Let me talk about the harassment in the early stage. Terran was started by AM or PAL, and DK went directly to escort 3 as soon as it came. As for how to know HUM's starting? The information brought back by the farmers who explored the road in the early stage. When the HUM base is discovered, farmers should not stand there stupidly to chase him out of FM. When I found the Terran base, I immediately flashed out of his sight, and then I figured that when your DK came out, I would come out soon, and then I would approach his altar. In this way, you don't have to die even if you are touched twice by his FM, and you can also see which direction his hero is running, so that DK can catch MF conveniently. DK buys a skull stick and rushes at the first 1 time. When harassing, it is better to grab monsters. As for farmers, it is OK to leave skeletons and DK with pure A. AM and PAL have definitely made a qualitative leap to level 3, so it is very important to stop them from reaching level 3. Then, they usually choose to open a mine. UD has two waves to drag the dog. 1 Before Terran practices mercenary camp, he just kills (about five small G's) while practicing, trying to kill farmers. 2 when he opened the mine, he mainly killed farmers. If there is grade 2 water, and many FM's with yellow skin and green skin are healthy, then UD should not attack hard, and retreat if it makes some money. As for playing MK, a wave of dogs must be exploded in the early stage to give him enough pressure. It doesn't matter if all the little G's are dead. Be sure to cripple him and prepare for the two books of Fast Sky Ghosts. If you keep attacking other mines, Terrans usually ignore the defense of the main base, which is beneficial to your successful sneak attack. It's a bit like ORC hitting the flying dragon of Terran. As long as the tower isn't ready before your ghost (4+) goes to his base, most of them won't be ready. It's even more tragic for Terrans to close their homes. MK and Green Skin can't go in, and they will definitely die of depression. (3 when accompanying MK, the skeleton rushes first to open the field of vision, and then DK uses C to rob the monster. )
As for the ore-dividing of the just two strong RUSH Terrans, it can be divided into about two kinds. 1 is an explosive dog, with two DR attacks. First, kill his fragile unit to make a skeleton and slowly grind it down. Pay attention to DK's position, and don't die. The C of DK is used to save DR. If he doesn't hit you, Dr will use C to kill his yellow skin or green skin. Dogs are not very important. 2 is a dog turning to ZZ, and 2 is a FL push. Refer to this rep. /2009-8-24/ 125 1 1265 1247 18738662.html
2 ZZ+ catapult RUSH. For details, please refer to a technical post I sent, which has been said comprehensively. /2009- 1 1- 12/ 12580504 17953 13848 18.html
/2009- 10- 1 1/ 1255249662588627 1002.html
Later, I fought with the Terran. Terrans usually have several tactics, such as conventional 3-stream (74+49+ aircraft), double-mine 49+ aircraft, tank WS demolition, Dragon Eagle 49, and others, which are not described much. Let me tell you how to deal with these tactics.
Conventional 3-stream: Terrans usually choose single mines (used on maps where mining is not easy, such as TR SV), which are usually started by AM. DK 3 has nothing to say in the early stage. You can use ZZ technology to play this trick. Of course, it is not bad to destroy it quickly, provided that you don't get caught by Terrans during the vacuum period. In fact, the Terran forces are not formed, and when 2 rounds and 3 rounds are not trained to level 3, the power is very small. Terran 3 was not long ago, and that time was completely the dominant period of UD. UD could cast a shadow in 2, follow Terran, and then N ZZ+ coffins went to war with Terran. At that time, UD's hero level was probably DK3 LICH2, and ZZ had a net and a hole, so it was not a loss to fight. Especially after the air force was caught by the net, it could only be killed by ZZ, so Terrans usually turned out to be 74, so UD only needed to turn out to destroy and fight a wave to win. As for the 74+ plane that hits the Terran, it is necessary to change the number of ZZ and destruction according to the number of other planes and 74. I saw infi's fight with UD, which is very clever. First of all, it has been fighting the Terran with a small amount of destruction, which makes the Terran think that UD has given up the air force and only left half a fleet of planes, but 74 has more than half a fleet. In the last wave of INFI, the troops turned out a lot of destruction, and because of the shortage of Terran planes, they were taken down by INFI in one wave. There is also the banshee occupation. I remember that NightEnD played Terran on SV, and there was such a fight. We must fight as early as possible, and it is easy to be killed until the banshee occupation in the late stage.
Aircraft +49 combination. In the face of Terran's pure air force, UD's troops on the ground are actually losing money, and a big reason is that they can't operate well. However, if you operate well, you may wish to use the mixed troops of the banshee ZZ fat coffin. This combination is not good for fighting terrans because HUM can always catch units without shields to double T-grind UD's troops, and 49 coffins are also very fast. So UD can choose pure destruction. Maybe many people are afraid to leave the Air Force when they see many planes in HUM. Actually, they are not. Destroying planes has an advantage. At this time, UD destroyed a wave of mines that could not be washed away by Terrans. At this time, it is still the dominant period of UD. UD can choose to mine and then continue to destroy and attack and defend. The idea of destroying the plane is that we should bring group compensation, destruction and the plane's recklessness to a wave of demons that must suck up the coffin. All destruction flies, and blood loss depends on the hero's group compensation (3 heroes bring at least 2 groups of compensation). When the group compensation is used up, TP will start around half blood. TP back to the base, the destruction should be almost all red blood. In this way, relying on the land and the new coffin, the destruction of self-cultivation can be quickly restored to full blood in a few tens of seconds. As you may not know, this wave can at least kill the HUM 2 plane. Yes, it's Team 2 (the exact number depends on the number destroyed by UD). Terran killed a lot of planes, and because of tactical stereotypes, they will definitely continue to make up planes, and other soldiers, such as the 49 th class, will not be more. Then UD can win as long as it repeatedly relies on group compensation to consume. (PS, that's how I won the gauze VIVA)
Playing tank WS, two ways of thinking. 1 Two ZZ+ throwers pushed him. Because he is sure of Marta, so the technology is not fast, and there are not many troops. If the car is successfully launched, his mine can be pushed away. 2. Divide the mines and meet the opponent's attack. UD's big army is mainly frost wyrm+a little ZZ fatso+shadow. While the base is half a team with more mad dogs (3 attacks). frost wyrm (2 defense+) base is surrounded by several sacrifice abyss, so as to cope with HUM's continuous influx of tanks. In the face of 5J PAL, two banshees can help the farmers who collect gold to set up shields and seal their homes to defend themselves. As long as he kills his tank fiercely, and there are still many buildings left, then attacking UD will win.
Dragonhawk 49, can be pure destruction, or banshee ZZ. Anyway, the most important thing for UD is group injury magic. For example, 2 rounds of PD wine fire, LICH's NOVA, and DL's bee colony. It is very lethal to the air force, and after practicing to level 3, it is even more a few magic moves, and those air forces will be half bloody.
As for other big moves, such as CL double BC blasting dogs 1 Ben RUSH, 1 Ben pair mining, DL+ dogs, practicing advanced skills and then killing farmers like bees, and directly blasting ZZ frost wyrm, I won't say much. It's easier to lose if you are targeted by your opponent, but it's good to use it occasionally.