Are the Orcs tougher to play? One thing that I noticed was that
spearmen can't fire from as far away as the archers. This means
that the archer gets the first shot ALL the time, and the spearmen
all have to take a step forward before they start attacking.
I'm sure this is old news to you Warcraft veterans, but I just
bought the game on Saturday.
Also, the Orc version of a cleric doesn't have healing power. I
find that this is a MAJOR disadvantage. And perhaps it's just me,
but it seems that the second-closest gold mine to the Orc camp is
always a LONG way away.
When you're playing against the computer, this is no big deal, but
If I was playing against a real person, I would NOT want to be
playing Orcs, unless I was playing against an extremely inferior
player. Of course, perhaps the ability to create demons would offset
all of this...
These observances made, I think that this game has been an absolute
blast! I wish there were more scenarios, but I really feel that I
got my money's worth out of this one, even paying full price.
I'd like to see a scenario editor/creator for this game. Wouldn't
you just love to play some campaigns that were designed by fellow
netters?
--pat--
--
--pat traynor--
tra...@bostech.com
Ha! Those pesky demons are no match for the wrath of my archers!If I can, I
form them in a loose semi circle around my catapults (demons are suckers for
catapults they always go for it). At best, he (it) can have one stab at it before the storm of arrows takes it out. (But then again, I usually send my spare
money on upgrading my arrow strength to the max)
Janos
PS: This is one evil game. The other day I was playing it straight until
7am (I simply couldn't just stand up and turn that damned thing off) , I
caught about an hour of sleep and came to work already late.
Yeah, in general the orcs are at a disadvantage. The lack of healing
really hurts you; 'raise dead' doesn't make up for it.
The spearmen do a little more damage than the archers, so that makes up
for their 1 shorter range.
> And perhaps it's just me,
>but it seems that the second-closest gold mine to the Orc camp is
>always a LONG way away.
I think that's just you.
>When you're playing against the computer, this is no big deal, but
>If I was playing against a real person, I would NOT want to be
>playing Orcs, unless I was playing against an extremely inferior
>player. Of course, perhaps the ability to create demons would offset
>all of this...
No, if you have demons the humans have elementals, which I like better
since they have a ranged attack & so can work better in groups.
Also, the human 'rain of fire' seems way better than 'cloud of poison.'
Spiders seem a bit better than scorpions, at least.
>These observances made, I think that this game has been an absolute
>blast! I wish there were more scenarios, but I really feel that I
>got my money's worth out of this one, even paying full price.
The campaigns are cool, but the 'custom' games are only so-so. They show
off the AI at its worst. If it doesn't have a 'canned' plan, it REALLY
sucks.
If you liked the campaigns, you will go NUTS over 2-player games. It is
_soo_ much fun playing against someone as devious and nasty as yourself.
>I'd like to see a scenario editor/creator for this game. Wouldn't
>you just love to play some campaigns that were designed by fellow
>netters?
Ditto on that. Wonder if Blizzard would care to release the spec's for
the scenarios.
You might want to get the 1.21 patch, from the Blizzard BBS at 1 714 556 4602
if nowhere else. It includes the unit editor. I made buildings more fragile
and orc-skeletons a _lot_ meaner.
>--pat traynor--
>tra...@bostech.com
-- Rich
(depa...@netcom.com)
Hi Pat,
As you progress, you will notice the orcs are actually stronger than
the humans because their necrolytes can cast Unholy Armor, rendering
your unit to be temporarily invincible. This is a major advantage when
playing against a friend. Also, I've played so many games where me and
my friend would always run out of gold and the one thing that helped me
win was the necrolytes ability to raised the dead, thus giving me
skeleton units without the need for gold.
Yes, I do agree that it would be more fun to play campaigns designed by
fellow netters but your wish is about to come true with Warcraft 2. It
includes a Windows based map editor.
-C3P90
Sorry, I would personally go agians a Demon anyday! When I fought against
Demons I just put a wall and a few archers behind, they always must walk around
them and are dead before they get there. Those stupid waterelementals can
zap past walls and trees making archers (most peoples main defense along
with catapults) dead meat! If Im fighting the stupid computers AI then I
agree Demons are the best because the computer has no clue how to stop them.
"The Orcs draw near"
Drone...
j...@cris.com
Ciao,
Klaus
---
Klaus Breuer, Rudelsweiher Str. 6b, 91054 Erlangen, Germany
"Geez, I need a *reason* for everything?" -- Calvin
"Should I or shouldn't I? Too late, I did!" -- Hobbes
Mitch
(also hoping someone will review CEO)
>Are the Orcs tougher to play? One thing that I noticed was that
>spearmen can't fire from as far away as the archers. This means
>that the archer gets the first shot ALL the time, and the spearmen
>all have to take a step forward before they start attacking.
>Also, the Orc version of a cleric doesn't have healing power. I
>find that this is a MAJOR disadvantage. And perhaps it's just me,
>but it seems that the second-closest gold mine to the Orc camp is
>always a LONG way away.
Actually, I found that the Orcs are the stronger side. I play
Warcraft over modem with a friend often, and if we play different
sides then the player with the Orcs will win 95% of the time. We
always play the same side now, naturally.
You'll find that the Orcs demons are more powerful and the Unholy
Armour is a huge advantage compared to Healing.
Cheers,
David.
Dunno about this; I like to attack in groups of elementals & then the
ranged attack will really kick butt. It's like spearmen vs. grunts:
one spearman will get toasted by one grunt, but four spearmen will come
out way ahead against four grunts.
The nice thing about a ranged attack is that you have to do so much less
maneuvering ... you can attack, attack, attack while the other guy is
still trying to get to you, with his units bumping into each other ...
Unholy Armor is very nice, but it lasts such a short time; the opponent
can just ignore the armored unit, and punish the necrolyte responsible
instead.
Inivisibility on the other hand could be awesome, especially if you're
fighting with units like sorcerors that are weak and need lots of
protection: somebody here mentioned that he liked to send an invisible
water elemental into the ranks of the enemy sorcerors ... then pow, pow,
pow, the poor guy has lost his major offensive force immediately.
And being able to heal your units has got to be way better than being
able to make wimpy, slow skeletons if there happens to be any corpses
around.
So ... what do you do with unholy armor that makes it so good?
-- Rich
(depa...@netcom.com)
This is sort of like how the Harkonnen in Dune2 were a lot easier to play
than the Atredies. I think it's because both the Harkonnen and Orcs are
very offencive based. Basically you just make lost of stuff and maul
over anything in your way. The Atredies and Humans are not quite as
offencive, i'd say well balanced to sightly defencive. So you simply
can't just make units and hope you can make it because you wont. You
need a bit more skill and strategy to play with Humans, especially
because the Orcs can revive the dead, which is REALLY annoying in battle
cuz you have to essentially kill the guy twice.
Just my $0.05Canadian == $0.02US
Jason Doyama
--
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Life is never so bad that it can't get any worse - Calvin from
Calvin and Hobbes
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