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How to Kick Even MoreButt in Warcraft II:The Dark Saga

Building A Base

To Construct Buildings faster - Use a Peon/Peasant to repair the structure while it is being built.
Quick Access - keep a clear path between your gold mine and town/great hall. Any obstacles will cause the P's/P's to take a longer route and cn get lost completely!
Fast Gold/Wood - it sounds simple, but build your town/great hall as close to a gold mine as possible, and your lumber mills as close to forrest as possible to ensure the distance for collection is as short as possible.
Self Destrucion - be careful where you place your cannon towers, they can begin destroying your own trops and buildings if the enemy get into your base.

Defending a base

Positioning of Farms - Farms can be used as good blockades. They have more hit points than a wall or tower, ad are nor primary targets for the enemy, often persuading them to choose another route of attack. This can be used to get the enemy precisely where you want them.
Behind the Farms - place a line of axe throwers/archers behind your defensive line of farms. They can attack any enemies who come to close from the protection of the farms.
Natural Features - rivers, woods etc. can be used as defensive lines, reducing the cost of forcing your enemies into a bottleneck.
Mind Your Scavangers - If you are using woods as defences, watch that your wood colecting peasants/peons will move on to a new area once the one they are working on has been completely harvested - destroying your defences!.
Long Life Towers - To increase the lifespan of your towers when they are being attacked, use peons/peasants to repair them from behind. The enemy should value the tower as its primary target and leave the p. to continue repairing.

Attacking a base

Suprise! - Sapper/demolition unts can be used to create paths through forrests to suprise your enemy in the flank and avoiding defences.
Golden Attack - build towers around your enemy's goldmine to kill the p.'s who come to mine it. This will eventually cripple their reources.
U can't get me! - Catapults and balistas have a longer range than towers so use them to safely dispose of the enemies defence line with no casualties.
Use their towers! - Cannon towers will fire on anything within its range. This can be used to damage enemy units by sending in your own units, keeping them mving at al times should minimise their damage, but the towers will contnue to fire, hopefully hitting their own units.
Sapper Suckers - Sappers can be used to draw out enemy units from the base in the same way as any other unit, but if you wait until they have a large enough following, then blow them up in the middle of the group, they can have an amazing effect.
Speedy Kabooms - casting Haste/slow on your sapper/demolition squads will enable them to enter enemy defences much faster.

General Tips

Take it slow - It sounds simple, but whilst learning the ins and outs of the game, always turn the game speed down to allow yourself more time to react.
Peons of steel - Peons/peasants make ideal scouts (they're cheap and quick to build), and needn't die the second they are confronted. If you send them on a scouting mission, and they do make contact, oreder them to build a structure (assuming you have the resources). He will then take on the strength of the structure, hopefully holding up the enemy long enough for you to send some real troops to back him up.
Flaming Destroyers! - using flame shield and invisibility on a destroyer can be very effective. It means they cannot be hit and can use the flame shield to damage opponents.
Rune'd mines - Cast runes outside your opponents gold mine to severly hinder their income.
Collision course - keep flying units at leats a space appart when in flight to avoid them hitting each other and causing damage before they have even made contact with the enemy.
suprise! - place submarines or turtles on a vacant oil patch to give the enemy a shock when they come to reap the rewards of the oil. If you're lucky, the enemy won't realise what going on and will continue to send tankers, evntually crippling their suplies and destroying their fleet.
Speedy Artillery - whenever possible, cast haste on catapults to enable them to pull out at reasonable speed after they have destroyed enemy defences and they send troops after you.
Something to fall back on - When using artillery, place a thin line of troops behind them. If the enemy send out troops to get your artilery, order them to fall back behind your troops. Let them deal with the enemy and then re - deploy your artilery - simple but effective.
defensive lines - one of the best tactics to use when forming a defensive line of troops is to have a front rank of cavalry, then foot troops, and then missile troops (archers/axe throwers). As the enemy approach, send the cavalry foward to harras their advance. Leave the foot troops and archers where they are. The archers should deal with most of the enemy before they make contact, but any that do get through will then haveto fight the foot troops at close quaters.
viewable subs - whenever possible, send zeplins/flying machines to escort your fleet. They can detect eneme subs/turtles and leave your fleet free to target them precisely.
Order of battle - Think carefully about the order in which you attack the enemy. Wherever possible out range the enemy, leaving them no chance to get you. Souds boring, but slow advances often work the best - enemy units will detect your advance and come to intercept. At the right speed, it is possible to avoid any large numbers of counter attackers, limiting them to only one or two at a time.
air defence - A group of 6 upgraded beserkers/rangers will be enough to deal with any enemy fliers you come across.

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