All the advantages of ORC come from domineering! !
1 domineering. Orc seems to have taken me back to that chaotic era! That is the most prominent embodiment of ORC's domineering. That's bloodthirsty! A large group of tauren warriors, led by the prophet, blade master and tauren boss, fought fearlessly in the drums and around the blood-stained totem, as if fighting was everything to them. Only in bloody hand-to-hand combat can they realize the meaning of survival. Although there is little bloodthirsty now and the tauren have lost their former glory, I still support ORC. I regard bloodthirsty as the first advantage of orcs.
2. It's an acceleration reel! The speed-up scroll is so good that the other three clans are jealous. It can disperse the opponent's formation, chase the fleeing troops, escape when MF is captured, and even run behind the opponent and attack the opponent with neutral soldiers. You can ride with the wolf to dismantle each other's base, divide the ore yourself, and leave when the other party comes back. It is also conceivable that when a vote of chlorophyll rushes to a group of archers led by DH with an acceleration reel, what else can DH choose besides TP? Not only NE, but also HUM and UD had to retreat. In today's bloodthirsty decline, orcs still rush to the enemy as quickly as instinct! Good domineering attitude.
For such a good reason, we have no objection to taking the second place.
3. Wolf cavalry! This is a very strange weapon. Melee, armor, siege attack. But he sits in the third place. Why? Net. Network is a good skill. Whether you are free by magic or not, whether you are in the sky or underground, you can rest in the same place after a net passes. The characteristics of armor in his siege attack made him a mage killer. But also a good player in siege warfare. Most importantly, wolf cavalry knives are cool. Wolf cavalry is like a hidden orc hero, silently contributing its own strength! The kind of net you didn't discuss is called fear of others.
4。 Infantry. See the infantry again! Infantry with 700 blood makes other races feel very difficult, and red blood can't kill a casualty, which is particularly tough! In troubled times, the rage that can only be upgraded by a third-level base can be upgraded by replacing it with a second-level base in the frozen throne, making it possible for chlorophyll to rule the battlefield. 800 blood, 2 1-24 attack power, whatever you think, are the attributes of the third class. Is that the other party has a feeling that no matter how hard you fight, you can't die. It is this momentum, this domineering makes people like big infantry.
5。 Cordo, there is a very, very strong arm in this land, and that is the Beast of Kodo. His unique swallowing skills make all large hand-to-hand combat arms frightened. Unfortunately, his armor can't be upgraded, which makes him very vulnerable. He died too quickly under the attack of long-range soldiers and could only show his great power in the same family war. However, he also has a skill-the halo of war drums. This unit is amazing, which can increase the attack power of the troops. I will increase my attack power by 20% after upgrading. I won't say how good he is. I only said that POM is the frequent second serve of NE, not for anything else, but for the 10% long-range shot with halo. What concept? When your Kodo beast comes out of the barn, it will have a first-class priestess. When you upgrade to level 3 base and drum boy, your priestess will be upgraded to level 3. What about KODO's domineering attitude? How about a single?
6。 Great hero! Of the four races, only the heroes of orcs are the most comprehensive. There are three kinds of heroes, the mysterious hero prophet, who has three skills, especially wolves and lightning, so that the prophet's fame skill farsightedness has become an 8-level skill. The wolf of the prophet is the best of all summoners. Although it has been weakened too much, when the prophet walked out of the altar, he still did not hesitate. BM, an assassin hero, is one of the main reasons why I chose ORC. Jumping makes personality an indispensable part of victory. The wind makes the heads of generals in the army as easy. Blade storm is the strongest skill in ROC era, because BM is invincible when releasing skills, unlike being killed now. Tauren Chieftain: The proletarian revolutionary leader of the older generation of orcs, with the help of the first halo of WAR3, really walked fast and cut fast. Become the first meat shield with the ultimate skill. Shh, a supportive hero! The repeated weakening of X's deformation shows his glorious past. The attack power of gun battle is beyond imagination. To put it bluntly, it is momentum! Perfect momentum. Orc heroes are perfect leaders. Plus the unique soldiers of the orcs. Better than a word.
Orcs are strong, domineering and imposing, and they are strong in using orcs. You are the best.
That's all for now. I hope you will continue to support me! thank you
In order to know myself better, I turned over this post.
The fundamental weakness of orc magic.
All the weaknesses of ORC come from magic! ! !
1. I think it is also the most important point: there is no magic immune unit! ! This directly leads to the fact that there is nothing that can be used as a meat shield for the troops facing the high demon attack, such as gas and coal!
2. The troops have no way to return to magic. This means that orc troops should be careful when using magic. Actually it means shaman! His skills are all consuming demons, purifying 75, electric shield 100, when did he have bloodthirsty? It is explained in weakness 3.
3. Orcs have no magic-breaking troops. Every race in the frozen throne joined the magic-breaking troops, and only the orcs joined a walker. Not only did they not break the magic, but they were also defeated by the magic arm! ! It breaks my heart to look at other people's destroyers and offenders.
There is no practical blood-enriching magic in the army. At the secondary base, the other three clans all had good means of adding blood. Needless to say, only the orcs don't, which directly leads to the continuous combat capability of the orc troops. Only with the help of WC and speed roll can they gain a decisive advantage in the first 10 second, and rarely see the other side not fighting after 10 second.
5. weakness 5, that is, the infantry of the orcs. It is really the main force of orc, but it is a crazy magic force! Infantry has no bonus to armored magic forces, which means that once a powerful infantry is built, it is difficult to transform, but it becomes a burden, and many orcs.
If you don't pay attention, there will be too many infantry and it will become a book of experience. Many people may deny this, but in the war, I have met many times when spiders turned to destruction and muskets turned to three wizards.
6. That hole. I won't say any more. The house of heavy armor is weak in one word. The most depressing thing is being destroyed.
7. Orcs have no magic of weakness, that is, slow, spell and fairy fire. This also leads to so many States on the head of the lovely infantry. The importance of magic in the state of weakness in continuous combat is self-evident.
8. Orcs have no magic to attack tall troops. This is very obvious when they face each other's meat shields. However, too much armor hindered mass production. Tauren, please allow me to observe a moment of silence. It's really been a long time.
9. In terms of divergence, you can't name a white cow, and you are suppressed by barking. Give a white cow, three people, 195 gold, cost-effective, tears again. Looking at other people's deer, three people also shed tears again.
I'm too lazy to talk about it. I play all four races, and I like orcs best, and I haven't changed. The other three races really don't have that many weaknesses.
I used to ask the pros and cons of all ethnic groups in the four districts of RN. Now I have summed up the orcs.
I've been using ORC since ROC, because BM's jumping is cool. Looking back on the magical power combination of the three heroes of the Orcs, we can see that the Orcs are really weak now. None of the other three families have such weaknesses. Trust me.
In fact, the orcs are easily defeated, and only the spirit of the orcs will not be defeated! ! ! ! ! !
Let's talk about the fundamental advantages of ORC in the specific application of family 4:
Before we begin, let me explain a problem to you, that is, everything I say below must be based on a major premise, that is, your level is similar to your opponent's. Otherwise-
First, the orc VS UD
Mainly using advantages 3 and 4, whether the opponent uses G or ZZ, will eventually turn to the fundamental weakness of ORC: magic, that is, the destroyer. This is also what the vast number of orcs are worried about, and that is the transformation of the army. Orcs' arms design has obvious advantages and disadvantages. In other words, if the orcs attack something violently, it won't work. Therefore, we should not have too many orc infantry, but we must keep a certain number.
Let me tell you how to do it.
First of all, the choice of heroes. Apart from BM, the home of 1. 18, I chose Prophet as the starter because it is more stable. I will choose the tauren as my second hero. If there are three heroes, it is SH.
Second, in terms of arms, I choose infantry and wolf cavalry as the main force in the medium term. This combination has a great attack on UD, and it is domineering in barbarism.
Later, it depends on your creativity.
Start: The main base is built with one farmer and four farmers to mine. One farmer picks wood in Bahou, the first farmer picks wood in Bohou, the second farmer picks wood in BB, the third one picks gold, the fourth one picks wood and the fifth one explores roads. If the other person is a DK dog, they will usually find you. Suppression is better than escort. DK ZZ will raise the prophet to the third level and then harass him. Xiao Qiang ZZ will keep his distance or simply ignore it. Defend the net, and at the same time have a good double-line level, but if the opponent Xiao Qiang doesn't have a lich, it's not easy to kill wolves. The initial strength of orcs makes it difficult for UD with poor siege ability to attack from the beginning. Remember to send out a few bats first, which will give your opponent a sense of oppression, so it is very important. This will give you an advantage.
Next, I will talk about the main idea in the picture:
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2 TTR: It is suggested that the prophet should train first. If the other DK bothers him, he should go to the other side for training. This picture was changed by another Xiao Qiang ZZ, but I still can't beat it with the addition of a wizard. Thank you.
3 TM: A mine will be opened in the medium term. Because the main base and the goblin laboratory are not far away, we can consider self-explosion. The immortal main base is very fragile, with 2000 blood, 5 farmers to repair and 3 arrested.
4 GW: Be sure to see what spring is in the middle first. If possible, open a mine in the middle three mines, because there is 25,000 gold.
5 PI: you can consider mining with an arrow tower. You can use these two dragons to drive away the big boy in another shop. With experience and treasures, you can consider A, because the place of birth is far away, and you should be careful that the other party's Xiao Qiang will upgrade quickly. Riding a wolf can also gain an advantage.
6 TR: I hate maps because there are not many flat areas. This map will test your actions. You need a flying dragon, relying on the forest. This map can't be without a back brace. This map and TTR are very difficult.
7 EI: Not much to say. You can use three springs at will. BM can harass and escort indefinitely, or rob the exorcist's treasure first. In short, if the two players are at the same level, this picture of the orcs has great advantages! ! ! !
Orcs are domineering, take the initiative, lead each other, and master the advantages. It's hard for orcs to turn defeat into victory, so we should keep the advantage.
When you find that your advantage can't be turned into victory, and you don't know what to do, open 20 mines, put 20 towers in each mine and upgrade the city defense, and then slowly want to make a difference.
I didn't say anything about the actual operation, because you need to experience it yourself, just like everyone's formation habits are different.
Playing orcs, playing with feelings, playing so domineering! ! ! !
Let's call it a day, and we will launch a new one for ne and HUM soon.
Continue to support. Ha ha.
Orcs VS humans
Hehe:) I haven't updated it for a long time, because I wanted to update it immediately, but the post sank faster than the update! So I put it down. Then recently, a person put this post in the popular post of ORC, and the post surfaced again. It's not easy.
All right, let's get down to business. Let's talk about something that might be used for HUM.
The first is the map problem! In different maps, different tricks should be used.
TR: The most used map on HF at present!
Because it is small, it is easier to fight! Moreover, it is not easy to separate mines. When dealing with hem, you are likely to encounter a stream of heaven, which will be a powerful challenge! The countermeasure is to start BM! Because most hums start with AM and then call their cousin BM out of the pub, we also want BM! The first is to explore the road, and it is recommended to explore further places, because most HUMs will explore closer places first! So we have a better chance to find our opponent in the first time! This way BM's escort will be smoother! The key to escort is not to kill soldiers, kill AM, kill monsters and rob treasures, but to harass AM and make MF unhappy! In this way, the goal has been achieved! So it takes some operations to complete! G, you can double-line some mobs here. Practice TC alone after the secondary base! After reaching the third level, you can attack, then return, mine, and then attack! When I was in TCMF, I recommended the main mine next door, because it would suddenly suck blood! BM keeps playing when it meets AM, which makes opponents have a lot of operations! Then there are shock waves and electric shields! Wait a minute.
LT: At present, the second most used map in HF!
Because of SC, it will last forever! For HUM on LT, you can consider starting with two bases! Because often opponents can't stop you! So even if you don't stop your opponent's double base, you still have an advantage! The same! MF main mine is a good choice because of the blood-sucking halo! As for the specific how to fight, it depends on how the opponent fights! Remember to send more wolves for reconnaissance! If the other party leaves the army, we'll leave the car! Air force, then stand up and ride with the wolf! Reconnaissance matters! ! Hum, I often hold 19 on LT! Reconnaissance reconnaissance
TM: Personally, it is the most balanced map so far! But the utilization rate of HF is really poor.
Either FS or BM is good. If FS, you can consider calling 335 from the beginning! The monster who dialed 335 in three places reached the third level. Of course, at the beginning, farmers should make a good reconnaissance, especially pay attention to what the other side started from. Farmers should not go home and wander around the enemy's base. Once they find that there is no tower in their opponent's house or the tower is in a bad position, they should attack immediately! The mid-term is continuous WC! If BM is used, it is similar to TR, but it will be a little simpler than TR.
Finally, say two words:
1 Don't always think about 50 people, because Hem is a mixed army, so there are often many soldiers to beat you, so 50 people often can't beat you, which will ruin your early advantage.
2 Reconnaissance! ! ! This is too important, we must continue reconnaissance! Because you are an orc, not NE, as long as deer and bears, not UD, as long as spiders and destruction, not even hem, as long as dogs and men and women add beards, so we must keep reconnaissance!
We'll talk about NE later. Even this article was written first. Need to be constantly improved.
For a long time, a long time, a long time, a long time, a long time, I have been speechless.
I wrote Fighting UD and Hum, but I can't say a word about NE. What a shame.
After thinking for a long time, I decided to write down what I said in my heart. I hope you like it!
Orcs' words to NE:
Since I invented the wind blowing and the moon perfected it, the world of orcs is no longer calm. I didn't mean to belittle blowing. I think playing hero is a bit BT, but I never thought of it that way a year ago. I admire the moon and I for inventing and perfecting such powerful tactics, so that orcs at the same level have almost no suspense about NE. Very perfect tactics, almost everything you can think of, as long as it is executed in battle, but it is not so absolute. Another point is that blowing can never be completely solved, that is, the map problem! ! !
Some people say: there is no strongest race, only the strongest players; There is no racial imbalance, only the strong and the weak.
I think: there is no strongest race, only the strongest home! There is no racial imbalance, only map imbalance.
The hair dryer is broken. How is it up there? It's relatively easy to hit NE on orcs. Let's talk about reality first. For blowing, for map TR, I really feel powerless. It's hard to win between peers. It is suggested to start FS, hire goblin tinker when the secondary base is ready, and mortals can try TR with confidence. If it fails, it will be gorgeous GG. Ashamed, really, I am ashamed of my ignorance. I can invent wind blowing, and I know very little about WAR3, so I can't invent anything.
Fortunately, we have other maps! It didn't say, let's talk about TM and Ms. There is a fountain of life on MS, so it will be much easier to fight. You can start with BM or FS. BM can be centered with G strong MF, and FS is more suitable for dual track. FS, remember to buy shoes. Because MS is relatively large, there are many places in MF, which is not easy to be caught by DH. If you are caught, you can split up immediately. MF is always a good idea.
Because the terrain of MS is very open compared with TR, what we have to do is guerrilla warfare! Just like the melon in the papaya war. Of course, we won't do so well, but don't worry too much, because the opponent is not MOON.
TM, I personally think it is a fairly balanced map. It is suggested that BM harass at first, as the case may be. If your opponent's moon well is well arranged and there are not many archers, you can take G to suppress it. If the opponent's defense looks impeccable, MF will do it. When the bull's head comes out, MF divides the mine and then puts it down! I can only say that this is a general idea. It's hard.
Everybody, come on.
If I think of any tactics, I will increase them in time! Please also support the majority of players!
Go back to the 238th floor.
LT how to deal with hem (premise: you and your opponent are on the same level, if you play with SKY. . . . )
Many times, many times, I met Hem who came out of the Air Force with two mines on LT, and lost some and won some. Now I summarize my experience as follows:
LT, Orcs vs. Hum, three positions, three ways to play!
The first is the beginning of the game. On the LT, although BM is very cool to use, I have always been FS to hum. I used BM once and was completely abandoned after several air force wars. The specific opening: Ba, the farmer Bo who came out, the farmer BB who came out again, another farmer picked gold, then wood and then explored the road. Pay attention to explore the main mine position corresponding to your auxiliary mine, because if FS comes out, you can take G to the auxiliary mine position corresponding to your main mine. What you said is a little messy. For example, if you are at 6 o'clock, then the farmer will explore at 9 o'clock. If not, come out to me at FS 3 o'clock!
LT's tactics on HUM: 1 air force 20 thousand gold oil 3 other tactics, of which the air force is the most difficult, so I use FS to harass.
So I like harassment from the beginning.
Let's talk about scouts. Let's assume that you are at 6 o'clock. If the opponent is not at 9 o'clock, the farmer can go directly to 12. After FS comes out, release the wolf directly and go to the mine at 3 o'clock. FS goes with G, and the Wolf goes first, which makes the Wolf faster. He will arrive at the mine at 3 o'clock first, and then he can know whether his opponent is in MF or 12, so that FS can win G.
In three cases, the opponent is at 9 o'clock, 3 o'clock, or 12 o'clock.
At 9 o'clock, the farmers are standing near their opponents' mines. If the other party has an MF attempt, FS will take G to the other party's main mine to suppress it! Because if you choose to separate ore quickly, there is generally no wood tower. If you make a tower, you can't divide the mine in the first place. At this time, it depends on whether the opponent has a tendency to hard divide the ore. If so, the farmer will be a shop! Then there is the operational battle between FS and g! ! ! ! If not, the farmer will hide in the secret place where his opponent divides the mine. As for combat warfare, if it is a player of similar level, the orc side should prevail.
At 3 o'clock, the other party can't open the mine basically, which is too difficult! If all this is turned on, . .
12 points! It's hard!
First of all, at 9 o'clock, the farmer explores the information brought by 12: 1 The opponent promotes the Lord, so don't worry. If the opponent doesn't promote the Lord, it is in the mine! Farmers make shops at the intersection of 12! FS and G rushed to their opponents for the first time, when they had already finished playing MF! Am2,3 infantry, there are three other situations!
Two towers and the main base of 1 are under construction! Opponents may go to MF, but they usually stick to their posts! First of all, set the assembly point of the barracks at the intersection of 3 o'clock, and don't be hit by neutral creatures when you arrive because you set it on FS! Then the formation! Two wolves form a team, team FS 1 and team g 1. Then observe the number of FM after contact between the two armies. If there are 5-6 FM's, another MF will get the phantom scepter! Then look at the equipment on AM and see what the other party has played! The first goal: farmers who build towers! G attracts the opponent's firepower first. At this time, G's attack output is not much, mainly to contain, and the target is the opponent's AM. Wolf and FS started to attack the first farmer who built the tower. This farmer will die faster, but the other's second tower is ready and upgrading! Give priority to the farmers in the main base, then the farmers you can see, and then the upgrade tower! After blowing up two towers, your second infantry has arrived. Then night came! Your first G should be seriously injured if attacked! Go and add blood. If the opponent focuses on attacking your FS, then operate the infantry to kill the farmers with two wolves, and then the tower. Try to protect the blood of FS. The other side may transfer militia from the main base, so it is necessary to retreat and wait for militia time, because the opponent who transfers militia will be short of wood! So don't worry too much, just back off. When you blow up two towers, you have a great advantage. Then play positional warfare with AM! Remember that you have a shop!
Without the tower, four farmers built the main base! This is easier to deal with, just like formation, killing farmers! Kill those four farmers and you win half. Of course, you will lose, and at most a few wolves will die. During the period, it is mainly fighting, and farmers are the first target! ! Remember! ! Besides, just remember that you have a store under construction.
Without a base, two towers were quickly built by two farmers and are being upgraded, so the average opponent opened a logging yard at home. This is the most difficult one! As long as the opponent delays upgrading to the tower, he wins half! At this time, your advantage is that your opponent will be slow to upgrade 2 copies. If there is no result after the first wave of contact, you can use extreme tactics! Cancel the upgrade of 2 copies, become a blacksmith, pull out three farmers, and strengthen the branch foundation of TR opponents! And called the farmers in the good shops barracks! ! ! ! I have used this trick several times, because my opponent has invested a lot of money in the sub-base, so there won't be many infantry, so I have to try it on the first night! Like I said, we hired a repairman. It's a bit tragic, but it's the best way I can think of.
This is my experience in grunting and double air combat on LT, and I hope I can help you.
Hehe, I thought about it, but I haven't said what to do if the other party doesn't open it. For example, if the opponent is at 12, and we spend a lot of time marching instead of MF, there will be a relative abuse, but I have to say that we are just a little abused. If not, if the opponent takes the air force route again, it will basically lose. Hehe, ORC is not easy, so complain:)
As for whether the opponent takes a panacea or a fire method, it is not discussed here. If my friends have any questions, I will pay attention to them and try my best to give me a satisfactory answer. Thank you!