Cheapo5020
11-29-2004, 12:47 AM
In 1v1 games, each race has another "rival" race that can execute a specific, common, strategy that usually tears the former race apart. For example, Night Elf (huntresses) < Orc (gruntapult) < Human (slow-riflemen)... you get the idea. I decided it would be a good idea to start a thread where we post strategies to overcome these weaknesses. I would like to start with one of my own.
Counter Slow-Riflemen (Orc)
The build order can be determined by the person executing this strategy, since it can vary and still be ok. Alright, this strategy employs units that you generally don't get a lot of in normal games.
Start out with the typical grunts for all your basic early game needs.
Tech quickly, and when your war mill finishes, switch production to Head Hunters.
Once your Stronghold finishes, build a spirit lodge and continue to produce head hunters. Get a second hero (preferably a Tauren Chieftain).
Research Witch Doctor Adept training, and afterward, start building witch doctors.
On a side note, it might be a good idea to upgrade troll regeneration, since you are using lots of Head Hunters and Witch Doctors (both trolls).
When the battle begins (if you fight them this early) lay down stasis traps. The idea is that the stun counters the slow used on you. It also allows you to focus on their soceresses while they are stunned.
Get Shockwave or War Stomp with your Tauren Chieftain (your choice) (if you have one). Shockwave is good for killing the oppsing force faster, but war stomp just adds to the amount of time in which their force is stunned.
Make sure to kill all the sorceresses first so that slow isn't too much of a problem.
As for your heroes, I would definately advise having a Tauren Chieftain, since he works well with this strategy. The second hero is your choice, but I have noticed that the Pit Lord works quite effectively with his AoE. As soon as the stasis trap goes off, use rain of fire to take advantage of the opposing units' immobility. He is also a good meat shield with all his health. Ok, it is very likely that you won't be able to finish them off this quickly, so now you move on to the second phase of this strategy.
Continue to tech. When you reach a fortress, upgrade your Head Hunters to Berserkers. Upgrade Witch Doctor master training for healing wards as well as additional mana. Construct a Tauren Totem, and start production of a few Spirit Walkers (make sure to get adept and master training and build another Spirit Lodge if necessary).
When you fight them again, odds are that they will have polymorph for their sorceresses. Use disenchant on your Spirit Walkers to take care of that, and use spirit link to link all your tauren together, reducing the effect of their focus firing. Also make sure to use Ancestral Spirit when any of your Tauren die. It is important that you micro your tauren though, since they are valuable units.
Don't forget about your stasis traps. Keep laying them to stun them, and keep using your Tauren Chieftain. I would advise some mana potions to fuel his mana tank.
If you do this properly, then this will probably be enough to deal with them. If they survive, just produce counter units accordingly to deal with new threats, with the greatest threat at this point being gryphons. Have your Berserkers focus-fire on them to take them down quickly. Also build a Bestiary or another barracks if air becomes a real problem. Keep upgrading though, make sure especially to get increased range damage, as well as armor. I would advise an expansion so you can continue to build casters, tauren, and berserkers at the same time, and make sure they don't expand. Use your Docs to put sentry wards down to keep an eye (literally. HA!) on possible expansion spots as well as their main base.
Actually, I can see another application for the second part of this strategy, if a gruntapult vs. a NE player fails, then I think this would work well against them, especially since they usually like to get archers at the sight of gruntapult.
So what do you guys think? This strategy is fairly new and hasn't been tested a lot, so there is probably some stuff that can be made better. Lets hear some feedback! :) .
Counter Slow-Riflemen (Orc)
The build order can be determined by the person executing this strategy, since it can vary and still be ok. Alright, this strategy employs units that you generally don't get a lot of in normal games.
Start out with the typical grunts for all your basic early game needs.
Tech quickly, and when your war mill finishes, switch production to Head Hunters.
Once your Stronghold finishes, build a spirit lodge and continue to produce head hunters. Get a second hero (preferably a Tauren Chieftain).
Research Witch Doctor Adept training, and afterward, start building witch doctors.
On a side note, it might be a good idea to upgrade troll regeneration, since you are using lots of Head Hunters and Witch Doctors (both trolls).
When the battle begins (if you fight them this early) lay down stasis traps. The idea is that the stun counters the slow used on you. It also allows you to focus on their soceresses while they are stunned.
Get Shockwave or War Stomp with your Tauren Chieftain (your choice) (if you have one). Shockwave is good for killing the oppsing force faster, but war stomp just adds to the amount of time in which their force is stunned.
Make sure to kill all the sorceresses first so that slow isn't too much of a problem.
As for your heroes, I would definately advise having a Tauren Chieftain, since he works well with this strategy. The second hero is your choice, but I have noticed that the Pit Lord works quite effectively with his AoE. As soon as the stasis trap goes off, use rain of fire to take advantage of the opposing units' immobility. He is also a good meat shield with all his health. Ok, it is very likely that you won't be able to finish them off this quickly, so now you move on to the second phase of this strategy.
Continue to tech. When you reach a fortress, upgrade your Head Hunters to Berserkers. Upgrade Witch Doctor master training for healing wards as well as additional mana. Construct a Tauren Totem, and start production of a few Spirit Walkers (make sure to get adept and master training and build another Spirit Lodge if necessary).
When you fight them again, odds are that they will have polymorph for their sorceresses. Use disenchant on your Spirit Walkers to take care of that, and use spirit link to link all your tauren together, reducing the effect of their focus firing. Also make sure to use Ancestral Spirit when any of your Tauren die. It is important that you micro your tauren though, since they are valuable units.
Don't forget about your stasis traps. Keep laying them to stun them, and keep using your Tauren Chieftain. I would advise some mana potions to fuel his mana tank.
If you do this properly, then this will probably be enough to deal with them. If they survive, just produce counter units accordingly to deal with new threats, with the greatest threat at this point being gryphons. Have your Berserkers focus-fire on them to take them down quickly. Also build a Bestiary or another barracks if air becomes a real problem. Keep upgrading though, make sure especially to get increased range damage, as well as armor. I would advise an expansion so you can continue to build casters, tauren, and berserkers at the same time, and make sure they don't expand. Use your Docs to put sentry wards down to keep an eye (literally. HA!) on possible expansion spots as well as their main base.
Actually, I can see another application for the second part of this strategy, if a gruntapult vs. a NE player fails, then I think this would work well against them, especially since they usually like to get archers at the sight of gruntapult.
So what do you guys think? This strategy is fairly new and hasn't been tested a lot, so there is probably some stuff that can be made better. Lets hear some feedback! :) .