Strategier Orc Dual
Hero Assault Guide
1.03 - May be valid in
higher versions
Usually, people find it hard to level two heroes and use them
effectively. This is due to the reason that if two heroes are leveled
together, they will split the experiences gathered from creeps / enemy
units. This usually causes your heroes to die relatively fast to large
number of ranged / siege units when engaging in a battle. The orcs,
however, have heroes that can bypass this more efficiently than other
races. These two heroes are Farseer and Tauren Chieftian. Farseer and
Chieftian each have skills that deal direct damage to groups of units
fast and hard. Farseer has Chain Lightning in his arsenal and Chieftian
has shockwave. This guide will concentrate on how to take advantage of
those two skills most effectively in order kill off your opponent’s
units quick and easily.
There isn’t really a set amount of build
order for this strategy. However, you have to remind yourself that
upgrades to the stronghold should come relatively fast since the heroes
want to be ready for the early battles. The basic build order for people
who are new to this concept is like the following :
1) Queue 2 peons before putting your existing peons to mine gold.
2) Send two of the existing peons to make farm / barracks at the same
time. The other two peons should start working on mining job immediately.
3) Peons that were queued previously should be put into mining job. As
soon as the pig farm is finished, have the peon which constructed the
pig farm harvest lumber. Lumber mill is not required yet.
4) Queue one more peon and then Farseer - The reason that we want the
Farseer first is because his main spell, chain lightning, increases in
the number of targets it can hit at once and should be maxed as soon as
possible – opposed to Chieftian’s shockwave, which has set amount of
area that it can inflict damage upon.
5) When the barracks is completed, queue one grunt then upgrade your
town hall to the Stronghold as soon as possible. Queue second grunt
after
6) As soon as the second grunt is made, start building a lumber mill –
this is needed for training Troll Headhunters, which will make up major
portion of your army. Start levelling up your hero
7) When the Stronghold is completed, start producing Tauren Chieftian.
Start producing Headhunters.
8) When the Chieftian is completed, your Farseer should be level 3 or
so. Level your Chieftian once or twice, then rush to the enemies’ base
with everything you have.
If you meet up with your opponents’ army
rushing to your base, don’t panic. In fact, you should be happy that
you ran across them. Because this build is built specifically for
killing units hard and fast. When you engage, make sure to put your
Chieftian / Grunts ahead of Head Hunters and Farseer. By doing this,
you’re allowing your more durable units to create a wall for other
units to deal damage from the distance. Your next move should be
targeting your opponent’s hero with chain lightning. Make sure that
your opponent’s units are not far apart. Although chain lightning has
impressive range, it won’t cover the whole screen. After the chain
lightning, bombard your opponent again with shockwave. Make sure that
the shockwave covers most of the area that your opponent’s units are
standing on. Shockwave travels in straight line with width of two and
half grunts. After the initial spell bombardment, pull your melee units
back – not completely, just a little so your ranged units are still
dealing damage. By doing so, your opponent will be forced to do two
things. Either retreat to his base or try to kill your head hunters.
Either way, your opponent’s at disadvantage because all his units
probably have sustained heavy damage that it’s easy enough for head
hunters to finish them off in two to three shots at most. If your
opponent retreats back to his base, however, check to see if you have
enough units to destroy his structures quickly enough. (usually, about
12+ units are considered good enough for destroying a base with some
units in it) Make sure that your heroes stay alive at all times.
You’ll need both of them to deal heavy damage to units and you
definitely need your Chieftian to deal damage to the buildings fast
enough (since Head Hunters get damage penalty against the buildings)
The unit production / teching should be going
on at the same time as your assault. This is achieved by hotkeying your
group of units and some of the key structures back at home. Quickly
phase through the battle scene and your base if you have some time to
consider your next move. Usually, after this type of hard rush, you can
use the extra time to level your heroes so they can use their ultimate
spells, then expand quick while building multiple barracks / beastiary
in order to pump constant supply of units. Watch out for your
opponent’s workers sneaking out of his base. If you get carried away
with the frontal assault and be careless about unit production /
scouting, your opponent can easily build an expansion and start
rebuilding. Another reminder is that if possible, try to stock up on
supplies such as scroll of healing and scroll of protection before you
enter the battle. Using them effectively at the right time will give you
significant amount of advantage.
Sometimes, you’ll find yourself in a position
that you couldn’t destroy his base, but inflicted heavy damage on his
finance. Don’t try to rush in and blow your units away. Just tech up
to beastiary and get kodo beasts / wolf rider for additional punch. If
you find your opponent getting lots of units even after the sustained
assaults, get Spirit Lodge and Shamans for bloodlust. I prefer to
bloodlust only the Headhunters rather than melee units for two reasons :
First, Melee units are supposed to be meatshields, not main damage
dealers with this strategy. Secondly, when a unit’s bloodlusted, it
increases in size – thus choking up the area. Therefore, with melee
units, you will attack fewer amounts of units than when they were normal
size. (Imagine a situation where 2 grunts would attack 1 huntress. When
the grunt is lusted, its size will be roughly a little larger than the
huntress – if there are only 1 huntress and 2 grunts, this would be
fine. Now, if there are 4 huntresses and 8 grunts in a tightly packed
area, do you see all grunts getting their share of space for attacking?)
In late game, make sure to get Taurens and warstomp for heavy assaults
and quickly destroying your opponent’s expansion. Also, when your
opponent has cash to mass ranged / siege units, you will need extra
tanking ability of the taurens which surpass the grunts’ easily.
Additional Tips for micromanagement :
1) I’ve already stressed this, but make sure to start chain lightning
on your opponent’s heroes. This is for two reasons : First, you
don’t want your heroes / units endangered by the opposing hero. Second,
most people will surround their heroes either with melee units or hard
tanking units that deal damage. Since you don’t want your ranged
attackers facing melee units, you have to make sure those units are
destroyed first – sometimes killing the hero’s support is better
than killing the hero.
2) Do not waste your ranged units. Micromanage them. When one of them is
being selectively targeted, make sure to pull him out of range and
attack from the other side. Same thing applies for your heroes. If your
Chieftain or Farseer is being selectively targeted, either pull them out
to safe range for another round of Chain Lighting / Shockwave or heal
them.
3) Do not waste your time positioning your shockwave / chain lightning.
They are usually fool proof spells. You want to destroy your
opponent’s unit as soon as possible, not conserve your heroes’ mana
4) Shockwave is currently bugged and does double damage against units in
movement – thanks for the forum goers and other beta testers for this
information
Tilbage
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