Strategier Orc Beast
Mix
1.03 - May be valid in
higher versions
This is a build I've been
toying with after being sick of mass Taurens. I works extremely well in
team games due to the specialized nature of the units.
Hero:
Lv 5 Farseer: Lvl 3 Chain Lightning,
Earthquake (as of 1.04, Lvl 1 Farsight as well)
Optional second Hero: Lv 1-4 Tauren Chieftan: Endurance or shockwave,
depending on the role you put him in, combat or support
Build Order:
Start by immediately putting 2 peons on
gold, whilst the other 2 work on farm and barracks. Queue up 3 peons,
send straight to gold. By the time your first peon is done the farm, you
should queue up your Farseer. Send the peon to make another farm. When
the barracks is completed send the worker to build a lumber mill (this
can be save until a couple steps later) and queue up 2 grunts. After
your farseer is complete, build 3 more peons and send to wood. When you
feel the time is right, queue 4 headhunters. When the 3rd finishes,
start hunting creeps with low level gnolls, moving up to beserkers and
golems. The 4th beserker should find it's way to you soon. During your
creep hunt make it a goal to stop by the goblin merchant at the very
least to pick up some mana potions if you haven't grabbed off a creep.
As always scrolls of healing and protection are good buys. if you can
hit a merc camp or a lab, feel free to buy an ogre or a shadow priest.
Shadow priests work wonders on keeping your units alive, while ogres
provide an excellent meatshield. At the lab, if its early game, you
might want to buy a map reveal for the spawn points, just to see who's
where and to give your allies a heads up as well. It's better than
wasting an early point in farsight. Chain lightning is effective on
sleeping trolls to soften them up for quick-casualty free kills. By the
time your farseer is around level 3 or 4 you should ideally be on your
way to fortress with 2 beastiaries, a forge with weapon upgrades
cranking and your lumbermill with range upgrades. If you happen to have
an undead ally, see if he can spare some lumber, as it comes easies to
them, and you'll need quite a bit. So much that you may consider
building 2 additional peons to chop more wood. While you're getting your
fortress see if you can pump out the 4 base wolves then, if you can't
it's not that important. Make sure you have enough farms for 6 supply,
70-80 if you feel you'll need it in a tough 1v1 game. Tech ensare and
wyvern taming at the same time. O
nce you reach your desired army strenght (see below,) attack while
pouring new wolves and wyverns in at a constant rate
Main Attack Party:
4 Wolfraiders, 4-6 Wyvern Riders, 2 Kodos, 4
Headhunters, #Grunts for meatshield(mercs will also do well here. 2
ogre's in this is nice, as is 2 troll priests). This is more than
adequate to attack and greatly damage and army or base. Works
exceptionally well on an expansion that is being defended by an army.
Tactics:
The main emphasis is on hero killing and being
able to devour ensnared units. With your wolfriders, obviously you'll
target heroes and other big melee units, and send in the kodo's to
devour. With the Kodo drums and devouring at least 2 units, any army
will be quickly cut to size by the lightning fast wyverns and
wolfraiders. If it's a hero that you ensare, just set your wyverns on
kill. Once units are ensnared, let loose the CL and Shockwave. Wyverns (after
1.04, thanks to the upcoming garg nerf) will be the best air unit in the
game. Good cost effectiveness, excellent speed, and good damge vs both
ground and air. If you bother to get Envenomed Spears, its good against
a retreating ground hero. Wyverns get even better with a TC with
endurance, makes the suckers even faster. Shame you need a fortress and
a second upgrade to get them. Headhunters and Wolves mop up.
Notes:
This is a mid upkeep strat if you keep the TC
out, good for raiding parties and attacks on any player who likes to go
air. Not very strong against hordes of units, however that is what CL
and the mana potions are for. With good microing and focus firing, this
is a good anti-hero build, as well as a raiding party. The only real
problem I've come up against is a turtling Undead player, especially if
he/she mass ghouls or skels and has a strong line of Spirit Towers.
Spirit Towers are the best defensive structure in the game, and they
make mincemeat out of the low hp beast-units. If you must, get cats, as
they share upgrades with the wyverns and headhunters. Cats and Quake are
your only viable way of dealing with spirit towers. This build also
hinges greatly on 2 beastiaries and getting to fortress fast enough to
get your wyverns up to speed. Envenomed Spears are not necessary as they
slow down the production of wyverns and wolves to upgrade, but they're
nice enough. Ensare is absolutely vital
Tilbage
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