ORC WALKTHROUGH xasclan.cjb.net -------------------- Act I: Seas of Blood -------------------- The introduction missions to the Orc Campaign... disturbingly similar to the first 4 human missions. They are also extremely easy. ----------- 1. Zul'Dare ----------- Story: You are to build a base at Zul’Dare that’ll feed orc troops and stuff. Objectives: Build 4 Farms Build a Barracks Strategy: You need strategy on building farms and a barrack? What pity. Take your troops out for a massacre on the surrounding human forces. -------------------- 2. Raid at Hillsbrad -------------------- Story: The troll leader known as Zuljin has been captured along with a band of his followers. Ogrim Doomhammer believes that rescuing them will blackmail Zuljin into helping the Horde. So rescue Zuljin and bring him to his nearby base. Objectives: Rescue Zuljin and bring him to the Circle of Power Strategy: This is actually easier than the human campaign counterpart. You don’t even need to build more units, just send your orcs up north and destroy the feeble "prison", and rescue Zuljin and his trolls. Then take your war southwest to make your way up into Zuljin’s place. ------------- 3. Southshore ------------- Story: In preparation for the attack on Hillsbrad, you are to build a naval base and obtain a lot of this "oil". Objectives: Build Shipyard Build four Oil Platforms Strategy: Build some more land troops if you’d like to kill off the humans on your island. But you’re main goal is to build Destroyers, at least 4, and send them around the map to destroy human things. Build 4 oil platforms, and you’re done! ----------------------- 4. Assault on Hillsbrad ----------------------- Story: Hillsbrad, a human township, is ordered by Ogrim Doomhammer to be destroyed. That’s where you come in. Objectives: Destroy Hillsbrad Slaughter the Alliance’s defenders Strategy: This is your first real level as an orc. Humans will attack you occasionally, but if you sink their transport, they probably won’t anymore (never tried that, but it should work). Build a large land force, composed mainly of Grunts (I’d say about 12... at least), for attacking Hillsbrad. If you need more gold, there is an island in the southwest with a gold mine on it. Use destroyers to ravage Hillsbrad’s coastline, and then go for the kill with your ground units. ------------------ Act II: Khaz Modan ------------------ This is where the Orc Campaign takes a different route from the Human one, and where the missions start getting fun. ------------ 5. Tol Barad ------------ Story: A vital Orc Staging Area, Dun Modr, was taken over by Stromgarde humans. You’re job is to rebuild the city, and destroy the nearby Stromgarde island citadel of Tol Badar. Objectives: Retake Dun Modr Destroy Tol Badar Strategy: This uses the same map as the fifth level in the Human Campaign, so if you’ve played through that, you should know the layout of the level. Move south and destroy the humans that occupy the land. Build your own settlement with your peons and get your resources. Build more troops to get ready for more human attacks. Once you get about 6 Troll Destroyers, send them on a maiden voyage of destruction and destroy all the ships in the sea. Once you’ve done that, use the remaining ships to assault the island, attacking the Towers, Ballistas, and Archers first, then the other Structures. Send about 12 to 18 troops (probably 2 of them should be catapults) onto the island and decimate the city. That wasn’t too hard right? --------------- 6. The Badlands --------------- Story: Cho’gall, the leader of the Twilight Hammer clan, is going to Grim Batol to inspect the Oil Refineries there. Because a ambush of Stromgarde forces is expected, Cho’gall needs your protection as you escort him to the city. Objectives: Escort Cho’gall to the Circle of Power at Grim Batol Strategy: Cho’gall’s one weak ogre-mage. He has 0 Defense power, and very low attack (about as much as a peon). So keep him away from enemies and battles, although it’s wise to use his spells (mainly Bloodlust) to aid your troops. Grim Batol is at the Southeast corner of the map, and you start in the Northwest corner. You can get to the city by going diagonally, but there will be troops guarding the paths to Grim Batol. I won’t give you a really deep walkthrough, since this is a pretty easy level. Just remember to use your many orcs to attack the humans guarding the path you’re going down, and keep Cho’gall in the back with a few guys protecting him. If you’re almost to the city, you can just quickly navigate Cho’gall to the circle of power. Make sure that Cho’gall isn’t in a lot of danger, because he is killed easily. Once he makes it to the Circle of Power, it doesn’t matter if he’s killed or not, you will win the game. ------------------------- 7. The Fall of Stromgarde ------------------------- Story: Cho’gall reports that the Oil Refineries are up to standards in their oil production. That means that we can build a great navy. The only trouble that remains here in Khaz Modan is the human city of Stromgarde. You must destroy it, so it does not cause trouble with us. Objectives: Recapture the Orc Transports Destroy Stromgarde Strategy: Bring your Destroyers down near the island your troops are on, and destroy the Destroyers guarding the orc transports. The procede with your destroyers to destroy as many as the footmen on the island as you can. When your ships can’t reach anymore footmen, send your troops up and kill the footmen one by one. Put them in the transports and sail them northwest to the nearby island. There is a cannon tower and some footmen on this island, destroy the cannon tower first. Once you’ve cleared the island of any threats, send your peons to start building your city. Build a good naval force and a bunch of ogres (your new units you get in this mission). Once you’re ready to invade Stromgarde, send your ships to the coast of Stromgarde. Destroy as much as you can with the ships (remember to clear all hazards first) and send in 2 transports full of ogres (and maybe a third transport of mixed variety... notably catapults and berserks). Let your ground troops destroy the rest of Stromgarde. --------------------- Act III: Quel‘Thalas --------------------- These are harder missions (and more fun) than the previous two Acts. They also introduce you to many more Orc units. ------------------------------- 8. The Runestone at Caer Darrow ------------------------------- Story: The humans are guarding a precious Runestone at Caer Darrow, which is an Elven Artifact. You must destroy the guardians of the Runestone, and take it over for use by the Horde. Objectives: Destroy the Human Castle Secure the Runestone Strategy: Start building your city, and rallying your ogres so they can defend the city more effeciently. Gold is very plentiful in this level; there are 3 more gold mines you can easily gain access to. Your main concentration should be building a very large armada, composed of 8 juggernauts (believe me, that’s still not enough), and a zeppelin (to spot submarines). Once you’re done with that, and have upgraded your ships to the max, start on your second juggernaut navy and move your juggernauts to the island with the Runestone on it. There, destroy ALL cannon/guard towers, ballistas, archers, and other ships near the island that are threats to your juggernauts. You’ll lose a lot of ships, but it’s worth it. If you’re first juggernaut force is destroyed, send in your second one and clean up the island of all it’s main defenses. Remember that you’re main objective is to destroy all towers, ballistas, archers, and ships in the sea. You’re secondary objective is to destroy the barracks, who can produce more archers and ballistas. The island is made so that everything can be destroyed by your juggernauts except the castle, runestone, some Paladins, and maybe a barracks (maybe all the barracks can be destroyed, I’m forgot). Now send in your team of Ogres... two transports full will definitely work. Have them destroy the remaining human units and buildings on the island and secure the Runestone. You don’t need to bother with the human settlement on the mainland to the south, but they are easily destroyed with juggernauts if you don’t think they are worthy enough to survive. --------------------------- 9. The Razing of Tyr’s Hand --------------------------- Story: With the Runestone, Gul’dan has made his loyal ogres into Ogre-Magi, and taught them many magiks to use at their disposal. Now with the Ogre-Magi, you are to take over and build a Fortress at the Mouth of Tyr’s Bay, to stop human shipments into Quel’Thalas. Objectives: Build a Fortress and a Shipyard on the island at the mouth of Tyr’s Bay Strategy: Use the same strategy you used in the last level. Build a strong armada full of Juggernauts, and sail to Tyr’s Hand and destroy the dangerous defenses first (cannon/guard towers, ballistas, archers, other ships), then procede to destroy as much as the island as you can with your juggernauts. If the first juggernaut group gets destroyed, send in a second one. After you destroyed as much as you possibly could with the juggernauts, send in your Ogre-Magi (12 is a good number), blood lust, and destroy everything on the island. You can procede to destroy everything on the mainland too. Bring a peon to the island, build a Great Hall and upgrade it to a Fortress. Remember to also build a shipyard on the mouth of Tyr’s Bay. That’s all. --------------------------------- 10. The Destruction of Stratholme --------------------------------- Story: Stratholme is preparing to deliver mass amounts of oil to the western cities. You are to halt this shipment and destroy the city of Stratholme. Objectives: Destroy all Oil Platforms Destroy Refineries Destroy Stratholme Strategy: You start out with a bunch of guys... use your Goblin Sappers to destroy the rock surrounding them, making a path (you’ll only need about 2 to 3). Move your men eastward and you’ll soon find a gold mine. Start building your settlement there. You can use your other guys to explore north, but don’t go too far. You’ll find another gold mine up there. Anyway, build your up your city. Once you’ve run out of gold and/or lumber, you can start another town hall up where the second gold mine is. You have to be careful when building this town hall, don’t build it left or towards the left of the gold mine. The entrance to Stratholme (guarded by three cannon towers and a bunch of ground units) is a few feet away, northwest of the gold mine. Human forces will probably attack you quite frequently now that you’re stationed near the human city, so station all your troops up here where the new gold mine is. If the humans attack and then retreat, don’t follow them... The path left of the gold mine, that leads north will take you directly to the main entrance of the city (guarded by three cannon towers, ballistas, and many humans as I mentioned before). You’re orcs will get creamed if they even step near the entrance, so I advise you not to go up there. Once you get a Zeppelin, explore the map. You’ll see that the city is only heavily guarded in areas, and can easily be penetrated. Start building a shipyard on the coastline to the south and building up your navy. To attack the city, build many Goblin Sappers. One word of advice, before you deploy a sapper to destroy something, save the game. If the sappers get killed before they complete their mission of destruction, just load up the saved game once more and try again. Your first two targets are the cannons guarding the main entrance. Send one at a time to blow up each cannon tower. If you’re having a hard time doing that, use a "decoy" (grunt, peon, or other cheap unit) to draw fire. Send in the decoy a bit before you send in the sappers, so the enemy will attack him (and they’ll usually attack him until he dies). But don’t wait too long after sending the decoy in, because if the decoy is killed, the humans will attack your Sappers. When you have destroyed the cannon towers, its time to concentrate on the guard towers in the eastern section of the city. There are two guard towers in the eastern section of Stratholme. To get into Stratholme, destroy the wall (catapult, ogres, whatever). Send in a Catapult and Ogres (by now, you should have Ogre-Magi) to protect the Catapult. Use the Catapult to attack the Guard Tower (Because Catapults have better range than towers, they can attack towers from a distance greater than a tower’s range. That means the tower can’t fight back). After you destroy the first tower, send in a goblin sapper to destroy the second guard tower farther north (there is a ballista there that can cause trouble to your catapult). The sapper should of destroyed the guard tower, the ballista, and severely damaged the Stables. Finish off the stables with the catapult. Now the humans can’t produce Knights/Paladins! Speaking of Paladins, if you haven’t killed the two Paladins to the right (beyond the wall) of where the second guard tower was, now is the time to do so. Use your catapult to kill them, they usually won’t come to your area and fight back. Continue destroying the other stuff in this area (Gnomish Inventor, Church, farms, etc), with your catapult and Ogre-Magi. If any enemies come, then use your Ogre-Magi to kill them (remember to bloodlust). Once you’ve destroyed everything to the east of the human’s gold mine, then start going deeper into the city. Personally, I’d kill the Mages and destroy the Mage Tower first, because they are very annoying. The Barracks is also an important target. Remember to kill all the human troops before you go for a building, since the buildings can’t hurt you. There are 4 towers remaining in the city, all easy targets for Catapults. Once you’ve destroyed the city, then you’re ready for the sea assault. Remember I told you to build warships awhile back? 6 Juggernauts should be enough, with a Zeppelin following them (I forgot if there are submarines in this level). Destroy the enemy ships, then oil platforms, tankers, refineries, etc. This sea campaign shouldn’t be a hard one, and once you’ve destroyed everything you need to, mission complete. -------------------------------------- 11. The Dead Rise as Quel’Thalas Falls -------------------------------------- Story: The only force that remains in the Northlands is the ancient Elven city of Quel’Thalas. Burn it to the ground! Objectives: Destroy Elven Stronghold Strategy: Honestly, I thought this was an easy level (easier than the last level I mean). Sure the humans attack you very often, but they are easy to kill and don’t pose much of a threat. When the level first begins, some humans will immediately attack you from the south. Use your ogres to crush them (leave your sappers outta this). Now start building up your city. When you explore this map, you’ll see three more gold mines for you to use scattered around the land. Quel’Thalas is located in the southwest, and it’s a pretty big city that’s very well defended. Speaking of defense, you’ll need to defend your city to protect against the numerous human attacks. Place 2 to 3 cannon towers at the western entrance of your city (they hardly ever come from the south) and a couple of troops there. There, your city’s defended! When you feel like it, send ogres down to each of the groups of Elves scattered throughout the realm (don’t cross the ice bridges to Quel’Thalas yet, just the Elves on your side). Kill each and every one of them, and you can make them into Undeads (Skeletons) if you want, using Death Knights. Once you’ve cleared the whole place of those Elves, send peons to build Great Halls, so you can get more gold. Continue building your army, and rebuilding your defense. However you want to attack Quel’Thalas is up to you, if you have a big enough army, almost any strategy will work. Even if your army does get wiped out, you still have those guys defending your city, and you can build more troops. But I’ll give you two strategies, and you can decide which one to use. Here’s the first one, the one I used: First, I’d destroy the outer defenses of the city. From the north, you can use sappers (or catapults, provided they get protection) to blow up the towers on the outside boundary of the city. The Death Knight’s "haste" spell, and decoys to draw fire away from sappers will help you destroy the towers. Sappers can also take out the towers deeper in the city, but it’ll be harder and more risky. You should also position a team of 12 or so (composed of mainly Ogre-Magi and a few Catapults) in the eastern entrance of Quel’Thalas. Again, sappers or catapults will take out the outer towers easily. Move your way into the city, it’s not really hard and you don’t need any special tactic to beat this. Catapults can easily take out towers and ogre-magi can take out the other guys (Paladin, Elves, etc). Replace/Add to your troops with fresh ones as you move along into the city. Go for the powerful units first, then destroy the others. Soon, the city should be yours, and you will win. Second Strategy: I haven’t tried this out, but it should work in many levels, including this one. Create a shit load of Ogre-Magi (I’m talking a lot) and Catapults, and storm them through the city. You’ll have plenty of gold and lumber (this is a forest!) to do this. ------------------------- Act IV: Tides of Darkness ------------------------- These last three levels are the final levels, and indeed they are not easy. Remember to save when you’re doing well, and save often. -------------------- 12. Tomb of Sargeras -------------------- Story: The only forces that remain are in the west... but first, you must take care of a little problem in the Horde. Gul’dan is reported to have raised the Tomb of Sargeras, and has betrayed the Horde. The Twilight Hammer Clan is helping Gul’dan and his Stormreaver Clan with this operation. Ogrim Doomhammer does not know what they are planning to do with the tomb, but orders them to be destroyed. Objectives: Destroy the Stormreaver Clan Destroy the Twilight’s Hammer Clan Strategy: This level really isn’t that hard, if you follow one thing. That thing would be to BUILD A STRONG SEA DEFENSE! Sorry for the caps, but I really had to emphasize that. The opponents in this level will attack you constantly with their ships, and rarely (if not never) with land forces. As soon as the level starts, load up your transports with ogres, grunts, catapults, and trolls. Sail east, past the first island and land on the second one. Unload your men and kill everything on the island. Then bring your peons and sappers onto that island to start building your city. With the ships you have, kill as much of you can of the two ogres on the first island you passed. Then, if your ships didn’t do their jobs, send in ground troops to kill the remainder. The first island has only trees on it, which makes it a good place to build a lumber mill and harvest lumber. Don’t concentrate on building a land army yet, you have plenty of orcs. Immediately build a shipyard and start hauling oil (oil patch is just north of your island). Build man Juggernauts, and protect your oil platform with your ships. Create a huge navy, with mainly juggernauts and one Zeppelin for seeing submarines. Enemy ships will attack you, but you shouldn’t have trouble with them if you did what I said. Explore the map with Zeppelins and Eye of Kilroggs. Once you feel confident of your navy, it’s time to take over that other small island with the gold mine. Sail over there and destroy all you can with your ships. Then send in ground troops to wipe the rest of the islander-orcs out. Start a new settlement there and get the resources on that island. You’ll need at least six juggernauts (although I prefer 8) if you’re going to attack the island (remember to also bring the Zeppelin). Make a destroyer also, incase the Daemons in the center of the level come over and attack your juggernauts (they don’t do much damage, but are very annoying). Don’t put the destroyer on your team, because they’ll be the first to sink, just put them on the side. Send your juggernauts around and start destroying the coastline. Remember to destroy the hazards first (towers, catapults, trolls, other ships, etc). The death knights most likely won’t attack you, but try to kill them, to make your land strike easier. If a Daemon’s joining the fight, bring your Troll Destroyer and kill it. Once you’ve made a mess of the coastline, you’re ready for the land attack. For the land strike, I’d make sure to have three transports. Fill them up with 10 or so Ogres, a couple of trolls (to take out the Daemons), and some death knights. Send them on the island and start your destruction. Take the transports back and load a couple of sappers on to blow up the rock surrounding the area with Gul’dan and Cho’gall. Once you’ve destroyed everything in the outer area, proceed into the area with Gul’dan and Cho’gall. They should be easy, if you want to minimize your danger, use your death knights in the outer area to create whirlwinds in there. Destroy everything in the inner part and you’ll have won. ------------------------ 13. The Seize of Dalaran ------------------------ Story: Dalaran is the sanctum of the Mages of Lordaeron, and the only thing holding you back from Lordaeron. Destroy the city and everything on it. Objectives: Destroy Dalaran Destroy the Alliance’s defenders Strategy: I won’t lie to you; this is a difficult level. There are 39 human towers (either guard or cannon) in this level alone. To make it even more difficult, the opponent will always use Gryphon Riders to attack you... so you’ll need teams of Trolls. When you begin, send all your troops south. There will be a few humans along the way, no match for your troops. Once you get down there... kill all the humans in the area and send your peons down there and start building your city near the gold mine. The enemy in this level will attack you mostly with Gryphons, so it’s good to place a team of 5 to 6 Berserks with Regeneration in your city. Start building a land army and a sea army (with battleships, and a few destroyers to counter Gryphons). Explore the map with Flying Machines (it’ll take more than one for you to explore the map, since they get destroyed so easily) or Eye of Kilroggs, and you’ll see that there is another gold mine in the southeast. But to get to it, you must go eliminate the 2 elves, 2 footmen, 2 knights, 2 cannon towers, and ballista guarding the entrance to Dalaran. Personally I’d use the catapult to take out the cannon towers, and ogre-magi to protect the catapult from the land units. But anyway you do it will be fine. Once they are gone, send your peons to build another town hall near the gold mine and get the resources there. You should also build another shipyard on this side (right side) of the island, and station another berserk team there to protect your settlement. You should now have a shipyard on each side of the Cross-shaped Island, so build a juggernaut team on each side (of 6 to 8 juggernauts, with a flying machine in each team). Why so many juggernauts? The plan is this: Destroy the coastal towers, which make up about 2/3 or Dalaran’s total towers. That way, when you begin your land assault, you’ll deal with fewer towers. Send the 2 juggernaut teams, one on each side, to the coast on each side and start your destruction. Keep 2 dragon teams (about 3 dragons in each team) to the side incase the Gryphons attack your juggernauts. Move your juggernaut team on the left of the island up the west coast, destroying everything in your path. The juggernaut team on the right side of the island should be moving up the east coast, destroying all that it can. Remember to destroy the major threats (towers, ballistas, and human ships) first. Then destroy the minor threats, which would be the archers and mages. After the treats have been cleared, destroy the buildings in the area your ships can reach. You will loose juggernauts, replace your teams with new juggernauts when necessary. Your dragons can take care of gryphons that attack your juggernauts. The two juggernaut teams will eventually meet up at the top of the island, if you move both teams along the coast. Congratulations, you have destroyed most of the island’s defenses. Time for the attack on land. For the land attack, you should bring mostly ogres, about 12 of them. You should also bring berserks and catapults. Berserks are to counter Gryphons, and ranged attacks. Catapults are the most useful tools you’ll use to destroy towers. You can also bring sappers and death knights, although they won’t but as useful as the above. For the land attack strategies, I’ll divide up the island into five sections. The sections are easy for you to identify on the map, because walls separate them. So let’s begin: Bottom Section of the Island: This is the first part of the island the bridge is connected to. Nothing too exciting in this part, a barracks (destroyed by your Juggernauts already), towers and a few farms are all the buildings you’ll find. There are also about 5 or so Paladins in the area. Since your juggernauts already destroyed all the towers on the coast (if they didn’t, tell them to do so now!), there are only two towers in this area. I prefer to use a catapult to destroy them from a distance. If Paladins come at your catapult, just use your ogre-magi and trolls to take them out before they get to catapult. Don’t worry if the cannons hurt your ogre-magi and trolls, catapults are more expensive and take a longer time to build. Once you destroy the two cannon towers in this section, kill the remaining Paladins. I prefer to lure them towards your troops with the catapult, and then kill them with your ogre-magi & trolls. Destroy the two guard towers guarding the entrance to the central section of the island (same strategy as before), and destroy all buildings in this bottom section. If troops from other sections come and try to pick a fight, your ogres should be table to teach them a lesson. Right (East) Section of the Island: We’re skipping the center section for now, mainly because you want to get that Gryphon Aviary out of the way, to minimize Gryphon attacks. If you’ve destroyed the towers on the coast, there should be only one guard tower in this area. That tower will be an easy razing if you use the catapult. There may also be a Paladin or two in this place, and some Gryphons guarding the Aviary. Kill the Gryphons with trolls and/or dragons and Paladins with ogre-magi. Destroy the Gryphon Aviary and Barracks here... you’re done with the right section. Central Section of the Island: There should be NO towers in this area. They should have been destroyed by the Juggernauts. But there might be a lot of units crowded around the castle (or maybe not). If there is, I’d prefer Sappers to blow them up (remember to save first! Incase you mess up). Death Knights are also good with Whirlwind and Death and Decay, but remember to give them Unholy armor, because Paladins can take em out very easily with Exorcism. Destroy all the other Paladins with your troops (bloodlust first) and all the buildings. Now destroy the two towers guarding the entrance to the Left Section and the two towers guarding the entrance to the top section. You know what to use. Left Section of the Island: Again, all the towers in this area should have been destroyed. Really, there should be almost nothing here except a few farms, maybe a barracks, and maybe even some human units. This is a very easy section. Top Section of the Island: This place contains the mage tower, and naturally, Mages. Again, there should be no towers, since you’re juggernauts destroyed all towers on the coast. The few Paladins and mages are all that’s left defending the remainder of Dalaran. Send all your troops in and kill anything that walks. Proceed to destroy the buildings, and you should win. If not, you probably missed a submarine or two, an oil platform, or a farm you didn’t see. Destroy them and you’ve completed the mission. ------------------------- 14. The Fall of Lordaeron ------------------------- Story: Only the shining capital of Lordaeron stands in the way of the orc’s conquest of the human nations. You know what to do... Objectives: Destroy all that you behold in the name of the Horde! Strategy: Personally, I think this is easier than the last level. But I must warn you; it is very easy to get defeated in this level. Human land troops will constantly pound your main base in the west. I’m not talking about sending a few Level 1 Footmen and an archer. I’m talking about Knights/Paladins, Ballistas... the big guns. They seem to never attack your other base in the east with land troops. Soon, the land attacks will get fewer and fewer, as Lordaeron begins to send out Gryphons to pound your men. There will also be a few sea attacks, but you can handle them. When the game begins, immediately tell one of your peons in the base to the west to build a barracks. Tell one peon on the east to build a farm and another on the east to build a Great Hall. Land troops will never attack your base on the east, so you don’t have to build a barracks there yet. In your western settlement, position your troops in the north near the guard tower. That is where the bad guys usually come from, although don’t be surprised if they come from some where else. Immediately build up your land defense in the west. Knights after knights will attack you, and soon they’ll become Paladins. Your land defense should consist mainly of Grunts... and Ogres when you get an Ogre Mound. After a while, Gryphon Riders will start coming to attack your two bases. Build up two nice Berserk teams on each island; make sure they have regeneration. Be sure to start building up your armada of Juggernauts, and some dragons too. Once you’ve explored the land, you’ll see that there are a bunch of Azeroth troops on the eastern island. Sooner or later, your peons will meet them, and it’ll get bloody. I prefer to send 3 to 4 dragons there to toast the troops. The only units that can hurt your dragons are four Level 1 Elven Archers. They can be taken down easily by dragons. Destroy the remaining humans and human towers on that island, so your orcs won’t be in danger. Once your armada is complete (6 to 8 juggernauts and a flying machine), send them out to terrorize the pathetic human ships out to sea. Once they are gone, begin ravaging the coast of Lordaeron. By now, I shouldn’t have to tell you what to attack first... I’ve said it like a million times. They Lordaeron Coast is not as heavily defended as the Dalaran Coast (is it me or did they not spend a lot of time on Lordaeron?), so your ships will make it out just fine. Once you’ve shut down all the human sea forces, and destroyed all you can with the juggernauts, you have basically won. Send three or so transports full of ogres, death knights, berserks (damn Gryphons), catapults, and a single peon to Lordaeron. Use the peon to build a barracks, Temple of the Damned, and a Gnomish Inventor if you’re planning to use sappers. Kill the Azeroth troops near the coast (they are all non-upgraded Level 1 humans, very easy to kill), and go for the city. Destroy the towers with catapults or sappers... heck, you can use anything you want. Death Knights prove very useful with their “Death and Decay” and “Whirlwind” to destroy buildings and towers. The mages may give you some problems with polymorph, but they are easily defeated. Once you’ve destroyed the majority of Lordaeron, you can send over a bunch of peons over to get the RIDICULOUS amount of gold from the Lordaeron gold mine (when I got there, there was about 170,000 gold in the mine!). Getting that extra gold will improve your score. Heck, while you’re at it, why not get more oil from the numerous oil patches in this level.