Pre-game setup in this paragraph,
move on down if you don't care. This game was played on November 24,
2004. This BR will be
written in the first person format with situational updates... I
myself am the most wonderful and brave MehPracticeSmrf
camouflaged and hidden in the southeast corner of the map.
throughout the report are strategy boxes that I think are true... at the
moment at least. Read them if you want to get more in depth on the
issue or skip them if you don't care.
Some Footman Frenzy with Bill!
This game started at full capacity
with 12 players in the 4 teams. The players are divided into teams by the
corner they start in as you should be able to
see above. The Teams are numbered clockwise with Team 1 in the
upper-left, Team 2 upper-right, etc. At the beginning however MonkeyFighter
dropped out due to lag and I.Hate.Lag.
quit soon after randoming a Beastmaster as his hero.
smiled a little as my random hero option gave me a loveable little fellow
named Bill Kazmaier.
For those of you who don't know, Bill K. is the secret
As said above, Bill Kazmaier is the secret hero for
Footman Frenzy v3.61. The only way to get Bill K is too random
hero selection and pray you beat the odds. Minor trivia: If you wait
to random a hero until after the Avalanche and Death Sheep are
removed, your odds are improved a tiny bit. Bill has boosted
stats so killing him gives a
larger than normal kill bonus of 512 gold instead of the normal ~266
gold. Spellwise Bill K has 3 passive aura abilities and a powerful killing
Vampiric Aura - Percentage of attack damage
done by nearby melee units and heroes is received as health.
Vigor (Endurance) Aura - Increases the attack rate
and movement speed of nearby units and heroes.
Command Aura - Increases the attack damage of
nearby units and heroes. Bill K is the only hero that has Command
While the Vampiric Aura can help to keep melee
heroes and units alive, the other 2 auras can affect ranged heroes/units
as well which maybe more helpful in the long run. Which ability
is chosen is depends on the needs of the moment and the future.
Call of the Gods - Kills any non-invulnerable
or heroes inside a target circle regardless of hitpoints. Once the
ultimate is cast however, the Servant of the Gods comes along to
kill Bill as well. As you can
see in the above picture, Bill doesn't have much Intelligence and needs Mana
periapts to let him use his ultimate at high levels. If enemy units
or heroes keep his mana pool depleted, Bill K may be unable to use
I chose "Vampiric Aura"
for my first ability which really wouldn't help my partners' heroes since
they were ranged, but it would give all our Tier 0 Footmen a slight
advantage in normal Footman vs. Footman fights.
While this happened I sent a Footman
on a Tour de Map trip where he got to experience many of our enemies'
attacks firsthand. In the southwest he encountered Team 4's Halpmeh
Brewmaster who then followed him to the middle where they encountered
Team 1 who came out to meet my Footman as well.
In the first picture you can see that SBIAFB's
Halpmeh has used a Scroll of Speed to
increase the movement rate of all friendly troops. The Halpmeh put his
first skill point into Tichmez Armorz
which reduces the armor of nearby enemy units making them easier to kill.
The other 3 heroes (Falcon
not mentioned yet) in the picture put their points into damage abilities
and threw them in as well trying to do damage and get kills.
As it normally is the case, as soon as these
two teams started fighting, the other teams then came to hit them in the
side and back for easy kills. Teams pulled back, reinforcements came up
and the battle swung from side to side. In the second picture you can see HUMAN_HERO's
Panda using the increased movement speed to avoid Bill's chopping death while 3
teams fight above them.
In the 3rd pic eat_my_grunt's
started dropping Blizzards onto our fighting units seeking to kill them
all. Fortunately supra18's
was standing nearby (or unfortunately for eat_my_grunt).
CattleBruiser is a dedicated hero killer and knocked the Archmage out
Meanwhile to inside Team 1's base, Hello-Friends's
pursued and killed Cybermule's
stun and attempted Footman surroundings (attempted since he
got away but took lots of damage each time until death). Soon after supra18
Panda which had healed somewhat and comeback out to fight again while Hello-Friends's
Dino Din stunned and surrounded
All the previous
action took place in about 1 minute of game time. Now that you've gotten a
taste of what went on, I'm switching to a more skimming first person view since it would
take to long to describe what everyone was doing.
Constructing a bigger, better
With continued fighting I started
leveling Bill up. I put his second skill point into Endurance Aura so our
units would attack and move faster. Bill's abilities enhanced our
Tier 0 units while filby2400's
the Grove summoned Treants to toughen up our front line while his
Thorns aura threw some melee damage our units received back at their
CattleBruiser roamed around our lines menacing and killing heroes who
didn't notice the danger in time.
With the cash I accumulated, I
started investing in "Claws of Attack +20" which obviously
caused my hero to do 20 more damage. I was trying to cheaply make an
offensive self-sustaining hero which would pull in enough hit points from
his attacks to negate the damage being received. Then I could spend the
rest of my money on my army which would be further enhanced by my hero's
Building a Strong, Low Cost "Agility" Hero
Bill Kazmaier is a unique hero in that he is a
Strength-based hero that can also act like an Agility-based hero.
The combination of relatively high Strength and Agility attributes
in a single hero is not present in most other heroes.
Explanation: Strength-based heroes generally have lots
of hitpoints and can take a beating but generally are slower on the
offensive (slower attacks and/or aren't as able to cast spells as
often due to smaller mana capacity/regeneration) than other heroes. Agility-based heroes on the other hand,
have much less hitpoints but are generally faster moving and
attacking with more armor as well.
Bill's high Strength
attributes gives him plenty of hitpoints and regeneration to keep him
alive His high Agility attributes also give him a fast attack
speed which is further enhanced by Endurance Aura. Two Claws of Attack on top of that doubles the amount of damage he
Working with Vampiric Aura this gives him a better chance of
refilling his hitpoints and surviving on the battlefield.
A cheaper alternative to the Claws might've been
"Belts of Giant Strength", the damage enhancement would've been half
as much but it would've added 250 hitpoints each for less gold. More
expensive items would of course make him a better hero, but right
now the point was to spend as little as possible on the
Ultimates begin appearing
The fighting had been going on for
awhile when at around 7:30 a short battle in the middle
erupted between the right-side Teams and was soon joined by Team 1 from
the left. filby2400's
Keeper of the Grove cast his ultimate, Tranquility, to heal our fighting
troops while the battle went on. CallawayJS's
Falcon lead Team 1's entry into the this fight wearing a Infernal Cloak that burned any of his enemies
that got close. The Falcon focused his attack and brought supra18's
CattleBruiser down to critical levels
while periodically stunning him with
his Bash ability when a red beam of death shot out at the last
second. CattleBruiser's ultimate, Camato Yannon, a 1000 damage
attack killed the Falcon and saved himself... for about 1 second until Cybermule's
Farseer killed him with a Chain Lightning from the across the battlefield.
My hero also reached level 6 at
about this time as well but the reason my units aren't clearly visible in
the picture above is because they were involved in their own skirmish in the
background. I managed to kill HUMAN_HERO's
Panda before Bill became
surrounded by Footmen and I decided to use his ultimate "Call of the
Gods". Unfortunately as you can see below, SBIAFB's
Halpmeh decided not to cooperate and
stepped out of the casting radius before the spell began. The Servant of
the Gods then showed up to kill Bill once the casting was completed and also stole poor Bill's Town
Portal. Corruption is everywhere
Forward "Men"! Err...
After our armies were driven out of
the middle by the other teams filby2400
and I decided to upgrade our barracks. We both independently
chose to switch to Orc armies. I myself
chose Orc to because the enhancing effects of my main abilities, Endurance
and Vampiric Aura would complement the Orc racial capabilities. High
damage units that could attack more often and heal themselves when
attacking would be beneficial to our forces. filby2400
may have thought that the large number of hp that Orcs units have
also benefited from his Keeper of the Grove's Thorns Aura (More hp means
that much more damage that can be thrown back at attackers by the aura).
decided to invest in 2 Belts of Giant Strength, the alternative
that I mentioned earlier that Bill could have gone (thereby gaining 500 hp
and +20 attack), as well as a Mana Periapt so he could cast his spells
Orc is a good race to get when a strong
line of units are needed to hold back the enemy while friendly
supporting units. Orc units typically have lots of hitpoints
and their racial upgrade further increases their unit hp as well
as increasing their attack damage.
problem that Orcs have is that most of their units don't attack at
a very fast rate. Tier 2 and above have a special racial
ability of Berserk which enhances their attack rate, but increases
the amount of damage they take when attacked.
of the four Orc tiers are also melee units which benefit from
Vampiric Auras while ranged units do not.
1 : Grunts - A typical example of orc units, the Grunt is a
melee unit with lots of hitpoints and a decently high damage
attack Tier 1 Orc is thought to be weak by some players due
to its slow attack and spawn rate. The slower attack rate
means that there is a greater chance for other teams or players to
steal kills from fighting units. Tier 1 ranged units from other
armies such as Night Elf Archers and Human Riflemen can also
steal kills from the Orcs, give supporting fire over the heads of
melee units screening them, or harass and then run if they are
confronted directly. In head to head battles though
without interference they are alright.
As the battles continued, Hello-Friends
had been having a great deal of success with Firebolt stunning enemy
heroes and surrounding them with his Footman/Grunts, killing about as many
heroes as supra18's
had earlier sent his Dark
Ranger and a large Footmen army into Team 2's base but was not having much
success. Team 2 eventually killed the army and Hello-Friends
stunned and killed the Dark Ranger.
had tried to do the same to me a few times
but I avoided him like the plague earlier, especially when Bill was
alone. Now however, he again tried the same thing and found out how
hard it was to kill a hero that rapidly dealt damage and
"healed" while doing it. After about 10 seconds Bill's hp did
begin to drop enough to be a slight concern when filby2400
started a Tranquility which began healing Bill right up again. Team
2 decided to back off and regroup after that as their attack group had
sustained a lot of damage.
Team 4, the southwest team, was
having a hard time this game with their heroes being several levels below
and thus dying multiple times.
Halpmeh had to keep switching back and
forth between corporeal and ethereal form during battles to avoid damage. If the
Halpmeh stayed in ethereal form, it was immune to physical attacks but got
hammered by spells and his low hp. If the Halpmeh stayed in
corporeal form, any hero or unit could walk by and begin beating it
down. Twice SBIAFB
had to quickly switch to ethereal form to avoid CallawayJS's
Falcon physical attacks and then ended up dying to the Immolation effect
of the Infernal Cape as the Falcon followed him around. HUMAN_HERO's
Panda was also easy pickings for the higher level Falcon in Avatar
After seeing how much fun CallawayJS
seemed to be having with his hero as well as how Bill kept getting mobbed by
low tier units (and an empty item slot due to that thieving Servant), I decided to purchase an
Infernal Cloak as well.
The Cloak would damage all non-magic immune enemies around Bill, as well as
giving him an additional 5 armor.
(13:00) Spend that money
With the cash earned so far, players
began to spend their money in different ways. Some who had teched
already went further or upgraded their existing units, others who hadn't
do so already did it now, while a few others invested in their
heroes. Team 3 by now had pretty much conceded that they were
probably not a contender anymore, with SBIAFB
declining to bring back his hero to get killed again for a short while.
If you look in the chart above you
can see that Team 3 and I have a slight lead at the moment.
Unhappily for us this
situation would change in the next 90 seconds. With Bill wearing his
spiffy new cape, I sent him and a control
group of Grunts to get into the middle and
earn some money. My partners came along
also and we started a 3-way
battle with the 2 top teams.
As we fought merrily along, 2
control groups of red Ghouls came out of Team 1's base and headed straight
for my hero. With Bill setup the way he was though I ignored them
as the combination of Cloak and Bill's "healing" would make this
a profitable encounter. Unfortunately I failed to take into account Edenclone's
Dark Ranger and her Life Drain
spell. On her second attempt Bill was surrounded without a Town Portal or any other escape
item and succumbed to the combined assault.
Also occurring nearby was another deathmatch between supra18's
CattleBruiser and CallawayJS's
Falcon. After their last encounter the Falcon had come back for a
rematch, but unfortunately for him Hello-Friends
interfered and ended up killing the both of
The results of the battle were that
all of Team 1 gained a level except Edenclone who gained two. Team 2
did even better with eat_my_grunt
gaining 2 and 3 levels apiece. My Team
3 however gained 0 levels though we earned a bit
of change which I invested my share
into basic upgrades and filby2400
upgraded to Tier 2 Orc.
Orc Tier 2: Troll Berserkers
Tier 2 : Troll Berserkers - With upgrades
Berserkers can be the beefiest ranged unit with the most powerful
ranged attack on the battlefield. That being said, they are
frailer than their Grunt predecessors and tend to still suffer in
pitched battles with melee units if they don't maneuver. Like
all ranged units they trade higher damage output for lower resilience.
are also the lowest Orc tier to gain their racial ability,
Berserk As said before Berserk increases the attack rate of
Orc units but increases the amount of damage that they take in
The battles began raging around the
middle with new armies streaming in and spells being cast
repeatedly. By hanging around the middle,
Dark Ranger was able to frequently use her ultimate, Charm,
to steal units to supplement her normal and
Black Arrow summoned Ghoul army.
After an aborted
attempt to perform Call of the Gods, Team 3
and I decided to temporarily pull our weaker armies off the battlefield.
In the meantime, Team 1 and Edenclone
especially decided to do a largely
ineffective base raid on Team 2 which mostly ending up feeding them several
control groups of Ghouls for little in return. Both Edenclone
heroes were also eventually killed during the latter stages of this encounter.
(17:00) Fickle are the
Tides of War
point Team 2 wass steadily getting stronger
which was readily apparent to everyone. The different Teams decided to
deal with the problem in their own ways. Team 1 which you can see above
has advanced in tech a little decided to raid eat_my_grunt
again... with a large group
of Footmen and Ghouls somewhat supported by Cybermule's
Raiders and CallawayJS's
Falcon. I on the other hand was subscribing to
the "Kick them when they are down and wallow in their misery"
plan. We would harvest their weak units for gold and experience to
try and stay level with the others. On this note, I sent Bill to attack poor Team 4's base alone and
where he killed HUMAN_HERO's
Panda and was cutting
Footmen with ease earning almost 1k in gold and gaining
experience. Unfortunately attacking alone is also stupid idea
against a team with Archers who can mass and focus fire while escape is impossible by being surrounded
by Footmen but the gold and experience wouldn't change Team 4's position much.
My rescuing army and the
other members of Team 3 arrived
soon after my hero was dead, but ended up getting in a good amount of
kills before Cybermule
As you'd expect,
Team 1's earlier offensive had failed but Edenclone
was trying another assault alone. With 4 Ghouls being created by
every unit that died under Level 4 Black Arrow, Edenclone
at first glance appeared to be breaking even with Team 2 in the
battle. On closer examination though you could see that
comparatively few Raiders and Huntresses were dying compared to the number
of Ghouls. The Ghouls requiring significantly higher upgrades than
their enemies to stand a chance against these higher tier foes.
By the 20 minute mark, both battles
had ended with Edenclone
running for his life while being pursued by Hello-Friends's
murderous Dino Din in the north. To the south Team 3 and I began to
out of Team 4's base to give them time to spawn more $$$. CallawayJS's
Falcon was getting more and more dangerous however,
Keeper of the Grove but supra18
and I managed to chase down the Falcon and kill him in his base entrance
as he fled.
did upgrade to Tier 3 Orc in the meantime with his accumulated gold.
Orc Tier 3: Raiders
Tier 3: Raiders - Another classic example of Orc units,
the Raider has a relatively strong attack, lots of hitpoints, and
a decently fast attack speed. This is compensated for by the
Raider giving a larger than normal experience and gold bonus when
killed. Raiders are also unfortunately vulnerable to Tier 4
units in general. All Tier 4 units have Normal damage which
does extra damage against the Raiders' Medium armor type.
Raiders also have a relatively small unit footprint meaning
that more units can crowd in and attack at once. This also
means that more units can get packed in a single spot and be wiped
out by a single spell. A group of somewhat upgraded Raiders
can easily destroy a Tier 0 Barracks if allowed to surround it and
powerful area of effect weapons aren't used.
Beware of Sharks Roaming the
By this point in the game, supra18
heroes have built up an impressive number of hero kills between the two of
CattleBruiser can assassinate a hero with damage spells, while Hello-Friends's
Dino Din stun and unit surround has also been very effective. In
spite of this, a terror had developed that could possibly unseat these 2
as the best hero killers. This hero was CallawayJS's
Falcon. The Falcon did not defeat his enemies
with damage spells or armies, but by overwhelming physical force combined
with his high percentage Bash ability. Equipped now with expensive
items (3 Crowns of Kings,
Mask of Death, and Infernal Cloak) he was
further enhanced. Earlier in the game Bill was strong enough that he
would force the Falcon to run away or die every time they met in single
combat before but now...
Falcon: Ultimate Brawler Hero Killer?
In the beginning of a game, the idea of a Falcon
being a good hero killer can be laughable. A Falcon's low hp
and poor abilities at the moment make killing healthy heroes
difficult and surviving long enough to do it even harder. Like
certain other heroes though, as a Falcon gains levels and items he rapidly
increases in power.
Unlike most other hero killers which use their
damage or stun spells to kill their opponents, the Falcon can use
brute force. When left alone a
Falcon can overwhelm almost any hero at high levels using the combination of the
his fast attack speed and
passive Bash ability combined with some hp leaching item or
aura. At high levels, the Falcon's agility attributes are
elevated which means that it has a powerful attack, which can be
performed often, and has increased armor. This combined with a
high level Bash which frequently stuns a unit when hit means that a
Falcon could possibly keep an enemy perpetually stunned and unable
to do anything (even escape) until death. The percentage of stuns is
only high enough to do this at Bash level 5 or 6. The best (or
worst) part about Bash is that it is considered to be a passive
physical ability so magic immunity means nothing against his Bash
with a vampiric item/aura, the Falcon can absorb life while killing
his foe. To truly be good however it will typically need Totems of
Might/Crowns of Kings/Firehand Gloves to further increase his attack
speed and making a Bash more likely to occur. Other items such
as Runed Bracers and/or Capes of
Infernal Flames to reduce the effects of enemy heroes attacks and
That being said, of course the Falcon is not the
ultimate hero killer since other heroes' spells could kill him
before he gets into range or at least delay him for awhile.
When in regular form any stun/sleep/hex/banish spell can temporarily
get him off you but if he's in Avatar form he's a monster. Outside
interference such as swarms of high damage melee or ranged units
could kill an Avatared or regular Falcon but would probably require
Tier 4 or high damage units.
While the Falcon,
CattleBruiser, and Dino Din were a dangerous enemies, they did not severely affect the amount of combat occurring in the
middle. Masses of troops continued to flow in and while the hero
killers could defeat single or groups of weak enemies, groups of high tier units
could still kill them. Heroes would simply avoid the Falcon where possible
but sometimes they were too slow.
At this point in the game, every
player except CallawayJS
had reached Tier 3 of their respective races. Those 2 players were
at lower tiers because of spending a higher proportion of their gold on items to improve their heroes.
(23:00 - 37:00) Era of Feeding
This point in the game was a rather
low point in my opinion but that's just me. During this period,
large amounts of units and heroes were sent on futile attacks that mainly
enriched their opponents. The main offenders were Team 1 who
repeatedly sent large armies into Team 2's base and were steadily and
repeatedly annihilated while not hurting them significantly. Both of Team 2's
players heroes reached the maximum of level 18 and upgraded their armies
to Tier 4 (NE Glaivethrowers and Orc Taurens) off the experience and gold
from the kills. eat_my_grunt's
Night Elf army soon achieved what I call "Critical Mass" and that
combined with Hello-Friends's
Taurens shielding them from harm were able to make a their base nearly
Archmage was also
able to use his level 6 Blizzard
to rapidly destroy
enemy units trapped in front of their lines. Even in Avatar form
Falcon was unable to make significant progress and
would either retreat with heavy damage or die from the firepower.
Ranged Unit Theory: Critical Mass
When large numbers of ranged units accumulate they
gather increasing power because of the amount of firepower they can
deliver on attackers. Night Elf armies are especially able to
use this because of the NE racial upgrade and spell immunity of
their 2 higher Tiers. Greater range means that more units can
fire on targets and fire more times before their enemies can get
close enough to return
damage. Spells are generally the bane of groups of units but
spell immune units don't have to worry about most ordinary area of effect
spells wiping them out so they can safely group in large numbers.
How it works is that when melee units (or even
ranged units if not controlled properly) attack, only the front
units are effectively able to attack their enemies. All the
melee units behind the front line are just milling around waiting
for a chance to attack As opposed to this all the ranged units
are free to fire on the front units who are trying to do them
damage. Critical Mass means that there are sufficient units to
rapidly kill the units in the front. When the front melee units die
there is a short gap while the next bunch move up to fight (units
with bad/difficult pathing only helps) during this time the
next salvo of ranged fire can come in decimating this next bunch, and so on
until all the attackers are dead. Also typically if a wave of
attacking melee units tries to destroy a Critical Mass of ranged
units, the front edge usually die without ever harming a single
enemy. If a meat shield of strong melee units protects the
ranged units, so much the better.
More in-depth babble below. Feel free to skip
Enhancing the Critical Mass
I feel that for ranged units, while unit hp is
important, it is not as important as damage output unlike for melee
units. Higher damage output means that less units are required
to reach Critical Mass and more units are simply a buffer against
of required for survival. Long range is also required to deal
the damage effectively, but only the NE can increase their units' weapons range.
The best heroes to
get for this is obviously Bill K., but what are the chances of that
happening. The next most useful heroes are the Priestess of the Moon
and a Tauren Cheiftain. If you give a Priestess with level 6 Trueshot
aura a War Drums item as well, the
damage enhancement is 105% of base damage including weapons upgrades.
The Tauren Chieftain's abilities such as
Endurance Aura can also increase attack speed by 40%. Either are valuable
for increasing damage output but
getting 2 heroes to level 6 auras is hard of course.
I say get
the Priestess (or at least get it first) because doubling the firepower as opposed to ~40% more
attacks increases damage output more. Also important to
remember is that by doubling the attack damage of units, the
Priestess doubles the minimum effectiveness of any attack upgrades
purchased giving +2 instead of 1 for every single upgrade. Just
remember that when a Priestess is shadowmelded (hidden) its Auras do
not work, so make sure it is always visible during the night when
you need them.
Of course there are many ways to defeat a Critical
Mass of ranged units. The simple but common sense method is
flanking. With more units able to deal damage and more targets
to spread their firepower on, less damage is done per attacking unit. Another
simple but obvious tactic is more units you could take this to mean
a huge army but there is another way. Resurrecting units from
bodies in close proximity to the Critical Mass means they don't get
damaged approaching and can immediately attack them. Since the
units are resurrected at full health and couldn't be damaged earlier
(since they didn't exist) they can be a powerful reserve if your
attacking units don't suck. The most effective counters are
hero ultimates which are typically channeling spells that negate
spell immunity or deal physical damage. Area of Effect
channeling spells such as Stampede, Volcano, Death & Decay, etc.
can annihilate huge masses of ranged units if allowed.
Invulnerable units such as Spirits of Vengeance, Animate Dead, and
Big Bad Voodoo can also wreak havoc if not stopped. These methods can be
countered but require certain units, abilities, or items be
available to stop the channeling or units spawned by the spell.
Another but less effective method
are melee attackers
such as Pitlords or various heroes that have
Avatar/Metamorphosis. A Critical Mass of ranged units should
have sufficient firepower to kill these heroes before they deal too
much damage. If you aren't able to kill it, you didn't have a
sufficient Critical Mass in the first place so it becomes less
relevant. A Demonhunter with high level Evasion is probably
the best hero of this type due to its fast powerful splash attack,
difficulty in hitting, and large amount of hitpoints.
Now you may wonder how Team 1 was
not eliminated (or at least rendered irrelevant) during this time period and the answer was Team 4. HUMAN_HERO
had accumulated large numbers of Footmen and un-upgraded Huntresses and
sent them northwest toward the now weakened Team 1. Weakness is of
course relative and the loss of units against eat_my_grunt
was of little concern against these low tier units.
Team 3 and I concentrated on
leaching off the armies moving in these attacks but avoiding direct
confrontation with the top Teams. Finally at the 37 minute mark Team 4
was eliminated from the game. We had launched a full
attack on Team 4 harvesting their units and SBIAFB
with his units unable to be effective chose to surrender. HUMAN_HERO
had reached Tier 3 Night Elf by this point as well but was so far behind
and alone that he decided to quit as well.
During this time period I also made
2 attempts to eliminate CallawayJS
from the game. Due to his recent
aggressiveness and increasing threat, I decided to spend the money
to try to remove him from the game. I knew that he was at a low
tier due to the stream of teal Footmen leaving his base earlier, so I loaded Bill
up with a Tank Token
and a Scepter of Shockwave.
I intended to use these items to destroy his Barracks and thereby take the Falcon
out of the game. A Steam Tank can take out a Tier 0 Barracks on its
own and a Scepter can take 1/4 off its health with 2 casts speeding up its
defeat. Unfortunately on the first attempt I made
Bill was intercepted by the Falcon and killed. CallawayJS
had already teched by this point to Tier 1 and was
far less vulnerable than I had thought. The second attempt was also unsuccessful even though it
included 2 control groups of Raiders attempting to surround his
Barracks. Bill wasn't able to get to the barracks again and the
Raiders were killed by edenclone's
had emptied his base out for the attack on Team 4 and afterwards about 4-5 control
groups of Troll Berserkers were left standing in the empty base when CallawayJS's
Falcon showed up and was soon supported
Farseer. This "battle"
showed why Berserkers aren't as good as NE at achieving Critical Mass due to their
inferior range and vulnerability to spells. To support his
also sent two control groups of
Raiders were also sent to surround the Avatared Falcon and who died just as
pointlessly as the others giving CallawayJS
about 3k in total of gold.
(38:00 - 48:59) Rumble in the
The elimination of Team 4 marked the
end of the Era of Feeding as Team 1 became more cautious in its attacks. The
era had ascended
Team 2 to the strongest, yet still vulnerable position of the game.
The time afterwards was a more equitable time as both Team 1 and 3's armies steadily grew
higher in Tier and better in upgrades but could not quite surmount the
odds. Battles would start off in the middle but would be drawn
deadly mass of Glaivethrowers.
soon reached Tier 4 with three different melee armies gathered together (Undead
Taurens, and Human
Knights) by sharing money with weaker
partners. Team 3 was in a weaker state, I having reached Taurens at
the beginning of this period while both my partners had
Raiders. Our upgrades were mostly inferior compared to the
others but our heroes' auras kept our units somewhat in contention.
Vampiric Aura (lvl 6) combined with
the Keeper's Tranquility
(lvl 2) and Thorns
Aura (lvl 2) balanced out our armor/hp imbalance somewhat, while
the Endurance (lvl 6) and Command (lvl 3) Auras kept their attack damage
closer on par with our enemies. At one point I used Call of the Gods to
take out CallawayJS's
Falcon before launching
a frontal assault on Team 1's base
to try and take one of them out but without Bill's auras to enhance the troops,
Team 1's superior upgrades won the day.
Orc Tier 4: Taurens
Tier 4: Taurens - With upgrades being equal, Taurens can
be expected to be the Tier 4 units with the highest amount of hitpoints and
attack damage levels. Built to take damage and deal it out,
these units are behemoths (both figuratively and literally).
Their large unit footprint means that they can't pack together as
tight (and have worse pathing) as other units but with the added chance to Pulverize
(percent chance to deal splash damage on their attacks) they can
sometimes handle it.
I say sometimes because head-to-head against Human Knights this isn't always
the case. Knights come with a low percentage Bash ability
and on a limited front they can outnumber the Taurens due to their
smaller size. Taurens under attack from more than 1 Knight
can sometimes be kept stunned for periods negating their
effectiveness. That usually requires a Knight with hefty
upgrades in their racial ability though. Taurens can have
significantly higher hp though so they are more able to stand
repeated spell attacks than the lower hp Knights.
The skirmishes continued for awhile,
with all armies continuing to upgrade but not getting a good enough
position to win. If eat_my_grunt
tried to leave their base to attack either remaining Team, the
Glaivethrowers would likely come under attack both from the front and back
by 6 armies,
destroying their force. Likewise attacks on any other bases by the
other teams weren't
successful due to the threat of flanks from the Team 2. eat_my_grunt's
upgrades began to lag behind though but the cash wasn't appearing anywhere
on the field...
At the 49 minute mark a curious
little orange building began constructing in the Team 2's shop area.
Unlike other buildings this little fellow was moving around and had the
yellow glow of a Divine
around it. eat_my_grunt
with a 500 gold contribution from Hello-Friends
had purchased an Altar of the Gods to rain destruction on his
enemies. Earlier he had scouted each Team with a Dryad and the Altar
headed south towards my team.
The large concentration of Raiders
must've been too much to ignore and a Starfall
on steroids began to fall. The
single-use Altar had cost 15,099 gold to purchase but ended up yielding
17k in gold to eat_my_grunt.
sent 3 Glaivethrowers into our base and then Mass Teleported onto their
position with his Archmage. Fortunately due to the unyielding mass
of orange units, the Archmage couldn't move into the center and only ended
up bringing about 40 units (roughly 1/5 or 1/6 of his army) with the spell. Hello-Friends
was following right behind him with a control group of Taurens which just entered
our base when they promptly turned around and headed home.
The combined assault by CallawayJS
was repulsed by eat_my_grunt
with relative ease once the Taurens managed to wedge themselves between
the attacking units and the Glaivethrowers. Around 5 control groups of Tier 4 units were
killed for less than half that lost by Team 2. The interruption did
however manage to save us in Team 3 from annihilation. By the time Team 1's
attack was stopped, we had defeated the units eat_my_grunt
had teleported into our base and spawned enough units and our heroes to protect
our Barracks from a quick killing strike.
Prior to the Altar's arrival I had
also recruited a new hero to help with disposing of the Glaivethrowers.
was parked in my base and died without gaining a single drop of experience
(body is next to my Barracks in the Altar pic). After the battle eat_my_grunt
bought a Paladin
to aid his own troops.
HatoUP (Quick Summary)
Most people who play Frenzy know how dangerous a
HatoUP is as an enemy. A HatoUp comes with 3 useful basic
abilities (Shadow Strike, Ice Shards, and Unholy Aura). Just the speed
benefit from her Unholy Aura makes a HatoUP difficult to kill and
hard to avoid when being chased. In this case however I'm
getting her solely for her ultimate, Stampede. The fact that
her other abilities help my troops too is a bonus. The reason
I didn't get a Beastmaster instead is that his summons would be
mostly useless against upgraded Tier 4 units until he gained quite a
few levels while the HatoUP's abilities would have some benefit for
my existing units.
Stampede occurs in an area around
the hero, with lizards appearing from behind the direction the
HatoUP is casting the spell and running in the direction she is
facing. These lizards will run in a straight line and explode
on impact with the first enemy they run into. Read the Frenzy
Compendium if you want to know more.
make a mistake here in not placing his Altar in the center of the map and
getting vision for both remaining Teams. If he had, both of us
would've likely taken heavy casualties and one Team probably could've been
defeated paving the way for killing the other. In this case however when eat_my_grunt
failed to Mass Teleport his entire army to our base, he likely saved his
Team from being defeated as well. Without the mass of Glaivethrowers/Dryads
defending his Barracks, the swarm of Tier 4 units likely would've
surrounded and killed his building. Even if he had Mass Teleported
back while they were in the base, he would've had groups of enemy forces
around and inside his Critical Mass which would greatly reduce its effectiveness.
For about 5 minutes there was
another series of battles in the middle, my involvement was basically running my
HatoUP around behind a wall of Taurens and attempting to level her up to
get her ultimate, Stampede. During this time period Hello-Friends
was still getting hero kills, Cybermule
dropped a few level 3 Earthquakes on Team 2 doing some damage, and mostly
everyone else just fought for gold.
Pushes All In
apparently impatient to end the game loaded up his Paladin with an
invisibility potion and an invulnerability potion,
before sending it into Team 1's base. He activated first the invisibility potion than invulnerability
potion in sequence. With his invulnerable Paladin sitting in the middle of their
base, he hit the Mass Teleport button on his Archmage...
As you all know when you
gamble, sometimes you win or other times you lose. Betting big amplifies the
gains... and the losses. eat_my_grunt
committed about 95% of all his troops in a quick strike on Team 1's
base. As I told you earlier, Critical Mass theory is based on the
idea that you are focusing the majority of your troops' attacks on the
leading edge of your enemies' melee army. Teleporting your ranged
unit army into the middle of a huge mob of melee units does not qualify,
especially when there are large pockets of enemies inside and around the
army had the problems of no units being killed on approach, the majority
of his units under simultaneous attack by superior units, and his firepower was dispersed throughout the crowd. The result was
inevitable (and funny).
Of course us in Team 3 had little idea
what was going on but we knew something major had occurred due to the
spike in lag.
(59:00) Save me, $$$! Save me!
As most players know,
after you smash
the majority of an enemy's army you should counter right away. Team 1
proceeded to launch
a heavy counterattack with most of the units in their base against their
depleted attackers. With eat_my_grunt's
Critical Mass of Glaivethrowers lost, the defenders were in deep
Taurens were able to delay the attackers but being outnumbered about 4:1
they were steadily losing ground and the few Glaivethrowers weren't doing
enough damage. It would take a long while to
spawn enough Glaives with his current upgrades. Probably due
to these reasons eat_my_grunt
dug into his ample bank account and bought a "Talisman of the
Gods" for 12,000 gold.
The Talisman of the Gods summoned 12
powerful Penguins for a limited time. eat_my_grunt
had them surround and kill Cybermule's
Farseer that was Earthquaking Team 2's Barracks again and quickly killed
him. I don't know if they are supposed to do it, but they then
spent some time standing around and not fighting next to Team 1's armies that were swarming
into the base. In desperation, eat_my_grunt
sent the Penguins into Team 1's base and had them attack Edenclone's
Undead Barracks. Penguins had been modified in the last patch to be
poor against buildings and
were steadily worn down and killed by Cannon Towers, a Demolisher, newly
spawned units, and CallawayJS's
Falcon who had come back to heal.
With the dramatic failure of the
Penguins to win the battle, eat_my_grunt went
back to the Altar of Legends and bought Necromancers Beating, a 2 cast
scroll that summons up to 75 animated dead units. Unlike a Death
Knight's ultimate however, these units are not invulnerable and can be
killed. With a combination of the animated dead units and the
Archmage's Blizzard, Team 1's units managed to defeat the attackers in
While the battle above was
going on, Team 3
and I came out with a
vengeance. Our armies steadily cut through to the top of the middle
(though with some difficulties) and filby2400's
level 6 Force of Nature summoned 20 Treants to reinforce our line.
Eventually we ended up in position to block Team 1's reinforcements moving
towards Team 2. Behind the frontlines our heroes were able to cast spells unimpeded.
CattleBruiser was able to snipe CallawayJS's
Falcon who was stuck in the crush of battle and
unable to flee. I had my HatoUP then cast Stampede (lvl 1) behind
the Treant line killing some units before Hello-Friends
came out of his base to thank us by stunning and
killing her. Our line was then was sandwiched by the 2 enemy armies
before the battle dissolved into a melee.
several times sent his army and 20 Treants into Team 2's base and tearing
into the regenerating Glaivethrower army. The attacks weren't enough to
defeat them but they killed enough to prevent the army from getting much larger. In desperation eat_my_grunt
switched races from Night Elf to Humans and rapidly began researching
their racial upgrade. Really he didn't lose too much in NE race
upgrades since the range of the Glaives wasn't that long at the time (710,
meaning not a huge amount spent there). Hello-Friends
also randomed a Blood Mage to help his Dino Din in battle.
After a few more attacks by all
sides, I then proceeded to block Team 1 into their base with a mass of
Taurens and cast another Stampede (lvl 1) just to get some more gold
before being overrun. After breaking through the line, Team 1 formed
up again and began a large push into Team 2 followed by their own yellow
glowing, mobile building from the Altar of Legends.
(1:07:00) Endgame: Part Deux
At the entrance to Team 2's base CallawayJS
activated his Altar of the Gods and removed eat_my_grunt
heroes and units from the field. Team 1 then went on to eliminate
both of them from the game while Team 3 and I of course began attacking them from the
rear. Even the appearance of this old friend
from my last Frenzy report
could not save Hello-Friend
Moments after their defeat, Cybermule
dropped out of the game undoubtedly getting lagged out by Hello-Friends
leaving the game.
At this point the odds are about
even in terms of armies. CallawayJS's
Knights are clearly the best upgraded units on the field (and are still
going higher) while Edenclone's
Abominations aren't as upgraded as CallawayJS's
troops but are still a powerful force Even with Endurance Aura enhancing my
Taurens, the Abominations could still attack twice as often while dealing the same
amount of damage. Team 1 gathered up their forces and came at us en masse at
our base entrance.
Although we have more players than
Team 1, supra18
are still at Raiders whose weaker armor type takes extra damage
from our enemies. Our heroes were the ones propping up our weaker
armies with Endurance, Vampiric, Command, Unholy,
and Thorns Auras and
Tranquility supporting our units while filby2400's
Treants stiffened up our right flank. In the
picture below you can see the left flank of the line held by my Taurens...
with almost all of them being stunned by CallawayJS's
Team 1 was clearly gaining ground as
Raiders collapsed under the onslaught. To help our defense I had my HatoUp (lvl 11) turn her back to the
oncoming hordes and cast Stampede (lvl 2). Team 1 may not have
noticed the Stampede happening as the only point where you could see any
stampeding lizards was a tiny space on the left flank or the puff of blood
and "pfft" sound of them exploding instantly elsewhere.
Steadily we began to win the battle as the exploding lizards began wearing
Team 1 down.
the attack was stopped there was a short pause before we counterattacked into Team 1's base with what troops had survived. The
battle was joined when supra18
dropped out of the game. Maybe he thought the new holiday was a bit
too seemed to be on some sort of holiday, throughout the game he was
apparently coming and going, sharing control and taking it away. CallawayJS
ended up controlling both armies and tried to hold off our forces with Cannon Towers, a Demolisher, and a Jamie
Priest to dispel the Treants but to no avail. Even though Edenclone
armies (about 2-3 control groups) managed to wipe out my 2 control groups
of Taurens and 4 groups (about 3/5 of his force) of filby2400's
Raiders before dying, the remainder kept coming supported by resummoned
Treants and more newly spawned units. With level 3 Tranquility
rapidly healing injuries, fewer of our units were dying and Team 1's
depleted forces were overrun. CallawayJS's
Falcon as strong as it was, died also when surrounded by rapidly
attacking, high-damage enemies.
As I'm sure most of you have figured
out, this game was lost by eat_my_grunt
when he teleported into the Team 1's base. With a good meat shield
protecting his Glaivethrowers his force was near untouchable except by
ultimates. Putting a good blocking force to jam up a base entrance
and then Mass Teleporting behind the shield might've been a great
plan. A flanking attack might've been simply destroyed or at the
very least the units could've teleported out again if it got too
dangerous. Some of you may wonder why he didn't teleport out while
in the base, one reason I think is that he couldn't simply because the
game couldn't handle the lag. Just watching that moment in the
replay causes choppiness on my computer and by the time it settled down
the Archmage was dead.
players too would've been better off if they had gotten a second hero as
soon as their first hero reached level 18. In cases where a team has
only level 18 heroes, any experience earned is simply lost.
This picture has nothing to do
with the report but I just like what happened in it.