The Night Elf campaign starts with Tyrande Whisperwind looking out over Ashenvale and Scouting with a Sentinel to discover the newly forged alliance of Humans and Orcs cutting through the Wood.
Night Elf have quite a few unique quirks which make them different from standard RTS factions. Their worker unit doesn't chop Wood, but rather saps essence from trees so they never fall. The "Ancient" structures can all be uprooted and resettled at a new location. They can all fight whilst uprooted, but move very slow. This can make moving from one Gold Mine to another a cheaper process than other factions.
The Moon Well is an interesting structure which refills to recharge HP/Mana of units whilst acting as the food source too.
A lot of the combat of the Night Elves revolves around ranged combat and buffs/debuffs. The Archers are their basic unit, and whilst cheaper and less durable than the other basic units, they can be massed for focus fire early on, and have synergistic properties with Tyrande's Aura. Interestingly, the Archers take up two tiles, so can't fit in a one space gap between moon wells or other structures. This kind of makes them a bit clunkier to use than would first appear.
Two Ancients of War at your main base will be a good enough amount, remember to keep a few behind for repelling smaller attacks.
Start your base off and head S to find a Gold Mine and some Furbolgs for starting the Secondary Objective here. Expand to the Gold Mine ASAP and clear up the Gold Mine near the centre of the map whilst a Sentinel explores more. You'll also uncover a Human expansion slightly to the West and you should take that out too, a small handful of Archers as well as Tyrande should be able to deal with the Gryphons at this expand, and the Raiders just to the N which nets you more Furbolgs.
There's 2 more Furbolgs S of the central Gold Mine (even more S than the Health Fountain). Head NW for another Orc expand with some Wyverns (which you'll know to be weak from the Orc campaign) and you'll find 2 more Furbolgs. The final Furbolgs are just SE of the main base in the SW corner. Your rewards are some pretty tanky Furbolgs who will act as good sponges whilst you pelt the enemy with Archers and Tyrande.
You'll notice I've not mentioned any treasures, this is because in this patch version Tyrande lost her inventory in the next level, so there's no kept items in the second level, and she also can't pick up items or even Tomes in that level either which puts her back a bit for the third level!
There's a Ring of Protection +1 SW of the main Furbolg encampment, and a Circlet of Nobility at the back ot the main base in a crate which gives a very nice early +2 to all stats. Get them if you can keep them, they'll be worth it.
As for killing the Paladin, the furbolgs are nice meat shields, or you could try Wisp Detonation to deplete his MP so he can't heal or get his shield up.
At the end of the level Tichondrius shows up with his forces and everyone retreats.
Негізгі бет Ойындар Warcraft 3: Reign of Chaos (Hard) - Night Elf Campaign - Chapter 01: Enemies at the Gate
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