Useful Guides for WC3 Strategy
(26042 reads, 17 replies, 3 years ago)
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
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
[spoiler]
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 years 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.
Tavern hero, huntress
4 wisps to gold
1 wisp to build moon well then this wisp should build altar
next wisp that comes tree of life should be in the gold mine
next wisp to collect lumber etc
when you have ~160 build ancient of war and huntress hall
build 2nd moon well as soon as you have 40 lumber
Then train your hero from tavern etc
GL&HF
2009-01-08 12:18, CrafteR wrote:
Tavern hero, huntress
4 wisps to gold
1 wisp to build moon well then this wisp should build altar
next wisp that comes tree of life should be in the gold mine
next wisp to collect lumber etc
when you have ~160 build ancient of war and huntress hall
build 2nd moon well as soon as you have 40 lumber
Then train your hero from tavern etc
GL&HF
why everyone want to put 4 wispes into gold and then unload one by one??
the starting resources are enough to build an ALTAR, a MOONWELL. On addition, by the time ur 3rd wisp 'floats' to the building point for the WAR ANCIENT. you have the right amount of resource to build a WAR ANCIENT.
If you follow this, you can build archers and your 1st hero fast.
Its faster than the so called' standard ' NE build order
If you follow this, you can build archers and your 1st hero fast.
But slower upgrade to t2
i dont think so. i can upgrade to t2 just when i finished my hero(archer came out awhile ago. while upgrading build hunter's hall and shop. while doing so, get some huntress.(of coz, when ur hall is ready)
could you please out-write the names of the heroes? saying SH helps NOBODY who needs a guide. Those who need a guied are new to the game and have played only a couple of games and watched replays. And since I got my WC3 in german, I also don't get those shortnames=(
send all peasants to gold
take 3 off gold, 2 fast build an altar, one a farm.
(rally the altar peasants to gold and the farm one to lumber)
6/12 peasant goes to gold
7/12 peasant goes to make a barracks
8/12 peasant goes to lumber
Archmage
have the 2 lumber peasants return wood so you have at least 20. One goes to build a farm, the other call to arms to scout (scout in the direction of your goblin lab. example: you spawn bottom left, scout top left first)
14/18 lumber
15/18 lumber
etc.
when Archmage pops out, get all wood peasants and 1 gold peasant to call to arms to creep the goblin lab. Don't forget to keep pumping peasants, because you will probably lose one or two during the creep. Then go and creep either the green close to your base, or the one opposite of the goblin lab, depending on enemy spawn. (Example: You spawn bottom left, your opponent is bottom right, after goblin lab creep the top left position's green). Once you kill the gnoll brute (orange level 3 guy) send 5 peasants to call to arms for fast expansion. Creep the gold mine that is right next to the green you just crept and fast expand.
I am putting this one just because it is so awesome haha
starting 5 peasants: 4 to gold 1 makes altar
6/12 peasant farm, take 1 peasant from gold to make lumber mill
7/12 peasant gold
8/12 peasant lumber
9/18 lumber
altar peasant goes to gold
get Mountain King
15/18 peasant lumber
16/18 peasant lumber
17/18 peasant lumber
18/18 peasant lumber
note: Mountain King harrasses 24/7 throughout this strategy, he does NOT creep, he only annoys the undead.
Tech Tier 2
during tech:
Make barracks right when tech starts
get 2 farms and a tower
have barracks peasant make a vault after
get 2 footmen to help with harrass
Tier 2
build dual aviaries first (have two peasants on each)
get an archmage second, have it creep with dragonhawks
get archmage level 2 then harrass
get ivory towers from shop, get militia, tower push
gg to ud lol
Th000's new build-order
I started doing this one after seeing him do it, it seemed pretty cool. It's just a standard build-order.
Starting Peasants: 3 to gold 1 makes altar 1 makes barracks
6/12 farm
7/12 gold
8/12 gold
9/18 wood
use first footman as scout
versus Orc Tier 2 Tower Rush Build Order
I try this every game now versus orc, it is awesome.
Archmage 1st
starting peasants: 4 gold 1 altar
6/12 lumber mill
7/12 farm
8/12 barracks
9/12 gold
farm peasant makes another farm, then goes to scout (then builds a farm next to the tavern)
15/18 wood
altar peasant to wood
16/18 wood
17/18 wood
18/18 wood
20/24 food tech to T2. You should have 1 footman, your Archmage, and the rest peasants.
during tech
get up another farm or two (ideally for this strategy you won't go over 42/42 food).
get a vault.
keep making footmen (get 5 or 6 total)
Creep Archmage
Tier 2:
right when you hit tier 2, get a beastmaster and hit the Orc's base with Archmage, 5 or 6 footmen, and Beastmaster (this is a Tier 2 Push). Try to cancel his bestiaries/spirit lodges being built, or get a burrow or two. Don't stay too long!
build 1 arcane sanctum
get some sorceresses and breakers
when you are at 42/42 food of your Archmage, Beastmaster, footmen, Sorceresses and a breaker, it is time to tower push!
get ivory towers from your vault, and use 6 or 7 wood peasants as militia and head towards the orc's base. plant the ivory towers and upgrade them as guard towers. when your militia turn back into peasants, have them either build more towers or repair the upgrading ones.
If the battle wages on in his base, get the sorceress upgrade so you can quick save some units with invisibility. Also get magic sentry so you can see the Blademaster as he wind walks.
quick notes:
-Get at least masonry upgrade level 1
-get the wood harvesting upgrade at tier 2
-Boots of speed are a MUST. Get them when the first nightfall happens.
Here are some notes I have on certain matchups and what help them out.
Match-Ups Notes
Human vs. Human:
Mercenaries Determine the Game
Get either: Breakers/Priests (BP), Knights/morts/priests (KMP), or Mass air (MA)
Each beat each other in Rock Paper Scissors fashion.
Human vs. Undead:
Constantly Scout
If the undead goes ghouls (no graveyard) get level 2 then harrass.
If the undead goes fiends (they have a graveyard) get level 3, and chill out with defend upgraded footmen.
They will garg push if they have 2 crypts
Heal scrolls are a must
Ghouls & straight Death knight harass = Destroyers push. Fast expand, get mass gyros, and tri-hero.
Micro the gyros. have them volley, move, volley, move.
Human Versus Elf:
After you fast expand, go harrass.
Use a gyro copter to scout late game.
Ideal army build: sorceresses, priests, mortars, breakers
There are some of my human notes. Sorry if I used some abbreviations and possibly confusing lingo (gyros = Flying Machines). I just copied what I have written down straight from my notes. I have a spiral notebook of all this stuff written down in case I need it in the middle of a game.
2009-01-08 12:18, CrafteR wrote:
Tavern hero, huntress
4 wisps to gold
1 wisp to build moon well then this wisp should build altar
next wisp that comes tree of life should be in the gold mine
next wisp to collect lumber etc
when you have ~160 build ancient of war and huntress hall
build 2nd moon well as soon as you have 40 lumber
Then train your hero from tavern etc
GL&HF
why everyone want to put 4 wispes into gold and then unload one by one??
the starting resources are enough to build an ALTAR, a MOONWELL. On addition, by the time ur 3rd wisp 'floats' to the building point for the WAR ANCIENT. you have the right amount of resource to build a WAR ANCIENT.
If you follow this, you can build archers and your 1st hero fast.
Its faster than the so called' standard ' NE build order
U want to put 4 whisps into gold because having an alter that early wont help u in any way....
Ur going for tavern hero, so u will have to wait til their ready no matter....
ALlthough i prefere putting 3 whisp into gold 1 moonwell, the last 1 i send away to build aow near a creep spot
Theres nothing as standard guides to W3
Just like #2 says its all all about macro and micro.
I mean you can read the basic info on classic.battle.net, to get yourself familiar with units' skills, abilities.
but there are so many factors that can determine a match, just to name a few: the race you are fight against, the starting point, the map, opponents early rush etc etc - that's why its called a Real Time Strategy game.
the best way, imo, is to watch progamers' replays so you can analyse what they do, how they do it and why they do it at a certain time, and slowly you will gain consciousness for a game, and improve your own skills.
Hope it helps. hf
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