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Intro To Humans:         Submit A Strategy
Humanity is the youngest of the competing races in Warcraft III, and likely the most noble. They have fought, suffered and endured in the war against the Orcish Hordes. It is through their cleverness that Humans overcome their opponents. Orcs may have brute force, but Humanity has faith and wisdom in itself that is quickly realized on the battlefield.

To view Human unit stats Click Here

Whether your using Invisibility to sneak troops into an enemy town, Summoning Water Elementals to fight by your side, or stunning enemy units with a Thunder Clap; Humans work well under the power of a player who understands how to utilize their clever means of attack and defense. If you want to defeat an enemy using force, sign up with the Orcs... but if you are an intelligent player who enjoys using tricky strategies and tactics, then Humans are for you.

Human Strats

The number of strategy submissions we are getting is insane! Thank you everyone who posted! We would have to be machines to keep up with all the submissions so we decided to make it so everyone could post their strategies for all to see. We are sorry for those who took the time and effort to post previously. We truly appreciate your support! To view and post on the Human Strategy forum go to the following link.

View Forum Human Strats Here!

The full url is:
Human Strats

Moderators Needed!
We are looking for moderators for each forum. Moderators will be required to keep the forums clean and on topic so that all can enjoy the forums. If you are an experienced player with this race, with over 150 1v1 games of experience,and would like to help us moderate on the forums please e mail us at waradmin@warcraftworldnow.com

Human Advantages:
They have several abilities, such as 'Slow', designed to hinder and decrease the enemy's offensive and defensive capabilities before an assault. They also have abilities such as 'Inner Fire' and 'Devotion aura' which allow them to improve their troops' attack and defense capabilities. Even when outnumbered, these special abilities can turn the tide of combat leading to a Human victory.

Humans tend to be better than other races defensively. Even early in a match Human Footmen have the ability to go into "Defend Mode" (if researched), where they only receive partial damage from ranged attacks. Similar abilities and techniques among their units help them to create a powerful defensive presence allowing them to take more damage while counter-attacking with other units. Below is a list of general advantages we've discovered thus far...

  • Easy to manage/upgrade.
  • Towers = great defence.
  • Tanks = death to all enemy structures.
  • Innovative units (Steam Tanks, Gyrocoptors, etc...).
  • Multiple peasants can work on a building at the same time, which allows for quick hero/tower rushes.
  • Defensive capablilities such as Inner Fire and Devotion Aura make human units unlikely to join the forces of the undead.
  • Building armor and hit points can be upgraded.

Human Disadvantages:
Humans can find themselves at a disadvantage if they don't take advantage of the powerful spells that Priests and Sorceresses offer. On the other hand, if they focus to much effort into building spell-casters and other high level units, they may find themselves outmatched by an enemy that has leveled up their hero. Here are some general disadvantages:

  • Footmen alone are weaker than Grunts, Ghouls with vampiric aura, or huntresses. When upgraded and with the support of hero's and 'Inner Fire', footmen more than overcome this gap.
  • Human players tend to have a lot of inexpensive footmen and casters, which can be a problem against the undead if these units start dying.
  • It is very easy to forget to level up your hero as you invest in towers and tech to the powerful casters, Knights, and Gryphon Riders.
  • Human farms only supply 6 food instead of 10, which is the norm for the other races. Farms are less expensive.

Human Heros:

Mountain King
This hero knows how to slam individual enemy targets, and weaken enemy groups. This hero is a barroom brawler on steroids, and is a great pointman for just about every combat situation. You must keep an eye on him while in combat if you want to make effective use of his abilities. He is a great against enemy heros, and should be used for damaging/killing heros whenever possible. He also can beginning creeping by himself using the 'Thunder Clap' and 'Storm Bolt' abilities

Abilities:


-Thunderclap
Thuderclap is a great ability for the King to have when he is either the pointman for a group assault, or is surrounded by the enemy and needs to deal out some damage, and partially stun, all the the units surrounding him.


-Stormbolt
Use Stormbolt on powerful enemy units and heros, and then beatdown the stunned units. Is useful to disrupt abilities such as Starfall, Tranquility, and Earthquake all of which require the hero to continually cast the spell.


-Bash
This ability is powerful at its peak level, stunning and doing extra damage to enemy units randomly during melee combat. Build this ability if you don't want to micro-manage the Mountain King so much.


-Avatar (Ultimate)
This abilty is the Mountain King on speed! The King is already a great pointman for melee combat, Avatar almost makes you feel like you have two Kings in the body of one King. Be sure to cast Avatar only when you want to fight for an extended period of time, otherwise the ability is wasted.



Arch-Mage
Wearing down enemy groups as well as keeping friendly units charged and supported is a task the Arch-Mage knows how to fulfill. Whether you like to back-up combat units with Blizzard and/or Water Elementals, OR enjoy using a lot of magic units and keeping their Mana levels up with Brilliance Aura; the Arch-Mage is always a good choice. He is also the most popular choice for an early rush because Elementals are powerful and Blizzard is annoying. Plus he looks like a modern Gandolf, making him even cooler.

Abilities:


-Blizzard
Blizzard can wear down or destroy enemy groups or structures from afar, but be sure to avoid damaging friendly units as well. It is also extremely useful for attacking gold miners, particularly in the early game.


-Summon Water Elemental
These summoned units make a great addition to any melee fighting force. They do good damage to enemy units, but are most impressive when this ability reaches level 3, giving them serious attack power and 900 hit points.


-Brilliance Aura
If you like to use multiple magic units like the Priest, Sorceress, etc. then the Brilliance Aura is a handy ability. It will help keep all your magic units charged for spellcasting and healing, allowing your attack force to keep pushing back enemy forces without having to pull out.


-Mass Teleport (Ultimate)
Teleport Rules! It allows you to sneak behind enemy basess, attack expansions, and Teleport back to bases that don't have a Town Hall. Use in combination with invisiblity to teleport your into the middle of an enemy base, or even better just a bunch of steam tanks.


Paladin
Paladin
The Paladin is a wonderful support hero. With holy light and devotion aura he can really keep your forces alive for much longer. His ultimate ability, ressurection, is one of the best in the game. It can turn a losing battle into a winning one very easily.

Abilities:


-Holy Light
Holy Light is great for healing units in combat situations where your enemy focuses their attack on one or two friendly units at a time, and is good for damaging Undead units.


-Devotion Aura
Never hurts to give the friendly units around your Paladin an armor bonus, which is why Devotion Aura always comes in handy. This ability is most effective in team games where more units recieve the bonus.


-Divine Shield
When the Paladin uses the Divine Shield, he can temporarily be used for just about anything. He runs around, invincible to everything for a limited time, making him great as a scout and/or pointman when attacking an enemy area.


-Resurrection (Ultimate)
Resurection allows you to permanently resurrect friendly dead units. 'Animate Dead', by comparison, allows you to resurrect creeps or enemy units, but does not allow you to keep the resurrected units for more than 120 seconds.


Humans Vs. Orcs:
Kill Orcs by outmaneuvering, outsmarting, and outwitting their forces. Use defensive measures to counter their offensive abilities. Avoid fighting them one-on-one and turn the odds against them by stunning, morphing, and summoning units before attacking them and while defending against them.

Animal Husbandry, the Paladin hero, and Knights are some of your best friends against the Orcs. Animal Husbandry for the extra life to stand up to the powerful orcs, your Paladin for his Devotion Aura and Knights with Meat Shields.

In the early game, be sure to build at least six footmen and two towers in order to defend against an early grunt assault.

In the late game, Knights are your main boys, because they have enough life to stand up to the powerful Taurens. When coupled with the Devotion Aura and "Inner Fire", Knights will tear through them.

You may also want to consider using at least a few Gryphon Rider's because many Orc players neglect air defense.

Like every other matchup, a human player should use the unique "Holy Light" ability to give their troops an advantage during combat. You can also use priests to dispel 'Bloodlust', but be careful because this also dispels 'Inner Fire'.

If you want to use Sorceresses Polymorph ability to take out a few extra units really quickly, feel free to do so.

The main thing to remember is you will not hit as hard as the Orcs but you can take their damage and almost always outlast them.
 - Major Diabetes, Josie McCoy, and Travis "southpaw5" Johnson

Humans Vs. Night Elves:
Watch out for those dryads! Mortar teams are definitely your friends here, alot of the NE units like archers and dryads dont have the most hp so use that to your advantage. Bring up the front with knights or footman or anything to soak up damage and blow them away with your high powered mortar teams. Your archmage can help quite a bit as well with blizzard but watch out for the Demon Hunters mana burn.
 - Josie McCoy

Against the Night Elves a human player must take advantage of the inexpensive footmen that can be used to outnumber Dryads, which lessens the effect of their Slow Poison ability. You might also consider using Riflemen, which have a much higher attack than Dyrads, to kill them from afar.

If you know your opponent is not building Dyrads, you can proceed with a more straightforward strategy involving footmen, spell casters, and knights.
 - Travis "southpaw5" Johnson

Humans Vs. Undead:
Alot of undead people use ghouls, abominations, and necromacers. A big part of that strategy is Cannablize and Raise Dead, so don't let them those spells! Keep your men alive by employing high hit point knights and using "Inner Fire", "Devotion Aura", and "Healing". Your Paladin's Holy light is also helpful because it can heal your units or hurt them. Also bring in a few mortar teams in the back to bring some mega AoE hurt on those fools. Just be careful and try to keep your units alive and dont give the Undead your corpses at all costs!

Just play smart and you will triumph over these gruesome foes.
 - Josie McCoy

A Paladin is at his best against Undead units as is Holy Light spell can be directed at them and his Devotion Aura can be used to keep your forces among the ranks of the living.

Go heavy on priests because Dispel Magic literally destroys skeleton warriors in the area it is cast.

Gryphon Riders are not advisable because Gargoyles are so cheap and effective against air units. If you plan on succeeding with this strategy, be sure to have a few gyrocopters around
 - - Travis "southpaw5" Johnson

Defending against a hero rush:
If you suspect your opponent(s) are planning a hero rush, select the Mountain King as your first hero, and 'Storm Bolt' as your first ability. When the enemy hero comes, make about 4 militia from lumber peasants and have them attack the hero. When they are on their way, use 'Storm Bolt' to stun the enemy hero. While the militia are hacking away, move the Mountain King into the likely escape route of the hero, and then Bolt him as soon as he recovers from your first Bolt. Now your hero and militia should be able to kill the hero before it recovers. This will kill Archmages, Keepers of the Grove, and Farseer rushes. Demon hunters and Blademasters will be driven away if not killed.
 - Travis "southpaw5" Johnson

Early creeping/harassing techniques:
Unless you have allies willing to protect you in the early game, you need to have a successful army in the early game even if you plan to build mostly casters, Knights or Gryphon Riders. No matter what else you plan it is advisable to build a minimum of 6 footmen or 3 footmen and 3 Riflemen, just to give you some hit points and firepower to work with. All three heroes can be successful early on using Blizzard/WE, Holy Light, Thunder Clap/Storm Bolt spells. Use Blizzard to hit ranged creeps/enemies, use Water Elementals to bolster your army, use Holy Light to heal footmen, or use Clap/Bolt to damage/stun your opponenets. The key is to resist the temptation to hunker down and tech. You can get casters quickly AND level up your hero, leaving your much better off in the middle/late game.
 - Travis "southpaw5" Johnson

Early Expansion: When, Why, How:
If you are on a reasonably big map and are relatively sure your opponent won't attack early on, you may want to grab a second gold mine quickly. Use your hero and your first few footmen to attack a nearby mine. This is particularly useful on maps such as Lost Temple and Crucible, where expansions are near and easily defended. Its a good idea to make two or three militia and bring them with, bolstering your attack force and later building a Town Hall and a Tower.
 - Travis "southpaw5" Johnson

Changes were made throughout this page by Travis "southpaw5" Johnson on 1/14/03

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