Prima Games World in Conflict, EN 0761557903 사용자 설명서

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Strategy and Tactics
Strategy and Tactics
Domination
In domination 
mode, each team 
fi ghts for control 
over a number of 
command points on 
the map. As one 
team controls more 
command points, 
the domination 
bar moves in their 
favor. If you take control of all the command points, 
the domination bar moves twice as fast. Once the 
bar fi lls completely for one side, the game is over. 
Otherwise, whichever side has most of the bar when 
the timer runs out is the winner. 
  When playing domination games, it is a good 
idea to get as many command points as quickly 
as possible. The goal is to get the bar moving in 
your favor early on to give you time to get some 
fortifi cations built at the command points. As you 
get more reinforcements points, you can then send 
heavier, slower units forward to hold the command 
points from enemy attack. 
Assault
Assault mode games 
are played in two 
rounds. During the 
fi rst round, one 
player is the attacker 
and the other the 
defender. While 
there are several 
command points to 
capture, only one 
appears at a time. As soon as the attacker takes 
control of the perimeter points for a command point, 
it disappears and the next command point appears. 
When the attacker has captured all the command 
points or the timer runs out, the second mode starts 
and the defending player now gets to be the attacker 
and vice versa. The new attacker is trying to beat 
the other player’s results by either capturing more 
command points or capturing them all in less time. 
 The 
fi ghting is usually concentrated around the 
current command point, but it is a good idea, whether 
you are the attacker or defender, to send units to 
the locations for the next command point so you can 
either secure it or defend it as soon as the current 
command point is captured. When playing as a team, 
you might even have some of your teammates head 
to the next command point while you secure the fi rst 
one. Then once that is accomplished, you head to the 
third command point while your teammate secures the 
second, thus leapfrogging across the map to the last 
command point. 
Tug-of-War
Tug-of-war can be 
one of the most 
intense game 
modes. A single 
command point 
of 2–4 perimeter 
points serves 
as a front line. 
Once one team 
captures all of these 
points, then another command point line appears 
on the opposing side’s part of the map. When 
this command point is captured a third and fi nal 
waypoint appears. If the advancing team captures 
it, the game is over. However, if the defenders can 
hold it and capture the previous command point, 
they push the line back the other way. If neither side 
pushes the line all the way before the timer runs 
out, the side that controls most of the map is the 
winner. 
  This game mode requires you to spread out your 
force and advance along a wide front. As you begin 
to push the line, you must not only try to capture 
the new command point line, but also defend the 
old one, since that is how the enemy can push the 
line back. It is great to have a teammate playing the 
support role, since this person can bombard the 
perimeter points in advance of your units to clear 
them out so you can roll right onto them without 
fi ghting. As you advance the line, your deployment 
zone also advances across the map, allowing you to 
drop reinforcements right next to the line. 
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