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    Orc Building List by RCarlos

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

    Orcish Building 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
    Orcs that crossed through the portal also brought their builders, or Peons.
    They were forced to have the building plans in their minds since they were 
    the ones who built. New ideas from their goblin and troll allies were soon
    forced into their brain, sometimes fatally.
    
    Explanations:
    Visual Range - How far the building can see
    HP - How much damage it can take
    Build Time - How much time it takes to build
    Gold Cost - How much gold it costs to build this building
    Lumber Cost - How much lumber it costs to build this building
    Oil Cost - How much oil it costs to build this building
    Armor - How much protection this building has
    Requirements - What, if anything, is needed to build this building
    Options - The options this building has (Requirements listed)
    (GUARD & CANNON TOWER ONLY)
    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
    
    ----------
    Great Hall
    
    Visual Range: 4
    HP: 1,200
    Build Time: 255
    Gold Cost: 1,200
    Lumber Cost: 800
    Armor: 20
    Requirements: None
    
    The Great Hall provides 5 supply points.
    
    Options:
    Train Peon
    Upgrade to Stronghold (Requires Barracks)
    
    The Great Hall is the most important building of all, because without it, you
    would not be able to collect gold, a important resource. The Great Hall is 
    the only place where you get build Peons. The Great Hall should be guarded
    all the time by other units and also should be at the center of your town.
    Make sure that the Great Hall is placed as close as possible to the closest
    Gold Mine and that you have two by the time you need to upgrade one since
    upgrading makes the Great Hall not be able to make Peon.
    
    ----------
    Stronghold
    
    Visual Range: 6
    HP: 1,400
    Build Time: 200
    Gold Cost: 2,000
    Lumber Cost: 1,000
    Oil Cost: 200
    Armor: 20
    Requirements: Barracks
    
    The Stronghold makes every gold returned by a Peon have a +10 bonus.
    
    Options:
    Train Peon
    Upgrade to Fortress (Requires Lumber Mill, Blacksmith, Ogre Mound)
    
    The Stronghold is just like the Great Hall, except stronger and a better 
    visual range. You should only make Strongholds in developed cities, not 
    unguarded or wild expansions.
    
    --------
    Fortress
    
    Visual Range: 9
    HP: 1,600
    Build Time: 200
    Gold Cost: 2,500
    Lumber Cost: 1,200
    Oil Cost: 500
    Armor: 20
    Requirements: Lumber Mill, Blacksmith, Ogre Mound
    
    The Fortress makes every gold returned by a Peon have a +20 bonus.
    
    Options:
    Train Peon
    
    The final level of the Great Hall, it is the strongest and the one with the
    most vision. You should only build Fortresses at major cities, like your 
    first city.
    
    --------
    Pig Farm
    
    Visual Range: 3
    HP: 400
    Build Time: 100
    Gold Cost: 500
    Lumber Cost: 250
    Armor: 20
    Requirements: None
    
    The Pig Farm provides 5 supply points.
    
    You build farms so you gain supply units to build units. You can use farms
    to block up choke points or to use as cover for towers. Use make sure you
    have a surplus so when you lose farms, you don't lose the ability to make
    units.
    
    --------
    Barracks
    
    Visual Range: 3
    HP: 800
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 450
    Armor: 20
    Requirements: None
    
    Options:
    Train Grunt
    Train Axethrower (Requires Lumber Mill)
    Train Berserker (Overrides Archer, Requires Keep, Lumber Mill, Ranger 
    Upgrade)
    Build Catapult (Requires Lumber Mill, Blacksmith)
    Train Ogre (Requires Stables)
    Train Ogre-Mage (Overrides Knight, Requires Stables, Church, Paladin Upgrade)
    
    The Barracks is where you can make the basic fighting units. You will only
    be able to make the Grunt at first, but after you build the right buildings, 
    you can make the more advanced fighting units. Grunt are good in early 
    attacking, but ogres and axethrowers should be used as the game goes on.
    
    -----------------
    Troll Lumber Mill
    
    Visual Range: 3
    HP: 600
    Build Time: 150
    Gold Cost: 600
    Lumber Cost: 450
    Armor: 20
    Requirements: None
    
    The Troll Lumber Mill makes every lumber returned by a Peasant have a +25 
    bonus.
    
    Options:
    Upgrade Axes 1 (Damage +1, Build Time: 200, Gold: 300, Lumber: 300)
    Upgrade Axes 2 (Damage +1, Build Time: 250, Gold: 900, Lumber: 500)
    Berserker Training (Requires Stronghold, Build Time: 250, Gold: 1,500)
    Scouting Research (Sight +9, Build Time: 250, Gold: 1,500)
    Lighter Axes Research (Range +1, Build Time: 250, Gold: 2,000)
    Berserker Regeneration (Build Time: 250, Gold: 3,000)
    
    The Lumber Mill should be built near trees that are far away from your Great
    Hall, but still in your city. Peons will bring their lumber to the Lumber
    Mill instead of the Great Hall if the Mill is closer. Also, the Lumber Mill
    is a requirement for many of the advanced buildings and it also has some
    good Axethrower upgrades.
    
    ----------
    Blacksmith
    
    Visual Range: 3
    HP: 775
    Build Time: 200
    Gold Cost: 800
    Lumber Cost: 450
    Oil Cost: 100
    Armor: 20
    Requirements: None
    
    Options:
    Upgrade Weapons 1 (Damage +2, Build Time: 200, Gold: 500, Lumber: 100)
    Upgrade Weapons 2 (Damage +2, Build Time: 250, Gold: 1,500, Lumber: 300)
    Upgrade Shields 1 (Armor +2, Build Time: 200, Gold: 300, Lumber: 300)
    Upgrade Shields 2 (Armor +2, Build Time: 250, Gold: 900, Lumber: 500)
    Upgrade Ballista 1 (Damage +15, Build Time: 250, Gold: 1,500)
    Upgrade Ballista 2 (Damage +15, Build Time: 250, Gold: 4,000)
    
    The Blacksmith is built for upgrades for your Grunt, Ogres, and Axethrowers.
    Very important, since as the game goes on, the Level of your fighters counts
    a lot between winning and losing. Make sure to upgrade when resources and
    time allow.
    
    -----------
    Scout Tower
    
    Visual Range: 9
    HP: 100
    Build Time: 60
    Gold Cost: 550
    Lumber Cost: 200
    Armor: 20
    Requirements: None
    
    Options:
    Upgrade to Guard Tower (Requires Lumber Mill)
    Upgrade to Cannon Tower (Requires Blacksmith)
    
    You should only build Scout Towers so you can upgrade them. Building just
    Scout Towers is a waste of resources and space. All they can do is see far,
    and that isnt a good reason to build them.
    
    -----------
    Guard Tower
    
    Visual Range: 9
    HP: 130
    Build Time: 140
    Gold Cost: 500
    Lumber Cost: 150
    Armor: 20
    Requirements: Lumber Mill
    Basic Damage: 4
    Piercing Damage: 12
    Effective Damage: 6-16
    Attack Range: 6
    
    Guard Towers are good for defending since they do not do splash damage and
    that they can attack air units. The range is good too, but not as much as a
    Ballista/Catapult. Their HP total is lower than a Cannon Tower though.
    
    ------------
    Cannon Tower
    
    Visual Range: 9
    HP: 160
    Build Time: 190
    Gold Cost: 1,000
    Lumber Cost: 300
    Armor: 20
    Requirements: Blacksmith
    Basic Damage: 50
    Piercing Damage: 0
    Effective Damage: 10-50
    Attack Range: 7
    
    Cannon Towers are good since they do a lot more damage than a Guard Tower.
    However, it does splash damage so it can hurt units that are near the blast
    (even allies). The range is still not longer than that of a 
    Ballista/Catapult and it cannot attack air units.
    
    -------
    Ogre Mound
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 300
    Armor: 20
    Requirements: Stronghold
    
    Build the Ogre Mound as soon as you make the Keep so you can build Ogres. 
    Ogres are very important in the ground fight.
    
    ------
    Altar of Storms
    
    Visual Range: 3
    HP: 700
    Build Time: 175
    Gold Cost: 900
    Lumber Cost: 500
    Armor: 20
    Requirements: Fortress
    
    Options:
    Ogre-Mage Training (Build Time: 250, Gold: 1,000)
    Research Bloodlust (Build Time: 100, Gold: 1,000)
    Reserach Runes (Build Time: 150, Gold: 1,000)
    
    The Altar of Storms should be built as soon as you make the Fortress. The 
    ability to have Ogre-Mage is very important. The spells they have can change 
    the flow of battle to your advantage due to the spells the Ogre-Mage have.
    
    ----------------
    Goblin Alchemist
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 400
    Armor: 20
    Requirements: Keep
    
    Options:
    Build Goblin Zeppelin
    Train Goblin Sappers
    
    The Goblin Alchemist is important since you can make the flying scout as well
    as the suicide bomber. Both are fun to use and deploy and the bomber can 
    wreck havoc on enemy buildings.
    
    --------------------
    Temple of the Damned
    
    Visual Range: 3
    HP: 500
    Build Time: 125
    Gold Cost: 1,000
    Lumber Cost: 200
    Armor: 20
    Requirements: Castle
    
    Options:
    Train Death Knight
    Research Haste (Build Time: 100, Gold: 500)
    Research Raise Dead (Build Time: 100, Gold: 1,500)
    Research Whirlwind (Build Time: 150, Gold: 1,500)
    Research Unholy Armor (Build Time: 200, Gold: 2,500)
    Research Death and Decay (Build Time: 200, Gold: 2,000)
    
    The Temple of the Damned is very important to you at the Fortress Stage. The 
    battle will go from the ground to air and magic. Whoever gets Magic first and
    uses it well will most likely win the war.
    
    ------------
    Dragon Roost
    
    Visual Range: 3
    HP: 500
    Build Time: 150
    Gold Cost: 1,000
    Lumber Cost: 400
    Armor: 20
    Requirements: Fortress
    
    Options:
    Train Dragon
    
    The second part of the Fortress battles are the Air. The Dragon Riders are 
    slow to build and expensive, but when made, are a powerful ally. Make sure
    not to lose this building.
    
    --------
    Shipyard
    
    Visual Range: 3
    HP: 1,100
    Build Time: 200
    Gold Cost: 800
    Lumber Cost: 450
    Armor: 20
    Requirements: Lumber Mill
    
    Options:
    Build Oil Tanker
    Build Destroyer
    Build Transport (Requires Foundry)
    Build Juggernaut (Requires Foundry)
    Build Giant Turtle (Requires Gnomish Inventor)
    
    You will only build Shipyards if needed. On island map, power over the seas
    is critcal. Also note this is where Oil Tankers will return Oil so build it
    close to Oil spots until a Refinery can be built. Build as many of these
    across the shore as possible so you can build as many ships as possible.
    
    -------
    Foundry
    
    Visual Range: 3
    HP: 750
    Build Time: 175
    Gold Cost: 700
    Lumber Cost: 400
    Oil Cost: 400
    Armor: 20
    Requirements: Shipyard
    
    Options:
    Upgrade Ship Cannons 1 (Damage +5, Build Time: 200, Gold: 700, Lumber: 100, 
    Oil: 1,000)
    Upgrade Ship Cannons 2 (Damage +5, Build Time: 250, Gold: 2,000, Lumber: 250,
    Oil: 3,000)
    Upgrade Ship Armor 1 (Armor +5, Build Time: 200, Gold: 500, Lumber: 500)
    Upgrade Ship Armor 2 (Armor +5, Build Time: 250, Gold: 1,500, Lumber: 900)
    
    The Foundry is important since you can upgrade your ships and make the
    advanced ships. Build the Foundry as soon as Oil allows.
    
    ------------
    Oil Refinery
    
    Visual Range: 3
    HP: 600
    Build Time: 225
    Gold Cost: 800
    Lumber Cost: 350
    Oil Cost: 200
    Armor: 20
    Requirements: Shipyard
    
    The Oil Refinery makes every oil barrel brought back by a Oil Tanker have a
    +25 bonus.
    
    The Oil Refinery should be built at far away Oil Spots so your Oil Tankers
    will not have to go far to return oil.
    
    ------------
    Oil Platform
    
    Visual Range: 3
    HP: 650
    Build Time: 200
    Gold Cost: 700
    Lumber Cost: 450
    Armor: 20
    Requirements: Oil Tanker
    
    Protect these as much as you can. Damage done to these cannot be healed, so
    if your Oil Platform is at red, decide if it is worth the risk of protecting.
    
    ----------
    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