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Night Elves' Strategy: It's Good to Run Away and Live to Fight Another Day!  
folder icon   11-24-2001, 09:43 AM
Night Elves' Strategy: It's Good to Run Away and Live to Fight Another Day! Post #1
Jecrell Darkscale

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As blizzard has stated many many many times that the unfinalized strategy of the Night Elves will be the Hit and Run approach.

Now so far the Night Elves can do the following things.

Shadowmeld for defense

Uproot Fast and weak Treants, or Strong and Slow Treants, which are actually their buildings.

Majors in Ranged Attacks.

This is all the perfect formula for moving the entire base to a whole new area. The Night Elves don't have to expand their territory for more gold! They can just up and move on to another area! They can also regrow their wood stockpiles!

If the Night Elves are seen by an enemy group of 3 footman scouting, they can uproot, and attack, then move their base to confuse the enemies forces, and literally BAFFLE THEM TO DEATH!

Also Night Elf archers and assasins can camp near enemie areas so they can see whats going on, and perhaps do a little "hit and run" which quickly puts you on the advantage point, if you are the Night Elves.

Man, I feel enlightened, feel free to post your thoughts and added strategy.

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folder icon   11-24-2001, 10:09 AM
Post #2
Jecrell Darkscale

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Whaaaaat?

No responses????

Well I guess I'll be going to sleep...

All you early morning bastards feel free to drop by this thread and make some intelligent posts.... or flame me behind my back...... your choice.

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"If Dinosaurs were terrible lizards, I suppose that makes me the king of terror!"



"A clan shall be born.
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a clan with no tears ,
a clan of the dark lores.

What could this mean?
Oh you'll see, you'll see." - Myself
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folder icon   11-24-2001, 10:21 AM
Post #3
rubbereruben

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These are some really great ideas...

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folder icon   11-24-2001, 10:23 AM
Post #4
rubbereruben

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These are some really great ideas...
or you could uproot your base and place it 'behind' the enemy's base and then attack with everything you got...
or place everywhere on the map assassins and kill the incoming troops slowly with poison attacks... keep up the good thinking

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folder icon   11-24-2001, 11:33 AM
Post #5
Socrates

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I doubt that you will be able to uproot all the NE buildings. A moving tower (I think Blizzard has stated that the NE will have a sunkencoloni-like tower) is just to powerful.

You can also use the shadowmeld ability to hide your archers just outside your mainbase so that you can surround your opponent when he's attacking.






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folder icon   11-24-2001, 12:11 PM
Post #6
spuk

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Night elves will own!!

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folder icon   11-24-2001, 12:53 PM
Post #7
Tundra

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Since the NE buildings will be so slow I doubt getting up and moving often will be a useful stratagy. Plus, There will probably be some essential buildings (such as upgrade buildings) that cannot get up, like in SC.

However, it may be useful to build a base and mine, then buld an expansion and when your resources are gone in your primary base, get up and move. Then do the same with your expansion. Kind of like a leapfrog effect. By moving your 2 bases rather than always building new ones.

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folder icon   11-24-2001, 01:46 PM
Post #8
Platon38

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Ure right all except that the night elves can't regrow trees no more

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folder icon   11-24-2001, 03:41 PM
Post #9
Bolt

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Um maybe the Ne need some nerfing hehe.
Newbies = Alliance
Pros = Ne

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folder icon   11-24-2001, 04:39 PM
Post #10
Xenthar

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heh now whos the newbie? you proof you are by saying that Alliance rips the NE man. RTS is not about hit and run. its about units like knights who do a powerfull front attack! 99.9% of the RTS games are won by that tactic, and not by hit & run. heh, i know now your saying that 99.9% of the gamers is newbe and 0.1% of the gamers are the pros, forget it

And forget the movin' town. It is true there are NE buildings that cant move. Hopefully blizz is gonna change that, cause it would rule if all buildings could uproot.

That 'sunken colony-like towers' CAN actually move, dont they? i thought so anyways...

I think everyone has the wrong idea of the NE. I think they will much more rely on their druids and their dryads & sentinels. But thats just me, we'll see

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folder icon   11-24-2001, 04:50 PM
Post #11
Scorch Hellfire

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Quote:
<font face="Verdana, Arial" size="2">Originally posted by Xenthar:
heh now whos the newbie? you proof you are by saying that Alliance rips the NE man. RTS is not about hit and run. its about units like knights who do a powerfull front attack! 99.9% of the RTS games are won by that tactic, and not by hit & run. heh, i know now your saying that 99.9% of the gamers is newbe and 0.1% of the gamers are the pros, forget it

And forget the movin' town. It is true there are NE buildings that cant move. Hopefully blizz is gonna change that, cause it would rule if all buildings could uproot.

That 'sunken colony-like towers' CAN actually move, dont they? i thought so anyways...

I think everyone has the wrong idea of the NE. I think they will much more rely on their druids and their dryads & sentinels. But thats just me, we'll see

</font>

I thought it is a rPs.

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folder icon   11-24-2001, 05:29 PM
Post #12
NightElfArcher

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I agree when they say that the NE's will probably be hit and run.. but not to the exclusion of having a stand. I picture a bunch of archers (cloaked would be nicer) waiting for a group of knights or other fast moving units. They rain down their arrows, killing some, weakening others, then dash behind a back up force of sentinels, druids, or whatever hard-hitting units the NE's have. Sure the knights might be stronger one on one, but because they are weakened already, they'll be wiped out. Sure some of you might argue that the knights of course will have healers and stuff, but I remember a post where it said that a group will move only as fast as its slowest unit. So that just means the archers have time to weaken more units, and sniper out the healers.

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folder icon   11-24-2001, 05:37 PM
Post #13
Tall Dark Handsome 2

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Ne-hit and run/traps

Horde-all-out physical power attack

Alliance-slow, defensive crawl attack

Scourge-overwhelm with numbers attack

BL-magic power attack (usually with infernals)

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folder icon   11-24-2001, 06:14 PM
Post #14
NightElfArcher

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just wondering... how do I get my avatar up?

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folder icon   11-24-2001, 06:19 PM
Post #15
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lol im an ne and i saw ur mom walking down the street and sniped her wiith poison arrow... she died

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folder icon   11-25-2001, 03:02 AM
Post #16
Jecrell Darkscale

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At least some people replied.

The Night Elves have a strategy like none other, and they totally match the definition of hit and run.


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"If Dinosaurs were terrible lizards, I suppose that makes me the king of terror!"



"A clan shall be born.
A clan without fear,
a clan without remorse,
a clan with no tears ,
a clan of the dark lores.

What could this mean?
Oh you'll see, you'll see." - Myself
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folder icon   11-26-2001, 02:05 AM
Post #17
Dinze

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like so many people have told me before.. the teams will be balanced so there wont be any better then the other, ure NE strat sounds pretty good but lets say the 3 footmen scouting be a decoy (i used this star in SC against terran) they are slowly getting along and u send a decent sized force, not too big, and stir em up a bit leave your main force in the most likly place they will excape to and kill em when they run into u

shadowmeld only works at night

therefore u would keep a hero with a day stone and use to just b4 u attack so there are no shadowmelded units near u.

moving builds are classified a gaints (i reckon) therefore human DMK will be able to make them yip.

all will be equal and in the end only map variations and player skill will be the factors that determin who win.


that probably made no sense...

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folder icon   11-26-2001, 02:14 AM
Post #18
Zorax

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Quote:
<font face="Verdana, Arial" size="2">Originally posted by Xenthar:
heh now whos the newbie? you proof you are by saying that Alliance rips the NE man. RTS is not about hit and run. its about units like knights who do a powerfull front attack! 99.9% of the RTS games are won by that tactic, and not by hit & run. heh, i know now your saying that 99.9% of the gamers is newbe and 0.1% of the gamers are the pros, forget it

And forget the movin' town. It is true there are NE buildings that cant move. Hopefully blizz is gonna change that, cause it would rule if all buildings could uproot.

That 'sunken colony-like towers' CAN actually move, dont they? i thought so anyways...

I think everyone has the wrong idea of the NE. I think they will much more rely on their druids and their dryads & sentinels. But thats just me, we'll see

</font>

Someone who's good at dirty, hit & run tactics will always beat the Dragoon mass producer. It's just that no one tries (except the pros).

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folder icon   11-26-2001, 06:59 AM
Post #19
Xenthar

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Of course you are right, Z. If you are good at it, micro will always win vs massing. But since its a lot easier to be good at massing large armies, most people will just do that.

I know this is an other game than the regular RTS, with more strategy and more combat oriented instead of town management, and i think thats good.

I hope hit and run will have a much more effectiveness than in previous games, and it probably will, though i dont think it will be more effective than the old massing strat.

Also, modal spells make massing easier. I know there are a lot things in war3 that make it difficult, but modal spells make it a lot easier. Just send a bunch of footmen + riflemen + priests, and the priests will heal the whole thingy. Nothing to look at, let them go, and while they attack you can mess around in your town (little exaggerated ).

This is why i think that the whole hit and run tactic is exaggerated (again that word). The NE will probably mostly attack with a nice front attack force consisting of druid, archers, a hero, some sentinels etc and maybe a treant.

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folder icon   11-26-2001, 09:39 AM
Post #20
GLENN_3E

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look if u think hitand run is gonna win ur game then i guess ill be seeing u complaining in the forums soon bout u losing many battles.

I tihnk the hit and run stuff is just to distract the opponent while u build up a decent force to destroy their base. (arrows dont work well with buildings u know)


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folder icon   11-26-2001, 10:15 AM
Post #21
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Arrows can damage a building any day, Well, in modern times. Say someone shot an arrow, and it hit a building's gas tank. Say it made a spark, then BOOM. The whole place explodes.

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folder icon   11-26-2001, 10:20 AM
Post #22
Caj Darkmoon

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I think I'm going to cry....
Finally, people who agree with me.....
I think that the NE hit an' run strat is going to be awesome. If things go like I think they will, hit & run will be as big as rush and wall in. Also, think about ambush hit and run. This could be more effective in many situations.


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