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Warcraft Frozen Throne Orc Tactics and Arms Who can give me a detailed introduction?
1. Pure storm

DAYFLY's famous stunt, Rush's model.

The opening is still an ordinary opening, but supplemented by double barracks, the accompanying harassment of Prophet 3, and MF on the big G 2 line. When there is a big G team, they rush into each other's positions and ravage them as much as possible. The building was demolished in the mine, and lightning and wolves were used against the farmers who repaired the building.

Pure storms have high operational requirements, and troops are constantly being replenished. If you can't attack at one time, you should choose mining to upgrade your capital, transform Wolf Ride, and upgrade your predatory skills (so that farmers, big G and Wolf Ride can have extra money when attacking buildings), so as to achieve the purpose of demolishing buildings.

The tactics seem simple, but they completely grasp the characteristics of ORC and make good use of the advantages of the overlord in the early stage of Big G. The speed can be compensated by the speed scroll, which is a classic tactic.

2. Obscene streams (Wolf Riding Stream, Flying Dragon Stream, Bat Stream)

In the era of the Republic of China, there was already a obscene flow. Without leaving the barracks, the bloodthirsty dragon quickly appeared. In the middle period, there was a powerful shaman as a foreshadowing (the shaman was very strong in Dapeng era)

Now, SK.zacard has evolved the obscene stream perfectly. The opening is still the opening of the base building barracks. The hero is still the Guawa Knife Wang Jiansheng (BM), but after the altar is completed, an Orc Store with Guawa props will be added. After BM came out, he ran away with full props, nominally as an escort. In fact, he secretly stole the chicken and stole the dog, killed and robbed people, and the high wind killed the red-blooded wretched or soldier, robbed the treasures and books and left. After dark, I went to the obscene corporation to buy a pair of Nike shoes and a crutch, and continued to do evil.

At the end of this book, I chose panda/bull's head/frogman as two heroes, led a small number of big G to secretly MF, and opened a mine by the way, while science and technology chose wolf riding/flying dragon/bat, all of which were highly mobile troops.

If the wolf rides, he can fight hard after crawling; Flying dragons and bats stress that unity is strength, so they are afraid of being ambushed. Novices like to erect arrow towers at home and need three copies (the poison of dragons and the fire of bats). It's really a cool word to kill farmers with shaped dragons. Frog people transform, and the power of killing heroes is equivalent to UD3. Of course, bats are a combination of planes and tanks. Demolition of the house is fast (3 liters is more obvious) and it can't be repaired. Hit the watchtower and it will weaken, a whole building killer. Look how awesome it is after tearing down your building.

The essence of meanness is the meanness of the blade master.

3. Blood-thirsty tauren

This is just a set of late tactics, the basic form of the anti-Humble Tiger balm tactics to the later stage. Lightning and waves can quickly kill a humming mage, and crushing tauren and lightning shield are born for muskets. If there is a master white cow, it will be terrible.

Of course, this combination goes without saying that it is the overlord of the army, and nothing can be broken except the air force. Therefore, it is very important to detect orcs. Once the opponent leaves the air force, he will fight against the air immediately. Sometimes I choose panda as the 2 heroes. Both of them have the same killing ability (the advantage over Bo is that they can fight against the air) and the same blood thickness.

It is difficult to break this tactic of the orcs. Of course, it is more difficult to shape.

4. Orthodox stream

That is, orthodox play, altar-drilling-barracks-drilling-opening a shop, two roses, the Prophet (FS) going out to harass or MF, and two heroes and technical branches according to opponents.

For hum: big G+ shaman+catapult, the hero chooses Tau (TC).

For ORC: big G+ wolf riding or flying dragon, the hero chooses frogman or panda.

For NE: big G+ catapult+wolf riding, hero TC, frog, panda, everything is available.

For UD: big G+ shaman+wolf riding or flying dragon, hero TC or panda (anti-second, skill kills small g)

5.TC headhunting process

Grubby's usual tactics rely on TC's war trampling and headhunter's shooting to kill opponent units quickly. The building is similar, except that BM War Mill was built at the same time as the barracks. It is puzzling that a large number of intensive bloodthirsty headhunters can kill units at a very fast speed in the later period.

6. Tower crane

I didn't want to use it as a strategy, but I wrote it anyway.

TR is a variant of the traditional opening. When upgrading 2 books, build a war mill. After upgrading 2 books, choose frogman as 2 heroes, and then bring 4~5 big G's, 3~4 farmers and 2~3 slingshots. Heroes should be equipped with medical drugs, small blue, big blue and speed scrolls. Farmers began to build towers outside their opponents' bases, and trebuchets demolished their opponents' buildings far away. Heroes summon wolves and snake sticks (keep them at 3~4) until the pagoda is completed, then slowly advance to continue building the pagoda, and finally trap opponents in the base.

Pay attention: try not to die, pull it back without bleeding, and then make it up. When the hero loses his magic, he will temporarily retreat and let the arrow tower block for a while. If the opponent comes out with a siege weapon, hit him with a slingshot first, and then be bitten by a wolf. After determining the advantages of the watchtower, a shop is set up behind the watchtower to facilitate replenishment. At the same time, check whether the opponent divides the ore to prevent the opponent from back pressure.

If the arm is introduced

1. coolies-coolies operate mainly in defense. For example, if your opponent is Hem or the undead, they will often use their feet or ghouls to forcibly tear down your burrow, thus limiting your population to achieve his goal of climbing science and technology. At this time, the coolies will enter burrow. There is a big taboo in entering the underground cave. Don't double-click the B key of drilling, but choose to enter according to the target of the opponent's attack. Pay attention to repair when entering the underground hole. (Of course, if the other side attacks heavily, it can only choose tp).

2. Orc Infantry (Big G)- Big G is the soul arm of the Orc, and it is the overlord of the first-class arm, with more blood and more life. When foot saw him, it was not difficult for us to find the awe in each other's eyes. In close combat, we should focus on concentrating superior forces to attack the other side's seriously injured troops, and at the same time be able to transfer our own wounded smoothly, and pay attention to withdrawing the troops that have been intensively attacked. It will be used many times here: number, remove a unit, and then number. To deal with the early night, you must first kill the enemy's AC. Big G's ordinary attack is fatal to her. If the hero has dust on his body in the night battle, he needs to attack the city to deal with the collision of the huntress, which is large and fast. Siege mainly depends on the operation of the right mouse button. Right-click to surround the target with us and kill it with the A key. Personally, I don't advocate using the M key, which is too inefficient. The use of encirclement and killing is good, which can shock the other heroes well. If the other party is ud, his ghouls are a great threat to our big man and can easily surround our unit. Especially when DK is in the second level, the ghouls with halo assistance are very fast. At this time, the main thing we have to do is not to let the other side surround and kill. Beware of each other's shattered glass, who seems to surround Big G, but he is actually a prophet.

3. Headhunter-Orc Private, long-range attack, good attack power, but a little anemia. In the battle, we should pay attention to using his high technology to target volley. He is an armored unit, and he should be protected by the front meat shield arm. If you let your opponent's melee arms get close, it will be very fragile. If it can be upgraded to rage, haha, he can show his great power! Mainly when dealing with a large number of unarmed units (night elf is the first choice), his puncture attack can control the situation well.

4. The catapult-a sharp weapon to plunder the land of Gongcheng, is the first choice to deal with the defensive towers and armored forces (hum the mage group, NE hunters, deer, Germany ...). Its fatal disadvantage is that it moves too slowly, so we should pay attention to protection. When using, don't stretch the formation too long, so that the opponent can easily destroy the catapult pulled behind. It's best to equip him with a few minions and repair them while fighting. Minions can also play a tr!

5. Wolf Knight-the most spiritual arm of orcs. He moves fast, with Miyagi's attack, and his net skills are even more powerful. It works wonders in killing spiders, female hunters and Kodo. If the orcs relied on anything to suppress each other in the middle, it was him! He is really fearless, and the net is accurate! When the opponent wants to retreat, he can give the opponent a fatal blow, let go of those who are warm-blooded (attack with other arms) and net the healthier ones. At this time, the opponent really knows his hardships! If you ask your opponent what the hero is afraid of, he will definitely say that he is afraid of wolves riding, weaving nets and cannot escape! Personally, I don't advocate building too many wolves. After all, he is not the main battle force. It depends, of course. When the other side's troops are mainly air force, the orcs' air force is weak and the operating cost is high. At this time, the right amount of wolf riding can net some opposing air forces to control the situation.

6. Beast of Kodo-When you see Kodo, you will think of eating. Eating other units is Kodo's innate skill. When other armies have some ultimate meat shields, Kodo will have food. Although Kodo has a lot of blood, he is an armored unit, so he should eat and run and stand behind his own unit. He is a ranged attack, and he has a drum aura to strengthen the attack power of his troops. Kodo has the highest photogenic rate in War of the Orcs. When the two sides meet, Kodo's first target must be the wolf knight of the other side, because his net and Gongcheng attack are fatal to him. However, because the wolf rode fast, he could catch Kodo first, so the success rate was very low when he first came up. Personally, I think it's better to keep a good formation and play against each other, with Kodo in the back and the big G in the front. After the start of the battle, you should eat him according to the position of the other unit, and it is best to cooperate with the acceleration scroll.

7. Dragonfly-the most flexible arms in the orc army, with high attack power, but less blood and high price. Because he is an air unit, there is no volume collision problem, that is to say, he can overlap, so the attack power of his volley can be imagined. Because it can quickly become a standard after two books, it is the favorite of some high apm players. Using dragonfly can harass the other base, with good effect, which restricts the development of the other sub-base. He can kill those main targets in seconds, and his way of using them lies in concealment and suddenness. Don't be exposed to the frontal confrontation, try to hide in the highlands, attack each other in the Woods, and use Feilong to establish an advantage in the middle and early stages. If the other side's Gargoyle, Gryphon or Dragon Eagle comes out, it's not fun! Usually, when dealing with the dark night on the GW map, you can also stick to the main base with towers, release the flying dragon bats to restrict the other side's sub-base and harass its main base, open your own sub-base while the other side rescues, and make up a large number of towers (usually 5-7) to establish your own economic advantage. When dealing with ud's spider stream with flying dragons, you should first kill the spiders one by one (remember, don't use pure ones without good operation).

8. troll bat)-also known as self-explosion, bat in 1. Version 17 has been enhanced. When our air force is at a disadvantage, his appearance can completely turn the situation around. It's a nightmare for aviation with less blood. He's so cheap and plentiful! Bat is an oscillating attack mode, which not only causes great damage to the target, but also causes damage to the surrounding air force. Bats are the most difficult to deal with dragons and eagles, and the long-distance magic of dragons and eagles easily makes it inaccessible. At this time, it must be noted that the bat must not be exposed to the other party's field of vision before attacking, and it is best to use it with the speed scroll when attacking.

9. Shaman mage-the elite among orc wizards, purification and electric shield, and bloodthirsty skills after the third edition are all unique skills of shaman. Purification can slow down the speed of ordinary units by killing the units summoned by the other party, and effectively dampen the spirit of the other party. When our big G or tauren put on the electric shield and rushed into the enemy line to kill, the other side's head immediately dispersed. The electric shield is a good choice when dealing with hem, because orcs usually upgrade their level 2 bases before Terrans, so the electric shield will be stronger than men. Bloodlust can improve the speed of our army (including attack speed). A friend of mine uses hum, and now it's bn40. He once told me that the last thing he wanted was a big man with a red face and a thick neck rushing at him.

10. Witch doctor-Actually, witch doctor plays with the back three sticks, sentry guard, electrostatic trap and treatment guard. After sitting on the bench for a long time, Grubby surprised us again. This gifted boy told the world about his meditation on Warcraft again and again, and his three heroes and shaman's style of play were refreshing. Witch doctors can stick sticks everywhere, let the corners of the map be full of our eyes, and know our opponents' every move like the back of their hands. Static traps should be inserted in advance, scattered and layered, and treatment guards should be placed behind our army, just like the fountain of life!

1 1. Soul Walker (White Bull)-Now his appearance rate is also increasing, and his magic attack power is very strong, which can cause extra damage to heavy armor and light armor units. Soul chains can make troops last longer in battle. Generally, put on the soul chain before launching an attack, so as to avoid the other party finding themselves blown up. Destroying magic can kill the summoning unit, remove the magic that is not good for us and the magic that is good for the other side, and make the wizard and virtue of the other side useless! The ancestor ghost is not used much, but resurrects the tauren.

The hp of 65438+ 1300 made him stand out from the crowd (except the mountains in the dark, but the mountains are basically waste).

1. What is a big G?

Big G is an animal footstep soldier, and small G is an undead ghoul.

2. Did the neutral hero buy it at the mercenary base?

Neutral heroes are recruited in pubs, while mercenary camps employ some wild monsters, such as tree demon priests. On different maps, the arms provided by mercenary camps may be different.

I suggest you play the native hero of the orcs first. Orcs have strong original heroes, so they seldom recruit neutral heroes. And not every map has a pub.

Does this soldier have a rank?

Small soldiers have no rank, they can attack and defend, and two points of armor can be added to the first-level defense.

And almost every unit can learn special skills.

You should first adopt the general architectural order, such as altar, cave, barracks, second cave, upgrade base, third cave and shop (the two are interchangeable). After the upgrade, two corrals, or a corral, a soul destination (generally, the undead have no soul destination), a war mill and a base will be built in time. Compared with other buildings, it is nothing.

In a ring game:

As far as heroes are concerned, heroes are usually prophets or blade masters.

Two heroes are usually tauren or shadow hunters.

Unit: After the soldiers are built, they will start training the big G (as you explained), and build 4 or 5 before the secondary base is upgraded. When the barn is completed, they will train the marauders (commonly called "wolf riding"). If the soul is built, they will train the soul walker (white cow), and the white cow will be promoted to the master level. If the enemy is found to have an air force (mainly the destroyer of the undead), a troll bat knight will be built in the corral.

Under normal circumstances, wolves should be made to ride. His net is very powerful, and both the air force and the ground forces can catch it, and the siege is very powerful.

As for the timing of sending troops and building buildings, let's watch the master's video.

Tactics are formulated according to the opponent's situation, but you must first practice the basic tactics of "big G+ wolf riding", and you must watch more videos and learn the methods of expert reconnaissance and their unique tactics.

In addition, the operation is also very important. It is necessary to release magic in time, pull soldiers with less blood out of the battlefield, escape, kill and so on.