Countering Specific Unit Types
Understanding the strengths and weaknesses of each unit is paramount to victory in Warcraft II: Tides of Darkness. This section details effective counter-strategies against common threats, ensuring your forces are always prepared.
Against Footmen/Grunts (Melee Infantry)
These are the backbone of any early-game army, but they have distinct vulnerabilities.
- Ranged Superiority:
- Human Strategy: Mass Archers from the Barracks, upgraded with Marksmanship at the Blacksmith, can decimate Footmen before they close the distance. Support with a few Footmen to absorb initial damage.
- Orc Strategy: Axethrowers, trained at the Barracks, serve a similar role against Grunts. Research Light Axes at the Blacksmith for increased damage.
- Area-of-Effect (AoE) Spells:
- Human Strategy: Mages, trained at the Mage Tower, can cast Blizzard to deal significant damage to tightly packed infantry. Research Blizzard at the Mage Tower.
- Orc Strategy: Ogre-Mages, trained at the Ogre Mound, can use Runes (after researching at the Ogre Mound) to create an explosive trap that damages multiple units.
- Heavy Cavalry/Ogres: Once available, Knights and Ogres (especially upgraded with Ogre Strength at the Ogre Mound) can quickly overwhelm and break through lines of basic infantry due to their high health and damage.
Against Archers/Axethrowers (Ranged Infantry)
While potent from a distance, these units are fragile up close.
- Melee Rush:
- Human Strategy: A strong force of Footmen or, ideally, Knights can quickly close the gap and engage Archers in melee, where Archers are weakest. Use Shields (Blacksmith) for Footmen to reduce incoming damage.
- Orc Strategy: Grunts or Ogres are excellent for rushing Axethrowers. Research Grunt Strength (Blacksmith) for Grunts to increase their effectiveness.
- Flanking Maneuvers: Use faster units like Cavalry (Knights/Ogres) to bypass the main enemy line and attack ranged units from the sides or rear, disrupting their formation and focus fire.
- Air Superiority:
- Human Strategy: Gryphon Riders, trained at the Gryphon Aviary, can directly target and eliminate ranged ground units with their aerial attacks. Research Gryphon Training at the Gryphon Aviary.
- Orc Strategy: Dragon Riders, trained at the Dragon Roost, serve the same purpose for the Orcs. Research Dragon Training at the Dragon Roost.
Against Knights/Ogres (Heavy Cavalry)
These powerful units are tough to take down but have specific weaknesses.
- Spellcasters:
- Human Strategy: Mages with Polymorph (researched at the Mage Tower) can temporarily neutralize a powerful Knight or Ogre, turning it into a harmless sheep. Alternatively, Flame Strike (Mage Tower) can deal burst damage.
- Orc Strategy: Death Knights, trained at the Temple of the Damned, can cast Death Coil to deal direct damage and heal themselves, or Raise Dead to create skeletons to distract and overwhelm. Research these spells at the Temple of the Damned.
- Massed Ranged Attacks: A large contingent of Archers or Axethrowers, especially with upgrades, can focus fire and bring down even the toughest cavalry. Ensure they are protected by a melee screen.
- Anti-Armor Units (Late Game):
- Human Strategy: Cannons from the Cannon Tower (requires Foundry) deal siege damage, which is highly effective against armored units and structures.
- Orc Strategy: Catapults from the Catapult Tower (requires Foundry) serve a similar role.
Against Flying Units (Gryphon Riders/Dragon Riders)
Air units offer unparalleled mobility but are vulnerable to specific defenses.
- Anti-Air Towers:
- Human Strategy: Build Guard Towers (requires Barracks) and upgrade them to Cannon Towers (requires Foundry) for powerful anti-air capabilities.
- Orc Strategy: Build Watch Towers (requires Barracks) and upgrade them to Catapult Towers (requires Foundry) for similar defense.
- Massed Ranged Ground Units: A large group of Archers or Axethrowers, especially those with Longbows (Human, Blacksmith) or Throwing Axes (Orc, Blacksmith), can collectively bring down flying units. Position them strategically to maximize fire.
- Air-to-Air Combat:
- Human Strategy: Gryphon Riders are excellent against enemy air units. Ensure you have enough to counter an aerial assault.
- Orc Strategy: Dragon Riders are the Orcish equivalent and are crucial for air superiority.
Against Ships (Destroyers/Battleships/Submarines)
Naval combat requires specialized units and careful positioning.
- Destroyers:
- Human Strategy: Build Destroyers at the Shipyard. They are the primary anti-ship vessel.
- Orc Strategy: Orc Destroyers from the Shipyard are equally effective.
- Battleships:
- Human Strategy: Battleships from the Shipyard are powerful long-range bombardment vessels. Use them to outrange and destroy enemy Destroyers and other ships. Research Naval Cannon at the Shipyard.
- Orc Strategy: Juggernauts from the Shipyard are the Orcish equivalent, offering immense firepower. Research Juggernaut Cannons at the Shipyard.
- Submarines (Human Dwarven Submarines/Orc Goblin Submarines):
- Countering Submarines: Only Destroyers can detect and attack submerged submarines. Ensure you have a few Destroyers accompanying your fleet or patrolling key areas.
- Using Submarines: These units are excellent for surprise attacks on enemy ships or coastal defenses. They are invisible until they attack or are detected by a Destroyer.
- Coastal Defenses: Cannon Towers/Catapult Towers can provide some defense against ships, but they are generally less effective than a dedicated naval fleet.