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Complete Human Guide

This is a discussion on Complete Human Guide within the Warcraft 3 Strategies forum part of the Warcraft 3 forum category; Was bored today, so here is my [How To]. Will update it with more strategies, a micro section, more buildorders ...

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Old 09-24-2007, 11:55 PM
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Post Complete Human Guide

Was bored today, so here is my [How To]. Will update it with more strategies, a micro section, more buildorders and so on. But this are the my favourites BOs and strategys.



Content:
1. Introduction
2. Buildorders
2.1 Std. eckl. Arcane Tower
2.2 Std. incl. Arcane Tower
2.3 Fast Tech excl. Arcane Tower
2.4 Fast Tech incl. Arcane Tower
2.5 Fast Altar
2.6 Buildingplacement
3 Militia Creep
3.1 General
3.2 Maps
3.2.1 Lost Temple
3.2.2 Twisted Meadows
3.2.3 Turtle Rock
3.2.4 Gnoll Wood
4 Human vs Human
4.1 Introduction
4.2 Build Orders
4.3 Strategy
4.3.1 T2 - Power
4.3.2 T3 - Tech
4.3.3 Fast Exe
4.4 To Tipps and cheat
5 Human vs Orc
5.1 Introduction
5.2 Build Orders
5.3 Strategy
5.3.1 Rifle Caster
5.3.2 Mass Summons
5.3.3 Air Tech
5.3.4 Fast Expansion
5.4 To Tipps and cheat
6 Human vs Undead
6.1 Introduction
6.2 Build Orders
6.3 Strategy
6.3.1 Paladin first
6.3.2 Tanks
6.4 To Tipps and cheat
7 Human vs Nightelf
7.1 Introduction
7.2 Build Orders
7.3 Strategy
7.3.1 NoFeMaps
7.3.2 FeMaps
7.4 To Tipps and cheat
8 Micro
8.1 Early Game
8.2 Middle Game
8.3 Late Game
8.4 Selfkill




1. Introduction

The noble warriors of humanity employ both a strong military and powerful magics in the defense of their shining kingdoms. Both knights and wizards fight side by side on the field of battle against those who would threaten the sanctity and peace of the Alliance. Although the Alliance has all but fallen apart, the valiant citizens of Azeroth and Lordaeron have once again taken up arms against the enemies of humanity. (by Blizzard)

2. Buildorders

2.1 Std. eckl. Arcane Tower

- 4 peasants into gold-mine
- 5 build an altar, after he finish this, use him to scout
- commission 2 peasants
- first peasant, who comes out of the townhall builds a barrack, after he finish this, sent him to wood
- second peasant, who comes out of the townhall builds a farm, after he finish this, sent him to wood
- produce 2 more peasants
- next peasant collect gold in the mine
- the fourth peasant build a farm, then a second farm, and after he finish this, sent him to wood
- commission 4 more workers and sent them to wood
- go to t2, when you have enough ressources

Supply control:
Townhall(12) + 3xfarms(18 ) = 30
- 13 peasants (13 supply)
- 1 hero (5 supply)
- 6 footmens (12 supply)

2.2 Std. incl. Arcane Tower

- 4 peasants into gold-mine
- 5 build an altar, after he finish this, use him to scout
- commission 2 peasants
- first peasant, who comes out of the townhall builds a barrack, after he finish this, sent him to wood
- second peasant, who comes out of the townhall builds a farm, after he finish this, sent him to wood
- produce 3 more peasants
- next peasant collect gold in the mine
- the fourth peasant build a farm, then a second farm, and after he finish this, sent him to wood
- the fifth peasant build a tower(upgrade, when you have enough ressources), after he finish this, sent him to wood
- commission 3 more workers and sent them to wood
- go to t2, when you have enough ressources

Supply control:
Townhall(12) + 3xfarms(18 ) = 30
- 13 peasants (13 supply)
- 1 hero (5 supply)
- 6 footmens (12 supply)

2.3 Fast Tech excl. Arcane Tower

- 4 peasants into gold-mine
- 5 build an altar, after he finish this, use him to scout
- commission 2 peasants
- first peasant, who comes out of the townhall builds a lumber mill, after he finish this, sent him to wood
- second peasant, who comes out of the townhall builds a farm and a second, after he finish this, sent him to wood
- commission 2 peasants
- thrid peasant, who comes out of the townhall builds a barrack, after he finish this, sent him to wood
- fourth peasant collect gold in mine
- commission 5 peasants
- go to t2, when you have 10 wood-peasants

Supply control:
Townhall(12) + 2xfarms(12) = 24
- 15 peasants (15 supply)
- 1 hero (5 supply)
- 2 footmens (4 supply)

2.4 Fast Tech incl. Arcane Tower

- 4 peasants into gold-mine
- 5 build an altar, after he finish this, use him to scout
- commission 2 peasants
- first peasant, who comes out of the townhall builds a lumber mill, after he finish this, sent him to wood
- second peasant, who comes out of the townhall builds a farm and a second, after that, build with him a tower, after he finish this, sent him to wood
- commission 2 peasants
- thrid peasant, who comes out of the townhall builds a barrack, after he finish this, sent him to wood
- fourth peasant collect gold in mine
- commission 5 peasants
- go to t2, when you have 10 wood-peasants

Supply control:
Townhall(12) + 2xfarms(12) = 24
- 15 peasants (15 supply)
- 1 hero (5 supply)
- 2 footmens (4 supply)

2.5 Fast Altar

- 2 peasants into gold-mine
- 2 peasants build the altar, after that, sent them into the gold-mine
- 1 peasants build the farm
- commission 2 peasants
- first peasant, who comes out of the townhall collect gold in mine
- second peasant, who comes out of the townhall builds a barrack, after he finish this, sent him to wood
- commission 2 peasants
- thrid peasant, who comes out of the townhall collect wood
- fourth peasant, who comes out of the townhall build a farm, after he finish this, sent him to wood
- commission 2 peasant, sent this two to collect wood

After this, the AM should be ready. Use AM+WE+6 Militias to creep.

- commission 1 peasant, build with him a farm and after that, sent him to wood
- reproduce the death militias and commission so much peasants, that u get 8 wood-peasants
- go to t2, when you have enough ressources

Supply control:
Townhall(12) + 3xfarms(18 ) = 30
- 13 peasants (13 supply)
- 1 hero (5 supply)
- 6 footmens (12 supply)

2.6 Buildingplacement



Like you see, this Base has two entrances. A big one and a small one(Yellow Arrow). It was a 2on2 match and so, the Human´s can defend the base easily.
The red area shows the place, where later the T2 buildings will be placed. Also put there the blacksmith, that they won'T be destroyed easily.


This buildingplacement has only 2 small entrances and both cross each other. That is more for a Solo game, because you won't get mass units with your ally. And the orc is a range race, so you can block the entrance easily with a unit and focus each unit of the enemy.
The red area shows again the place for the T2 Buildings.

3 Militia Creep

In this guide, i will show you only the most used militia creeps.

3.1 General

The militia creep can give you advantages, but if you fail, the enemy will get some. So before you creep, scout the enemys position. If you play with a close-position, don't creep or only, if the enemy is a noob.
In this guide, we use always the AM as first hero and a standard BO for human.
Never use your peasants from your goldmine, only your wood-peasants.
Channel the damage of the creeps always to your Waterelements and don't lose a peasant. When you lose a peasant, reproduce him instantly.

3.2 Maps
Legend:
0/5 Use it only, if you like big risks
1/5 Not advisable
2/5 You need some skill for this creepset
3/5 Good chance for advantages
4/5 Advisable
5/5 Absolute advisable

3.2.1 Lost Temple

5/5

Creeps:

2 Forest Troll Berserker
Forest Troll Shadow Priest
Oger Warrior

Comment:

The onliest good creepset at Lost Temple is the natural. In combination with that, take a fast expansion. Creep the natural with an AM, a WE, two footmens and 4 militias. Even with close-position of the enemy, this is a must for all human players.

3.2.2 Twisted Meadows

Militia Creep 1:

3/5

Creeps:

Stone Golem
Forest Troll
2 Oger Warrior

Comment:

The first militia creep on Twisted Meadows is the Goblin Merc. Camp, but this works only at the 5 o´clock position and the 11 o´clock position.
After the Am comes out of the altar, cast the first waterelement and go with 2 footmen and 4 militias to the creep. Focus at first the Stone Golem, while you summon the second water element. After he is dead, focus two more creeps. Then send your militias/peasants back to your base and fight with your now 3 footmen against the last creeps at this spot.

Militia Creep 2:

3/5

Creeps:

Gnoll Warden
2 Gnollguard

Comment:

This is the same as above, the only difference is, that you start with the creepset earlier. After the Am comes out of the altar, go with 4-5 militias and a footmen to the creepset. After you finish this set, you aren't level 2, but with the easy green spot you get your important level-up.
With this miltia creep, the risk of an harras is against zero, but you need more micro for it.

3.2.3 Turtle Rock

Militia Creep 1:

4/5

Creeps:

2 Oger Warrior
2 Forest Troll Trapper

Comment:

This is the first creepset. You need only 3 miltias, 2 footmens and the AM with the WE, but with this creepset, you don't level-up, you need 1-2 more XP.

Militia Creep 2(double creep)

4/5 (but only, if your enemy isn't at close position)

Creeps:

2 Level 1 turtles
Level 4 s


2 Level 1 turtles
Level 4 turtle

Comment:

After the AM comes out of the altar, summon the first WE. Go with 4 militias and the WE to the creepspot in front of your base and creep it. With your AM and 2 footmen, go to the creepspot at the other side and creep it. At this time, your second summon should be ready.
You can play this militia creep, when it is close position, with a harrasment of your own.

Militia Creep 3:

5/5

Creeps:

2 Forest Troll Berserker
2 Oger Warrior
Forest Troll Warlord

Comment:

With this creepset, you can take a fast expansion, but use it only, when your enemy isn't at close-position.
After your AM comes out, cast the first WE and go the the creepset with 2 footmens and 5-6 militias. When you arrive at the creepspot, summon your second WE. Focus with your AM, a WE and 2 footmen one of the two Forest Troll Berserker, focus the other one with your militias and the other WE.
After that, focus the Forest Troll Warlord. And at least, finish the creepset with your footmens and AM.

3.2.5 Gnoll Wood

Militia Creep 1:

2/5

Creeps:

2 Gnolle
2 Gnoll - Assassin
Gnoll Warden

Comment:

The Naturel is only creepable, when your enemy isn't at close position(40%). With 4-5 militias, 2 footmen and your AM(who cast instantly a WE, when he comes out of the altar) go to the creepspot. Befor you start with the creepset, summon your second WE. Creep first the two Gnoll - Assassin , after that the Gnoll Warden and then the two other Gnolle.
When the fountain in the middle is a healing fountain, go to this place and heal, cause of the poison of the creepset.

Militia Creep 2:

2/5

Creeps:

2 Gnoll
2 Gnoll - Assassin
Stone Golem

Comment:

This creepset is only then creepable, when your enemy is at cross-position.
Go with your AM, two footmens and 4-5 militias to the creepset and kill at first the Stone Golem, then go on with the others. This militia creep isn't anything special, but you get more XP then at the other one at Gnoll Wood, but only 1 Item.

4 Human vs Human
4.1 Introduction
My favourite Match-up, because it is 100% balanced. No whine, no flame. Human, the counter race, cannot play only 1 strategy. Only the one, who can change his strategy in few seconds, can win in this match.

4.2 Build Orders

Because the human race isn’t the best for harassment, you won’t need a arcane tower. I would recommend the Std. eckl. Arcane Tower Build Order. Only when you are on T2, start to build 2 arcane tower in your base.

4.3 Strategy

4.3.1 T2 Power

While using this strategy, you have to overrun your enemy with a greater army to end the game or to minimize hi army so much, that you can take easily an expansion. An other way of this strategy is, to take an expansion and defend this with your whole army. Choosing this way, you get the advantage of the expansions.
You can also “punish” your enemy, if the took a fast expansion, with your advantage of your hero. While he is running with footmen and one hero at the map, you can end the game with two heroes and mass casters(But with this strategy, you need at least one counter expand)

Advantages:

-offensive strategy (makes fun)
-overrunning of the enemy
-effective on little maps with a tavern
-has a chance against all other strategy

Disadvantage:

-bad counter chance against other strategies in late game
-bad in late game, when your enemy has more expansions
-you need a lot of skill for perfect timing

Execution:

Early Game:

In the early game you should concentrate on creeping. An important thing is the scouting. So scout people, scout for your life. When you can harras your enemy, while he is taking an expansion, the game is to 90% over for him. When he get an expansion, harras his peonline with a splitted army(one to peonline in mainbase and one to peonline at the expand). When you find a lightning shield and you don’t play in an international league cw, use it on a WE and go with that to a peonline. Repeat it with a second, then some peasants should be dead.

Middle and Late Game:

Expansion or not – when you are at T2 build instantly 2 arcane sanctuaries in your base and start with the production. When you get T2, you have to choice between attacking your enemy or taking an expansion (when you have good macro, make both).
When you take an expansion, you have to scout all the time of the rest of the game and produce counter units. The game will be decided on the skill.
When you attack your enemy, you can have some luck and overrun him. With casters and 2 heroes, your enemy with only one hero and footmens has no chance to survive.

4.3.2 T3 Power

This is a more defensive gameplay. You avoid all the fights, until you are T3. But when you get to T3 without problems, you have a perfect army of 3 heroes, priests and knights. This strategy is more for beginners, but will work also against skilled enemys.

Advantages:
-perfect foundation group of knights and priests, easily to handle
-easily playable, also from noobs
-perfect for big maps
-fast change of your units for a easy counter army against your enemy

Disadvantage:
-you lose more or less 100%, when your enemy play with a fast expand

Execution:

Early Game:
In this strategy, you should use the Std. incl. Arcane Tower or the Fast Tech incl. Arcane Tower Build Order. Depending, if you use militia creep or not. Avoid all fights!!!

Middle and Late Game:
When you get on T2, scout instantly for an expansion of your enemy, when you don’t do it already. If you find one, you can write “gg” and leave or try to win. Then you have to go on like in “T2 Power”.
Else, get as fast as you can a MK and build a arcane sanctuary. Get 5 priests and upgrade them. When you have enough resources, go to T3. While you are on T2, go on with creeping or look at the Naturals for an expand of the enemy. But don’t lose your army, let the expansion stay, if you see, that you won’t get it. When you know, that he has an expansion, try to get an counter expansion.
When you get T3, get an Paladin and creep him as fast as you can to level 2. Let your other heroes stay out of the creep, that the Paladin get all XP. Also get the T3 upgrade for the priests. When you have the first knights, the fight begins. Then, it is all up to you, harras the enemy as good as you can and destroy his base. And if the enemy has a better army, it isn’t any longer a problem, on T3 with an expansion, you can get fast enough a counter army.


4.3.3 Fast Exe

This is a risky strategy. If you get harrased, while you creep the natural, it can be over very fast. So don’t play this in small maps or when you know, that your enemy is at close position.

Advantages:
-When you get the expansion, you get a very big advantage and the win should be for sure

Disadvantage:
-When you get harrased, it´s more or less over
-Late tech, risk of being overrunned at T2

Execution:

Early Game:
You can choose, which build order you choose, there isn’t a difference at all at this strategy, because you can use the militia creep with all. Before you start with the creep, scout, if the enemy takes also a fast expansion. But more to this later.
When you scout enough, start the militia creep and build the townhall as fast as you can. When the enemy takes now a fast expansion, too, try to kick that. When not, stay at your own expansion and defend it. After that, go on with normal creepment.

Middle and Late Game:
When your enemy doesn’t took a fast expansion and when he isn’t a noob, he will start a T2 push. This will be difficult, because he has a better army then you. But when you can defend your base, you have won the game. After the push, you should reach T2, too, and with the resource advantage, you shouldn’t have any problem with a counter army any longer. What you make now, depends on the game. There, the real counter game begins.


4.4 To Tipps and cheat

-Farms as a scout are cheap. Use them so oft you can.
-With human, you should buy always a townportal. When you lose your AM, the game will be over against skilled enemys.
-On Lost Temple, Plunder Isle, Two Rivers and Echo Isles:Always take a fast expansion!!!
-Healscrolls are important for human. Heal always your low-hp units.
-Set the wood-peasants always in a hotkey group. When you attack, make only them to militias, that you get, while you fighting, gold.

5 Human vs Orc


5.1 Introduction

Yeah, what should i write. If you wanna win fast an easy, go on with reading this. When you wanna get really good, go and study the units of the orc, that you can counter all armys of the orcs.

5.2 Build Orders

The Build Order. You haven’t really a choice, which one you choose. The Std. incl. Arcane Tower is an absolute must for everyone. A good harras of an orc can ruin the whole game of you. It isn’t a sign of weakness, but if you don’t build one, you can more or less make suicide.


5.3 Strategy

5.3.1 Rifle Caster

Advantages:
-easy to learn
-can be played against every strategy of the orc

Disadvantage:
-standard strategy, every orc knows that and knows how to counter that

Execution:

Early Game:
Like you read in the section “Build Orders”, you have(!!!) to build a arcane tower. When you get 5-6 footmens, build a blacksmith and start with rifles. When you scout and see, that the orc tech without barrack on T2, try to kick as many burrows as you can and harras all the time. Else creep as much as you can.

Middle and Late Game:
On T2, get the upgrade for your rifles and build a arcane sanctuary. Get also a MK or a BeM. Alternatively you can play with a Naga, too. On T2, you should have an advantage(the orc has normaly only grunts+catas+shamans). When you see, that the orc focus a rifle, sent him instantly a little back, also when he has full hp. Focus with the stun of the MK then a grunt after an other one. When the first sorcs get out of the sanctuary, go on with harassment. When you see, that the orc go on T3, make the same and make yourself ready to get fast air. When he stay on T2, go on with rifle and caster.
Spellbreaker can be useful in this strategy, too, when the orc go on T3 with docs and Tauren. But 3-4 should be more then enough.

5.3.2 Mass Summons

Advantages:
-in early and lategame good

Disadvantage:
-bad against dispel
-only on tavern maps
-you need a lot of micro

Execution:

Early Game:
This is a defensive strategy. Creep your AM to a high level and avoid fights. Build only footmen and get as fast as you can to T2. An option to creepment is, to tech defend for your footmen and kick the burrows of the orc. That will slow down the macro of the orc.

Middle and Late Game:
On T2, build instantly 2 arcane sanctuaries and get a BeM at the tavern. Your AM should be at level 3. When he is, start an attack. Try to kick the spirit lodge, that the orc get late shamans/SW. After that, build a blacksmith and produce the first sorcs and priests. Later, when you have 2-3 rifles and some casters, attack the orc again. When you win the fight, the game should be over, when not, go to T3 and make knights or air, depending on the strategy of the orc.

5.3.3 Air Tech

Advantages:
-90% of all orcs can’t counter that
-at a specific point, it isn’t stoppable and when the orc doesn’t left already, he´s crazy or the biggest noob, you ever saw.

Disadvantage:
-delicately against a towerrush
-bad on little maps
-bad against fast expansion of an orc

Execution:

Early Game:
And an other defensive strategy. I don’t think, that I have to write something. Else go and read the Early Game of the “Mass Summons”.

Middle and Late Game:
Don’t stay a second on T2 (only when you lost militias, reproduce them as fast as you can) and go to T3. As a second hero, you can use a MK, BeM and – as an exception - you can also choose a Paladin. Build, while you go on T3, two gryphonaeries. When you get 4 gryphons, start the harassment at the orc and don’t stop it. The game should be over now.
When the enemy try to get bats, go on with harassment. Force the orc to use his townportal again and again, that he waste money. And avoid fights with the bats.

A little result:
This strategy is easily to counter for the orcs, but 90% don’t do that and you can get to level 40 or so with that strategy.

5.3.4 Fast Expansion

Advantages:
-When you survive the early game, you won to 99,99999999999%

Disadvantage:
-only useful at lost temple
-a little mistake and you can leave the game even without a fight. You have to play with 150%
-when the orc finds a lightning shield, yeah, you can leave, too, or hope, that he is a noob.

Execution:

Early Game:
Build Order, I already said… Scouting!!! When the orc is at close position. Don’t use this strategy any longer. Build as fast as you can at least 2 towers at your base and expansion. Get, when you have enough resources, to T2 and build without a break on T1 footmen, that u won’t get overrunned on T2.

Middle and Late Game:
On T2, you can build instantly 3 gryphonaeries and a MK. Upgrade, while you go on T3, armor and damage of your gryphons. The late game on T3 shouldn’t be a problem. You have more then enough gold to produce counter units.

5.4 To Tipps and cheat

-Always buy a townportal
-Lightning shield is your worsest enemy! Dispel?!?!
-Grunts are better then footmen, try to avoid a fight
-When the orc starts a towerrush, build on towers on your base, they are as good as the tower of the orc.

6 Human vs Undead

6.1 Introduction
Undead… What should I say? This is always a hard Match-up. The best hero combo in game, and that against an AM... n/c

6.2 Build Orders
The Build Order should be he normal with two entrances. A tower will help some time, but it isn’t a must-have against Undead.

6.3 Strategy

6.3.1 Paladin first

Advantages:
-With MK a good hero focus against UD
-Paladin won’t die that easily with divine shield against UD

Disadvantages:
-The missing Aura of the AM is clearly, mass potion won’t be cheap

Execution:

Early Game:
Get your Paladin as fast as you can to level 2. When you have the divine shield and a surround of mass ghouls or a hero focus of Undead heroes isn’ta big problem any longer. Skill the Paladin like this:
Holy Light / Divine Shield/Holy Light/ Divine Shield / Holy Light
Only when you get knights, reskill your Paladin with the aura. When you have 8 footmen, start the tech and make a go on the Undead base. Your aims are, when the Undead techs, to kick the Acos. 3-4 dead Acos result in the cancel of the tech. When the Undead doesn’t tech, try to kick some ziggurats. When the Undead build mass Fiends, upgrade your footmen with defend, upgrade damage armor to 2/1 and produce more footmen, while you tech.

Middle and Late Game
On T2, get fast a MK or a Panda(your choice). Build also a arcane sanctuary and produce 2 priests, 1 sorc and 1 spellbreaker. Depending on the Undead´s Army, add more priests or spellbreaker or so. When you don’t get the Undead with your army(you can also add some rifle to that), tech to T3 and build knights or gryphons. But the late game depends on the army of the Undead.

6.3.2 Tanks

Advantages:
-An A-Click strategy with 3/3 upgrade

Disadvantages:
-Late tech, because of fast expansion

Execution:

Early Game:
Try to get a fast expansion with militia creep and build some towers in your and the expansion (4-5 should be enough, but you can also make 10-15, depending on your micro skills with footmen against a T2 army). Try to avoid a fight with the Undead on T1.

Middle and Late Game:
On T2, build 2 factorys(I recommend to build that outside the base and in a “hidden place”, where the Undead doesn’t search) and tech instantly to T3. When the Undead doesn’t found the factorys, start the production of tanks. Upgrade them to 3/3. With 5-10 tanks, you can easily A-Click on the enemys base and you can eat something or go on toilet. When the Undead survive, it shouldn’t be a problem anylonger. You have enough resources for counter units and the Undead lost at least 3 or 5 buildings, which he has to rebuild.


6.4 To Tipps and cheat

-build as much towers as you can pay. Later, the destroyer will destroy 2-3 towers easily and the expansion is down.
-try to get mass expansion in the late game, this is sometimes the onliest advantage of the human

7. Human vs Nightelf

7.1 Introduction
A controversial Match-up. Some says, Human is better then Nightelfs, but other say, Nightelf is better then Humans. But that doesn’t matter now. Human vs. NIghtelf isn’t really a hard Match-up with the right strategies.

7.2 Build Orders
I would recommend you to use a standard Build Order without tower. But that depends on your own. And don’t forget to leave enough space in your base against a Nightelf for T2 buildings, that you can build them in a save place.

7.3 Strategy

7.3.1 NoFeMaps

Advantages:
-when you learned this strategy, it is easy to win against Nightelf

Disadvantages:
-only one mistake can end in a lose
-hard to play

Execution:

Early Game:
In the early game, try to avoid a fight. When you creep, the Nightelf trys to creepjack you with his Demonhunter. But when you get back with your AM always and focus with your footies the Demonhunter, it shouldn’t be a problem. An attack of the army is unnormaly, so don’t worry of that.

Middle and Late Game:
At T2, the Nightelf will normaly make a go on your base with DH+Naga, go back in your base and wait, until you get your MK. When he is out, attack with your footmen and use also your wood-peasants as militia. To defend your base is hard, but when you survive, the game becomes earlier. Build in fast-build two arcane sanctuaries. After that go, it is time to expand. Buy 3 pocket tower and creep a Natural. Build the townhall in fast-build with 2-3 militias and upgrade instantly your towers at your expansion. The Nightelf will try to kick your expand, but with first sorcs and maybe priest, you should defend your expansion good. After you got 3-4 sorcs and priests, build 6-8 spellbreaker. Reskill your AM to Blizzard and Aura, WE are useless now. When you see, that your enemy recruit mass dryads, build also 2-3 mortars.


7.3.2 FeMaps

Advantages:
-Mass ressources

Disadvantages:
-risk of being rushed in early game
-late tech

Execution:

Early Game:
The buildorder is the "2.2 Std. incl. Arcane Tower". Add also a lumbermill as fast as you can to your base. When you have enough peasants to creep the Natural, do it. But you can also scout for the enemy peon/aco/wisp/peasant and wait, when he go away, that the enemy doesn't see you creep. When the militias turn to peasants, build isntantly at least 4 towers at your expand. Wait until one tower finished with your army at the expansion. Then go on normaly. I would recommend, to build 4-5 towers at your own base, too.


Middle and Late Game:
While you tech, the Nightelf will make a go. At the latest now the enemy will know, that you took an expansion. But when you builded towers at your bases, the Nightelf has to go back, because you have an advantage of the tower. After the Nightelf found the expansion, he will try to kick it. So get ready to TP there instantly. After you defend your two bases, try to get an army as fast as you can. The Nightelf will tech on bears, and then, all towers of you are useless, when you have only some footmen. After you survived to this point, the game will continue like the game in the NoFeMaps...


7.4 To Tipps and cheat

-Make a ring Formation. MK first, spellbreaker in the second row in a bow and at least your AM, sorcs, priests and when he has mass dryads, your mortar.
-The MK use normaly only clapps at the bears, but when you see the Demonhunter in your ring formation at the center, bolt him and try to kick him.
-Buy always a healscroll, when your formation break, use it and try to resist, else go back.


8 Micro


8.1 Early Game

The early game is the hardest for the Human. The footmen wo't survive for long against grunts, fiends or huntz. When you see, that the enemy focus one unit, select this footmen and send him 3-4 blocks back. But don't send him back to your base, when he has more then enough hitpoints to fight. So the most important for the Human player is, to send units as fast as you can back.

8.2 Middle Game

In the middle game, the Area of Effect, for example the shockwave of the tauren chieftain, will cause some problems for the Human army. Buy always at T2 a healscroll, to balance the lose of the hitpoints.
But the healscroll isn't the onliest thing, which help at micro. At T2, you get your first caster. The priests can heal in one second 25 hitpoints of a unit, and as long as you haven't inner fire ready, use this to heal units while the fight. After few seconds, the unit is ready to fight again. That can help a lot. THe sorcs will make it harder for the orc with her first spell. But we will look at the second spell, the invisibility. With this spell, you can micro out your units easily without losing them. You can also help a hero out, who is surrounded and is then invisibility. When the enemy hasn't dust, he has no other choice to move.

8.3 Late Game

The late game is easy for the Human. Now you can build units with high hitpoints, which make the micro easier. But that doesn't mean, that you can relax. You ahve to go on like in the early and middle game, but now with full upgraded units and caster.
An other help is the staff you can buy at the Human shop at T3. He will send your low hitpoint units instantly back. An other help is your third hero, the paladin. When you don't got him at T2, at T3 you have to buy him. He can heal your heros and single units fast and easily and with the aura of the AM constantly.

8.4 Selfkill

Micro doesn't mean, that you have to save all your units. When you see a footmen with 10 hitpoints, hunted by a Blademaster os someone else, kill the footmen on your own. Micro means, that your enemy shouldn't get XP, to avoid high level heroes. But don't forget to kill your footmen with a high level unit, when you kill the 10 hitpoint footmen with a 5 hitpoint footmen, there wouldn't be any difference. Try to use always your AM, with him it is easy.


Hope, you like it

Last edited by PINGUIN-MENSCH; 09-28-2007 at 01:28 PM.
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  #2  
Old 09-25-2007, 12:04 AM
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nice! +rep. Use this in the Competition and the first place is safe for you.
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Old 09-25-2007, 12:13 AM
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Who wanna read that
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Old 09-25-2007, 12:18 AM
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it isn't there to read all, but for specific match-ups or to know specific counter strats it´s useful
and really, this isn't much, you ever read a full how to?o.O one strategy is a half page long, not more
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Old 09-25-2007, 12:29 AM
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Quote:
Originally Posted by Loioster View Post
Who wanna read that
cant you just stfu ?
you dont have to read everything just the part which you have to practice




and nice guide penguin-mensch
will help a lot +rep
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Old 09-25-2007, 10:55 PM
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Nice kinda long but the way that you put all the infos's really good ++rep
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Old 09-25-2007, 11:03 PM
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Old 09-25-2007, 11:36 PM
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cant you just stfu ?
you dont have to read everything just the part which you have to practice




and nice guide penguin-mensch
will help a lot +rep
stfu ur self
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Old 09-25-2007, 11:42 PM
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sry for this but *sshole (not flaming) , why in hell dp u has to write so mutch?? u just wasted 10 min of my life.

btw: +rep
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Old 09-26-2007, 12:14 AM
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no one force you, to read it o.O and why u give rep, when you think its waste? strange...
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Old 09-26-2007, 02:41 AM
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Quote:
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Who wanna read that
This is the best Human-Guide I've ever seen!
I WANNA READ THAT!
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Old 09-26-2007, 05:42 PM
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I want to read it too!
If you are not interressed then just don't read it and let it be...

GJ and thanks pinguinmensch good guide (and for me helpfull =/)
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Old 09-28-2007, 09:22 PM
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stfu ur self
didnt u say something about u stopping being a noob flamer spammer lol?
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Old 09-29-2007, 01:19 AM
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Haha, yes he did
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Old 09-29-2007, 09:22 PM
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Very nice guide . Keep your good work up, how about another guide for another race? Did you by the way completly make this on your own? Oh and your title, may I change it? It's not that good in my opinion. Perhaps something like:"Complete Human Guide"
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Old 09-29-2007, 10:25 PM
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will make an orc guide too. but i have no experience in ud and ne=) and its my own work
you change the topic, won't matter, if it is how to human or complete human guide
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Old 09-29-2007, 10:39 PM
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So i'm waiting for your Orc guide and hope that it is as good as the human-guide

But why not MK as first hero? He is quite strong because of the stun =/
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Old 09-30-2007, 12:25 AM
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with MK, you normaly need the aura of the AM, because he hasn't that much mana. and to buy always Lesser Clarity Potion will have a effect of your army. with normal strategies, i wouldn't recommend the MK
two points as an example for disadvantages:
-no brillance aura(less mana for your caster)
-no WE to creep(no militia creep or with 2 more militias)
but i will add for you some strategies with MK first in 1on1 as i said, i will update that guide as often as i can
but you have brought me on a idea. i will add some 2on2 strategies to the guide too there i use the MK as first hero very often

and i can promise, that i will do my best to make my orc guide as good as this
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Old 09-30-2007, 04:26 AM
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Nice +rep.
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Old 10-11-2007, 04:50 PM
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I read that all T.T
But... very nice
+rep
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Old 01-04-2008, 01:46 AM
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how do you give rep?
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Old 01-04-2008, 01:59 AM
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  #23  
Old 01-13-2008, 02:34 PM