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General Strategies

Version: Retail V1.12
Game Type: 1 vs 1
Suggested Maps: Any
Recommended Heroes: Any
Recommended Skill Level: 1-12
Editor: Nightmyre

Throughout the patch history of WarCraft III, Orc has likely been the race that has had to adapt the most between patches. From mass shaman and witchdoctors to mass tauren and shaman to mass berzerkers, Orc has had their hands full with potentially viable strategies. This thread is not a strategy guide per-se. Instead it aims to detail the various strategies that Orc can attempt to use. Whether they will work or not depends on how well you can play them.

1. Far Seer harrass, tech to Tauren Chieftan, harrass with wyvern, then finish off with tauren and shaman.

Basic idea is to keep your enemy constantly on his toes, then suddenly surprise him with an extremely powerful tauren/shaman combo to rip apart his anti-air army. Starting with Far Seer, you harrass the enemy with spirit wolves, trying to deny him the ability to creep and perhaps destroy his economy in the mean time. While you are harrassing, tech up your base to tier 2. At tier 2, build either single or double bestiary, depending on how much you want to focus on the feint, as well as a Tauren Chieftan. Harrass his workers again with the wyverns and heroes, attempting to kill as many as possible, all the while avoiding his heroes. In the meantime, you should be teching to tier 3 as fast as possible. Don't spend too much money on the wyverns, as they are primarily a feint. Upon reaching tier 3, get taurens and shaman with bloodlust out as fast as possible. Hit him with your army when you are ready.

2. Wyvern/batrider.

A popular strategy from way back in RoC, augmented by the new batriders. Basic idea is to fast tech to tier 2 as quickly as possible, while harrassing with either Far Seer, Blademaster, or one of the various neutral heroes, and then upon reaching tier 2, slapping down dual bestiaries and getting as many wyverns as possible, along with a couple of batriders. Tech to tier 3, and grab both upgrades for wyverns and batriders, and basically creep as much as you can. If he attempts to engage your army, judge whether or not you can handle him. If you can't, then fall back. If he attacks your base, and you can't handle his army, then instead attack his base. Your wyverns and batriders will make short work of his buildings, presumably far faster than he can do the same to you.

3. Grunt/Catapault push.

Begin the game with a Far Seer, and harrass him for a bit early on, while getting a few grunts. Once you have a good two or three of them, go off and creep whatever you feel like, while building more grunts and teching. Upon reaching tier 2, get some catapaults, and then press on his base as quickly as you can. Depending on what army they use, this will either fail horribly or win the game instantly. Use at your own risk.

4. Mix of taurens/shamans/witchdoctors/catapaults/heroes.

Long-term strategy, basic idea is to take advantage of the extreme power of orc group. No simple way of doing this, just delay as long as possible in tier 2 while teching to tier 3, and then break out the buildings and start mass producing. One thing to keep in mind about this strategy is to never stop building units. Until your tauren are ready, continuously make grunts, or you risk being caught short-handed at a crucial time.

5. Mass Beserkers/Witchdoctors.

A new strategy arising from the vast improvement that Headhunters were given, this strategy aims to take advantage of the brutally powerful berzerkers. Usually combined with tauren for maximum efficiency, as they cannot take a beating. Hero combinations include Tauren Chieftan with warstomp and Far Seer with chain lightning, or Far Seer with chain lightning and Tauren Chieftan with shockwave.

General notes:

Kodos are useful in any strategy. Should you be able to incorporate them into your army, they will never be useless. Get them if you can.

Casters:

Orc casters are brutally powerful if left unchecked. If your enemy is not prepared for bloodlust or healing ward, he will get ripped apart by the massive buffs they provide. Beware however, when facing clever human and undead players, who use their spellbreakers and destroyers to turn your own spells against you. If you notice them doing this, then be sure to halt production of your spellcasters, lest they be your downfall.

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