Early newbie style. -by Drasca
we're all thankful for replays. In fact, they make learning from
each other much easier. For that reason, we might be better off
taking a "loss" from a more experienced player in order
to save the replay and see what they did. That's the obvious part.
The not so-obvious part is where to find "experienced"
players. Well there are some right here in USWest server Lordaeron
in channel diablo retail dsf-1 and public chat tp. But what of
the ladder? Get lucky and it'll arrange you, a level 1 with no
wins, with another level 1. That isn't really going to help you
much for a replay, is it? Well, there's a loophole. The system
currently matches up to 6 levels away from yourself, so a level
1 could theoretically go play with a level 6-7. However, the "search
time" has also increased. In the past week, I have not seen
a difference beyond 3 levels, i.e. a level 3 paired with a level
6 or a level 1 paired with a level 4.
a friend on b.net directed me to war3replays.com, and that one
seems to have some nice replays, but the highest rated ones seem
to miss a basic concept of RTS attrition warfare-- prevent your
opponent from expanding. I can host my own replays or send them
if requested, but I think we should swap replays around in general.
Replay file sizes are not large. They seem to vary from 40k to
800k (Note: That was a 3-hour long game). The median size seems
to be around 160k. It might be a good idea for people to share
checked out battle.net's WC3 strategy forum, and it has a low
signal-to-noise ratio. There's some actual strat that's worth
checking out, but there's also much much "noise" that's
simply very putting off.
are a number of common tactics in Multiplayer but I'll discuss
them in the Tips section.
to the Tips section:
build order in general, most people build a Hero-Summoning Altar
and "Farm" immediately, and then a first-tier unit training
"Barracks" next when resources are available. The farm
and altar will insure food being available for summoning a Hero
while training 5 workers (from the 10 original potential food).
A second farm would be a priority once the first non-hero unit
illustrate food usage in chronological order:
Start 5/10, 5 being used / 10 being max.
Start farm build
Train 5 workers sequentially for resource gathering 5--->
10 / 10
Farm built by now.
Begin training worker and summoning hero
starting second Farm
Begin training first-tier unit from "Barracks"
*Orc Grunts take 3 food, unlike Undead Ghouls, Human Footmen,
and Night Elven Archers.
you can see, building farms immediately is essential to train
without "waiting for farms to build."
for Night Elves, here's an early build order I use that works
effectively (I am currently experimenting with others.. hehe).
1. Send 3 wisps to gold mine
2. Other two Altar and Moon well
3. Train several wisps.
4. Send next two Trained wisps to lumber.
5. Moon well should be done by now, send that wisp to building
an Ancient of war.
6. Alternate next four wisps available from lumber and gold mine
(Altar should be down by first wisp trained here, which is the
third total wisp trained).
7. Build a Hunter's Hall and Moon well.
key point above for Night Elves is that they are starved for lumber
early on--that is why the first few trained wisps are sent to
lumber instead of gold.
Undead, the situation is slightly different. Ghouls harvest lumber
(and only that) and Acolytes start building summons and can leave.
So only 6 total acolytes are necessary in the beginning. Instead
of an Altar, I recommend building the Crypt (a Barracks type),
to train a few ghouls for lumber harvesting and general mayhem.
Ghouls can carry 20 lumber at a time, so lumber is not a problem
for the undead.
for Humans and Orcs, they're pretty much by the book. Of course,
the crafty player might want to take advantage of Human "hurry
production" ability with additional peasants.
Starcraft, one should build to protect and enclose the gold mine.
This helps protect against "Hero Rushing." Have buildings
arranged to act like a wall against intruders.
Defensive towers placed near gold mines expansion lines (rather
than the choke point) is also done to protect against worker raids.
However, Defensive towers are also used against the player offensively
in "Tower Rushes"
Rushing-- a tactic used early game to quickly build a hero with
the objective disrupt resource gathering and gain a resource advantage.
Methods include: Human Archmage Blizzard of the Gold mine worker
area, Night Elf Keeper of the Grove Entangle of the workers, Orc
Seer Spirit Wolf attack, Orc Blademaster 'wind-walking' into the
enemy's base (wind-walk makes blademaster invisible) and sneaking
into the gold mine.
Rush- Generally meaning Orc Watch Towers. Orc watch towers have
piercing ranged damage, have no minimum range of attack and have
a very high rate of attack. Towers are quickly built either within
an enemy's base, or within range of peasant gold mines. Once started,
towers are difficult to remove because of their hp gain as they
are built. For a cheap price, the player's offensive units either
delayed (to destroy the tower), or the player risks being assaulted
by towers. The Tower Rusher can then station units near their
defensive Watch Towers near your base, and effectively either
pin you inside your base or trigger the "auto-defend"
A.I. of your units and take them out. With watch towers at their
backs, the assaulting units are extremely difficult to take out.
Early (staple) Unit combinations:
Elf: Huntresses, En Masse.
Grunts, shamans following. Or Troll Head-hunters, same damage
but ranged, piercing and less hp units.
Footmen /w Defend followed by Riflemen. Beware of the Human with
the Sorceress en masse, Polymorph Other can be baaaaahd.
Favorite, though generally unused: Riflemen & Priests.
A few ghouls, mainly Crypt Fiends /w web upgrade. Necromancer
/w Skeletons on auto-cast is also popular.
doesn't work the same as Starcraft. It is not a simple damage
reduction, it is percent based--though I'm not sure of the formula
right now. Can anyone else clue in?
general, three types of heroes are used, and they aren't exactly
what is expected. Ranged/Magic for general use, Hero-killers,
and Hero-Rushers (as discussed earlier in this post). Hero-Killers
are those specifically tailored to taking out the other player's
hero and hero abilities. Hero-killers obviously counter other
Heroes, and general Ranged/Magic counter regular units, and rushers
are simply good at taking out workers. These types are not necessarily
mutually exclusive, but the nature of their skills(Focusing damage
on one vs Spreading damage over many units) generally make Hero-Killer
and general Ranged/Magic unlikely to be mixed.
Elf: Demon Hunter's Mana burn does damage and takes out mana,
the spell ability. Very useful indeed. His Demon transformation
later makes him ranged, and additionally capable to take out heros
Mountain King, storm bolt, bash, thunderclap, avatar. All very
useful. Storm Bolt in particular, for stunning, and discontinuing
the other hero's ability to use a continuous spell, say an Ultimate
like the devastating starfall, tranquility, earthquake, death
and decay, etc.
Dreadlord, with the sleep ability--or in a pinch, the infernal,
which if summoned on top of the enemy, stuns them.
Sadly, the only semi-ranged ability is the Tauren Warchief's Warstomp,
which stuns opponents. Not terribly great, but with shockwave,
will have to do.
General Ranged/Magic use (ranged is recommended due to auto-unit-formations
having ranged units move behind others, and the hero is more likely
Elf: Priestess of the Moon. Her searing arrow is tempting,
and taking the Trueshot aura is a given, but later on, one would
like to keep a mana reserve for the Ultimate, Starfall. An Owl
scout can be much more useful as a second skill point choice,
for general reconnaisance of terrain, searching for the enemy's
base, and probing the enemy's defenses.
on combination of Priestess, Starfall and Building placement.
A friend of mine likes to place moon wells defensively, most recently
in a semi-circle arrangement, but before that a square-ish U.
I enjoy making moon wells into guantlets for my units to pass
by and heal.
as an ultimate, is great, but is limited by the Priestess'es ability
to survive onslaught. When defending a base, this is countered
by having the Priestess in the center of many moon wells on auto-cast
to heal her. Potions and scrolls interrupt Starfall, so they cannot
be counted on. Health stones are rumoured to work, but I personally
haven't managed to use them during starfall.
Archmage--If going magic/support (or otherwise coordinated strategy),
Brilliance aura beyond one point, but otherwise Brilliance aura
is wasted. Blizzard is effective in many/all melee situations
and vs ranged enemies which must station themselves.
Teleport--There is a fast cooldown on Mass Teleport. Here's a
more advanced tactic. Have a sorceress cast invisible on a fast
unit, send that unit into the other person's base, and then Mass
Teleport in and out before everyone can send a defense.
Dreadlords and Death Knights are a favorite-- their ultimate summoning
skills, undead healing abilities and auras are wonderful. Dreadlord
Vampiric Aura will make melee allies very happy, or if one wishes,
attack with abominations and enjoy the aura yourself.
The Orc Seer is the pick, due to chain lightning. The spirit wolf
is often used as a disposable scout in lieu of the Far vision
I don't have any advanced strategies for Orcs or Undead =/
is a first-draft and it isn't polished, but should give some additional
idea into the Wc3 world beyond what is currently posted (which
is basically nothing so far )