Warcraft III: The Frozen Throne/Night Elf strategies: Difference between revisions

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==Against Human==
==Against Human==
Build huntresses instead of archers as the backbone of your army, as the Human Footman have Defend, which kills your archers' attacks. Although early archers (6-7) can be quite affective v undefended footmen, just make sure to phase into hunts before the humen upgrades footmen. Remember to scout well since Humans can expand quickly. Also, later in the game, build 5-6 Faerie Dragons since your enemy will certainly use and rely on lots of spell casters, and your Faerie Dragons will just hover there and damage them repeatedly with Mana Flare as you fight the main battle. As always, adjust your strategy to the situation.  
Build huntresses instead of archers as the backbone of your army, as the Human Footman have Defend, which kills your archers' attacks. Although early archers (6-7) can be quite affective against undefended footmen, make sure start producing hunters before the human upgrades the footmen. Remember to scout well since Humans can expand quickly. Also, later in the game, build 5-6 Faerie Dragons since your enemy will certainly use and rely on lots of spell casters, and your Faerie Dragons will just hover there and damage them repeatedly with Mana Flare as you fight the main battle. As always, adjust your strategy to the situation.  


Anti-Rush: Be sure to not leave your main base with your hero and two archers (you did build that to start, right?) for a little while at the start of the game. This is to defend against the tower rush which can kill you if you are not there to cut it off right as it starts. Once you have a total of three archers, you may leave your base, but be sure to keep at least one (two is better) archers back in the base to kill the peasants that may run into your base and start building.
Anti-Rush: Be sure to not leave your main base with your hero and two archers (you did build that to start, right?) for a little while at the start of the game. This is to defend against the tower rush which can kill you if you are not there to cut it off right as it starts. Once you have a total of three archers, you may leave your base, but be sure to keep at least one (two is better) archers back in the base to kill the peasants that may run into your base and start building.


Anti-Tower rush: Humans are known to tower rush on small maps. This can be quite difficult for a NE, especially when trying to produce hunters. In order to best counter a tower rush uproot any Ancients (besides tree of life) and attack the towers or peasants.  If their are no available Ancients, you could even uproot your Tree of Life as a failed tower rush will damage the human enough to make up for the loss of your entangled gold mine.


==Against Orc==
Priestess of the Moon with her Scout ability is a good counter against that pesky Blademaster and his Wind Walk. Proper utilization of dust from a goblin or night elf shop also counters a blademaster. try to dust before the blade master wind walks so your units dont untarget him. Use huntresses in conjunction with the Priestess as a main force, and back up with lots of Dryads and Faerie Dragons, since Orcs are absolutely guaranteed to try to use Bloodlust as their winning strategy, and your Dryads will dispel it from their units, and the Faerie Dragons will kill their shamans, all as you are winning the battle. Add archers or hippogryphs to counter any wyverns.


Anti-Tower rush: Humans are known to tower rush on small maps. This can be quite difficult for a NE, especially one going fast hunts. In order to best counter a tower rush 1)uproot any Ancients (besides tree of life) and attack the towers or peasants. 2) if their are no available Ancients it may be advisable to uproot your Tree of Life as a failed tower rush will damage the human enough to make up for the loss of your entangled gold mine.
Drayds are not effective against wyverns as their high piercing damage will wreck dryad's unarmored rating.
 
==Against Orc==
Priestess of the Moon with her Scout ability is a good counter against that pesky Blademaster and his Wind Walk. Proper utilization of dust from a goblin or night elf shop also counters a blademaster. try to dust before the blade master wind walks so your units dont untarget him. Use huntresses in conjunction with the Priestess as a main force, and back up with lots of Dryads and Faerie Dragons, since Orcs are absolutely guaranteed to try to use Bloodlust as their winning strategy, and your Dryads will dispel it from their units, and the Faerie Dragons will kill their shamans, all as you are winning the battle. Add archers or hippogryphs to counter any wyverns. Mass Drayds *ARE NOT* affective v wyverns as their high piercing damage will wreck dryad's unarmored rating.


Make sure to keep a few Archers and one Dryad in your base at all time, just in case they send in a lone Raider trying to do damage while your main force is gone. The Dryad will be able to poison the Raider and the Archers will dish out the damage. If the Raider starts to attack your Dryad or any of your Archers, run them to a Moon Well. Take full advantage of the fact that an NE expansion cheaper and less time-consuming then an orc expansion.
Make sure to keep a few Archers and one Dryad in your base at all time, just in case they send in a lone Raider trying to do damage while your main force is gone. The Dryad will be able to poison the Raider and the Archers will dish out the damage. If the Raider starts to attack your Dryad or any of your Archers, run them to a Moon Well. Take full advantage of the fact that an NE expansion cheaper and less time-consuming then an orc expansion.
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==2on2 with Human==
==2on2 with Human==


 
The human player should create an alter and a farm, from then on he should feed you only using resources to build up his economy. This way you can get super fast hunts, as fast as one would normally get archers. Keeper of the grove is the best hero for this, as you can catch and kill early riflemen before they have enough of them to kill your hunt army. For this strat to work it is imperative that one player is eliminated before they can tower (meaning 3-4 towers) and tech. If they tower and tech the human should stop feeding and create rifle/mort. The Night elf should take advantage of it's hunt-assisted map control, tower and tech.
A great Night elf strategy demands that your ally is either NE or Hu. Have him create an alter and a farm, from then on he should feed you only using resources to build up his economy. This way you can get super fast hunts, as fast as one would normally get archers. Keeper of the grove is the best hero for this, as you can catch and kill early riflemen before they have enough of them to kill your hunt army. For this strat to work it is imperative that one player is eliminated before they can tower (meaning 3-4 towers) and tech. If they tower and tech the human should stop feeding and create rifle/mort. The Night elf should take advantage of it's hunt-assisted map control, tower and tech.


==2on2 with Orc==
==2on2 with Orc==


 
Hunters and Grunts can work quite well, allowing you to overwhelm your opponents with mass melee right as they attempt to transition from Tier one into Tier two. You should eliminate a base at or before this stage of the game, before the enemy builds air units.
 
Hunt Grunt can work quite well, allowing you too overwhelm your opponents with mass melee right as they attempt to transition from Tier one into Tier two. Beware that you must eliminate a base at or before this stage of the game, or risk being killed from the air.


==2on2 with Night Elf==
==2on2 with Night Elf==

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