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[Warcraft II Insider's Guide]


PART I: The Insider Point of View [page 2 of 4]


Speed Demons

[Wounded Grunt]
The selected grunt has already been seriously wounded.
During the game, the impression of a unit's speed can be misleading. The numbers shown in the unit window for "speed", on the other hand, accurately reflect how fast the unit is moving. While the beefy ogres are hardly light on their toes, they are the quickest of the WarCraft ground units. Dragons, once in motion, are nearly as fast as zeppelins, except when you want them to change direction. Even so, a dragon can usually catch up with an escaping unit if that unit has not already covered a lot of ground in its retreat.

Note: Except for skeletons and catapults, mages (and Orcish death knights) are outpaced by all other units. When engaging these units in battle, every second counts: Situate them a safe distance from the front line, and order them to run away immediately after casting a spell.

Demolition squads are only marginally faster than grunts and archers, but this slight advantage is usually enough to ensure their escape from these enemies. Because demo squads are not well armored for one-on-one combat, keep them clear of duels.

Table 1. Ground Unit Speed Ranking

rank unit
(Human)
unit
(Orcish)
speed
1. paladin
knight
ogre-mage
ogre
13
13
2. dwarven demolition squad goblin demolition squad 11
3. footman
peasant
elven ranger
archer
grunt
peon
troll berserker
axe thrower
10
10
10
10
4. mage death knight
skeleton
8
8
5. ballista catapult 5

Civilian oil tankers and weaponless transports cannot defend themselves, but their high speed ranking enables them to outdistance enemy warships in pursuit. Unarmed sea units are generally safe upon reaching their own war party's battleships, or when they return to shipyards protected by towers and/or catapults.

Because they are faster than submarines, destroyers, transports and oil tankers are only slightly vulnerable to attacks by undersea units. This speed advantage makes pursuit by invisible submarines less of a problem. Only the sluggish battleships and ogre juggernauts will require defensive support. The best option here is to use an air unit to identify and destroy submarine attackers.

Table 2. Sea Unit Speed Ranking

rank unit speed
1. destroyer
transport
oil tanker
10
10
10
2. submarine
(turtle)
7
3. battleship
(ogre juggernaut)
6

Table 3. Air Unit Speed Ranking

rank unit
(Human)
unit
(Orcish)
speed
1. gnomish flying machine goblin zeppelin 17
2. gryphon rider dragon 14*
* But they (purposely) react slowly to all changes of direction

Continues...




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