1. Not true any melee especially with spell back up will tear down riffles, I never had a problem countering riffles. And if you are worried about AM/PAL spells, a level 1 dark ranger with silence can easily solve your problem
2. Um anyone can counter mass towering with siege/chims w/ acid/wyrms - Cloud is nice but everyone has food meaning what they have strength in, they will lack in something else and if they are getting hawks just to counter towers, that's kind of dumb, I would rather go morts to counter towers, cloud just stops them attacking, morts will damage then and anything around them.
Orc 1. Um 1 bat exploding does 600 dmg and 140 AE dmg, so 1 bat takes out one rider and then some, the key is not to send them all at once but in a line, with AE damage and the right targets you can easily take down air with enough bats. However if you don't have the recourses to throw away bats, I recommend getting a handful or raiders, just enough to net air down and take our air with lusted taurins, Againt a lot of chims or wyrms you need to single them out, but if you have to face the whole army then I would focus more on getting bats and HH if I was 1v1.
Orc2. What?
Orc 3. Wind Riders are like UD going Necro, they will either win the game or lose a game, if you play against people who don't suck and know how to recon, these things are easily countered. In RT I don't think I ever loosed against a orc player who techs to wind riders, in fact I LOVE it when they do. Grunts, with upgraded to armor, and HP and TC hero provide a decent shield for range units to be safe, and with scroll of speed and pillage upgrade, it's nice to run in and get some money on empty bases.
Orc4. That would have been the evil orcs controlled by the Demons not the Hord
UD 1. I tend to coil first, because after you do it once and people see their heroes HP drop they tend to run them away, so that's when you Nova to slow down their escape and before nova wears off you drop your second coil, that will kill most hero's without item support, depending on your lvl and their level.
UD3. I usually don't get DP until he is level 8, but there are times I have chosen DP in a couple senarios, one, my enemy focus more on attacking my hero than my army, meaning the longer my hero can stay alive the more free damage my army can do. Or if my hero is almost dead, nothing to heal him and I just gained a level and I don't want to TP out or I can't run to the back of my army
UD4 I like to hot key my DK Hero and all units that I know will be focused on attacks to group 1, this lets me heal them easier, all others especially casters, to other groups
NE1. At the start? No.. they have better survivability than Archers...
NE2. LoL that would be nice, but most allies are respectful, I have actually killed allied heroes who do this without asking to teach them a lesson, yes I am that anal. I Would rather have an option where I heal units more and give manna less.
NE3 A. Never heard of noobeleves
b. Archers are nice AA early game, especially against orc wind riders
c. Dryads are nice against chims and wyrms and crazy AE heroes.
-Even a Retard can win half the timeā¢
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