Posted April 07, 2019
Mostly symmetrical balance only really means that the few differences end up having a big impact. This is particularly obvious in Warcraft 2, where Orcs are just so much stronger than Humans. It may actually be the most imbalanced RTS game I've played. Warcraft 1 isn't quite as obvious - probably in part due to the lack of a competitive scene, so unless you have a friend who really likes WC1 and modems, you're mostly playing against the AI.
There are five areas where the two races differ: Archer/Spearmen, two Cleric/Necrolyte spells, and two Conjurer/Warlock spells.
1. Archer vs Spearman. The Archer has 5 range and 4 damage; the Spearman 4 range and 5 damage. Sometimes I wonder if this was even intended or was initially a typo.
Edge: Humans. Range trumps damage son that's RTS 101. It's particularly true in a game like this where the rate of fire is so much faster than the movement speed. It's also helpful on defense - Spearmen will almost always have to break formation to hit Archers, while Archers can just sit back and fire away. This is particularly important because Archers are your bread and butter unit - it's an edge you'll be making use of almost every mission.
2. Healing vs Raise Dead.
Edge: Humans. Skeletons are actually pretty great. They're good meat shields and allow the Orcs to launch more effective counterassaults - park at the bridge outside their base, kill their attack force, reanimate a bunch of skeletons, and send in your army with the skeletons slightly ahead. AI will prioritize them, leaving your troops unharmed (for the like five seconds that the skeletons will survive). I went a long time underestimating their usefulness. But Healing is just so good. Because production and movement speed is slow and because you can't build structures far from your town hall, reinforcing is a real problem With Healing, you don't need to reinforce. You can just keep everyone alive.
3. Invisibility vs Unholy Armor.
Edge: Orcs. Invisibility is a very fun spell. You can sneak around, launch surprise attacks, and of course nothing is quite as entertaining as an invisible Conjurer walking past the enemy defenses only to unleash hot magical death in the enemy's base. And if you play the Orc campaign, you'll soon come to curse this spell - the AI really likes to send in Invisible Knights to attack your peons. But at the end of the day, it just can't match the raw power that Unholy Armor gives. Invisibility gives you an element of surprise that can turn the tide of battle, but Unholy Armor will allow you to completely smash the enemy in one fell swoop.
4. Rain of Fire vs Poison Cloud.
Edge: Humans. This is a tough one to evaluate because I haven't managed to find any hard data on the actual mechanics of the spells. However, Rain of Fire has a wider AoE and is much easier to control. Poison Cloud seems like it might do more damage based on completely subjective observation, but it's a smaller area and it blows all around. You can use this to your advantage, especially in the Temple of the Damned mission. You can bait their Warlocks into blanketing you with Poison Clouds and eventually at least one of them will blow back and do some major damage to the Orc army.
5. Water Elemental vs Daemon.
Edge: Orcs. This is maybe the most well-known one: Water Elementals benefit from having very slight range, but Daemons have a whopping 50 HP and 25 damage advantage. 300 HP means that they're the most durable unit in the game - the only unit, in fact, capable of surviving a direct hit from a Catapult - and even post Unholy Armor they'll still be at 150 HP. The strongest unit in the game.
There are actually three other differences: Necrolytes have one more attack range than Clerics, Conjurers have one more attack range than Warlocks, and Scorpions have more consistent damage output than Spiders (Scorpions deal 3, Spiders deal 1-3). But when was the last time you summoned Scorpions or Spiders, or wanted your casters to use their attack?
Final Verdict: It depends. Orcs and Humans is a better balanced game than its sequel would be and neither side feels overwhelmingly more powerful. Humans tend to thrive more in the early-mid game, where extra range on Archers and the ability to Heal units makes a huge difference. Orcs, however, have a big late game advantage with Unholy Armor and Daemons. When everything is unlocked, Orcs are much stronger. But since that's only two out of the twelve campaign missions, you may find Humans have a smoother ride overall.
I suspect Humans would be stronger in a competitive scene. Unholy Armor'd Daemons are like using firing lines of Battlecruisers to Yamato Cannon the enemy in Starcraft - incredibly powerful in the campaign, but in competitive play no opponent is going to let you build up to that. But it's WC1 so there is no scene.
There are five areas where the two races differ: Archer/Spearmen, two Cleric/Necrolyte spells, and two Conjurer/Warlock spells.
1. Archer vs Spearman. The Archer has 5 range and 4 damage; the Spearman 4 range and 5 damage. Sometimes I wonder if this was even intended or was initially a typo.
Edge: Humans. Range trumps damage son that's RTS 101. It's particularly true in a game like this where the rate of fire is so much faster than the movement speed. It's also helpful on defense - Spearmen will almost always have to break formation to hit Archers, while Archers can just sit back and fire away. This is particularly important because Archers are your bread and butter unit - it's an edge you'll be making use of almost every mission.
2. Healing vs Raise Dead.
Edge: Humans. Skeletons are actually pretty great. They're good meat shields and allow the Orcs to launch more effective counterassaults - park at the bridge outside their base, kill their attack force, reanimate a bunch of skeletons, and send in your army with the skeletons slightly ahead. AI will prioritize them, leaving your troops unharmed (for the like five seconds that the skeletons will survive). I went a long time underestimating their usefulness. But Healing is just so good. Because production and movement speed is slow and because you can't build structures far from your town hall, reinforcing is a real problem With Healing, you don't need to reinforce. You can just keep everyone alive.
3. Invisibility vs Unholy Armor.
Edge: Orcs. Invisibility is a very fun spell. You can sneak around, launch surprise attacks, and of course nothing is quite as entertaining as an invisible Conjurer walking past the enemy defenses only to unleash hot magical death in the enemy's base. And if you play the Orc campaign, you'll soon come to curse this spell - the AI really likes to send in Invisible Knights to attack your peons. But at the end of the day, it just can't match the raw power that Unholy Armor gives. Invisibility gives you an element of surprise that can turn the tide of battle, but Unholy Armor will allow you to completely smash the enemy in one fell swoop.
4. Rain of Fire vs Poison Cloud.
Edge: Humans. This is a tough one to evaluate because I haven't managed to find any hard data on the actual mechanics of the spells. However, Rain of Fire has a wider AoE and is much easier to control. Poison Cloud seems like it might do more damage based on completely subjective observation, but it's a smaller area and it blows all around. You can use this to your advantage, especially in the Temple of the Damned mission. You can bait their Warlocks into blanketing you with Poison Clouds and eventually at least one of them will blow back and do some major damage to the Orc army.
5. Water Elemental vs Daemon.
Edge: Orcs. This is maybe the most well-known one: Water Elementals benefit from having very slight range, but Daemons have a whopping 50 HP and 25 damage advantage. 300 HP means that they're the most durable unit in the game - the only unit, in fact, capable of surviving a direct hit from a Catapult - and even post Unholy Armor they'll still be at 150 HP. The strongest unit in the game.
There are actually three other differences: Necrolytes have one more attack range than Clerics, Conjurers have one more attack range than Warlocks, and Scorpions have more consistent damage output than Spiders (Scorpions deal 3, Spiders deal 1-3). But when was the last time you summoned Scorpions or Spiders, or wanted your casters to use their attack?
Final Verdict: It depends. Orcs and Humans is a better balanced game than its sequel would be and neither side feels overwhelmingly more powerful. Humans tend to thrive more in the early-mid game, where extra range on Archers and the ability to Heal units makes a huge difference. Orcs, however, have a big late game advantage with Unholy Armor and Daemons. When everything is unlocked, Orcs are much stronger. But since that's only two out of the twelve campaign missions, you may find Humans have a smoother ride overall.
I suspect Humans would be stronger in a competitive scene. Unholy Armor'd Daemons are like using firing lines of Battlecruisers to Yamato Cannon the enemy in Starcraft - incredibly powerful in the campaign, but in competitive play no opponent is going to let you build up to that. But it's WC1 so there is no scene.
Post edited April 07, 2019 by KingCrimson250