Useful Guides for WC3 Strategy
(1987 reads, 6 replies)
Hey everyone I am not much of a WC3 player, though I have played quite a bit of it I am not that strategically involved. But to help you guys out I would like you all to help me find good guides all around the internet for every race of WC3, and just general guides too. The base of this idea is LoCs wonderful guide collection at the StarCraft forum:
When BM comes out your VL will be done get some salvs and pots of clarity and harrass while you T2
as soon as you're T2 dual beastiary - windriders galore.
If you cant harrass well or botch it and lure them back to your base you're as good as GG, but in most sittuations they're trying to save their workers so they can tech so i would do my best to get their scout before it makes it to you to see what you're doing.
Its not bad as WR do mass loads of damage and your OP will be expecting Grunt / Raiders. You could also dual Spirit Lounge and go mass casters but they're a little slower.
Orc:
T1: Blademaster + 4 grunts and creeping.
T2: Produce bestiary and lodge take SH as 2nd hero. Do army of grunts riders spiritwalkers and kodobeasts(requaires warmill).
Creep or attack depending on how you feel about the game (low levels -> creep, if enemy has smaller army or he is creeping and u see him -> attack). Do an expand if you win a fight or if enemy seems to be teching more than you.
T3: Only if you already expanded and you cannot win with your 70-80 limit army, you go tier3 which allows u to purchase tiny greathall and tower up ur bases with fortified towers.
That makes you more versatile for latelategame and being your basement for strategy changes. The game at this point is more like countering different strategies than trying to do unwinnable combo.
Thats the basic orc simplified.
NightElf
Basic Build Orders by Xine
[spoiler]Standard hero, Archer:
4 wisps to gold
1 wisp to build altar
build wisps
first wisp that come out from tree of life builds moon well
next wisp that comes out from tree of life builds ancient of war
next wisp gold (so that you have 5 in the gold mine)
build wisps to collect lumber
build hero as soon as altar is ready
build archer as soon as ancient of war is ready
build 2nd moon well when you have 40 lumber
Standard hero, Huntress:
4 wisps to gold
1 wisp to build altar
build wisps
first wisp that come out from tree of life builds moon well
next wisp should be in the gold mine, so that you have 5 wisps @ gold
make wisps to collect lumber
build hero as soon as altar is ready
when you have ~160 lumber, build ancient of war and huntress hall
build moon well as soon as you have 40 lumber
When playing tavern hero, there are many different build orders but I will
just give one example.
Tavern hero, Archers:
4 wisps @ gold, 1 to get lumber
build wisps
first wisp that comes out builds ancient of war
second wisp that comes out builds moon well
next wisp that comes out should get gold
next wisp should get lumber
next wisp that comes out from tree of life should build altar
when the wisp that was building moon well is ready, he should build another
one
build archer as soon as the ancient of war is ready
keep building archers
have a wisp at the tavern when your altar is finished. by this time the heroes should become available to hire.
Human
Basic Build Orders for Human
HU VS HU:
1. You go FE and at T2 build 2 Arcane Sanctums and start mass breaker + some sorc and priests.
2. FE and then fast tech to Castle, i prefer using 3 heroes here. Start mass Gryphons + Knights or Flying Machines + Knights, some priests with inner fire are good also. You can also use some mortars.
Hero combos: AM/MK/Pala or AM/Panda/Pala or AM/Pala or AM/Panda or AM/MK.
HU vs NE:
Mostly used strat: FE with footies (WITH DEFEND!) in the begining, then before T2 is finished start doing dome rifles. When T2 is completed, 2 Arcane Sanctums and mass Breaker + Sors + Rifles and use some Mortars - they're good vs Dryads. If the game gets longer tech to T3 - knights and maybe gryphons, but you should not let the Elf to get a lot of bears, cuz it's really hard to beat them, and if the Demon Hunter reaches lvl 6, get ready to type \"GG\".
Hero Combos: AM/MK or AM/Naga. You can add a third hero if you tech to T3, but it's not really needed.
HU VS ORC:
It's kinda like HU vs NE, a bit different tho. FE, tech, 2nd hero and mass sors and breakers (sors 1st). Later tech to Castle and use Knights and Gryphons (Orc players hate Gryphons.. i think).
Hero combos: AM/BM and eventually FL (best hero combo vs Orc in my opinion) or AM/MK or AM/MK/Pala.
HU VS UD:
FE, fast tech to Castle, 3 heroes and mass Tanks + Gryphons or Flying Machines + Tanks.
Hero combos: AM/MK/Pala or MK/Pala/BM or Pala/MK/BM.
Undead
Undead vs Night Elf
vs DH: Start creeping into lvl 2, for aura and coil. If DH harrashes you take aura at first spell, so dont hestitate at picking a spell. When u have 7-9 ghouls you attack. You upgrade whenever the resources allow you to. its very important to kill some archers. If you got the skills, take 2 ghouls and focus wispes with them, since its hard for elf to micro wispes, while he has to keep archers alive. The more moon juice you drain, the better, because he cant creep hes panda then. When T2 comes, have dual crypt ready for gargs. Push him early with the gargs, and mb a few ghouls just to prevent hium from creeping, and try to take down a few units, while teching for T3. If posible, then just own hes dryads if u got like 10 gargs against 4 dryads, but always tech for T3. In T3 you get statue, a lich with and a few frostys (for bears, no dessis vs DH). Then just creep a bit, and push wispes and moon well with gargs. off cause you need to spot with shade to prevent him from getting exe.
vs BM/DR: Harras him, while maybe creeping a weak spot with your ghouls. Get coil first. When u got 7-9 ghouls, send them to your DK, and go for a rush. Its not 100% neccessary to have an aura, but its very nice. In T2 you can take a naga and start making fiends out of 1 crypt, while teching for T3. Harras him with Dk / naga untill dryads comes, when the dryads comes just stay back and creep untill lich with orb comes. Then its basically just about massing fiends / dessis with a Dk / naga / lich with orb.
vs Warden: its more complicated, try to stop him from getting a lvl 3, but rushing into hes base is often hard. Fast creep to lvl 2 vs warden, since harras dont work at all. In T2 start going gargs, while teching on for T3. In T3 get a lich, and maybe make some abos / dessis (mostly against tech to bears), frostys, fiends... All depend much at the game.
General
General
I have no idea about WC3 strats or where to get them so I will submit mine as replies and let you guys look them over, or at the bottom of this post or something. But I am mainly depending on you guys to show me the good ones so I can put them up here. Just remember how much it sucks to put hours into your first strategy only to be beaten down again and again, lets help some noobs!
This post was edited by a forum moderator @ 3 months ago
T2: Produce bestiary and lodge take SH as 2nd hero. Do army of grunts riders spiritwalkers and kodobeasts(requaires warmill).
Creep or attack depending on how you feel about the game (low levels -> creep, if enemy has smaller army or he is creeping and u see him -> attack). Do an expand if you win a fight or if enemy seems to be teching more than you.
T3: Only if you already expanded and you cannot win with your 70-80 limit army, you go tier3 which allows u to purchase tiny greathall and tower up ur bases with fortified towers.
That makes you more versatile for latelategame and being your basement for strategy changes. The game at this point is more like countering different strategies than trying to do unwinnable combo.
U cant make guides in WC3, its useless... WC3 is all about macro and micro. Creep routes, decition making, timing and stuff... Things like what seinis wrote is quite common knowlegde
ronnimbl is rite...the first "strat" posted in common knoledge to anyone that watches replays. Really its all about timing and micro. With wc3 u don't really have to macro ^^
I agree but that timing is a much 'skill' you aquire when you play a lot of games .. when you are new and don't have these basic knowledge's u can do shit with timing if u have wrong hero/units/buildings or whatsoever ..
we can write here simple pullofs in the race like seins do.
wc3 isn't all about macro and micro .. it's important part of the game but cheese/unitcounter pwnz micromachine hum with bilion footies and mk...
i suggest u have two choices depends on race when facing orc t2 ... like beast / lodge or double beast ... double beast is more like situational .. walkers pwnz shit out with link but sometimes doggie hit n rape 1-2 building and back off makes my oponent pretty angry :D
http://www.mymym.com/en/article/124.html
BEST ORC GUIDE EVER.
EDIT: #2 even if a lot of this is commonknowledge, it's pretty much the closest thing coming to a guide, and a year back or so this helped me a lot when i tried out orc.
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