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Orcs have the demolisher. The replacement for the catapult, with a great upgrade (burning oil) that allows it to scorch the ground. Originaly it was available at tier 1 when it was a simple catapult. but now it is so much more.
Raiders are the second seige weapon they have. They are underused, but highly effective. They do seige damage, and are great for hit-and-runs. 7-8 can even take down a town hall in a short period. with 610 hp, fast movement speed, and ensnare, these guys can get in and out by ensnaring enemies. They also have pillage, where by they can recieve gold.
Finaly, the Bat rider. These flying units are amazing seige units and Orc's much needed antiair.
They can self distruct dealing damage of up to 900. Although they cannot actualy attack air, the self distruct is enough I believe.
Buildings that are currently taking damage from Liquid Fire cannot be repaired and have their attack rate reduced by 80%.
They also benefit from troll regeneration.
Post your ideas, Because Orc is truely the ultimate seige race.
Yes, I do believe that the Orcs are deadly for that. Orcs were always feared anyway without TFT, maybe that made it worse.
I don't enjoy facing an Orc faction in my base anyway, since Grunts/Raiders instantly benefit from it with Pillage, whether they win or lose anyway. Esp. to NE bases.
Yah Pan i definately agree that the orcs siege powers are way underused. With raiders being so fast and having siege damage i dont understand why people include them wiht their armies of casters/grunts/tauren.
I think it is more ideal to utalize their speed and effectiveness against buildings by making a sepereate raider army. Making tactiful strikes only on the enemies base... not on the enemy himself. Its like... Why would you use catapults to take out his army?? You wouldnt, you use catapults to take out his base.
So why should you use raiders against his army??
That is just my take on raiders in general, post any feedback if you disagree or agree.
ive found that just batriders gets you killed real quick. i use 2/3 wyvs and 1/3 batriders. and ya raiders can be very nice at times. i always build at least a few just incase a hero wants to run away
I have founf that if u run in with raiders and attack you can take out a major building b 4 he can protect his base. if he tps you run. and that is a good way to was his tp is to attack and run, because u have such fast movement speed you can easily escape.
As for batriders, you can easily comin the back of the enemeys base and his his mine (UD or Ne) or town hall. and when they attack or tp you run. hit and runs are far more effective.
They definately should never be in ur army, unless you are facing mass air which ensnare and unstable concotion can help out alot.
The only used Siege power I see often is the Raider. A whole army of 'lusted Raiders can cause major havoc since they're really damn fast and strong. Aim in some Healing Wards and you're in for a real massacre. A few can easily take out a ToL themselves and Pillage all that back. You then are free with plenty of gold should they be knocked out, which can be rare with Healing Wards to build a real siege party. However, mine always consists of Raiders and Shams.
heh... but 1 thing u guys never considered abt TFT is that teching is hell of a time... try it if u dun believe... everyone now does tier 1 rushin n the only way for orcs to prevent it is pump grunts in early game since towers r so badly nerfed now... without the fortified armor...
anyway everyone says batriders are so good... lol i never use them... except for the liquid fire ability... detonating can be a major pain ass in late games where ur enemy masses air... u gonna haf hell of a time detonating 1 by 1... cuz remember they haf to FLY towards it... if u r slowed/cripple whatever ur batriders are good as dead
i think u guys are focusing too much on the orc advantages for FT... itx time to focus on its disadvantages as well... and also batriders are siege but they are pathetic at attacking buildings... only liquid fire is useful for killing black citadels n towers... itx damage is 11 at start n 16 after upgraded??? so what is that for??? ur enemy goes archers or any similar anti air unit... or crypt fiends... n ur batriders can kiss their asses goodbye...