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  warcraft III : human strategia 1
Categoria articoliGiochi generici

 warcraft III : human strategia 1


This strategy is mainly used for killing the opponent’s units rather than their heroes. The anti-unit nature of this strategy makes it great for the team game, and very versatile opening for dueling – since once you have your opponent contained, you’ll be able to tech up faster without worrying. The basic concept of this strategy is to make use of two heroes : Paladin and Archmage. The major portion of your army will consist of footmen / riflemen and sorceresses. It requires some degree of micromanagement and understanding the concept of focus firing to be used most efficiently. The basic build order of the strategy is like the following : 1) With your first set of peon, start building a barracks immediately. The farm should come right after the barracks. Send the rest into gold mine 2) Upon the completion of barracks, start a building a black smith. 3) Start the summoning of the Arch Mage. 4) Start leveling with Arch Mage and the initial set of footmen. Start mixing up riflemen in the production 5) Start upgrading your town hall to keep. After the upgrade is done, start summoning paladin and build arcane sanctum, in that order. After the arcane sanctum is done and paladin summoned, start building up sorceresses. The ratio of footmen / riflemen / sorceresses should be 2 : 4 : 1. One sorceress is enough to slow 2 to 3 units when the first battle is taking place. The riflemen will always focus fire on the weakest units of your opponents, or the most important units that can turn tides of the game. Such units include shamans, for purge and bloodlust, priests, for their healing ability, sorceresses, for slow / polymorph, and necromancers, for their annoying skeletons. The footmen are there to make sure that riflemen don’t get attacked while focus firing on certain units. They should be in such position that your opponent will either have to go around them or be forced to kill them first. When your opponent goes around them, move them in a way that the opponent’s movement is blocked, thus giving riflemen more time to fire. Also, make sure to dance around the riflemen in more advantageous position ; such as higher position of the cliff, closer to the narrower choke points. When it comes to leveling the heroes, Arch Mage should always come first for his offensive spells which become the essential part of this strategy. The spell blizzard and water elemental are both effective unit counter spells. If the opponent goes for melee units, get water elemental for your first skill. If the opponent goes either ranged / mixture of melee and range, pump up blizzard. NEVER spend a single point in brilliance until blizzard and water elemental are maxed. The main skill of paladin is holy light, of course. The holy light should have priority in leveling while holy shield and devotion aura comes in handy if you have enough skill points to spend. If your opponent is going for anti hero build and targets your paladin, then go for holy shield before getting devotion aura. If your opponent’s going heavy anti unit, pump devotion aura. His ultimate skill : Resurrection should be learned as soon as possible. Things to remember : 1) Making a wise use of two heroes you have are the most important part of this strategy as they are the ones adding considerable force to otherwise weak human units. Human units themselves can’t survive well in direct head on combat. This has to be compensated by always healing your most important units (usually sorceress > riflemen > footmen) and summoning water elemental or casting blizzard when necessary without hesitation. Human units are usually weaker compared to other races’ counterparts – exception of riflemen, which is why they are the backbone of this army. 2) When you have the opponent contained, or he / she just retreated briefly, always concentrate on leveling your heroes as having two heroes mean that they level half as fast. If your heroes remain low level, your main army will not have scaleable power to last long in the late game, and will eventually be overrun by tough units such as huntresses / crypt fiends 3) Expand only AFTER you kill your opponent’s first expansion. This build cannot afford to have inconsistency in unit production, since each units require right proportion / number to work effectively. Always resist temptation to expand early. That money’s better spent on riflemen upgrades 4) ALWAYS pull the first offensives with this strategy. A quick hit from slow / blizzard / water elemental will weaken the enemies’ army significantly. You’ll always have more time calculating in what area you should cast the blizzard on / when to summon the elementals / when to cast slow if you’re the one attacking first. Being attacked first means that he has to think about two things : defending and counter offensive. While you can spend your time only on attacking. 5) Make sure to scout frequently. Due to the fact this strategy requires a lot of micromanagement and require constant attention on each units, you’re likely to open yourself to a surprise attack if scouting isn’t done at the right time. Always use a peon to run around the map after clearing the peons. Sometimes, building towers in important area / pathway is also a nice initiative to make your opponent hesitant

 

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