AoW Tower Rush [A Guide by Archimonde]

This is a discussion on AoW Tower Rush [A Guide by Archimonde] within the Post for cash forum part of the General category; Link: http://www.d3scene.com/forum/warcraf...tml#post211167 Originally Posted by Archimonde AoW Tower Rush By A rchimonde [a.1] Contents [a.1] Contents [a.2] Introduction [a.3] Build ...


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Thread: AoW Tower Rush [A Guide by Archimonde]

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    AoW Tower Rush [A Guide by Archimonde]

    Link: AoW Tower Rush [A Guide by Archimonde]


    Quote Originally Posted by Archimonde View Post
    AoW Tower Rush

    By Archimonde




    [a.1] Contents
    • [a.1] Contents
    • [a.2] Introduction
    • [a.3] Build Order
    • [a.4] Gameplay
    • [a.5] Credits
    [a.2] Introduction



    The AoW tower rush is a mildly common 2s strategy, using an elf/hu race combo to establish an early win. This strategy benefits the offensive players, and can be used against the following race combinations:
    • UD/Elf
    • Orc/Elf
    • Elf/Elf
    One of the opponents needs to be elf for the strategy to be pulled off. Anyway, this strategy takes the advantage of Ancients being able to attack and the human ability to speed build tower. This strategy was much more effective during the last patch, but still works now even after the tower nerf update.



    [a.3] Build Order

    The build order is quite simple. Most likely, there won't be a late game, considering this is a rush and if you fail, you'll most likely lose the game.


    For Elf:
    1. Send Wisp to Build first Offensive AoW at opponent's base
    2. Altar
    3. Moon Well
    4. Wisps until 18/20 with hero, continue building heroes after your 3rd and 4th Offensive AoW goes up.
    5. Remember to send wisps to back your ally's towers up with repair/build more Ancients of War.
    For Human:
    1. Altar
    2. First Built peasant - Barracks
    3. Second Built Peasant - Farm
    4. Third Build Peasant - Farm
    5. Build peasants until 22/22 food (with Footmen)
    6. Build another farm before you max out.
    7. A little bit before your archmage comes out, start building a lumber mill.
    8. When your archmage comes out, have militia prepared to run to the opposing elf base. I suggest using 3-5 militia, speed build towers, and upgrade.
    It is also optional to use a tavern build for dual firelord or Naga/Archmage. But Demon Hunter can be essential in burning enemy heroes. (This will cause them to waste more moon well mana when healing, as when restoring mana, it requires double the moon juice per mana)


    When Building offensive AoWs, consider building them in safe areas. (Next to opponent moon well/altar.) And near trees - so when you lift them they can eat trees to restore health. You can also use AoWs to block your opponents from reaching your ally's towers.


    [a.4] Gameplay
    Success rate can be increased by doing this tower rush on smaller maps, to be able to reach your opponent quicker to deal the finishing blow. Skilled players can bounce back even after the rush has failed.

    Elf - Your primary objective is to support your ally by planting more and more AoWs in your opponents base while your ally upgrades/builds more towers. Another objective is to keep your opponents mana down with mana burn to prevent them from using spells that are essential to stop your tower rush.

    Human - Your objective is too build towers in your opponents base, and also pressure opponents units. Your Footmen deal bonus damage to wisps/archers/fiends. Also, it is best to keep your hero alive to continuing summoning water elementals/lava spawns. Against an orc/elf team, you might be better off with AM/Naga as starting heroes for both races to stop the blademaster from pressuring your heroes. You should continue pumping footmen until around 30 food, then you can save your gold/lumber to expo. You can stop building towers when your opponent's main is going down (50% health, and falling fast).

    Ancients of War - The Juggernauts that do large amounts of damage and used to push your enemy back, these are very effective in killing moon wells/staying alive/and stalling time for the towers to get up.



    Unupgraded Towers - Only excuse for not upgrading them is lack of resources, but 70 gold and 50 lumber is pretty cheap. If your towers are idleing, your wasting time that could be used to upgrade them.

    Scout Towers - Get these up as fast as possible. They are essential to your victory in the game. Just remember never forget to build a lumber mill - its a noob mistake and it'll cost you the game.

    Arcane Towers - These are optional. They're mana burning hits can be used well to drain even more moon juice from opponent moon wells.

    Wisps - Skilled players are able to use wisps well to prevent your opponent from casting / summoning units (skeletons, wolves) and draining hero mana, also building AoWs and moon wells in your opponents base. You should only be building moon wells if you have more then 5-6 AoWs in your opponents base already, they can also be used to repair your Ancient of Wars.

    Hopefully with this information you'll be able to destroy your opponents swiftly and time-saving-ly.


    [a.5] Credits
    Guide was written by Archimonde for D3scene on May 14th, 2009. Copying or using this guide for another website is prohibited.





  2. #2
    lordzephyr is offline Banned User
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    do u have the map?

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    Luxollidd is offline Addict
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    Quote Originally Posted by lordzephyr View Post
    do u have the map?
    ARE YOU SERIOUS?!?!?!?!

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    SephX's Avatar
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    dude i've never seen or even heard of this strat...sounds pretty fucking good tho...any chance u have a replay or video using this strat?

  5. #5
    sNowNero is offline Banned User
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    lol
    this strat..
    stroh and me have play it for along time but we didnt call it anyone:´P

    stroh and me want to make this stra.. and post a replay soon

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