1) The attacker occupied all the strongholds and won immediately.
2) At the end of the battlefield time, the party with more strongholds wins.
3) At the end of the battle, if both sides have the same number of strongholds, the defender wins.
Fast Attack Map: This map emphasizes fast occupation of strongholds. The longer it takes, the worse it will be for attackers. Usually push the point with waves.
1), hence the name, need a fast break diagram.
2) When the battlefield time is displayed as 10: 00, the attacker must have a stronghold and hold it for the next battlefield time, otherwise it will fail immediately.
3) If the attacker occupies all the strongholds, he will win immediately.
4) At the end of the battle, the party with more strongholds wins, and if the number is the same, the defending party wins.
Victory map: this kind of map tends to protect the defenders, and the general edge map of the capital belongs to this type. The map requires the attacker to have comprehensive domain control ability, suppression ability and the ability to forcibly occupy points at critical moments.
1) The attacker needs to occupy all the strongholds to win.
2) If the fighting ends and the attacker fails to occupy all the strongholds, it will fail.
Game map: The rules of the game map are relatively complicated, but it is also a relatively fair game map. This kind of map is almost symmetrical in terrain, and both sides fight fairly. This battlefield emphasizes the cooperation ability of teammates and needs the perfect combination of arms of teammates. In the battle, the commander's ability of on-the-spot observation and command has been greatly tested, which is suitable for the army to fight. Need to cooperate with teammates of hunting, reconnaissance, main battle, occupation, guard point, gunner and other types. According to the three stages of battle, use different strategies to reduce the enemy's points.
1) When the war started, each side had 800 points.
2) Every player who joins a full level will get 40 points, with a maximum of 400 points.
3) Kill 1 enemy units within 3 minutes before the start of the war, and the other party will be deducted 2 points; Occupy the stronghold without scoring.
4) 3 minutes after the start of the war, the integral difference between the two sides is greater than 100, and the weak side will be compensated by 200 points; If the gap between the two sides is too large, the weak side will be compensated by the upper limit of two people.
5) If the war lasts for 3~ 12 minutes and 1 enemy units are killed, the opponent will be deducted 1 minute; When there are more strongholds than the other side, the enemy will deduct 3 points per second; If we occupy all the strongholds, the enemy will deduct 6 points per second.
6) After 1 2 minutes, kill 1 enemy units, and the opponent will be deducted1minute; When there are more strongholds than the other side, the enemy will deduct 6 points per second; If we occupy all the strongholds, the enemy will deduct 12 points per second.
7) If there is no combat unit on the ground during the battle, 50 points will be deducted per second.
8) The party whose integral is reduced to 0 first fails.
9) At the end of the fighting time, the party with low score fails; If the scores are the same, the defender wins.