I would maybe play ladder if I was desperate enough. It's not that I hate it, I just don't like going into a game with the predisposition that I'm going to lose horribly.
I tend to get raped in ladder games no matter when I play.
I need epic human stratz plz
How about "Archmage rifles sorcs mortars"? That's a good one.
No wonder I lose. I always go priests instead.
And I know what to build, but I've never made it that far. Their first rush almost always owns me, and even if I do survive, i'm crippled enough to be so far behind in unit production that their next push rolls me over without them really having to try.
iusehappymod on
Hamlet will be Hamlet An ineffable tragedy of the human spirit that still resonates, even today.
I tend to get raped in ladder games no matter when I play.
I need epic human stratz plz
How about "Archmage rifles sorcs mortars"? That's a good one.
No wonder I lose. I always go priests instead.
And I know what to build, but I've never made it that far. Their first rush almost always owns me, and even if I do survive, i'm crippled enough to be so far behind in unit production that their next push rolls me over without them really having to try.
Priests/Knights is fucking awesome.
It really depends on what you're fighting against.
I tend to get raped in ladder games no matter when I play.
I need epic human stratz plz
How about "Archmage rifles sorcs mortars"? That's a good one.
No wonder I lose. I always go priests instead.
And I know what to build, but I've never made it that far. Their first rush almost always owns me, and even if I do survive, i'm crippled enough to be so far behind in unit production that their next push rolls me over without them really having to try.
Priests/Knights is fucking awesome.
It really depends on what you're fighting against.
Yeah priests work great with knights or gryphon riders, but as you said, it matters what you're fighting against. Archmage + Rifles + sorcs + mortars is the most general-purpose human army.
If you are dying to an early rush, you're doing something wrong.
Do you have an arcane tower protecting your gold line? Arcanes make heroes want not to fuck with you. You should be using farms as walls, building them around towers such that enemy melee troops have to walk all the way around the farms to hit the towers.
Alright, I'm fairly sure I've fixed the problem, and I've only managed to reassure myself that I'm mentally challenged.
I figured out that I'm dying to early rushes because I stop building units at like, 3 footmen so I can get rifles.
and my three footman are no match for 6 ghouls and a Dk.
Yeah but a Paladin with Holy Light or an Archmage with Water Elemental leading 3 footmen and 10-12 militia can stop that, especially if there's an arcane tower in the picture. Throw in a guard tower and you can leave 5 of those militia behind to keep mining gold.
Did you know that, although they have fewer hit points, militia have better armor AND better damage output than footmen?
EDIT: About the level 1 DK, you have two ways to deal with his power (which is likely Death Coil):
1) Surround a ghoul and beat the fuck out of it. If it's surrounded, the DK will probably try to heal it, but it won't matter, because you'll still pound it to death. (A smart DK will use the coil to speed up killing a militia guy so the ghoul can escape. You just use Holy Light to heal the militia man in that case.)
2) Don't surround at all, but don't let them surround you. You'll gradually weaken their whole line, and that's the worst case for Death Coil. Use your Holy Light to spot-heal badly-wounded men, or if he casts Coil and leaves a very weak ghoul, quickly follow up with Light on that ghoul (because you know he can't counter-coil it) and finish it off.
Also, this should go without saying, but micro the arcane tower! If the DK looks like he might be in range, tell the tower to fire at him. Rapid-fire mana burn like that will run him out of coils, hurt him, and make him want not to fuck with your town.
Humans have huge bonus while defending, provided you rape their hero with that tower and leave the ghoulies alone.
And yes, Militia are fucking tanks, but the problem is that your economy disappears while they are fighting.
Use either the Paladin or the Archmage for your hero. They both require micro, but the Paladin can heal your dudes/nuke an undead hero and the Archmage has the water elemental and can run away from just about anything.
Humans have huge bonus while defending, provided you rape their hero with that tower and leave the ghoulies alone.
And yes, Militia are fucking tanks, but the problem is that your economy disappears while they are fighting.
This is why you build enough towers that you only need to pull off lumber workers, not gold workers. Also, lumber workers don't disappear into a mine, so they're easier to heal with a regen scroll after the fight...you just walk everybody over near the mill and read the scroll off, and your peasants will be at full health by the time the next attack comes.
And like Sarukun said, micro is REALLY important.
Oh hey, one other thing. Thunderclap is unbelievably powerful against small units like ghouls. The total damage that you get is awesome, not to mention how rapidly you can cast it and the powerful 50/50 slow effect. The drawback is that the MK is a fucking idiot, so you run out of mana fast. Use clarity between fights and get an archmage with brilliance. At tier 2, start carrying mana potions.
Even if you don't get thunderclap, the MK's ability to stun-surround with storm bolt is impressive. You can do it to units or heroes, whatever you like, and it fucking hurts to get hit by that. And even if you don't get him as your lead hero, he can be a good second to either the archmage or the paladin. (Especially the Paladin, since Holy Light and Divine Shield combine to make them BOTH nearly impossible to kill.)
Mountain King is always the number two Hero because he is murder even at low levels, and is easily one of the best hero killers in the game. Pally+MK is basically unstoppable.
I wasn't great with humans, but sometimes I'd use MK first, and archmage second. The AM would have Brilliance as his primary power, and would basically just be a mobile mana fountain for the MK and casters. Having a high level of Storm Bolt makes high-food units and heroes wary. Having a few points in Bash makes people not want to fight him directly.
What I learned for strats in other races was from watching them beat the shit out of me.
I actually did learn a lot watch others use them and chatting with my buddies.
Mk can go first, but generally people would get either Archmage or Paladin first and worry about hero killing after they were basically already invincible.
AM keeps your casters/other heros brimming with mana, and water elementals make creeping easy.
75% of the time I get AM first, just because he gives you such a huge boost. You can always get other heroes later, and then you don’t end up guzzling mana potions to keep your heroes at full potential.
You lack offense with him though, and human already has a really good early game healing scroll available. Just hide hurt units in the back of your base until the fight is over.
Infact, defender/trexy/sakuran. Why dont you one on one me, and tell me why you win so badly. That might help.
Just play solo ladder for a day or two, and watch the replays.
Build orders/unit choices will come to you naturally.
What you really need to learn is situations.
The first couple of times I was in a serious battle with defender, he would net my heroes down with raiders and proceed to beat the crap out of them while ignoring the rest of my army.
When it happened, I froze up for a second. Having not been in this situation in a long while, my mind hit a blank and it resulted in my hero dieing.
Even though I lost, next time I see an orc player starting to get raiders, I will remember to get an invulnerability or invisibility potion on my hero. At very least I can focus fire down a raider or two and teleport out instead of just loosing my hero.
Never, ever underestimate the power of a hero. They can, and often do, turn the tide of a battle. It's a good idea to make the enemy hero vulnerable and try to pin him down.
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Tossrocktoo weird to livetoo rare to dieRegistered Userregular
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Who wants to play?
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
How about "Archmage rifles sorcs mortars"? That's a good one.
No wonder I lose. I always go priests instead.
And I know what to build, but I've never made it that far. Their first rush almost always owns me, and even if I do survive, i'm crippled enough to be so far behind in unit production that their next push rolls me over without them really having to try.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
Priests/Knights is fucking awesome.
It really depends on what you're fighting against.
Yeah priests work great with knights or gryphon riders, but as you said, it matters what you're fighting against. Archmage + Rifles + sorcs + mortars is the most general-purpose human army.
If you are dying to an early rush, you're doing something wrong.
Do you have an arcane tower protecting your gold line? Arcanes make heroes want not to fuck with you. You should be using farms as walls, building them around towers such that enemy melee troops have to walk all the way around the farms to hit the towers.
I figured out that I'm dying to early rushes because I stop building units at like, 3 footmen so I can get rifles.
and my three footman are no match for 6 ghouls and a Dk.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
Yeah but a Paladin with Holy Light or an Archmage with Water Elemental leading 3 footmen and 10-12 militia can stop that, especially if there's an arcane tower in the picture. Throw in a guard tower and you can leave 5 of those militia behind to keep mining gold.
Did you know that, although they have fewer hit points, militia have better armor AND better damage output than footmen?
EDIT: About the level 1 DK, you have two ways to deal with his power (which is likely Death Coil):
1) Surround a ghoul and beat the fuck out of it. If it's surrounded, the DK will probably try to heal it, but it won't matter, because you'll still pound it to death. (A smart DK will use the coil to speed up killing a militia guy so the ghoul can escape. You just use Holy Light to heal the militia man in that case.)
2) Don't surround at all, but don't let them surround you. You'll gradually weaken their whole line, and that's the worst case for Death Coil. Use your Holy Light to spot-heal badly-wounded men, or if he casts Coil and leaves a very weak ghoul, quickly follow up with Light on that ghoul (because you know he can't counter-coil it) and finish it off.
Also, this should go without saying, but micro the arcane tower! If the DK looks like he might be in range, tell the tower to fire at him. Rapid-fire mana burn like that will run him out of coils, hurt him, and make him want not to fuck with your town.
And yes, Militia are fucking tanks, but the problem is that your economy disappears while they are fighting.
Use either the Paladin or the Archmage for your hero. They both require micro, but the Paladin can heal your dudes/nuke an undead hero and the Archmage has the water elemental and can run away from just about anything.
Good micro is really huge in War III.
This is why you build enough towers that you only need to pull off lumber workers, not gold workers. Also, lumber workers don't disappear into a mine, so they're easier to heal with a regen scroll after the fight...you just walk everybody over near the mill and read the scroll off, and your peasants will be at full health by the time the next attack comes.
And like Sarukun said, micro is REALLY important.
Oh hey, one other thing. Thunderclap is unbelievably powerful against small units like ghouls. The total damage that you get is awesome, not to mention how rapidly you can cast it and the powerful 50/50 slow effect. The drawback is that the MK is a fucking idiot, so you run out of mana fast. Use clarity between fights and get an archmage with brilliance. At tier 2, start carrying mana potions.
Even if you don't get thunderclap, the MK's ability to stun-surround with storm bolt is impressive. You can do it to units or heroes, whatever you like, and it fucking hurts to get hit by that. And even if you don't get him as your lead hero, he can be a good second to either the archmage or the paladin. (Especially the Paladin, since Holy Light and Divine Shield combine to make them BOTH nearly impossible to kill.)
What I learned for strats in other races was from watching them beat the shit out of me.
I actually did learn a lot watch others use them and chatting with my buddies.
Mk can go first, but generally people would get either Archmage or Paladin first and worry about hero killing after they were basically already invincible.
Rather, channel SE as channel PA is filled with folks
They actually never say anything.
Just sit there quietly, waiting, watching.
Always watching..
See, I'm stupid enough to need people to tell me I'm retarded.
I'll play now.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
After level two, the damn things never die.
75% of the time I get AM first, just because he gives you such a huge boost. You can always get other heroes later, and then you don’t end up guzzling mana potions to keep your heroes at full potential.
Paladins never die, and they make it so none of their units ever fucking die, with that fucking heal of theirs.
The Paladin is merely the one people look to immediately because a) he never dies and b) he keeps all his units alive.
Sigged.
Sorry, carry on.
I want to play.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
You will not exert yourself playing me.
Hamlet will be Hamlet
An ineffable tragedy of the human spirit that still resonates, even today.
oh man
context is a bitch
Just play solo ladder for a day or two, and watch the replays.
Build orders/unit choices will come to you naturally.
What you really need to learn is situations.
The first couple of times I was in a serious battle with defender, he would net my heroes down with raiders and proceed to beat the crap out of them while ignoring the rest of my army.
When it happened, I froze up for a second. Having not been in this situation in a long while, my mind hit a blank and it resulted in my hero dieing.
Even though I lost, next time I see an orc player starting to get raiders, I will remember to get an invulnerability or invisibility potion on my hero. At very least I can focus fire down a raider or two and teleport out instead of just loosing my hero.
this is my pet peeve
NOT
hahahahahahaha
my friends tell me I should do stand up