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"Warcraft 3" tactics: Dreadlord rapid ore flow

If you are a UD player, you may feel that DK, which was first launched in ten thousand years, is a bit old-fashioned. So, let’s take a look at this set of tactics - the Dread Lord’s rapid ore flow.

You can tell from the name: 1. Change the starting hero to DL; 2. Quick mine (this is nonsense...). The advantage of this tactic is that it has wide applicability and can be used against all four races. However, due to the first DL, units that lack mobility will be very passive when facing the air force after HUM 2, so they must choose carefully. As for maps, TM and TR four-player maps are basically fine, but use them with caution in two-player maps.

The following is the starting process (since this post is aimed at novices, I try to use abbreviations as little as possible):

When the game starts, quickly put down the crypt and ziggurat; < /p>

Produce 2 acolytes;

Put down the altar;

Produce 2 ghouls after the crypt is completed;

Waiting for resources to build The second ziggurat;

The crypt will continue to produce 2 ghouls;

The DL will be released after the altar is completed.

At this time, there should be 4 small Gs with a population of 18/20.

Initial tasks:

After DL comes out, cooperate with Little G to level up and sleep for skill upgrades. Experienced opponents will not harass DL single-handedly when they see him. If there is such a tough guy, hypnotize or surround him. If he has a single pass, you need to calculate whether you can cast hypnosis twice. If you can, you can try Surround and kill. (Note: If your opponent has a single pass, he will pass it away after you wake him up. You can interrupt his single pass with hypnosis for the second time and ask him to hand over a copy and return to the city. If he doesn't reply, that's fine. , start mining immediately after he ascends to heaven. Of course, the exception is Juggernaut)

Usually, you can start mining after DL reaches 2 (the blue fat man with small mines on TM will drop magic cards, which is a good thing. Things.), the level 2 base has not been completed when mining, so you can only pull one of the mining farmers to start mining. Of course, don’t forget to buy the desolate land, and the defenses must be built in advance~~.

Take advantage of each other as you see it:

1. If your opponent ORC is out of position in the early encounter, just surround and kill him. If the opponent is a sword master or uses a wolf to block the position near the hero, then surround and kill the big G. In the early stage, DL magic is not enough, so you have to hit it with one hit.

2. Opponent NE, taking the starting DH as an example, usually one person will harass them in the early stage. After being surrounded once, they will definitely bring AC the second time. It should be noted that after DL hypnotizes the opponent's DH, it is not necessary to personally participate in the siege, because it is easy to be drawn if you are close to the DH, which wastes the magic that is not much in the first place.

3. The opponent HUM should have 3~~4 infantry plus watermen when they come over in the early stage. We are slightly at a disadvantage in terms of troop strength and output. We recommend retreating or taking the opponent on a "travel" to delay the attack, but don't give up on encircling the hero if you have the chance.

4. In the civil war, if the opponent Lich brings little G, he will retreat. If NOVA comes and accidentally DLs, he will die soon. If DK brings spiders, decide whether to start a battle based on the comparison of troops. In the battle, the priority is to surround ZZ. Although DK's death coil can add blood to ZZ, it should be able to kill a ZZ!

Resources allow a large cemetery to be placed in the branch mine, which is conducive to back defense. After the second level is upgraded, immediately recruit farmers. For the second hero, choose DK, and build an additional crypt and slaughterhouse. Don't rush to upgrade to the third level, because at this time we can make good use of the high mobility of the Sky Ghost to harass the opponent.

Mid-late stage strategy:

1. The opponent ORC can bring Tiangui to level up with him, and then demolish underground holes or buildings under construction near the opponent's base. If the opponent is there Nearby, then demolish the store to delay the progress of the opponent's self-destructing bat. In the later stage, the recommended combination of troops is Heaven and Earth Ghost + ZZ, plus 3~~5 Destruction and a small amount of Abomination. Basically, UD has this combination and can compete head-on with ORC without being at a disadvantage.

2. The opponent NE uses Tiangui’s unlimited harassment to contain it. It is recommended to invest more money in upgrading Tiangui’s attack. While harassing, the hero levels up in two lines, and then sends a shadow to follow (uh...) the opponent's large army, and a shadow to scout the opponent's home. At the appropriate time, rush the opponent's base, demolish the moon well, etc. The late combination recommends Abomination + Sky Ghost + Destruction. During the melee, first hypnotize the opponent's hero with high attack output. You can also hypnotize the fragile hero such as NAGA to surround him, but don't forget to hypnotize another hero when the hero is dying to prevent him from being saved. If the opponent has a Chimera, also use Hypnosis, and don't forget to bring the Corruption Ball against the air.

3. Opponent HUM, this is more troublesome. In the mid-term, you can still use Sky Ghosts to harass or cooperate with a small group of troops to rush to the base in exchange for returning to the city. However, you must pay attention to whether the opponent has the intention of mining. If so, use Sky Ghosts to constantly harass and contain them. In the later stage, you can choose Panda as the third hero. Generally, the main force is recommended to focus on hatred and cooperate with ZZ to destroy.

4. In the civil war, it is recommended to switch to the combination of ZZ + small G in the mid-term. ZZ's offense and defense will both increase. They are the main force in the later stage. If Little G dies, there is no need to replenish it. It is enough to leave 4 wood pickers. The later units are probably ZZ+Destruction, all long-range, hard-to-fight operations. Note, when killing the opponent's important units or heroes, remember to hypnotize the opponent's DK to prevent extra blood.

Details addendum:

In wild encounters, whether to start a war depends on the comparison of props. Why not military strength? Because, 2 mines versus a single mine, even if the opponent opens mines at this time, our troops should have an advantage. If there are items such as group supplement and group defense, then we must start the war. If we don’t retreat first, go to the store to start the battle, and the heroes buy supplies. Use it promptly on the front lines. If you can't win in the later wave, look for opportunities to open mines again and engage in large-scale operational battles. Just bring the hero with life-saving items.

I hope this set of tactics can provide everyone with a new combat idea^_^