Warcraft II

Basic Overview
Combat Mechanics
Scoring And Ranking
Strategies
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Basic Overview

Warcraft II: Tides of Darkness takes the continuing saga of Azeroth to the next level as the battle rages on over land, sea, and air. Using new weapons of war, including Dragons, Battleships, Elven Archers, Zeppelins, Death Knights and Juggernauts, both Humans and Orcs must use combined-arms tactics in an effort to become the true rulers of Azeroth.

Warcraft II is a real-time strategy game. You are responsible for building your economy and town while at the same time attacking and defending yourself against the enemy. Games begin with one Peasant/Peon or a pre placed town. The following three resources are necessary to that you must have to build your civilization: Gold, Lumber, and Oil.

 

Combat Mechanics

How does armor protect units? What is piercing damage? How effective are unit upgrades? This section will take a look at how combat works in the Warcraft universe and answer some of these questions. Warning: There is a bit of number crunching involved!

Unit Statistics
A unit has four ratings that determine how effective it is in combat. Hit Points indicate how much damage the unit can take before dying; an ogre with 90 Hit Points can take quite a bit more damage than a Grunt with 60 Hit Points. Armor reflects not only armor worn by the unit, but its innate resistance to damage. All buildings have an automatic armor rating of 20. Basic Damage is how much normal damage the unit can inflict every time it attacks. This is lowered by the target's Armor rating. Piercing Damage reflects how effective the unit is at bypassing armor. Magical attacks, like dragon's breath and lightning, ignore armor.

The Equation
When one unit attacks another, the formula used to determine damage is:

(Basic Damage - Target's Armor) + Piercing Damage = Maximum damage inflicted
The attacker does a random amount of damage from 50%-100% of this total each attack.

An Example of Combat in Warcraft II
An ogre and a footman are engaged in combat. The ogre has a Basic Damage rating of 8, and a Piercing Damage rating of 4. The footman has an Armor value of 2. Every time the ogre attacks the footman, it has the potential to inflict up to (8-2)+4=10 points of damage, or it could inflict as little as 50% damage, or 5 points. On average, the ogre will kill the footman in about 8 swings.

The poor footman, on the other hand, with a Basic Damage of 6 and a Piercing Damage of 3, will only inflict 3 or 5 points of damage each time he attacks the ogre, which has an Armor value of 4 (that's (6-4)+3=5). Even if the footman is extremely lucky and does the maximum amount of damage with every attack, it will take 18 swings to kill that 90 Hit Point ogre. By that time, the ogre will have pounded him into mincemeat and moved on.

Upgrades
The most important thing to remember with upgrades is that weapon upgrades affect Piercing Damage. If the same footman from the above example waited until he had a double weapon upgrade, he would be able to inflict up to (6-4)+3+4=9 points of damage with each attack, which is almost twice what he was doing before. You can see now why Elven Rangers are devastating in numbers; fully upgraded, they will always do at least 6 points of damage with each attack against any target.

Summary
This tip may not change the way you play Warcraft, but hopefully it will give you a little more insight into the inner workings of the game. Try playing around with the unit combat values in the Unit Editor to see how you can change the balance. Lowering a unit's Hit Points and raising its Armor, for instance, makes it more vulnerable to magical attacks but increases its effectiveness against normal troops. You may also find that against some players, you're better off upgrading your basic troops than researching new ones, especially if they like to attack early. It's Warcraft's flexibility that gives it longevity. Above all, have fun!

 

Scoring & Ranking

Have you been wondering how to get the highest score possible in a given scenario? Hopefully this rundown on the scoring systems in Warcraft II will prove useful to you.

Warcraft II uses a streamlined scoring system that reduces the chances of one player “padding” their score in a large multiplayer game. The key to achieving a high score is simply to cause as much damage as possible. Your total point score is based on the number and type of enemy units that you kill. Points gained from killing specific units are as follows:

Winning Scenario 500 Wall 1
Tower 95
Critter 1 Farm 100
Peasant/Peon 30 Lumber mill 150
Flying Machine/Zeppelin 40 Runestone 150
Tanker 40 Barracks 160
Footman/Grunt 50 Oil Rig 160
Transport 50 Blacksmith 170
Archer/Axe Thrower 60 Shipyard 170
Ranger/Berserker 70 Foundry 200
Dwarves/Sappers 100 Guard Tower 200
Knight/Ogre 100 Refinery 200
Ballista/Catapult 100 Town Hall 200
Mage/Death Knight 100 Stables/Ogre Mound 210
Demon 100 Inventor/Alchemist 230
Paladin/Ogre Mage 110 Church/Altar 240
Legendary Hero 120 Wizard’s Tower/Temple 240
Submarine/Turtle 120 Cannon Tower 250
Destroyer 150 Aviary/Roost 280
Gryphon/Dragon 150 Keep/Stronghold 600
Battleship/Juggernaut

300

Castle/Fortress

1500

Your rank is determined by the following table.

Rank
Human -- Orc

Servant -- Slave
Peasant -- Peon
Squire -- Rogue
Footman -- Grunt
Corporal -- Slasher
Sergeant -- Marauder
Lieutenant -- Commander
Captain -- Captain
Major -- Major
Knight -- Knight
General -- General
Admiral -- Master
Marshall -- Marshall
Lord -- Chieftan
Grand Admiral -- Overlord
Highlord -- War Chief
Thundergod -- Demigod
God -- God
??? -- ???


Score Required


0 - 2,000
2,001 - 5,000
5,001 - 8,000
8,001 - 18,000
18,001 - 28,000
28,001 - 40,000
40,001 - 55,000
55,001 - 70,000
70,001 - 85,000
85,001 - 105,000
105,001 - 125,000
125,001 - 145,000
145,001 - 165,000
165,001 - 185,000
185,001 - 205,000
205,001 - 230,000
230,001 - 255,000
255,001 - 280,000
280,001 or higher

 

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