Orc Strategies
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- Doc Paterson
- Drake Cartographer
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I'm sure most people here would rather see you vs. dalk.Herduk wrote:Has for nebula955: saturday morning i'm waiting you on server to try your strat.dalk wrote:Against elves you need a little luck with taking out the first unit on a village (probably a fighter), but 3 hits will solve that problem at night.
Unless the map is horribly unbalanced, you cant set up a defense with dwarves on hills and mountains alone, and their defense is only 50% on villages, easy grunt target. Outlaws have more, but they usually lack hp to defend a village. If there is a gap in the lines, grunts can flow through and just take all the villages, leaving your fortified dwarf defense useless.
Meanwhile, the other 2 grunts "defending" the other side should also advance, so the other player will have to leave at least 2 of his more expensive units (then grunts) there or you can break through on that side.
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
Some idea to counter mass grunts :
- for Loyalists, it looks trivial to counter : mass cavalryman (some HI too if you like) and the grunt have no chances. In fact if you ennemy don't use any piercing weapon a group of cavalrymen is usually a big threat. If you don't have enough of them, some spearmen + archer won't be easy for the grunt to defeat
- for Knlagans some mixture of guardmen, thunderer, poacher and maybe fighter could do a great job. Footpad will have time to run to avoid too much exposure.
- for Rebels, fighter and archer in the forest with a shaman for support can do a great job. you will have a little mobility advantage here, try to use it to do most fight at day.A Mage can do a great job too, but be careful, because it's not as mobile as you elf and can die very fast if exposed. Some scout might offer some support for the offensive phase too, and as well to capture villages. With the usual setup, you should be able to defend yourself.
- for drakes, grunt hurt : the grunt for it cost, the grunt is usually the best damage dealer
You can try to defend with clashers (maybe with some augur support if you like, once you have enough clashers to hold the line). Drakes aren't normally meant to defend, but clashers would do a nice job, and the drake mobility shall do the job for attack. Don't rush too fast in the melee, if your clashers cannot follow the move, you'll be crushed fast (except of course if you anihillated a lone target)
- for undead, well skellies shall cover from the grunts and ghosts capture the villages
- for Loyalists, it looks trivial to counter : mass cavalryman (some HI too if you like) and the grunt have no chances. In fact if you ennemy don't use any piercing weapon a group of cavalrymen is usually a big threat. If you don't have enough of them, some spearmen + archer won't be easy for the grunt to defeat
- for Knlagans some mixture of guardmen, thunderer, poacher and maybe fighter could do a great job. Footpad will have time to run to avoid too much exposure.
- for Rebels, fighter and archer in the forest with a shaman for support can do a great job. you will have a little mobility advantage here, try to use it to do most fight at day.A Mage can do a great job too, but be careful, because it's not as mobile as you elf and can die very fast if exposed. Some scout might offer some support for the offensive phase too, and as well to capture villages. With the usual setup, you should be able to defend yourself.
- for drakes, grunt hurt : the grunt for it cost, the grunt is usually the best damage dealer
You can try to defend with clashers (maybe with some augur support if you like, once you have enough clashers to hold the line). Drakes aren't normally meant to defend, but clashers would do a nice job, and the drake mobility shall do the job for attack. Don't rush too fast in the melee, if your clashers cannot follow the move, you'll be crushed fast (except of course if you anihillated a lone target)
- for undead, well skellies shall cover from the grunts and ghosts capture the villages
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!"
-- xtifr

i had a very hard time fighting undead at day with northeners
reason: ghuls
the strategy that wiped me out was to attack at day with an army that
had a lot of ghuls ... because they have not very low hp and it at day
i do -25% dmg they are very hard to kill ... so for the undead it was easy to poisen most of my units ... as northeners lack a healer and there are not enough villages that killed me ...
at night he either retreated or killed my units that were weakened by poisen
how do i meet that strategy?
i recruitet some bowman to shoot the ghuls but than next turn all the
bowman get poisened with ghuls melee ( and is i mentioned at day a ghul is not easy to kill )
reason: ghuls
the strategy that wiped me out was to attack at day with an army that
had a lot of ghuls ... because they have not very low hp and it at day
i do -25% dmg they are very hard to kill ... so for the undead it was easy to poisen most of my units ... as northeners lack a healer and there are not enough villages that killed me ...
at night he either retreated or killed my units that were weakened by poisen
how do i meet that strategy?
i recruitet some bowman to shoot the ghuls but than next turn all the
bowman get poisened with ghuls melee ( and is i mentioned at day a ghul is not easy to kill )
trolls to take poison, with some goblins that you don't care if they die, and archers to finish them off. Make sure you have trolls in reserve to protect your archers, the archers should never be at the front when it's not your turn.
If enough people bang their heads against a brick wall, The brick wall will fall down