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