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Warcraft 3: Frozen Throne Tips
I've been playing as NE for awhile now, and I typically can win solo matches. But whenever I play against undead, I seem to always lose to either a Cryptlord with a lot of scarabs, or a rush of gargoyles. Any suggestions?
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Archers and dryads are amazing against gargoyles. Buy wand of negation for the crypt lord's summons. Also since the crypt lord is so huge, try to trap him between your buildings and your units. Just a little extra tip.
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For one, scarabs suck anyways.
These are my stratagies. Each person can have diffrent ones, but I got a few that really work online. Especially on team matches. Undead: Defensive. Basicly you get 5 acolytes mining, 1 building, 3 gouls getting wood, a crypt lord, and then massing fiends when you get 2 barracks. When you have 5 fiends make a Halls of the Dead and upgrade defence and attack once. The proceed to make only more fiends until you can get the web. Once you have 1 hero and 11 fiends (or one full set) You get 3 choices. You can tech and upgrade those spirit towers. You can then train another set of fiends, or skip ahead and get gargs. They both use the same upgrade so it doesn't matter. The key is to get alot of guys, then defend the base. Make it easy to counter. Human: Basicly 5 peasents mining, 2 getting wood and 3 building. When 1 builds the lumber thing he makes lumber. Then keep building ect. ect. Once you have about 4 or 5 foot men you can creep no problem. Later you can add riflemen to the mix. You'll only need about 3 or 4 well placed towers. Mabey 3 in the front and 1 in the back (against air.) Choose now, either knights and morters, or gryphon riders and sorcerers. The slow will really help the air, and the morters will really help the knights. The main disadvantage is that upgrading becomes a bitch. The key this time is to beat them in the field. They fight much better when away from bases. Elves: I don't know elves too well. I never really had a set stratagy with them. A few tips would be to set wisps in hard to see places to act as scouts. That only the Hippogryphs and/or Chimras are worth it for air. And that bears are your best friend when in the masses. These guys give great support in team matches but don't fair well on thier own. The fast movement and hide ability makes them idea for unexpected attacks and ambushes. (e.g. sending about 4 or 5 weaker guys to attack one side of the base first and then move the bulk of your army to the other.) Orcs: I don't know much on orcs either. Once you get towers and rienforced defenses, there is no breaking through the orcs if they have a large supply of troll head hunters. Basicly headhunters, grunts and wayverns are great. They make for good rushers but unfortunatly can't defend too well in middle. They start great, finish great, but lack in the middle. When everyone is really starting to grow, the orcs are falling behind in technology and (probably) have exausted there resorces. To beat orcs you just wait for the attack, counter, and smash them in. These guys make fair field fighters, but the best when in other bases. |
Here's something obvious about the Crypt Lord that hasn't been pointed out:
His summons are dispelled just as easily as any other. One wisp causes over 100 points of damage on detonation near the bugs. If they are close together, this should completely eliminate them. And Crypt fiends are not the end-all honestly. I realize their effectiveness, and enjoy their advantages, but a good opponent should know how to hit them. They only have 550 hp, and their armor is medium, so have at them with anything that can have an advantage (preferrably focus fired). |
Like I said, those methods work the best on team matches. Fiends are the best support unit if given help from any other mele and/or spellcasters from someone else.
And I never use that abilty for the Crypt Lord. Those things are weak to start out, and at the end it's barely worth it. |
If you play frozen throne, you may want to try this orc strategy I have a lot of fun with.
Get your main hero as a Tauren Chieftain. Shockwave (cause it's strong). Just keep getting trolls and grunts, but as your teching, forget grunts and go only for trolls. After first tech, get a spirit lodge and train spirit walkers. Keep building trolls. Your second hero isn't so important for this strategy, so choose between the three. I like voodoo guy for his healing. After the second tech, fully train your spirit walkers and get taurens. You should have a party of Troll headhunters (hopefully you upgraded them) spirit walkers, and Taurens. Get lots of taurens/walkers. Now here's the fun part. Make the taurens take all the damage cause they tank. Everytime one dies, your spirit walkers should raise them. It gets so annoying for your enemy, and in the end you may have killed half his army without losing a single unit. They revive with full life. The trolls are just to dish damage from the back. Don't let them take the hits, only your taurens. Plus your main hero should also have an auto revive skill. This is so fun, because Taurens take a long time to die, and it's all a waste of time once they revive. You should try that. |
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It's certainly a strategy that can be countered easily, but it can do well. The reason why I think it's best against a single NE opponent is that NE has no hard units at tier 1 and they have a soft tree. A smart NE will set 5-6 wisps to repair when they see you try this, and also detonate on your bugs if they seem obvious. A stupid one will whine to his allies that they aren't teleporting. |
Another good thing about them is the sprit towers. Your ziggurats and spirit towers can make a wall around your base, and as they try to get in, slow towers slow them, then entrance can be blocked by a mele hero, and the fiends can shoot from behind the 'wall.' With the web ability, flying creatures don't stand a chance either. With all honesty, if you use the fiend stratagy just given, try to get the other team to attack you first. It'll make your base easy to defend and later counter.
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Except that I get the hero... What's it's name, I haven't played in half a year, the hero that summons spirit wolves. At level six, he gets Earthquake and him with Tauren, SWs and Bezerkers will dominate anything or anybody. Almost no exceptions. Oh, wait, there are exceptions. But let's not go into that. The frikkin' hard thing about Orc is that you need ALL the characters to be extremely effective, and that is, as far as I can tell, impossible. (Full tech shamans AND Witch Doctors? Then a Bestiary as well? And divide Beserks among bats bleah....) Orc is best in team games. They can smash buildings with Earthquake and Raiders or they can be awesome support with spirit walkers, shamans, and witch doctors. Or... Or orc can be the fighters with Tauren and trolls and such. Precious little beats a orc/orc match. And I'm always orc. My code for the game: NE is a horrioble race to play with. They're slow nd they have low HP. I hate micromanaging, and you can't play as them with an attitude like that. Human is strong with lots of capabilities that are always infinitely inferior to every other race. The only good strategy is a rush for the tanks and then blow buildings while your ally does the actual attacking. It is, however, perfectly delightful to attack a base and watch as their Barracks's speedily stop operating in a pile of rubble from nine tanks. Humans are all around great back up with healing, slow, and tanks, but I never attack with them. Nights are just too inferior. UD sucks to play against. I can't play UD well, but, from what I see, it's the best race to learn to play. Get Earthquake before you attack them because their ever so valuable tower defenses always fall to Quake. After that, you have to pray and hope that it is 1v1. If they get their 20 necs on you with their skeleton legions, all is lost. If their NE ally Starstorms you as well, well, just quit. |
Actually... I think Orc sucks.
And NE sucks as well. And so does Human. They suck balls. And Undead... well they just plain SUCK!!! You know what's good? NUs!!! The Nu shall inheret the earth. (I think it goes something like that...) |
Orcs are probably the race that has the biggest problems with undead. Even a really crappy UD player can make mass fiends and/or necs, both of which tend to be good counters for most orc units. Tauren with their spirit walkers are of course vastly superior... but that's a tier 3 setup armed with most upgrades and that costs a fortune.
One problem I have as UD is high level melee. Abominations are fairly good, but you can't just pile them up like you can Tauren or Knights. I end up relying on my heroes and summons for melee strength late game. Elves have a similar issue, they have to choose Mountain Giants, Bears, or keep Huntresses. MGs and Bears are not really units you mass, same way that abominations would work better if mixed in with a medium strength melee unit. Ghouls, even frenzied with vampiric aura maxed out, are still paper thin, and Aboms are slow and their best offensive ability tends to be their disease cloud. As UD, I have problems with Humes, because they have superior casters. The lineup is something like this: Priest Heal < Statue Heal Sorceress Polymorph < Banshee Domination Spell _________________________________________ Priest Dispel > Necro Raise Dead Priest Buffs (autocast) > Necro Buffs Sorcereress Slow > Banshee Cripple Sorceress Invis > Banshee Antimagic Shell Up against human players I just try to find their army while it's creeping to reduce their overall strength, then move into whatever expansion I've cleared. I fight a war of attrition trying to prevent them from gaining an expansion gold mine while I use my large gold reserves to out gun them. |
The nec has cripple, the banshee has curse.
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And it sounds obscene to say that humans suck balls without specifying that they are indeed bull testicles (Which are considered a delicasy in some parts of the world.). So watch out or you might be misunderstood as a spammer or something of the sort. Personally, I strongly suggest that you invest in the skills of playing WC3 with Orc instead of Nus. You will find your playing style to be vastly more effective as Nus don't actually exist within the game. |
Orcs = Good base fighters/defenders. Easily taken out through ambushes in the field with flying and/or spellcaster creatures.
Undead = Great base defenders and fair field fighters when necros are giving aid. Weak points include becoming to aggressive in attacking bases or no spirit towers. Night Elf = Good when ambushing, fake attacking, or attempting to win through numbers and/or speed. Weak points are being out numbered, and almost impossible to recoup when unprepared for an attack. Human = Well rounded, but excells in field fighting unless there are flying creatures. Particuraly weak against surprise Flying and siege attacks. |
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True, crip is slow to micro, but you should only need to cast it on some heroes, or at least on a few big dudes like frost wyrms.
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I could be wrong by the numbers, but in my experience slow on your whole army is a huge pain in the ass. It also probably depends on how good your comp is, because I know from experience that it will affect your micro. On my new comp I win a lot more battles just because I can actually control my army when it looks like all the units are on top of each other.
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