skeletonbow: The final level of Warcraft III: Not unlike the above game, the final level of Warcraft III is completely scripted and on a timer with which you have to survive several timed waves of enemies, by building up your army as fast as possible and dishing out as much damage while restraining your own losses and building up strong defenses at your main base which is where the final fight will occur. Only it doesn't really matter what you end up doing, you're so massively swamped by enemies that just about any strategy you employ you will end up getting mauled with massive devastation and have to repeat the 30 minute long or so level over and over again to the same result - an overly difficult unbalanced and not fun final battle to what was otherwise a fun game. I never did ever finish the level because like Hydrophobia, the final battle just was not fun for me at all, just a boring repetitive grindfest.
Yeah I found that last mission quite irritating and unfair, I think it was obvious the computer AI was cheating in that battle, being able to build a base very fast etc.
I was able to beat that mission (in the hardest level) by using some trick I read in some walkthrough. If I recall correctly, at the start of the mission train a team of those flying archers and hide them somewhere in the SE corner of the map. At the same time you try to defend your base normally.
Then at a certain point of the mission, you were supposed to destroy the buildings that the enemy was building with that flying archer team, and keep destroying those buildings while the enemy tries to rebuild them, also killing the builders themselves.
I don't recall quite clearly but i think timing was crucial, maybe you had to wait until the enemy had overrun your first or second base, or even time it so that you attack with that team WHILE the enemy was migrating from the first base to the second. Or something like that.
EDIT: So in essence I think you keep that attack team hidden in the SE corner of the map, until the enemy has overrun your first (human?) base and the acolytes start to build buildings. Your team is then at the back of the enemy forces, and while the main enemy forces keep attacking your remaining base(s), your assault team attacks the acolytes and the buildings from behind. If you succeed in killing all the acolytes and destroying the buildings, then the enemy forces are cut down significantly as the enemy base is not producing more. I just read some used a group of ballistae for the same trick, but I prefer the flying archers as they can flee faster if needed, back to the corner where the enemy doesn't see them.
It was tricky to get it to work, but if you succeeded, then the enemy would not send much of extra forces to your base anymore... until the timer was so low that the boss appears. You can't defend against it but (hopefully) he runs out of time while destroying your base.
Anyway, it was a letdown that I had to stoop to such tricks to win the mission, and it felt so clear the enemy was cheating in that mission. I liked e.g. the last mission of Starcraft so much better. It was quite challenging but never really felt unfair or near impossible, and it was quite interesting as you were running both a Terran and Protoss bases at different ends of the map.
idbeholdME: That is the go-to strategy for pretty much any boss/tough enemy in ID or BG. Once it begins attacking one of your characters, just run around until it switches targets. The original runner then begins attacking and the person now being focused begins to run. Repeat as many times as necessary.
Works on any enemy that only attacks in melee.
Yeah I used that somewhere else too, usually it was my wizard or thief running around in circles while others were hitting the enemy/enemies, usually with ranged weapons.
In this battle much more micromanagement is needed as I try to contain the fight to that round "pedestal" (leading to the temple below), so that only my melee fighters and summoned enemies are there on the pedestal with the dragon, while the weaker spellcasters are further away not to be hit by acid attacks etc. There is much less space to run around in that pedestal and that is why I barely lost my fighter yesterday, as it got stuck between the dragon and one summoned creature while trying to run away from the dragon. The dragon hit the killing blow to my fighter, and right after that my paladin hit the killing blow to the dragon. If only...
EDIT: Also what seems to make this a bit special case is that the dragon seems to constantly switch targets too, to anyone who is attacking him. So he is not constantly trying to follow only one party member, but quite soon targets the one who is hitting his back. Then you need to switch back and forth after a few hits etc.
I think in that fight it doesn't make sense to run around the whole map away from the dragon anyway as it has that "perfect teleport" spell which it constantly uses to get to its target, it then he might also target the spellcasters.
I'll retry it today. I am confident though now that it can be done, which is all that matters.