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Topic: Vorago's Warcraft 3 Tips/Tricks Guide!
Vorago
A completely different kind of Buckethead
posted 07-29-2002 07:25:07 PM
Now, this is a work in progress. Only been working on this a day, there are obviously things I forgot to mention, or haven't discovered yet. I will add things to it as needed

This is also a discussion thread

Ask away, I am making dinner and eating for the next while, I will be here to answer. And I will check back between games

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Vorago's Warcraft 3 Tips and Tricks

The Basics
~ Upgrade, upgrade, upgrade! This cannot be stressed enough. Early on, the level 1 upgrades are cheaper than your basic units, and upgrade while you are making more units.
~ Towers of any kind are not a defence of their own unless you waste enough money that could have been used to make a titanic army instead. And if you do, your towers cannot walk around and take expansions and kill creeps. Towers are meant to be used as support for your army, a slight deterrent, and a way to buy your base time until your army can return to defend
~ Your hero is not an army. Your hero is support for your army. Your hero improves your army, adding to their damage, and making them stronger
~ Watch the battles. If the opponent sends all of his army to kill your hero, run your hero around in circles. While he is needlessly chasing you, your army will be inflicting massive damage upon his. If you are close to death, run a screen from your army and town portal away. Saving you, and leaving your army to clean up.
~ While melee units are nice, if you have so many that units are not fighting, but standing around trying to find an opening, they would be better used as ranged units or spell casters
~ Spells that have a target or emit from the hero (Blizzard, Shockwave) are ineffective against melee units, and very effective against ranged units and spell casters
~ Spells that center around the hero (Warstomp, Thunderclap) are very effective against melee units, but very ineffective against ranged units
~ Plan your skills accordingly against your opponent. If you are against night elves, expect a lot of ranged units. Against orc? Prepare for melee.

Expansions
~ Never wait until the first runs out. Ever.
~ For best results, start an expansion before going over 40 supply. The longer you wait, the harder it is to save up the gold for one, so start soon.
~ Never leave an expansion undefended. Leave a couple towers, and an orc burrow if applicable.
~ Use the town hall itself as a barrier for the defenses. Force units to run around the town hall to each the towers, which spreads them out and leaves them very open to a town portal entry by your hero and army.
~ Use burrows/militia. They are invaluable on defence
~ Place the town hall against trees if possible. It provides a nice U shaped wall for your turrets to be placed within.
~ Expansions provide a fresh and much closer supply of lumber. If your main lumber begins to dry out, consider re-locating to your expansion.
~ Hit enemy expansions as quick as possible. If you cannot, wait until you get the ‘Gold mine is running low message’ to hit it. This puts the opponent in a very bad money spot, since his expansion won’t be bringing in money with his peons getting attacked. If you are lucky, he will spend his town hall money on forces to try and save his expansion, thus crippling him further

Creeps
~ Creeps provide gold for your economy, experience for your hero and items for your hero. Always kill them whenever possible
~ Damaged units are a weak spot in your army, if possible, send summoned units in first to become the targets, and then support with your paid units.
~ If units begin to take damage, back them off for a moment and send them back in so the creep acquires a new target. This will spread the damage out among all of your troops. 30hp of damage on 6 units heals faster than 180hp of damage on a single unit
~ Beware of creeps that cast spells. An Ogre Lord is a lower level than a granite golem, but will inflict far more damage on your army with shockwave and war stomp then the golem will by melee.
~ Kill the healers first

Items
~ If you cannot use an item, attack it to destroy it. No point giving your opponent free items for your hard work.
~ Always use tomes. If inventory is full, drop an item (Right click, then left click), pick it up, read it, and get the item you dropped back
~ Agility gives all heroes an armour bonus. This is not mentioned in game to my knowledge. 2 Agility = 1 Armour. If the agility comes from a tome, it changes base armour, agility form an item is shown as a +bonus next to it.
~ Goblin Land Mines early on can ensure a couple of easy high-level creep kills. Ogre Lords, Granite Golems and such. Much experience, gold and high level items result. An Inferno Stone (Summon Infernal) 5 minutes into the game is pure hilarity
~ Or you can lure an enemy hero into them with a ranged spell. Place all 3 in a pile, wait a few seconds, and bring him to them. Massive slowdown to his early game
~ Wands of negation are 3 charges of dispel magic. Area of effect, instant skeleton killer, bloodlust, polymorph, slow etc. remover. Instant cast, cheap to buy.

Spell Casters
~ Stasis traps work as follows. You stick one in the ground; the large circle is how big its explosion is. It won’t do anything yet, and can be attacked. It is arming itself. After 10 seconds it goes inviz, now it’s ready. If an enemy unit comes within near contact of it, it turns visible for several seconds, and then stuns all units in the before mentioned area for a whopping 12 seconds. Heroes are stunned for a far shorter time, which make them excellent for luring into the traps. Once the trap goes off, charge your army in to deal as much damage as you can until the stun wears off.
~ All casters are useful, just some are far more useful than the other. Undead is an excellent example of this, with necros being far better than banshees. Banshees are still good, but the necros just surpass them in every way
~ Casters still deal decent damage and are ranged. Do not take them lightly. Shamans especially, which are one of the highest damage casters in the game.
~ You can click a spell icon such as Raise Skeleton to force your necros to make skeletons over attacking. They auto-cast, but tend to want to get in a few whacks before making backup.
~ On that note, you can load meat wagons with corpses, and unload during a big fight, or in his expansion, to generate whopping 32 skeletons in short order
~ Upgrading casters is always good. On top of better casting abilities, they do more melee damage. Plus the first upgrade doesn’t even cost lumber
~ Bloodlust is pretty much necessary. It is that good.
~ Ditto on Skeletons


All opinions expressed within the thread are mine. You are welcome to not use anything I say, this is just what I do/think/believe

[ 07-29-2002: Message edited by: Vorago ]

Kinanik
Upset about being titless
posted 07-29-2002 07:43:33 PM
I title this the 0wn-ers manual.

(Thanks Vorago)

Gully Foyle is my name
And Terra is my nation
Deep space is my dwelling place
The stars my destination
Sentow, Maybe
Pancake
posted 07-29-2002 07:45:19 PM
Shamelessly C&Ped from another thread

And now, to pose Vorago with several queries!

  • Recon! What're good ways to do it early on with Humans?

  • Would you say that it's good to be ready and able to expand before the first gametime night is over? If not, should it be earlier/later/whenever I feel like it?

  • Repelling pinprick strikes with level 1 heroes (like a KotG running in and Ensnaring Peons). Outside of Storm Bolt and assorted other Stun/Snare style abilities, what can be done against it?
Once more into the breach, my friends, once more. We'll close the wall with our dead. In peace, nothing so becomes a man as modesty and humility, but when the blast of war blows in our ears, then imitate the action of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.
Vorago
A completely different kind of Buckethead
posted 07-29-2002 07:50:26 PM
quote:
Sentow impressed everyone with:
And now, to pose Vorago with several queries!

  • Recon! What're good ways to do it early on with Humans?

  • Would you say that it's good to be ready and able to expand before the first gametime night is over? If not, should it be earlier/later/whenever I feel like it?

  • Repelling pinprick strikes with level 1 heroes (like a KotG running in and Ensnaring Peons). Outside of Storm Bolt and assorted other Stun/Snare style abilities, what can be done against it?

[EDIT] I forgot a list thingy.
...
I'm so wasted, I'm SO wasted!


1) Convert a single peon to militia. They get improved run speed. Use it to scout. or water elemetals if a small map

2) I believe in expanding before going over 40 supply personally. No set time, whenever feels right. Right after a repelled attack or whenever

3) Orc burrows and a tower or two are nice repellents. Stun is nice yes, but the easiest method is to just make tower and drop a peon or two into some burrows to keep him away. He will get too low to make a return trip. And a single ensnare wont kill a peon

Vorago
A completely different kind of Buckethead
posted 07-29-2002 07:51:20 PM
quote:
ACES! Another post by Sentow:
Shamelessly C&Ped from another thread

Hey, it keeps things organized, and your questions might be someone else's questions

Sentow, Maybe
Pancake
posted 07-29-2002 07:58:44 PM
quote:
1) Convert a single peon to militia. They get improved run speed. Use it to scout.

O_o
INGENIOUS!

quote:
Hey, it keeps things organized, and your questions might be someone else's questions

Well nyah on you

Anyway, I have another question. Ho-ho!

Flyers! Useful all the time, or only if the opponent is building mass quantities of a single unit type? Huntresses, DotT, Grunts, et al.

Once more into the breach, my friends, once more. We'll close the wall with our dead. In peace, nothing so becomes a man as modesty and humility, but when the blast of war blows in our ears, then imitate the action of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.
Oh shi...
what
posted 07-29-2002 08:03:12 PM
My guide would crush your guide in a heartbeat
Vorago
A completely different kind of Buckethead
posted 07-29-2002 08:04:16 PM
quote:
Sentow spewed forth this undeniable truth:
Well nyah on you

Anyway, I have another question. Ho-ho!

Flyers! Useful all the time, or only if the opponent is building mass quantities of a single unit type? Huntresses, DotT, Grunts, et al.


Most flyers do pretty much nothing against ground

Gargoyles are the worst for that

Chimereas an exception of course

Mainly i use air to counter air, although gyrocoptors with the bombs upgrade can dish out some ok damage against melee units

Some people like Hippogryph riders... but I don't, too much supply for an archer with more hp for my liking

Vorago
A completely different kind of Buckethead
posted 07-29-2002 08:07:26 PM
The main problem with air units is, they are almost all heavy armour. And heavy armour takes more damage from piercing damage. And piercing damage is the only kind of damage able to hit them.

Wyvern Riders and Griffon Riders are good units, but they get chewed up if anti-air is turned on them

Sentow, Maybe
Pancake
posted 07-29-2002 08:07:26 PM
Well yeah, but my reasoning is that with a few flyers peppering their lines, they would either have absolutely no way to defend themselves (all melee), or they would have to divide their fire, thus taking heat off my lines and, in theory, letting me steamroll past the smaller melee force.

GOD DAMN THAT WAS A LONG SENTENCE!

Herhem, anyway. Thoughts?

Once more into the breach, my friends, once more. We'll close the wall with our dead. In peace, nothing so becomes a man as modesty and humility, but when the blast of war blows in our ears, then imitate the action of the tiger, summon up the blood, disguise fair nature with rage and lend the eye a terrible aspect.
Vorago
A completely different kind of Buckethead
posted 07-29-2002 08:09:27 PM
A couple air units can work, but a unit will always fire at an air unit as opposed to a ground unit if it is able to

Now, Chimaeras are great support for this, long range, and splash damage

Gyros need to fly right over the unit, and riders/riders both need to enter ranged unit range. Even shamsns tear them up, thanks to the heavy armour

A few air can still be effective though, especially if the guy doesn't expect it. Griffon Riders are rather impressive against Taurans

Vorbis
Vend-A-Goat
posted 07-29-2002 08:11:48 PM
For low levels (such as 1 - 6) I have encounted tons of rushers. How would I deal with them?
Vorago
A completely different kind of Buckethead
posted 07-29-2002 08:14:53 PM
quote:
Vorbis of Pie wrote this stupid crap:
For low levels (such as 1 - 6) I have encounted tons of rushers. How would I deal with them?

Well, make sure in the beginning to be always making units

A good offense is a great defense

Make farms a bit early so you don't need to stop and wait

A tower or two behind your barracks/alter/farms etc. works wonders, even a single one

As orc, place orc burrows at strategic points. One right next to the gold miners, one by the lumber ones, a couple in flanking positions for your watch tower etc.

Creep quickly and safely. Don't let your units get damaged if possible. The extra gold boosts your economy, and the bigger your hero the easier it is to counter

Remember to keep making units, you get reinforcements a HELL of a lot faster than he does

If you are human, use militia.

Build your buildings defensively. Towers behind important buildings, use farms as walls for towers and such. Give his units as hard a time as possible getting in

Vorago
A completely different kind of Buckethead
posted 07-29-2002 08:27:17 PM
Something quick, and effective

The buildings provide cover against melee, and if the units close in, you can call in the miltia to assist your footmen

The units, rather than try and hack through the farms, will try and get the towers. Then you swarm in with your army

While you are beating them up, your towers are adding in a lot of damage with no danger

Oh, and the blacksmith in the back keeps the units from circling around. It walls in between the trees and the town hall

[ 07-29-2002: Message edited by: Vorago ]

nem-x
posted 07-29-2002 08:42:17 PM
Night Elf vs. Night Elf

What should I focus on besides massing Huntresses?

I played a game today where my opponent kept attacking me. My huntresses vs his huntresses, luckily I kept moonwell healing my Priestess and made him retreat several times. I trained up druids of the claws, made them go into bear form and killed his Demon Hunter several times, causing him to leave.

I have a replay of it... it just seems I was always on defending, and that's not good.


edit: Faster Resource Gathering
I actually tried this, and it does indeed work. Your fourth peon gets to the mine a split second before the third exits the mine.

[ 07-29-2002: Message edited by: nem-x ]

Vorago
A completely different kind of Buckethead
posted 07-29-2002 09:12:56 PM
Night Elf VS Night Elf?

Good question

Never play the NEs much

I would say, use Chimaeras as a siege breaker

Chims hit all units around the target

And the Trueshot aura adds some pretty crazy damage to them

And then add Roar too, heh

He attacks with hunts, you keep some druids/hunts as ground support, and chew them up with the Chims maybe?

Never tried it though, heh

Maradon!
posted 07-29-2002 09:48:11 PM
The enigma that is Ghouls continues to plague me.

Currently, I don't even bother researching cannabalize or ghoul frenzy, since I find myself using ghouls much as I used human peasants - as wood choppers and last-line town defense.

I think about the combat potential of ghouls, but the little buggers drop like flies and crowd so much they're really hard to micromanage.

They aren't even cheap or abundant enough to use as zerglings.

Crypt fiends only cost a little more, are way more durable, have a ranged attack, and do that fancy web thing.

[ 07-29-2002: Message edited by: Maradön² ]

Vorago
A completely different kind of Buckethead
posted 07-29-2002 09:49:00 PM
And on a somewhat related note, here is what I got today

Level 9 opponent...

Didn't know what Earthquake was, claimed he beat single player (Thrall anyone?)

And then commented "lol, the only strat I know is pure crypt fiends"

On a note, I not only beat his fiends, I completely chewed them up.

I had the ultimate Tauran Chieftan, heh

He had a Cloak of Flames, Lion Horn of Stormwind (+1 armour aura) and Scourge Bone Chimes (Vampiric Aura)

Vorago
A completely different kind of Buckethead
posted 07-29-2002 09:51:22 PM
quote:
A sleep deprived Maradön² stammered:
The enigma that is Ghouls continues to plague me.

Currently, I don't even bother researching cannabalize or ghoul frenzy, since I find myself using ghouls much as I used human peasants - as wood choppers and last-line town defense.

I think about the combat potential of ghouls, but the little buggers drop like flies and crowd so much they're really hard to micromanage.

They aren't even cheap or abundant enough to use as zerglings.

Crypt fiends only cost a little more, are way more durable, have a ranged attack, and do that fancy web thing.


Heck, I would get frenzy just FOR lumber

Increased run speed and attack rate is your friend

Yes, but ghouls attack a LOT faster. They make better necro companions.

I mean, I would use Abominations over either of them anyways

I don't mind ghouls, they are like zerglings, small, fast and expendable

They don't crowd NEARLY as much as other units at least

A level 3 vampiric aura is what best keeps them alive

Oh shi...
what
posted 07-29-2002 09:51:38 PM
http://ftp.progamer.ru/demos/war3/rotd/2907/gen-hot.w3g

Undead vs Human. I haven't seen it, but the guy who hosts it gave it a 10 out of 10...which he *rarely* does.

Mord
Priest of Peachis
posted 07-29-2002 10:03:14 PM
Can't say I've been lucky enough to come up against you in a ladder 1vs1 yet Vorago, but from your replays and the guide above you're one of the better players out there.

For Nem -

Night Elf vs Night Elf :

Most level 1-6 Night Elven players will mass Huntresses and do nothing else. The best way to combat this tactic is to use one well balanced group of Hunts , Dryads , Archers and Claw Druids. Effective use of roar, and the dryad's slow-poison = ass kicking for the guy who went for nothing but Hunts.

The other option is to go for pure air , Hippo Riders + Chimeras, but they're food-expensive and more of a mid-end game counter than early on.

Expanding and upgrading quickly to get a well balanced group is probably the best bet, and is what I use whenever I come up against a fellow NE player.

http://www.warcraftiii.net/betabuzz/reports.php?show=578

That's my general NE strategy, and it works fairly well.

Maradon!
posted 07-29-2002 10:03:25 PM
quote:
Verily, Vorago doth proclaim:
Heck, I would get frenzy just FOR lumber

Increased run speed and attack rate is your friend

Yes, but ghouls attack a LOT faster. They make better necro companions.


Oh, I guess that would speed up lumber harvesting now wouldn't it...

Still, for Necro companions, I just use meat wagons. More corpses, more useful unit, and since they're my second wave they don't have to deal with melee anyway.

Vorago
A completely different kind of Buckethead
posted 07-29-2002 10:28:26 PM
quote:
•Delidgamond• impressed everyone with:
http://ftp.progamer.ru/demos/war3/rotd/2907/gen-hot.w3g

Undead vs Human. I haven't seen it, but the guy who hosts it gave it a 10 out of 10...which he *rarely* does.


That replay rocked

ALthough the human should have won

Heck, he had more points than his opponent by the end, heh

He wiped out an entire base with just the arch magi and mountain king, heh

Vorago
A completely different kind of Buckethead
posted 07-30-2002 11:39:36 AM
Gydyon
Yes, I am a lawyer. No you can't sue them for that. Shut up, or I'll have your legs broken.
posted 07-30-2002 11:48:22 AM
I am not very good. Please fix me.
Gydyon
Evercrest Lawyer

Thinking about your posts
(and billing you for it) since 2001

Vorago
A completely different kind of Buckethead
posted 07-30-2002 12:05:36 PM
quote:
Judge Gydyon had this to say about Matthew Broderick:
I am not very good. Please fix me.

Well, do you have any replays of you playing?

If not, play a game, and then send it to me/ e-mail it to me

I will watch it, and see if there is any advice I can give

What is usually the problem? Does the opponent just always have more units?

[ 07-30-2002: Message edited by: Vorago ]

Gydyon
Yes, I am a lawyer. No you can't sue them for that. Shut up, or I'll have your legs broken.
posted 07-30-2002 01:31:35 PM
quote:
Vorago had this to say about dark elf butts:
What is usually the problem? Does the opponent just always have more units?

I generally play undead and orc.

The opponent seems to always have more units quicker, which generally results in me playing on my heels for the whole game, or bumping up to High Upkeep.

I think I tower too much, but I can't figure out how to have an effective base defense along with an effective attack force to creep and attack their expansions/bases.

I can send you a replay later.....

[ 07-30-2002: Message edited by: Judge Gydyon ]

Gydyon
Evercrest Lawyer

Thinking about your posts
(and billing you for it) since 2001

Delphi Aegis
Pancake
posted 07-30-2002 02:13:23 PM
I suck, and only have two 2v2 replays of me.

I only won those because someone got disconnected early on..

But I have the Sentow vs me and the Kat Vs me if you'd like to take a look and give me some advice.
I watched that one of you vs NE, and I was AMAZED at what a farseer could do. Feralspirit2win.

Delphi
I walk in the Light
Facing the Darkness Boldly
I fear no Evil
Vorago
A completely different kind of Buckethead
posted 07-30-2002 02:35:40 PM
quote:
Judge Gydyon had this to say about Knight Rider:
I generally play undead and orc.

The opponent seems to always have more units quicker, which generally results in me playing on my heels for the whole game, or bumping up to High Upkeep.

I think I tower too much, but I can't figure out how to have an effective base defense along with an effective attack force to creep and attack their expansions/bases.

I can send you a replay later.....


When we did the 2vs2 with Sentow a while back, I noticed you had more towers then you did army

As Undead, you will have towers, it's just expected, being their food supply and everything. But they aren't good enough to warrant much use outside of supply.

Your best defense is your. The real trick is deciding when a town portal is required or not.

Don't be afraid to use our scroll, you can just buy a replacement later on

Lenlalron Flameblaster
posted 07-30-2002 02:41:52 PM
Banshees are great for 1v1 if your opponent is running big units (Taurens, abominations, DOTC, knights).

But necromancers are still better.

Gydyon:

With undead, if you want to be quick, be sure to make a crypt, altar, and ziggurat at the beginning with one acolyte. Once from there get two more acolytes and you should be running pretty quick.

I find base defenses genereally only good for warding off rushes...late game they're generally only okay (Unless it's brilliantly made, and your opponent is dumb :P)

Grammar is your enemy! - While being able to understand someone's sentences might seem like a good idea for a proper essay, complaining on a forum scarcely leaves time for such trivialities. Write fast! You're angry, grrr! Make that show, and forget about things like capital letters, punctuation, and verbs.
Vorago
A completely different kind of Buckethead
posted 07-30-2002 02:45:29 PM
Towers do two things

1) They buy your army time to return and fight the big fight

2) They provide additional damage while your army is engaged

They are not a defense by themselves. A single catapult renders them useless. You want them there to do a little damage, but to keep the enemy away from important buildings while you get your army back to the base. Once you are fighting, they add additional damage to the enemy, giving you much greater odds to winning the fight.

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