Unit Statistics and Abilities (Human Alliance)
Mastering the Human Alliance in Warcraft II: Tides of Darkness requires a deep understanding of each unit's strengths, weaknesses, and optimal deployment. This section provides detailed statistics and actionable strategies for every Human unit, ensuring you can effectively counter the Horde threat.
Peasant
- Cost: 40 Gold
- Hit Points: 30
- Armor: 0 (Light)
- Attack: 1-2 (Melee)
- Abilities:
- Build: Constructs all Human Alliance buildings. Essential for base expansion and technological advancement.
- Repair: Repairs damaged buildings and mechanical units (Catapults, Ballistae, Battleships, Submarines). Costs a fraction of the original construction cost in resources.
- Gather: Collects Gold from Gold Mines and Lumber from trees.
- Strategy: Peasants are your economic backbone. Prioritize continuous Peasant production early game to establish a strong resource income. Always keep a few Peasants near your front lines for emergency repairs on damaged structures or siege engines. Never send them into direct combat unless absolutely desperate; their combat prowess is negligible.
Footman
- Cost: 60 Gold
- Hit Points: 60
- Armor: 2 (Medium)
- Attack: 4-6 (Melee)
- Abilities: None
- Upgrades:
- Sword Upgrade: Increases attack damage. Researched at the Blacksmith.
- Shield Upgrade: Increases armor. Researched at the Blacksmith.
- Strategy: The Footman is your basic melee infantry. They are excellent early-game defenders and form the core of your initial assault forces. Group them with Archers to provide a frontline shield. Their low cost makes them spammable for early rushes or to absorb damage for more valuable units.
Archer
- Cost: 50 Gold, 20 Lumber
- Hit Points: 40
- Armor: 0 (Light)
- Attack: 3-5 (Ranged)
- Abilities: None
- Upgrades:
- Arrow Upgrade: Increases attack damage. Researched at the Blacksmith.
- Leather Upgrade: Increases armor. Researched at the Blacksmith.
- Strategy: Archers provide crucial ranged support. Position them behind Footmen or Knights to maximize their damage output while minimizing their exposure to enemy melee attacks. They are particularly effective against lightly armored units like Orc Grunts and Trolls. A mixed force of Footmen and Archers is a staple early-to-mid game composition.
Knight
- Cost: 80 Gold, 40 Lumber
- Hit Points: 90
- Armor: 4 (Heavy)
- Attack: 7-9 (Melee)
- Abilities: None
- Upgrades:
- Lance Upgrade: Increases attack damage. Researched at the Stables.
- Plate Mail Upgrade: Increases armor. Researched at the Stables.
- Strategy: Knights are powerful, heavily armored melee units. They excel at breaking enemy lines and engaging high-priority targets. Their high hit points and armor make them resilient against most attacks. Pair them with Paladins for healing support, or use them to flank enemy ranged units. They are vulnerable to concentrated magical attacks.
Paladin
- Cost: 100 Gold, 60 Lumber
- Hit Points: 80
- Armor: 3 (Medium)
- Attack: 6-8 (Melee)
- Abilities:
- Heal: Restores hit points to friendly units. Requires research at the Church.
- Holy Vision: Reveals a small area of the map. Requires research at the Church.
- Upgrades:
- War Training: Increases attack damage. Researched at the Church.
- Divine Shield: Increases armor. Researched at the Church.
- Strategy: Paladins are invaluable support units. Their Heal ability can significantly prolong the lifespan of your frontline units, especially Knights. Use Holy Vision to scout ahead or reveal hidden enemy positions. Always keep Paladins slightly behind your main combat units to protect them while they heal. Researching their abilities is crucial for their effectiveness.
Mage
- Cost: 120 Gold, 80 Lumber
- Hit Points: 50
- Armor: 0 (Light)
- Attack: 2-3 (Ranged, Magical)
- Abilities:
- Fireball: Deals significant area-of-effect damage. Requires research at the Mage Tower.
- Slow: Reduces enemy unit movement and attack speed. Requires research at the Mage Tower.
- Polymorph: Transforms an enemy unit into a harmless critter for a short duration. Requires research at the Mage Tower.
- Invisibility: Renders a friendly unit invisible. Requires research at the Mage Tower.
- Blizzard: Calls down a devastating ice storm over an area, dealing continuous damage. Requires research at the Mage Tower.
- Strategy: Mages are powerful spellcasters, but fragile. Protect them at all costs. Their spells can turn the tide of battle. Use Fireball on clustered enemies, Slow on dangerous melee units, and Polymorph on high-threat targets like Ogre-Mages or Death Knights. Invisibility can be used for scouting or to protect a key unit. Blizzard is a game-changer for clearing out large enemy formations or destroying buildings.
Gryphon Rider
- Cost: 200 Gold, 100 Lumber
- Hit Points: 100
- Armor: 2 (Medium)
- Attack: 10-12 (Ranged, Air)
- Abilities: None
- Upgrades:
- Storm Hammers: Increases attack damage. Researched at the Gryphon Aviary.
- Reinforced Saddle: Increases armor. Researched at the Gryphon Aviary.
- Strategy: Gryphon Riders are your primary air superiority units. They excel at taking down enemy flying units (Dragons) and can harass ground targets with impunity, especially siege engines or isolated spellcasters. They are vulnerable to concentrated anti-air fire from Troll Axethrowers. Use them in small groups for hit-and-run tactics or as part of a larger combined arms assault.
Ballista
- Cost: 180 Gold, 60 Lumber
- Hit Points: 70
- Armor: 0 (Light)
- Attack: 20-30 (Siege)
- Abilities: None
- Upgrades:
- Explosive Rounds: Increases area-of-effect damage. Researched at the Workshop.
- Strategy: Ballistae are siege weapons, designed to destroy buildings and deal splash damage to clustered ground units. They are slow and vulnerable in direct combat, so always protect them with melee units. Position them behind your main army and focus fire on enemy structures or large groups of infantry. Their effectiveness is greatly enhanced by the Explosive Rounds upgrade.
Transport Ship
- Cost: 100 Gold, 50 Lumber
- Hit Points: 150
- Armor: 5 (Heavy)
- Attack: None
- Abilities:
- Transport: Can carry up to 8 ground units.
- Strategy: Essential for naval invasions or moving units across water. Load them with a mix of melee and ranged units for effective landings. Always escort Transport Ships with Destroyers or Battleships to protect them from enemy naval attacks.
Destroyer
- Cost: 150 Gold, 80 Lumber
- Hit Points: 120
- Armor: 3 (Medium)
- Attack: 10-15 (Ranged, Naval)
- Abilities: None
- Upgrades:
- Cannon Upgrade: Increases attack damage. Researched at the Shipyard.
- Armor Plating: Increases armor. Researched at the Shipyard.
- Strategy: Destroyers are your primary anti-air naval unit. They are also effective against other ships and coastal defenses. Use them to clear the seas for your Transport Ships or to defend your own shorelines. They are faster than Battleships, making them good for scouting.
Battleship
- Cost: 250 Gold, 150 Lumber
- Hit Points: 200
- Armor: 6 (Heavy)
- Attack: 25-35 (Siege, Naval)
- Abilities: None
- Upgrades:
- Heavy Cannon: Increases attack damage. Researched at the Shipyard.
- Reinforced Hull: Increases armor. Researched at the Shipyard.
- Strategy: Battleships are the ultimate naval weapon. Their powerful siege attacks can devastate enemy coastal defenses and buildings from a safe distance. They are slow but heavily armored. Use them to bombard enemy bases or clear out shorelines before a landing. Always protect them from enemy Destroyers and Submarines.
Submarine
- Cost: 200 Gold, 100 Lumber
- Hit Points: 100
- Armor: 2 (Medium)
- Attack: 15-20 (Ranged, Naval)
- Abilities:
- Dive: Renders the submarine invisible to most enemy units. Only Destroyers and other Submarines can detect submerged units.
- Strategy: Submarines are stealthy naval units, excellent for ambushing enemy shipping lanes or scouting. Use their Dive ability to approach undetected, then surface to unleash torpedoes on unsuspecting enemy vessels, particularly Battleships. Be wary of enemy Destroyers, which can detect and destroy your Submarines quickly.