Pre-game setup in this paragraph,
move on down if you don't care. This BR will be
written in the first person format with situational updates... Spread
throughout the report are strategy boxes that I think are true... at the
moment at least. Read them if you want to get more into depth on the
issue or skip them if you don't care.
will be a quicker one than the previous game which I wrote about 2-3 months
ago. Don't really feel like writing a lot anymore so I'll be skimming
through this one rather quickly.
This game was played on
January 26, 2005. I
myself am the most wonderful and brave MehPracticeSmrf
camouflaged and hidden in the southeast corner of the map.
As you can
see in the chart above there are 4 teams. Team 1 is composed of 2
random heroes and 1 tech which we can can Team Regular for now
since their setup is the preferred choice by most teams currently.
Team 2 in the northeast is composed of 3 selected heroes, with 2
Bloodmages when they were considered to be very strong. We'll just
call them Team Pickers. Team 3, which is my team, contains 2
techs which is unusual for games and we'll call them Team Techers.
Finally we come up with the team 4 which we'll just call Team Feeders
for obvious reasons later on.
Regular did very well in the opening minutes getting lots of Footmen
kills from Team Pickers and Feeders. The Ghouls were
able to do a lot of damage to enemy units and heroes while DanaCrysalis's
Crypt Lord was stunning groups of units left and right with its Impale.
Blademaster acted as most do early game, which is hover around in the back
and fight sporadically.
with heroes started acting like they normally do at the beginning while
the teching players began their upgrades. My partner fofo
however stopped at 1/1/1 (attack/armor/race ability) and held this
remainder back to purchase a creep, Goatzilla. Goatzilla is a
mercenary with 2 attack buff spells (first being Roar "plus 50%
attack on friendly" and second a Howl of Terror "minus 50%
enemy units") and
As our armies
advanced into the middle, fofo
not only cast Roar on his/her/it's own troops but also on 60105's
Ghouls as they just before they came out. The battle in the middle
was a general melee as heroes and units from all sides merged in the
middle. The 3 teched players in the game concentrated on attacking
enemy heroes, with many forced to Town Portal out and a few kills.
spent the first few minutes of the game using my feeble Electric
Backstab to annoy enemy units and just staying alive while the Ghouls and
Archers earned experience for me.
Edge is another custom hero for Footmen Frenzy
a sort of combination of a Naga Sea Witch and a Warden with
Banish. This combination can make Edge a powerful Unit
Killer hero with some useful Hero Killing abilities against low hp
- Same spell as the Naga Sea Witch but with a higher mana
cost. At low levels its not very scary, but at high levels its
incredibly useful against most non-magic immune units.
Useful for getting out of dangerous situations and into profitable
Banish - This
spell is the same as the old Bloodmage spell which reduces the
movement and attack speed of the targeted unit and makes it immune
to physical attacks. This however also makes it much more
vulnerable to spells by increasing the damage taken.
Electric Backstab is
a must have for the Edge while the other 2 are useful in utilizing
and enhancing it. I usually get Electric Backstab first,
followed by Teleport. After that it depends on the situation
on which spell to get (with Electric getting priority of course).
Same ultimate as the Bloodmages with chaos attack and a powerful
splash attack that damages non-magic immune units over time.
Pickers however was faring poorly in the game with missed and poorly
aimed spells, a few hero losses, and a general weakness against the armies
of the teched players. Steadily they fell behind while the other
players units and heroes advanced.
Goodbye Team 2
after 6 minutes had gone by, Eyeglazer's
Ghoul swarms swarmed into Team Pickers' base and rolled them over
one by one. Rarely at any point during this 'battle' did Team
Pickers have 2 of their heroes alive at the same time. ZGJ
died quickly with wild_lil_pebble
quitting soon after losing his hero again.
and I had reached level 6 before then while Team Feed remained far
behind at levels 2-3. While I had the highest level hero, Team
Regular was close behind with 2 heroes slightly below. Team
Regular did have the highest upgraded army on the field with Eyeglazer's
Ghouls, but now all of my team had Tier 1 tech now as I had upgraded to
Humans. I teched more to avoid a similar fate to Team Pickers
rather than an overwhelming desire for cute Dwarven Riflemen.
tech line is a hybrid of the Undead's enhanced attack speed and the
Orc's plentiful health. While not as fast or healthy as the
other 2 individually, they have a strong combination that can be
very useful against enemy units. Some
of their units are very vulnerable to Area of Effect spells, the
Humans are usually very good at fighting and taking out enemy
units before they themselves die. The Human racial upgrade
increases the attack rate and total health of units slightly with
each level and make them very deadly at high levels.
1 : Riflemen - Riflemen are one of Humans 2 ranged
units. They are strong ranged units (more so with upgrades)
and can deal plentiful damage if given the chance. On the
other hand Riflemen are rather slow, clumsy, and have a low spawn rate. Losing many of them can seriously hurt their
ability to deal damage (in relation to other races).
had much less upgraded Ghouls than Eyeglazer
because his units spent most of their time chasing after enemy heroes, forcing
them to maneuver or TP out. fofo
on the other hand acted similar to Eyeglazer
in fighting, but spent more money in race upgrades (increased range) which
increased their lethality while Roar supplemented their attack and armor
wasn't as important.
that killed Team Pickers then descended on us but our units aided by my Edge and its
Firebird were able to
kill them off for similar losses. Another attempt (seen below) to surround my hero
failed as the Edge teleported out after shocking them
first. A second attempt 30 seconds later did kill him as I was
upgrading my barracks to Human Tier 2. The Ghouls than killed the
Firebird egg before taking off for home. 60105
isn't in the picture below because he was busy annoying Team Feed
inside their own base.
Human Tier 2:
Tier 2 :
The fastest spawning melee tier in the game,
unupgraded militia are better than Footmen in every way. With upgrades
they can be extremely fearsome to face but are extremely
vulnerable to high level Area of Effect spells, especially ones
that include stunning or speed reductions such as War Stomp and
Thunder clap. Militia are the first Human units to come with
the Human race ability (though weakened) which burns enemy mana
during attacks, Feedback.
Teching on up
At about the
same time I upgraded to Tier 2, fofo
upgraded as well. Times weren't totally great for
the valiant Goatzilla who had been Roaring and Howling the whole game
while hanging around the middle until now
was surrounded and killed by a pack of ravenous Ghouls.
was still bothering Team Feed, who were living up to their name and had
gotten 2 hero kills. The 2 battles merged and Team Feed began
to supply both sides with money and experience. DanaCrysalis
started putting more points into Carrion
using them instead of Footmen. Eyeglazer
had upgraded to
Tier 2 Undead (Crypt Fiends) as seen below.
looking difficult for a moment but then Team Feed came in and
harassed Team Regular's flank just enough for Edge's Electric
Backstab to begin taking out their damaged groups.
This got the
attention of Team Regular which began to skirmish with Team Feed
in the middle. This was great for us in Team 3 as our units could
keep harrying their flanks and Electric Backstabbing any weakened groups
of Footmen or Crypt Fiends for little damage. Then Team Regular
would turn on us and Team Feed would flank
There was a
short break than as Team Regular backed off to upgrade and heal,
during which time 60105 upgraded to Crypt Fiends as well.
All of us in Team Tech then sent our armies rolling into Team
Feed for some easy cash, as surprisingly enough three Tier 2 armies
are better than three Footmen (Tier 0) armies.
of course came in soon after and flanked us but we were still
raking in some cash with the distraction. At least until my Edge,
which was parked next to the Archvault in the center regaining mana while
shocking Footmen and Grunts, was Impaled and stunned while next to 2 control groups of
in the middle continued with both sides killing many units but not gaining
a significant advantage. DanaCrysalis's
Crypt Lord's Impale combined with Eyeglazer's
Crypt Fiends were able to stun multiple units and kill them
efficiently. At the same time however, my Edge's Electric Backstab
and Firebirds were continually doing damage to the attacking Fiends while fofo
would hit and run against them while trying to avoid the Crypt Lord.
My Edge was also carrying a Warsong Battle Drums item now to enhance the
attack strength of friendly nearby units 15%.
Below you can
Crypt Lord Impaling a group of
Huntresses with Carrion Beetles running around and its ultimate
activated. In the background Eyeglazer
Crypt Fiends are duking it out under Firebird bombardment. Tomitain's
Blademaster remains invisible and soaks up experience while Footmen run in
contributions from his partners, Eyeglazer
then upgraded twice to Tier 3 Skeletal Mages and then immediately to Tier
4 Abominations. fofo
also upgraded as well, from Impale vulnerable Huntresses to spell immune
Dryads. Unfortunately this didn't protect them from
Blademaster using his ultimate Bladestorm
At this time DanaCrysalis's
Crypt Lord was equal in levels to my own due to the many kills and more
experience earned due to 2:3 hero/player ratio. Eyeglazer
was also supporting his troops with 2 creeps, a
Priest of Protection. A quick attempt to kill the Priest with
Banish/Electric Backstab was foiled when it whipped out an
Shell (AMS) to ward off further damage and Healing Wards to recover
Feed's heroes had also gained enough experience in the previous
battles to be annoying if not a really dangerous threat. Their
influence could tip battles between Team Regular and my own Team
depending on who they hit. On their own however, they folded quickly
yielding plentiful cash.
At this point
the forces were close to equal between my
Team Tech and Team Regular
who had good heroes and 1 player with Tier 4. Both my Edge and DanaCrysalis's
Crypt Lord reached level 16 at about the same time and began using their
new level 6 spells as fast as they could. Impale by the Crypt Lord
while less damaging could stun enemy units for a short time letting units
fight uncontested. A single cast of Electric Backstab could kill
almost any enemy units except for Abominations and Creeps which required two.
After the Crypt Lord romp and a single cast of Backstab wiped out keviny's
hero and army pursuing the Crypt Lord, Team
Feed quit the game.
During a short
parked his Crypt Lord in the middle to recharge its mana and fofo
began to harass him with his Dryads since they were immune to Impale. The Crypt Lord
instead threw down level 5 Carrion Beetles and followed them home.
This started a massive battle as both sides rushed in reinforcements and
heroes charged in to do battle. Tomitain's
Dryad cluster inside the base and
getting multiple kills as they attempted to flee.
Human Tier 3:
Tier 3 : Spellbreakers
- With the ability to become spell immune, Spellbreakers are an
interesting force to wield. They can serve as a decent
meatshield against AoE enemy heroes and they have a decent version
of the human special ability, Feedback.
its magic immunity raised however the Spellbreakers become about as
dangerous as a Carrion Beetle which is to say "not very".
Against a powerful melee line such as Abominations without support,
the Spellbreakers are inadequate to say the least.
In the front
Crypt Lord, Beetles,
Grunts, and Abominations began to do battle with my
mostly Militia army and 60105's
Crypt Fiends. My newly spawning Spellbreakers had a different task
given to them, all of them focus fired on the Crypt Lord and soon began to
away his mana pool
forcing it to retreat. Eyeglazer
also brought a Pocky the Rat along to Silence
my Edge along with a War Golem and a Rock Golem which were immune to
Crypt Lord hit level 18 during this battle and reinforcements continued to
arrive from Team Regular but the constricted space vastly helped us
in Team Tech since we had almost all ranged units at this point. DanaCrysalis's
level 6 Carrrion Beetles were actually more of a hindrance to their attack
since they reduced the space available for Eyeglazer's
Abominations to fight. An
ensuing wave of twelve Abominations and assorted others came about 10
seconds after the first attack broke ran into Edge, who had penetrated to the
middle by this point, engaging them early with hit and run attacks. More
than half of the Abominations died with 2 casts of Electric
Backstab at the cost of 3 supporting Firebirds that had fallen onto the
ground due to low health.
single Banish/Backstab combination from my Edge then took out the half-damaged Crypt Lord in the middle as it attempted a fighting
retreat but then had to Town Portal out to an ambush by Tomitain's
Blademaster using its Wind Walk attack. Due to this sudden
development we in Team Tech had a small window of opportunity.
short time to regroup we counterattacked hard with my new army of
Spellbreakers as a meat shield. Tomitain's
Blademaster again Bladestormed in the middle of the ranged units but
wasn't able to deal sufficient damage. We were steadily able to
break into Team Regular's base while my Edge was the main
suppressor of Eyeglazer's
Abomination army. The Abominations had no equal against our army
spawns but the Grunts that supported them were well below par. After
cutting through my Spellbreaker wall the Abominations found themselves
alone against my partners' ranged units and our heroes. That and
each cast of Electric Backstab would typically kill ~6 Abominations at a
time while the late recruited secondary heroes absorbed the experience
reaped and leveled up to their ultimates.
Crypt Lord would normally at this point have been romping gleefully
through our armies during this battle, possibly even with his level 3
Locust Swarm keeping him healthy regardless of Feedback. Fortunately
though he was dead and our battered armies were superior to theirs.
Beastmaster and 60105's
Firelord unleashed their ultimates (Stampede and Volcano
which while pretty were probably not very consequential at the time.
Likewise my Paladin while standing near the front spent most of his time in
hold position or healing. DanaCrysalis's
Crypt Lord supported by Tier 2 Orc Berserkers showed up late in the party but
was unable to have a decisive effect due to his low starting mana pool, facing a Dryad
Cluster, and the slowly streaming arrival of my newly minted Knights.
I would say
saw the burgeoning power of Edge's Electric Backstab, he should've
switched tech paths or done something more beneficial but the point really
was that he reached Tier 4 before the Edge became a threat. That
being said, the spell immune Night Elves or the higher hp Humans/Orc tech
routes would've been much better choices than the Undead against an AoE
hero. A micro
intensive support route might've been to purchase more Priests of
Protection and simply cast piles of AMS on the Undead minions before
going to battle. Of course the simplest option as seen in the
previous report would simply have been to drop a Rod of Envy on the Edge