*** MORPHEUS' HUMAN BUILD ORDERS *** originally posted July 14th, 2002 Well the release is finally out and I know some people have been wanting to know how I start my games, so I'm going to discuss theory and then give the orders I would use to support said theory. Humans theory: When you begin a game as humans, there are a few things you should keep in mind. First off, human midgame is harder to get than most other races. Their seige needs to be built in a seperate building, their spellcasters do as well. When you start a game with human you should have a plan. Mass footies, then knights, is a very safe strategy and allows you to backup your teamates early. Fast knights is viable as well, but leaves you and your opponant open to early attacks, but is very powerful once it gets going. Mass sorcs/priests is rather easy to get to, and powerful if you have enough melee support from your teamates. Once this strat gets rolling you can really mess up enemy armies with polymorph/innerfire. Rifles/mortars is a strategy I have seen effective but ONLY if you have a lot of melee to tank for you, and you can get those mortars early. Rifles alone just don't cut it. 2-3 mortars well micro'd can make all the difference in the world. I personally suggest 2-3 hero, 2 hero for most "safe" strategies like mass footies, and 3 hero for specialty strats like priests/sorcs which will require you to go fast castle anyway and you'll be less strained for money. First: safe build. 4 of first 5 peons go gold 5 Altar (i always tend to go altar first just in case of hero rush) 6 Farm 7 Wood Altar peon builds rax 8 gold farm peon goes wood until 20 lumber then farm 2 9 wood 10 wood 11 wood 12 wood Unfortunately I'm not entirely sure when each goes up, but make rax 2 asap, while continuing to make farms. Don't build smith or lumber mill yet. Get smith when you have 30-36 food used with footies. Get mill whenever cash allows around this time. If you want to go fast 2 hero (less footies, more risky, earlier second hero), upgrade hall around 30-32 food, and save 5 food for your second hero so not to break upkeep. If you're going for stronger rush, pump footies to 40 food, and consider clearing an exp to continue pumping. The key to this strategy is early pressure and creep clearing. With 12 footmen and some good micro you can kill a lot of creeps quickly and get expansions cleared for yourself and teamates. I HIGHLY recommend getting scrolls of healing when doing this strategy because you can heal everyone in a big fight. Always get defend when doing this strategy, if for nothing else than making creeping easier. On a map like tranquil paths almost all of the big creeps are axe throwers and you can use defend to kill high level creeps and lose very few to no units, while getting game changing items. As SOON as you get an expansion up make sure you have a mill and a smith and start getting castle asap. Footmen make for a hard rush early but quickly become useless in the later game so having knights fast will be the transition you need. Once you're going castle start thinking about making either an arcane sanctum for spellcasters or a workshop for mortars/gyros. Keep the enemy contained, and expand around the map while producing and teching. Common strategy that still holds true. If you get an expansion up and want to catch up on upgrades from the late smith, build a second smith. Solid all around strategy up next: First 4 gold, 5th altar. 6 farm 7 wood 8 gold farm peon makes rax altar peon goes wood farm 2 as soon as you have the cash pump footmen continually until you have 6-8, then get defend. keep making farms to 42 food, if not more. after 5 peons are on gold every new peon goes to wood, up until 11-13 peons total. Make a mill (get a guard tower up behind some farms) Upgrade hall around 30 food used, for second hero. Once Keep, pick a second tier unit and start producing to back up your footies. Mortars if you're pushing into enemy towns. Sorcs/Priests if you still haven't dealt with their army. Get an exp up and go castle, then get knights. Same basic plan as previous order but more basis on mid game and less on early. You're sacrificing some of your rush to get a bit ahead in the tech game and hope it turns the tide of the battle. If you do use this strategy get your second tier units asap once you're keep, or you will be at the disadvantage. If you did constantly produce footmen while teching to tier 2, you should have 8-10 footies and a bit of food room for hero 2 and starting to get tier 2 units. Once you do get your tier 2 buildings up though you'll break upkeep quickly so try to get some towers up at an exp spot and an exp up there as well. Side note: If you want to fast expand on a lot of maps you can do it by making 4-5 footmen, turning 3 peons into militia, and attacking a nearyby exp. Once the exp is cleared have one peon build a tower and the other two repair build your new hall. Immediate protected exp, early in the game. :) Finally the tech rush strategy. Only to be pulled off if you have a very solid team and everyone knows what you're doing and is ready to support it. Pretty simple strat really. 1-4 gold, 5 altar 6 farm 7 lumber mill 8 gold 9-12 wood Make a tower behind some farms and upgrade it, just in case. Maybe make two towers if you're worried about a rush. no rax, make smith at keep if you're going knights or mass mortars, make no smith if you're going all sorcs/priests. Upgrade to keep as soon as 12 peons are out. Once you hit keep, build two of whatever building you're going to need for your strategy. I.E. 2 workshops, 2 arcane sanctums, or 2 rax if you're going fast knights. Go castle immediately as well if going sorcs/priests or knights. Note: You will probably have to use your hero as a tagalong for awhile while you get this strategy set up. Begin upgrading your sorcs/priests from one arcane while building your units from the other. Stick with your teamates at all times and use your spells to change the battles. Slow is good, and once you get there, polymorph is better. It is highly recommended you have the mage as one of your heros, because brilliance aura keeps your priests/sorcs stocked full of mana. The negatives of this strategy is obviously you have no early tier units, making you useless for your teamates in a rush, however, since you spent your early rax month for upgrades, you will have lots of tier 2 or 3 units VERY quickly. Have a partner clear an expansion for you if possible and just mass mass mass. Stick with your partners and play your duty in battle, be it targetting with mortars, tanking with knights, or polymorphing everything in sight with sorcs. I'm sorry I don't have more specific orders for you as of yet but a lot of how I play is still based on feel. In team games massing is an important aspect but what you mass can make a big difference. With human you'll most commonly run into mass footies, mass knights, or mass sorcs. Be wary of the steam tank rush, as it will turn your town into rubble without much you can do to stop it. The basic theory behind winning with humans is kill them VERY early with footmen, or get tier 3 abilities/units. Their mid game isn't all that strong but with their cheap defense upgrades you can make humans last a very long time in battles, and tank for your friends. In general if you want to win a team game, I suggest mass footies unless you're feeling confident and change your playstyle depending on what you run into in the rush. It'll make sure you have troops to help your teamate, and it puts the pressure on the enemy early which is a good idea. More to come tomorrow, comments and thoughts are appreciated. -Morph