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PEON |
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GRUNT |
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WITCH DOCTOR |
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The peon is the main builder for the orc race nothing special these guys can gather build and repair. They also are able to enter burrows to shoot out of. |
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The grunt is the first melee unit of the orcish horde, with a large cost on gold these guys are rather strong at melee combat. A massing of grunts in the near begining of a game can usually take out the weaker players. |
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These spellcasting units are masters of wards. they can implant different wards from the sentry ward which is used to reveal areas to the stasis ward which can stun a large bunch of enemy units and finaly the healing ward which is very useful in recovering your armies hitpoints in or out of battle. |
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The ORC army are an aggresive force to be wreckoned with. They combine brute strength with great spells like BloodLust and HealingWards to make them the Horde. Often the best team in 1v1 these guys can also cause great threats in FFA games. |
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KODO |
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SERPENT WARD |
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SHAMAN |
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DEMOLISHER |
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The other caster of the orc race these things have very powerful abilites such as bloodlust. Although they are weak they are still very essentian to agood players strategies. |
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With the kodo size really does matter. These things can devour anything from a lazy footmen to a raging abomination. |
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A useful siege unit. Demolishers can take out any type of defencive structures. |
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Summoned by the ShadowHunter these wards are good for added damge during battles or for harassing in rushes. |
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WYVERN |
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RAIDER |
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HEADHUNTER |
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TROLL BESERKERS |
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SPIRIT WALKER |
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Wyverns are the strongest air orcish unit. They have poisonous attack after the research is upgraded. Massing of these units an take out alot of groundvsair units. |
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Raiders are a average unit that can bring down air units to be useless on the ground. They are only useful if you know your hotkeys well. |
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Headhunters are the orcs first ranged unit. They are usefull for the fact they shoot over orc grunts without taking to many hits. They can be very strong against many air units. |
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Upgaraded from headhunters these guys are more powerful. In addition they can also beserk which makes them take more damage while evenly attacking faster. Useful if they are not taking damage. |
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The spirit walkers are to start invisable and therefor wont always take damage from enemy units. They once upgraded can bing back dead tourens to life. Otherwise these guys are next to pointless in any type or army. The do not revive the TourenChieften. |
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SHADOW WOLF |
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SPIRIT WOLF |
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DIRE WOLF |
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TROLL BATRIDERS |
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TOUREN |
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Probably the most powerful melee unit of wc3 these tourens can definatly pack a punch worth fighting with. They may cost alot and take much teching (tier level 3) to make but tourens are definatly a worthwile asset to an orcs army. |
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The first level of the feral spirit abily of the hero the FarSeer. Summoned in groups of two these guys can be vey effective. |
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This is the second level wolf also summoned by the Far Seer. This one has critical strike however. |
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The Shadow Wolf being the third level wolf is far superior in power and life to both the other wolves. Aswell as keeping the Critical Strike Abiltity this wolf can also cloak when it is not atatcking. (permenently) |
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Troll Batriders are a very worthy part of an arc army. These air units can take down other air very easily. Aklso they have the explosion ability inwhich they can explode on air units dealing an immense amount of damage. (also not giving experience as i know it) |
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