Prozerran
06-11-2008, 11:42 PM
That's right. I decided I'd go ahead and put together a guide (more of a compilation from a couple of different sources listed at the end) on one of the trickiest game formats, the Free For All. It can be very frustrating for a solo player, so this guide is here to help solo players pick up on the FFA format with a little more ease. Enough with the introduction. Let me take you briefly through some of the basics.
There are about 10 general rules to remember in the Free for All format:
Games are longer than solo, so economy is a top priority. This is different from the solo environment where you can go without an expansion and win. It is absolutely impossible to win an FFA without expanding if your opponents are even competent.
Games are longer than solo, so experience is a top priority. This goes without saying. You will always use three heroes, and there are combinations that will be discussed next.
Games are slower in FFA. I don't mean that they aren't action packed. Quite the opposite, actually. What I do mean is that the time that a solo player would normally try to attack is quite often the wrong time.
Let no creep go unpunished. With three heroes, experience is too valuable to pass up. You can always harass players later, trading units for experience. This is called "Agro", and it's typical to lose an entire army during some battles for the sake of gaining hero levels. The best micro will win the most experience in an Agro battle. Additionally, constant creeping early in the game will improve the opportunities for creepjacks on other opponents. It's a double-edged sword though, so act accordingly.
No upkeep, low upkeep, and high upkeep are so much more important in FFA than in solo. For further explanation, see general rule #9.
Goblin Shredder. IF you have access, you have no reason NOT to have one (unless you're a Night Elf player). 'Nuff said.
Each hero should have a Teleport Scroll. In solo, it's not always necessary because you only have one opponent. If you are in a situation that requires you to be in more places than one, then you have no reason not to have a TP on each hero.
Use your opponents to your advantage. If you have a unit being chased, run it to another opponent's base. With any luck, you can start an early war, giving you the opportunity to clear creeps and gather items or even set up additional expansions.
Save, save, save. In solo, it's often a sin to horde your gold and wood. In FFA, it's a sin to keep spending it before you need it. The tempo of the game is much different.
It ain't over 'til it's over! Don't ever, EVER give up in an FFA. You may be down to one expo with your main base gone and your opponent coming over to take that expo down. Even if you only have heroes, a single peasant, and a hidden farm left, you're still in the game.
So, let's take a moment to look at some of the most popular hero choices for each race.
Human - AM/MK/Pally (either MK or Pally second depending on map)
Orc - BM (DR)/TC/SH (Good for the stomp/hex combo)
Night Elf - Warden (DR)/PotM/DH
Undead - DL/DK/Lich
These are relatively self explanatory to the experienced player. For Human, it's the standard synergy of the Tri-Hero, with the AM's ultimate of great importance to overall potency mid to late game (cast invisibility on a Knight, scout until you find an ideal striking point, then teleport your whole army). The MK Bolt and Pally holy light go without question, and higher level AM Aura supplies all three heroes with a mobile mana fountain.
Orc is all about the potency of the BM's Critical Strike with the stun combo of the TC stomp and SH hex. If it hasn't been nerfed in a recent patch, the combo works by stunning an enemy hero first with stomp, then before the stun wears off hitting the hero with hex. Stomp cooldown should end before hex wears off, so rinse and repeat. Both hex and stomp prevent heroes from using TP scrolls. Supplement the Dark Ranger for the Blademaster to prevent caster abuse (Slow, Cyclone, etc) and help with early creeping.
The NE hero combo is designed for higher DPS, though if that's just not your preference (can't imagine why not), you can always run the DR first for faster creeping. What NE hero combo is complete without the PotM for Starfall? The DH is there mostly for his ultimate. Again, it's a different format, and rushing in early to harass with a DH first just won't win you the game. Still, his ultimate is worth his inclusion.
The combo for UD is similar to that of Human - versatility. DL first can allow for an early expo on larger maps and a dual crypt, dual aura early ghoul rush at Tier 2 on smaller maps to quickly eliminate an opponent. DK goes without question, and the Lich's Nova and Frost Armor should speak for itself. Some may ask why not use the CL, but since most FFA's end up in the air in the mid to late game, the CL becomes useless. Plus, who doesn't love jumping in on a couple of other players battling it out and dropping an Infernal into the mix to stun both armies and pick off units in retreat? There's nothing wrong with taking a Dark Ranger instead of Lich if you're having problems with casters.
Now on to basic build orders and army composition for each race. Much of this is compiled from various internet posts and mostly those posted by members of clan-lone. By no means should this be followed rigidly. Use this as a guide for what to aim for when starting out in FFA. You can always mass flying machines, gargs, or MG's to take out a main base, but anything can happen in FFA. You can easily be caught with your pants down if you don't mix it up a bit.
Human
Standard Build (For Fast Expo)
5 to Gold, first back to Alter
First out to Rax
Next out to Farm
Next out to 2nd Farm
Next out to Gold
Rest to Wood
Militia and head to Expo when AM comes out
Proz's FFA Rifle Build (Because I felt like I needed one to call "my own")
5 to Gold, first back to Lumber Mill
First out of hall to Alter
Next out to Farm
Next out to Gold
Remainder to Lumber to 18/18 control
At 110 wood, take two peasants off wood for Blacksmith and Rax
Build more farms
Tech at 210 wood, clear an expo, and expand at Tier 2
What Proz generally does as Human...
At 50 control: AM/MK, 4 Rifles, 4 Casters (2 Sorc/2 Priest), 2-3 Breakers
At 80 control: AM/MK/Pally, Casters, Breakers, 2-3 Knights, Hawks/Tanks
At 100 control: AM/MK/Pally, Breakers, Knights, Hawks/Tanks, Gryphs
Remember that there's a great deal of versatility with Human, and there is nothing set in stone here. I pair Hawks/Tanks for a reason, though. First, there's a great deal of synergy between 2-3 Hawks and 2-3 Tanks (Cloud + Sick Building Destruction = Tower pwnage!). Also, Barrage and Shackles make life very difficult for late game armies.
Orc
Standard FFA Build for HH
5 to Gold, first back to War Mill
First out to Alter
Next out to Burrow
Next out to Wood
Next out to Gold
Rest to Wood
Tech at 190 Wood
Rax at 60 Wood
Burrow at 40 Wood
For brevity, you can do well with mass Wyvern/Bats, but I prefer Tauren/Zerker/Mass Caster with DR/TC/SH. You can always mass raiders or bats like a whore to take out a single player, but it's risky because you could be attacked and completely out-produced. Variety is key.
Night Elves
As far as build orders go, there are two general builds. Either begin with an Alter if you're going Warden first, or begin with an AoW and an Alter soon after for a Tavern hero.
Again for brevity, you can begin in FFA by going for a standard Bear/Dryad mix, an MG/Dryad/Talon mix with maybe one or two bears for roar, or Chippo (Hippogryphs/Chimaeras).
Undead
Standard FFA Build
Graveyard
Crypt
Alter
Ziggurat
2nd Ziggurat at 50 wood
Tomb of Relics
Tech at 210 Lumber
As far as army complement is concerned, your better bets are Fiend/Stat/Garg/Frosty and the age-old Necrowagon (or Wagonmancer, whatever you care to call it). Destros are decent against casters, but they don't have the affect in FFA that they do in Solo (the surprise value, that is). In other words, aiming for Destros is not really something to shoot for because, again, you're in for a longer game and can select better units.
I wanted to make this a brief, general synopsis of the Free for All format. It turned out a bit longer than I wanted, but hopefully it gives people a great start on the ladder or on LAN games with friends. I'll add more later as an edit to the post. Enjoy for now.
__________________________________________________ __________
Sources:
http://www.battle.net/war3/basics/ffatips.shtml
http://clan-lone.com/guides.html
There are about 10 general rules to remember in the Free for All format:
Games are longer than solo, so economy is a top priority. This is different from the solo environment where you can go without an expansion and win. It is absolutely impossible to win an FFA without expanding if your opponents are even competent.
Games are longer than solo, so experience is a top priority. This goes without saying. You will always use three heroes, and there are combinations that will be discussed next.
Games are slower in FFA. I don't mean that they aren't action packed. Quite the opposite, actually. What I do mean is that the time that a solo player would normally try to attack is quite often the wrong time.
Let no creep go unpunished. With three heroes, experience is too valuable to pass up. You can always harass players later, trading units for experience. This is called "Agro", and it's typical to lose an entire army during some battles for the sake of gaining hero levels. The best micro will win the most experience in an Agro battle. Additionally, constant creeping early in the game will improve the opportunities for creepjacks on other opponents. It's a double-edged sword though, so act accordingly.
No upkeep, low upkeep, and high upkeep are so much more important in FFA than in solo. For further explanation, see general rule #9.
Goblin Shredder. IF you have access, you have no reason NOT to have one (unless you're a Night Elf player). 'Nuff said.
Each hero should have a Teleport Scroll. In solo, it's not always necessary because you only have one opponent. If you are in a situation that requires you to be in more places than one, then you have no reason not to have a TP on each hero.
Use your opponents to your advantage. If you have a unit being chased, run it to another opponent's base. With any luck, you can start an early war, giving you the opportunity to clear creeps and gather items or even set up additional expansions.
Save, save, save. In solo, it's often a sin to horde your gold and wood. In FFA, it's a sin to keep spending it before you need it. The tempo of the game is much different.
It ain't over 'til it's over! Don't ever, EVER give up in an FFA. You may be down to one expo with your main base gone and your opponent coming over to take that expo down. Even if you only have heroes, a single peasant, and a hidden farm left, you're still in the game.
So, let's take a moment to look at some of the most popular hero choices for each race.
Human - AM/MK/Pally (either MK or Pally second depending on map)
Orc - BM (DR)/TC/SH (Good for the stomp/hex combo)
Night Elf - Warden (DR)/PotM/DH
Undead - DL/DK/Lich
These are relatively self explanatory to the experienced player. For Human, it's the standard synergy of the Tri-Hero, with the AM's ultimate of great importance to overall potency mid to late game (cast invisibility on a Knight, scout until you find an ideal striking point, then teleport your whole army). The MK Bolt and Pally holy light go without question, and higher level AM Aura supplies all three heroes with a mobile mana fountain.
Orc is all about the potency of the BM's Critical Strike with the stun combo of the TC stomp and SH hex. If it hasn't been nerfed in a recent patch, the combo works by stunning an enemy hero first with stomp, then before the stun wears off hitting the hero with hex. Stomp cooldown should end before hex wears off, so rinse and repeat. Both hex and stomp prevent heroes from using TP scrolls. Supplement the Dark Ranger for the Blademaster to prevent caster abuse (Slow, Cyclone, etc) and help with early creeping.
The NE hero combo is designed for higher DPS, though if that's just not your preference (can't imagine why not), you can always run the DR first for faster creeping. What NE hero combo is complete without the PotM for Starfall? The DH is there mostly for his ultimate. Again, it's a different format, and rushing in early to harass with a DH first just won't win you the game. Still, his ultimate is worth his inclusion.
The combo for UD is similar to that of Human - versatility. DL first can allow for an early expo on larger maps and a dual crypt, dual aura early ghoul rush at Tier 2 on smaller maps to quickly eliminate an opponent. DK goes without question, and the Lich's Nova and Frost Armor should speak for itself. Some may ask why not use the CL, but since most FFA's end up in the air in the mid to late game, the CL becomes useless. Plus, who doesn't love jumping in on a couple of other players battling it out and dropping an Infernal into the mix to stun both armies and pick off units in retreat? There's nothing wrong with taking a Dark Ranger instead of Lich if you're having problems with casters.
Now on to basic build orders and army composition for each race. Much of this is compiled from various internet posts and mostly those posted by members of clan-lone. By no means should this be followed rigidly. Use this as a guide for what to aim for when starting out in FFA. You can always mass flying machines, gargs, or MG's to take out a main base, but anything can happen in FFA. You can easily be caught with your pants down if you don't mix it up a bit.
Human
Standard Build (For Fast Expo)
5 to Gold, first back to Alter
First out to Rax
Next out to Farm
Next out to 2nd Farm
Next out to Gold
Rest to Wood
Militia and head to Expo when AM comes out
Proz's FFA Rifle Build (Because I felt like I needed one to call "my own")
5 to Gold, first back to Lumber Mill
First out of hall to Alter
Next out to Farm
Next out to Gold
Remainder to Lumber to 18/18 control
At 110 wood, take two peasants off wood for Blacksmith and Rax
Build more farms
Tech at 210 wood, clear an expo, and expand at Tier 2
What Proz generally does as Human...
At 50 control: AM/MK, 4 Rifles, 4 Casters (2 Sorc/2 Priest), 2-3 Breakers
At 80 control: AM/MK/Pally, Casters, Breakers, 2-3 Knights, Hawks/Tanks
At 100 control: AM/MK/Pally, Breakers, Knights, Hawks/Tanks, Gryphs
Remember that there's a great deal of versatility with Human, and there is nothing set in stone here. I pair Hawks/Tanks for a reason, though. First, there's a great deal of synergy between 2-3 Hawks and 2-3 Tanks (Cloud + Sick Building Destruction = Tower pwnage!). Also, Barrage and Shackles make life very difficult for late game armies.
Orc
Standard FFA Build for HH
5 to Gold, first back to War Mill
First out to Alter
Next out to Burrow
Next out to Wood
Next out to Gold
Rest to Wood
Tech at 190 Wood
Rax at 60 Wood
Burrow at 40 Wood
For brevity, you can do well with mass Wyvern/Bats, but I prefer Tauren/Zerker/Mass Caster with DR/TC/SH. You can always mass raiders or bats like a whore to take out a single player, but it's risky because you could be attacked and completely out-produced. Variety is key.
Night Elves
As far as build orders go, there are two general builds. Either begin with an Alter if you're going Warden first, or begin with an AoW and an Alter soon after for a Tavern hero.
Again for brevity, you can begin in FFA by going for a standard Bear/Dryad mix, an MG/Dryad/Talon mix with maybe one or two bears for roar, or Chippo (Hippogryphs/Chimaeras).
Undead
Standard FFA Build
Graveyard
Crypt
Alter
Ziggurat
2nd Ziggurat at 50 wood
Tomb of Relics
Tech at 210 Lumber
As far as army complement is concerned, your better bets are Fiend/Stat/Garg/Frosty and the age-old Necrowagon (or Wagonmancer, whatever you care to call it). Destros are decent against casters, but they don't have the affect in FFA that they do in Solo (the surprise value, that is). In other words, aiming for Destros is not really something to shoot for because, again, you're in for a longer game and can select better units.
I wanted to make this a brief, general synopsis of the Free for All format. It turned out a bit longer than I wanted, but hopefully it gives people a great start on the ladder or on LAN games with friends. I'll add more later as an edit to the post. Enjoy for now.
__________________________________________________ __________
Sources:
http://www.battle.net/war3/basics/ffatips.shtml
http://clan-lone.com/guides.html