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[WC3] Some strategy ideas/help requests...

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Manit0u
Profile Blog Joined August 2004
Poland17800 Posts
Last Edited: 2006-01-27 01:08:54
January 27 2006 01:06 GMT
#1
Ok, this are just loose ideas I came up with recently (didn't really have much time to play enough games using them to say that I've tested them thoroughly).

OvO:
Getting Beastmaster and Pitlord as heroes, shamans and batriders as unit choices, dunno yet if fast tech, fast expansion or standard build would be best for it.

Why like that?
Beastmaster: at the beginning quillbeasts are more useful than wolves imo, and if enemy gets blade you can always take the hawk (which is pretty useful against orc anyway). Also you should get slight advantage because tavern hero usually comes out before the altar one.

Pitlord: well, this choice might be controversional but his rain of fire could prove very useful against usual kodo/walker/cata which is such popular in this matchup nowadays. Also rain of fire is very useful in countering the tower rushes (very popular too) and harassing enemy barrows. And doom is one of the best ultimates in the game.

Shamans and batriders: Shamans could own most ground with mass lightning shields, purge is useful against usual FS/FL hero choice. Batriders because they own standard kodo/walker/cata, at t3 would be great for the basekill strategy and are hard to counter for orc (he would be forced to either go for trolls - which would be owned by shamans - or bats too and in such situation you should have advantage as you started to make them first).

What do you think about it? I'm not really sure if this would work, will have to do some testing as I think that the unit choice could go wrong.

And some questions concerning UD vs OR or NE (have problems with this MUs):

1. You think it's best to go:
a) Fast tech, single base
b) Fast expo, slow tech
c) Fast tech -> expo when t2 is done
d) Moderate tech/expansions

2. Best start against orc:
a) Ghouls (tend to get owned too easy when he gets 2nd hero)
b) Fiends (hard to keep alive when he rushes early)

3. Starting hero against orc:
a) DK
b) CL (with fiends and beetles)

4. Late game against NE:
a) Fiend/Destro
b) Abo/Destro
c) Abo/Fiend
d) Fiend/Casters

I know some of those questions depend on what enemy makes but I was wandering how most of you try to handle the situation.

Edit:
Sidenote: Don't you think that orcish raiders are simply insane? They're cheap as hell and when enemy has 2-3 of them and wants to kill your hero he will succeed 90% of the time
Time is precious. Waste it wisely.
naventus
Profile Blog Joined February 2004
United States1338 Posts
January 27 2006 02:00 GMT
#2
Pitlord's RoF stops T rush cold.

But, I question its effectiveness in general combat in O v O. Then again- howl + spirint link would be pretty insane at reducing damage. Add in a scroll of heal and your army would be pretty difficult to take down without dispell.

hmm.
Judicator
Profile Blog Joined August 2004
United States7270 Posts
January 27 2006 03:19 GMT
#3
On January 27 2006 11:00 naventus wrote:
Pitlord's RoF stops T rush cold.

But, I question its effectiveness in general combat in O v O. Then again- howl + spirint link would be pretty insane at reducing damage. Add in a scroll of heal and your army would be pretty difficult to take down without dispell.



agreed i ran into someone doing that, granted i am not that skilled but i didnt get one unit kill
Get it by your hands...
pfff
Profile Joined May 2004
Belgium1352 Posts
January 27 2006 03:24 GMT
#4
youre shamans lightning shield is just going to rape youre own shamans.
ls really isnt a good idea on the enemies melee, only thing you could do is put it on youre own heroes, but that isnt that good that it makes shamans better then beast tech in ovo.
he'll go double beast raiders, raping youre bats/shams. shams might have some use if he goes sham / fl, but really, those few purges on summons arent going to matter cuz you have nothing to stop his army.
rof will be useless, hell just hex or ensnare youre pl everytime you start channeling.

wolves + grunts + fs > quilbeasts + grunts + bm early game.
you wont get cl at lvl 2 and you dont have a ranged hero, youre only range is quilbeasts, so picking off retreating grunts in those first battles will be a lot harder, meaning he can just heal up while youre dead grunts (finished off with cl) wont come back.

howl of terror is pretty nice, but hell just get walkers, not wasting anything, cuz link on its own (without having to dispel howl) is worth it too in ovo.

youre assuming the orc will continue to go grunt cata kodo, when he can just get raiders and rape you.

bottom line,shitty strat and i doubt youve ever tried this in a real game.
It ain’t no sin to be glad you’re alive
Manit0u
Profile Blog Joined August 2004
Poland17800 Posts
January 27 2006 06:48 GMT
#5
I'm poor in OvO anyway (orc is my weakest race) but I'm trying to think of something new. Maybe quillbeasts won't cut it at first but later on hawk can be used for picking of wounded units (not to mention adding some power during normal combat) and you could always get naga as a second hero for some direct damage spells (forked lightning is even better than cl imo). I know that this strat has to be tested and changed heavily (could just go standard kodo/walkers). I also want to try the docs with stasis traps, will tell you how it went ^_^
Time is precious. Waste it wisely.
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