,一种是加自走炮和反坦克炮,最后一种是只带一个中坦营的:
第四号增加一个中坦营的配法,可见,比起动辄300多的突破,这个突破还是有点小,显得后劲不足,而68的穿甲。。。这是专门用来克制重坦的吗?
第三组配比算是比较好的了,然而就是组织度差了一点,那么,是不是拿掉一两个支援连会更好呢?
拿掉一个炮连的:
拿掉一个侦查连的:
然而,拿掉炮连,就少了50点软攻,拿掉侦查营,就少了3点侦查(影响出好战术的几率)和10%的移动(至于工兵,在7种地形下都有百分之二三十的加成,所以,我是死都不考虑拿掉工兵的)
修理连增加30%可靠性,也就是说减少30%维护负担——这就见仁见智了,像美德苏这种大国,也就是几个军工厂的事儿——什么,你说这几个军工厂很重要?那你还是玩步兵去吧。
第三图中的,组织度39.6,比起这两种,分别少了7%和3%左右——所以我就把这个忽略掉好了。
几种方案比起来,我是比较倾向于4摩步4中坦1自走炮1坦歼的(称之为C型)。
而真正在打电脑的时候,我们的装甲师都是用来撕裂步兵防线的,那么呢,对比一下步兵师的数据看看,看这几种装甲师的配法靠不靠谱(未能穿甲的话,近似取攻击减半,看看可以不可以):
炮步营(步炮比3.5:1)
368的防御178的生命值,若是防御就是“护盾”的话,就是546点,相当于273的软攻打两轮。而C装甲师300出头的突破,一百多HP,刚好能扛完他两轮。。。
穿甲步
高穿甲高软攻,高防御,两轮打爆以上所有的装甲师——当然,两轮下来也被C装甲师打爆了,防守的话,跟装甲师比起来半斤八两。稍微增援下,有很大几率肛赢C装甲师。不过这配置蛮土豪就是了,毕竟要多开一条反坦克炮生产线。电脑极少有用这种配置的。
8兵1炮1穿甲
两轮下来,就差一点点肛不过C装甲师,有战壕的话,可能还是防得了C装甲师的。然而这种配置火力偏低,对上占绝大多数的步兵对手,还是力有不逮。
双炮营,一炮连一反坦连
两轮下来,还是差一点点就打过装甲师了,不过有战壕的话,应该一对一是没问题的。这种配置相对比较经济实惠,又火力强劲。
更改后的方案如下
我作了一些调整:1.装甲营改为40宽度,这方便战场上调度,在战线里抓住一两个装甲营,对着阵型薄弱处怼就行了,不必怕装甲师抓得太少,不够怼。2.取消坦歼,只用自走炮,以方便撕开战线。
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