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  warcraft III : orc strategia 2
Categoria articoliGiochi generici

 warcraft III : orc strategia 2


I have found that one of the most effective attacks in WC3 is a ballista drop. With the night elves, you can get ballistas early (Ancient or War --> Hunter's Hall --> First Tree Upgrade), however they require four food resources each, so you have to be committed to using this strategy. Get an ally to secure a goblin laboratory and then use your hero to go and get a zeppelin. Load up 6-8 ballistas into your zeppelin and wait for your allies to finish building their armies. This strategy will be most effective if your allies attack one opponent. This will put all of your opponents units on the front line leaving their town defenseless. Drop the ballistas near (but not right next to) the town hall and destroy it. Then go after the farm buildings. By now the enemy may have responded with an offensive against your ballistas. Just load them back up into the zeppelin and fly off to the next enemy base. I have never lost with this strategy. I have used about ten times in the last few days. It is most effective in large games where gold is a scarce resource. Strategy: First off, this tactic is for use in 1v1 to 2v2 matches specifically in the Lost Temple map. It works well against orcs, elves, undead, and sometimes humans (as long as they don’t mass footmen). The basic idea of this strategy is to take advantage of the ability the orcs have to get their tough ranger unit (headhunter) and his upgrade early in the game. In the offset you want to assign 2 peons to gold, 1 to build a farm and 1 to a barracks. Immediately queue up 3 more peons and a 4th once you have enough gold. Once you have the 4th queued up, order up the farseer hero. When the gold mine has 5 peons on it assign the next available peon to build a lumber-mill. Assign all other available peons to mine lumber near the mill afterwards(never take a peon off gold for any reason) When the hero is being built/summoned order up a grunt. When the mill is finished immediately order up a headhunter, then another as gold allows. Once you have a grunt and 2 hunters go creep hunting at the bottom of the ramps to your base. Once you have killed the 2 groups at your base entrances move on to the creeps at other ramps to other bases (meanwhile back at your base you are producing more headhunters building a 2nd rax and up-grading you town hall to a stronghold.) Every time you kill the creeps in front of a ramp, run the group(which should grow constantly) up the ramp and look for your opponent. Once you find the opponent's base look for any resistance (aka troops) and if there is none(off levelling probably) go straight for the peons, kill as many as you can as fast as you can. Once you encounter his troops be prepared to target all of you headhunters at his hero, no matter what the hero must die! Then cast chain-lightening on the troops (all hero skill points should go to this skill). Once the hero has fallen the player will be de-moralized and will probably be on the defensive at least. Hopefully now you have a healthy hero, 5-10 headhunters with an up-grade or 2 and the enemy is heroless with as many or less, troops wise; if this is the case go immediately for the rest of his peons and he will probably waste all his cash on more troops to fend you off. If it looks like the battle is going to be a stalemate then immediately return to your base and get an expansion going and up-grade to fortress, for kodo beasts. On a second attack once you have crippled the enemy you should (if a 2nd attack is needed) you should have 9-10 headhunters 2 kodos and a few grunts if you are short on lumber. Keep the pressure on with this attack, by now your hero is at least lvl 5 so use your high level chain-lightening to soften up the troops while your troops aim for the hero. With the kodo aura and high level chain lightening you are a force to be reckoned with and will probably break what is left of the enemy. This strat has worked for me on many occasions and is a great way to fool the average joe who assumes that orcs are just taurens and grunts.

 

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