Warlords Battlecry 2
Orc FAQ
v. 1.6
By: dracula1498
Email:
[email protected]
Table of contents
1. Version history
2. Introduction
3. Orc heroes
4. Units
5. Buildings
6. Tips and strategies
7. Race specific strategies
8. Copyright
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1. Version history
v. 0.5 (January 5, 2004)
work on this FAQ was started
v. 1.0 (January 10, 2004)
submitted the guide to Gamefaqs
v. 1.5 (January 13, 2004)
added race specific strategies
fixed some language errors
other smaller changes
v. 1.6 (January 19, 2004)
added some additional hero info
added www.neoseeker.com as a website that can host this guide
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2. Introduction
This guide is for playing the Orcs. Orcs in WB2 are fast and are decently
strong, especially in the early game. They can poison and disease which can
cripple enemy units and heroes. However, each race has its own bad points too.
Orcs suffer by having a weak air defence, and they cannot repair their
buildings.
Please let me know if there are any errors or if you have anything to share
that can make this guide better. Credit will be given. I can be reached at
[email protected]
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3. Orc heroes
Orc heroes start with STR 6, DEX 5, INT 4 and CHA 5. They can only specialize
as fighter, thief, assassin or shaman. I would suggest going with either
fighter or assassin. I will discuss the specializations here in detail. I
assume that you have played the game before.
Orcs inherently get the hordemaster, orc lord and chanting abilities.
Hordemaster: gives you a -25% cost to all orc units. I would suggest spending
your first 5 ability points on this.
Orc lord: gives you a +4 to your command skill. A higher command is always
better, so spend points on this.
Chanting: gives you a +5 to your casting skill in Chaos magic. If you plan on
becoming a shaman, this ability is a must.
Specializations available:
Fighter (STR 7 DEX 6 INT 4 CHA 5)
Primary stat - STR, CHA
Secondary stat - DEX, INT
Orc fighters get improved combat, training, command, as well as +15 to damage
rolls. This makes them very good fighters, and with the right equipment, can
slug it out with Minotaur barbs and even Daemon deathknights. What gives them
an edge is their enhanced command and training skill. A higher command will
mean more of your troops receive bonuses to their speed and combat. A high
training will increase the exp points your troops start out with, giving them a
slight edge in combat. The best specialization in my opinion.
Assassin (STR 7 DEX 6 INT 4 CHA 5)
Primary stat - DEX
Secondary stat - INT
Assassins will get a 16% chance to kill anything, even heroes and titans in one
hit. This is a bonus to the decent damage that Orc heroes will deal. Either
way, the enemy still dies. Compared to a dark elf assassin, orcs will usually
kill stuff faster, as they have more strength.
Thief (STR 6 DEX 7 INT 4 CHA 5)
Primary stat - DEX
Secondary stat - STR, INT, CHA
Thief is not a good specialization for Orc heroes at all. Haggling is a decent
skill though, and so is a permanent +2 income for gold. However, Orcs need
stone more than gold. 3% assassination is just way too low. With low int, an
Orc hero just cannot make full use of the +5 to the casting skill in Illusion
magic.
Shaman (STR 5 DEX 5 INT 6 CHA 6)
Primary stat - INT
Secondary stat - STR, CHA
An Orc Shaman is great when high leveled. Wildfire and chaos plague are
powerful spells. They even get a +5 casting skill to nature magic. With nature
magic, you can heal yourself and can summon unicorns to help out your troops.
The downside to a shaman is that the lower level chaos spells are not too
useful. Which means that a low level shaman will pretty much suck. If you have
the patience, this specialization will reap its benefits in the end.
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4. Units
Take note that these are the base values. A high merchant or training will
modify these.
For cost, G stands for gold, S for stone, M for metal and C for crystal.
For damage and armor, P stands for piercing, S for slashing, C for crushing, F
for fire and M for magic.
Kobold
Cost - 25G
Production time - 25 sec
Building skill - 9
Combat - 1
Hits - 20
Speed - 8
Damage - 5S
Armor - 1P 1S 3C 1F 1M
View - 7
Special abilities - Causes poison
The basic builder unit. Nothing special except that they cause poison.
Goblin
Cost - 30G
Production time - 15 sec
Combat - 2
Hits - 18
Speed - 14
Damage - 10C
Armor - 2P 2S 2C 1F 1M
View - 15
Special abilities - Causes disease
Fast to produce, cheap, high speed and great view makes them ideal as scouts.
Try to inflict disease on enemy heroes early in the game.
Orc infantry
Cost - 60M
Production time - 35 sec
Combat - 4
Hits - 60
Speed - 10
Damage - 15S
Armor - 2P 3S 3C 2F 1M
View - 3
Special abilities -
Basic infantry unit. Decent hit points and damage. One of the best units to
destroy towers. Upgrade them to be resistant to missiles with the No Pain!
Ability and they will destroy towers, since most towers do missile damage.
Basilisk
Cost - 60G
Production time - 40 sec
Combat - 5
Hits - 70
Speed - 4
Damage - 20S
Range - 6
Armor - 4P 4S 4C 4F 4M
View - 7
Special abilities - Turns any unit it kills into 100 stone.
The first unit that the Orcs can produce that can attack fliers. Good armor and
special ability.
Wolfrider
Cost - 100M
Production time - 60 sec
Combat - 10
Hits - 120
Speed - 15
Damage - 20S
Armor - 2P 3S 3C 2F 1M
View - 7
Special abilities - Can be upgraded to cause disease
Fast and rather strong. They die rather easily though compared to other
cavalry. Upgrade their speed and they can be used to hunt down heroes.
Ogre
Cost - 100M 100S
Production time - 60 sec
Combat - 12
Hits - 180
Speed - 8
Damage - 30C
Armor - 2P 2S 3C 4F 3M
View - 7
Special abilities - Can attack fliers
With decent hits, they can really soak up the damage. If you use them, be sure
to upgrade them so that they deal more damage. Personally, I prefer using orc
infantry.
Troll
Cost - 150S
Production time - 70 sec
Combat - 11
Hits - 150
Speed - 6
Damage - 20C
Range - 6
Armor - 2P 2S 3C 0F 2M
View - 11
Special abilities - Can throw sheep, fast regeneration
Slow to produce but really strong in big numbers. They regenerate 2 hits a
second. With sheep, they deal much more damage and cause splash damage too.
Goblin shaman
Cost - 200C
Production time - 60 sec
Combat - 10
Hits - 70
Speed - 12
Damage - 25M
Range - 7
Armor - 2P 2S 2C 2F 4M
View - 10
Special abilities - Casts lightning, berserker and light/darkness
I love these guys. 200C to produce them should not be a problem, since Orcs do
not have much use for crystal. They have good spells as well. Always change the
time to nighttime, as all Orcs get a +2 to combat at night. Upgrade them to
deal more damage.
Giant
Cost - 100M 150S
Production time - 80 sec
Combat - 16
Hits - 260
Speed - 10
Damage - 50C
Armor - 4P 3S 3C 4F 3M
View - 16
Special abilities - Converts buildings, causes fear, does splash damage, can
attack fliers
These guys can sure deal damage. Careful though as they are rather slow. I
still prefer using orc infantry. Anyway, most of the time I would have finished
a scenario even before a level 4 orchold.
Gobshooter
Cost - 300G 300M
Production time - 100 sec
Combat - 10
Hits - 80
Speed - 3
Damage - 35C
Range - 16
Armor - 4P 4S 3C 1F 3M
View - 10
Special abilities - Deals splash damage, chance of goblin surviving
Long range, damage is a bit on the low side though.
Gonrak Elfeater
Cost - 1200G 1200M 1200S 1200C
Production time - 600 sec
Combat - 25
Hits - 820
Speed - 12
Damage - 100M
Range - 10
Armor - 7P 7S 7C 6F 6M
View - 7
Special abilities - Causes terror, turn units into 100 stone, ignores armor,
explodes on death
A large orc riding on a large basilisk. Does tons of damage.
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5. Buildings
Orchold level 1 (army limit +5)
Produces - Kobolds
Upgrades - Orchold level 2
Orchold level 2 (army limit +5)
Produces - Kobolds
Upgrades - Orchold level 3
Orchold level 3 (army limit +5)
Produces - Kobolds
Upgrades - Orchold level 2, Ogrelord
Ogrelord - allows you to produce ogres at the battleyard
Orchold level 4 (army limit +5)
Produces - Kobolds
Upgrades - Orchold level 5
Orchold level 5 (army limit +10)
Produces - Kobolds
Upgrades - Giantlord
Giantlord - allows you to produce giants at the battleyard
Goblin tower (army limit +2)
Damage - 20P, to air units only
Range - 12
Speed - 2
Produces - Goblin, Gobshooter
Upgrades - Eagle eye (1-3)
Eagle eye - Improves your sight range by 2,3 and 4 respectively
Battleyard (army limit +2)
Produces - Orc infantry, ogre, giant, Gonrak Elfeater (requires level 5
orchold)
Upgrades - No Pain!, Training, Cowards!, Thump!
No Pain! - Makes your orc infantry resistant to missiles
Training - Gives all units 10 xp when produced
Cowards! - All units deal double damage to archers
Thump - Ogres deal 10 more damage
Hovel (army limit +3)
Produces - None
Upgrades - None
Adds +3 to your army limit. Build lots of these.
Beast pit (army limit +2)
Produces - Basilisk, wolfrider
Upgrades - Wolfpack (1-3), Rabies
Wolfpack - Increases the speed of wolfriders by 1,2 and 4 respectively
Rabies - Wolfriders now have the disease ability
Prison (army limit +2)
Produces - Troll
Upgrades - Slavehorde
Slavehorde - Summons 10 thrall with the cost of some G
Shaman Hut (army limit +2)
Produces - Goblin shaman
Upgrades - Shaman
Shaman - Goblin shamans now deal 10 more damage, allows you to build totems
Totem (army limit +1)
Damage - 50M, to air units only
Range - 12
Produces - None
Upgrades - None
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6. Tips and strategies
Orcs are a very fast attacking race. They can overwhelm the enemy early on. As
mentioned earlier, orc infantry are great for taking out enemy towers. After
you get a level 2 orchold, you get to build hovels, which add +3 to your army
limit. From this point, you can mass produce orc infantry and basilisks,
wolfriders for more speed. Generally I try to win with just these units. Ogres
and giants are too slow.
Early game:
With mass orc infantry, you can practically defeat every race except daemons
and maybe fey. Against daemons, get basilisks ASAP. Daemons get imps that can
fly and do magic damage. Orcs do not resist magic well. Always build more
battleyards for more production, especially if you have the resources, which
should not be a problem.
Middle game:
During the middle game, orc infantry are still good in large numbers. You might
want some ogres and trolls for backup, just in case they meet flying troops.
Always build more hovels and towers if you can afford it. Buildings must be
defended, since orcs do not get to repair.
Late game:
The late game gives orcs much better air defense that they have been severely
lacking for practically the whole game. Totems are good for defending against
air units. They work much better in bigger numbers though, so build more of
them, especially if you see dragons flying around. Goblin shamans are extremely
helpful at this point. They cost only crystal, which you should have plenty of,
since orcs don't use much crystal at all. They can change the time to
nighttime, which gives all orc units a +2 to combat. Lightning is good for
softening up the enemy. They die rather easily though so do protect them.
Giants are strong but rather slow. Also, they tend to get stuck due to their
huge size, so I don't really recommend using them.
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7. Race specific strategies
Barbarians
Early on in the game, their units should not be a problem to you. Many of their
units have very poor armor. Take out their war dogs and their camps next. Their
spears should not do much damage to you, since they are missile units. Their
units produce rather quickly though so do not let down your assault. Send in
orcs after orcs. Their heroes can be a real pain, especially if it is a fighter
type. Other than that, you should be able to defeat them early on without much
problems. Late game, they will have many upgrades and will become much more
powerful, especially pegasi and reavers.
Daemons
Get basilisks ASAP. Failing that, build a couple more towers. Orcs have poor
armor against magic, and they have really poor air defence early in the game.
Imps can fly and do magic damage, which is very bad for your troops. What is
worse is that most daemon units have good armor against magic, so don't expect
your basilisks to hold out forever. However, a major weakness of daemons is
that they need a ton of resources. They compensate for that by having very
powerful troops. Convert every mine you see and attack them early on. Send in
goblins to distract them from building more. The longer the game goes, the
harder it is for you to win. Never let them get to a level 3 doomspire or more.
Swarm them with everything you have and send in your hero as well. Daemon
heroes are extremely powerful. Hopefully your hero should be able to match
them.
Dark elves
They should not pose much of a problem to you. Elves in general have rather
weak infantry. They start to get dangerous with dark riders and assassins. They
have very powerful magic users as well. Just send in orc infantry early on, but
be careful of their heroes. A magic type dark elf hero will cause lots of
problems. Beware of large groups of ancient wisps as well.
Dark dwarves
Every unit they have besides firebombs are as slow as hell. Like daemons, they
have strong units but are more dependent on gold than other resources. Stone
golems are reasonably fast to produce and are rather strong. It will take them
quite a while to get an army going because most of their siege weapons take up
4 army points. Wolfriders and orc infantry should be enough to defeat them.
Target their hall of golems first, then destroy any siege weapons and golem you
see.
Dwarves
Their units are tough and have good armor. Berserkers are very strong and deal
lots of damage. Even your superior numbers might lose out to them sometimes. It
is very important to destroy them early on. They should not be too much of a
problem.
Fey
They will mostly try to outswarm you, since this the only way they can win.
They have very fast units and are cheap and fast to produce as well. You can do
the same thing as well. Produce hordes and hordes of goblins, with the
occasional orc infantry. Most of their units are rather weak and should die
quickly. Their towers only have 150 hp. Hold out their assaults and you should
win without too many problems.
High elves
Their dragon knights are probably the best cavalry in the game. With unicorns
and mystics they are very tough to beat. Take them out very early on or their
upgraded troops will really destroy you. Luckily, most of their do not have
many hit points.
Humans
A very balanced race with decent units. Pikemen remain useful throughout the
game with their upgrades. They have very strong cavalry and generals. If you
fail to destroy them early on, get lots of trolls and get griffins. Enough
trolls do a very good job at stopping cavalry. Humans have very poor air
defence even late in the game. Take out every archer and general you see and
you will do fine.
Minotaurs
A decently fast and strong race. Minotaurs are strong early game and even
stronger late game, with powerful upgrades. Try to cripple their resource
production, especially metal. Without too many upgrades, they should not be
that hard to defeat, though you should probably attack with your hero as well,
and maybe kill their hero. Minotaur shamen and kings are very dangerous later
on. Wolfriders will be very useful against them.
Undead
These resource suckers can really deal tons of damage. They are extremely
powerful later in the game with enough resources. Convert every mine you see
and defend them. Take them out as fast you can. Wights should not be too much
of a problem. If they every get their keep to level three, you are in serious
trouble. Slayer knights are strong enough to defeat almost everything you throw
at them. If you fail to defeat them early on mass out on trolls, but beware of
liches. Undead heroes are very strong as well, especially necromancers. Their
units are much more powerful at night. If they ever get doom knights, your
chances of winning will be very slim.
Wood elves
Their cavalry deals triple damage to all your troops and should be your top
priority. The rest of their units should not pose too much of a problem. Orc
infantry will destroy their archers. They should fall without too much of a
problem.
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8. Copyright
This FAQ is copyright c dracula1498 and is the property of the author. It may
not be reproduced under any circumstances except for personal, private use. It
may not be placed on any web site or otherwise distributed publicly without
consent from the author. Use of this guide on any other web site or as a part
of any public display is strictly prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
Websites that may host this guide:
www.gamefaqs.com
www.neoseeker.com
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