Name | Armor | Damage | Range | Sight | Speed | Hit Points | Gold | Trees | Oil |
Daemon | 2 | 1-12 | 2 | 5 | 15 | 60 | N/A | N/A | N/A |
Skeleton | 0 | 2-9 | 1 | 3 | 8 | 40 | N/A | N/A | N/A |
Peasant/Peon | 0 | 1-5 | 1 | 4 | 10 | 30 | 400 | 0 | 0 |
Footman/Grunt | 2 | 2-9 | 1 | 4 | 10 | 60 | 600 | 0 | 0 |
Elven Archer/Axethrower | 0 | 3-9 | 4 | 5 | 10 | 40 | 500 | 50 | 0 |
Ranger/Berserker | 0 | 3-9 | 4 | 6 | 10 | 50 | 500 | 50 | 0 |
Ballista/Catapult | 0 | 25-80 | 8 | 9 | 5 | 110 | 900 | 300 | 0 |
Knight/Ogre | 4 | 2-12 | 1 | 4 | 13 | 90 | 800 | 100 | 0 |
Paladin/Ogre-Mage | 4 | 2-12 | 1 | 5 | 13 | 90 | 800 | 100 | 0 |
Mage/Death Knight | 0 | 5-9 | 2/3 | 9 | 8 | 60 | 1200 | 0 | 0 |
Demo Team/Sappers | 0 | 1-6 | 1 | 4 | 11 | 40 | 700 | 250 | 0 |
Flying Machine/Zeppelin | 2 | 0 | 1 | 9 | 17 | 150 | 500 | 100 | 0 |
Gryphon/Dragon | 5 | 8-16 | 4 | 6 | 14 | 100 | 2500 | 0 | 0 |
Oil Tanker | 0 | 0 | 1 | 4 | 10 | 90 | 400 | 200 | 0 |
Transport | 0 | 0 | 1 | 4 | 10 | 150 | 600 | 200 | 500 |
Destroyer | 10 | 2-35 | 4 | 8 | 10 | 100 | 700 | 350 | 700 |
Submarine/Sea Turtle | 0 | 10-50 | 4 | 5 | 7 | 60 | 800 | 150 | 900 |
Battleship/Juggernaut | 15 | 50-130 | 6 | 8 | 5 | 150 | 1000 | 500 | 1000 |
Critter | 0 | 0 | 1 | 2 | 5 | 5 | N/A | N/A | N/A |
Peasant/Peon: This is a weak unit but it is the most important. It is impossible to win without them. Make at least 10 for gold, 5 for lumber, and 2 for building/repairing buildings.
Footman/Grunt: A cheap, fast source of army units. Use in groups of nine at the beginning of a game to storm weak cities.
Archer/Axethrower/Ranger/Berserker: A good unit to have around, especially as a mobile defence against Gryphons/Dragons. They are also good behind walls. If you have them upgrade as soon as possible. Increase range first, then use the special upgrade(Marksmanship/Regeneration).
Ballista/Catapult: Very powerful, but little else. Must always be guarded when used in an attack. Very nice for defence behind walls. Use it in groups with other units like this: Get the formation close to a tower, send the Ballista/Catapult to attack it once, and then send it back a few spaces. The enemy will probably send units out to destroy your Ballista/Catapult. Take them out with your other units, and then send the ballista/catapult back out.
Knight/Ogre: Very strong, and very fast. The only problem is since it moves too fast in a moving formation. It keeps the footmen and archers far behind. It is very useful if sent in a group of 9 Knights/Ogres. It works the same as Footmen/Grunts, only better. Note that 2 Footmen/Grunts are capable of destroying your Knight/Ogre so try to keep them together. It is very good on offensive attacks but not usually used defensively.
Paladin: An improvement on the Knight. The Paladin's healing spell can be used to heal other units. Very useful in constant defensive and offensive attacks. The only unit it can't heal is the ballista since that is made of wood. It's holy vision spell is also useful to get information on how well the enemy base is doing. The exorcism spell is cool because it can kill a death Knight from 9 spaces away. It has better sight, but otherwise it's the same as a knight.
Ogre-Mage: Orc counterpart of the Paladin. Use bloodlust in all battles because it makes units do more damage. Eye of Kilrogg summons a flying eye that will quickly die. Send it out toward the opposite end of the screen and send it off somewhere else when it gets there. Runes will set a "Trap". Use it between an enemy's gold mine and Town hall.
Mage: Mages don't attack unless you tell them to, and they have very few hit points, although the do more damage per minute than a Paladin. Also a downside must be that they have a shorter range than a death knight. They are bad in fighting formations because it gets killed so quickly. All of the spells are useful, but some are better than others. A Flame Shield wreaks havoc if used on an enemy's gold fetching Peasant/Peon. Fireball is pretty weak but it bounces a lot and does widespread damage. Slow is good for temporarily weakening enemy units. Invisibility is good for sneaking other mages or transports close to an enemy base (Death knights and Skeletons can see invisible units though). Polymorph will kill anything but really wastes magic. Blizzard is awesome because it costs little magic and kills anything in a certain area. Remember, though it's effect is cumulative(i.e. casting it twice does more damage than doing it 2 separate times).
Death Knight: The same as a mage except for better range and different spells. Death coil is cool because 2 can kill a knight and will regenerate the Death Knight. Haste is nice for speeding up Sappers and using it on a peon will increase your gold flow. Raise dead is nice with enemy peasants going for lumber. Just kill them, make skeletons, wait until you have nine, pester your enemy(Human opponents will catch on to this, but a computer will be oblivious). Whirlwinds are nice to unleash on an enemy base because they will stay around for a while, and kill lots of peasants. Unholy Armor makes units invulnerable for a time but cuts hit points by 1/2. Also, once it wears off, the guy's dead. Death and decay works just like Blizzard.
Demolition Squad/Sappers: A useful tool in destroying bases fast without wasting much of your troops. It does 400 points of damage and is good for towers of for destroying lots of farms if they're close together. It has a weak attack though and the should only be used to take out peasants/peons. It's works faster than a ballista but a ballista can be reused
Flying Machine/Zeppelin: Unarmed, but great for observation. It works good with fog of war, and is helpful with naval formations because it can see Subs/Turtles. Also, just one can show you the whole map.
Gryphon Rider/Dragon: They don't do much damage by themselves and can be destroyed easily. If used at the right times they can be a large help though. They are very expensive and should not be made in high numbers. It takes them forever to destroy a building but 1 gryphon rider can send a invasion force running back to their base. The are good in formations but shouldn't be used in groups larger than 7, otherwise they start to kill each other. They're nice on sea maps because they can fly right over to an enemy's base and can see subs. Watch out for destroyers though.
Oil Tanker: They cannot attack at all but are a necessity to get oil. Without oil your enemy control the seas. Without control of the seas you've probably already lost the game. But they are not needed if there is already a path between 2 lands. In that case they are a waste of money. If it is a sea war then it is vital to your survival to make these.
Transport: These are a vital statistic in sea attacks. They cannot attack and should be accompanied by many ships. Otherwise you lose the transport and whatever is in it. Before you finish the rest of your oil with ships like submarines and battleships sit and think on how you can destroy a base with a battleship. Always have at least one transport in a sea attack game.
Destroyer: This is a good and useful object in sea attacks. You always accompany this with other sea units. It is very weak but it can destroy dragons and zeppelins while the other sea units cannot. It is useless to try and destroy a Sub/Sea Turtle with this unless it is accompanied by a flying unit. The only other choice against one of those is run. It is also useless against a juggernaut unless sent in groups. They are necessary if you don't want your sea units destroyed by air attacks.
Submarine/Sea Turtle: These are a favorite to most people. Nothing can attack these except other Subs/Sea Turtles, Gryphon/Dragons, and towers, because they are the only ones that can see them. If you only attack other ships the chances of running into a tower are slim. If you reach this point before your opponent does than you have a major advantage. You leave juggernauts guessing where you are. The problem is that if a juggernaut gets the right area just once your submarine is a goner. They're attack is stronger than a destroyer's but they can be destroyed by one because the destroyer has more armor and hit points.
Battleship/Juggernaut: The most powerful unit in the whole game. A problem is that it can't attack Gryphons/Dragons. It can kill towers in 2 hits if it's upgraded. They are susceptible to Subs/Turtles and air units and move real slow. But they are very useful when accompanied by other ships.
Critter: If you have a map editor that can give you control of these they can be good scouts, and they beef up your kills at the end of the game if you kill a lot (Download Editor.zip for one that can).
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