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.
Pre-game
Pre-game setup in this paragraph,
move on down if you don't care. This game was played on March 30,
2003. I logged onto Battle.net with the specific intention of
finding a WarCraft III beta game to battlereport. Being the reserved
aficionado of
games that I am, I immediately jumped into the first custom game using a
standard Blizzard map and allowing observers. That game sucked, so I
did it again and came up with this game which made me think "This
didn't suck terribly. I think it will do." The rest is
history...
...Well no. Actually it's
below, but you get the picture.
.
FYI. There is yellow text below,
which contains alt-text like so. Read at your own peril.
1v1 on Turtle Rock
.
This game was a 1v1 between TryingHuman
(selected Human) and Water (selected
Orc) [Ooh, Christmas colors!] on Turtle Rock. TryingHuman
appeared at the
3 o'clock equivalent
and
Water
appeared at the
6 o'clock equivalent. As you can see from the map, the 2 starts are
close together and the two forces are likely to meet early on.
Player Info
| Player |
Random Information |
| TryingHuman |
Trying Human shockingly enough
prefers to play with Humans because he enjoys their "different
build orders" (something like that). He invites other
players to visit the channel below
Online residence: channel clan obs |
| Water |
No information is available on
this player since I have not seen him since. |
.. Let's start
the game
.. TryingHuman
started off with the conventional Human build: Altar, Farm, Barracks, with
continuous Peasants for the now necessary lumber for tech. His hero
was the ubiquitous Archmage with a point in
Water Elemental.
A scouting Militia was sent to scout the 6 o'clock position and report if
the enemy was sighted while a Tower was constructed at home. It's
probable that the militia saw the Orc base, but since it didn't go far
inside, it may be questionable (Neither player scouted any further, which
may be confirmation of seeing each other...). Water
also started off with a conventional build (for Orc): Altar, Barracks, and
Burrow, also with constant Peons for lumber. His hero was the usual
Farseer with a point in Feral Spirit. Both
players than proceeded to train a few melee units (Footman and Grunts)
before jaunting off to their nearest easy creep site. Each hero than
summoned their respective units and went at it and killed them (the
creeps, not their units). Bored yet? Let's move on. 
Both
players in the meanwhile had been making more Farms (or equivalents),
making more melee units, and constructing another tech building. TryingHuman
was walling in his Scout Tower with Farms while building a
Blacksmith. Water
was building a Voodoo Lounge, his own personal Orc shop. The Scout
Tower could be upgraded to an Arcane Tower, a new, low-tech defensive
tower designed to protect against early hero rushes with it's feedback
attack that uses the heroes' mana against itself. 
TryingHuman
decided to proceed to the next level easy creep site, creep site 2, to
level his hero (above picture). Water
though had different ideas and rushed into the Human lumber peasant line
and began tearing it up. TryingHuman
decided to upgrade his Tower to an Arcane Tower and use Militia while
returning at a run with his level 2 Archmage. Several Peasants were
killed before the returning army chased the Orc units away.
Water's
Farseer reached level 2 off the peasants, but the recent creeping and the
Arcane Tower had injured his Grunt forces. Two Healing Salves (3
usages, effect stops if unit is attacked) were purchased from the Voodoo
Lounge and some was applied to the seriously injured (no pic, cause
animation is nothing special).
The Orc Great Hall was then upgraded to a Stronghold.
Both
players began creeping again with Water
going south and TryingHuman
had left earlier going north. The dots along the paths indicate
battles with creeps. The Human army was larger and bulldozed through
the easy creeps, leveling the Archmage to level 3.
TryingHuman
started his Town Hall upgrading to a Keep while producing a stream of
Dwarven Riflemen from his barracks. Water
however was going creeping more slowly with his smaller army and selective
Salve usage (plus healing time). He instead was spending his money
upgrading the Stronghold to a Fortress and recruiting his second hero, the
Shadow Hunter, with his initial skill point in Healing Wave. As you can see from the map
update (the right one), TryingHuman's
army attacked Water's
creeping army from the back and forced him to retreat. Water had
made 3 Illusions of Grunts for creeping and threw them at the Human army
while escaping. The Humans, trying to get easy experience, jumped on
the "wayward" Grunts and only discovered the deception after the
Orcs had escaped. The
Human army then moved to the east and attacked the creeps guarding the
central island's southern gold mine. A pissed-off Water
with his Grunts still slathered in green salve appeared from the opposite
direction and started laying the beatdown on TryingHuman's
creep fighting army (left map).
TryingHuman
immediately began a retreat (losing 2 Footmen and a Rifleman) and circled around the gold mine through the
waist-deep water toward home. The retreating army then encountered
his newly trained Mountain King
(initial point in Stormbolt) and turned to fight at the entrance to Water's
base. The wounded human Footmen fell
quickly, and TryingHuman
was forced to rely on his level 2 Water Elementals as a meat shield for
his Riflemen. Water instead
chose
to target the Hammer-carrying Midget though, whose short little
legs couldn't get him away fast enough. The Mountain King was
teleported to the Human Altar's Inbox, while the Archmage chose to Town
Portal home. The Archmage did go home with a lovely parting gift
however, an increase to level 4. The Shadow Hunter also leveled from
this battle, putting his second skill point into Serpent
Ward. Copious usage of
the Shadow Hunter's Healing Wave (big 'ole yellow twirly crap on
picture) kept most of Water's
Grunts alive, but losses were inevitable. Three Grunts joined the 4
Footmen and Rifleman at the bottom of the shallow stream. 
Water
then continued on moving after receiving additional Grunt and Troll
Headhunter reinforcements. The Orc army (2 Heroes, 3 Grunts and a
Headhunter) moved northeast into TryingHuman's
natural expansion and began creeping. The Humans however had a
similar idea and a lone Priest strolled in from the north.
The
remainder of TryingHuman's
army (2 Heroes, 3 Riflemen, and a few Priests) circled around and struck Water's
army from the south, sandwiching him between the creeps and the
Humans. The Shadow Hunter (level 2) ate a Storm Bolt while the Farseer
(level 4) hauled ass to grab items from the fallen creep group leader before Town
Portaling the Orc army out. TryingHuman's
had started his own Player-owned shop at this point, the Arcane
Vault. Each races' player shop contains different items than other
races, but they all do contain certain identical items. Potions of
health and mana are available at all Player shops as well as Scrolls of
Town Portal. The potions however are only available at the Player
shops and not at the Goblin Merchants. Now
we come across the unofficial name of Patch 305, the "Tome Bug
Patch". Water,
while attempting to pick up the dropped items, right-clicked on a Tome
more than once and received multiple upgrades beyond the actual value of the
tome.
Using my elite counting skills, I determined that the Tome was
a "Manual of Health +50" and Water
had right-clicked on it 3 times giving his Farseer 100 additional hitpoints
beyond the Tome's value. TryingHuman
of course was right there and spotted the naughty Tome usage and
complained. (This was supposed to be a "no Tome abuse" game.) It was generally agreed among the
observers that the
usage was likely accidental, but only Water
knows for sure. At home, Water
bought some more Healing Salve and began rubbing it onto his sexy Grunts. Both
heroes had only been fighting low level creeps so they only had level 1
and 2 items except for a Talisman of Evasion (15% Evasion ability bottled in
an item) [Ooh! level 3...] which the Farseer had gotten from the
big Sea Turtle along with the Tome.
.
TryingHuman
cleaned up the remaining creeps, and then bounced north and hit the top natural expansion with his 2 Hero, 4
Riflemen, and 2 Priests. His Mountain King also picked up a Talisman of
Evasion and reached level 2 when Water's
Orc horde came charging in from the south. The 2 Heroes, 5 Grunts,
and 3 Headhunters first targeted the Mountain King, who apparently
upgraded past "girly-legs" because he got away and ran home to
the Human shop, the Arcane Vault, for a healing potion (not available at
Goblin Merchant anymore). The
2 Water Elementals (level 2), summoned for creeping, were a major turning
point for the vulnerable Human army along with the Footmen who steadily arrived from
TryingHuman's
barracks. Healing Wave from the Shadow Hunter couldn't prevent the
loss of 4-5 of Water's
Grunts who helped kill 1 or 2 Footmen, an Elemental, and a Rifleman. The
Orcs then decided to advance in the opposite direction, bravely running
home. The Humans trotted over to the northern Goblin Merchant for a
short rest. 
The players then
began taking care of home business, with TryingHuman
upgrading his Keep to a Castle and using a previously built
Workshop. Water
returned home to pick up additional Grunts and a few Witch Doctors that
had been trained. For some
reason, a Dwarven Mortar Team decided to try to kill Water's
base by themselves and as expected, failed miserably. 
Creep-fest
began again after this encounter, with TryingHuman
leaving the Goblin shop and hitting the northeast corner island expansion
and then the 12 o'clock main. Water
chose to hit the 9 o'clock natural expansion and the northwest Turtle/Murdock
group (creep site 5 on creep chart). Healing motions of the hand and
Elementals flew out in the north while various wards were flung in the
west before the 2 sides collided again.
The
creeping Human army left the 12 o'clock expansion and headed toward the
Turtle/Murdock group for more experience when they encountered the
departing Orc army. The recent creeping had given the Mountain King
a "Claws of Attack +12" and the Farseer an "Ankh of
Reincarnation" The Human
army consisting of Archmage (level 5), Mountain King (level 3), 4
Riflemen, and 4 Priests attacked the Orc army containing a Farseer (level
4), Shadow Hunter (level 3), 3 Grunts, 4 Troll Berserkers, 3 Witch Doctors
(see map on left). [You can tell that the Troll Headhunters are now Berserkers
due to the gold hair gel they use.]
 |
Troll
Berserkers
Troll Berserkers are upgraded Troll
Headhunters that have gained 75 hitpoints (425 total) and the
"Berserk" ability (think SC infantry "stim
pack") which causes 50% faster attack speed in exchange for 50%
more damage received.
The Berserker upgrade requires Tier 3 tech
and a Warmill. |
TryingHuman's
Mountain King darted in and out of the battle Thunder Clapping Orc troop
masses as both sides' ranged units opened up. The 2 remaining Grunts
concentrated on placing their axes in the middle of 2 Priests faces, while
the Shadow Hunter placed it's first Serpent Ward so far. The Water
Elementals soaked up damage as the Riflemen and Berserkers/Witch Doctors
whittled each other down. The Mountain King gave a third and final
Thunder Clap, summoned a Red Drake, and then ran like a pansy while taking concentrated fire, encouraging Water
to pursue while escaping with his weakening army south (Especially
since he had no Town Portal). 
TryingHuman
lost at least one Water Elemental (3), two Riflemen, and a Priest while Water
lost at least one Grunt and one Berserker. Numerically it seems that
TryingHuman
lost this battle, but of course, Water
had to flee while taking enemy fire, and perception counts for a lot too.
Both armies parked at their respective Goblin Merchants (north and south)
while recuperating from the battle (Priest Healing and Healing Wards). Upgrade
Update! TryingHuman's
melee units are at (0/1) attack/armor while Water's Grunts are at (2/2). What
are the upgrades for the ranged units consisting of 1/3 of both
armies? I didn't take pictures of them and it's not like I can watch
the replay and see. Casters don't get upgrades if that makes you
happier (I don't mean adept or master-type upgrades so be quiet, they are
both obviously at master level =P ). The
fleeing Mountain King ran all the way home and probably picked up a heal
potion in addition to an Orb of Fire (5 points additional damage,
attacks now give splash damage, and the unit has a ranged attack when
fighting air). Even though the
Mountain King was only level 3, because of 3 items it carried, it had an
possible attack damage of 51-61 plus the fire splash damage from the new
Orb [Claws of +12, Circlet of Nobility, and Orb of Fire. 12 + 2 +
5 = 19 + (32-42 base capacity)].
Water
sent reinforcements to meet his returning army and apparently researched
the Backpack upgrade [Allows certain regular ground units to carry
items], because a Grunt was sighted lugging a Town Portal. 
TryingHuman,
after spending getting some R&R at the Shop, marched his army down to
the "Footmen Summer Camp" at the base of Water's
eastern entrance. There his new army consisted of his 2 Heroes, 4
Footmen, 1 Knight, ~2 Riflemen, ~3 Priests, and 2 Dwarven Mortar Teams [Red
Drake's got a fat ass so I can't tell for sure]. The Mortar
Teams fired a few shells into an outlying Orc Barracks before some angry
green and blue gentlemen ran in from the west. TryingHuman
reformed his army to face Water's
incoming forces and waited near the 6 o'clock easy creep site (creep site
1 on the creep chart). [0:00]
With
meaty (and metallic clangy) "thumps", melee units began
to engage in mortal combat. The Orc army, consisting of a Farseer (level
4), Shadow Hunter (level 3), 5 Grunts, 4 Berserkers, and 4 Witch Doctors,
began firing on the Human melee units. [0:23] Level 3 Water Elementals and
Spirit Wolves [Farseer (5) AND Shadow Hunter (4) leveled early in the
battle] were summoned for battle to assist both armies. [0:23]
TryingHuman
used Thunder Clap, dispelled Stasis and Healing Wards [Serpent Wards
are non-dispellable], and had his [0:09] Mortar Teams concentrate fire on the
Troll units [Casters' unarmored-type armor takes extra damage from siege] in
addition to fighting. [0:30] Water's
Trolls began using 3 different (Stasis, Healing, and Serpent) wards and
all ranged units began concentrating fire on the Mountain King. The
Human melee troop line folded and evaporated under the pressure of the Orc
army, taking 2 Grunts with them, but leaving TryingHuman
without a melee line. The level 3 Water Elementals served in a pinch
while the Mountain King (300/975 hp) retreated to break target
lock. [0:50] Concentrated fire on the returned Mountain King forced the Human army
to retreat from the battlefield. 
AA
GIF movie is available on the above battle here
(1.9 meg), not recommended unless you're bored. Both
players' gold mines collapsed just prior to the battle and neither was in
any hurry to risk their remaining units. The two damaged armies
retreated to their respective bases for some much needed healing. Water
also dispatched a Peon to his natural expansion which was just north of
the previous battleground.
TryingHuman
ordered his badly damaged army to retreat back into his base, probably
with a right-click, and the unit Artificial Intelligence (AI) took
them home. Unknown to TryingHuman
was the fact that his lumber Peasants had cut through the wall of trees on
the south side of his base, opening up a third entrance to his base.
The unit AI took the shortest path to it's destination...
Straight through
the acquisition range of the Southeast Sea Turtle/Murloc camp! Five
Murlocs and a Gargantuan Sea Turtle charged after the battered Human army
and started knifing them in the back. At least one Peasant and one
Rifleman (and maybe one Priest) were killed during "Murloc
Madness", but the general weakness of the Murlocs prevented them
from doing any major damage. Actually its most likely that the Sea
Turtle made 2 of the kills while the Murlocs concentrated on bunching up
and dying. 
Water
ordered his pre-positioned Peon to construct a Great Hall at his natural
expansion, while TryingHuman
was fighting at his main. Soon after the Murlocs/Sea Turtles were
killed, TryingHuman
moved his army across the map to the 9 o'clock start to destroy the creeps
residing there. Along the way, the army passed through the center of
the middle island and may have passed into visual range of the
constructing Orc building. Water,
in an effort to preserve his dwindling supply of gold, immediately
canceled the Hall. TryingHuman,
most likely unaware of the panicked response of his opponent, had his army
continue across the map and deploy at the creep camp. TryingHuman
was also short of gold and needed additional amounts to build his own
expansion. To retrieve the much needed gold, he used the well-known
conga line, utilizing every single Peasant he had. 
Water
ordered his Orc horde up along the same route that the Human army had just
passed through and encountered the stream of gold peasants lugging their
heavy sacks. Water,
most likely worried about the workers health from carrying such heavy
loads, decided to give the Peasants a vacation from their duties, a
permanent one. The army pursued the beleaguered Peasants to their
main base, handing out pink slips that were thoughtfully attached to their
weapons' tips and edges. The army consisted of the remnants of the
previous battle: Farseer (5), Shadow Hunter (4), 2 Grunts, 4 Berserkers,
and 3 Witch Doctors.
Unknown
to Water
was the fact that earlier TryingHuman
had sent a single Peasant to the northeast corner expansion (northern
creep site 7) to begin construction of an expansion. The Human army
then left the 9 o'clock start and marched through the center island to Water's
natural expansion site. Finding nothing, they continued on to the
Orc main. Prior to the
movement of the Human army, the Orc Peon that was at the natural expansion
was moved to the Northern natural expansion site where he sat around
twiddling his thumbs. After the Human
army passed by and didn't see him, the Peon was ordered to build a new Great Hall there. On
reaching the edge of the Human base, Water
concentrated fire on the closest outlying building, the Arcane Vault [look
2 pictures previous]. After destroying the Vault, the horde
moved in and razed the lone defensive building, the Arcane Tower, before
finishing laying off the remainder of TryingHuman's
Peasants. TryingHuman
had finally reached Water's
main by this time and destroyed one of his Barracks. Water
rushed his own army over to defend his burning main, losing a Burrow [Not
a reinforced Burrow. I'm so disappointed. =P] in the meantime. 
[0:00]
The
base rescuers were greeted by a healthy dose of Mortar fire and the Shadow
Hunter received his own Storm Bolt to the head. [0:22] Water's
ranged units focused fire on the lone Mortar Team
and a Priest, ignoring damage until their targets were
dead. A Witch Doctor and a Berserker had succumbed during this period
when the remainder of the Orc army turned on the Mountain King whose
"Talisman of Evasion" was still working beautifully.
[0:37]
The
"Talisman of Evasion" and a set of Healing Wards that the
Mountain King had picked from the 9 o'clock start's creeps kept him alive
while 3 summoned Water Elementals (level 3) were smashing the Orc
units. [1:01] Water
withdrew his forces further into his base with the Mountain King in hot
pursuit. The Mountain King and Water Elementals killed the remaining
2 Berserkers, before the Dwarf began showing his running skills again [1:28],
pursued by Orc Heroes weapons' fire and 2 Shadow Wolves. [1:36]
The Mountain King
returned to the battle and began to fight when he experienced a sudden
heart attack caused by a Farseer shot exploding on him and died. ..
Both
Orc heroes leveled off the MK's death with the Farseer reaching level 6
and the Shadow Hunter going to level 5. The Orc army then turned on
the remaining Human hero and the Archmage of course ran away a bit.
The battle continued with the Archmage and 3 Elementals fighting the 2 Orc
heroes and 2 Shadow Wolves, when all the heroes had to
withdraw from the battle with low health. Both sides left the
battle down to summoned units with the Archmage returning to bring
supporting fire again and fleeing again with critical health, when
attacked by the Orc heroes. This
was likely due to the fact that TryingHuman
wanted to keep the battle going while resurrecting his MK. 
Water
pursued the Archmage with his entire army, 2 Heroes and 2 Witch Doctors,
but the wily old man evaded him twice and escaped with 17 hitpoints.
The Archmage reached level 6 while running, due to global experience
received from his Water Elementals killing both Shadow Wolves. The
Orc "army" then paused to heal the Farseer with a ward while the
Archmage scouted expansion sites. 
The
Town Hall and Great Hall finished construction before the Mountain King
kicked the bucket, with Water
being slightly faster in training new Workers. TryingHuman
however found the undefended expansion with his Archmage and summoned a
Water Elemental to harass the Peons. The Orc army killed the Water
Elemental (who did insignificant damage) while the Archmage visited the southern Goblin Shop and
purchased a "Tome of Retraining".
The
Archmage used the "Tome of Retraining" to erase all his
abilities and allows him to redistribute his skill points wherever he
desires. TryingHuman
decided to place his 6 skill points in level 3 Blizzard and level 3
Brilliance Aura [I assume, since Teleport won't be very useful now].
He did this most likely to allow the Archmage to "Blizzard raid"
the undefended expansion.
This coupled with his hidden working
expansion in the north could allow him to win the game. Water,
seeking to bring an end to the game [and/or to hopefully to kill the
annoying old guy], attacked TryingHuman's
main with his troops. A lone Grunt was the only addition to his old
army of 2 heroes and 2 Witch Doctors. TryingHuman
had retreated his Archmage to his main and met up with the newly,
resurrected Mountain King waited for him. Water
had his entire army attack the still badly damaged Archmage (now 157
hitpoints), while the Mountain King and Archmage focused on the Orc ranged
units, ignoring the Grunt.
Both
sides placed a Healing Ward down [last one for the Mountain King]
to heal damage, which the Human heroes doled out. [0:09] The Mountain King
gave a Thunder Clap to the Orc ranged units while the Archmage rained down
level 3 Blizzard on their heads. [0:16] The Archmage couldn't take fire for
long and was forced to retreat, with a newly trained Priest moving toward
him to heal. [0:23] The Archmage
unfortunately did not have enough hitpoints to escape alive and TryingHuman
hadn't built a replacement Arcane Vault to buy heal potions from so the
old man joined the crowd of Peasants in retirement. The Mountain
King faced the Orc heroes, Grunt, and the last Witch Doctor with the
questionable help of the Priest and a Peasant hiding behind the Altar. [0:35]
Water
took out all the stops when dealing with the troublesome Mountain King and
summoned Shadow Wolves to surround him, placed a Serpent Ward to do
additional damage, and even used a Healing Wave to keep the Shadow Wolves
alive. 
GG
TryingHuman
and Water.
[And Merry Christmas (or whatever you celebrate I guess) even though
it's April] |