View Full Version : i need 1v1 orc strategy
can someone plz help me i need to know how to use orcs in 1v1 i could use them in a team match but i need 1v1
Gruntapult. You get a SH fast, and hero rush with wards. While you do that, pump out grunts, and build a voodoo lounge. If SH is losing, run him back to your base, TP if you have to. With the lounge, after you have a few grunts, buy stuff to heal you guys, and a scroll of speed. Then rush. If that fails, just stay in your base, pumping out grunts and teching to catapults with burning oil. Keep sending a scout every now and then to see if they are getting air. If they air, you gotta switch to get some antiair fast. If they are getting ground, you pretty much win.
Btw, do not get Hex with this strat. Go Serpent Wards and Healing wave.
well to tell you the truth i dont think that will work too well
Carnage
05-18-2004, 7:11 AM
Two words.
TOWER RUSH.
what if they spot me making towers
Carnage
05-18-2004, 4:28 PM
Tower Rush Faster! XD
Exedore
05-18-2004, 5:58 PM
Vern, there are basically 4 main Orc strategies for mid-level 1v1's
1. Gruntapult
2. Tower push (usually done as a variant of Gruntapult)
3. Mass Beserkers
4. Wyvern rush
Your best hero choice with all four strategies is the Farseer because Spirit wolves are still a little overpowered Follow him up with a Blademaster, Tauren Chieftan, or Naga Sea Witch. A solo Tauren Chieftan is also a decent alternative, but a little harder to play.
For both 1 and 2, you'll want to get a few opening grunts and go creeping with your hero. Build a shop and use healing salve to keep them at or near full health. Upgrade to a stronghold when you're at around 25 supply. If you're going pure gruntapult, you'll want to get a second barracks. If you're tower pushing and can macro well, you'll only need 1. Once your stronghold finishes, get some demolishers and push on your opponent.
-If towering, build the first set outside his sight range. Using those few, push forward. Use demolishers to kill his siege units and lure out his other units. Eventually your towers will be in range of his buildings he'll have lost enough units to attrition that you can overpower him.
- For pure gruntapult, use the demolishers to lure him away from his base defense where you grunts have an advantage. Use the demolishers and spirit wolves to kill casters and ranged units. Your superior numbers should be able to break your opponent if they chose to tech too much.
Mass Beserkers is basically that. Start off with grunts for defense, and maybe a gruntapult attack, but keep teching and amass troll Beserkers. As long as you out-produce your opponent (pretty easy to do), you can overwhelm them. Use a few demolishers for support and a few grunts or tauren to take hits. Witchdoctors or shamen, if you can afford them, make it even stronger. In 2v2 or higher, you can most times get away with massing headhunters from the start.
Wyvern rushes tend to be all-or-nothing. They only work well against people who don't expect air at all, so scouting will be needed. You want to get 2 Beastiaries as soon as possible and then disrupt your opponent's creeping and mining with Wyverns. Creep on your own to level up your heroes, and get something to lure their units out from their towers (demolishers work well). Just don't go overboard in case they have a lot of anti-air. Also remember to focus fire with the wyverns and try to kill heroes if you can.
so i will grunttapult which is grunts and pults and make some towers by there base
Ole-The-Murder
05-19-2004, 3:01 PM
What about air? I recommend adding raiders, taurens, or batriders to the horde. Perhaps shamans, but not troll headhunters. The hero could be a blademaster. A troll witch doctor might be good here. Tower their base..hmm..maybe...just have some counter-tactic to air in back hand, catapults is recommended too. Expansion and creep a bit too, but not too much..be agressive, and set them into a trap. A goblin tinker whould be good second hero, but don't use spirit walkers. They suck! Pandaren Brewmaster could also be second hero. Always have some grunts around, perhaps ally with a night elf is good plan here OR convert a wisp to your side, and make your second expansion a night elf base, with Priestess of the Moon as hero..archers too..huntress..but this is way off the subject, no? Yes.
how do i steal a wisp and make a night elf base?
guess what i won 2 games in a row one was a lev 10 i dont know how to put in a replay but i will once i can
Ole-The-Murder
05-31-2004, 12:35 PM
You could always use a banshee, you know - Possesion! ;)
Darkeggy
06-17-2004, 4:38 PM
Orc strategy. No banshees for orcs.
What i use is basically what exedore said: Gruntapult with Farseer, using wolves to scout and hitting them fast before they can get air.
captjojo
08-03-2004, 7:11 AM
I'm not much of a good player but i love the orcs just for there brute strength. I have never used towering, although orc towers can be constructed really quickly, they seem to get destroyed just as so. About the anti-air... i really think that RAIDERS have really been underestimated, and i have found them particularly useful in dealing with Night elf players using hippogrffins and Chimerra (rrr ...SPELLING IS BAD) anyway. I also share your problem with getting a good orc force early on... Gruntapulting sounds the best and the surest..... Kodo beasts make a hell of a difference, but for finishing of a town a horde of RAIDERS ROCK.... they can be useful earlier on to, if you want to hit-and-run to keep them occupied. Ensare any units that chase you... and they'll be left behind... not knowing where you are on the map and you can run circles back to their base..... Keep me posted.....
spastic-ninJa
08-13-2004, 5:39 PM
I would say that the one race to look out for is Undead. Gargs can disrupt your all-air or all-melee tactics severly, unless you choose to use Berzerkers as your main troops. Bat riders provide good counters to Gargs, so I would suggest that you should get a beastary up and running as soon as possible.
Against Human, either gruntapult or massing wind/bat riders will be effective, as human cannot get air until later in the game. Wind riders also slaughter riflemen (even though riflemen do additional damage to wind riders), especially with the envenomed spears upgrade. If you go air, I suggest either a Blademaster harass/rush, or Far Seer harassing. I prefer blade Master, as ahuman playerqill quite often get an arcane tower for defense, which your BM can avoid by Wind Walking.
For Night Elf opponents, I solely suggest that you get Gruntapult. Just try to survive the huntress rush, and once you do, your demos will destroy their huntresses.
The most intriguing match up is against another Orc player. I don't suggest getting air, as the other opponent will quite often besiege you before you can get your army mustered together. The key to winning would be to out-muscle the orc opponent, and to get Shaman and Witch Doctors as soon as possible.
blizzardfan
08-19-2004, 2:20 AM
i use mass tauren with troll berserker+shaman+spirit walker
use hero rush until u are tier3!!quite hard!!;) ;)
Fokker
09-02-2004, 4:17 PM
Two words.
TOWER RUSH.
NICE!!!!!!!!!!
KillJoY
09-22-2004, 6:39 PM
Arrr. what of orc vs orc, eh? can't really forget about that... losing to another orc with a crappier strat is just plain stupid. but I like the blademaster wind walk. awsome skill. harass, harass, harass. ehehe. easy to do. :D
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