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Orc Beta Guide
Version: Beta V305A
Game Type: 1 vs 1
Suggested Maps: Any
Recommended Heroes: Any
Recommended Skill Level: 1-15
Author: Nightmyre
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Orc has recieved several serious boosts with the new patches. Alot of their fundamental strategies are completely different now, and actually reward users for using different kinds of units. One thing you have to keep in mind is how easy it is to mount an offensive. WC3 right now does not reward fast techers at all, so throw those mass WD build orders out the window. What does work well though, is getting grunts early on, then teching a bit later. Since the other races can't tech either, you don't have to worry about being outpaced. Just keep scouting them, and if you see them low on troops, then start pressuring.
Upon reaching tier2, start exploiting spirit link. Getting one or two of these will give your army a far longer life expectancy, as combined with healing wave or healing scrolls, it almost makes them have twice hp. Remember that raider's armor is now changed, which makes them rather viable to be used as a complement to your army. Ensnare lets you kill off heroes much faster, and they can absorb alot of ranged abuse.
Reaching tier3, you want all those buffs you can get. Choosing between a solid meatshield base of taurens or grunts, toss in shaman, wd, both master level, and basic level spirit walkers, as well as a kodo or two. Sounds expensive? It really isn't, especially since you can pump these out relatively quickly, and replace easily.
Alternatively, you could try a base of headhunters, as berzerker upgrade makes them extremely brutal. But be warned that a solid anti-ground melee force could wreck through your army in seconds.
Wyverns are really not worth getting in serious numbers anymore. A few might be useful for support, if microed properly, but getting more means they will be taken down extremely quickly with the potency of anti-air now. Unless you can catch them totally off guard, don't bother trying.
So that covers a general overview. Next up is specific build orders.
-4 peons to gold, 1 to rax. -next peon build burrow. -next peon on altar. -next on gold, if needed, otherwise wood. -rest on wood, up until 9 peons. -when your barracks finishes, start making grunts -when you can afford a burrow, make it. if timed right, it should finish approximately when your second grunt does. -when your altar is done, get a hero. see below for hero choices. -if you've timed everything right, you should be able to upgrade your town hall at around 23-26 supply, then toss in another burrow before reaching supply cap. -build a warmill and voodoo lounge whenever you have the spare change. -stop making grunts once you reach 32 supply, ie 6 grunts. -once tier2 upgrade is done, get a hero and a spirit lodge. -grab another 3 peons, put them on gold. -if you happened to lose a grunt, replace it with a spirit walker. if you lost two grunts, get two spirit walkers, but no more. -at this point you have several choices. you can speed to tier3 so as to get master level upgrade for one of your casters quickly, or wait for a bit and build a second lodge and a bestiary first.
One of the keys to this game now is efficient expansioning. You must keep at least one expansion running at all times, two being preferrable. As a general rule of thumb, each expansion can support two additional troop training facilities safely.
As far as heroes go, you really have a free choice here. Any hero combination will work well. I myself prefer FS/SH/TC or TC/SH/FS, but I know alot of people who like BM over TC or SH. Bottom line though is that you almost always NEED the 3 heroes.
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