Whitesock
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Here is a few of my guides on some basic War3 strats. Hope you enjoy!
I will add some more tips as time goes on probably.
If you wish to contact me ingame I am usually on Wc3 as Whitesock @ USeast.
DUAL ANCIENT OF WAR ARCHER MASS WITH QUICK TECH
By Whitesock
Preface
I just decided to find a great way to tech early, yet still have a nice early push to get a head start on any enemies I encounter. This will take some definite archer micro if you want to win, but if you have that you can push teir 1 teching to tier two into tier two, then possibly a fast teir 3 push to end the game if it isn't over already. Note that archers can't take out buildings that well, so later 2-3 glaives could help.
Startup
This is a bit complex when you read it, but it isn't really that hard. I mean, I can do it fine, and that's saying something.
-Take 3 of your 5 start wisps and send them to gold. The other two go to lumber.
-Build a wisp rallied to gold
-At about 12-13 seconds in, build a moonwell. Rally this wisp to your gold mine.
-Take one wisp from your gold mine (should have four) and send it to build an AoW when you have ~110-120 lumber.
-Take one wisp from wood almost immedately after the AoW wisp starts construction and build an altar.
-Keep making wisps until you have 10 food in wisps then stop.
-Build two archers and train your hero when the buildings are finished.
-Build another wisp and a moonwell.
"Wait a minute, I have full food and can't make any more units. Wtf is wrong with your noob strat?"
Well, you didn't realize this was a quick teching strategy did you? Yes, this period of time is when you creep with 2 archers and a hero and then tech when resources are available. That timing should be perfect to allow you to build more archers since the moonwell will finish.
-IMPORTANT- This is your weakest point in the game! Be wary of hero rushes, because they can delay your archer pump.
-After this point, keep pumping archers, make moonwells when needed, and then use whatever unit combo you want from here on out. This is very flexible t this point.
I hope you liked this quick building guide. Note that I do not normally play Nightelf so there may be better strategies out there.
Some replays are attached. A NE vrs. Orc of me. Orc was a Computer(Normal) player.
The second one was NE vrs. UD of me online. He pulled and interesting strategy, and I should not have gone archers, but I wanted to show the strategy in a real game. I ended up losing to frosties, but I owned him tier two, which would normally have won me the game.
_________________________________________________________________
This has to be one of my favorite strategies for orc vrs. night elf on small maps like turtle rock (great map for this, especially a close spawn). Note that this will use towers, and the fact that it doesn't use raiders makes the push come a great bit sooner.
STARTUP
-A basic orc start is used. Basic altar, burrow, rax, burrow, shop, and tech.
-Make sure you pick the farseer for this strategy. The wolves are very handy and the fact that he has a ranged attack will work well later in the strategy.
-Try to creep and basically keep the NE away from your base.
-IMPORTANT- Make sure you put up a war mill when your great hall tech is halfway to finishing. This will insure that they both finish at the same time.
MIDGAME- When tech is completed
-IMPORTANT- Train a Shadow Hunter hero at this time. No TC. Make sure you also get Serpent Wards as his first skill.
-IMPORTANT- Stop grunt training and make a demolisher as soon as possible! You will need that demolisher come time for the tower push.
-At this point in the game it is absolutely VITAL that the NE does not attack your base. This is the point where your game can be ruined. Make sure the NE doesn't find out that you have demolishers either, because he may counter your strategy.
-Build burrows when needed.
PUSHING TIME- Should fall right when night ends and day begins
-At this point you should have about 2-3 demolishers and a few grounts along with your two heros. When it turns to daytime, it is time to push. During daytime moonwells stop regenerating, which makes this strategy so deadly to the nightelf.
-Take 3-4 peons with you (I prefer four) and move your army outside the Nightelf base.
THE PUSH
-Setup your towers behind your units. If the Nightelf does not see you, try and give as much time as you can undetected while letting your towers build. If not, the fight should be pretty easy anyways.
-Use your SH's wards as temporary towers while your own are building. Basically, you want to hold out until the towers are done. Here's a breakdown of what you'll probably have to deal with. The left side is what you have, and the right side is what will be owned by it.
As you can see, your units effectively cover all of the Nightelf's teir 1 units, which will be all the NE should have if the push is done timely. If the NE has Druids of the Talon, your demolishers and wolves will be able to pick them off well. Dryads may also be a problem, but you have demolishers.
-IMPORTANT- Keep your demolishers alive! You may want to keep a peon just to repair damaged demolishers due to huntresses running past your grunt line.
And that's it! Hope you enjoy it as much as I do.
_________________________________________________________________
Base Builds (Pictures)
Human
Night Elf
Orc
Undead
I will add some more tips as time goes on probably.
If you wish to contact me ingame I am usually on Wc3 as Whitesock @ USeast.
_________________________________________________________________Index
1. Dual AoW mass archer with quick tech
2. Gruntapult Tower Push
3. Base Builds Reference
DUAL ANCIENT OF WAR ARCHER MASS WITH QUICK TECH
By Whitesock
Preface
I just decided to find a great way to tech early, yet still have a nice early push to get a head start on any enemies I encounter. This will take some definite archer micro if you want to win, but if you have that you can push teir 1 teching to tier two into tier two, then possibly a fast teir 3 push to end the game if it isn't over already. Note that archers can't take out buildings that well, so later 2-3 glaives could help.
Startup
This is a bit complex when you read it, but it isn't really that hard. I mean, I can do it fine, and that's saying something.
-Take 3 of your 5 start wisps and send them to gold. The other two go to lumber.
-Build a wisp rallied to gold
-At about 12-13 seconds in, build a moonwell. Rally this wisp to your gold mine.
-Take one wisp from your gold mine (should have four) and send it to build an AoW when you have ~110-120 lumber.
-Take one wisp from wood almost immedately after the AoW wisp starts construction and build an altar.
-Keep making wisps until you have 10 food in wisps then stop.
-Build two archers and train your hero when the buildings are finished.
-Build another wisp and a moonwell.
"Wait a minute, I have full food and can't make any more units. Wtf is wrong with your noob strat?"
Well, you didn't realize this was a quick teching strategy did you? Yes, this period of time is when you creep with 2 archers and a hero and then tech when resources are available. That timing should be perfect to allow you to build more archers since the moonwell will finish.
-IMPORTANT- This is your weakest point in the game! Be wary of hero rushes, because they can delay your archer pump.
-After this point, keep pumping archers, make moonwells when needed, and then use whatever unit combo you want from here on out. This is very flexible t this point.
I hope you liked this quick building guide. Note that I do not normally play Nightelf so there may be better strategies out there.
Some replays are attached. A NE vrs. Orc of me. Orc was a Computer(Normal) player.
The second one was NE vrs. UD of me online. He pulled and interesting strategy, and I should not have gone archers, but I wanted to show the strategy in a real game. I ended up losing to frosties, but I owned him tier two, which would normally have won me the game.
_________________________________________________________________
This has to be one of my favorite strategies for orc vrs. night elf on small maps like turtle rock (great map for this, especially a close spawn). Note that this will use towers, and the fact that it doesn't use raiders makes the push come a great bit sooner.
STARTUP
-A basic orc start is used. Basic altar, burrow, rax, burrow, shop, and tech.
-Make sure you pick the farseer for this strategy. The wolves are very handy and the fact that he has a ranged attack will work well later in the strategy.
-Try to creep and basically keep the NE away from your base.
-IMPORTANT- Make sure you put up a war mill when your great hall tech is halfway to finishing. This will insure that they both finish at the same time.
MIDGAME- When tech is completed
-IMPORTANT- Train a Shadow Hunter hero at this time. No TC. Make sure you also get Serpent Wards as his first skill.
-IMPORTANT- Stop grunt training and make a demolisher as soon as possible! You will need that demolisher come time for the tower push.
-At this point in the game it is absolutely VITAL that the NE does not attack your base. This is the point where your game can be ruined. Make sure the NE doesn't find out that you have demolishers either, because he may counter your strategy.
-Build burrows when needed.
PUSHING TIME- Should fall right when night ends and day begins
-At this point you should have about 2-3 demolishers and a few grounts along with your two heros. When it turns to daytime, it is time to push. During daytime moonwells stop regenerating, which makes this strategy so deadly to the nightelf.
-Take 3-4 peons with you (I prefer four) and move your army outside the Nightelf base.
THE PUSH
-Setup your towers behind your units. If the Nightelf does not see you, try and give as much time as you can undetected while letting your towers build. If not, the fight should be pretty easy anyways.
-Use your SH's wards as temporary towers while your own are building. Basically, you want to hold out until the towers are done. Here's a breakdown of what you'll probably have to deal with. The left side is what you have, and the right side is what will be owned by it.
Code:
Your units | Nightelf units
|
Grunt | Archer
Demolisher | Huntresses
Serpent wards | All
Watchtowers | All
Wolves | All
As you can see, your units effectively cover all of the Nightelf's teir 1 units, which will be all the NE should have if the push is done timely. If the NE has Druids of the Talon, your demolishers and wolves will be able to pick them off well. Dryads may also be a problem, but you have demolishers.
-IMPORTANT- Keep your demolishers alive! You may want to keep a peon just to repair damaged demolishers due to huntresses running past your grunt line.
And that's it! Hope you enjoy it as much as I do.
_________________________________________________________________
Base Builds (Pictures)
Human
Night Elf
Orc
Undead