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Old 03-30-2005, 10:34 AM   #1 (permalink)
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NE Questions

Ok, I just got TFT, and ive decided to play NE.

Last night I started playing with them, but did super bad...(1-8).

All I played was other NE and UD, both which in every game had 5+ towers...

So heres a few questions:

Whats the best NE unit to kill each other unit?
Archers
Hunts
Ghouls
Fiends
Grunts
Knights
Towers(besides the catapult)

Ok, and mostly ive been hunt rushing them, are hunt rushes even good?

And then, heres my build order, I think, it goes something like this...
3 wisps to the mine.
Mkae alter
Make well
Make 7 wisps, putting the rally point on the mine.
Once well/alter is done put the wisps on trees
Get Warden hero
Put 3 of the 5 other wisps on trees when there made.
Scout with the other 2 wisps, 1 going each direction
Make war tree
Make the upgrade building(forgot names)
Set the rally on my hero
Upgrade melee attacks and defense
Once I get 2-3 hunts I attack them
Then I get more hunts, having them come to my hero as made

Is that ok? Anything I should be doing different?

Wrong section, can someone move this? t.t

Last edited by CareBearPK; 03-30-2005 at 10:55 AM.
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Old 03-30-2005, 01:18 PM   #2 (permalink)
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Archers < Hunts before Archers get Range and lvl 1 weapons and a large army.
Hunts < Archers (look above + get meat)
Ghouls < Hunts without fiend support
Fiends < most melee, but that is a double edged sword there
Grunts < Hunts (NOT archers) I know this cause orc is my speciality
Knights < Dryads, chims, any unit that attacks one with faerie fire.
Towers < Glaive Throwers or any magic attacking unit.

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Old 03-30-2005, 01:20 PM   #3 (permalink)
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for most of the units ur trying to counter, if they are ground, use the MG's taunt and then slaughter them with hunts + archers from behind the MG

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Old 03-30-2005, 01:23 PM   #4 (permalink)
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MG will eventually die and Hunts can still be focused fired if the player has placed his fiends in a different control group. I could have easily beat that strategy with Necros and Destroyers added to that mix. I cripple your Moutain Giants, and kill your sentinel units. If there are still MG left, I sleep em for awhile. You better hope you have Resistant Skin in that case.
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Old 03-30-2005, 01:30 PM   #5 (permalink)
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cripple is not a big deal on mgs, they are for beefing, not for damaging...
and hunts > grunts , just need to be well microed. but hunts < gruntapults
and archers + some meat > huntresses. Hunts will never beat archers if they can't really get in melle range with them.
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Old 03-30-2005, 01:30 PM   #6 (permalink)
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well DUh u'd have resistant skin, Mg's work best fully upg'ed :P

and u wouldnt have just 1 mg

it'd die too ez, you'd need at least 3
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Old 03-30-2005, 01:40 PM   #7 (permalink)
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If it was orc. I once took down Hunts, bears and mg using nothing but Grunts, Raiders, Docs and 3 Demos w/out Burning Oil (was researching it).
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Old 03-30-2005, 01:42 PM   #8 (permalink)
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well, i just guess the night elf was noob :usad
no preservations staffs, i'm sure. Unless you're getting owned at your own base, there's no way to lose mgs.
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Old 03-30-2005, 03:18 PM   #9 (permalink)
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just dont make archers unless enemy goes air
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Old 03-30-2005, 03:20 PM   #10 (permalink)
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Quote:
Originally Posted by LuNa[eP]
well, i just guess the night elf was noob :usad
no preservations staffs, i'm sure. Unless you're getting owned at your own base, there's no way to lose mgs.
Even if he were to try to escape by teleport. The channel can still be broken via Ensare or a stun spell. Only TP makes person invincible.
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Old 03-30-2005, 03:21 PM   #11 (permalink)
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Quote:
Originally Posted by Hellwolf_36
Even if he were to try to escape by teleport. The channel can still be broken via Ensare or a stun spell. Only TP makes person invincible.
Im pretty sure that thing was instant... or maybe im wrong :dance
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Old 03-30-2005, 03:25 PM   #12 (permalink)
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Its instant, but the charge up takes time before spell works. How do you think I stop Archmages from escaping via Mass Teleport. However, whoever you target with teleport spells better not be on a person who is casting sfall or tranq or earthquake or death and decay. Cause then the channel is broken.
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Old 04-02-2005, 02:07 AM   #13 (permalink)
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Build order

3 wisps in the mine
make 3 wisps more
make ancient of war
make alter
make moon well
make hunters hall
make few more moon wellls
take Keeper of Groves form the Alter and take Force of Nature
make only huntress in the starting 5-6 will do
happy creeping
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Old 04-02-2005, 04:38 AM   #14 (permalink)
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My build order:

4 wisps to goldmine
1 make altar
que some wisps (to 17/20 food)
1 to moonwell
1 to goldmine
Rest to wood
when altar and moonwell is done make Demon Hunter
When you have 100 wood build hunters hall
When you have 60 wood build AoW
Mass Huntress
Win
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Old 04-02-2005, 12:59 PM   #15 (permalink)
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Quote:
Originally Posted by Equalizer
My build order:

4 wisps to goldmine
1 make altar
que some wisps (to 17/20 food)
1 to moonwell
1 to goldmine
Rest to wood
when altar and moonwell is done make Demon Hunter
When you have 100 wood build hunters hall
When you have 60 wood build AoW
Mass Huntress
Win
took the words from my mouth equalizer

and caine, NE's way to win is harassing, not creeping.
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Old 04-12-2005, 09:37 PM   #16 (permalink)
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yeah thats my build order 2 except i rarely follow that last step
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Old 04-12-2005, 11:04 PM   #17 (permalink)
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Quote:
Originally Posted by Equalizer
My build order:

4 wisps to goldmine
1 make altar
que some wisps (to 17/20 food)
1 to moonwell
1 to goldmine
Rest to wood
when altar and moonwell is done make Demon Hunter
When you have 100 wood build hunters hall
When you have 60 wood build AoW
Mass Huntress
Win
I swap the AoW and Hunter's Hall. I usually want 1-2 archers when I go for my first harass.
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Old 04-16-2005, 04:12 PM   #18 (permalink)
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Quote:
Originally Posted by LuNa[eP]
and archers + some meat > huntresses. Hunts will never beat archers if they can't really get in melle range with them.
Hunts have some range to them they arnt meele they have a range of 350 GG!
or what your infering is that the archers wont be beaten if they arnt touched cause of the meat sheilds in frount of them
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Old 04-16-2005, 06:47 PM   #19 (permalink)
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Quote:
Originally Posted by Hellwolf_36
I swap the AoW and Hunter's Hall. I usually want 1-2 archers when I go for my first harass.
uh... 1-2 archers over quick hunt? hmm

and hunts rape archers, no they massacore archers, bouncing attacks + fast movement = gg archers,

archers = 500 range without upgrade, average movment
hunts = 250 or 350, faster movement then any heros in NE,

gg archers, mass hunts > mass archers even with those meats, and what meats? 1 or 2 hunts? or heros? orbears? lol, archers will never beat hunts un;less you have meats and entangle, entangle a hunt, kill it, your exp + gain, thats the only way for mass archers to beat mass hunts.
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Old 04-16-2005, 06:53 PM   #20 (permalink)
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Quote:
Originally Posted by Ntrik_
uh... 1-2 archers over quick hunt? hmm

and hunts rape archers, no they massacore archers, bouncing attacks + fast movement = gg archers,
Then explain why my friend does it, and we are lvl 17 ATing?
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