
很多新玩家在防守任务中会遇到困难。要取得胜利需要完成一系列特定事项,这些事项数量众多,很难通过反复尝试来掌握。 简介

我们都曾有过这样的经历——无论是刚购买《地狱之门》后的第一个任务,还是跨越数公里战壕与掩体的战役任务。敌人似乎多得数不清,你的阵地一个接一个失守,再也没有预备队能阻止敌人的进攻,一切都取决于一个小队对一座农舍的英勇防守。 不幸的是,这不是好莱坞电影,没有剧情光环的话,最终敌人的坦克会开过来,把房子炸成碎片,夺取目标。 要怎样做才能避免这场灾难呢?战斗前:单位选择(主要适用于征服模式) 防御最重要的因素,实际上也是最关键的一点,就是拥有合适的单位——你或许能用一个炮兵排拿下一个村庄,但如果忘了携带额外弹药,要守住这个村庄抵御进攻就会很困难。本节将重点介绍战斗前的单位选择。 首先要考虑的是你将在何种类型的地图上作战。你可以通过点击地图名称来确定(在征服模式中,地图名称位于右下角;在多人模式中,位于正中央)。在防御方面,真正需要关注的主要有三种地图类型:密集型、半开放型和开放型。 密集型指的是主要以城市为基础的地图。唯一便于推进的路线(至少对载具而言)都被建筑物所侧围。这类地图更适合以步兵为核心的战术,因为火炮无法获得清晰的射界,坦克在推进时也会因担心遭遇伏击而举步维艰。地形中可能包含河流、大型山丘或坚固的大型建筑物等障碍物。 半开放地图指的是混合了森林、开阔地带和村庄等多种地形的地图。不同的区域更适合不同的单位,但没有哪种特定的战术 doctrine 能最完美地适配这种地形。建议混合使用上述和下述的战术 doctrine。 开放地图指的是像库尔斯克或机场这样的地图,几乎没有(如果有的话也很少)森林、障碍物或大型地形障碍。这些地图更适合坦克、反坦克炮或火炮等远程武器,而步兵在掩体或战壕内安全隐蔽时表现最佳。

首先是狭窄地图。坦克和装甲运兵车(APC)在某些情况下确实有用,但由于战斗距离较近,它们极易受到步兵的攻击。火炮大多无用(迫击炮除外),因为建筑物可以吸收炮弹。三脚架机枪很难正确部署位置。地图的狭窄特性使得发现从侧翼潜行的步兵变得更加困难。确保机枪能够俯瞰开阔地带。 尽管这些地图狭窄,但并不意味着它们面积小——所以要带上一些运输车辆。步兵班和牵引式反坦克炮通过卡车部署的速度比步行前往目的地要快得多。当然,如果你必须的话,可以投入装甲部队,但低等级、非精英单位能得到更好的利用。为了一个躲在栅栏后面扔莫洛托夫鸡尾酒的苏联士兵而损失宝贵的虎式坦克,那可就太愚蠢了。步兵必须是你部署的主要力量。他们是你清除建筑物和对抗步兵的最佳工具。如果需要,他们通常至少有一名配备反坦克手榴弹的士兵,用于摧毁障碍物或消灭敌方坦克。装甲车和坦克有同样的问题,但它们更便宜,而且由于地图布局拥挤,敌人用反坦克炮狙击它们会更困难。

其次是半开放地图。除少数情况外,建议混合搭配装甲单位、步兵单位和远程单位。全步兵部队或许能顺利通过村庄占领第一个据点,但当你进入通往最后一个据点的开阔地带时,你会后悔没带坦克。 火炮为可选单位。较大的地图显然适合配备步兵炮或自行火炮,尤其是当据点容易受到轰炸时。建议携带两名以上医护兵。弹药箱/燃料车为可选单位。运输卡车有助于让你的部队以最快速度进入阵地。

Thirdly, open maps. These are the cream of the crop in terms of defensive, and you should feel lucky that the game has blessed you with such an opportunity. Literally any unit, from mortars, basic riflemen, AT guns, artillery, mounted machine guns to flamethrowers will work on these maps. Okay, maybe not flamethrowers. Mostly. So, these maps favor tanks, ranged weapons like artillery / tripod mounted machine guns, and riflemen squads in particular. Jagers are not a good pick for an infantry squad (they have only short-ranged MP40 submachine guns). An ammo crate / supply truck is absolutely essential, as your units will expend large amounts of ammunition almost continuously at longer ranges. Armored personnel carriers, half-tracks, trucks, really anything that can carry soldiers will be indispensable in getting to your capture zones with haste. As a final note, researching "Defenses" levels I through III places AI soldiers, machine guns, and AT guns around your points at the start of a defense match. These guys can soak up damage, and spot enemy forces without your own men being put at risk. Those are the basic guidelines for picking units at the start of the battle. Before the Battle: Unit Selection Part II: Emplacements There are many emplacements in Gates of Hell, ranging from the humble Maxim all the way up to the Morser 18 and Karl Gerat. Some are better for defense than others. Superheavy Artillery - I'm talking the Soviet 203mm and its German counterpart, the Morser 18. They are of limited use in defense. The thing about them is that, while, yes, they can decimate an entire infantry column in one hit... they are hard to use. I mean, ridiculously hard to use. You have to have a good enough position with perfectly clear fields of fire so that your shots won't clip anything after leaving the barrel, and their ammo cost to a resupply truck is horrendous. All in all, they're not worth it. That said, it is a very good idea to bring at least one accurate artillery piece (the Soviet 122mm M1936 being a good example) with which to snipe any enemy artillery. Sniping an enemy artillery piece with your own is the only alternative to rushing artillery in an MG-34 Kubelwagen or some infantry, which can get you heavy casualties. Mortars - Preferably light mortars, as they are easy for your troops to cart around by hand. They have a good ammunition reserve, semi-decent range, decent accuracy, and can pin down an enemy unit in the open. The light mortars (90mm and below) usually also have smoke shells, to cover a retreat. Just make sure they don't get overrun, as they do have a minimum range. Tripod MG's - In a good position, a tripod MG can rack up many of kills - provided it's well supplied with ammunition. Its high accuracy means it can decrew lighter vehicles from range, and its high rate of fire guarantees that enemies caught in the open will not survive. At point-blank range, I have known single machine guns covering chokepoints to mow down as many as 150 enemies, as their pathing told them to all go in a line through one gap in a fenceline. A position that good is hard to find, though, so if you're at a loss in that respect, just stick them on whatever portion of your defense you feel needs a better defense against a flank. Before the Storm - Pre-Attack Preparations In Gates of Hell, you always spawn in defensive missions on the opposite side of the map from your capture zones, as if you are rushing reinforcements to a beleaguered position. The following are arranged in chronological order from the start of the battle to the finish. Your first task must be to get your units to the objective. If you're playing Co-op, assign some units to your friend. They can help micromanage them into position, and focus on one point while you focus on the other. Once your units have arrived at the objective, you must split them up. They all must dig in facing different directions - you do not know exactly where the enemy will come from. If you do not have engineers to dig trenches, then your infantry must get out their entrenching tools and dig foxholes to protect themselves. Foxholes will not protect against mortars or artillery, but they do a good job protecting against small arms fire. If you do have engineers, they should be making trenches, laying mines, setting up barbed wire and making anti-tank obstacles along likely routes of enemy advance. Tanks can be ready for action the moment their treads touch the zone, so they must be moved to the front to keep watch for any enemy attack before the defenses are ready. A trick I learned with tripod mounted MGs is that they can be put into a foxhole that infantry dug, with their barrel just barely peeking over the foxhole's edge. This offers them excellent cover. Your medics must build medical tents close enough to the frontline positions that they can be reached easily, but not so close that they are at risk of enemy fire. Medics should stay back at all times. They are the most valuable specialist unit you have. After your infantry has finished digging foxholes, make sure that every man is in the best cover available. You will not get another chance once the attack starts. Here is a diagram of what the best types of cover are:

坦克并非无敌。它们最适合作为【防御屏障】使用,尤其是在某些敌军攻势猛烈到步兵难以抵挡的区域,例如森林。坦克配备多挺机枪,防护也相当良好;而步兵可能无法发现灌木丛中的狙击手。以下是坦克的部署示意图。

注意最后面板中的括号内容。三个F原则。它们展示了你的占领区周围地形应遵循的三个基本规则:平坦、无特征和无植被。 灌木丛会隐藏敌方步兵。栅栏、房屋、树木、原木、岩石等都能为敌人提供掩护。由于工程师单位(目前)没有推土机,卡车也能胜任。驾驶卡车穿过你方部队驻守房屋前的任何栅栏,以便他们获得清晰的射界。如果森林中的树木限制了你的侦察能力,就把每棵树都推倒。有敌人可能藏身的房屋吗?开坦克撞过去。《地狱之门》不是一款关于保护地形的游戏——而是一款关于消灭敌人的游戏。关于火力范围还有最后一点需要说明:当你从上方俯瞰战场时,你看不到任何微小的地形变化,甚至可能会忽略一个事实——你整个防御体系的关键固定武器,被一个沙袋挡住了。

抱歉画质不佳,但核心意思是你要确保每一件武器都能瞄准敌人可能经过的每一片区域。 最后一条由@Iron Otto提供的提示:所有由多人组成的单位,只有当所有成员都被击杀且所有装备都被摧毁时,才会被判定为【损失】。 这意味着,如果你真的不想损失某个特定单位——比如一辆虎式坦克——那么在每场战斗开始时,你可以命令其中一名 crewmember(车组成员)跳出车外。他可以被其他任何人员替换。让跳车的 crewmember(车组成员)躲在地图上某个隐蔽角落的灌木丛里。然后,即便坦克被摧毁且全体乘员阵亡,你仍然可以付费将该单位找回——因为其中一名乘员实际上还活着,所以游戏从未将其判定为彻底摧毁。Weathering The Storm - During The Attack

遗憾的是,《地狱之门:东线》并非一款能让你高枕无忧、放松身心,看着部队在20分钟内横扫敌人的游戏。首先,他们携带的弹药远远不够! 此外,敌人很少会如此配合,反复从同一进攻路线发起冲锋。 在每次防御任务中,你很可能至少会遇到一次重大紧急情况:比如地形中某个意想不到的低洼处为攻击者提供了掩护,某个单位的弹药你忘记补充,敌人正用火箭卡车对你进行轰炸,你的医护兵意外阵亡……这样的情况不胜枚举。但最关键的一点是:深挖工事,并灵活坚守前沿阵地。这是德国在第一次世界大战中用鲜血换来的教训:任何对坚固设防阵地的初期进攻,在经历惨烈的白刃战后,最终都会被阻挡。 战争后期,当第一道战壕更像是地面上的一条壕沟,而其后方则是坚固的设防阵地时,一线步兵可以对推进的敌人进行零星射击,然后撤到更坚固的阵地后方,将盟军部队引入杀伤区。 在战斗中,你绝不能死守前线。你的兵力非常有限,而敌人拥有几乎源源不断的步兵储备。一旦开始损失部队,你防御阵地的能力就会开始下降!另一个能挽救你部队生命的东西就是医疗兵。

具有讽刺意味的是,医疗兵是你整个军队中最有价值的单位——尽管他们只携带一把手枪。他们是唯一能做到以下几点的单位: a.) 可以救治倒下的士兵 b.) 可以搭建医疗帐篷 c.) 每场战斗开始时都携带相当于一个集装箱那么多的绷带 这三件事共同作用,在维持部队生存方面比士兵自身的作用还要大。 想象一下这种场景:一挺三脚架重机枪和两名步枪兵是抵御敌人整个步兵冲锋、保卫你最后一个占领点的最后防线。你只剩下一名医疗兵……而且你的坦克也没弹药了。突然,一名敌方狙击手出现在仅20米外!他在其中一名步枪兵将其击毙前,对重机枪手完成了一次爆头。但他在死前扔出了一颗手榴弹!最后一名机枪手正在进行换弹动画,因此没能及时撤离。两名步枪兵的生命值都已降至一半,并且他们的绷带也用完了。 没有医护兵的话,这场战斗就输了。然而,医护兵整场比赛都在等待这个时刻,他深吸一口气,冲向机枪阵地,在敌人开始穿越开阔地带时,成功复活了两名机枪手。当机枪开始扫射时,医护兵迅速跳入两名步枪兵蹲伏的散兵坑。他放下了六块绷带,步枪兵们立刻拿起使用。又经过几分钟的战斗,再也没有敌军士兵试图接近你们的阵地。敌人的预备队已经耗尽,你们赢得了这场战斗的胜利。医疗兵至关重要,因此绝不能将其用作战斗单位。他们的最佳位置是在房屋或其他障碍物后方,距离前线相当一段距离。只有当敌人击倒我方士兵,或士兵需要补充绷带时,医疗兵才需行动。此时,医疗兵必须以最快速度前往战壕,在那里救活倒地的士兵,并在地上放下大量绷带,然后迅速撤离。

除了医护兵,尤其要留意步枪兵的弹药量。他们是防御的第二重要部分,至少在铁丝网解锁纯机枪手组成的小队之前是如此。为此,推荐使用弹药箱;士兵只需跑过去,弹药就会神奇地出现在他们的 inventory(物品栏)中,而且弹药箱还附赠两名步枪兵!无需额外费用。这就是我更喜欢弹药箱而非弹药补给卡车的原因。 你已经部署好部队和医护兵,挖好了战壕,并且刚刚击退了第一波敌人。下一步是检查你摧毁的任何车辆是否可以立即让你的一名士兵进入;如果可以,就在波次间隙让一名士兵跑过去夺取它。即使它无法移动,也可能仍有你可以使用的武器。 余波 恭喜你! 希望你已经挺过了一波又一波的敌人、坦克以及随之而来的激昂音乐。如果你成功了,那就安全了。值得庆幸的是,战斗后有一个打捞阶段;你可以重新配备人员或修理一些敌方载具,打捞武器,还能获取敌人非常“贴心”地遗留在战场上的一些火炮。在战斗后的单位选择界面,你可以将修复好的载具和工事出售,换取实实在在的现金——这意味着T-26的“虫海”冲锋能为你带来一笔意外之财。但要记住,当你按下【结束】按钮时,任何没有你的人员在内的打捞敌方载具,都将永久丢失。这是因为在下次战斗开始前,游戏还不会将其视为“你的”。 最后一个警告——警惕敌人的进一步攻击。即使你已经达到一千分,他们也可能不会停止进攻。 之后剩下的就是自我鼓励一下,点击“完成”,在征服菜单中补充你的部队,然后发起进攻。 但是,等等——还有最后一点补充。哪里出了问题?花几秒钟思考一下,因为这将决定你下次的表现。你需要更多的反坦克潜力吗?考虑获取更多的坦克或反坦克炮。需要更多医护兵吗?在你的小队中再添加一个。你应该明白意思了。 感谢阅读! ——杰布·T·萤火虫 习惯远程战斗的爱好者
2026-02-14 19:00:11 发布在
Call to Arms - Gates of Hell: Ostfront
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