![]() But Daemons are ridiculously powerful, ridiculously healthy, and pair very, very well with Unholy Armor. Don't get me wrong, Water Elementals are pretty great, and in some ways better because they're ranged and so are less likely to fall victim to the game's atrocious pathfinding. Some people overlook these spells entirely to conserve mana for the major summoning, but they can be very effective, especially when combined with support casters: Invisible Conjurers to hide and scorch the enemy base, or Unholy Armor Warlocks to smother the enemy in poison and walk out unmolested. It also covers a much smaller area, which means that it can be more useful in a battle as its less likely to hit your own troops - but it still has a nasty tendency to either wander towards your soldiers, or away from the battle entirely. The only thing Poison Cloud has going for it is that it's cast and forget - a Warlock can summon one and then scurry away before the enemy can investigate. Far more consistent and far more powerful than Poison Cloud. Rain of Fire vs Poison Cloud: Rain of Fire by a landslide. ![]() I don't know if Scorpions and Spiders are 100% identical, but I do know that they're almost 100% useless. Although it occurs to me that I probably haven't experimented enough with Invisible Catapults yet. Plus four Daemons with Unholy Armor can go through pretty much anything, and is a great EZ mode way to plow through the last Orc campaign mission. Unholy Armor can be slapped down anywhere and immediately turn the tide of battle. For example, sending four invisible Conjurers behind the enemy base and having them flank the enemy with waves of Water Elementals can be devastating, but it also requires significant investment. ![]() Invisibility is very powerful (and very annoying to face), but it can be pretty niche, and requires some planning. Invisibility vs Unholy Armor: Unholy Armor. ![]() But movement speed is so slow in this game that replacing dead units can be a significant time investment, which puts Healing ahead by a hair. Raise Dead is pretty awesome too, and Skeletons are great fodder for absorbing enemy fire, and can be sent ahead as scouts. Unlike WC2, Healing is actually a pretty great spell here, and far more mana-efficient. In battles large enough that the enemy is pretty much guaranteed to come into close contact with you, I suppose Spearmen might be better, but I can't see that happening outside of multiplayer and I can't imagine WC1 has a particularly thriving multiplayer scene. In the campaign, I definitely prefer the Archer. Yep, an early Warcraft game with a statistical difference between units! The Archer has one more range than the Spearman, but the Spearman has one more damage than the Archer. My thoughts on the differences between the races:Īrcher vs Spearman: Archer. Water Elementals and especially Daemons are badass, but come super late.Ĭatapults are ridiculously powerful, but personally I dont like using them because they can cause insane collateral. My basic assessment of the game's strategy is this: It's a sort of rock-paper-scissors thing where Archers/Spearmen beat almost everything, Catapults hard counter Archers/Spearmen, and Knights/Raiders hard counter Catapults. And yet, there's something magical about it. It is, in every conceivable way, inferior to Warcraft 2.
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