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  warcraft III : orc strategia 1
Categoria articoliGiochi generici

 warcraft III : orc strategia 1


To successfully use raiders you must remember 2 very important things: 1) Raiders are for raiding, not for fighting. If your opponent tries to engage you, ensnare his units and run away. Head straight towards your target and take it out. 2) Scout your opponent well. Use peons or mirror images or whatever you'd like, just make sure you always know what he's doing. Keep a watchful eye on any expansions your opponent has access too, and watch his main base carefully. If your scouting reveals 50 towers and no vunerable targets, then just skip the raiders and move on up the tech tree. If you are manage both of those tasks well, you should have no problem terrorizing your opponent with constant raids against his vunerable buildings (particulary town halls). As long as you prevent him from expanding, you be able to keep the game firmly in hand. In order to get radiers quickly enough to be effective, try the following build order: 1) Put all 5 starting peons on gold. 2) The first built peon should construct a burrow and then go to lumber when finished. 3) The second built peon will build your altar, upon which you should queue your first hero. I'm a big fan of blademaster first. If you spend your first point into Mirror Image he should be able to tank a few groups of creeps without taking any real damage. 4) The third built peon will construct a war mill, and the next 4 will all go to lumber. 5) Once you have a total of 12 peons, begin your upgrade to stronghold. 6) Your Blademaster should start killing creeps right away, once he's taken out a group, use the nearly dead mirror image to scout for your opponent. 7) While your stronghold is upgrading, begin constructing additional burrows as soon as lumber becomes available. You want to have 40 food available as soon as it's finished. 8) When you have your stronghold, immediately start your second hero to join you. I like to use a Far Seer. If you haven't already located and scouted your opponents, make some wolves and do so immediately. You probably should have scouted your opponent already at this point, but if you have not, this is the absolute latest you should do it. 9) Begin Construction on two beastiaries. The pillage upgrade is optional, as is the damage upgrade at the War Mill. Both will likely be affordable assuming your economy was not damaged by an early hero rush. As long as you can afford them, go ahead and get them. 10) Continue leveling your hero/heroes. Dual heroes together should be enough to clear out all the creeps on any of the 4 player maps (tranquil paths or lost temple). 11) When your Beastiaries finish, begin constructing wolves 2 at a time, unless for some reason you know better from your scouting. Eventually, you'll want the ensnare upgrade before you actually attack. I like to attack once I have about 6-7 radiers, usually right about when I hit 50 food. 12) Attack any expansions first, at this point unless they are undead or human, they will probably still be building. If they are finished already, its unlikely that they will have significant static defense to stop you from destroying it. From there, you can move on and strategically target other buildings. If you can kill your opponents main town hall, you can often end the game right there. Against a Night Elf opponent, Ancients of War are particularly easy to kill (and devasting to do so as well). If all goes well, your raiders should dominate the early game. They should keep your opponent from expanding, and possibly cause his heroes to stay inside his base for defense. At this point its safe to expand, just make sure you keep the pressure up. You will want to move onto Wyverns and Tuarans eventually, so make sure you get to third tier before your find yourself suddenly outgunned by superior units. -Cyberllama *Edit* Defending Against Rushes Judging from some of the commentary, some people feel that this build order might suffer from a lack of defense against a rush. Let me explain why this is generally false. Burrows, as most of you no-doubt know, are very strong defensively. It basically requires seige to get past them. However, in order to get siege, your opponent must tech to tier 2. It's VERY unlikely that your opponent will have some sort of build order that allows him/her to tech to teir 2 FASTER than you can yourself using this one. And given the slow training/transportation time associated with siege, you will almost certainly have your teir 2 units ready and waiting long before your opponent does. As a result, your ready to attack by the time your base becomes "vunerable" to any sort of rush. Few opponents are willing to keep their troops marching towards your base when they are suddenly attacked at their base by a group of marauding raiders. Once you have raiders, you can pin them in their base until they've built up their static defense, buying you more than enough time to move onto the next step in your build order. Also, one last note, credit where credit is due: This build order is not my original creation, but rather an adaption of LeoLaporte's Build order. The core of the build order (I.e. the dual hero part and the teching straight to tier 2) is a part of MANY of the standard orc build orders currently being used by top ladder players. However, after that point, there is a fork. Some players will immediately hit tier 3 and go for taurans or possibly wyverns rather than sticking around and using raiders. There is a very good reason why orc players use "gimmickey" build orders that rely on fast teching, but its too large of an issue to discuss here. Suffice to say, blame it on the burrow.

 

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