Who can tell me which Warcraft hero is the strongest, which clan is the strongest and which soldier is the most affordable?

You're asking too general a single challenge, then 1 level is the devil 2 3 4 5 level is the sword saint 6 or more is the panda But this you have to ensure that the panda to be split Panda Wine Fairy is not good to say, the key to look at the operation of the operation is not the King of the Hill is also strong, such as over 6 levels can also be 1 sub 3 1 to 1 PK steady win, and the storm there is also a blistering step and hurricane to save life super good. Then there is the Panda Drunken Fairy's drunken fist and drunken clouds and mist others so hard to hit you, in a mouthful of fire will watch the enemy's HP brush down ah, but remember to stay 1 split to the magic

The following is the Panda's sixth level of the move attributes:

Magic Consumption: 150 points, duration of 60 seconds, the cooldown time, 180 seconds.

The cooldown time is very long and it consumes a lot of magic (a level 6 panda only has 330 magic on it if there are no magic-boosting items on it). So you can't use it at the beginning of the battle (the blood level of the panda doppelganger has nothing to do with the remaining blood level of the main body, that is to say, a panda with only a little bit of blood left and a full-blooded panda doppelganger are the same) so don't use it at the very beginning of the battle, the best way to do it is to use the Wine and Fire Doppelganger for a little while, and then drink a magic vial, and then again Wine and Fire Doppelganger, it's a stalemate period of the battle, and then doppelganger (you have to remember to turn to the enemy), and your Panda doppelg?nger will have two of them go into the back of the enemy to form a pincer attack, if one of the ones jumping into the back is an Earth Panda to release a taunt to disrupt the formation then it will be perfect.

This is just the big tactic, and then there are the three pandas to use.

First, let's take a look at the attributes of the Wind Panda

Attack type: Piercing

Weapon type: Long-range

Armor type: Heavy

Armor: 2

Attacks on the ground: 49-57

Attacks in the air: 49-57

Attack spacing: 1.5

Life value. 1200

Life Recovery: Always

Magic: 500

Magic Recovery: 1.5

Attack Range: 50

Day Vision: 180

Night Vision: 80

Movement Speed: Fast(300)

Skills: [Dispel Dispel Magic]

Skills: [Dispel Magic]

Dispels all magical effects within a certain area and can deal 200 damage to summoned creatures (shortcut D).

Duration: immediate. Usage interval: none. Magic Consumption: 75. Distance: 50. Range of Effect: 20. Effect: Dispels all magical effects within range , and deals 200 points of damage to summoned units

[Hurricane Cyclone]

Blows an enemy unit into the air, which will not be able to move or attack and cast spells, and interrupts previous actions, such as say, attacking or casting spells (shortcut key C).

Duration: 20 seconds (6 seconds for heroes). Usage interval: 5 seconds. Magic Consumption: 150 points. Distance: 60. Effect: Blows an enemy unit into the air. The blown unit will not be able to move or take action, and will not be affected by any damage or abnormal status. In other words, the blown unit is invincible except for its inability to move.

[Wind Walk]

Makes the storm invisible and increases its movement speed by 10%. If Storm attacks a target while invisible, it deals 50 points of extra damage and reveals itself (shortcut W).

Duration: 20 seconds. Interval between uses: 7 seconds. Magic Consumption: 75 points. Effect: Invisibility, +10% Movement Speed, 50 Extra Damage

[Resistant Skin (Passive Skill)]

Reduces the duration of negative spells and is immune to certain spells.

As you can see, Wind Panda is not a good combat unit, but it can control the enemy hero's actions (with 500 points of magic you can blow up an enemy three times and have 50 points of magic left over, along with the magic recovery speed, in 20 seconds Wind Panda can blow up an enemy three times and get out of the scene with a Blasted Step), and it can keep the Panda alive (if Wind Panda doesn't die, Panda Drinking Fairy doesn't

Fire Panda:

Attack Type: Normal

Weapon Type: Normal

Armor Type: Heavy Armor

Armor: 2

Attacks on Ground: 69-82

Attacks in the Air: None

Attack Interval: 1.35

Life Value: 1100

Life Recovery: always

Skills:

Sacrifice Permanent Immolation (Passive Skill)]

Gives 10 HP of damage per second to surrounding enemy troops.

Duration: infinite. Magic Consumption: None. Distance: 22. Area of effect: Ground. Effect: 10 damage/sec

[Resistant Skin (Passive Skill)]

Reduces the duration of negative magic and is immune to certain magic.

As you can see, the Fire Panda is a standard combat unit, with high output and sacrifices that allow him to kill and maim a large number of units, but be careful with healing. If you have a Master Priest, you should be the first to add Mindfire to it, increasing output while ensuring survival. At the same time, operate the priest to heal him.

Earth Panda:

Attack Type: Normal

Weapon Type: Normal

Armor Type: Heavy Armor

Armor Protection: 5

Attacks on Ground: 49-57

Attacks in the Air: None

Attack Interval: 1.35

Life: 1700

< p>Life Recovery: always

Skills:

[Crush (Passive Skill)]

Has a 20% chance to inflict an additional 40 HP of damage on surrounding enemies

[Taunt Taunt]

Makes all nearby enemies attack this unit (shortcut key T).

Use interval: 15 seconds. Magic Consumption: None. Distance: 50. Effect: Make all nearby enemies attack Ground Panda

[Magic Immunity Spell Immunity (Passive Skill)]

Immune to all magic.

Resistant Skin (Passive Skill)

Reduces the duration of negative magic and is immune to some magic.

As you can see, this is a meat shield type control unit. Don't define it as an output unit because of the presence of Crush. Relying on Taunt to disrupt formation and reduce enemy damage to other units is what the Earth Panda really does. If the taunt is not dispersed, you can't manually pull soldiers in the first few seconds, so it can effectively disrupt the enemy attack formation.

Also note: the three pandas in the split don't have an item bar, won't receive item bonuses, can't drink blood vials, and so on. So don't put any aura items on him.

Don't deliberately pull back the fire and earth pandas, their deaths can be traded back for the survival of the units you need to build. Just make sure the Wind Panda alone survives.

Finally, the panda's level 6 move is very strong, but you have to rely on your awareness to make up for the lack of operation in order to maximize the effect

For the tactics of the most advanced This is too difficult to say Depends on the operation of the person can tell you about the tactics of the Beasts I play Beasts 1.Bat flow

『Opening』

And the orthodox ORC opening is almost identical, but in order to have enough wood in the middle of the game, you need to have enough wood for a few days to have a good start. However, I've made a slight modification in order to have enough wood in the middle of the game.

On the first 4P gold mining, 1P altar, the newly trained 1P to build crypts, trained the second hard laborers continue to gold mining (usually the second to build barracks, but because there is no hurry to destroy the opponent, so I do not rush to send troops, rather than a few more dozens of gold, pay attention to this point does not matter, just a personal habit), the third hard laborers to build barracks, the fourth began to logging, there are 40 timber and then build a crypt, base production order has been ranked to 17, and then the base is the first time to build the barracks, and the base has been ranked to 17, and the base has been ranked to the first time. The base production sort has been ranked until the 17 population hard labor (including the Prophet's 5 population).

When the barracks can train Gollum soldiers, the production of laborers in the base should have ended, then the population is just 20. Select the base, research looting (25 gold 75 wood, this money will soon earn back, the research is just waiting for the second crypt to be completed), and sorting to create another laborers.

After building the altar farmers go to the neighborhood to explore, for example, next door to TR, if it is GW this kind of map, then explore or not can be, if it is LT, make sure to scout as early as possible, because the human opponents may speed mine, go a little bit later will be too late for anything.

Train the Seer after the altar is done, summon the wolf when the Seer comes out (don't summon it when there's an elf around, rather wait for him to blow up your measly 50MP before summoning it), and then scout separately.

When the Prophet arrives at the opponent's house, the base should be almost ready to be upgraded, and there should be 2 more Gollum Soldiers (on the way). Then, depending on the situation, you can do some harassment or MF (if your opponent is a WD or something like that, you should find a place where no one is MFing).

When there are about 4 Gollums, you can stop, and let the Prophet take them to MF the mines (not necessarily the ones next to you), and you can usually get them down without any loss.

Pay attention to the harassment when there is an opportunity to demolish the opponent in the periphery of the unfinished building, the troops do not go too deep, if you can lure the opponent back to the city that would be better. The family has 4 crypts, a store, and a lumberyard to replenish when resources are available. If your opponent is a G-storming undead or FM-making human, then upgrade your building barbs. Go home once after hitting the submines and buy 1 Acceleration Scroll and 2 Blood Tanks (**** $250, which you will gradually use in the future).

Note that you try to buy an acceleration scroll every time you go home from now on, it's definitely good.

『2 Bases』

Summon Minotaur Chieftain, NAGA or Shadowhunter when your base reaches level 2, depending on the situation, for example, if you play Spiders you'll put out SH, which will give you a short advantage, and if you play AC you'll put out TC to put out a wave. Depending on the situation build a couple towers to avoid your base being overrun. Depending on the situation (meaning economically, for example if you have very little to lose, think about it) build 2 drudges, they will help you build sub-bases later.

Then build 2 beasts and then upgrade the base, or upgrade the base and then build 2 beasts, again depending on the situation, for example, if you are in a disadvantageous position in terms of troops, then build BE first, for example, if your opponent's troops aren't too strong, then you can consider to upgrade the base first.

Speaking of which, you should note that I have said many times that depending on the situation, in order to better understand your opponent, you must let the wolf or mirror to scout the opponent's base from time to time during the whole game, where there is a possibility of mining.

After the bestiary is complete, as long as your opponent doesn't have a storm troop, you train two flying dragons, otherwise you train bats.

'3 Base'

When the base reaches level 3, you must have extra wood to upgrade the crypts and the archery tower's city armor since you have 10 peasants logging. Then upgrade incendiary bombs and train bats.

It's important to note that before the bats even make their debut, as long as you have an acceleration scroll on you, you can harass your opponents a little bit every now and then, and if they're humans, you can use Prophet's Lightning + Minotaur Chieftain's Shockwave to slaughter the peasants. The defense of the human base is actually very fragile.

After the bats come on board, you can start harassing them over and over again, but be careful, your harassment can't be meaningless, while harassing them, you can open mines everywhere.

When attacking the outlying buildings, let the wolf stand guard on the way back to the opponent, as soon as the opponent comes back you go, if you encounter slow, frozen and other slowdowns, use the acceleration scroll to escape. If your opponent comes back to the city, you have to use the same acceleration scroll to escape. You need to pay attention to the fact that your troops try not to go too deep, otherwise you will easily fall out and be killed when you escape. When you can't escape, or when you're airborne under a spider's web, you can use the Scroll of Return to Town to get yourself out of trouble.

When you see through the reconnaissance that the opponent did not bring back the scroll, then do not hesitate, directly demolish his main base, and then it is the slaughter of farmers.

In the meantime, build a Soul Return at home and train 1 or 2 Witch Doctors to scout the map with eyeballs. When you have extra money, build more towers at the main and sub bases. If there are goblin labs on the map, try not to build them together in order to prevent the towers from being destroyed in pieces. If your opponent is a human, try not to build towers together in order to prevent the Dragonhawk's clouds. After that, it's all about your ability to grasp the situation.

2. Wolf Rider

The basic attributes of the net: interrupting the continuous skills, net ignores the attributes of the magic immunity (net fawns, the stream of the destroyer), can not be dispersed (BT), the net of the ground forces to stay in place for 10 seconds (I can not remember too well), the net of the aerial forces will fall to the side of the net of the wolf rider, the net of the unit of the part of the skills can not be used (Shining, devouring and so on, everyone added), the net can also break the invisibility of the unit. The net can also break stealth.

Beginner:

First: the net flying. The net comes down to the group Ou. Basically, everyone knows this.

Second:

Desertion. Seeing a fleeing soldier. The net. I'm not sure if you're a good person or a good person.

Third: Net heroes. Then Ozzy...

The next one is the advanced one.

Fourth: Net peasants! Why? Farmers can't be repaired. Secondly, they can't be attacked (especially by WISPs). The third thing is. Can't run away to facilitate the siege of Europe...

Fifth: net meat shield. Then run away .... Destroy the opponent's formation. Specifically embodied in the OVO. net off the opponent's big G.... Then...

Sixth: Destroy H&R. When playing ZZ. First net him two or three. Then... ZZ Dance. Gunnery dance. I'm not going to be able to do that.

Seventh: continuous net heroes. 3 wolf riders with ... It can completely destroy a melee type hero...

Eighth: anti-harassment. The Stone Ghosts can beat up the peasants. Destroyers demolish buildings. What about the Horned Eagle Rider... Put two or three wolf riders. Called him to eat and go. Effective against all harassment.

Ninth: still net meat shield. But this time it's a net right away. Your troops will not hit the netted unit if they are not in command. You won't be able to hit the unit that is netted. For example, if you are playing NE, go up and net the HT thoroughly... Then your Big G will ignore the HT, and lunge at the poor little AC girl with a vengeance... Or just net the poor mountain giant...

Tenth: or net heroes... Same principle as above. Seeing an opponent with 2 blood bottles. Upgrade to three levels of Evasion. A invincible. There are also 2 blood cards DH ... Then you're in trouble. Ignore him. 3 Wolf Riders will take care of him. And your big G take the initiative to go with AC MM to talk about love...

The eleventh: with Flying Dragon. The Dragon Eagle is tied up or something. A net net down dragon eagle is experience. Similarly, when MF. The powerful melee monsters (ogres and so on) netting. ...FS+Flying Dragon shot...

The twelfth: interrupt the sustained skills ~ what blizzard. The first is to interrupt the sustained skills ~ what Blizzard. A net. OK...

Combination:

The following is the use of wolf riding to play some classic cooperation:

First: luring the enemy into the depths of the enemy to kill you a hero ... The enemy is chasing you for a hero... and they don't know where they are going... and they go deep into your base by mistake... You want to escape. Nets! This method also applies to field battles.

Second: Stretch the battle line. Concentrate your firepower. First net him a few muskets ... Let him chase. Chase is not ... And then use the Weiwei to save Zhao's plan. It's a special effect when attacking an enemy base. Net a few bears, bulls, whatever... The only people chasing you are a few small mages and heroes...

Third: The best way to go. You don't have the advantage. If you are not in a position of strength, you should net a few powerful units and then leave. The enemy will not dare to chase after you. ..... The second strategy is to catch up with them...

Fourth: Tug-of-war. The wolf rider is used to consume the opponent's strength constantly. Against HUM, UD, who likes to open up sub-bases quickly, there is a special effect. His small Gs and FMs have to take advantage of the base's defenses. A siege car outside... Once he comes out, he'll not only come back without any success, but he'll also send a couple of small Gs to the base.

This is basically all I can think of. I'm not sure if you're going to be able to do that, but I'm sure you'll be able to.

PS. The Wolf Rider's net is really strong. It's very powerful when used properly, and it can't be dispersed... (Too much)

Skillful use of the Wolf Rider will make you a cunning ORC master. (

Additionally, you will be able to use the acceleration rolls with the Wolf Rider. The combination of the Wolf Rider and the Big G in the middle of the game is unbeatable....

3. Stone Throwers

Basics

There are three things you need to do well in order to ensure victory, and of course you can beat a weak enemy if you don't do it very well. However, for the masters, any mistake will lead to defeat, so you must master these points:

Harassment

Effective harassment is vital. If you do harassment well, your opponent won't have a chance to fast attack you (and even if he does, he'll have a hard time succeeding). Harassment not only keeps your opponent busy

but it slows down his development by giving him no time to practice.

There are only two viable harassment options for this build order. You can either summon the Seer to create wolves (when you face humans or undead) or you can use Sword Saint's Blast Step. (Works well when facing orcs, as the additional damage from Blast Step allows you to kill the drudge before it escapes into a hole in the ground.)

Adjustments

When your hero mf's in your opponent's base, pay attention to where he's going, if he's climbing techs, watch out for the air force, and obviously against the air force, the stone throwers are only going to take a beating so you're going to have to transition into a hybrid army of headhunters and stone throwers.

Failure to make good judgment based on your opponent's tactics is a sure way to fail, in other words: don't blindly follow this order, it's just basic tactics, and it's even more important to make adjustments based on different threats.

Defense

If your harassment doesn't work, you're faced with defending against fast attacks. This means you'll want to build an archery tower to deal with orc infantry (just one will suffice), thorns to deal with human infantry (to upgrade your defense), and yard your holes in the ground.

Your base is vulnerable to a fast attack until you have a catapult to help defend it, so get your defenses up as soon as possible. In the meantime, if a fast attack comes, remember this rule: half of the hard laborers drill holes in the ground, and the other half repair the holes in the ground (by clicking Auto Repair). If he attacks the laborers, load the dying laborers into the hole and pull the uninjured ones out for repair. Constant micromanagement of the drudges is key to your ability to defend against rushes.

Tactical Flow

If you've done everything above, then implementing this tactic is a piece of cake. The basic approach is to fast attack with the fastest spawn of 8 stone throwers, 13 drudges and 1 hero. When the troops are formed, pick 5 logging drudges, turn on the auto repair function, and along with 8 stone throwers and a hero go to the opponent's base to result him.

Completing these is very simple. Start by building an altar and a hole in the ground, followed by a lumberyard, and upgrade your base (17 population) after you have 12 laborers and a hero. Next is to build a store and build two more holes in the ground as soon as possible to keep your defenses up. Finally, once you have the resources, start building two barracks and you should have 8 stone throwers by dawn the next day, about 8-9 minutes into the game.

If your opponent has spent all of his money on ground units, these will be more than enough to defeat him. Catapults will prioritize attacking long-range units (because they want to avoid splash damage from each other, which actually makes splashing for damage irrelevant due to having drudgery repairs), so micromanaging them to prioritize attacking meaty units is a good note, which will give them more damage. (Siege is 100% against heavy armor, 50% against medium armor)

Notes:

- Check out that stealthily positioned sword tower in the game, it can be effective against the air force and keep your catapults safe.

- If possible go for the Goblin Blimp, the Goblin Blimp will make transporting the catapults easy.

-Try not to start a battle on low slopes, there are many times when your catapults will be ineffective (miss).

-If your opponent has a hero that interrupts skills, your hero may be surrounded, spend 100 bucks in the store and buy a staff of teleportation to escape (don't waste teleportation rolls on a tier 1 hero, even if you let him sacrifice).

4. First Bull

The Bull's weaknesses are obvious. It's big, has low defense, moves slowly, and dies quickly. The skills are not suitable for the first time except for the aura. But this is the beginning. I think if I could allow you to pay in installments and give you 4 Gollums right out of the gate, the Bull's usage rate would be high. So I'm trying to get Bull to come out with 4 Gollums.

I started the Bull. In fact, I start with 5 old farmers and mine all of them. That way the gold won't run out. Prepare for Gollum. (I'll pull one out to build a house in due time.) The first old farmer from the big book is used to build a barracks. The second to mine. The third is for wood. The fourth one, the one with a population of 9, I coded as number 1 and built an altar when it came back from its first wood harvest. Basically, when I was short of money, I stopped the old farmer, but Gollum never stopped. When it got dark, the bulls could come out. As you can see in the picture, I took 3 Gollums out to practice, while the fourth one was being built. Then I got out of the mill and got ready to headhunt. As you can see, my tech isn't slow.

And then there's the order in which the houses are built. It's hard to describe. I didn't use this tactic in battle because it was too conservative.

Actually, the bull is a very good starting hero. The reason we chose Bull (both first and second) is because of his aura and the super skill Shockwave. With the upgraded offense and defense, Gollum can easily take on the undead DK Dogs. Especially if Bull chooses to go for War Trample. I read the article on how to deal with Harassment on the first Hill. I think it's a good idea to start the Bull as a power orc. Usually we like to go with Bull for the second hero, and Bull's class is relatively limited, meaning that Aura isn't very high, and neither is Shockwave. So the Ox is kind of lame. If we can start with Ox, then in the middle of the game we can have a flag type (Halo, no need to ask, this will certainly rise) + kill type (Shockwave) or draw fire type (War Trample) of blood more and forbidden to hit the power of the hero.

There are a lot of benefits of starting a bullhead. Some people say: "TR is a small map, more suitable for harassment, the first prophet is also the best choice." --_- I can't deny that. But TR isn't the only place where you can get a minotaur. What I'm looking at is the possibility of starting a Minotaur. I'll try to see if there's any merit in my post, since I'm the one who made the bull.

More people will probably not choose the bull at this point and will happily run to the store to get a naga... I can't say anything about that. At least I think this rep, which I've tried over and over again, provides a way to get a well-funded first bull.

5. Infantry Flow

On the internet, I often hear the theory that ORC Army is the strongest of the four tribes on the ground, but one of the problems that people often overlook is that this conclusion needs to be established by adding a word to it, i.e. - molding, that is, molding ORC Army is the strongest of the four tribes of the Army, and not molding, then he's damn nothing at all -_-< /p>

In the ground war with the other three tribes, VS NE can rely on stone throwers, VS UND can sometimes use the flying dragon Yin a hand, but only in the face of HUM, the face of the unchanging RM + mage troops of the omnipotence of the combination, ORC is very difficult to eat, not because of the ORC ground troops poor, but in the second base can be mass-produced in the hands of the HUM hybrid troops in the experienced player In the hands of experienced players can not give ORC any ground troops forming illusions, so we can often see when we look at those REP, ORC can win most of the video is the early harassment earned over the HUM technology is super backward, and HUM won the video in the comments of the introduction can not help but appear in the sentence, HUM players attack the timing of the attack is very good, in the ORC's ground troops are not before the molded One hit kill =:= convex

That said, what I want to post here today is about the powerful playstyle of ORC that can fight hard with HUM's mixed land forces in the middle of the game, I'm sure this playstyle has been used on NE before, but I think it is equally effective on HUM who are sure to come out with their land forces, so let's follow me into the spirited ORC land force flow below.

Tactical Keywords:

1: Maps with airships

The presence of airships is the most important factor in the success of this tactic.

2: Troop Selection

Big G+Stone Thrower+Soulwalker

3: Hero Selection

FS+TC or TC+FS, (Note: TC is the soul of this tactic, FS can die as much as he wants, but TC is better to buy a good Nx insurance)

4: Harassment

This harassment is not in the general sense of the word. The traditional FS with G harassment doesn't annoy HUM nowadays anymore, good placement of buildings can offset most of the harassment of HUM bases in the early stages, my harassment in this tactic is the repeated slaughter of HUM peasants using airships and hero ranged magic, as you can see in the video I gave.

OK, here's a little bit about the individual connections of this tactic.

First of all you need to decide whether you want to start with TC or FS:

This depends entirely on what type of HUM your opponent is, as we know HUMs seldom attack ORCs out of G at the start of the game, and such MF HUMs usually make a probing attack on ORCs to ascertain their opponent's troop composition just as they're about to complete their second upgrade, and more often than not, it's ORCs who are in the middle of their upgrades.

The second type is the normal FS start:

This kind of play is the most stable, the FS with G can be harassed, retreat can be MF, the most important thing is that when encounter harassment type HUM The most important thing is that when you run into a harassing HUM, it's not as awkward as if you were using a lowly Old Bull.

Secondly, no matter who you start with, when the second HERO comes out, find a way to get the airships, in the TM this kind of map you can directly MF off the goblins, and in the LT and so on the map, at night with the farmers to buy it can be, and after that bring all the troops on hand, (usually even double H is only 8 units), go to the HUM home to slaughter the farmers it. (If the FS second shot, come out and raise the lightning, before leaving, remember to buy some transparent potion and ointment)

You need to airdrop the troops directly into the HUM's mining area, and then the first time to put the shockwave and the lightning, and then the first time to get on the airship and run when the other side of the troops back to the defense, you can swing out of the place he can see the flying out of the outside to turn around and come back, and wait for a few tens of seconds. The first thing that you need to do is to get the airships back to your home and repeat the actions until the other side of the large force is at home, if it is a small number of defense forces, double H + four to five G can be cleaned up togetherJ

And at this point you have to care about the other side of the construction, you need to be in the second base after the completion of the completion of the BB, and the upgrading of the troops of the attack and defense, mass production of large G plus stone throwing vehicles, after confirming that the other side is definitely the army configuration, the other side of the construction, the other side of the building. After confirming that your opponent is definitely a land force, you should put in a Soul Return White Bull and upgrade your "Sobriety". Generally speaking, when your harassment force comes back, your ground force can have three quantities of Stone Throwers plus eight to nine Gs and one to two White Bulls with a level one Double H LV3, and at this time you can directly launch an attack on the HUM, which is generally speaking. At this time the HUM has also can not stand your harassment and the whole army to attack you, his troops will be by the traditional RM + men and women plus a small number of ** plus LV4 AM and about LV3 MK composition, the population size ratio, the two armies basically in 60 or so flat, the HUM will be a little bit of an advantage.

Battle:

Pay attention to the FS and TC all the magic all to men and women, and send the stone throwing car on the airships always change position to maximize the attack on HUM's unarmored troops, and the big G it, there is no need to deliberately control, as long as you pay attention to avoid the core attack range of the C + B can be, the focus is on the location of the TC's shockwave must be attacked to the horizontal maximize the area! Instead of just randomly placing it, while the FS replenishment of that electricity is exclusively picking the anemic units to put, airships can be taken into account to protect the double H after dropping the projectile to be killed by the point of view, and the white ox needs to be released on the slowed down troops to be sober and dispel the opponent's possible summons.

For the final showdown, I personally remain optimistic about ORC, the primus of ORC troops and the horror of Heroic Ranged Magic is not comparable to the same number of HUMs, you might want to say that HUM's ranged magic is much more powerful than ORC's, but what needs to be taken into account is that the HUM's C+B can be dodged, whereas the ORC's C+W is put on a sure thing, and the RM has no advantage against the G The most important point is:

The repeated use of airships in the early stages of harassment not only destroyed the opponent's resources, but also delayed the leveling of the MK and allowed HUM to have no time to care for the ORC base and thus gained valuable time for the molding of the troops, and finally began to duel in the two sides in the case of population is almost the same, the victory is not expected. The first is to make sure that the MKs have a good chance of winning the battle, and that the victory is not just a dream that can't be achieved!

The disadvantage of this tactic is obvious, that is, HUM navy and air force, this problem I also have a solution, it is very simple, in the second HERO out of the same buy zeppelin, by the way, scouting down the HUM base situation, if the other side does not have a mysterious shrine or you directly see his 49 room, then, still make up for a BB, and take four peasants, go to the TR it -_- to be! Navy and Air Force single base HUM in addition to FM and farmers will not have anything, then still hesitate what, in the Dragon Eagle into the sea before the use of TOWER and a stone car to depress him off, you pre-accumulation of those G and the rational use of airships should be able to easily and the other side of the circumference, either the troops dead light TOWER to build a good, TOWER was demolished by the light of his troops is also light, what the situation is that you are cost-effective, the home of the double! BB depends on the situation out of the headhunter ^