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    Orc Unit List by RCarlos

    Version: 1.0 | Updated: 01/15/99 | Printable Version | Search This Guide

    Orcish Units Listing - Version 1.0
    By Roland Carlos
    FongSucks@hotmail.com
    
    ---------------
    Version Updates
    
    1.0 - January 15, 1999: Descriptions added.
    0.5 - January 13, 1999: First release of guide. Basic stats included, 
    descriptions soon to be included.
    
    ------------
    Little Intro
    The Orcs relyed on brute strength for the First War. The only standouts were
    the Necromancers who were killed in the First War. The Second War brought on
    the Trolls, Ogres, and Goblins. In order to replace the lost Necromancers,
    Gul'Dan, the last Necromancer used the dead Knights of the First War to 
    become Death Knights.
    
    Explanations:
    Visual Range - How far the unit can see
    HP - How much damage it can take
    MP - How much magical power it has
    Build Time - How much time it takes to train
    Gold Cost - How much gold it costs to train this unit
    Lumber Cost - How much lumber it costs to train this unit
    Oil Cost - How much oil it costs to train this unit
    Armor - How much protection this unit has
    Requirements - What, if anything, is needed to train this unit
    Basic Damage - The damage that is done that is affected by armor
    Piercing Damage - The damage that is done regardless of any factors
    Effective Damage - The least damage done to the most
    Attack Range - How far it can attack
    Speed - How fast the unit can go
    
    ----
    Peon
    
    Visual Range: 4
    HP: 30
    MP: 0
    Build Time: 45
    Gold Cost: 400
    Lumber Cost: 0
    Armor: 0
    Requirements: Great Hall
    Basic Damage: 3
    Piercing Damage: 2
    Effective Damage: 1-5
    Attack Range: 1
    Speed: 10
    
    Easy targets for many enemy units, they usually go for these since they are
    easily killed due to lack armor and low HP. You need to protect your workers
    from attacks by enemy units or Blizzard/Death and Decay (which can really 
    hurt miners). Make sure to have several extra workers on hand to build
    and to repair buildings.
    
    -----
    Grunt
    
    Visual Range: 4
    HP: 60
    MP: 0
    Build Time: 60
    Gold Cost: 600
    Lumber Cost: 0
    Armor: 2
    Requirements: Barracks
    Basic Damage: 6
    Piercing Damage: 3
    Effective Damage: 2-9
    Attack Range: 1
    Speed: 10
    
    Use this unit for early attacks when you can't build anything better. They
    can also be used as support units later in the game, but for main attacks,
    go with something better.
    
    ----------------
    Troll Axethrower
    
    Visual Range: 5
    HP: 40
    MP: 0
    Build Time: 70
    Gold Cost: 500
    Lumber Cost: 50
    Armor: 0
    Requirements: Barracks, Lumber Mill
    Basic Damage: 3
    Piercing Damage: 6
    Effective Damage: 3-9
    Attack Range: 4
    Speed: 10
    
    This unit will be used throughout the game since it is the cheapest ranged
    attacker. It can also be upgraded into better unit after upgrading your Great
    Hall.
    
    ---------------
    Troll Berserker
    
    Visual Range: 6
    HP: 50
    MP: 0
    Build Time: 70
    Gold Cost: 500
    Lumber Cost: 50
    Armor: 0
    Requirements: Barracks, Lumber Mill, Berserker Training at Lumber Mill
    Basic Damage: 3
    Piercing Damage: 6
    Effective Damage: 3-9
    Attack Range: 4
    Speed: 10
    
    Make sure to upgrade this unit to the most. Once it is fully upgraded, this
    unit will be a major killing machine. Just remember it still cannot take
    hits well.
    
    ----
    Ogre
    
    Visual Range: 4
    HP: 90
    MP: 0
    Build Time: 90
    Gold Cost: 800
    Lumber Cost: 100
    Armor: 4
    Requirements: Barracks, Blacksmith, Ogre Mound
    Basic Damage: 8
    Piercing Damage: 4
    Effective Damage: 2-12
    Attack Range: 1
    Speed: 13
    
    This unit is a better Footman that costs more. Use these in place of Footmen
    when you are able to build them.
    
    ---------
    Ogre-Mage
    
    Visual Range: 5
    HP: 90
    MP: 255
    Build Time: 90
    Gold Cost: 800
    Lumber Cost: 100
    Armor: 4
    Requirements: Barracks, Blacksmith, Ogre Mound, Ogre-Mage Upgrade at Altar of
    Storms
    Basic Damage: 8
    Piercing Damage: 4
    Effective Damage: 2-12
    Attack Range: 1
    Speed: 13
    
    Magic Spells:
    
    Eye of Kilrogg - Costs 70 MP
    Using this spell creates a whole unit. The unit is an eye which can fly at
    a high speed. It can die easily due to its low HP total. It will kill itself
    after some time if not killed already.
    
    Bloodlust - Costs 50 MP
    Bloodlust makes the selected unit attack with greater force. The attacks done
    by the unit will hurt more than if he attacked regularly.
    
    Runes - Costs 200 MP
    Using Runes creates 5 mines at the selected point. These mines can hurt 
    anyone who walks over them. After walked over, the mine is gone.
    
    The Ogre-Mages are the reason many people play Orcs. Not because of Eye of
    Kilrogg (it sucks as a scout, it dies easily and gives you little info), but
    because of Bloodlust. Bloodlust is cheap and can be cast many times. It also
    lasts a good while. Using Bloodlust on other Ogres can be fatal to the enemy.
    Their fast attacks and super power will kill most anything in its way. Runes
    is also good, but costs too much to be used a lot.
    
    --------
    Catapult
    
    Visual Range: 9
    HP: 110
    MP: 0
    Build Time: 250
    Gold Cost: 900
    Lumber Cost: 300
    Armor: 0
    Requirements: Barracks, Lumber Mill, Blacksmith
    Basic Damage: 80
    Piercing Damage: 0
    Effective Damage: 25-80
    Attack Range: 8
    Speed: 5
    
    This is a very useful unit. It has the longest range so it can attack towers
    and ships without fear of retaliation. However, it can attack far away 
    enemies without your knowledge, sometimes provoking a whole group to attack.
    If not prepared, it can hurt you.
    
    ------------
    Death Knight
    
    Visual Range: 9
    HP: 60
    MP: 255
    Build Time: 120
    Gold Cost: 1,200
    Lumber Cost: 0
    Armor: 0
    Requirements: Temple of the Damned
    Basic Damage: 0
    Piercing Damage: 9
    Effective Damage: 5-9
    Attack Range: 2
    Speed: 8
    
    Magic Spells:
    
    Death Coil - Costs 100 MP
    This spell can help you in two way. First, the selected unit will lose HP.
    Second, the Death Knight who casts it will gain HP equal to the HP lost by 
    the selected unit.
    
    Haste - Costs 50 MP
    This spell will slow the movement of a unit to a double pace for a limited 
    time. So far, the attack speed has not been proven to be faster by affected 
    units. The speed gained is about double of the regular total.
    
    Raise Dead - Costs 50 MP per Skeleton
    This spell will make the dead, de-composing bodies of fallen units turn into
    Skeletons. This spell will create Skeletons from any bodies nearby the 
    selected point. It will create as many as possible.
    
    Whirlwind - Costs 100 MP
    Whirlwind creates a tornado that cannot be controlled. Once cast at the 
    selected area, it will move at its own pace, even towards you if it likes.
    The Whirlwind will do damage to the place where it was.
    
    Unholy Armor - Costs 100 MP
    This spell will make the selected unit invulnerable to attacks by enemies. It
    is impossible for the unit to be damaged. However, using this spell will make
    the selected unit lose some HP.
    
    Death and Decay - Costs 25 MP per attack
    The death knight casts death vapor over a certain area. The death vapor will 
    come in groups. The more MP available, the more death vapor created to 
    attack.  The death vapor can be stopped without using all MP by just pressing
    stop.
    
    The Death Knight is a good unit, but isnt used as much as the Mage. Death 
    Coil, Haste, Raise Dead, and Unhold Armor are OK spells, but are not very
    useful in the long run. Whirlwind and Death and Decay do a lot of damage so
    they are the most used spells by a Death Knight.
    
    --------------
    Goblin Sappers
    
    Visual Range: 4
    HP: 40
    MP: 0
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 250
    Armor: 0
    Requirements: Goblin Alchemist
    Basic Damage: 4
    Piercing Damage: 2
    Effective Damage: 1-6
    Attack Range: 1
    Speed: 4
    
    The damage done by exploding is 400.
    
    Build up these dudes so you can use to them to kill buildings. Try to place 
    them where they can do the most damage (in between nearby buildings for 
    example).
    
    ---------------
    Goblin Zeppelin
    
    Visual Range: 9
    HP: 150
    MP: 0
    Build Time: 65
    Gold Cost: 500
    Lumber Cost: 100
    Armor: 2
    Requirements: Goblin Alchemist, Lumber Mill
    Basic Damage: 0
    Piercing Damage: 0
    Effective Damage: 0
    Attack Range: 0
    Speed: 17
    
    These flyers are only good for scouting around and watching over empty gold
    mines. Try not to get them killed since they are important to making sure
    you know what is going on.
    
    ------
    Dragon
    
    Visual Range: 6
    HP: 100
    MP: 0
    Build Time: 250
    Gold Cost: 2,500
    Lumber Cost: 0
    Armor: 5
    Requirements: Dragon Roost
    Basic Damage: 0
    Piercing Damage: 16
    Effective Damage: 8-16
    Attack Range: 4
    Speed: 14
    
    This flyer is important since it can do a lot of damage. Anything that is in
    way of its attack will take some damage, even allies. Make sure to space out
    your flyers so that they will not get hurt by their own attacks.
    
    ----------
    Oil Tanker
    
    Visual Range: 4
    HP: 90
    MP: 0
    Build Time: 50
    Gold Cost: 400
    Lumber Cost: 200
    Armor: 10
    Requirements: Shipyard
    Basic Damage: 0
    Piercing Damage: 0
    Effective Damage: 0
    Attack Range: 0
    Speed: 10
    
    Protect these ships from enemies since they hold the precious oil for you to
    use on ships.
    
    ---------------
    Troll Destroyer
    
    Visual Range: 8
    HP: 100
    MP: 0
    Build Time: 90
    Gold Cost: 700
    Lumber Cost: 350
    Oil Cost: 700
    Armor: 10
    Requirements: Shipyard
    Basic Damage: 35
    Piercing Damage: 0
    Effective Damage: 2-35
    Attack Range: 4
    Speed: 10
    
    The basic ship, it is useful for early water attacks, but for nothing after
    that. Their only advantage in later water battles is that they can attack air
    units.
    
    ---------
    Transport
    
    Visual Range: 4
    HP: 150
    MP: 0
    Build Time: 70
    Gold Cost: 600
    Lumber Cost: 200
    Oil Cost: 500
    Armor: 0
    Requirements: Shipyard, Foundry
    Basic Damage: 0
    Piercing Damage: 0
    Effective Damage: 0
    Attack Range: 0
    Speed: 10
    
    The only use of this ship is send up to 6 ground units onto other soil. Make
    sure to protect these since if they die, the units inside die as well.
    
    -----------------
    Ogre Juggernaught
    
    Visual Range: 8
    HP: 150
    MP: 0
    Build Time: 140
    Gold Cost: 1,000
    Lumber Cost: 500
    Oil Cost: 1,000
    Armor: 15
    Requirements: Shipyard, Foundry
    Basic Damage: 130
    Piercing Damage: 0
    Effective Damage: 50-130
    Attack Range: 6
    Speed: 6
    
    The powerhouses of the water, these ships are very useful in taking water
    control. However, they cannot fire on air units so know that. They can be
    killed if attack by enough ships, but it will take some while and the enemy
    will lose some ships.
    
    ------------
    Giant Turtle
    
    Visual Range: 5
    HP: 60
    MP: 0
    Build Time: 100
    Gold Cost: 800
    Lumber Cost: 150
    Oil Cost: 900
    Armor: 0
    Requirements: Shipyard, Goblin Alchemist
    Basic Damage: 50
    Piercing Damage: 0
    Effective Damage: 10-50
    Attack Range: 4
    Speed: 7
    
    A fun unit to use, it can do a lot of damage before dying. This unit will
    be undetected by enemies until a flyer or tower can view it. The firing rate
    of this unit is very fast so you can kill ships very quickly.
    
    ----------
    Disclaimer
    
    This guide can and should be given out as long as it is not altered in any 
    way. The guide's purpose is to help people play Warcraft 2 and that is its 
    only purpose. This guide cannot be used in any commerically such as, but not 
    limited to, Magazines, Books, Guides, without first contacting the author for
    his consent. Credit must given if you take information from this guide.
    
    Warcraft 2 is a trademark of Blizzard Inc., copyright 1996.  
    All other trademarks copyright their respective owners.
    
    Copyright Roland Carlos 1999