How to begin
Warcraft III: 1v1 in the
Woods
How to begin? Hmmm. Hmmm. Hmmm. Yummm (just put some chocolate into my
mouth). Okay! Hello and welcome to my first Warcraft III
battlereport. I am going to be your guide and narrator for
today in an adventure containing elves, magic, gnolls, women, and lots of
action. All you have to do is sit back, grab a drink, and read on!
The players for today are none other than Drintr
himself (playing as human), and his worthy adversary
Dilneilomo (playing as the feared night elves). The
map? Gnoll Wood. For those of you who have never played on this map, or worse,
never played Warcraft III, I will provide you with a brief summary and a minimap
photo.

Gnoll Wood, home to a myriad of gnoll tribes (as its name would suggest), is
a beautiful out-of-the-city countryside destination. In fact, if it wasn't for
the murderous rock golems, trolls, and of course gnolls that roamed the area,
chances are it could have been a very profitable vacation spot. Fortunately or
unfortunately depending on your point of view, the human armies of
Drintr and the night elf armies of
Dilneilomo did not
come to Gnoll Wood for a vacation, and a battle that would last for many nights
was only to ensue between the two forces. With that, on to the report!
Drintr's town hall
was randomly generated at the 1:00 position, while
Dilneilomo swiped 6:00. Both players immediately began production on the
peon unit for their respected races, and both players began production on
buildings: building each an alter, barracks, and a house. With
five wisps on gold, an ancient of war completed, and four wisps on wood
Dilneilomo started production on the sexy night elf
archers in the early game. A Priestess of the Moon popped out of
Dilneilomo's alter at about the same time his first
archer was completed, and a second moon well for his base was ordered to be
grown in the soft earth during this time as well.
Meanwhile Drintr was not idle, and had ordered
an archmage hero into production that was completed shortly after
Dilneilomo's Priestess of the Moon was finished.
Drintr also began the production of footmen, as
well as a blacksmith for weapon upgrades and riflemen! Upon the completion of
Drintr's third footman, he ordered his soldiers and
his hero to begin creeping. After clearing out his natural creeps (with 3 newly
built footmen to assist), Drintr's archmage hit
level 2 and gained a very nice mana stone as well as an experience tome that
served to almost boost Drintr's archmage to level
3.
Dilneilomo was similarly very busy, and his game
strategy started to fully unfold when a dreaded Hunter's Hall was built,
followed by the production of huntresses. An owl scout sent by
Dilneilomo's hero spotted
Drintr's main, and with three archers, three huntresses, and a Priestess
of the Moon the rush began!
By the time Dilneilomo's army
crossed the river adjacent to Drintr's base, poor
Drintr was still not in a good condition
militarily. With only 6 footmen (one badly injured), a level 2 hero (with one
point in water elemental magic and the other in brilliance aura), and a newly
created rifleman, the battle did not look to be in favor of the humans. A
blacksmith upgrade giving the footmen plus one attack was countered by the
huntress' being upgraded with plus one armor, and in the end footmen cannot
stand up to huntresses.
The fighting was fierce! The single wounded footman died quickly
to the blades of the huntresses, and some bad pathing caused another of
Drintr's footmen to go in a direction away from the
actual battle. The Elvin archers of
Dilneilomo fired furiously, and his huntresses soon
found themselves joined by fresh troops from Dilneilomo's
base. Luckily Drintr's archmage had a trick up his
sleeve, and from his advancement to level 3 during the battle, was able to
summon some powerful level 2 water elementals to help his fellow soldiers. The
huntresses slowly were killed off, and while Drintr's
footmen were decimated (only two surviving), in the end he won the battle.

With the enemy gone and a second barracks constructed to help
replace the dead, Drintr continued with his
creeping; reaching level 4 in the process (putting a point into the blizzard
spell with the new level). Now with 1/1 footmen upgrades,
Drintr's newly replenished footmen, riflemen, and hero were a match to be
reckoned with, and during their creeping bumped into the enemy hero/army who
were
also fighting creeps. The enemy, caught in a corner, teleported away leaving
Drintr to take a left over scroll of the beast
(gives a 25% attack bonus) that had dropped from the creeps the Priestess of the
Moon was in combat with.
The surprise attack by Drintr left
Dilneilomo in a state of anger/vengeance, and due
to this ordered the attack of his ten 1/1 huntresses and level 3 Priestess of
the Moon. Drintr, who only had 5 footmen, a level 5
hero, and 7 riflemen was surely in a bad position (no really, huntresses simply
own all). Although, the wise archmage hero had a trick up his sleeve
once again, and with the use of the scroll of the beast he had gotten, plus a
good blizzard casting, he was able to drive the huntresses into retreat. While
although Drintr lost the battle in terms of units
(losing quite a few footmen before he was able to kill off the weakened
huntresses), he was still able to defend his base and drive off the invading
army. Yet, the battle did teach Drintr that if he
was going to win he would need some better technology, and thus he upgraded his
town hall to a keep.

The Huntresses Strike Back!
With his main base almost running out of gold,
Drintr realized an expansion would be needed. The
footmen/riflemen army, accompanied by the level 5 archmage, were sent to the
12:00 position to kill the creeps and subsequently create a clear spot for a new
exp. While Drintr succeeded in killing the creeps,
at the same time many of his men were wounded. And worse yet, the huntress army
(fully healed from moon wells) had decided this was a good time to strike, and
charged again at Drintr's base. Realizing that his
troops would take too much time to walk back to the base from the now cleared
out expansion point, the archmage used his teleportation scroll to teleport back
to the under siege town center with the damaged army. With only four 2/2 footmen and five
1/0 riflemen (plus a sorceress from a newly created Arcane Sanctum),
Drintr knew the battle against the twelve 1/1
huntresses would be close. Luckily, he did have a few advantages:
1. His hero was level 5 (and became level 6) in the battle,
allowing level 3 water elementals, a powerful blizzard spell, plus fast mana
regeneration from brilliance aura.
2. The buildings in Drintr's base
formed a choke point that allowed Drintr's riflemen
to fire without fear of being attacked (the footmen and water elementals served
as meat shields for them), plus the choke disallowed all of the enemy huntresses
from attacking Drintr's army at once. Since the
huntresses were all crowded in a ball waiting for their turn to attack the enemy
through the choke point, they were a prime target for blizzard (which was used).

3. Drintr's troops carried an
advantage in upgrades (2/2 versus 1/1) and another scroll of the beast increased
their attack power against the enemy.
As can be seen by these advantages, while outmatched unit wise,
tactically Drintr was in the lead (which in
Warcraft III can easily mean the difference in a battle). Greatly damaged by
blizzard castings and having to put up with the continuous summoning of level 3
water elementals, the huntresses were forced to retreat. Moreover, due to the
Drintr's sorceress' slow spell, many of the
huntresses were slaughtered in the retreat by the comparatively faster moving
water elementals and footmen.
With the enemy once again in retreat,
Drintr used this time to expand to the 12:00 base, and replenish his
footmen once again. Meanwhile Dilneilomo still had
not given up, and after his unsuccessful run-in with the blizzard spell, decided
to tech to the magic resistant dryad units. At the same time also leveling up
the Priestess of the Moon hero.
With Drintr, unit wise, still at a
definite disadvantage, Dilneilomo knew he would
have to strike fast if he wanted to win the game. With an army of dryads and a
few huntresses, Dilneilomo attacked again
Drintr's base (and at the same time making an
expansion at the 4:30 position). Luckily to this attack
Drintr was certainly prepared. With fresh troops, water elementals, and
more sorceresses to caste slow, the victory was quick. The three huntresses
leading the attack were easily slaughtered by the footmen and riflemen
defenders, and with the meat shields gone (those being the huntresses), the
remaining footmen in defend position (defend position reduces range attack
damage to 30%) were easily able to defeat the spear throwing dryads.
Now it was Drintr's turn to attack,
and with his decisive victory against Dilneilomo in
the previous battle, Drintr knew this was an
opportunity he could not miss. Thus orders were sent to his army to move towards
Dilneilomo's main, yet the orders were halted when
the expansion of Dilneilomo was spotted on the way.
Guarded by only a few huntresses and dryads,
Drintr put his footmen in defend position and then
charged forward into the fray. Easily outmatched by the footmen, riflemen,
sorceresses, and water elementals, Dilneilomo
retreated again. While the dryads were able to escape, the huntresses, who had
been slowed by the sorceresses, were slaughtered; giving
Drintr another victory. With Dilneilomo's
expansion undefended, Drintr's army freely razed the base.

The Final Battle
Without an expansion and with his gold mine run out at his main,
Dilneilomo knew that he would have only one chance
to defeat the army of Drintr and win the game. With
that, Dilneilomo leveled up his hero through
creeping to level 6, and replaced his lost huntresses who were now 1/2 in
upgrades. Then, with his dryad and huntress army,
Dilneilomo ordered the final attack against
Drintr's army which was stationed at the old 4:30 expansion point.
Drintr, on the other hand, who had just upgraded
his keep to a castle and who had footmen with 3/2 upgrades, was all too ready
for the attack. Yet, this time it was Dilneilomo
who had a trick up his sleeve, and once the battle was joined by both sides the
sky started to fall...literally. Yes, Dilneilomo's
now level 6 hero had decided to caste her no good ultimate starfall on
Drintr's army. Drintr,
who knew he would surely lose if he continued to fight at that spot, retreated
his army back to his main base. Consequently during the retreat,
Drintr lost most of his footmen and his
sorceresses. With the battle won Dilneilomo
continued to advance, only to then be screwed over by a newly created army of
knights!
The battle was rough between both sides, but in the end the
non-upgraded dryads stood no chance against the 3/2 knights. While the
huntresses put up more of a fight, the fact that they take extra damage from
knights did not help them, and they too were killed.
Even though
Drintr's hero died in the battle (who had
just become level 7), Dilneilomo's army was
ultimately massacred by the knights. Without an expansion, significant
amounts of money, a hero (who was also killed by the knights), or an army,
Dilneilomo resigned. In the end leaving the
battlefield to Drintr. GG!
Well I hoped you enjoyed this battlereport of a huntress rusher
getting beat down by the supposedly "underpowered" humans. Please leave some
comments on the comment page! Oh, by the way, the graphics in Warcraft III are
much better than the pictures may make them appear to be. When I saved the picts
in .gif format, they lost quite a bit of color/good looks.

Peace and Love,
Drintr