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What are the common ways of playing between orcs in warcraft 3?
"Opening"
At first, it was almost exactly the same as the orthodox orcs, but in order to have enough wood in the middle, I made a little modification.
As soon as I came up for 4P gold mining, 1P altar, the newly trained 1P crypt, the trained second coolie continued to collect gold (usually the second work shed, but because I was not in a hurry to destroy my opponent, I was not in a hurry to send troops, so I would rather spend dozens of gold, which is not important, just a personal habit), the third coolie built a work shed, and the fourth.
When the barracks can train Gollum soldiers, the hard labor production in the base should have ended, when the population was just 20. Choose a base, study plunder (25 gold and 75 wood, this money will be earned back soon, just wait for the second crypt to be completed), sort out and recreate a hard work, right? * Teasing and guiding? P gold, 8P wood.
After building the altar, farmers will explore nearby, such as next door to TR. If it is a map like GW, you can explore it or not. If it is LT, it must be explored as soon as possible, because human opponents may speed up mining, and it will be too late.
After the altar is completed, train the prophet, and when the prophet comes out, call him a wolf (don't call him when there are elves around, you'd rather wait for him to explode your insignificant 50MP), and then explore the road separately.
When the prophet comes to his opponent's house, the base should be upgraded almost, and there should be two Gollum warriors (on the road).
Then do a certain degree of harassment or MF according to the situation (the opponent is WD or find a place where no one is there)
When there are about four Gollum soldiers, they can stop and let the prophet take them to MF mine (not necessarily the mine next to him). Generally, they can not lose money.
When you have the opportunity to harass, pay attention to the demolition of the unfinished building outside your opponent. Troops should not go too far. It would be better if they could lead their opponents back to the city.
When the family has resources, it will fill 4 crypts, 1 shop and logging yard.
If the opponent is a G-mad undead or a human who makes FM, raise the building barb.
Go home once after laying the mine, and buy 1 acceleration scroll and 2 blood tanks (***250 yuan, which will be used gradually in the future).
Pay attention to buying an acceleration reel every time you go home in the future. This is definitely a good thing.
"second base"
When the base is upgraded to Level 2, call Tauren Chieftain, Naga or Shadow Hunter as appropriate. For example, playing spiders will gain short-term advantages, and playing AC will get TC waves.
Build several towers as needed to prevent the base from being occupied.
Depending on the situation (referring to the economic aspect, for example, if you lose less, you can consider it), build two coolies, and they will help you build a branch base later.
Then build two corrals before upgrading the base, or upgrade the base before building two corrals, depending on the situation. For example, if you are weak, build BE first. For example, if your opponent is not strong, then you can consider upgrading the base first.
Speaking of which, you should have noticed that I have said many times that it depends. In order to better understand your opponent, you must let the wolf or mirror scout your opponent's base and possible excavation places from time to time during the whole game.
After the corral is completed, as long as the opponent has no storm air force, you can train two dragons or you can train bats.
"Three bases"
When the base reaches level 3, because you have 10 farmers logging, you must have extra wood to upgrade the crypt and watchtower.
Then upgrade incendiary bombs and train bats.
It should be noted that you can harass your opponent from time to time as long as you have an acceleration scroll on you before the bat goes on stage. If your opponent is human, you can slaughter farmers with the lightning of the prophet and the shock wave of Tauren Chieftain.
The defense of human base is actually very fragile.
After the bat comes on stage, you can start harassing again and again, but be careful that your harassment cannot be meaningless. At the same time, you can mine everywhere.
When attacking the surrounding buildings, let the wolf stand guard on the way back. You leave as soon as your opponent comes back. If you encounter slow, freezing and other deceleration situations, use the acceleration reel to escape.
If the opponent returns to the city, you will also use the acceleration scroll to escape.
It should be noted that your troops should try not to go too far, otherwise they will easily fall behind and be killed when they escape.
When you really can't escape, or you are taken off the air force by cobwebs, you can use the scroll to go back to the city to get yourself out of trouble.
When you see that your opponent has not returned to the city with a scroll through reconnaissance, don't hesitate to directly dismantle his main base, and then Tu Nong.
At the same time, build a soul home at home, train 1 and two witch doctors to put their eyes on the map for reconnaissance.
When you have extra money, build more towers in the main base and sub-base.
If there is a goblin laboratory on the map, try not to build it together to prevent the tower from being broken into pieces.
If the opponent is human, in order to guard against the cloud of the Dragon Eagle, the towers should not be built together as much as possible.
Then it depends on your ability to grasp the situation.
Hero's game
Recommend three heroes, two of whom must meet the requirements of killing demons, so that they can be combined to kill farmers quickly.
When the opponent has powerful heroes (such as Watchman, King of the Hills, Undead Heroes), try to leave a place for the Shadow Hunter. His witchcraft can effectively deal with them in many cases.
2. Wolf riding on a stream
The basic attributes of the net: interrupting the persistence skill, the net ignores the magical immunity attribute (deer of the net, the stream of the destroyer) and cannot be dispersed (BT). The ground troops trapped in the net stay where they are 10 seconds (I can't remember clearly), and the air troops trapped in the net will fall to the side of the wolf riding in the net, and some skills of the trapped units can't be used (shining, devouring, etc. ), and the net can be broken.
Primary chapter:
First: fly online. Get off the net and flock to Europe. Basically, everyone knows.
Second: the fish that slipped through the net. See the fleeing soldiers. Net. Europe ...
Third: network hero. Then Europe. ...
Next is the progress article.
Fourth: net farmers! Why? Farmers caught in the net can't fix it. Second, they can't be violent (especially jack-o 'lantern). Third, they can't escape the encirclement of Europe. ...
Fifth: net meat shield. Then run ... destroy each other's formation. This is reflected in OVO. Net the opponent's big G ... and then ...
Sixth: eliminate HR, net him two or three when you play ZZ, and then ... what ZZ dance? Gunmen dance? Come on!
Seventh: continuous network hero. Three wolves riding together ... can completely abolish a melee hero. ...
Eighth: Anti-harassment. What stone elephant ghosts hit farmers? Destroyer demolition? How to ride a horned eagle ... let two or three wolves ride it. Let him get more than one bargained for. It is effective against all harassment.
Ninth: it is still a net meat shield. But this time, it was a net. If your troops didn't command it, they wouldn't hit the trapped units. For example, if you knock NE, you will forget it completely first ... then your big G will ignore HT and jump on the poor little AC sister ... otherwise you will catch the poor mountain giant. ...
Tenth: still a network hero ... the principle is the same as above. See an opponent with two blood bottles, three-level evasion, an invincible DH with two blood cards ... then you are in trouble. Leave him alone. Three wolves ride very slowly. And your big G took the initiative to fall in love with ACMM. ...
Eleventh: When you cooperated with Feilong, you were tied up by a dragon eagle or something. When you put the dragon eagle in the net, it is experience. Similarly, when you get MF, you catch those powerful melee monsters (ogres and so on) ... FS+ flying dragons. ...
Twelfth: interrupt continuous skills ~ what snowstorm. Ten thousand cows run at full speed. A net. All right. ...
Combination:
Here are some classic collaborations with Wolf Rider:
First: lure the enemy deep, and the enemy will hunt you down like a hero ... after a long chase, I don't know the way home. I mistakenly entered the depths of your base ... trying to escape. Get caught in the net! ... this law also applies to field operations.
Second: lengthen the front. Concentrate superior firepower. Get him some muskets first ... let him chase you ... and then use the strategy of encircling Wei to save Zhao. There are special effects when attacking enemy bases. Give him a few bears, bull heads and so on ... and then only a few little wizards and heroes will chase you. ...
Third: the best way is to go. The troops are not dominant. Net a few powerful units and then go. Generally speaking, the enemy dare not catch up ... catching up is the second way. ..
Fourth: tug of war. Use wolves to ride and consume each other's troops. UD has special effects on hem who likes to open bases quickly. His little G and FM should have used the defense of the base. There is a siege car outside ... after it comes out, it will not only come back in vain, but also send a few small G's. ..
You can only think so much for a long time. Please add it.
PS。 The net that the wolf rides is really strong. If you use it well, it will be very powerful ~ and it won't go away ... (too much)
Skillful use of wolf riding will make you a cunning orc master.
The other is to cooperate with accelerated rolling. The combination of wolf riding and big G in the middle period is really invincible. ..
3. Trajectory flow
basic elements
To ensure victory, you should do three things well. Of course, even if you don't do well, you can still defeat the weak enemy. However, for the master, any mistake will lead to failure, so you must master these points:
harass
Effective harassment is crucial. If you finish the harassment well, your opponent has no chance to attack you quickly (even if there is, it will be difficult to succeed). Harassment not only makes your partner anxious.
And let him have no time to train, which delayed his development.
There are only two feasible harassment schemes in this construction sequence. You can summon the prophet to make wolves (when you are facing humans or undead) or you can use the popular techniques in the blade master. It is very effective for orcs, because the extra damage of popular art allows you to kill it before it escapes into the cave. )
adjust
When your hero is in the opponent's foundation mf, pay attention to his development direction. If he's a tech climber, watch out for the air force. Obviously, when facing the air force, catapults are only beaten, so you have to transform into a mixed force of headhunters and catapults.
If you can't make a correct judgment according to your opponent's tactics, you are bound to fail. In other words, don't blindly follow this order. This is just a basic tactic, and it is more important to make adjustments according to different threats.
protect
If your harassment is unsuccessful, what you have to face is how to prevent fast break. This means that you have to build an arrow tower to deal with the orc infantry (only one is enough), build thorns to deal with the human infantry (upgrade the defense), and pattern your hole.
Before you have a catapult to help defend, your base is easy to be attacked quickly, so do a good job of defense as soon as possible. In the meantime, if a quick attack comes, remember this principle: half the drudgery drills the hole and the other half repairs it (click Auto Repair). If he attacks the drudge, put the dying drudge in the hole and pull out the uninjured one for repair. Constant micromanipulation is the key to whether you can prevent rush.
Tactical process
If you do all the above things well, it will be a piece of cake to implement this tactic. The basic method is to produce 8 slingshots, 13 coolies and 1 hero as soon as possible. After the formation of the troops, choose five logging coolies, turn on the automatic repair function, take eight slingshots and a hero to the other base and kill him.
It's easy to do this. Build altars and burrows first, then a logging factory, and upgrade the base after you have 12 coolies and a hero (population 17). Then build a shop as soon as possible and rebuild two holes to ensure your defense. Finally, once you have the resources, start building two barracks. You should have eight catapults before dawn the next day, when the game lasted about 8-9 minutes.
If your opponent spends all his money on ground troops, these troops will be enough to beat him. Slingshot will give priority to attacking long-range units (because they want to avoid each other's sputtering damage, in fact, because of hard repair, sputtering damage becomes irrelevant), so it is best to micromanage them to attack melee units first, which will bring them more damage. (siege is heavy armor 100%, medium armor is 50%)
note:
-Look at the hidden sword tower in the game. It can effectively deal with the air force and ensure the safety of your catapult.
-If it is possible to buy a goblin airship, it will be convenient to transport catapults.
-Try not to fight on low-lying slopes. Your slingshot will miss many attacks.
-If your opponent has a hero who can interrupt, your hero may be surrounded. Spend 100 yuan to buy a teleport stick in the store to escape (don't waste teleport dice on a first-class hero, even at the expense).
Step 4 start tauren
Niu Niu has obvious weaknesses. He is big, low in defense, slow in movement and quick in death. His skills are not suitable for starting except halo. But this is the initial stage. I think if you can pay in installments and give you four grunts at first, the utilization rate of Niu Niu will be high. So I tried to get Niu Niu to come out with four grunts.
I started in Niu Niu. In fact, the five old farmers I drive are all brought to the mine, so there will be no shortage of gold. Get ready for Gollum. A farmer will be brought out to build a house. The first old farmer made by Big Ben was used to build barracks. The second one was buried. The third is logging. The fourth one, an old farmer of nine people, numbered 1, and then came back from logging for the first time. Gollum never stopped. It happens that Niuniu can still come out after dark. As the picture shows, I took three Gollum out for training, and the fourth Gollum is under construction. Then I went out of the mill to prepare for headhunting. Besides, my technique is not slow.
And the order of building houses. It's hard to describe. Because this tactic is too conservative, I didn't use it in actual combat.
Actually, Niu Niu is a good starting hero. We chose the tauren (whether starting or second) because of his aura. And the super skill of shock wave. Gollum with upgraded offensive and defensive skills can easily get rid of the undead DK generation dog. Especially when Niu Niu chose to trample on the war, I read the article on how to deal with the harassment of the starting mountain. I think Niu Niu's powerful orc play should also be very good. Usually we like the second hero to choose Niu Niu, whose level is relatively limited, indicating that the halo level is not high. So is the shock wave. Then that girl is a little rotten. If Niu Niu can be started, then in the medium term, there can be a flag (halo, needless to say, this will definitely go up)+killing (shock wave) or attracting firepower (war trampling) to shed a lot of blood without fighting.
Once the starting tauren is successful, there are many benefits. Some people will say, "TR is a small map, which is more suitable for harassment, and the first prophet is the best choice." -_-then I can't deny it. But TR is not the only one who can make a bull's head. I'm studying the possibility of opening a cow's head. Let's try to see if my article has any merits, because I have a bull's head.
Maybe more people will not choose Niu Niu at this time, but happily run to the store to take Naga ... I have nothing to say about it. At least I think this rep, which I have tried repeatedly for n times, can still provide a well-funded way to start Niu Niu.
5. Infantry mobility
I often hear the theory that the orc army is the strongest on the ground on the Internet, but one problem that people often ignore is that the establishment of this conclusion needs to add a word, that is, molding, that is, the molded orc army is the strongest among the four family armies, but it is not molded, so it is nothing at all-_-
In the ground battle with the other three clans, VSNE can rely on catapults, and VSUND can sometimes use Dragonfly Yin, but only when facing HUM, facing the universal combination of RM+ mage troops that will remain unchanged for 10,000 years, ORC is hard, not because the ground troops of ORC are poor, but because the HUM mixed troops that can be mass-produced in the secondary base cannot give ORC any illusion of forming ground troops in the hands of experienced players. So when we watch those representatives, we can often see the videos that ORC can win, mostly because of the previous harassment and profit, which leads to the super backwardness of HUM technology. However, in the comments and introductions of HUM's winning video, it is inevitable that HUM players will grasp the attack opportunity very well and kill them in one blow before the formation of ORC's ground troops.
Having said that, what I want to post here today is the strong play that ORC can play hard with HUM's mixed army in the medium term. I'm sure I've used this play on NE, but I think it's also very effective in HUM of Who Made the Army. Let's follow me into the unfettered orc land war.
Tactical keywords:
1: Map with airship.
The existence of airship is the most important factor for the success of this tactic.
2. Force selection
Big G+ catapult+soul walker
3. hero choice
FS+TC or TC+FS, (Note: TC is the soul of this tactic, FS can die at will, but TC had better buy N times insurance)
Step 4 harass
This kind of harassment is not in the general sense. The traditional FS-G harassment can no longer annoy Hem. The well-placed buildings can offset most of the previous disturbances to the HUM base. My harassment in this tactic is to kill human farmers repeatedly with airship and hero range magic. You can see this from the video I gave you.
All right, let's talk about the connection of this tactic.
First of all, you need to determine whether TC starts or FS starts:
It all depends on what kind of hum the opponent is. We know that HUM rarely takes the initiative to attack G's orcs at the beginning of the game. This MF-type hum is generally a tentative attack on ORC when the second edition is about to be upgraded to determine the opposing forces. More often, ORC is the MF-_- harassing HUM. You can make full use of this habitual thinking on Battle.net to start TC and quickly take G to LV3.
The second is normal FS startup:
This is the safest way to play. FS with G can harass and MF can retreat. The most important thing is that it won't be as embarrassing as using a low-level old cow when harassing hem.
Secondly, no matter who you are starting, when the second hero comes out, try to get an airship. On maps such as TM, you can directly buy MF goblins, while on maps such as LT, you can buy them with farmers at night, and then take all your troops (usually 8 units with double H) to HUM's house to slaughter farmers. (If FS is turned on twice, it will flash when it comes out. Remember to buy some transparent potions and ointments before you leave. )
You need to airdrop troops directly to HUM's mining area, then release shock waves and lightning at the first time, and then board the airship to escape when other troops return to defense. You can walk out from where he can see them, turn around and come back outside, wait for dozens of seconds, continue to drop troops and repeat the operation until other troops stay at home. If it is a small number of defensive troops, double H+ four to five G can completely drive them away.
At this time, what you need to care about is the construction on the other side. You need to add a BB after the completion of the second base to upgrade the attack and defense of the troops. After the mass production of the big G plus the catapult, after confirming that the other party must be configured by the army, make up a soul back to the white cow and upgrade to "awake". Generally speaking, when your harassing troops come back, your ground troops can have three catapults plus 8 to 9 G, 1 to two white ones. At this time, you can directly attack HUM. Generally speaking, Hem can't stand your harassment at this time, and the whole army will attack. His troops will be composed of traditional RM+ men and women plus a small amount of AM with LV4 and MK with LV3. The population ratio is basically around 60, and HUM will have a little advantage.
When fighting:
Pay attention to apply all the magic of FS and TC to men and women, put the catapult on the airship to change its position at any time, and attack HUM's unarmed troops to the maximum extent. As for the big G, there is no need to deliberately control it, just pay attention to avoiding the core attack range of C+B. The key point is that the shock wave position of TC must attack the maximum horizontal area, rather than being randomly placed, and the power supplemented by FS is specially placed on anemia units. After the airship puts down the catapult, it can take into account the protection of double H.
Personally, I am optimistic about ORC for the final battle. There is no comparison between the bravery of the orc troops and the horror of the heroic magic. You may say that HUM's scope magic is much more powerful than ORC, but what needs to be considered is that HUM's C+B is avoidable, while ORC's C+W is inevitable. RM has no advantage over G, and magic troops are suppressed by slingshots and white cows.
This kind of repeated use of airship harassment in the early stage not only destroyed the resources of the other side, but also delayed the training of MK, making HUM too busy to take care of the base of ORC and winning valuable time for the formation. Finally, when the population of both sides is almost the same, the decisive battle has begun, and victory is naturally not an unreachable dream!
The shortcoming of this tactic is obvious, that is, humming naval aviation. I also have a solution to this problem. It's simple. When the second hero comes out, I will also buy an airship. By the way, I'll spy on the Hem Base. If the other person doesn't have a mysterious shrine or you can directly see his room 49, then I will still make up a BB and take four farmers to TR. _-The single base of naval aviation has nothing but FM and farmers. What are you hesitating about? Before the dragon eagle enters the sea, use towers and catapults to suppress it. Make rational use of those G's and airships you accumulated in the early stage, and you should be able to cope easily. Either the tower was built with dead troops, or the tower was demolished and his troops were bare. You can get a good deal under any circumstances. Double BB at home can see headhunters.
6. Arrow Tower Flow
1. Investigate even if you are dead, because failure in investigation equals death; Look at the hero's treasure and you will know where he has been. There are mineral treasures = playing in the mining area = there may be 2 mines. A survey of his home will reveal his defensive formation and arms, as well as the amount of water in the moon pool. ...
2. Control soldiers calmly and quickly (I'm not very good at it). What are you thinking about? You should reach 100% of your hand. The key to achieving this goal is ... look at the big screen! ! !
3. The characteristic of tower orcs is that you regard the tower as a defensive building. It is just an explosive EXP of 1 10G500HP, which is worse than Bo (Bo is also worse), but if you regard it as a "soldier", it is easy to control and immediately "live" on the battlefield. What is the difference? Tavi. ! ! Many people failed in TOWERRUSH, and the timing was right, but they just couldn't kill him. Why?
TR: Failure: When you reach the target and there are no enemies at home, hit him once or twice, and then insert the tower in the control village (10 second slow insertion, 10 second slow cover, 10 second slow repair).
Failed TR: Afraid of being discovered, I sneaked into the security tower first, but I got too much (> 2). You can't shoot him if he doesn't rush hard (Tawei 0).
Failure TR: The tower was beaten before it was built, and the soldiers were also beaten after it was built (remember who protected it).
Failure TR: It was too late to control the villagers to repair the tower (the villagers won't start automatic repair before you insert the tower? )
A witty and easy-to-succeed person
1. Stick a tree (Tawei 60 takes off): Stick a tree or cover the tower with a river, and block the tower with soldiers. It is difficult for other people's ground troops to hit it, but it is not applicable when the other side has air-to-ground units (the air force will hit your tower in the tree).
2. Row-by-row (Tawei 60 takes off): straight line, tower to tower, after the first wave of coverage, cover 1 row forward = no problem, of course.
Depending on the situation, the second wave will disperse or take a big step forward.
3. Hit the heart type (tawei100): the target of TR is the opponent's main fort. Watching each other's main fort keep making money, my saliva is left behind. Take it off! ! ! Just plug it in at a visual distance of 800 meters. The success rate depends on another building, not necessarily higher or lower than the first two. You plug it in, and his house will change to yours.
4. There is a fast crawling route: remember that you are in the Qing Dynasty, and he is also in the Qing Dynasty. It is necessary to be as fast as him. Slower than him means the gap between EXP and treasure.
5. Deployment: This is the basic idea+improvisation. Good deployment can win good control of the army. The following is the deployment of my four-person team.
7. Blood-thirsty tauren
"I often hear friends complain about the weaknesses of ORC. . But if people just keep complaining, will ORC be strong? If orcs are really inferior to other races! Even if it is really not as good as ~! Not afraid! ~ don't we all love orcs? It is up to us to make ORC stronger. . "
"Orcs, bloodthirsty is not the strongest proof! ? "
1, start five hard-working gold miners, count four times in the lobby, gather at the nearest timber, then pull 1 gold miners' barracks (return to the gold mine after completion), come out from the sixth hole (then log), the seventh altar (log), and the eighth and ninth direct logging;
2. The barracks began to send out a big G, sent 1 coolies to scout (logging if you can come back), and then the lumberjack made up a hole. Heroes (prophets have their own merits, and it is recommended that the old cow) come out just 2 g. Do whatever you want, don't stop for a moment, and open a shop if necessary;
3, make up 1 hard labor logging, upgrade the wood to 190, and then see if you need to add a few big G. Then build a mill, upgrade 1 level defense, and fill the underground hole of 1~2, and pay attention to whether the enemy has any signs of focusing on developing the air force. If there is an opportunity, expand the ore division (not the focus);
4, 2 base corral immediately out of two dragons to kill farmers (give the enemy the illusion of developing air force), and upgrade 3 base, build 1~2 (single mine 1) and upgrade production (witch doctors can come out to spy and release sticks), out of corral out of four wolves and dragons in turn, focusing on the enemy's houses and shops;
5. Continue to fill the ground and make holes, 3: 2 totem gives birth to tauren (upgraded to a certain number), and barracks give birth to crushers (combining far and near, riding with wolves without armor). At the same time, upgrade the master and continue production. According to the configuration of about 25% of the total force (excluding mechanical units), Wolf Ride upgrades its network (with many uses). Finally, we can consider that the subject of 1 can enhance everyone's attack power (.
In addition, using the resources of the prophet to produce two dragons also has its own advantages. If you add the experience of two-base and three-base single heroes, you will find that Lao Niu can easily go to level 6. The high-level hero of 1 can often influence the war situation more than the two low-level heroes, and resources can be used more in the army. Another economic option is to produce a few bats instead of dragons and wolves.
If you can successfully build this army (the population will exceed 80), unless the enemy is all 49 (because of the existence of wolves, several air forces are not terrible), victory is natural.
8. The first shadow stream
First of all, correct an impression mistake that many people make. Shadow is not a knowledge hero. He is an agile hero.
Yeah, UD
The first thing is the so-called "spider flow". This move is very broken. The first hero used shadows. Infantry is the main force. At first, he went to UDMF to kill spiders. When the blue was used up, he went back to buy the purifying liquid. Then he went to find DK and Spider. Spider +DK can't beat Shadow+Infantry. Skill is witchcraft. The formation method is shadow and infantry formation 1. Tauren formation 2, Wolf riding formation 3.
After the second base was upgraded, tauren was taken as the second hero, and the war trampling was upgraded, adding several wolf knights. When we meet, we should exchange witchcraft for DK, then step on the bull's head, and then ride the net with a wolf (if the operation is fast enough, we can continue to use witchcraft, and the cooling time of level 2 witchcraft+1 trampling = level 2 witchcraft, and we can hold down the hero 19 seconds continuously). Kill DK
For those who deal with monsters, they will be promoted to Bistatic Dragon, and he will turn to Gargoyle. You will become a bat, he will become a spider, and you will add infantry.
Yeah, hum.
The main force against HUM should be infantry. You can upgrade to 1 attack 1 defense. The base can be upgraded to level two. The shadow will begin. In the early stage, we will take advantage of human infantry. The bull's head will escalate and be trampled. The auxiliary power will be 2 shamans (purifying water elements) +2 soul messengers (slowly destroying demons). In the last battle, it will be changed from witchcraft to MK, and then trampled by tauren. This move is generally aimed at MK.
Hum started as a mage, and the snowstorm harassed you. At this time, the shadow was placed at home. When it snowed, you changed him. At first it was 255 blue. If you don't have blue, neither does he. Infantry went to MF to find small and medium-sized wild animals. Second base regards tauren as the second hero. Escalating trampling and preparing to kill heroes is slow. It is slow to create a soul messenger to eliminate magic. Hum, that's how it started. Most of them violated the law and witches.
Hum Dragon Eagle+Griffin, you must earn Hum Infantry with shadow magic in the early stage. In the middle stage, you can ride wolves and bats. The dragon eagle catches a bat net. The wolf rides the dragon eagle net. Then you can fry lions with bats. Or you can use a headhunter.
Yes, Northeast China.
Female Hunting by Opponent Violence: Self-destructive flying dragon+infantry or infantry+catapult, killing DH or WD with the spells of shadow start and bull's head trampling.
Opponent Tree Demon: Wolf Ride+Dragonfly as the main force. Ride a net tree demon with a wolf. And use the wolf ride as a meat shield to block the tree demon's puncture attack. Dragonflies and heroes should pay attention to killing heroes. Or let the infantry and farmers go directly to TR in the early stage (when the other side didn't do the ancient war).
Rival Mountain Giant+Archer: Infantry+Wolf Ride. After the wolf rode the net to the mountain, the big troops rushed to the back of the mountain to kill. If they are in a narrow area, they must retreat. They must fight him in the open.
Caution: Shadow must carry invincible potion. Once the enemy has a tendency to attack the shadow desperately, it is best to use invincible immediately. For example, spider flow, the position of the bull's head should be behind DK. In front of the spider, stepping on it is the best (generally speaking, Spider Stream will put DK in front of the battle for a few seconds, so don't hesitate. Use magic immediately after 4.5 seconds.
The main reason why orcs are at a disadvantage among the current four races is that it was originally known that lightning+bull's head shock wave could not kill each other's heroes, which led to the repeated death of their own heroes. Finally, enemy heroes rank high.
To put it bluntly, switching to shadow witchcraft+bull's head trampling is to suppress each other from head to toe. And it has BT's ability to kill heroes. In the early stage, you can earn much more and much cheaper than the Prophet Wolf.
9. Headhunting process
In the ROC 1.06 era, orcs once put forward the tactics of violent headhunting, which may be the derivative tactics of UD violent spiders. According to the compatibility of offensive and defensive attributes at that time (ROC 1.06), the piercing attack can cause 150% damage when dealing with unarmed magic troops, while the defense type for piercing troops is mostly light armor (now medium armor), and the mage's magic attack has no bonus. In addition, there is a key puncture advantage: even if the other party uses a lot of puncture force (such as UD spider). However, things always have two sides: first, headhunters are not as high as crypt demon HP; Secondly, there is no magic support like death entanglement and holy light to supplement HP; Finally, when encountering a large number of close-knit troops (especially in the early days), it can only be described as "falling down". Due to the above disadvantages, headhunting tactics are just a flash in the pan, and then they are covered up by other tactics and even forgotten by people. ...........
With the arrival of TFT, the change of various attributes, and the addition of new heroes and arms, the tactics that were neglected or eliminated in the past resurfaced and even surpassed the past. The best example is that UD got the Obsidian statue, and the strategy of the corpse thief continues. Orcs are no exception.
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