Strategier Humans Fast
Expansion Guide
1.03
- May be valid in higher versions
The concept of early expansion has been around
since the days of Starcraft. Most people seem to think that early
expansion isn't feasible in Warcraft III, which might hold true for some
races (such as Undead and Orc), but I find that Humans and Night Elves
benefit from it a lot - but more so for Humans than Night Elves.
The concept of this strategy is simple. It is
to pull out the early and fully functional expansion (meaning that
you'll have 2 gold mines being mined by 5 peons each), build enough
units to keep the xpansion then power tech to higher units with multiple
barracks.
While the concept of the strategy sounds simple
enough, the skill level that is required to execute this is much higher
than one might think. Here's how the basic build of this strategy goes;
it's somewhat long, but easy to follow : (For the sake of simplicity,
the workers will be referred as peons)
1. Queue 2 peons
2. Using 2 peons, make 1 farm / 1 barracks
3. Send rest to the gold mine
4. After 2 peons are made (fill up the gold mine first before you start
harvesting woods. It takes 5 peons to saturate a gold mine), queue two
more peons and Archmage. (Archmage is preferred because of water
elemental)
5. Build a Lumber Mill
6. When the Farm is finished, the Archmage should be in the process of
being summoned. The barracks will be accomplished when your hero is
summoned 50%. This will give you enough time to pump out a footmen.
7. Pump one more footmen
8. Make a farm.
9. Attack the creeps at your nearest expansion. Bring a peon with you
before you initiate the attack. If you micromanaged right, you should be
able to start building town hall when the creeps are paying attention to
your attack units. After the Hall starts building, pull your forces out.
They won't be attacking your town hall (this is most likely due to a bug
in creeps' AI)
10. Build a Watch Tower at main base
11. Upgrade to keep
12. Build second barracks
l3. Build second watch tower in the expansion
Reminder : The building layout in this build is very important. With the
first two farms and first lumber mill, you should be able to block out
the direct pathway to your main base.
If done correctly (as shown on the screenshot)
the normal ground units won't be able to pass through the wall and will
be forced to destroy the buildings first, or go around the long way.
This time that you bought will be essential to keeping your expansion.
Try to conserve as much units as possible. Good players are usually
offensive and will figure out that you won't have as much troops as them
in the early game. Make sure to get water elementals first and upgrade
frequently. If the opponent attacks fast with small groups make sure to
micro manage your own groups so you can take minimal damage ; you can be
assured that there will be waves of them coming. After the attacks slow
down, try to level your hero and hire mercenaries / goblin dropship to
attack your opponents' empty spot. This will keep your opponent busy
while you're teching up. Make no mistake about it; if you're going with
this strategy, you can't afford to stay in defense mode because Warcraft
III heavily favours the offensive players rather than defensive.
When teching up, try to mix up the combination
of siege unit / attack unit according to the situation. (personally, I
like to get riflemen / mortar team in ratio of 3 : 1 while building
moderate numbers of knights to support the group.) Steamtank, as it
stands now, seems to fall behind on cost effectiveness factor. It is
recommended to spend the money on
Steamtank on upgrades. Spell casters are formidable in mid game, but
shouldn't be heavily invested on. At low upkeep, you should keep about 2
to 3 spell casters (preferably priests only) and at high upkeep, make
about 5 priests or Tilbage
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