Infact, defender/trexy/sakuran. Why dont you one on one me, and tell me why you win so badly. That might help.
Yeah, OK, I'll do that sometime soon. Maybe Tuesday.
EDIT: Monday night is better, actually.
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FandyienBut Otto, what about us? Registered Userregular
edited July 2007
Whats the best strategy for humans in a 1v1 match? I was playing versus orcs so I tried massing footman / archmage, but I was pretty much overwhelmed by a grunt rush with the shaman type hero.
Would it be better to go for a mountain king? Or an archmage and rifleman? Footman just seem to get trampled.
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
Whats the best strategy for humans in a 1v1 match? I was playing versus orcs so I tried massing footman / archmage, but I was pretty much overwhelmed by a grunt rush with the shaman type hero.
Would it be better to go for a mountain king? Or an archmage and rifleman? Footman just seem to get trampled.
Cookie cutter human is Archmage-MK-Pally with riflecaster mortars
Whats the best strategy for humans in a 1v1 match? I was playing versus orcs so I tried massing footman / archmage, but I was pretty much overwhelmed by a grunt rush with the shaman type hero.
Would it be better to go for a mountain king? Or an archmage and rifleman? Footman just seem to get trampled.
OK, let's start off with just some general stuff.
There's no "best strategy for humans" or any other race. I mean, I don't even know what race you're playing against, so there's no way I can answer. Even if we narrow to "humans against orcs" there's STILL no best strategy. You need to know what map, and you need to know what they are doing.
If the map is small or you know they're close to you, footman rush with defend can be really awesome, especially if they don't get spiked barricades. Double up on barracks and shit out a lot of footmen. Put up your shields (stops burrows from annihilating you), use water elementals to increase your damage output, and swarm over them with masses of footmen. This strategy pushes on the fact that orc base defense is based on output of piercing damage and costs them gold/lumber to keep running.
If the map is large, you might be safe by towering up, building just a few footmen and a mountain king, and teching straight to gryphon riders. They may hit you with demolishers and a blademaster, but your towers are heavy armor and you can get masonry upgrades. (You should also have lumber-harvesting upgrades, Animal War Training, and Storm Hammers.) Get a few priests at tier 2 for free healing, maybe get a paladin for backup, and make liberal use of the Staff of Sanctuary to keep your mobile gryphon force healthy. Get magic sentry to detect blademasters and give you free map-reveals. With those gryphon riders, you can nuke their food in SECONDS if they didn't get reinforced defenses. You can also wipe most of their units with magic damage. If they start using bats, counter with holy light, inner fire, armor upgrades, and staff of sanctuary usage (one staff per hero, the cooldown is long). If it's bad, counter with dragonhawk riders. If they are beating you back wit towers, again, dragonhawk riders. If you want to be a real dick, get about three or four adept sorcs and cast invisibility on all your gryphon riders. Whatever you do, don't let them expand. If they can't expand, they can't get the gold to change technologies and you can wear them down. This strategy works on the fact that most of their units are heavy-armor, their ground-based piercer is shitty until tier 3, and their flying anti-air can be beaten by your flying anti-air.
So those are two very different strategies, and they work based on what your opponent is doing and how big the map is.
Humans are most powerful once they reach tier 2.
Next time try just pumping out enough units to creep/defend yourself and get some casters/mortars. Throw up a tower or two to help defend your base until you get there.
Edit: oh good lord beated
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
Yeah and at tier 3 they get some game-breaking shit. Like fragmentation shards. Those things make mortar teams absolutely terrifying to non-melee ground. The night elf army tends to fold in seconds against that unless they have air or bears. (They usually have bears.) But even if they do have that, siege tanks or flying machines will fuck up their air. Bears require either gryphon riders or a combination of melee and spell breakers.
Whats the best strategy for humans in a 1v1 match? I was playing versus orcs so I tried massing footman / archmage, but I was pretty much overwhelmed by a grunt rush with the shaman type hero.
Would it be better to go for a mountain king? Or an archmage and rifleman? Footman just seem to get trampled.
Cookie cutter human is Archmage-MK-Pally with riflecaster mortars
This does take some micro to execute properly
Riffle/caster/mortar is notorious for being able to attack-move to victory.
I think catapults are my favorite siege unit.
They’re so big and clunky, like all orc units, but have extraordinarily high damage and burning oil is one hell of an upgrade.
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
I think catapults are my favorite siege unit.
They’re so big and clunky, like all orc units, but have extraordinarily high damage and burning oil is one hell of an upgrade.
They do whump on things pretty hard. My favorite is mortar teams, though. They're organic, so they can benefit from Bloodlust, Inner Fire, and normal healing spells, so repairs are free and don't require either sending them home or bringing peasants up, but the big thing is frag shards. They can just rip through piercers and casters so incredibly fast. Flare is also just a cool ability.
Generally, if I have peons following a few catapults (catapults has a tendency to be focused, so being able to repair them is fairly important) I’ll have them throw down towers outside my opponent’s base before attempting to push in.
Also, being mechanical has as many benefits as it does limitations. You don’t have to worry about your catapults being stormbolted/entangled/deathcoiled/frostnova’ed.
One time, back in RoC, I 2v2'd and my friend harrassed wih his people and then got most of his base destroyed, but managed to save a bit and bring builders near me... in the meantime, I massed Ancient Protectors. It was hilarious. We won. They could not stand the might of millions of APs. I think they were stronger in RoC maybe.
I think catapults are my favorite siege unit.
They’re so big and clunky, like all orc units, but have extraordinarily high damage and burning oil is one hell of an upgrade.
They do whump on things pretty hard. My favorite is mortar teams, though. They're organic, so they can benefit from Bloodlust, Inner Fire, and normal healing spells, so repairs are free and don't require either sending them home or bringing peasants up, but the big thing is frag shards. They can just rip through piercers and casters so incredibly fast. Flare is also just a cool ability.
Flare has ruined a BMs desperate attempt at a windwalk escape several times for me.
Defender, can we do tonight at like... 6 cent? Is that too early for you? Going to see transformers, which I forgot about.
We can also do later too, like, 11 oclock cent later.
iusehappymod on
Hamlet will be Hamlet An ineffable tragedy of the human spirit that still resonates, even today.
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forgot this map asks for a click to start the game from loading screen
3 minutes
I was just thereeeee
really quickly
edit: 2 exclamation marks
Oh, you sneaky bastard.
Yeah, OK, I'll do that sometime soon. Maybe Tuesday.
EDIT: Monday night is better, actually.
Would it be better to go for a mountain king? Or an archmage and rifleman? Footman just seem to get trampled.
Cookie cutter human is Archmage-MK-Pally with riflecaster mortars
This does take some micro to execute properly
Monday night it is. I'll mark it on my calender as a "date" so my parents think I'm not a complete loser.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
OK, let's start off with just some general stuff.
There's no "best strategy for humans" or any other race. I mean, I don't even know what race you're playing against, so there's no way I can answer. Even if we narrow to "humans against orcs" there's STILL no best strategy. You need to know what map, and you need to know what they are doing.
If the map is small or you know they're close to you, footman rush with defend can be really awesome, especially if they don't get spiked barricades. Double up on barracks and shit out a lot of footmen. Put up your shields (stops burrows from annihilating you), use water elementals to increase your damage output, and swarm over them with masses of footmen. This strategy pushes on the fact that orc base defense is based on output of piercing damage and costs them gold/lumber to keep running.
If the map is large, you might be safe by towering up, building just a few footmen and a mountain king, and teching straight to gryphon riders. They may hit you with demolishers and a blademaster, but your towers are heavy armor and you can get masonry upgrades. (You should also have lumber-harvesting upgrades, Animal War Training, and Storm Hammers.) Get a few priests at tier 2 for free healing, maybe get a paladin for backup, and make liberal use of the Staff of Sanctuary to keep your mobile gryphon force healthy. Get magic sentry to detect blademasters and give you free map-reveals. With those gryphon riders, you can nuke their food in SECONDS if they didn't get reinforced defenses. You can also wipe most of their units with magic damage. If they start using bats, counter with holy light, inner fire, armor upgrades, and staff of sanctuary usage (one staff per hero, the cooldown is long). If it's bad, counter with dragonhawk riders. If they are beating you back wit towers, again, dragonhawk riders. If you want to be a real dick, get about three or four adept sorcs and cast invisibility on all your gryphon riders. Whatever you do, don't let them expand. If they can't expand, they can't get the gold to change technologies and you can wear them down. This strategy works on the fact that most of their units are heavy-armor, their ground-based piercer is shitty until tier 3, and their flying anti-air can be beaten by your flying anti-air.
So those are two very different strategies, and they work based on what your opponent is doing and how big the map is.
Next time try just pumping out enough units to creep/defend yourself and get some casters/mortars. Throw up a tower or two to help defend your base until you get there.
Edit: oh good lord beated
Defender will call you and have phonesex with you so it's almost true
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
Riffle/caster/mortar is notorious for being able to attack-move to victory.
Warcraft phone sex date with a man.
Oh yeah.
Big winner.
Makin' dad proud!
I dont need your approval.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
all making bows out of sticks and vines
tanning your own leather outfit
making a shotgun out of a bone and stick and sulfite somehow
Anyone else wanna play with us? Wilderness Survival!!! You know you want to.
frowny smiley
turns out mortars handle that plenty well.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
They’re so big and clunky, like all orc units, but have extraordinarily high damage and burning oil is one hell of an upgrade.
VBulletin is supposed to support attachments but I didn't see any immediately noticeable way to do it in PMs
Hey, when you're back on.
You can AIM me the FFA version. That wilderness survival shit is wicked fun.
Seriously, you other dudes should join us at some point.
They do whump on things pretty hard. My favorite is mortar teams, though. They're organic, so they can benefit from Bloodlust, Inner Fire, and normal healing spells, so repairs are free and don't require either sending them home or bringing peasants up, but the big thing is frag shards. They can just rip through piercers and casters so incredibly fast. Flare is also just a cool ability.
Also, being mechanical has as many benefits as it does limitations. You don’t have to worry about your catapults being stormbolted/entangled/deathcoiled/frostnova’ed.
Flare has ruined a BMs desperate attempt at a windwalk escape several times for me.
Defender, can we do tonight at like... 6 cent? Is that too early for you? Going to see transformers, which I forgot about.
We can also do later too, like, 11 oclock cent later.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.