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View Full Version : Uncenventional coping,


h0bgawblin
02-02-2007, 7:09 PM
This post is mainly for the orc struggle versus human tier 2 pushes. However, what i've noticed, is if you attack RIGHT when the sanctums are building, the human is in his weakest position. Bring towers, so he can't hide in his base, and he needs to get past your army to nail those towers. Build extra HH with about 5 grunts. From my experience, even if it does get pushed back, he takes a really heavy hit.

Now, from the human perspective on undead. This is my best match up, by far. This isn't exactly uncenventional, but I never understood players struggling in this match up. If you run around creeping for level 2, while waiting for your mk to get the hell out. go with an am/mk, 3 foot, 3 rifle, 1 potion, and 1 priest in que tier 2 push(bringing ivory towers). You can drop some decent damage to the undead. The one thing that you should keep in mind in this matchup, is keeping ud heros under pressure. Letting them run loose to raise all holy hell on you, is a bad idea. However, the idea in this push is to nail the ghouls so your rifles don't croak. If your really uncomfortable with the ghouls, get thunder clap first. Then, attacking the DK when you feel safe from a ghoul rape. Keep pumping rifles and priests, upgrade them as well. I ussually take dispell on the priests just incase, it also helps against skelly rod.

Ussually, I like to trick my opponent in this match up, by puting my archmage in harms way. If the situation is dire enough for him, but your not sure if you can take it home because undead bases are wacked as shit, put your am in harms way, let him take a hit. tp, in front of your own base and run to the nearest gold mine, take an expo and run back to his base. I have done this several times, with great success. You must make sure you take out enough units to make him uncomfortable, that way, he will creep instead of go for a counter. I've done this in a span of 30 seconds. Call 5 peasants, during the tp cast time, and run them to the gold mine. Upon the tp, have everything run ungrouped. If you click and drag, the mk will slow you down, so let everything run at it's top speed and get to that mine. If the undead goes aboms, tech and get gryphons, but even then, I ussually massed enough rifles to ff the aboms down by that point. Your main concern is the undead heroes. You can apply, the same pressure on thier heroes, as they can on yours. Remember that, and you should do fine.

If you got a way to handel a match up where people have difficulty, please post. I personally, desire an answer for the human vs ne match up. A solution, other than tower rushing. I was thinking quick expo/mass tier 1 and stomp his 4 archer tech. There is also just massing foots and towering after hitting level 2. Thoughts?

Nedech
02-02-2007, 8:25 PM
I like the way you think about the Orc v Hu matchup. But the problem is that alot of human players hides their sanctums at the back of their base and if he notices you towering him he can easily run out with a few miltias, footmens and WEs. Though, militias are chainwave fodders so it could go either way.
But HH's are pretty damn good when used correctly. I usually build a 2nd rax when my third grunt is almost done to get a bunch of HHs. They're really good against casters.
Most time i end up with some 3 unit mix that consists of Grunts, HHs and walkers.

Here's a replay of me doing something similiar to this. For the first time. I used SH first and it turned out to be really good.

Prozerran
02-03-2007, 5:26 PM
Here's a replay of me doing something similiar to this. For the first time. I used SH first and it turned out to be really good.

I hate to say it, but your opponent played Human like crap. If you ever decide to play Human, don't use this guy as an example. Your opponent should have expo'd sooner than you. Looking at the replay, you're putting an expo up as he's clearing his... just not the sign of a good opponent.

I think the BM might work better here. On TS, creep the priests and the Lab for level 2 on the BM. Take your grunts and HH's and continue clearing spots and take your BM off to harass the HU. Get the SH second for Hex and Healing Wave, and clear your natural. Continue applying pressure on the Human, and your strategy has a better chance of working out against better Human players.

Nedech
02-03-2007, 6:33 PM
You're right Proz.

The reason i picked SH as first hero was because i wanted more FF, wards + HHs. Also, i hate using either BM or FS.

But i'll try out your strategy, as long as i don't have to use the standard grunt/raider/walker thing.

h0bgawblin
02-04-2007, 1:12 AM
Chain wave wtf pwns the militia, not to mention, the orc army at this point is far superior. Slow isn't going to do much against HH, and even if the sanctum is in the back, he isn't going to touch your base. The point of a human tier 2 push, is to keep your tier 2 from going up. If he wants to tier 2 push after you just attacked him(and should have tier 2 of your own) let him. Tier 2 orc still does a number on tier 2 human. Even with slow, if you get wyvs to counter the casters, all he can do is get dragon hawks, then you commence lawlo bating. I'm not saying it's unbeatable, but it makes a tier 2 human push very difficult to pull.

As far as heros are concerned, I see an SH/beast master combo working well for towering, however, this combo leaves you open for militia. If you really want to use a cool trick on TS, get a far seer, and attack the lab first. Use your far seer to get the first attack off the lab, then summon wolves. The ai will put lightning shield on you. Run over the the priests, and use lighting shield to damage them. Run back when they hit 20-30 hp, and kill them. this is really fun, especially because with wolves+grunts, you should be able to take out the lab. Try it first though, and maybe bring some peons. Becuase I do this for militia creeping with my AM.