The Warcraft III Strategy Thread...
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The Warcraft III Strategy Thread...
Ok RTS is the genre I'm most weak in so I'm always willing to learn new things. I just got Warcraft III and I figured I would start a thread where we can just share tips and strategies (I remember we did this with RTCW a while back). Maybe people can chime in with general tips on playing and also specific build orders/strategies with specific races. Also, mention what units you feel are the best and why, what spells, items, heroes, etc.
I hope I can learn a lot from this thread.
I hope I can learn a lot from this thread.
#3
I don't even own this game yet. But since no one's posting any strategies, I'll just list some basic stuff on WC3 that are new and different from typical RTS games:
1. Each gold mine can only have up to 5 peasant/peon/acolyte/wisps. So don't send more than 5 guys to the same mine, it's a waste of resources.
2. Wisps harvest lumber without harming the trees, so the forest will never disappear for night elves. Use Ancients to eat the trees if you want to carve a path into a different area. Also, the siege machines (from each race) can also be used to clear trees.
3. Acolytes summons in buildings (like Protoss in Starcraft), you don't need to have it hang around while a building is being summoned. Undead gold mines need to be haunted before you can dig for gold.
4. There is an upkeep pentalty for using more than 40 foods. So unless you're lauching some major offensive, don't exceed it or you'll be suffering from reduction in the resources you bring in. [-30% resources at 41 to 70 foods, -60% resources at 71 to 90 foods.]
5. Heros are critical to your success. Always have at least one present at any type of skirmishes so the he/she can gather the experiences and gain levels.
6. Stretgic use of the items in the game [such as Town Portal scroll and potions], can be very crucial to your success in the campaigns, as well as in multi-player games.
7. Farms can serve other purposes besides adding food. Orc peons can enter the burrows (up to 4/burrow) to retaliate against attackers by throwing spears. Moonwells can be used to regain life and mana, the wells regenerate once a day. Undead Ziggurats can become town defense after upgrading to spirit towers.
8. As humans, sending extra peasants on an existing building/repair job will get it done much faster.
9. Powerful magic attacks, such as Blizzard and Starfall, can be interrupted and stopped if you can attack and stun the magic caster.
10. Some skills, such as Kodo beast's devour, or sorceress's polymorph, can be employed to eliminate a single powerful unit from the battlefield.
11. It is important to keep track of dead bodies as undead. Either reanimate as skeletons or scoop up using meat wagons. If you want to resurrect your own units, the time limit on dead bodies is 88 seconds. Flyers and heros does not leave a body.
12. The Huntress Sentinels can be a very useful scouting tool. It is permanently fixed on a tree, and the only way to stop the spying is to destroy that tree. This can be very annoying to opponents if you cast the Sentinel in the middle of a forest.
13. The elves' Ancient Protectors cannot attack melee units that are next to them. All Ancients can be uprooted to serve as attack units when no upgrades or units are in progress.
That's all I can think of right now.
PAL
1. Each gold mine can only have up to 5 peasant/peon/acolyte/wisps. So don't send more than 5 guys to the same mine, it's a waste of resources.
2. Wisps harvest lumber without harming the trees, so the forest will never disappear for night elves. Use Ancients to eat the trees if you want to carve a path into a different area. Also, the siege machines (from each race) can also be used to clear trees.
3. Acolytes summons in buildings (like Protoss in Starcraft), you don't need to have it hang around while a building is being summoned. Undead gold mines need to be haunted before you can dig for gold.
4. There is an upkeep pentalty for using more than 40 foods. So unless you're lauching some major offensive, don't exceed it or you'll be suffering from reduction in the resources you bring in. [-30% resources at 41 to 70 foods, -60% resources at 71 to 90 foods.]
5. Heros are critical to your success. Always have at least one present at any type of skirmishes so the he/she can gather the experiences and gain levels.
6. Stretgic use of the items in the game [such as Town Portal scroll and potions], can be very crucial to your success in the campaigns, as well as in multi-player games.
7. Farms can serve other purposes besides adding food. Orc peons can enter the burrows (up to 4/burrow) to retaliate against attackers by throwing spears. Moonwells can be used to regain life and mana, the wells regenerate once a day. Undead Ziggurats can become town defense after upgrading to spirit towers.
8. As humans, sending extra peasants on an existing building/repair job will get it done much faster.
9. Powerful magic attacks, such as Blizzard and Starfall, can be interrupted and stopped if you can attack and stun the magic caster.
10. Some skills, such as Kodo beast's devour, or sorceress's polymorph, can be employed to eliminate a single powerful unit from the battlefield.
11. It is important to keep track of dead bodies as undead. Either reanimate as skeletons or scoop up using meat wagons. If you want to resurrect your own units, the time limit on dead bodies is 88 seconds. Flyers and heros does not leave a body.
12. The Huntress Sentinels can be a very useful scouting tool. It is permanently fixed on a tree, and the only way to stop the spying is to destroy that tree. This can be very annoying to opponents if you cast the Sentinel in the middle of a forest.
13. The elves' Ancient Protectors cannot attack melee units that are next to them. All Ancients can be uprooted to serve as attack units when no upgrades or units are in progress.
That's all I can think of right now.
PAL
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I've mostly been playing Orcs so I've only got suggestions for them.
As PAL mentioned, the burrows can be used as defensive structures, so it's good to build them near the entrance to your base. You'll want to build your war mill near that area too since the burrows are useless unless you've got peon's in there, so you'll want to keep you're peon's working near the burrows so they can be rushed into them in time to defend against attackers. If you have to run them over from a long ways off, it's going to be too late for them to be effective.
These burrows, while useful, are no substitute for towers. Build towers early and often in tight clusters of 3 or 4. The Orcs have a big advantage in that their towers are relatively cheap, hit land and air, and don't need to be upgraded like the Undead or Human towers. Clustering 2 groups of 3 towers near the entrance(s) to your base will keep off any attack party that doesn't have siege weapons.
I like to summon the blademaster hero early and take him out on recon expeditions with a party of about 4 or 5 spearsmen. First, go around and kill any easy "natives" to level him up. Get the clone and invisibility spells first. The clones are excellent for scouting and during battle, they act as another grunt (eventhough they don't do damage, they do draw fire and take up space). Usually, I just use the hero and his clone up front as the front line, and direct the spearsmen at the rear to fire at one enemy at a time going from weakest to strongest. I can take out fairly big parties of natives quite easily like that.
This accomplishes a few things. First, it levels up my hero and makes him actually useful since they're barely worth the trouble until level 6. Second, it explores the map and gets me to the various mercenary camps, goblin traders, and so forth. If the map has gold isolated on islands, I hire a zepplin as soon as I can since getting to those mines first often makes all the difference. Third, killing the natives gives me the artifacts, some of which are extremely helpful in making your hero even more powerful.
Back at the base, I build up a small defensive army of a few grunts, at least 6 to 8 spearsmen, a kodo beast (mainly for its drum area effect, but it's always tremendously gratifying whenever you can have it swallow an enemy whole). The important thing is not get into high upkeep. In fact, I suggest limiting your number of burrows initially to 70 food units to make sure you never go over the limit. In fact, if it's possible at all, I suggest not even going into low-upkeep territory until you've secured at least one other gold mine on the map.
When I expand to new gold mines, I'll usually bring peons. While one is building the town hall, I have the other 4 building towers. I usually rely primarily on towers for defense of outlying gold mines since they don't count towards upkeep, they're fairly inexpensive, and they'll hold out against most attacking forces long enough for me to get my units over there (often attacking my attackers from behind).
The main reason I like the blademaster hero is because when you get to the middle and late stages of the game, he's awesome for guerilla attacks. His invisibility spell means I can run him around just about anywhere on the map with impunity. When I spot a few units clustered somewhere too far away from other help, I'll have him attack, first with the whirlwind, then summon the clones when that's expired. With a level 10 blademaster, I've taken out a group of several footmen and 2 knights that way. As long as I'm careful to not let him get surrounded and always keep enough mana in reserve for the invisibility spell, he almost never gets killed.
These guerilla tactics are extremely frustrating for opponents. Early in the game, when I'm sending out clones for recon, I'll have it attack any enemy units I see. When my opponents kill it, they realize that it was just a clone and after this happens a few times they often stop bothering to attack it. So later on, when I have the real blademaster in there, sometimes they'll be a little slow to respond. A couple times, I've had guys say "damn, I thought it was another one of your f'in clones."
Anyway, I've had pretty good luck with those tactics, YMMV.
As PAL mentioned, the burrows can be used as defensive structures, so it's good to build them near the entrance to your base. You'll want to build your war mill near that area too since the burrows are useless unless you've got peon's in there, so you'll want to keep you're peon's working near the burrows so they can be rushed into them in time to defend against attackers. If you have to run them over from a long ways off, it's going to be too late for them to be effective.
These burrows, while useful, are no substitute for towers. Build towers early and often in tight clusters of 3 or 4. The Orcs have a big advantage in that their towers are relatively cheap, hit land and air, and don't need to be upgraded like the Undead or Human towers. Clustering 2 groups of 3 towers near the entrance(s) to your base will keep off any attack party that doesn't have siege weapons.
I like to summon the blademaster hero early and take him out on recon expeditions with a party of about 4 or 5 spearsmen. First, go around and kill any easy "natives" to level him up. Get the clone and invisibility spells first. The clones are excellent for scouting and during battle, they act as another grunt (eventhough they don't do damage, they do draw fire and take up space). Usually, I just use the hero and his clone up front as the front line, and direct the spearsmen at the rear to fire at one enemy at a time going from weakest to strongest. I can take out fairly big parties of natives quite easily like that.
This accomplishes a few things. First, it levels up my hero and makes him actually useful since they're barely worth the trouble until level 6. Second, it explores the map and gets me to the various mercenary camps, goblin traders, and so forth. If the map has gold isolated on islands, I hire a zepplin as soon as I can since getting to those mines first often makes all the difference. Third, killing the natives gives me the artifacts, some of which are extremely helpful in making your hero even more powerful.
Back at the base, I build up a small defensive army of a few grunts, at least 6 to 8 spearsmen, a kodo beast (mainly for its drum area effect, but it's always tremendously gratifying whenever you can have it swallow an enemy whole). The important thing is not get into high upkeep. In fact, I suggest limiting your number of burrows initially to 70 food units to make sure you never go over the limit. In fact, if it's possible at all, I suggest not even going into low-upkeep territory until you've secured at least one other gold mine on the map.
When I expand to new gold mines, I'll usually bring peons. While one is building the town hall, I have the other 4 building towers. I usually rely primarily on towers for defense of outlying gold mines since they don't count towards upkeep, they're fairly inexpensive, and they'll hold out against most attacking forces long enough for me to get my units over there (often attacking my attackers from behind).
The main reason I like the blademaster hero is because when you get to the middle and late stages of the game, he's awesome for guerilla attacks. His invisibility spell means I can run him around just about anywhere on the map with impunity. When I spot a few units clustered somewhere too far away from other help, I'll have him attack, first with the whirlwind, then summon the clones when that's expired. With a level 10 blademaster, I've taken out a group of several footmen and 2 knights that way. As long as I'm careful to not let him get surrounded and always keep enough mana in reserve for the invisibility spell, he almost never gets killed.
These guerilla tactics are extremely frustrating for opponents. Early in the game, when I'm sending out clones for recon, I'll have it attack any enemy units I see. When my opponents kill it, they realize that it was just a clone and after this happens a few times they often stop bothering to attack it. So later on, when I have the real blademaster in there, sometimes they'll be a little slow to respond. A couple times, I've had guys say "damn, I thought it was another one of your f'in clones."
Anyway, I've had pretty good luck with those tactics, YMMV.
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All great tips. Thanks guys.
My main problem is micromanagement. How do you guys battle? Do you just get a group of X number of people, then attack one person in a group, then move on to the next? Or do you get one guy to attack another, another guy another, etc.?
My main problem is micromanagement. How do you guys battle? Do you just get a group of X number of people, then attack one person in a group, then move on to the next? Or do you get one guy to attack another, another guy another, etc.?
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Originally posted by Souljahh
All great tips. Thanks guys.
My main problem is micromanagement. How do you guys battle? Do you just get a group of X number of people, then attack one person in a group, then move on to the next? Or do you get one guy to attack another, another guy another, etc.?
All great tips. Thanks guys.
My main problem is micromanagement. How do you guys battle? Do you just get a group of X number of people, then attack one person in a group, then move on to the next? Or do you get one guy to attack another, another guy another, etc.?
I have been playing one game a night on the LAN and am slowly getting better.
Here are the critical things.
1. Gold supply- expand early and expand often. Get those gold mines. It doesn't pay off to be a porc in this game. If you do, you will bankrupt in a corner. Also make sure you are pulling in at least 10 gold per timelength. Keep an eye on that upkeep. Don't have any upkeep if you have less than 2 mines, and if you have high upkeep, you better be attacking in the next two minutes and kill off some units.
2. Keep moving - you are given town portals for a reason. you should keep most of your army mobile, either attacking creeps or attacking enemies the whole game. If you are attacked and are far from your base then TP over there and fight them off. Also, don't be afraid to run. If you watch a replay of a good player, you will see that they are always fighting back and forth, as one side loses its attack force, the other presses the attack. Those 5 units that you ran away with can save your city. Once again, don't camp your base or build masses of defenses. 2-4 towers per settlement is plenty to give you time to stop the attackers. If you camp in your base, you will end up with a lvl 3 hero fighting level 10 ones. YOU WILL LOSE
3- micro your troops. When you are on the attack, you are at a disadvantage. You are fighting against a defended (hopefully) base and have a much longer supply line (BTW, set your hero as a rally point). Unless your enemy is really bad, your troops will be overwhelmed eventually. make sure you do some permanent damage during your attack. Do this by using the groups and subgroups. If you cast death and decay or starfall, don't immediatly give a different order to your hero, or the spell will stop. Cast and then deselect that unit. Constantly use the tab button to switch to different spellcaster subgroups and cast stuff. As you wait for the spell to recharge, go to a different unit.
I also make a separate group for my mortars, raiders, ballistae and meat wagons, so I can have them attack buildings while my units skirmish.
If a unit is getting all the attention, take advntage of this. Make him run towards the back of your lines. This will either keep him alove, or if your opponent is stupid, will make all of his units chase after that 1 unit while you pound him
Also, prioritize your targets. If you are undead, kill those priests and dryads quickly. I always try to hit those expensive, weak support units if I can (exception, night elves) If you can cast chain lightning on those necromancers BEFORE there are bodies everywhere, you are in luck. Also, some of the creep groups have 1 creep leader who is 2 or 3 levels higher. Usually you want to get him first, but some higher level creeps have no special attack, and do just as much as the weak ones, so kill the weak ones first.
4- Watch and learn. Be an observer in a high ranking ladder match. None of the tips I read clicked until I did this, and now it seems intuitive. I recommend http://www.programer.ru/war3/replays.html
http://www.battlereports.com/
http://www.mrfixitonline.com/getPost...p?ForumId=1459
I have more. Tell me if you think this is useful
#8
Since Belboz is partial to Orcs, I will list some strategies specifically for Orc units:
1. The more peons you stick inside a burrow, the faster it attacks. So a burrow with 4 peons will throw spears 4 times faster than a burrow with only a peon.
2. Orc units like peons, grunts, and raiders can steal resources once you invested in the Pillage upgrade. Everytime they attack an enemy building, 35% of the damage is converted to resources. By far, raiders are the best at utilizing the pillage bonus.
3. It might be worthwhile to upgrade the spike barricades just to stop enemies from attacking your buildings with melee units. This would force them to fall back to ranged and siege machine attacks instead.
4. Witch doctor's sentry ward should be used extensively around your compound and to spy on the enemies. This will stop invisible units such as Blademaster (wind walk) or night elves with shadowmeld from launching a sneak attack. Each sentry ward last 10 minutes of game time.
5. The main strength of Orcs is all about the hard hitting melee units, so Bloodlust is a very important spell to research as soon as possible. When set on autocast, the shaman will automatically cast Bloodlust everytime your units begin attacking the enemy, starting with the nearest one and going outward.
6. Before the wyvern riders becomes available, use raider's ensnare ability to take down air units.
7. To tell the difference between the real Blademaster and one of the mirror images, the clones will lose hit points twice as fast, and never cause any actual damages. Also, "dispel" type magic like purge can be used to damage the mirror images, since they are considered as summoned units.
8. Like belboz said, Blademaster is awesome when you use it for sneak attacks in enemy towns. The only ability that has a big casting delay for Blademasters is the Bladestorm, which has a cooldown time of 240 seconds.
9. Once you get Taurens, research pulverize ASAP to augment their already devastating melee attacks.
10. Statsis trap is useful for trapping enemies. If you cast stasis trap ward behind them, they will get stunned if they attempt to flee. The statsis trap takes 10 seconds to activate, and lasts 2.5 minutes.
11. Poison alone cannot kill a unit, the poison effect will only leave a unit with 1 hit point left. This is how Blizzard treats poison in Diablo 2 as well. Obviously, any attack after that will kill the unit outright.
PAL
1. The more peons you stick inside a burrow, the faster it attacks. So a burrow with 4 peons will throw spears 4 times faster than a burrow with only a peon.
2. Orc units like peons, grunts, and raiders can steal resources once you invested in the Pillage upgrade. Everytime they attack an enemy building, 35% of the damage is converted to resources. By far, raiders are the best at utilizing the pillage bonus.
3. It might be worthwhile to upgrade the spike barricades just to stop enemies from attacking your buildings with melee units. This would force them to fall back to ranged and siege machine attacks instead.
4. Witch doctor's sentry ward should be used extensively around your compound and to spy on the enemies. This will stop invisible units such as Blademaster (wind walk) or night elves with shadowmeld from launching a sneak attack. Each sentry ward last 10 minutes of game time.
5. The main strength of Orcs is all about the hard hitting melee units, so Bloodlust is a very important spell to research as soon as possible. When set on autocast, the shaman will automatically cast Bloodlust everytime your units begin attacking the enemy, starting with the nearest one and going outward.
6. Before the wyvern riders becomes available, use raider's ensnare ability to take down air units.
7. To tell the difference between the real Blademaster and one of the mirror images, the clones will lose hit points twice as fast, and never cause any actual damages. Also, "dispel" type magic like purge can be used to damage the mirror images, since they are considered as summoned units.
8. Like belboz said, Blademaster is awesome when you use it for sneak attacks in enemy towns. The only ability that has a big casting delay for Blademasters is the Bladestorm, which has a cooldown time of 240 seconds.
9. Once you get Taurens, research pulverize ASAP to augment their already devastating melee attacks.
10. Statsis trap is useful for trapping enemies. If you cast stasis trap ward behind them, they will get stunned if they attempt to flee. The statsis trap takes 10 seconds to activate, and lasts 2.5 minutes.
11. Poison alone cannot kill a unit, the poison effect will only leave a unit with 1 hit point left. This is how Blizzard treats poison in Diablo 2 as well. Obviously, any attack after that will kill the unit outright.
PAL
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Buy those wands of negation! It works wonders agains dreadlords and keepers of the grove.
Orcs require the most micromanaging, undead the least.
Don't tower rush. It is really sad that blizzard went to so much trouble removing the "rush", and people still do it. It is an unsatisfying victory
Orcs require the most micromanaging, undead the least.
Don't tower rush. It is really sad that blizzard went to so much trouble removing the "rush", and people still do it. It is an unsatisfying victory
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i have played a few lan games against my friend, and it seems like the winner is always whoever has the most air units. my friend builds nothing but gyrocopters and the other human flying thing.
are there any ways to counter this besides just building more flying units than your enemy? this game seems really unbalanced with regards to the flying units.
are there any ways to counter this besides just building more flying units than your enemy? this game seems really unbalanced with regards to the flying units.
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There are so many counters to the flying units though, most flyers are really expensive and light on the hit points anyway.
Couple other things I've learned. Autocasting is almost always a good option. Anything that can autocast, I set it.
You can direct towers to attack specific things. I always seem to forget this, but going after spellcasters/healers with your towers is always extremely satisfying.
This only usually works when fighting the comp, but if you have someone on the front line getting trounced, run them back. Usually the enemy will just switch to hitting a new unit, then you can run them back in and bash away.
Cast cast CAST. My heroes are throwing spells in battle the second they become available. Chain Lightning, Entangle, Starfall, War Stomp...every little bit helps.
Couple other things I've learned. Autocasting is almost always a good option. Anything that can autocast, I set it.
You can direct towers to attack specific things. I always seem to forget this, but going after spellcasters/healers with your towers is always extremely satisfying.
This only usually works when fighting the comp, but if you have someone on the front line getting trounced, run them back. Usually the enemy will just switch to hitting a new unit, then you can run them back in and bash away.
Cast cast CAST. My heroes are throwing spells in battle the second they become available. Chain Lightning, Entangle, Starfall, War Stomp...every little bit helps.
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Anyone have tips for the last mission in the game? Night Elves where you have to hold the Undead off for 45min. I haven't played it yet. Just got there but my roommate says its hard. I think I'm going to try building massive amounts of those Ancient Guardian tree things just for fun.
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Originally posted by asabase
Anyone have tips for the last mission in the game? Night Elves where you have to hold the Undead off for 45min. I haven't played it yet. Just got there but my roommate says its hard. I think I'm going to try building massive amounts of those Ancient Guardian tree things just for fun.
Anyone have tips for the last mission in the game? Night Elves where you have to hold the Undead off for 45min. I haven't played it yet. Just got there but my roommate says its hard. I think I'm going to try building massive amounts of those Ancient Guardian tree things just for fun.
#19
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Yeah, I had to go down to easy to beat the last level. Crazy! Getting those two other mines right away is important. Using Starfall is very important as well. I kept hiring mercs and bringing them down with Furion whenever I ran out. That made the humans last about 15 minutes. Then, I kept it up with the Orcs. If you keep bringing in new units and upgrading while building up a ton of money, you should be fine by the time they reach the NIght Elves.
XF
XF
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Originally posted by enthused
i have played a few lan games against my friend, and it seems like the winner is always whoever has the most air units. my friend builds nothing but gyrocopters and the other human flying thing.
are there any ways to counter this besides just building more flying units than your enemy? this game seems really unbalanced with regards to the flying units.
i have played a few lan games against my friend, and it seems like the winner is always whoever has the most air units. my friend builds nothing but gyrocopters and the other human flying thing.
are there any ways to counter this besides just building more flying units than your enemy? this game seems really unbalanced with regards to the flying units.
The only game that I sucessfully used flying units was a 2v2 map, I was night elves and my teammate was orcs. We decided that he builds only grunts and tauren, and I built only archers and flyers. Even then, my flyers attacking the back of their base did limited damage
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Another question. Who uses invisibility often?
I don't, but my opinion on it is changing after An invisible blademaster walked into my base a did his spin attack right in the middle of a pack of troops.
The humans can also get it from the sorceror, but I never use it. Anyone ever try making a bunch of mortar invisible and march them to the back of an enemy base?
I don't, but my opinion on it is changing after An invisible blademaster walked into my base a did his spin attack right in the middle of a pack of troops.
The humans can also get it from the sorceror, but I never use it. Anyone ever try making a bunch of mortar invisible and march them to the back of an enemy base?
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^ Invisibility really does work wonders. Of course, I only play undead now and I'm mostly talking about shades. I love these guys. Several things you can use them for:
1) put shades near other mines to see when your enemy is expanding. Also, if you can place them at a good location, you can give the enemy a tough time building a town hall, etc.
2) put a shade in their base to see what they're doing, who they're training, etc.
3) if you have a lot of shades, you can put them in certain chokepoints in their base to block movement.
4) have a shade follow an enemy hero to know what they're doing at all times.
5) with a lot of shades, you can surround things like meat wagons to prevent all attack against that unit. the enemy will probably think it's a bug or something. this requires a lot of micromanagement.
1) put shades near other mines to see when your enemy is expanding. Also, if you can place them at a good location, you can give the enemy a tough time building a town hall, etc.
2) put a shade in their base to see what they're doing, who they're training, etc.
3) if you have a lot of shades, you can put them in certain chokepoints in their base to block movement.
4) have a shade follow an enemy hero to know what they're doing at all times.
5) with a lot of shades, you can surround things like meat wagons to prevent all attack against that unit. the enemy will probably think it's a bug or something. this requires a lot of micromanagement.
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Just beat the last mission on the first try (on normal). I didn't use any mercs either. It wasn't nearly as hard as I thought it was going to be.
I defended the human base for around 15minutes with about 6 anceints and whatever units would trickle in from my base above. New wisps were used to make repairs. There really isn't enough time to make new ancients once the attacks begin.
After the the human base fell I used land mines and a large amount of ancients to block the lower passage into the orc base (most undead don't go that way but the top most ancients can help out on the top attacks at least). In between fights, I'd plant more mines. The biggest thing you have to watch out for are meat wagons picking off your ancients. I had a 50/50 mix of archers and huntresses to take them out (along with the summoned tree dudes). I didn't try making any flying units but that might have helped if you have the time.
My final stand was made with as many ancients as I could make. You get a decent break after the orc base falls so you can make a lot...and you have to. I had all three bases sending wisps in to make ancients. I had a small force to take out meat wagons but the ancients did most of the killing. The big dude showed up just as time ran out and didn't get to do any damage.
I defended the human base for around 15minutes with about 6 anceints and whatever units would trickle in from my base above. New wisps were used to make repairs. There really isn't enough time to make new ancients once the attacks begin.
After the the human base fell I used land mines and a large amount of ancients to block the lower passage into the orc base (most undead don't go that way but the top most ancients can help out on the top attacks at least). In between fights, I'd plant more mines. The biggest thing you have to watch out for are meat wagons picking off your ancients. I had a 50/50 mix of archers and huntresses to take them out (along with the summoned tree dudes). I didn't try making any flying units but that might have helped if you have the time.
My final stand was made with as many ancients as I could make. You get a decent break after the orc base falls so you can make a lot...and you have to. I had all three bases sending wisps in to make ancients. I had a small force to take out meat wagons but the ancients did most of the killing. The big dude showed up just as time ran out and didn't get to do any damage.
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Originally posted by RoQuEr
please elaborate on this strategy. I seldom get that far up the tech tree to get flying units. I find them overpriced and weak. Occasionally I will throw 1 frost wytm into my mix to paralyze towers, but that's about it. 12 grunts will do far more damage than 5 frost wyrms.
The only game that I sucessfully used flying units was a 2v2 map, I was night elves and my teammate was orcs. We decided that he builds only grunts and tauren, and I built only archers and flyers. Even then, my flyers attacking the back of their base did limited damage
please elaborate on this strategy. I seldom get that far up the tech tree to get flying units. I find them overpriced and weak. Occasionally I will throw 1 frost wytm into my mix to paralyze towers, but that's about it. 12 grunts will do far more damage than 5 frost wyrms.
The only game that I sucessfully used flying units was a 2v2 map, I was night elves and my teammate was orcs. We decided that he builds only grunts and tauren, and I built only archers and flyers. Even then, my flyers attacking the back of their base did limited damage