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Darkslayer633
11-29-2004, 8:46 AM
what is the easiest race for beginners to use online, and what is a good way to start, like have all harvest or have some build and others harvest?

Mindslaver
11-29-2004, 6:02 PM
I would say Orcs are the easiest. (Guys, please don't argue with me on this one, it's my opinion)

And here is a build order that will help you with the second part of your question (Courtesy of Infoceptor)


3 peons on gold
2 peons on wood
queue up 2 more peons(P shortcut)
rally point to wherever(Y shortcut)
when wood peasant brings in make a burrow (BO shortcut)
then make an altar - (BA)
queue 1 peon
rally to gold
queue 1 peon
rally to wood after one is made
when you have 70 wood make barracks(BB)
when burrow is done put the peon to gold
switch over to the altar and build a tauren chieftan (T)
scout with the peasant that built the altar
rally altar to the expo (Y)
queue 2 peons(P)
burrow(BO)
grunt
build a war mill
rally barracks to hero(Y)
learn war stomp
go creep
make another grunt
queue up a grunt
start killing with your hero alone
get attack upgrade for grunts
make a peon(P)
rally to expo (Y)
Get aura
make expo

To quote directly from the site:
That's it!

This build order works very well! You should build a burrow and a tower in your expo and a tower in your main. If he expanded and is getting defenses then get catapults out of a second barracks. If he didn't you might want to go Beastiary to get raiders and kodo beasts.

If he is Orc or Human then you might want to get Wyverns and use them in conjunction with grunts.

So you have two choices at first: second barracks or a beastiary. Then when you are close to High Upkeep you have some extra money. You can spend it on a third building - either tauren totem or second (first) beastiary or even a Spirit Lodge. Witch Doctors are good spell casters because you can drop the wards all over the map and they last 6 minutes! Stasis traps could be used to slow down the enemy when the enemy is seen by the scouting wards to slow down the attack. And you can drop healing wards beacause they restore the hit points of an army to 100% in 20 seconds.

Darkslayer633
11-29-2004, 8:41 PM
I would say Orcs are the easiest. (Guys, please don't argue with me on this one, it's my opinion)

And here is a build order that will help you with the second part of your question (Courtesy of Infoceptor)


3 peons on gold
2 peons on wood
queue up 2 more peons(P shortcut)
rally point to wherever(Y shortcut)
when wood peasant brings in make a burrow (BO shortcut)
then make an altar - (BA)
queue 1 peon
rally to gold
queue 1 peon
rally to wood after one is made
when you have 70 wood make barracks(BB)
when burrow is done put the peon to gold
switch over to the altar and build a tauren chieftan (T)
scout with the peasant that built the altar
rally altar to the expo (Y)
queue 2 peons(P)
burrow(BO)
grunt
build a war mill
rally barracks to hero(Y)
learn war stomp
go creep
make another grunt
queue up a grunt
start killing with your hero alone
get attack upgrade for grunts
make a peon(P)
rally to expo (Y)
Get aura
make expo
To quote directly from the site:
well thanks for the idea of orcs but with that build order won't the other ppl have me whooped by then?

and i have another question what is a good build order for undead i played 2 games with them today and won but i am a litle slow at the start.

Mindslaver
11-30-2004, 8:43 PM
Good choice. I love the Undead Scourge as well.

Here is a nice build order from war3world.com:

Undeads: The One Undead Starting Build Order


Over the course of my Warcraft III gaming career, I have witnessed erroneous Undead theory, as well as flawed gameplay in application. The fact remains that many Undead users are wasting precious time and resources in the beginning of the game through their starting build order, which I intend to focus on in this short article. Casual and "programer" WC3 players alike have yet to discover the One Undead Starting Build Order, the quickest and most cost-effective Undead build order to hit Battle.net. There are no exceptions or substitutions to the rule. With this simple understanding of the Undead race, you will have the edge over an opponent using a less resourceful starting build order.

When I ask the average undead user which starting B/O they prefer to exercise in ladder matches, most take my inquiry as a question of Crypt or Altar first. I generally hear and see Crypt before Altar, as Undead Heros are not as well equipped for "Soloing" (creeping with only a Hero and no supporting units), negating the purpose of a quick Altar. The most popular starting build order for the Undead race is, in fact, CryptàZigguratàAltar.

It seems simplistic in its logic, but why would one not consider the possibility of having both an Altar and a Crypt as fast as possible? Obviously, one needs a larger food supply to support the production of Ghouls and more importantly a Hero. Thus, Zigs are constructed as early as possible in order to sustain the growing population. However, one must realize that the construction time of a ziggurat is significantly less than both the Altar and the Crypt. I won't keep you in anticipation any longer, so let us get down to the specifics…

[Disclaimer: this build order is a spoiler. If you wish to discover the ultimate Undead starting build order on your own time, through your own practice, refrain from reading the rest of this article.]

Begin by placing all Acolytes on the gold mine. Immediately que up 2 Acolytes in your Necropolis, and set the rally point to the gold mine. Remember it is ok to relax and take your time at this stage of the game, just make sure all your units are working properly and efficiently, that is most important. A devastating mistake, for example, is to accidentally place the rally point just off the side of the gold mine, so that when the Acos are produced they do not gather gold, but instead stand next to the gold mine as if they were. You must make sure that these errors do not occur, as this is the most crucial stage in game progression. Now take your Ghoul and have him harvest the nearest source of lumber.

When everything is in place, remove an Aco from the gold mine and have him summon a Crypt, and then an Altar immediately afterwards (fig. 1). Put him back on gold. Your 1st Aco produced at the necropolis should finish and head towards the mine soon afterwards. When 150 gold arrives, summon a Zig. Place it as close to the mine as possible. You do this for two reasons: 1. Time off of the gold mine is wasted money; you want to shorten the travel distance of the Aco as much as possible, whenever possible (some people would rather build a 6th Aco to do the summoning, and then later use him to scout, but I prefer using an extra Ghoul for that purpose); 2. They are later used as a defense structure, and the gold mine is in need of the most protection in the early parts of the game. I like to place my ziggurats as a sort of "moat" between my mine and other structures (fig. 2). Count away two spaces when placing buildings next to the mine so that a Zig can fit in between, protecting both the mine and the summoned buildings from attack.

http://www.war3world.com/strategies/images/020819_figure1.jpg

Wait for 250 gold to arrive, and then make an Aco summon a Graveyard. This may be but the only debatable step in my One Undead Build Order. Some may rather forgo the Yard for a second Crypt, which might be wise when facing an enemy at close proximity. Or, in some strange tech situations, upgrading to Halls of the Dead might come before a Yard. However, I find that the early Graveyard is necessary if you plan to go creeping with your Hero and Ghouls ASAP (which I strongly advise). It allows the construction of Spirit towers, which really help to keep those annoying hero rushes at bay.

http://www.war3world.com/strategies/images/020819_figure2.jpg

When the Crypt finishes, non-stop produce Ghouls until you are at 20-20 supplies. Don't que up 5 Ghouls right away, though, as that money is better invested in other places, like another ziggurat, which will be needed at either 16 or 18 supply. When the Altar finishes, your first ziggurat will not be ready just yet. It may be a second or two before it is ready. When it is, train your first Hero.

I will not say which Hero is best, as I see many different unit combinations among top gamers, all of which seem relatively successful. This type of theory I will not delve into at this time. Although, I will tell you that the Lich is probably not the best choice for the beginning of the game, because of its obvious weaknesses in terms of strength and defense. [And those of you who know about the level 10 Dragon glitch, please, don't bother with it.] The two main options tend to be Death Coil + Unholy Aura DK, or Sleep/Carrion Swarm (depending on preference) + Vampiric Aura DL.

When your Hero is out, you should have 4 Ghouls harvesting wood and another 1 being produced. You will also be at 20/20 food supply if you followed all other instructions. Your second Zig will be ¾ of the way completed, and a Yard should slowly be coming into existence. Upgrade attack to compliment Vampiric Aura if you chose to go that route, or get armor to stack with Unholy Aura for that matter. Either way, I stress that upgrades are constantly researched.

Take the 4 Ghouls (remember to drop off lumber, don't waste) and Hero and go creeping! The fifth Ghoul will finish and start harvesting where the other 4 left off. Then research cannibalize, because it is more than worth the $75 you spent on it, and because you won't have the food to train any more Ghouls anyway, at least until that 2nd Zig finishes. For now you will only need 1 Ghoul on lumber, so you can set the rally point of your Crypt to your Hero. Later you will find yourself needing a second Ghoul to harvest lumber in order to provide for upgrades like Black Citadel and advanced attack/defense at your Graveyard, etc.

Also, I would upgrade one Zig to a Spirit Tower when the cash comes, so as to [hopefully] prevent any annoying rushes while I creep, and not waste a Scroll of TP.

After this point, the road to victory splits, and your options multiply. You can put down a second crypt, expand, upgrade to Halls (what I find myself doing the most), or do whatever. The choice is yours. But, at least you know that the path you took to get to this fork in the road was the fastest possible. Good luck!

tb473
11-30-2004, 9:41 PM
Personally, I wouldn't suggest the Orcs as the first race for beginners. I was a newb not too long ago, and I had trouble with Orc in my beginning days. I would personally suggest Human or Undead.

Human: Personally, I think this is the best beginner's race. They're just so beginner-friendly, and fairly easy to use. Mass-Footmen w/Archmage or Paladin (preferrably Paladin) is a very cheap, fast and effective tier-1 strat, and provides meat for tier 2 and 3 strats. Plus this strat is easier on micro if you use the Paladin, just Holy Light your Footies when they get injured.
Plus Mass Riflemen with Mountain King as your hero is easy micro too. Just Thunder Clap your opponent (for the stun) and have the Rifles do their work. Plus it transfers into tier 2 really easy (get an Archmage with Aura and start getting Sorcs, Slow helps a ton). Basically, Humans are an easy race to micro and transfer between strats (for counters and such).

Now onto the Undead. I think the Undead are basically good for the same reasons as the Humans, but harder to pull off. The Undead are basically the slightly harder to use copies of the Humans, they have similar units and Heros (Death Knight is to Paladn, Lich is to Archmage, Ghoul is to Footmen, etc.). But, if you can pull off a great UD strat, it will pay off, I guaruntee it. As i said, some UD strats are very similar to Human ones (mass ghouls and mass foots) but the real difference is with casting. While Human gets you used to getting units fast and other fundamentals, Ud passes on some other talents (intermediate micromanagement, spell management, scouting, etc.). IE: The primary Undead caster is the Necromancer. compared to the Human primary caster, the Sorceress. Necromancers are WAY different than Sorcs, as they can summon Skellies from corpses and some other cool spells. Massing these skeletons is a very potential UD strat of it's own, and it teaches spell management and micromanagement as well. Which is why I recommend the UD race for beginners.
Undead and Human races: Certified by tb473 for Best Race for Beginners:D

KillJoY
11-30-2004, 11:27 PM
Good choice. I love the Undead Scourge as well.

Here is a nice build order from war3world.com:

Undeads: The One Undead Starting Build Order


Over the course of my Warcraft III gaming career, I have witnessed erroneous Undead theory, as well as flawed gameplay in application. The fact remains that many Undead users are wasting precious time and resources in the beginning of the game through their starting build order, which I intend to focus on in this short article. Casual and "programer" WC3 players alike have yet to discover the One Undead Starting Build Order, the quickest and most cost-effective Undead build order to hit Battle.net. There are no exceptions or substitutions to the rule. With this simple understanding of the Undead race, you will have the edge over an opponent using a less resourceful starting build order.

When I ask the average undead user which starting B/O they prefer to exercise in ladder matches, most take my inquiry as a question of Crypt or Altar first. I generally hear and see Crypt before Altar, as Undead Heros are not as well equipped for "Soloing" (creeping with only a Hero and no supporting units), negating the purpose of a quick Altar. The most popular starting build order for the Undead race is, in fact, CryptàZigguratàAltar.

It seems simplistic in its logic, but why would one not consider the possibility of having both an Altar and a Crypt as fast as possible? Obviously, one needs a larger food supply to support the production of Ghouls and more importantly a Hero. Thus, Zigs are constructed as early as possible in order to sustain the growing population. However, one must realize that the construction time of a ziggurat is significantly less than both the Altar and the Crypt. I won't keep you in anticipation any longer, so let us get down to the specifics…

[Disclaimer: this build order is a spoiler. If you wish to discover the ultimate Undead starting build order on your own time, through your own practice, refrain from reading the rest of this article.]

Begin by placing all Acolytes on the gold mine. Immediately que up 2 Acolytes in your Necropolis, and set the rally point to the gold mine. Remember it is ok to relax and take your time at this stage of the game, just make sure all your units are working properly and efficiently, that is most important. A devastating mistake, for example, is to accidentally place the rally point just off the side of the gold mine, so that when the Acos are produced they do not gather gold, but instead stand next to the gold mine as if they were. You must make sure that these errors do not occur, as this is the most crucial stage in game progression. Now take your Ghoul and have him harvest the nearest source of lumber.

When everything is in place, remove an Aco from the gold mine and have him summon a Crypt, and then an Altar immediately afterwards (fig. 1). Put him back on gold. Your 1st Aco produced at the necropolis should finish and head towards the mine soon afterwards. When 150 gold arrives, summon a Zig. Place it as close to the mine as possible. You do this for two reasons: 1. Time off of the gold mine is wasted money; you want to shorten the travel distance of the Aco as much as possible, whenever possible (some people would rather build a 6th Aco to do the summoning, and then later use him to scout, but I prefer using an extra Ghoul for that purpose); 2. They are later used as a defense structure, and the gold mine is in need of the most protection in the early parts of the game. I like to place my ziggurats as a sort of "moat" between my mine and other structures (fig. 2). Count away two spaces when placing buildings next to the mine so that a Zig can fit in between, protecting both the mine and the summoned buildings from attack.

http://www.war3world.com/strategies/images/020819_figure1.jpg

Wait for 250 gold to arrive, and then make an Aco summon a Graveyard. This may be but the only debatable step in my One Undead Build Order. Some may rather forgo the Yard for a second Crypt, which might be wise when facing an enemy at close proximity. Or, in some strange tech situations, upgrading to Halls of the Dead might come before a Yard. However, I find that the early Graveyard is necessary if you plan to go creeping with your Hero and Ghouls ASAP (which I strongly advise). It allows the construction of Spirit towers, which really help to keep those annoying hero rushes at bay.

http://www.war3world.com/strategies/images/020819_figure2.jpg

When the Crypt finishes, non-stop produce Ghouls until you are at 20-20 supplies. Don't que up 5 Ghouls right away, though, as that money is better invested in other places, like another ziggurat, which will be needed at either 16 or 18 supply. When the Altar finishes, your first ziggurat will not be ready just yet. It may be a second or two before it is ready. When it is, train your first Hero.

I will not say which Hero is best, as I see many different unit combinations among top gamers, all of which seem relatively successful. This type of theory I will not delve into at this time. Although, I will tell you that the Lich is probably not the best choice for the beginning of the game, because of its obvious weaknesses in terms of strength and defense. [And those of you who know about the level 10 Dragon glitch, please, don't bother with it.] The two main options tend to be Death Coil + Unholy Aura DK, or Sleep/Carrion Swarm (depending on preference) + Vampiric Aura DL.

When your Hero is out, you should have 4 Ghouls harvesting wood and another 1 being produced. You will also be at 20/20 food supply if you followed all other instructions. Your second Zig will be ¾ of the way completed, and a Yard should slowly be coming into existence. Upgrade attack to compliment Vampiric Aura if you chose to go that route, or get armor to stack with Unholy Aura for that matter. Either way, I stress that upgrades are constantly researched.

Take the 4 Ghouls (remember to drop off lumber, don't waste) and Hero and go creeping! The fifth Ghoul will finish and start harvesting where the other 4 left off. Then research cannibalize, because it is more than worth the $75 you spent on it, and because you won't have the food to train any more Ghouls anyway, at least until that 2nd Zig finishes. For now you will only need 1 Ghoul on lumber, so you can set the rally point of your Crypt to your Hero. Later you will find yourself needing a second Ghoul to harvest lumber in order to provide for upgrades like Black Citadel and advanced attack/defense at your Graveyard, etc.

Also, I would upgrade one Zig to a Spirit Tower when the cash comes, so as to [hopefully] prevent any annoying rushes while I creep, and not waste a Scroll of TP.

After this point, the road to victory splits, and your options multiply. You can put down a second crypt, expand, upgrade to Halls (what I find myself doing the most), or do whatever. The choice is yours. But, at least you know that the path you took to get to this fork in the road was the fastest possible. Good luck!

Heh, Im sorry but I just had to do that. Lots of text, doubled! :D

Cheapo5020
12-01-2004, 12:06 AM
I do say that that is a pretty good build order for the undead, but I don't think you can say it is THE Master Undead Build Order, since there isn't one. (One of the reasons I love this game; it is ok to be different, since doing something different won't necessarily put you at a disadvantage to your opponent.)