Chapter three hundred and ninety-ninth black heart
"Your firepower is obviously too much beyond expectations. The opponent cannot insist on such a high damage ratio. This is a joint fleet and not a sole proprietorship fleet, so they will definitely start to collapse after suffering enough damage. // Visit to download the txt novel // If we want to test the weapon, we must as soon as possible. While their confidence has not disappeared, we will quickly rush into the enemy formation and start hunting tests. Otherwise, let alone the command system, we may not be able to test anything."
"It makes sense." Sophie nodded and ordered the fleet to start not paying attention to the enemy's interception, but to rush over at full speed.
The Krissina and the surrounding warships are both flight ships. Although they did not start the flight device for the sake of confidentiality, the flight ships are flight ships, which are far from comparable to those surface ships in terms of speed. Our warships have absolute advantages in terms of acceleration ability and maximum speed.
The fleet opposite immediately understood our intentions after discovering that Klis Dyna suddenly started to accelerate. They were just stunned before. It was not that these people were really stupid. When they saw that the warships on our side were rushing forward regardless of their concern, they immediately realized that our fleet actually did not take them seriously at all. In other words, their warships actually did not really pose a threat to us.
Thinking of this probably last name, Heggs, who was cunning, directly ordered the fleet to make adjustments.
"Strange. What are they doing?" Because the distance is close enough, the warships on our side can see the entire battle situation, so the opponent's formation adjustment was immediately discovered by us. Sophie was very surprised by the opponent's intention to adjust. In this case, there are actually only two correct choices for the enemy fleet. One is to resist firmly and try to defeat our fleet. Another method is to evacuate decisively. However, this huge mixed fleet adopts a very strange way to adjust their combat sequence.
Some of the medium and large warships in this fleet are slowly moving towards the outside of the battlefield, while the other warships accelerate forward and quickly form a c-shaped structure. In theory, this structure is not very strange. After all, under the premise of numerical advantage, the opponent forms a C-shaped fleet formation that can completely surround our warships, and then use their firepower advantages to launch a concentrated attack on us. However, if they really want this, why do they transfer all the heavy warships outside?
The ballistics of the naval guns are relatively straight. Now the two sides are quite close. You can directly see small black spots on the enemy warships on the sea with your naked eyes. At this distance, for the naval gun, it is almost like a gun that is fired against the other person's forehead. In this state, the warships located on the periphery cannot actually fire across the enemy's warships, which means they cannot attack us through their own warships. Then, in the face of this, of course, they must put the most powerful warships in front of them, because in this way they can use their firepower advantages to fight to the death. However, the tactic used by the opponent is to place the small and weak warships in front of the large warships, which blocks the shooting angle of the large warships on the other hand, and on the other hand, it is equivalent to pushing the small warships into a dead end.
"What are they going to do?" Sophie asked in confusion.
"That's it!" Although Kris Dena is not a naval warrior, she still has basic common sense. Looking at the enemy's arrangement on the sea, she said strangely: "Do they want to use small warships as cannon fodder to consume our ammunition?"
Sophie didn't think about this. After all, she felt that this kind of thing might not be a big surname, but after seeing the colorful flags flying on the other side's fleet, she suddenly hesitated again.
Of course, it is impossible for a normal fleet commander to use his own warships to consume enemy shells, but this fleet is...can't say it!
Warships are different from soldiers. Although on the surface, everyone says that life is so important and will not sacrifice any soldier, is there really a country's army that can not sacrifice the lives of soldiers? No, no, all soldiers are the weights in the hands of officers, and they are chess pieces for chess pieces, just like those pieces on the chess board, without any difference. If a pawn is eaten, one can kill an opponent's cannon or even an old coach. Which chess player will give up this exchange? The answer is no. At this moment, any chess player will consider giving up his pawn to exchange for important chess pieces such as the other party's chariot, horse and cannon. Of course, if it is an old coach, let alone, it is worth it to exchange for chariot, horse and cannon.
The same is true for soldiers in reality. For the sake of victory of the battle and for the overall advantage, the choices the commanders need to make are often to sacrifice some of the lives of soldiers to save more. This kind of thing is natural. Although it is quite unfair to the sacrificed person, this is the rule and is reality. The invented word cannon fodder means that it has existed for quite a long time, so it is normal to be sacrificed.
However, in the fleet, this situation is slightly different.
A warship is not a soldier. The construction cycle of a warship is often several months or even years. To make the ship really have combat effectiveness, the soldiers above need to gradually become familiar with the ship's surname and truly master the operation technology. This process often takes longer than building the ship. Of course, it is impossible to really take several months to build a ship in the game, and it is impossible to make you familiar with a ship for several years, where everything is accelerated. However, even so, it is very normal for a ship to build a ship for a week, and the speed of a crew member familiar with a ship is usually not shorter than this time.
Although the time has been greatly shortened, the battleships in the game are not in vain. It also costs money to build them, and it is not one or two crystal coins, but exchanged for them with mountains of crystal coins.
Because of the long construction cycle and high price, even the fleet commander is unwilling to lose even the smallest tonnage battleship. In this case, the warships in the fleet are generally in a very stable and cherished state. Unless small warships are used to block shells for large warships, or there is no way, the fleet commander will not be able to deliberately sacrifice his own warships, and using his own warships to consume the other party's shells is even more unthinkable.
However, the above situation is only in normal circumstances, and the problem is that the fleet ahead of us is not normal at all.
As we have said before, we have heard the other party’s plan and some appropriate inferences, we have grasped the general situation of the other party. It can be said that this entire fleet is a tool for the British guild to make money, and it is not a real fleet at all.
If the warships in this fleet suffer losses, they are not actually the interests of the British guild. On the contrary, if the owner of the ship intends to rebuild the warship, the British guild will get another order. In this case, how can you think the other party can cherish the warship? Even if it weren't for competing with our Frost Rose Alliance for the interests of the Asian region, they might even take the initiative to find an opportunity to cheat all the warships that accompany them, because this means that they will soon get a huge warship order, and the warships among them will go with them again, and there may even be a third order.
With such an idea, the other party's commander will naturally not take the losses of small warships in the fleet seriously, because these small warships are basically ordered by others, and large warships are the warships of their own guilds.
If you use this idea to infer, the decision to use warships to consume enemy shells that will only make in your head water, but will become more reasonable.
After confirming this idea, Sophie immediately understood that the other party might really have such an idea.
"It looks like we're in a bad situation," Sophie said.
Kris Dena asked in confusion: "Even if the other party intends to consume our shells, it should be nothing wrong, right? Why do you say it's bad? Can they really use up our shells?"
Originally, Kris Dena thought Sophie would say another reason, but who knew that Sophie nodded directly and said, "That's what I mean."
"Ah?" This time Kris Dena was not calm. She asked in surprise: "What did you say? The other party really consumed our shells?"
"Of course," Sophie explained: "The guild stipulates that conventional fleets will only reserve standard amounts of shells in non-cruising missions."
"Is our standard number small?" asked Kris Dyna.
"That's not." Sophie shook her head and said, "Our standard number is not large, but the problem is that this is for conventional shells, and our battleship's main gun uses liquefied magic crystal steam shells. According to the safety regulations of our guild, all liquefied magic crystal steam ammunition needs to be managed in a unified manner. That is to say, our fleet will not be equipped with too much liquefied magic crystal steam ammunition on the warships, but will be concentrated on a dedicated liquefied magic crystal steam transport ship, and will only be distributed to combat ships before encountering a battle. The advantage of this is to avoid the danger of explosion caused by improper management of liquefied magic crystal steam, but the disadvantage is that once an emergency occurs, our fleet will only have a base number of liquefied magic crystal steam ammunition."
"Is a cardinality not enough?" asked Kris Dena.
"It's enough, but the problem is that we only have half a fleet here, and when we came out, we only brought a very small amount of ammunition, not even the rated standard. What we said to you before was just a restriction requirement, not our actual carrying capacity. Our carrying capacity didn't even half the limit limit."
"No, right? Then you had swear to be surrounded by the enemy and have a melee with the other party?"
"We are not afraid if it really fights!" Sophie explained: "First of all, we only need to use liquefied magic crystal steam shells to kill those large warships, and then the rest can be used with conventional shells. Our warships are also equipped with conventional weapons. In addition, as a senior official in the guild, you should know that the warships in our guild are not only powerful with artillery, right?"
"I forgot this."
What Kris Dena mentioned is actually the underwater and air combat units of our guild. The fleet of our guild is not a simple gunboat. The situation where two warships use cannons to bombard each other at a certain distance is rarely seen in our guild's fleet. After all, as long as we enter a melee, we will inevitably be shot. Even if our Frost Rose Alliance warships are all equipped with miniaturized magic defense systems, this does not guarantee that the warships will not be damaged, so we usually do not really fight with the other party in close combat for safety.
The tactics used by our fleet are very simple. Once the enemy is discovered, we will immediately send a pilot ship to guide the firepower at a long distance, and then we will start bombing the enemy warships with the help of powerful firepower and range advantages. This process is usually enough to destroy more than half of the opponent's warships. If the remaining warships do not retreat, we will enter the mid-range battlefield with the enemy. Although this distance is defined as medium distance, it is still quite far. At this distance, the opponent's artillery usually just reaches its limit range.
We all know that naval guns are not too accurate because of the impact of the warships by the waves, and this situation becomes even more obvious after the distance becomes farther. When the naval gun enters the extreme range, the accuracy of the artillery will become very bad. Moreover, because the ammunition of traditional artillery is very long, at this distance, it actually takes more than ten or twenty seconds from firing the gun to hit. At this time, the warship can make a certain maneuver and significantly reduce the opponent's hit rate. Therefore, at this mid-range distance, although the opponent can start to fight back, the hit rate is definitely the same as winning the lottery. Moreover, although the miniature protective cover used on the warship cannot be as indestructible as the city-level protective cover, it can at least block the first round of attacks. With this hit rate, unless the opponent can step on the shit and encounter the same ship many times in a row, it will be impossible for the opponent to penetrate our protective cover at all.
After entering the middle distance, the enemy's counterattack will still be an optional state, while our warships will activate the second attack force - the Mobile Angel Force.
The large warships of our guild are generally equipped with six or even hundreds of mobile angels. Most of them are air combat-type mobile angels, mainly responsible for protecting the safety of our warships over. After all, there are many flying monsters in the game, and there are many flying players, so air defense power is definitely indispensable. However, in addition to these air-to-air models, there will definitely be at least two mobile angels on our warships.
This type of maneuver angel is a large maneuver angel. They are often over three meters tall and are quite huge in size. These guys usually have underwater combat capabilities and have some ability to fly for a while. However, we generally do not let maneuver angels fly. Their thrusters are not used for flying, but for them to jump.
Usually after entering a medium-range battle, our warships will use special cannons to launch the ship-type mobile angels directly. This special cannon has a large caliber, which can directly stuff the ship-type mobile angels into the gun barrel and then occur in the air of hundreds of meters high, so that they can unfold the propulsion system to find the target and then glide and land. Of course, we can also directly launch the ship-type mobile angels onto the opponent's warship deck like a mortar. However, this method has a great burden on the ship-type mobile angels themselves, and it is likely that the ship-type mobile angels will be stuck in the launch chamber and cannot get out. Therefore, unless we encounter a warship with particularly strong air defense firepower and cannot directly glide near, we generally will not allow the ship-type mobile angels to land directly on the enemy ship.
The huge body of these ship-type mobile angels determines their amazing power, and their weapons are standard ship-cutting swords. This huge chain saw knife uses a design similar to a chainsaw. The huge size means that it can prepare a larger power source. Therefore, the lethality of this weapon is actually very terrible, and it can easily cut out warship armor several meters thick. It is precisely because of the huge power of this ship-cutting sword that it is called a ship-cutting sword. The ship-cutting arms that use this weapon can directly destroy the opponent's warship armor on the sea surface, and can also destroy the exposed warship weapons. After all, the turrets and other things are really inappropriate in front of this ship-cutting sword, so as long as the ship-cutting angel successfully kicks the ship, it usually means that the warship is finished.
In addition, the ship-type mobile angels do not mean that it will be fine if they kill a warship. After all, they are mobile angels rather than shells, not at once. After paralyzing their first target, the thruster behind them can play a role. At this time, the ship-type mobile angels can use the thruster to boost and jump, and then land from a warship across hundreds of meters away from a warship directly to another warship like a flea. This method is enough to easily transfer the target in naval battles. Moreover, if the opponent's warship is divided far away, the flight distance can be increased with the help of a glider. Anyway, as long as the target can be seen with the naked eye, it is usually impossible to escape their pursuit.
Of course, considering that some guild warships are indeed equipped with extremely strong air-to-air firepower, it is very difficult to approach warships from the air, so our anti-ship maneuver angels and underwater operation systems are also available.
Since they are ship-type mobile angels, diving is naturally a basic ability. The special design of these big guys makes their underwater speed no less than ordinary fish, so they can easily catch up with enemy warships, and then dive directly outside the local anti-aircraft fire range. Then approach the enemy ship from underwater and climb directly onto the deck to start destroying. Of course, directly cutting the bottom of the ship is also a good way, but this is usually not necessary, because efficiency is required in naval battles. Cutting the bottom of the ship and sinking a ship takes a long time. It is better to jump on the deck and give all the turrets, and then cut off the bridge and transfer it directly. Anyway, there is no turret and command center, even if the battleship can run, it is useless.
During this attack at a mid-range distance, the shelling of our warships will not stop, because our ship-type mobile angels have special contact equipment, so we can accurately know the location of each of our ship-type mobile angels, so there will be no accidental injury. Therefore, our warships can continue to shell enemy ships while attacking ship-type mobile angels and increasing casualties.
Usually more than half of the fleet that were destroyed at a long distance suffered such a heavy blow at medium distances. Even if it did not collapse, there should be no more warships left. Even if the last two or three warships could approach our fleet, they were basically targets and did not pose any threat at all. Of course, if the enemy's warships were relatively powerful and fast enough, we could use the tactics of flying kites to play the game of chasing each other with the opponent to deliberately extend the combat time at medium and long distances. Even if the opponent's fleet has a large number, there would be no few ships left when they rushed to us.
However, although this situation is rare, some guilds can still build high-speed battleships that compare speed with our guild's warships. Therefore, once we encounter such a warship, our speed advantage will be lost. In this case, the kite flying tactics can only increase some enemy casualties. In the end, the two sides will still have contact. Once this situation occurs when a large number of enemy warships are approached, our close-range combat system can start to participate in the war.
The so-called close combat system of our guild is not a naval gun or a mobile angel, but a steel claw.
As the guardian beast of our guild, Steel Claws are somewhat different from ordinary guardian beasts. They are also concentrated on certain battleships while accompanying players in large numbers.
As an underwater combat creature, the underwater speed of Steel Claw is actually very fast. Although due to the endurance problem, they cannot pose a harm to the enemy fleet at a long distance, this situation is completely different after the distance is tightened to within a few thousand meters.
The flexible and fast underwater movement ability of steel claws ensures that they can quickly approach enemy warships, and then they can use the bombs we specially made for the steel claws to destroy enemy ships. This type of bomb is quite large in size. One steel claw can only carry five to six such bombs without affecting the operation. However, the power of this thing is absolutely terrifying. As long as the sticker is right, one can handle any large warship, and directly destroy the main keel and break the warship into two parts instantly. This terrifying power is enough to pose a fatal threat to most warships, and our guild has a very large number of steel claws. If two or three steel claws are concentrated on attacking a warship in close combat, there is basically no possibility of any failure.
Of course, we know that using the sea monsters to conduct raids, the enemy is not a fool. Although the technology products in the game require a certain amount of strength to establish a research institute to develop, the things like Warcraft are everywhere in the game, so ordinary fleets will have a large group of sea monsters to protect their fleets and attack enemy warships. However, there is a problem here.
Although there are many things in Warcraft, Warcraft is not a puppy. If you give two bones and touch its hair, it will follow you. Warcraft have strong combat power, and most of them are very aggressive. These things are not allowed to be kneaded by gentle little animals, let alone train them. Therefore, there are only a few ways to obtain escort of Warcraft.
First, like us, we have a guild guardian beast that can fight in the water. This method is the most practical and effective, because there are enough guild guardians, and they can be replenished slowly without fear of losses.
Second, use Warcraft guards.
There is a hidden surname in the list of warships, which is to recruit Warcraft guards. This is a mission, and it is open to all ships, whether it is a warship or a civilian ship. Just as the ship is built, it can be driven to any elderly sailor in the port to receive such a task. Just chat for a few days and deliberately bring the topic to this aspect, the other party will tell you this matter, and then you can do the task according to the other party's narrative. Of course, the tasks of each port are different. After all, the map of Zero is a world map. It is impossible for all ships from the port to run to one place to do tasks, otherwise wouldn't the ships located opposite the earth be exhausted? Not all warships can circle the earth and play around.
This kind of mission is different from the port. Each port has a special mission location, which is usually not too far from the port, and of course it is definitely not close.
As long as you receive a task, you can participate in the mission trial, but the premise is that you cannot be together. This kind of mission can only be picked up by the captain or the first mate, and then only one ship must sail. You cannot form a team with people on the road, otherwise the mission will definitely not be completed. The contents of this kind of mission are usually different. Some tasks require you to attack some sea beasts, and then the hostile sea beasts of this sea beast will join your warships and become the guards of your warships, and some will need personnel to go ashore to complete it. It is usually an island, and you can go up to do the mission. After the mission is completed, the monsters will join your warships and become the guards.
This kind of marine monster guard can be said to be a very good way to defend warships, but our fleet did not adopt this method. First, our guild has its own steel claws, so it is not urgent to need such a guardian creature. Second, our guild has too many warships. This kind of mission must be read and done with every ship, which is quite troublesome, so it is very inconvenient to operate. If possible, we will try not to use this method. However, our guild does not have this kind of guardian creature.
But it was all done by the captains of each warship in their spare time. Our guild has not organized such things. In addition, the third reason why we don’t use this kind of guard to protect sea beasts is that this kind of guard is not free. Even if you complete the task, you have to provide the other party’s food consumption. Even if you don’t go out to fight, sea beasts still need food. Therefore, maintaining such guards for a long time is actually a very expensive behavior. Considering that our guild’s warships basically don’t use this close-range combat creature, we have never thought about this kind of creature at all.
In addition to the above two methods of sea beast protection, there is another way to obtain sea monster protection, which is the magic pet.
Players in the fleet can carry magic pets, and if this magic pet can fight on water or underwater, it can be used as a guardian creature of the warship. However, this method is more difficult to arrange than the previous two. The magic pets in "Zero" are inherently difficult to deal with, and they must have a water battle type. With this limitation, the range will be much smaller. It is unlikely that a guild can gather many such players, and not every one of these people likes to hang on the warship. Besides, even if the crew members on a ship carry sea monsters, how many are there? You should know that most of the sea ships in "Zero" are operated by NPCs. Except for those positions in the bridge, I rarely hear that someone is hanging in the bottom cabin. Therefore, even if the players on the warships carry sea monsters, there will not be many guards on a ship.
Because of this reason, our guild fleet has a lot of sea monsters. Now our naval guns have been upgraded very well, and with the mid-stage defense against ship-type mobile angels, the steel claws have been idle. In the past, when everyone was still using wooden sailboats to bombard, the steel claw brigade of our guild was famous far and wide. Especially the Japanese fleet at that time suffered a lot.
Sophie's original intention was to use our guild warship's three-stage attack method to suppress the opponent's fleet, and then clear the nearby enemy ships in the melee, and then the enemy will start to collapse. Under such conditions, our liquefied magic crystal steam shells are actually not very useful at all. It's nothing to use a smaller number. However, the opponent did not use the melee method, but directly set up a c-shaped array to consume our shells. This means that after we cleared the opponent's internal fleet, the opponent's outer warships would just enter the attack distance and attack, rather than the state where Sophie originally expected to follow behind and chase the enemy ships.
If it is in melee mode, the opponent's fleet arrangement will be loose. In this state, we can use liquefied magic crystal steam shells to give priority to attacking important enemy large warships to scare the monkeys. Now the opponent is ready to use small warships as cannon fodder, so all the large warships hide behind small warships, and we have no shooting angle at all.
If we use liquefied magic crystal steam shells to attack these small warships, then we will not have enough liquefied magic crystal steam shells to deal with those large warships in the end, so we will be forced to fall into a conventional war with the other party. Although we are not afraid of conventional wars and have absolute firepower advantages, we can stand in a distance and use a sniper rifle to indulge people. Who likes to play a cowboy-style face-to-face duel with the other party?
On the other hand, if we leave the liquefied magic crystal steam shells behind and deal with those large warships, it means that we cannot reduce the number of troops in a short period of time, and in this way, the opponent will gain confidence and start playing a protracted battle with us. In this case, although we are confident that we can win, we will definitely lose in the end. This ending is not what we want to see, especially when we have the opportunity to avoid such things.
Chapter completed!