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    Human Unit List by RCarlos

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

    Human 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 Alliance units also include those of humans, elves and dwarves. The 
    humans specialize in the warfare of the Alliance, they are the Footmen, 
    Knights and Mages of the Alliance. The elves specialize in water warfare, 
    they are the Destroyers and Battleships. The dwarves are the inventors, they
    have the air units at their use.
    
    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
    
    -------
    Peasant
    
    Visual Range: 4
    HP: 30
    MP: 0
    Build Time: 45
    Gold Cost: 400
    Lumber Cost: 0
    Armor: 0
    Requirements: Town 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.
    
    -------
    Footman
    
    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.
    
    ------------
    Elven Archer
    
    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 Town
    Hall.
    
    ------------
    Elven Ranger
    
    Visual Range: 6
    HP: 50
    MP: 0
    Build Time: 70
    Gold Cost: 500
    Lumber Cost: 50
    Armor: 0
    Requirements: Barracks, Lumber Mill, Ranger 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.
    
    ------
    Knight
    
    Visual Range: 4
    HP: 90
    MP: 0
    Build Time: 90
    Gold Cost: 800
    Lumber Cost: 100
    Armor: 4
    Requirements: Barracks, Blacksmith, Stables
    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.
    
    -------
    Paladin
    
    Visual Range: 5
    HP: 90
    MP: 255
    Build Time: 90
    Gold Cost: 800
    Lumber Cost: 100
    Armor: 4
    Requirements: Barracks, Blacksmith, Stables, Paladin Upgrade at Church
    Basic Damage: 8
    Piercing Damage: 4
    Effective Damage: 2-12
    Attack Range: 1
    Speed: 13
    
    Magic Spells:
    
    Holy Vision - Costs 70 MP
    Using this spell reveals the selected point to you. You can see what is going
    on in the selected area for a brief period. After awhile, it will be covered
    by the Fog of War (if on).
    
    Healing - Costs 6 per 1 HP recovered
    This spell will heal any selected unit (enemy or ally). The spell will try to
    heal to the maximum HP of the selected unit or as much as MP allows. It does 
    not work on Ballistas/Catapults and any Ship.
    
    Exorcism - Costs 4 per 1 HP lost
    The opposite of Healing, this spell harms Death Knights and Skeletons. It 
    will try to kill, or damage as much as HP allows. This spell only works on
    Death Knights and Skeletons.
    
    The Paladin has excellent spell at his disposal. Holy Vision will allow to
    see what is the status of your enemy's base. Healing is good to heal units,
    but you will need many Paladins to make it effective. Exorcism is usually
    not cast since Death Knights and Skeletons are weak anyway. But still, build
    Paladins since they are still useful.
    
    --------
    Ballista
    
    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.
    
    ----
    Mage
    
    Visual Range: 9
    HP: 60
    MP: 255
    Build Time: 120
    Gold Cost: 1,200
    Lumber Cost: 0
    Armor: 0
    Requirements: Mage Tower
    Basic Damage: 0
    Piercing Damage: 9
    Effective Damage: 5-9
    Attack Range: 2
    Speed: 8
    
    Magic Spells:
    
    Fireball - Costs 100 MP
    This spell creates a fireball that goes from the Mage into a straight line
    from him to the selected area. The fireball will not go all the way to the
    selected area if too far, but it will hurt anything in its way.
    
    Slow - Costs 50 MP
    This spell will slow the movement of a unit to a crawl for a limited time. So
    far, the attack speed has not been proven to slow down by affected units. The
    speed lost is about half.
    
    Flame Shield - Costs 80 MP
    This spell creates a ring of fire around a unit (ally or enemy). That ring of
    fire hurts anything that touches it building or unit, ally or enemy. The
    unit that had Flame Shield cast will not take damage from the flame, but will
    take damage from other sources.
    
    Invisibilty - Costs 200 MP
    This spell will make the selected unit invisible to enemies. This unit can
    move around the map undetected, but if it does anything other than moving,
    the invisiblity will be lost.
    
    Polymorph - Costs 200 MP
    This spell turns the selected unit into a critter. It is unavoidable and the
    toughness of the selected unit is not taken into effect.
    
    Blizzard - Costs 25 MP per attack
    The mage casts ice shards over a certain area. The ice shards will come in
    groups. The more MP available, the more ice shards created to attack. The ice
    shards can be stopped without using all MP by just pressing stop.
    
    The spells the Mage has are useful. Fireball and Flame Shield are good for
    hurting and disbanding groups of enemies. Blizzard also does the same thing
    and causes more damage. Invisibilty is great to use for scouting and 
    Polymorph is good to use on units that are harassing you. A good move is
    Inbisibilty on a Mage, send that Mage to the enemy mine, and use that Mage to
    cast Blizzard in between the mine and the Town/Great Hall to kill any Peons
    in between. It will kill your Mage, but you will hurt your opponent's gold
    supply for awhile.
    
    ------------------------
    Dwarven Demolition Squad
    
    Visual Range: 4
    HP: 40
    MP: 0
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 250
    Armor: 0
    Requirements: Gnomish Inventor
    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).
    
    ----------------------
    Gnomish Flying Machine
    
    Visual Range: 9
    HP: 150
    MP: 0
    Build Time: 65
    Gold Cost: 500
    Lumber Cost: 100
    Armor: 2
    Requirements: Gnomish Inventor, 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.
    
    -------------
    Gryphon Rider
    
    Visual Range: 6
    HP: 100
    MP: 0
    Build Time: 250
    Gold Cost: 2,500
    Lumber Cost: 0
    Armor: 5
    Requirements: Gryphon Aviary
    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.
    
    ---------------
    Elven 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.
    
    ----------
    Battleship
    
    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.
    
    -----------------
    Gnomish Submarine
    
    Visual Range: 5
    HP: 60
    MP: 0
    Build Time: 100
    Gold Cost: 800
    Lumber Cost: 150
    Oil Cost: 900
    Armor: 0
    Requirements: Shipyard, Gnomish Inventor
    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