22:15
Combat is where the victor of the match is decided. Good players understand the ideas behind a combat and can make use of every single aspect of it. Warcraft III is unique in the sense that it has a beautiful combat system indluenced by plenty of factors that can easily be witnessed in real life situations. Let’s break down a combat scene into several aspects. They are;
- Army size
- Unit composition
- Battlefield
- Heroes
- Unit control
Army Size
Probably the most basic laws of all, the army with greater numbers wins the fight. However, there’s a way around this idea. Especially in team games, where army sizes plays probably the greatest role of all. There’s a simple idea that goes: you need quantity when you’re defending, but you need quality when you’re attacking
When a teammate is under attack, check on him, and just make your way there in case he can’t handle it alone. A blademaster is probably a nightelf’s worst nightmare, since not that many people could get their hands on some dust to scare off the BM. It’s all too obvious to get out og combat when you’re out numbered and wait for your teammates.
When attacking, however, it’s not always a good idea to charge in a huge army. When attacking, decide on a clear-cut objective, say ‘waste their TP’ or ‘kill the towers first’. Be prepared, and try to keep at least one teammate avaible to TP home in case your base gets hit, but you’re still on the way to theirs.
Unit composition
This is surely the most important aspect of the game. What units you make are greatly influenced by your playing style. However, you can’t afford to go on a rigid one-track strategy all the way. This is simply because in Wrcraft, there is no ‘perfect’ strategy, especially in team games. Each strategy you could possibly think of has at least ONE solid counter.
In team games, a good way is to let one player take on one role. Let’s see what roles are available:
- meat shields
- ranged aka anti-air
- casters
- late-tech
- air [optional]
- siege [optional]
Always make sure your team covers at least the top 3 roles, as they are the most curcial of all. This is where quality counts. Sure, to let everyone get ranged MIGHT be a good idea, but a group of Mountain Giants or Taurens and Walkers could easily walk over them. Remember everything has a solid counter to it.
Battlefield
A good practice to adopt is to understand maps. Learn what creeps occupy which camps, and make sure you understand where the evelations, the forests and the resources are.
Air units can take advantage of cliffs and forests to escape. A bunch of hippogryphs that have upgraded range and can easily harass wood peons and escape when the ground based anti-air arrives.
When fighting avoid being on low ground. A common mistake players make is when fighting on a slope. Units on high ground have greater advantaged over the ones on lower ground. First, the ones on lower ground do not have vision of anything on higher ground unless their units up there attack. The units on lower ground have chance to miss their attacks when hitting units on higher ground. This is really bad especially if you’re fighting on a ramp outside the enemy base [like on Lost Temple, for example].
Another thing you can take advantage of is creep-jacking. This requires a fair bit of scouting and timing, and [especially] luck. When you see the opponent in combat, [usually against orange creep camps] AMBUSH! They will be snadwiched between the creeps fighting them and you behind them. Their only choice is to run. In case it happens to you, TP out immediately.
Heroes
Heroes are the queen piees in combat. And like everything else, each hero has hard counter. When deciding on a hero, decide on one that complements your units best. A Bloodmage isn’t much help to a bunch of footies, nor does Tinker do much for a group of fiends. Skill selection is important, too.
AoE spells like blizzard/flamestrike arent really useful during melee combat because you risk injuring your own units. Such spells are better aimed at enemy ranged units. A common mistake made is usually on the target acquisiotn of spells. Hero spells, when used in combination, can be extremely powerful. Let’s look at some of the common combos;
- FS+TC Chainwave; great against huge numbers of ghouls, footies or archers
- DK+Lich Novacoil; take down high HP units one by one, or kill off a weak int/agi hero in 2 blasts
- FS+Naga dual lighting; again, great on huge numbers of tier 1’s
- MK+bloodmage banishbolt; not only does this increase the ctorm bolt’s damage, it also slows down the target for a period time
In team games, combining the above mentioned combo’s could turn the tables over in an instant. Combine banishbolt+novacoil and you can easily kill off that annoying KOTG. Make sure you aim your spells well. Your priority should be as follows; air > siege > casters > low hp units/hero > range > melee.
Unit control
The basics of battle must not be forgotten. Melee units in front, ranged units behind. Here’s a basic formation chart;

As you can see, I placed the melee hero at the sidemost of the melee line. Why? A common mistake is to have the melee hero charge i front row center. This could be a fatal mistake, because he will be the first absorb a LOT of damage, thus dies easily if he doesn’t escape. This happens very often with mountain kings and death knights. Too often they charge way in the middle and can’t get out because of the units blocking behind him. Letting him stay at the side allows ease of escape, as well as maximising the effects of certain spells like shockwave, BoF or swarm.
Unit control plays alot around the term micro-management, commonly known as microing, which basically means treating your units as an indivual and using them to optimise their ability and survival. The simplest form of micro management is focus fire. That simply means having all of your units attack a single target, bringing it down very quickly. The counter to focus fire, is known as dancing. Basically it means, if you see a unit is under focus fire, you take it, send it out of combat. What does this do? In Wacraft, units only attack when they’re not moving. Simply meaning, the moment they move, they are not attacking. Dancing effectively counter focus fire; here’s a simple scenario.
Let’s say you and your opponent each have a MK and 4 footies. The enemy MK bolts a footie, and send his other 4 to attack it. This could easily bring down that particular footies health below 50%. But, when you move him out of battles, the enemy units will chase it, thus, making them effectively not fighting. Unless, of course, he decides to switch targets, which counters dancing. This is the situation where the one with the better micro wins the match.
Another aspect of unit control is that of target acquisition. Again, let’s repeat the same situation of 4 footies and a MK on both sides. Given the choice, who would focus on first; the MK or one of the foooties? That’s right, target the footies first because they die faster than the MK. What if its a bit different, say your MK and 4 footies, vs a lich and 4 ghouls? Yep, you kill the lich first, simply because it dies easier than the ghoul.
Target acquisition plays around the idea of reducing the enemy army’s potential against you. When in combat, always try to get rid of air first before anything else, mainly ecause they have low armor, but have a high combat advantage. Take them down first [when possible], and then worry about the rest. This involves a bit of math, really. You should always, always try your best to get rid of units that are hard counters to yours. e.g, get rid of catapults or rifles if you have hunts, get rid of detroyers or gryphons if you have lusted taurens. You get the idea. To have a good sense of targetting, you only have the choice of watching replays, or playing more games.
That’s all for part 4! Next up will discuss more issues to improve your game :D












