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Pyro
Strategy post one: Ive gotta post this somewhere, and Im too lazy for www.warcraftiii.net
I thought we might as well collaborate knowledge as its always nice. I'll start. If you do 2v2 games and you and your opponent are human and orc here is a strategy. Human goes riflemen and priests with innner fire. Orc goes grunts and shamans with 'lust. I have used this strategy 5 seperate times and won all 5 times with very little work at all. As far as I can go with my experience it is unstoppable unless you do it wrong.
In case your really wondering, this is just one giant, half related, sig test

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That is all.
UE Crusader
Rushing your enemy in 5 steps

1. Start every game like so: send 3 worker units to your mine, have the fourth build an altar for summoning your hero, and have the fifth build a farm or equivelant building. From there, quickly produce more worker units to collect resources and build your other essential structures; your troop production building and upgrade structure should be next on your list, as well as an extra farm (ziggurat, etc) or two.

2. ALWAYS send your first new worker unit (acolyte, whisp, etc) to scout the map and find your opponent's base. This way you will ready to attack anytime when you're ready without having to search, whereas your opponent will not know where you are unless he scouts as well. If you can keep your distance, you can often spy on what your adversary is doing. If you're playing the orcs, an alternative is to get a far seer for your first hero and use his spirit wolves ability to both scout the enemy base and to harass his workers/units. This is certainly efficient, but I don't recommend it for reasons I'll get to later.

3. Your altar should be done soon after you send out your scout. Summon your hero IMMEDIATEDLY, as soon as its built. Your scout should DEFINITELY have found your enemies' base by the time your hero is summoned if you keep it moving, unless its a large map and you have bad luck. Once your hero is summoned, move it directly to the enemy base and attack. From here, you have two options:

1. Attack the hero. If the enemy hero is summoned but not much else, you can try going head to head with his hero. If you kill him off, you can move on to beat up his workers and other units without much in the way of resistance.

2. Go right for the workers. If your enemy already has a hero and 3 or 4 units (this is likely if you're up against a good human player), don't fight a battle you'll lose. Instead, run right past them and attack the worker units gathering units and wood. By and large these units are helpless, so they'll be easy pickings.

Whatever you do, while you'll do some damage you most likely won't destroy your opponent's base with just your hero. When he gets enough together to threaten your hero, simply use your town portal scroll to return to your base. Give yourself time to use it; you should be employing it when your hero falls below 100 HP. Hopefully, the time you leave, you'll have either (a) killed the enemy hero, (cool.gif killed 2, 3, or more worker units, or © done both if you're VERY lucky or your opponent is very bad.

4. While your hero marches and battles, your base should be researching and producing units. Once your hero is back take a little time to let him recover and a few units, then attack (if you're night elf, use moon wells to heal your hero quickly). It is IMPORTANT that you follow up on your hero rush within a minute, or its pointless; you can't give your opponent time to recover. Generally, 4 to 6 units is enough for your follow-up attack, and you should have most or all of these ready at or soon after your hero retreat.

5. Attack all out. Go about it like so:

1. If the enemy hero is there, have all units focus on him and kill him QUICKLY, then focus on the rest. If you get his hero you'll have an easier time, as you'll have the benefit of a hero and your opponent will not.
2. If the hero's still dead, get the normal units quickly and attack the enemy altar afterwards. Expect the enemy hero to emerge. Once/if he does, you can gang up on him and win by advantage of numbers, then go back to finishing off the altar.
3. Either way, with the hero and altar gone the game is well in hand. Focus on the enemy's troop production buildings, then the rest of the base.
4. That's it, you've won. Be wary that workers do not escape. Even he does run a worker, however, the odds are heavily in your favor. And when you get right down to it, if you're good enough to pull his off you're sure as hell good enough to kill off a fledgling base.

Do note that rushing will NOT work all the time. However, its a great tactic for throwing your opponent off balance and keeping the pressure on him the entire game. If you continually produce units while your army is away, you can send wave after wave at your enemy on an almost constant basis.

Rushing by race

The Undead Scourge

The undead are a great race for rushing, perhaps the best. I lose to undead rushes more times than I care to admit. It takes only one acolyte to summon the buildings you need, and its a simple matter to build several ghouls while doing your thing with your hero. The best undead heroes to use for rushing are ranked as follows:

1. Dreadlord. Perhaps the best rushing hero in the game. Spend your skill point on sleep and use it to stop the enemy hero in its tracks, then attack the worker units while he's asleep. When he awakes, just cast sleep again and keep going. Retreat when you run out of MP, then return with your ghouls and add insult to injury. Note that, by the same token, the Dreadlord is excellent at stopping a hero rush as well. If your opponent is undead, its wise to rush with a handful of accompanying units and not just your hero.

2. Death Knight. Death Coil is a good offensive spell, and can be used to weaken the enemy hero for the kill or to kill a worker unit in one shot. The knight can do a decent job in a rush, but the dreadlord is still more effective.

3. Lich. One of the WORST heroes for rushing. The lich is a very frail hero, and will lose to almost any other enemy hero toe to toe. Frost Nova the best bet for the first spell, but the Death Knight's death coil is equally if not more effective. In the end, there's no reason to start off with the Lich. He can be a good second hero, but not a first. A rush can work with a lot of ghouls, but a solo rush is out of the question. If you want to rush as fast as possible, go with one of the other two.

Humans

Humans are AWESOME for rushing. All 3 of their heroes can do it well, and footmen are cheap and easy to produce quickly for the kill.

1. Mountain King. This is a fantastic hero for rushing, as 2 out of 3 of his skills can stun enemy units. I suggest the stomp skill over storm hammer, as that can stun several units surrounding you as opposed to just one. The strat for him's pretty simple: use his skill to stun and then attack while he's incapacitated.
2. Archmage. 2 skills of the Archmage's are useful here: blizzard and water elemental. Use water elemental if you rush alone, blizzard if you want to attack with footmen. This is because the archmage needs support to be effective; toe to toe he's vulnerable. If you use blizzard, its best to use it as a hit and run tactic; have your footmen occupy the enemy hero while casting blizzard on the enemy workers. If you know you're playing against a night elf this isn't desirable since the whisps are spread out; use it the enemy hero instead.
3. Paladin. He's last on the list, but that doesn't mean he's not effective. Holy light is a good skill to use if fighing an undead player, but the best skill for the Paladin is divine shield for a solo rush. That 10 seconds of invulnerability can easily make the difference between victory and defeat. If you opt to rush with footmen, you might want to consider devotion aura to give your units and your hero a much needed armor boost.

Orcs

The orcs are decent, for rushing. Their units are expensive to produce earl, but their heroes can all be good rushers, much like the humans. Building up before the rush isn't plausible with the Orcs; rely on a solo rush to harass the enemy and keep him on his toes.

1. Far Seer. Two words: Chain Lightning. This workes well on enemy heroes, and can ravage a worker group. Its no problem at all to rush in, zap the small fry, and then leave before the enemy hero can do much of anything. Spirit wolves can work too, and might be more effective if you're looking to kill the other hero off. If you're fighing undead, however, just chain lighting the acolytes haunting the enemy gold mine and get out of there before you get hit with sleep.

2. Tauren Chieftan. the chieftan is a great melee hero, and can match up well against any opponent. I suggest inventing in stomp like with the Mountain King; stunning multiple units is a very good thing. Unfortunately, one on one the Chieftan will falter against top-tier heroes like the Dreadlord and Demon Hunter early on.

3. Blademaster. It was tough putting him last, but the fact of the matter is that he gets good at later levels--but not at the start of the game. The blademaster is a great hero, but there are better heroes to use for a rush with the Orcs. If you do try to rush with a Blademaster, use mirror image to keep your opponent off balance.

Night Elves

The Night Elves can rush successfully, if played well. Archers are frail early, so your best bet is to get a hunter's hall and ancient of war as quickly as possible and start on huntresses for your support units.

1. Demon Hunter. An AWESOME rushing hero. With the immoluation skill, he can take out any other enemy hero toe to toe with the exception of the Dreadlord. simply put, immoluation rocks. It eats away the enemy HP, and can make quick work of enemy units if the attack is persistent.
2. Keeper of the Grove. Not bad, but most other heroes are better. Invest in entanglement; use it to slow down your enemy's hero and use the time to kill a worker or two, or three. Hit-and-run tactics with entanglement work very well; it can also be used to cover your getaway.
3. Priestess of the Moon. A GREAT hero for a long game (*coughstarfallcough*...but not so good at a rushing game. If used in this manner, the PoTM needs lots of archer support; 6 is a minimum number. A research in moon armor helps immensely as well. In this case invest in trueshot aura, NOT burning arrows; the former will give you more damage overall. The problem with rushing with the Priestess is that it takes time to make it work, and if you're too slow you're setting yourself up for a big-time fall. There are safter heroes to go with, but use her if you're confident in your speed and ability.

Disclaimer: this little guide is NOT perfect, and is not guarenteed to give you victory after victory on battle.net. On the contrary, I still lose many games online. This is simply my take how to successfuly rush, nothing more; I'm still learning my myseslf. Also note that all this works best in 1v1 or 2v2 games. In the case of 3v3 or 4v4, its generally always a good idea to have 4 to 6 units with your hero, no matter what.

In short, don't blame me if you play a game based on these tactics and get your ass kicked. That is all.

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[This message has been edited by UE Crusader (edited 10-28-2002).]
Luke
QUOTE
Originally posted by UE Crusader:
[b]Rushing your enemy in 5 steps
<snip>
[/B]


Whoah. Thanks!

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"It's spelled Luke, but it's pronounced 'Qkrnxtl.'"
Darth Smurf
Dang, I'm keeping this for when I can actually afford the game!

<edit> Durn smilies </edit>
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Humble thyself to the uttermost, for the doom of the impious is fire and worms. ~Ecclesiasticus 7:17

[This message has been edited by Darth Smurf (edited 10-28-2002).]
Joveia
Bloodlust is not as effective as unholy frenzy. I usually go with crypt fiends and necros, and then concentrate on UF'ing my allies army, hopefully orcish. With those 2 forces combined, basically all hope of opposing us rests in purchasing wands of negation, and very few peope do.

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There are only 3 kinds of people: those who can count, and those who can't.
opinion change 9/24/02: Human society is a complex metaphor for slavery.
Pyro
QUOTE
Originally posted by Joveia:
Bloodlust is not as effective as unholy frenzy.  I usually go with crypt fiends and necros, and then concentrate on UF'ing my allies army, hopefully orcish.  With those 2 forces combined, basically all hope of opposing us rests in purchasing wands of negation, and very few peope do.



I love Unholy frenzy. All the strategy people tell you that you shouldnt use it, but they are wrong wrong wrong. 75% increased attack speed is almost double the speed. Thats double the attacks, and the equivelant (almost) as having double the units. It does take quite a drain without a dreadlord, but its still worth it. The abom/necro strategy STILL works, few people use it though :/
On another note, dryads beat my aformentioned strategy down like a bad puppy. I think dryads may need some sort of nerf. A team with NE and dryads vs a team without is a team with lust/frenzy/inner fire vs a team without those impotant benefits. It pretty much is a game winner. Dryads should abolish ALL magic on the field, that would be interesting.
On yet another note, does anyone still use wyrms? I'd like some input on wether they still work or not.
On UE's rush strat I agree with most of it except...
Blademaster 1st or second for me, just because I know how to use him like the back of my hand. When used correctly with windwalk, hes a one man raid.
KotG 1st for me. You can summon treants 3 times before the first group falls. At level one thats 6 extra units. At level 3 its 12, this is devestating.

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That is all.
UE Crusader
ADDENDUM to the end of my rushing post:

I briefly mention 3v3 and 4v4 team games and how you always want about a half dozen units supporting your hero if you rush. I it IMPERATIVE that in such games, you ALWAYS RUSH WITH YOUR TEAMMATES. Never EVER rush without at least one ally coming; 3 or 4 is ideal.

I just want to stress that if you do anything alone in a team game, you're generally among the first to die.

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Desert Fox
hmm....

undead heros are all hero killers, with direct damage attacks from each of them (death coil, frost nova, and carrion swarm) make undead a tough fight if you rush them. But for dreadlord primaries, if they get sleep, they dont have carrion swarm, which makes them vulnerable. Send the wolves, stomp, or mirror images out and watch the DL fall easily to superior planning.

As for BM, I think hes a better rusher than the TC. First, his spells are geared for it. Mirror image is a perfect scout as it not only sees enemies, but it scares the enemy into thinking their city is being attacked by the enemy hero, thus putting them on the immediate defensive. After killing the mirror, they also might be so inclined as to imagining that that was your attempt and may try a foolish counter, which is easily battered down if you know what you are doing. Also, windwalk is one of the coolest spells around. If youve scouted your enemy, windwalk into his base, where all his workers are, and start killing them. Itll take a few seconds for the person to realize whats going on, and he will try to stop you. Then you just slip away with windwalk, making sure to stick nearby as so you can annoy him some more. Its best to attack when you note his forces moving off to creep, because it causes a lot of panic and will possibly force him to TP back to base, wasting his TP and getting you a good laugh. Also it allows for easier killing cause the enemy isnt immediately there to stop you, as you run around waiting for windwalk to cool down. If you are good with this, you can shock the enemy over and over with that spell, just walk in and out, avoiding his army. This will not only slow his creeping down, it could get some of his units killed by distraction, wasting his gold, his workers will die, which will slow down production, which will slow down his progress even furthur, and also will eventually cause him to invest more than necessary amounts to keep his resource gathering safe. If you are especially clever, you may not even need to windwalk in. If the enemy is mid-battle with creeps, he wont initially notice you walk in, giving you that much more mana to work with. After he warps in, expect some extreme delay times as well as enemy attempting to make warriors to try and drive you off. You know you made a successful distraction if he is doing this.

Warnings on using that. If fighting undead, doing the windwalk is so very easy early on. His acolytes are standing there, perfect targets. But after they upgrade their hall, you dont want to be sticking around there too much as that thing is a beast. Against humans and orcs its about the same, cept that human can turn peasants to militia, which arent much better but are a bit more dangerous, the orcs can burrow up their guys, which can spell trouble for you if you stick around to get shot. Also orc units, such as grunts, produced to fend you off can hurt your BM badly. Human footmen are annoying, but not nearly as deadly. Get 5 or 6 of them and its a different story altogether, though that would usually be the main force you are trying to run from. NE are tough. The wisps in the trees are annoying, the ones in the gold mine are annoying, and so on. They are weak as hell, but annoying as well. Youd have to destroy the entangled gold mine for one, which aint gonna happen, and then go crazy, but by then, the enemy is back and breathing fire down your ass.

As for the FS, basically chain for groups of peasants, wolves if you want to kill off peasants fast. Chain wont kill em, it will weaken them immensely. The wolves pose a more dire threat.

After a few seconds of harrassment, the enemy is slightly weaker and off balance, even a few grunts tossed in to help your heros out after a bit is enough to turn the tide of the game in your favor.

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We were the first political party to advocate renaming the Washington Monument the Big Stone U.S. Penis and putting big, orange foam testicles at the bottom.
LoneIgadzra
Here's my two cents on playing night elves effectively:

EDIT: I'm wrong, wrong, wrong. Don't listen to me.

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"Turn towards the trees!"
"What trees? There's ******* trees EVERYWHERE!!!"
- A friend and I sailing one lazy afternoon. I was out of my mind with exasperation at my friend's steering ability.

[This message has been edited by LoneIgadzra (edited 11-04-2002).]
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