Saturday, April 21, 2012

Keeping in touch

High everyone gorloc here thought maybe we should get a list of accounts together, plz post account name, realm, and version(roc, tft) thx and here's mine:

ArchmageEternal on Azeroth

TFT|||See the community forum for more details

New to the game and need a hand..

Hi all,

Well I decided to pull our my old copy of Warcraft 3 (RoC). I had only played it client side but thought this time I would try my hand at competing against players.

I began by just playing random people but have encountered some things that I wish to ask....

What is "Creep"? Twice I have been told "Use the Creep" and have absolutly no idea what's going on. :)

I usually play humans, but when I face Undead before I can hardly get anything built before the other players comes at me with a hero and some spiders. These spiders then proceed to massacre my small (usually no more than 5/6 footmen) force, meaning I lose.

Is it better to build lots of smaller units (aka weaker) quickly or to spend more time building a bigger and stronger force. My first game I was too slow and was beaten. My second game was the opposite, bought too many footmen etc and lost.

Is it worth leveling a hero before launching an attack?



Well that is all for now, thank you for your time :)

Full.|||In RoC creeping gives you a substantial boost to your gold income. By fast creeping you level up your hero and gain money to tech faster/get more units.

It sounds to me more or less that you need to practice microing and to get build orders down. Unfortunately...i dont know any build orders for RoC...sorry, but i'm hopeful somebody else will have one to give you.|||Humans are kinda weak in RoC I think... oh and don't worry about these spiders, everyone has problems with them because they are cheap, build quickly, have great damage and hit points.


Quote:




Is it better to build lots of smaller units (aka weaker) quickly or to spend more time building a bigger and stronger force. My first game I was too slow and was beaten. My second game was the opposite, bought too many footmen etc and lost.

Is it worth leveling a hero before launching an attack?




The standard way (I understand you are playing solo) is to make few weak units (footmen and riflemen) to aid hero in creeping. Then proceed to better units. Don't make too many weak units because enemy will out-tech you and win. If you go for best unit at beginning he will come fast and destroy you, because you won't have any army.

In RoC your hero always should be creeping or attacking enemy. Never sit without doing everything. In fight of equal armies, one level more makes big difference.|||hi mate, if u want, we can do some practise 1on1's

i also play RoC only (not FT), just mail me (fzthomas@hotmail.com)|||Here are some random tips that I can give you to maybe help you win -

1) Try to never have an "idle" peasant. You know, the kind that just sits there and doesn't mine or get lumber. The max number of peasants you can have on a mine is 5, so with the others, get lumber! If you need to build a building, get one of the peasants getting lumber to make the building, and then send him back to the lumber when he's done.

2) This tip is an obvious one, but here goes - Depending on your strategy, your build order will be different. For right now, I'll assume that you are getting a Hero to Footmen to Riflemen. So, you should QUICKLY make an Altar then a Farm and a Barracks. As soon as the Altar is up, immediately start making your Hero. Make more farms as you need to, then when the Barracks is up, immediately make some Footmen. You'll be able to tell when you need more Farms, so make some in advance so you don't have to stop making units. When you get enough gold/lumber, make a Blacksmith and start producing Riflemen. Upgrade your Town Hall fairly quickly.

3) It's good to have a lot of units.

4) Creeping is killing the "creeps" on the map, which are the neutral monsters located on the colored spots on the minimap. Green spots are the easy creeps, orange spots are the harder creeps, red spots are the hardest creeps. As soon as you have a hero and one or two units, go to a green spot and kill the monsters. Your hero should be halfway leveled up. After you kill the creeps, go to another green spot and kill more creeps. Your hero should be level 2, or almost level 2. Now, go to an orange creep spot and slowly work your way up the "creep ladder." While creeping, don't forget about your base. Also, you should NEVER lose your hero to creeps, that's bad.

5) Micromanagement is the ability to keep your units alive. Use micro by moving the units with low health away from the battle so the enemy will have to retarget a unit with higher health. While attacking the enemy, try not to focus on the Hero too much. Focus fire on the normal units. If they run their units away, retarget.

6) Crypt Fiends have Piercing attack, so give your Footmen the Defend ability. I think they have Piercing, if they don't ignore this.

Hope I helped some!|||dancing crypt fiend >> foot + defend|||Lolz, if thats true, RoC is just imba as ****. But tFT is better anyway, so I s'pose it doesn't matter.|||mass fiends >> all in RoC

thats the ****ed up thing and the reason that most ladder players choose ud|||In FT, just mass foots with defend against fiends. chances are the fiends will kill themselves just by attacking the footies b/c of the wtfimbapwnageness stats of defend -_- (lol not really hehe ;o)|||a single footy with defend >>> a single wyvern|||Creeping: The killing of the non-player controlled units on the map for gold items and experience. As a Human player on RoC you can have only three different heroes. The Arch-mage is the most popular for several reasons not the least of which is he can �out-creep� most other heroes. Just use Summon Water Elemental, send the WE in to attack the creep first and follow with the AM. Easy enough, and it keeps AM from getting beat up early in the game. Only use that on the green camps. When people talk about green camps they mean the color they are on the mini-map if you are not getting any colored dots on your mini-map try clicking the icon next to it that has a little tent on it and a magnifying glass will come over the tent. Then all the creep �camps� will be shown on the mini-map. The other heroes will be a little slower at creeping, but have other benefits also. With the melee heroes, do this; whichever hero you choose when you fight creep camp LOOK at the mini pictures of all the footmen in the bottom middle window (when they are all selected). NOTICE which of them is taking the most damage and move him back just a few steps if they are melee creep or a few more if they are ranged creep (remember to use Defend.) After he is no longer taking damage you can then move him back in to help kill. This tactic is referred to as �dancing.�

Spider problems: The Crypt Fiends are the grey spiders the undead make. They are ranged so they can focus fire (FF). Focus fire (FF) is having the ranged units all attack one single unit. This is important because if it kills that unit, it removes that unit�s damage from the battle, and gives hero exp. Understand that having all your damage focused on one unit rather than spread out against several will give much better results. Creep dancing is much easier than dancing against a human opponent. The human opponent will not fall for dancing so easy. If the enemy is using Crypt Fiends (spiders) then everyone ASSUMES you have researched Defend and are using it, right? Even with defend it can be tough to beat spiders. **This is Critical! ** Press and hold the Alt key when the battle begins. This will give you an overhead health bar indicator. If one of the spiders� health is down, we have our first target� Now make sure you watch which of your footmen the enemy is focusing on. If he is a new player he will be hitting a few different footies, but if he is sharp he will start hitting your lowest life footie. Try this: Double click the footman that is targeted and move him back, Sometimes this will draw the Crypt Fiends closer to you so your footmen can start hitting them quicker, or sometimes the enemy will break target, both are good. Now make sure you do not chase one Crypt Fiend all over creation trying to take that one out while the enemy is continuing to damage you, that�s a rookie mistake. Use the Holy Light skill to cut down running Crypt Fiends, or use the Mountain King�s stunning hammer to get the kill.

This was an intro to Micro-Generaling your army. If the other player is better than you, he�s gunna whip you. That�s life. But as long as you general your people correctly. These tips will help you beat the guy who plays Undead and gets spiders because he heard it was good. I hope I help you more than confused you. LOL!

Counter UD RodFiendDK

This might seem like a really stupid question...but im really not all that good in ladder games, but here goes:

I get owned every time an enemy Undead player goes DK with rod/Fiends rush.

I play usually Orc and NE, so strats for them please.

With orc, I usually have around 7 grunts and hero (SH) when the attack comes and with NE some 10 archers and hero (PotM/DH). I don't get what i'm doing wrong.|||you may want to consider a better base design. consult the several resources on this forum, try using the 'search' utility.|||here is some feedback from my side - but i'm not that good either

i hate undead and especially mass fiends

as orc i go for FS + (later on TC) and HH/raider (works, but not always)

something that works very well - but its hard to pull off and you need to know in advance that the ud is going for fiends -> TC + some HH for creeping and meanwhile tech to tauren and shaman

TC and tauren own mass fiends (seen several replays of that)

as nelf i suggest DH + (later on PotM) and mass huntz (upgraded as much as possible) and later on some master dotts to cyclone



hope its something you can use - its more a general feedback, not really a rush-counter i think

regards|||Quote:








This might seem like a really stupid question...but im really not all that good in ladder games, but here goes:

I get owned every time an enemy Undead player goes DK with rod/Fiends rush.

I play usually Orc and NE, so strats for them please.

With orc, I usually have around 7 grunts and hero (SH) when the attack comes and with NE some 10 archers and hero (PotM/DH). I don't get what i'm doing wrong.




NE: Go Kotg (entangle ftw) or speedy/mass damage DH with hunts

ORC: Go Fars / TC with grunt raider (ensnare the weak fiends) and some wyvs.|||With orc, stay kinda defensive at tier1, just creep etc. At tier2 when your TC and raiders(with ensnare) pops out, you should have no problem dealing with fiends. Make sure to get a dust of appearance to detected burrowed fiends.|||You have way too much grunts, if you ask me. Make sure you tech sooner to get a 'fast' second hero and tier 2 units like raiders or casters, and don't get more than about 4-5 grunts at once.|||Quote:








and you need to know in advance that the ud is going for fiends




quoted for truth

i remember a time that i was UD vs Orc.. he got far seer and lots of HH without scouting, assuming i was going fiends. I found about 7 HH and the far seer when I came with my mass ghoul/lich rush. it was gg.|||Scout is important!

i did the following a few days ago: i went for DK and 2 fiends and went to the NE's base and retreated immediately.

he obviously taught "another ud massing fiends" - he went DH + huntz and i nicely teched to gnoul/garg :p

As orc, i always try to get to T2 as fast as possible and then get one witchdoc for sentry ward which i try to put on a few tactical spots on the map and in his base (if possible)

after that i go shaman.|||Oh, those darned gnouls! >_>



I think it's a good idea to always (hero-)harass, even if you don't kill anything you will/might disrupt his creeping, force him to build a nerub/arcane tower, detonate wisps, use burrows or militia and draw the initiative a bit your way.|||yeah do a 2 grunt tech, and get raiders + 2nd hero fast, TC preferably. fiends are dead meat with grunt/raider/stomp. ;o|||yeah, a low hp DK early game is really annoying for an UD player|||Quote:








gnouls! >_>




Heh, funny. I have seen this same typo before on these forums.

Thanks for the tips, but actually the real problem is how do I get rid of the mass skeletons from the Rod on Tier 1/2. Dryads don't sound like a good idea vs. fiends.

With orc I guess i could have a spiritwalker or two...but then again they would get horribly blasted by possible UD nuke.|||With NE you have wisps, with Orc... You'll just have to deal with it, if you have your TC out you'll probably end up hitting some skellies with ChainWave.|||If your Orc, and you've got some 800hp sick-ass grunts, 2 slow 12-hitting skellies shouldt pose much of a problem... It gets annoying when there are mass skellies.

I need a good human stragey to stick to, not frozen throne

Give me a good one and i'll work on it everyday, I started playing yesterday by the way. Note: Not frozen throne.|||Ok try this one. Mass casters and Arch-mage. It can be relatively tough at first but I think you will like the results. When you first start out a lot of players use only one hero because it�s easier to keep one alive. My suggestion for this strategy is the Arch-mage (AM.) The first thing you are going to do is get your hero to level 2 using the creep. These are the non-player controlled monsters around the map. Get your hero out as soon as possible and put the first skill point into Summon Water Elemental. Then go kill out two green creep camps. This should give you enough experience to get to level two. Point the next skill point into Brilliance. Brilliance gives and aura that all other units get when they are near your hero that makes their mana levels regenerate faster.

Next you want to �Tech Up.� This is getting the upgrade at your Town Hall to make it into a Keep. After you have �Teched� then build an Arcane Sanctum. When the Arcane Sanctum is up� start pumping out Sorceresses and a couple Priests. You must immediately select the Sorceress and turn �Slow� spell off auto-cast (right click it). Otherwise your sorceresses will use up their mana on casting slow, and will not have enough mana to do Polymorph, the bane of this strategy. When you finally get enough resources to get a castle, buy the �Adept� upgrade for the sorceress and them finally the �Master� upgrade for them. Using two Arcane Sanctums will speed this up. Remember to GET THE SORCERESS FIRST and the upgrades last. That way the Sorcies can have a full mana bar when they are ready to cast Polymorph. This requires some time so you�re going to probably have to get an expansion gold mine early on. Getting an expansion gold mine bringing in gold will speed this strategy up big time. It�s not unusual for a Human player to expand right away in a game because they need a ton of gold.

Why mass casters and AM? Because it will kick assess!! Here�s how you work it. When all of your army is selected press and hold the control button then press the #1 key. This will make it so that whenever you press the 1 key your army will be instantly selected. Pres it twice to put the camera view over them. When they are all selected press the tab key until the �subgroup� is the sorceresses. Another way to sub-select the Sorcies is to click on one of the Sorcies pictures when you have the whole group selected. Anyway you do it, just get it so the Polymorph spell can be thrown. Then with the sorceresses selected pres the �o� button. This tells the Sorcies that you want something turned into a sheep. After you have sub-selected the Sorceresses and pres the �o� and the mouse should turn into the bulls-eye instead of the gauntlet. Then hold down the Shift key!! Make sure you get that right. It�s critical. After pressing the �o� key and then releasing it, and then holding down the shift key, begin clicking on the enemy�s army. Poof, Poof, Poof, they start turning into sheep. Soon the ground looks like Little Bo Peep has found her sheep, and it�s GG time. To finish mop up what�s left of his army and pump out a couple of Mortar Teams to siege his base with. That�s if he hasn�t left the game already.|||Another strategy and abit less micro intensive than the one listed above me as is follows

Build an Altar, 2 farms and a Barracks asap.

Get an Archmage and 4 Footmen

Build a Blacksmith

When that's done start building Riflemen

Tech to Tier 2 ASAP while producing Riflemen and get a Mountain King

Once you have an Arcane Sanctum build a few priests and then a few sorcs (leave slow on autocast)

tech for Tier 3 asap as well, still make a decent amount of riflemen, 6 priests and 6 sorcs are optimal. Add a Workshop as resources allow and get a few Mortars.

Upgrade Priests to Adept for dispel, this is needed against summons and hostile enemy spells. (Faerie Fire, Curse, Bloodlust)

Once in tier 3 start producing Knights to accent your footmen.

Your Footmen/Knights will tank your opponents melee for you, you want to Focus Fire his melee down ASAP using your Riflemen/mortars.

Tip: At the start of battle select all your priests and turn Inner Fire on autocast, wait a few seconds (while you're doing other things, like summoning water elementals, stormbolting/clapping opponents, etc) then turn auto-cast heal back on.

Upgrade sorcs to Adept sorcs, you can go master if you want, but what you want is invisibility. When you can and you see a unit taking heavy damage, cast Invisibility on it and run it out of the fight. This will take awhile of getting the hang of so dont get too frustrated right away.

hope this helps

Ouchies|||If you just got the game, I suggest you play the campaign to get more familiar to it. Find out for yourself what strategies works against what. For example, you wouldn't want to end up with masses of spellcasters against dryads, since dryads are immune to spells.|||one site for you mate => www.battle.net/war3

check out the human race section and read all the tips, strategies, combo's, unit information, ...

after that; do the same for the three other races so you learn to know them (check their units and proporties and stuff)

after that => www.replayers.com and download a lot of replays (use the search, indicate 1on1 and RoC 1.20 and include race HMN -> will give you over 1000 replays of 1on1 games with a human players involved)

watch their replays, check their strats and build-ups and learn!)

thats how i rolled in the game a few months ago.

gl buddy

Need help, vs. Computer, Booty Bay

Hey all,

I have been trying to learn how to play 1v1 matches by playing against the computer on the Booty Bay map.

What I am finding, though, is that even when I set the Computer's ability to Easy, and the game speed to Slow, that I still can't keep up with the computer's micro. Even when I watch replays and try to see what the computer is doing, I can't keep up with its build order and unit management.

Has anyone else run into this? Is there a better way to learn/practice 1v1 matches?

FWIW, I have v1.18 and I usually use the Humans (just because I am most familiar with their unit/tech structure). Thanks for any advice...|||What strategy are you using btw? Nobody can keep up with the computer's micro as it's always perfect.

For Human i trying this:

send all 5 peasants to gold

queue up 2 more

Snag a peasant off the line and build an altar

Snag another peasant off the line and build a farm

Snag a 3rd peasant off the line and build a Barracks

Queue 2 more peasants and rally to gather wood

When altar completes start an Archmage

When the Farm completes start another farm

When the Barracks completes start queueing Footmen (3-4)

(YOu didnt say if you have TFT or not if you do build a shop here)

Build a Blacksmith

Upgrade to Keep as soon as you have the resources

Creep abit using the AM with water elementals and footies (send elementals in first to take the damage)

Right about here your blacksmith should finish, start building Riflemen, 5-6 is good.

Once you're at tier 2 start an Arcane Sanctuary and get the Mountain King

Queue a couple priests and a couple sorceresses (then alternate after until you have 4-5 of each)

Tech for tier 3 asap as well, you're going to want Knights to tank for your rifle/sorc/priest combo.

This is a generic build order for a rather common human strategy, a light wall of melee units to protect rifles, sorcs, priests and mortars when you get them. Mortars can be picked up in tier 3 or you can hurry them and get them in teir 2 if you want to harrass bases.

You basically want to use riflemen and Water Elementals to focus fire everything to death one unit at a time while your melee holds them and your sorcs slow them. Initiate Sorcs are fine, i recommend Master Priests, start off with Inner Fire on autocast, once your army is lit up, switch to auto-cast heal.

With the Archmage you want to get Water Elementals out as fast as possible and add them in with your riflemen, with the Mountain King you want to use Stormbolt and clap. Clap the melee, stormbolt heroes or units trying to flee.

Still waking up atm so i'm fairly certain i'm missing things, hopefully somebody else will chime in with some help as well.|||lol that map is REALLY old. but I do remember playing on it too! kinda like echo ;p|||1mbz0r 3ch05??? b007y b4y 5uxx0r5|||imo on booty bay, u have to creep the middle as fast as possible and you will have an advantage in lvl - from then on, try to put the pressure on his base.

if i play that map as NE, i build a moonwell at the middle and constantly do hit-and-runs|||Try a different map, the CPU always rushes you really fast on Booty Bay, and if you don't creep the middle (read: the enemy does it) you're at a serious disadvantage.|||try ur startign map as a map where 4 players can play...put in a comp on ur team 2v2s r better to srat with make comp same race and copie his exact moves.

or go on battle net update it and play online and ask for training cos i will be glad to help |||Quote:








try ur startign map as a map where 4 players can play...put in a comp on ur team 2v2s r better to srat with make comp same race and copie his exact moves.

or go on battle net update it and play online and ask for training cos i will be glad to help




The CPU has a really crappy build order, don't follow this advice. Best thins is to look for replays from good players (check the forums here, or go to wcreplays.com) and copy the build order from there.|||He's not running a fully updated version guys, the replays here wont do anything for him.

Instead give him some build orders/tips to get the middle faster than the comp?|||If you really wanna be cheap, just build a mass of towers at the midpoint of the map and slowly advance. Comps have a hard time with mass towers.

But, if you really want to learn to play it...

2 Peasants build an Alter and Farm, rest go to gold.

Queue 2 more peasants, 1 for wood 1 for gold. Farm building peasant goes to gold, the altar one goes to wood. Train hero (Paladin as example)

Build a Barracks.

2 More peasants, both to wood.

When Barracks completes, build 2 footmen.

When Paladin and Footmen are both complete, start to creep closest one.

Build 4 more footmen, and then a Blacksmith.

Just keep advancing your tier units. Upgrade when you get the resources and try to creep areas as quick as possible. The Items and experience will help you alot.|||Yeah the comp. build orders work well for its ability to have impecable speed and micro not so well for humans, comp. easy usually don't rush and can't handle a rush so build a few footmen and a hero creep at the center really quickly like not even three min. and then rush draw their forces away from their base and costanly keep more troops coming that helps me but i don't play many 1v1

B2|||In the earlier patches of Frozen Throne and Reign of Chaos the computer doesn't ever attack you on the two islands in the middle. One way to guarantee victory against comp is to only tower your main base and get a Zeppelin and acquire one or two of the center island gold mines. That strategy can't fail because the comp struggles against mass towers.

However if you want to know what it takes to beat the comp you must be brave enough to rush him. You can't out creep him because he never creeps an empty camp and you cannot out build him because the comp can run a 70 food army like it was just a couple of footman. The center creep thing is trying to out creep him, and your build order really doesn't matter because you will prolly not make it to Tier 2 before the game is decided.

He sucks at controlling his hero. On easy mode he only get one hero and you will kill it for him, try to creep jack him if you can. First make whatever shop you have. Then hunt his hero the second the shop is ready. UD get the Rod of Necromancy, then rush. Orc get the Healing Salve, Then rush. Humans get the Scroll of Healing, then rush. Elves get nothing, skip the shop and build an ancient of war in his base while you are distracting with your hero. If things get a little hairy you can fall back goto a shop and get a couple healing pots and then try to creep jack him. Killing his hero a couple of times early will get you exp same as the creeps and keep him from creeping.

If you don't have TFT then its build a barracks, rally point the barracks to you hero (who better be in his base) and power rush his base. If you suck at rushing, this is your chance to improve, if you hate rushing, you gotta play another map, because you are not going to out creep him or out build him on this map. (The mass towers/island thing is the only exception.)

Here are some tips on Hero killing:

http://www.battle.net/war3/basics/herokillers.shtml

Here are some tips on creep jacking:

http://www.battle.net/war3/basics/creepjacking.shtml

Good Luck!|||Quote:




Need help, vs. Computer, Booty Bay




Jesus Christ|||Quote:








Jesus Christ




Seconded.



Here's a real tip: Play the campaigns.

Thinking of trying a diff Strat

I've been goofing around in custom games vs the computer to come up with a different build order and strategy for orcs. What i've come up with probably isnt new other than the build.

Basically a late altar build.

Rax+2 burrows, queue grunts

Build Altar

Get TC as hero.

Before the 2nd dot of nightfall i've got 5 grunts plus a TC and i'm creeping, usually i'm also upgrading to stronghold as well with a mill in the process and a shop. TC prioritizes Stomp.

At tier 2, pick up Pitlord, prioritize Howl of Terror with Cleaving Attack as secondary. Build Beastiary and spirit lodge, upgrade to zerker grunts.

At tier 3, pick up the Tinker and prioritize Cluster Rockets, get bloodlust or healing wards and Tauren. (can go with either shaman or witch doctors, both fit well with what i've been doing, but i lean towards the shaman). I tried it with Spirit Walkers and spirit link and it doesnt seem to give any decent benefits other than being able to rez the few tauren i plan on getting, with Docs or Shaman i havent lost a tauren yet either.

Obviously this starts off slow, but isnt too weak vs rushes i dont think, not since you get a decent ground force.

When facing off against your opponent, Stomp, Howl, Rocket. Focus Fire, Stomp, Rocket (T shift, T Shift, R, ctrl group 2, Shift FF whatever you're gonna FF, go back to stomping and stunning).

I havent tried it on ladder yet, i'm still tinkering with the build order, but i always manage to be upgrading to tier 2 by the 2nd or 3rd dot of nightfall, and expoing soon after tier 2, when i generally only have 2 wyvs or so.

Humans and Undead even can also do this, Humans go MK first, then PL then GT, UD can go CL, then PL, then GT. Banshee's for AMS or Necs for UF, with humans IF and autocast heal plus slow on your opponents makes it almost a better strat for humans than orcs. Havent figured out how to make it work for NE early game with no hero that can mass stun/disorient though.

Anyways before i try this on ladder i was hoping to get some opinions. Obviously it needs to be on a decent sized map with a tavern and a place to expo fairly quick.|||I dont know Ouch, I like the strat and all on paper, but I wonder how you deal with mass air. And your grunt zerker will get killed HARD by dryad/bear me thinks. And how do you easily counter a good harass? When going TC first it is awefull being rushed, and with this buildorder you might get pwnd hard.

Post a replay (just smurf) to show what you mean.|||Mass air would honestly be the biggest problem vs this strat. Against the computer though i tend to get upgrades fairly quick as well, if i dont get upgrades i can tech faster and push to a higher food count, i >should< be able to start after my opponent before mass air comes, with the exception of mass gyro's that is...only air unit that's grossly fast at massing lol.

Howl of Terror starts off reducing enemy damage by 30%, then it's 40%, then 50%.

Cluster rockets hit everything in a decently wide area and stuns for 1 sec. When playing against the computer i've almost always managed to pick up Scrolls of the Beast too.

Bears wouldnt really be an issue, they'll be dealing 50% less damage and stunned half the time. Dryads are immune to all this yes, but take plenty of extra damage from Wyverns.

This is of course in it's testing phase, against a harrassing opponent i'll have 3 burrows and generally 1 decently placed tower, i can also stomp surround.

I'll go ahead and try to test this asap, means i'll have to thumbs down five full maps starting with non-tavern maps and working from the smallest up. Get back to ya's soon on this.

Ouchies|||Quote:








Mass air would honestly be the biggest problem vs this strat. Against the computer though i tend to get upgrades fairly quick as well, if i dont get upgrades i can tech faster and push to a higher food count, i >should< be able to start after my opponent before mass air comes, with the exception of mass gyro's that is...only air unit that's grossly fast at massing lol. Still, mass wyvs, IF'ed Griffs and Dhawks, destro's will pwn you.

Howl of Terror starts off reducing enemy damage by 30%, then it's 40%, then 50%. I think roar, rejuv and slow kinda cancel this

Cluster rockets hit everything in a decently wide area and stuns for 1 sec. When playing against the computer i've almost always managed to pick up Scrolls of the Beast too.

Bears wouldnt really be an issue, they'll be dealing 50% less damage and stunned half the time. Dryads are immune to all this yes, but take plenty of extra damage from Wyverns. Roar. U ma be right about the wyv/dryad comparisson, but i dont think thats valid (as in; there might be potm, firelord, or arhers around)

This is of course in it's testing phase, against a harrassing opponent i'll have 3 burrows and generally 1 decently placed tower, i can also stomp surround.

I'll go ahead and try to test this asap, means i'll have to thumbs down five full maps starting with non-tavern maps and working from the smallest up. Get back to ya's soon on this.

Ouchies






blallalalalalalala|||I got your blahblah right here pal! ;)

http://war3.worldofwar.net/showthread.php?t=36703

Yep i finally got a map i could do it on. Unfortunately i didnt play my best so i couldnt really show what all i wanted to...i didnt even get a chance to get casters...but i did get TC+PL+GT.

I lost lots air units but only 2 grunts...that's not normal for me, it's usually the other way around, but i did say i didnt play my best...or close to my best.

Still, it shows the general idea and the build order.

Ouchies|||Ok dude, I will watch it tomorrow.|||erm, I'm kinda in a hurry so I didn't read it all, but isn't this just a mix of Tillerman's and ChoGal's strat...?|||I dont know IP, i've not seen it/heard of it being used. Here i thought i was actually being creative :unamused: :unamused:

My opponent was left stranded towards the end, but i didnt feel confident enough to push towards his base with what i had at the time, i did camp outside to try to keep him from sending peons out to mine...

Definately not my best game though, keep in mind it's just for showing the strat i >thought< i had come up with...though i guess i'm unorginal lol.

Ouchies|||yeah this is kinda like tillerman's strat. (and kow garl! <3) I wouldnt go tinker.

Im not sure im right, but is the main point of this strat to dominate enemy ground? if you want to do that, get TC with stomp but go panda 2nd and PL 3rd. panda gets haze/bof (duh :D) and PL gets howl. tillerman always used docs too (for stasis) and you said you were going docs anyway. ;o

against an harassing dh, it just gets ugly unless you can stomp surround ><

I would opt for aura first btw. getting aura first is great for any strat (creep, harass, etc.)|||I generally dont get docs, i was just experimenting with the different casters and this strat. Though i think in Mirror vs a WW BM i'll probably start going docs over Shaman for spamming sentry ward.

I dont like Panda, if haze were AoE then i might pick him 3rd over tinker, but it's not.|||Quote:








I generally dont get docs, i was just experimenting with the different casters and this strat. Though i think in Mirror vs a WW BM i'll probably start going docs over Shaman for spamming sentry ward.

I dont like Panda, if haze were AoE then i might pick him 3rd over tinker, but it's not.




yeah but naturally at lvl 2 you get BoF. At lvl 1, BoF does like more dmge than rockets lvl 3... =O

-->also imo, the disabling power of haze > stun of rockets.

but its your strat :D|||My main reasoning for wanting the AoE 1 sec stun from the rockets is in those odd/rare instances when you get a hero channeling an ultimate at your army. Like Starfall for instance.

5 or so hippo's over a PotM makes it hard to line up an ensnare or whatever, but with the AoE effect of Rockets all you have to do is aim it in the general area and fire.

My micro is far, FAR from being good, so having a shortcut like this is almost like a godsend..making it easier to counter those who have better micro and whatnot.

For me the Tinker is my utility fall back for times like those. It also lets me fire off a rocket cluster and in that 1 second i can have my TC chug a healing potion or mana potion for further stunnage/hero survival. Not entirely sure why but lately i've been facing alot of people who focus the crap out of my heroes to the exclusion of my units...and it's always TC or PL, not the tinker...i'm guessing their size? lol|||yeah TC is kind of weak at lower levels, so unless your TC is real high lvl, he's going to try to focus teh bull... stomp ofc teaches him a lesson ;o|||I like my TC stocked with an invul-pot. Invis-pots are great as well for a tc. Especialy when applied before a battle, rush to backline of enemy and go caster-mashing.|||lolol @ caster-mashing! :D|||1. Need more replays of this strat

2. You need to get your butt online so I can play you.|||You could play with/against me sometime, too, I could do with some solo training atm. Aka pGs.RakkauS @ Northrend if you're interested. I'll be away this week and the two weeks afterwards though, so you'd need to catch me this weekend. The earlier the better, I'm way ahead of your time. I'm almost always on, but often afk. Just tell me you're there and either wait a while or tell me what acc you're on @ Nooberoth.

Peace. ~.~|||I have accounts on both azeroth and northrend. Ferrous on both of them.|||Yeah yeah i know lol

I started working finally so i havent had alot of time to play. I'll work on getting some more replays when i can.

Ouchies|||Quote:








My main reasoning for wanting the AoE 1 sec stun from the rockets is in those odd/rare instances when you get a hero channeling an ultimate at your army. Like Starfall for instance.

5 or so hippo's over a PotM makes it hard to line up an ensnare or whatever, but with the AoE effect of Rockets all you have to do is aim it in the general area and fire.

My micro is far, FAR from being good, so having a shortcut like this is almost like a godsend..making it easier to counter those who have better micro and whatnot.

For me the Tinker is my utility fall back for times like those. It also lets me fire off a rocket cluster and in that 1 second i can have my TC chug a healing potion or mana potion for further stunnage/hero survival. Not entirely sure why but lately i've been facing alot of people who focus the crap out of my heroes to the exclusion of my units...and it's always TC or PL, not the tinker...i'm guessing their size? lol






The stun AoEs are a nice touch and i agree you have to have some sort of ranged stun when they channel ultimates ie. starfall/ death and decay else you have to run or get decimated. i had a build order/stat. similar to this but it sucked 1. i did'nt get spellcasters 2. i didn't have the micro needed to pull the stat. off.

well any wayz hope you suceed in developing a new strategy for the orcs that you can use on Ferrous

B2|||Stuns won't help against my dryads or destroyers, ~.-|||That's because Dryads and Destroyers are imba =P|||Only destroyers. Dryads are overrated|||Slow Poison = teh sux!

Only decent orc counter for Destroyers is teh kamakaze! Wyvs counter dryads alright..except mass dryad...|||Cata�s and the cheesy mix of grunts and raiders work aswell vs mass dryad, just pull foucesfired units away when orange in health.|||It was a good thought, but i've come to the conclusion that my way of doing this strat is too slow to be of any good. I'm considering this strat dead.|||nah dyrads are pretty damn imba imo >_<

slow poison + frost arrows and they give waay to little xp. :(

catas own dyrads nicely. just have grunt/raiders in front to block ;o,. wyverns are iffy, ff on wyverns isnt so nice, and pulling ff'ed wyvers back is like impossible b/c of slow effect.|||Quote:








nah dyrads are pretty damn imba imo >_<

slow poison + frost arrows and they give waay to little xp. :(

catas own dyrads nicely. just have grunt/raiders in front to block ;o,. wyverns are iffy, ff on wyverns isnt so nice, and pulling ff'ed wyvers back is like impossible b/c of slow effect.




Ensnared dryads aren't that fast either

ehh i need help!!!! Focus FIre?

ok so lets say i have about about 12 foots....

in a bbattle wood u Attack move? or would u FF...

nost of the time when i FF i find my self getting owned when my melee units are running around the battlefeild like crazy...

plz help...

im not noob its jsut that ive always been doing this

Thank You.

v :|||You attackmove in front of 'em, then dragselect groups of 3-4 footies and have them focusfire seperatly.|||Don't FF w/ melee unless you know you can successfully kill it.|||but if i dont ff then most of the time i juust find myself makin his army weak but not killin them.........|||Quote:








but if i dont ff then most of the time i juust find myself makin his army weak but not killin them.........




But if he can micro, he'll just make your army chase after one unit while he manages to weaken/hurt you. Range is the best for FFing.|||Quote:








ok so lets say i have about about 12 foots....

in a bbattle wood u Attack move? or would u FF...

nost of the time when i FF i find my self getting owned when my melee units are running around the battlefeild like crazy...

plz help...

im not noob its jsut that ive always been doing this

Thank You.

v :






the problem with that is that your units are melee and slow

that is the worst thing to FF, because that unit will keep running while you are being killed, best thing is attack move, but then again it depends what you are countering|||erm, foots aren't slow..unless you're talking about defended foots. and foots are more effectively used with an MK for bolt-surround.|||Quote:








erm, foots aren't slow..unless you're talking about defended foots. and foots are more effectively used with an MK for bolt-surround.




When ever i play humans, i use MK bolt to stun and then foot surround but foots just don't have the speed or damage to effectively FF riflemen can but not much better knights are the ones to use or Slow

B2|||After some weeks I noticed that they come withthe same questions. And again, and again, and again.



I'm oficially out of this out of the forum. Again.







Just tell in what part of the game you'll need 12 foots.|||Quote:








After some weeks I noticed that they come withthe same questions. And again, and again, and again.



I'm oficially out of this out of the forum. Again.







Just tell in what part of the game you'll need 12 foots.




Dude, there is no need to announce your eight departure.



But you are right, btw |||You should never ff with melee unless u are either:

a)surround ff (this works well agenst hero's )

or b) fighting someone with horible micro skills( )