Posted March 28, 2019
high rated
(See replies for additional tips and corrections)
Hello!
I haven't downloaded the GOG version yet, but I did do a playthrough shortly before Battle for Azeroth was released. I reckon a lot of folks would have some difficulty with the game, so I'm going to offer a few campaign tips.
1) X-bows and spear throwers - Pretty much the key to success. Have your workers chop trees so that there is a wall of trees that your ranged units can get behind (not your casters though). They will shoot down enemies before they can reach your base. Crossbowmen have more range, and spear throwers have more damage. Line them up behind your tree wall and your opponent can't touch you.
2) The enemy will send their units directly to your base. It is easier to kill them while they are on the way there, as opposed to waiting for them to get to your base. If you can get two melee, two to four ranged, and one or two catapults to man the path they take, your campaign skirmishes would be a breeze.
3) Pinch points. These are usually bridges. Two knights/worg riders are enough to block the catapults behind you. put two ranged units (not casters) on each side of your catapults. It should look something like this:
Legend: B = bridge area, C = catapults, M = melee, R = ranged
https://imgur.com/a/tpR37DF
This formation can change the difficulty of a mission from brutal to ludicrously easy.
4) Summons. In later missions you will get powerful summons. Orc warlocks get the daemon, and human conjurers get water elementals. Elementals are weaker than daemons, but that's like saying a meteor is weaker than an asteroid. They are still incredibly powerful, and can inflict a lot of damage if there is enough of them. You want to make enough casters so that when your summons get killed or despawn, your other casters have enough mana to create another group of summons. And when those are gone you summon another bunch...ad nauseum. I find the most efficient number for each summon is 1 pair of daemons if you are orc, and a group of four water elemental if you are human. You do need four elementals to overcome the stronger daemons (which the AI will usually send 1 at a time). Sending 2 daemons is best because in case your enemy cuts down the first one before it can do too much damage. Doesn't happen that often, but I have seen it happen.
5) Attrition. The AI has more APM, and therefore they are better at healing than you are. You can take advantage of attrition if you are human vs orc, but not orc vs human or human vs human matchchups.
6) Buff spells. If you are fighting humans you need several archers in town. The human AI will make a group of units invisible, and they will sneak in to town. If the only way in your base is through bridges, use the formation I mentioned above and this shouldn't be an issue. Some people say unholy armour is best used on daemons, but I disagree. When the spell wears off your daemon becomes too easy to kill. Instead you should use it on lesser summons, like spiders and skeletons. It's also best to use unholy armour and invisibility as near to your enemy's base as possible, to maximize the time your buff spells are used in combat.
Well, that's all I can think of for now. If you see an error please let me know.
Edit: formatting.
Edit 2: replaced diagram with imgr link, as the letters weren't lining up properly.
Hello!
I haven't downloaded the GOG version yet, but I did do a playthrough shortly before Battle for Azeroth was released. I reckon a lot of folks would have some difficulty with the game, so I'm going to offer a few campaign tips.
1) X-bows and spear throwers - Pretty much the key to success. Have your workers chop trees so that there is a wall of trees that your ranged units can get behind (not your casters though). They will shoot down enemies before they can reach your base. Crossbowmen have more range, and spear throwers have more damage. Line them up behind your tree wall and your opponent can't touch you.
2) The enemy will send their units directly to your base. It is easier to kill them while they are on the way there, as opposed to waiting for them to get to your base. If you can get two melee, two to four ranged, and one or two catapults to man the path they take, your campaign skirmishes would be a breeze.
3) Pinch points. These are usually bridges. Two knights/worg riders are enough to block the catapults behind you. put two ranged units (not casters) on each side of your catapults. It should look something like this:
Legend: B = bridge area, C = catapults, M = melee, R = ranged
https://imgur.com/a/tpR37DF
This formation can change the difficulty of a mission from brutal to ludicrously easy.
4) Summons. In later missions you will get powerful summons. Orc warlocks get the daemon, and human conjurers get water elementals. Elementals are weaker than daemons, but that's like saying a meteor is weaker than an asteroid. They are still incredibly powerful, and can inflict a lot of damage if there is enough of them. You want to make enough casters so that when your summons get killed or despawn, your other casters have enough mana to create another group of summons. And when those are gone you summon another bunch...ad nauseum. I find the most efficient number for each summon is 1 pair of daemons if you are orc, and a group of four water elemental if you are human. You do need four elementals to overcome the stronger daemons (which the AI will usually send 1 at a time). Sending 2 daemons is best because in case your enemy cuts down the first one before it can do too much damage. Doesn't happen that often, but I have seen it happen.
5) Attrition. The AI has more APM, and therefore they are better at healing than you are. You can take advantage of attrition if you are human vs orc, but not orc vs human or human vs human matchchups.
6) Buff spells. If you are fighting humans you need several archers in town. The human AI will make a group of units invisible, and they will sneak in to town. If the only way in your base is through bridges, use the formation I mentioned above and this shouldn't be an issue. Some people say unholy armour is best used on daemons, but I disagree. When the spell wears off your daemon becomes too easy to kill. Instead you should use it on lesser summons, like spiders and skeletons. It's also best to use unholy armour and invisibility as near to your enemy's base as possible, to maximize the time your buff spells are used in combat.
Well, that's all I can think of for now. If you see an error please let me know.
Edit: formatting.
Edit 2: replaced diagram with imgr link, as the letters weren't lining up properly.
Post edited March 29, 2019 by jsidhu762