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Ogre
Mania!
Ogre-Mages are, arguably, the Orcs' most powerful unit.
Even before they learn to use combat magic, they are very
effective in combat, able to stand up against the Human
Alliance's knights and crush pesky footmen in groups.
Once your Ogres are imbued with the power of the dead
Warlocks' magicks, however, they are able to swat aside
even Paladins with ease, and reduce buildings to rubble
in seconds. It is the Ogre-Mages' primal spells that
really bring out the differences between the philosophies
of the Humans and the Orcs in battle.
Eye of Kilrogg |
Mana Cost:70 |
Research Cost: None |
This spell is a variation on the
summoning and necromantic magicks used by the now
vanquished Warlocks and Necromancers. The "eye"
is a physical obect which can be destroyed by enemy
arrows or cannon fire, but it is very fast. Over time,
the enchantment that holds the eye together fades away,
and the spell will cause a harmless explosion as the eye
vanishes. The eye is, of course, intended to be used as a
scout, but it can also be used to harass fleets of enemy
destroyers by manuevering around them and drawing their
fire. The destroyers' shots will do damge to any units
within the small explosive radius, which can really annoy
anyone foolish enough to leave their ships packed
together too tightly.
Bloodlust |
Mana Cost:50 |
Research Cost: 1000 |
Bloodlust sends the target into a
controlled frenzy. The subject feels fire is running
through his/her veins, and is capable of dealing much
more damage than usual. A Bloodlusted unit has both its
Basic Damage and its Piercing Damage doubled for the
duration of the spell, which makes the unit extremely
effective against even the most heavily armored foe. The
bonus from weapon upgrades is also doubled.
For example, in a battle between an upgraded Paladin and
an upgraded Ogre-Mage, both units will do 4-8 points of
damage to each other.
- (8 Basic Damge - 8 Armor) +
8 Piercing Damage = 8 Max Damage
(see The Combat Equation for a detailed explanation)
If the Ogre-Mage is Bloodlusted,
however, it will do
- (16 Basic Damage - 8 Armor)
+ 16 Piercing Damage = 24 Max Damage
This is triple the amount
that the Ogre-Mage was doing before! Even if a Human Mage
casts Slow on the Ogre-Mage, halving its attacks, it will
still do 50% more damage than the Paladin does. A cube
(9) Bloodlusted Ogres can tear through a much larger
force of Paladins, even if the Paladins are full of mana
when they are attacked. It will only take an Ogre around
6 hits to kill a Paladin, which means that the Human
player had better be really fast with Healing.
An extremely
effective way to rapidly Bloodlust a group of Ogre-Magi
is to select the first Ogre in the group, hit the
Bloodlust hot-key ("B" in the American
version), and double-click on the next Ogre. Hit
"B" again, and double-click on the next Ogre,
etc. This will cast the spell on that Ogre, and then
select it. This way, each Ogre casts the spell one time,
leaving it with 200 mana to either cast Bloodlust later
on, or throw down some quick Runes. Once combat starts,
try to mix up which Ogres are casting spells so that no
unit runs out of mana before the others.
Don't forget that any living unit can be
bloodlusted as well. Bloodlusted Trolls can do a little
more damage than completely upgraded Rangers, and with
axe upgrades, Berserkers can do significently more damage
than their woodland rivals. Bloodlusted Dragons are an
intimidating sight, especially if they're also enchanted
with the Haste spell.
Runes |
Mana Cost:200 |
Research Cost: 1000 |
The exact nature of the Runes used by
Ogre-Magi is unknown to the Humans, but their effect is
obvious: anyone straying into the area warded by the
Runes is struck by a fiery explosion capable of killing
or injuring the hardiest unit. Each "Rune"
consists of 5 distinct points, each of which will explode
only once. The Runes are also indiscriminate-any unit,
friend or foe, that runs over them will be affected. Only
flying units are immune to the effects. Since the Runes
"float" on top of water, they are pretty good
against enemy ships, especially transports.
The simplest, and perhaps most
effective, use of Runes is to cast them on the ground
between enemy peasants/peons and the mine that they are
working in. The runes are instantly fatal to the lowly
units, and if your opponent has enough peasants/peons
working he/she won't be able to pull them away in time to
save more than a few. Doing this a few times will not
only cripple your opponent's production, but will
probably force him/her to pull some units back to guard
the mine. This gives you a better opportunity to send a
wave of Bloodlusted Ogres crashing into town.
Another devious use of Runes involves using an Ogre Mage
and a Death knight together. The Ogre-Mage casts Runes on
the ground between the Death Knight and some enemy
troops, then the Death Knight casts Death and Decay on
the enemy units. The troops will rush the Death Knight,
and run right into the Runes. Obviously, the more
Ogre-Mages you have available to saturate the ground with
Runes, the more effective this tactic is.
Summary
While the Ogres were a useful ally in the early stages of
the second Human-Orc war, it was Gul'dan's discovery of a
means to imbue the deadly giants with great magickal
power that gave the Orcs a major edge in combat. While
Death Knights are kept in check by Paladins, nothing can
effectively stand in the way of a group of frenzied
Ogre-Mages. If you can attack a Human town with
Bloodlusted Ogres before it has Mages defending it, you
will probably defeat it without too much trouble.
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