07-10-2004, 06:54 AM
Harass with a Blademaster never works if you opponent has access to Stun-causing attacks, especially Tauren Chieftains. War Stomp will stop your invisible Blademaster cold, and he'll become visible (and hence, attackable) to boot. They could also simply use Dust of Appearance. Harassing only works on newbies, for the most part.
The Raiders aren't attacking enemy units. You run them in, cause as much damage as possible, targetting important structures (town centers, altars, barracks, and such) first, or targetting the weakest structures (destroying four or five farms can cripple your enemy) first if heavy resistance is nearby.
The Spirit Walker has a very effective dispel spell, and they're invaluable against Undead that utilize large numbers of summoned units. Of course, most people overlook the Spirit Walker.
A large number of ghouls coupled with a fair amount of Necromancers can easily win you the game. A Dreadlord providing Sleep and Vampiric Aura just sweetens the deal, though I'd rather have a Lich for Frost Nova. Ghouls become the Cracklings of War3 once you get Ghoul Frenzy, so teching to Tier 3 might be a good idea. Definitely bring some Crypt Fiends with Web along if your enemy is showing signs of air units. A few Frost Wyrms with Freezing Breath can be useful in keeping the enemy from making a new army or reviving a hero, though they may prove to be too expensive if you don't have at least one expansion going.
Night Elves seem to favor using large numbers of Huntresses; use units with piercing damage (Riflemen and Archers work well, and a large contingent of Headhunters can work in a pinch) to counter this, or large melee units (Grunts and Tauren do an admirable job here.) If they go with Archers, Footmen with Defend will be your best friends. If they go with Mountain Giants and Bears, you'll need to go with air units or the heaviest melee units you can find. Don't underestimate the Banshee's Possession ability or the Dark Ranger's Charm here.
As for neutral heroes, I find myself grabbing a Sea Witch whenever possible; Forked Lightning is great if the baddies get too close, and Frost Arrows is even better than Storm Bolt for taking down fleeing heroes. If you can get one early on, you can absolutely CRUSH a harassing hero with her Frost Arrows, or at least force them to use their TP.
Quote:The problem is, you now have 10 raiders, who will be dog meat against heavy melee.
The Raiders aren't attacking enemy units. You run them in, cause as much damage as possible, targetting important structures (town centers, altars, barracks, and such) first, or targetting the weakest structures (destroying four or five farms can cripple your enemy) first if heavy resistance is nearby.
Quote:This strategy is highly effective against orcs, as they do not have easily accessable disspel - hence the orc often harasses & rushes the human, before he can hit Tier 2.
The Spirit Walker has a very effective dispel spell, and they're invaluable against Undead that utilize large numbers of summoned units. Of course, most people overlook the Spirit Walker.
Quote:Ghouls/Gargoyles with a Dreadlord as a primary hero is an effective rush strategy. Throw in a few necromancers. Crypt Fiends/Statues (And later destroyers) are very good against enemy air units, and should be first priority in team games.
A large number of ghouls coupled with a fair amount of Necromancers can easily win you the game. A Dreadlord providing Sleep and Vampiric Aura just sweetens the deal, though I'd rather have a Lich for Frost Nova. Ghouls become the Cracklings of War3 once you get Ghoul Frenzy, so teching to Tier 3 might be a good idea. Definitely bring some Crypt Fiends with Web along if your enemy is showing signs of air units. A few Frost Wyrms with Freezing Breath can be useful in keeping the enemy from making a new army or reviving a hero, though they may prove to be too expensive if you don't have at least one expansion going.
Night Elves seem to favor using large numbers of Huntresses; use units with piercing damage (Riflemen and Archers work well, and a large contingent of Headhunters can work in a pinch) to counter this, or large melee units (Grunts and Tauren do an admirable job here.) If they go with Archers, Footmen with Defend will be your best friends. If they go with Mountain Giants and Bears, you'll need to go with air units or the heaviest melee units you can find. Don't underestimate the Banshee's Possession ability or the Dark Ranger's Charm here.
As for neutral heroes, I find myself grabbing a Sea Witch whenever possible; Forked Lightning is great if the baddies get too close, and Frost Arrows is even better than Storm Bolt for taking down fleeing heroes. If you can get one early on, you can absolutely CRUSH a harassing hero with her Frost Arrows, or at least force them to use their TP.
ArrayPaladins were not meant to sit in the back of the raid staring at health bars all day, spamming heals and listening to eight different classes whine about buffs.[/quote]
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.
The original Heavy Metal Cowâ¢. USDA inspected, FDA approved.