Big warship, deal with it in the same way as mentioned above.

by y1fy0p9o6 on 2009-11-20 00:35:11

If the opponent brings along orc infantry to accompany you in mf (manual farming), to the point of competing with you for creeps, then it becomes troublesome. You can avoid the opponent's three-accompaniment and sneak near the opponent's base to mf, or rely on good micro-management and formation to outwit the enemy, engaging in large-scale battles. If your operations are good enough, the opponent won't gain any advantage. Pay attention not to let the spiders die; if a spider is severely injured, bring it back to the base and hide it deep inside for recuperation.

4. The opponent attacks your base while you're out mf-ing. If it's a Seer and wolves, all the woodcutting ghouls and web towers can repel the opponent's sneak attack. If you're still uneasy, leave one spider at home. If it's a Blademaster using Wind Walk to harass, that's quite difficult to handle.

Opening: Build a graveyard, crypt, and train acolytes to collect gold. Once you have enough gold and lumber, build an altar and spirit tower. After the crypt is built, train a ghoul to cut wood, then add another spirit tower. Once the first spirit tower is complete, summon a Lich King, train a spider, then upgrade the spirit tower to a web tower to prevent the opponent's harassment. Continue training spiders and build a shop when resources allow.

Once the Lich King emerges from the altar, bring him to the graveyard to summon scarabs. After the shop is built, buy a skeleton staff. By this time, you should have five scarabs and three spiders. First, upgrade the base, then use one scarab to scout the opponent's base. The Lich King leads the other troops to mf. Note: if the opponent's first hero is a Seer harassing you, when he arrives at your base, you often face the awkward situation of having only one spider, with the Lich King about to emerge from the altar. At this moment, you should use the web tower to slow down the Seer's wolves and eliminate them with the spider's shots. If the Seer and wolves attack your spider, lead it around the web tower in circles.

Mid-game: After the second-level base is upgraded, train Death Knights, build a slaughterhouse, produce statues, and enhance the spider's offense. Don't forget to use the scarabs to scout the opponent's base and mining camp during mf to fully understand the opponent's situation. The Death Knight can go for the final battle once he reaches level 3.

Late-game Final Battle:

I will explain in different scenarios:

1. The opponent is pure infantry, possibly adding one or two catapults. Congratulations! You've already won! This combination can't pose much of a threat to the Crypt Lord Spider flow. The only thing you need to be wary of is the opponent's mid-game TR!

Orc Crypt Lord Spider Flow

PS: The Crypt Lord Spider Flow turning into Ice Dragon is also a good strategy, but I found in practical combat that this tactic forms too slowly. One Ice Dragon can't pose much of a threat to the opponent; at least two are needed. Moreover, if the opponent scouts well, they'll be very passive. Orcs have too many ways to deal with Ice Dragons. If you really want to use the Crypt Lord Spider Flow turning into Ice Dragon, don't create auxiliary units like banshees. Upgrade the base defense, use the Crypt Lord to mf crazily, climb tech as soon as possible to produce Ice Dragons! Be sure to conceal your tactical intentions, beware of the opponent's rush, and wait for the army to form!

After the Death Knight comes out of the altar, buy a skeleton staff and health potions. Look at your Crypt Lord's level. If he hasn't reached level 3, the Crypt Lord should prioritize experience. Once the Crypt Lord reaches level 3, switch, give all the experience to the Death Knight. The Death Knight should primarily study Death Coil and Unholy Aura. If you encounter the opponent during mf, you should temporarily avoid battle. If the opponent strongly attacks your base, with the help of the base's towers and good formations, we can completely repel any attack.

6. Wolf Riders plus flying dragons, against this combination you can't escape! You can only double Crypt Lords and spam spiders for a fight. Prioritize attacking the flying dragons.

If the opponent attacks your acolytes, pull them to safety and use the web tower, spiders, and woodcutting ghouls to fully eliminate the wolves! A Seer generally dares not delve deeply into the Undead base. If your opponent does so, use the web tower to slow down the Seer, concentrate your firepower on it, and either heavily injure it or force it to retreat. Hold out for a short while, and once the Crypt Lord emerges from the altar, the opponent's harassment will be considered entirely failed.

3. Kodo Sea, same tactics apply. The Crypt Lord and scarabs block the opponent's hero and kodo beasts. If the opponent has airships, upgrade the web net! To prevent the opponent from swallowing your spiders with kodo beasts and hiding them on airships.

The Blademaster was strengthened in the 1.17 patch, making wind walk harassment easier. Upgrade a ghost tower, leave a spider at home. That's about it. The Crypt Lord can withdraw home to replenish after reaching level 3. Skill selection: Scarab Beetles: Level 2, Armor: Level 1. Don't forget to upgrade the spirit tower to 60 population. When you have five spiders, you can add another ghoul to cut wood.

If the opponent places infantry in front and flying dragons behind, let the Crypt Lord and scarabs take the lead, spiders shoot orc infantry, strike the enemy, then retreat using the Death Knight's aura, then attack again. If the opponent places flying dragons in front and infantry behind charging at you, manually web the leading flying dragon, use spiders to shoot together, eliminate one or several, then quickly retreat using the Death Knight's aura, then manually web the leading flying dragon again, use spiders to shoot together. Once the flying dragons are heavily damaged, the remaining infantry is no longer a concern.

8. No barracks construction, building towers to spawn Troll Batriders to burn your gold mine, steal mines and then turn to Tauren. This tactic is indeed despicable. When you discover the opponent building towers in their base, produce a stone golem to scout whether they plan to produce Troll Batriders. If so, upgrade the ghost tower, ambush a few spiders. This is a battle testing your willpower! You must remember to constantly scout the opponent's mining camps, never let them steal mines, quickly open your own mining camp, and ensure proper defense. Bring a meat wagon to maintain pressure on the opponent's base, continuously consuming the opponent until their resources dry up.

Early game: The early game for the Crypt Lord Spider Flow is tough. The Crypt Lord cannot effectively protect the spiders, so be especially careful early on—don't let the spiders die! There might be four situations at this stage:

1. Your scarab sent to scout the opponent's base discovers they haven't built barracks but are climbing tech! Don't hesitate, bring sacrifice skulls to TR!

2. The opponent finds harassment ineffective and returns to mf themselves, then you should also mf;

3. The opponent accompanies you in mf, which is more troubling. It's easier to deal with if it's just a Seer and Blademaster harassing, wolves are our experience.

2. The opponent is pure flying dragons. If you scout two beast pens, you should realize the opponent "could" spam flying dragons, upgrade the web net! Always summon skeletons from corpses. Ideally, you should have two crypts to quickly replenish lost troops, as spiders die quickly in fights against flying dragons.

Your opponent may produce some Spirit Walkers to counter your scarabs and skeletons, theoretically a good idea, but in practice, not many orc players produce Spirit Walkers. Moreover, I found in practical combat that Spirit Walkers don't provide good support for the orc army. Orc players wanting to use Spirit Walkers must build a Spirit Lodge and research Banish skills. Although this can cause some harm to our scarabs and skeletons, Spirit Walkers lack effective means to replenish magic, whereas our scarabs and skeletons can be summoned endlessly! As long as your formation is good and the spiders have upgraded to level 2 attack and burrow skills, there's a fight. Remember, if your opponent produces Spirit Walkers, they will have fewer land forces. You can also upgrade to a level 3 base and produce abominations and destroyers. If your opponent tries to use Spirit Walker's Soul Link, it's even better.

5. Infantry plus flying dragons. If there's little infantry or few flying dragons, it doesn't pose much of a threat to us. If the opponent has a considerable number of both infantry and flying dragons, double Crypt Lords and spam spiders! If your Crypt Lord upgrades to piercing skill, it's even better. A single piercing on the rushing orc infantry gives you ample time to adjust your formation.

4. Infantry plus wolf riders, this is a classic combination that counters the spider flow. If you scout the opponent building only one beast pen, they likely use this combination. If your spiders upgrade to level 2 attack and have a good formation, there's a fight. However, I recommend adding three banshees. The Crypt Lord Spider Flow plus banshees is specifically for this combination. Thanks to Durandal!

I've observed many games on BN and watched countless replays. Using the Crypt Lord Spider Flow against all four races has been seen. Generally speaking, this tactic is rarely used against humans, but in internal wars, there have been cases where the Crypt Lord transitions to Ice Dragons late game. It's said that this tactic is particularly effective against orcs and night elves. In the final battle, the Crypt Lord and scarabs act as tanks at the front, spiders hide behind the tanks and shoot together, and the Death Knight serves as a nanny, using Death Coil to heal the injured Crypt Lord and spiders. The Death Knight can also assassinate the opponent's hero or other important units when they are heavily injured. In this way, the power of the spiders can be maximized.

The core idea of this tactic is, in the early game, the Crypt Lord uses the summoned five scarabs to lead the spiders in fast mf, enhancing the levels of the Crypt Lord and scarabs. During the second-level base phase, produce Death Knights and statues. Once the troops are formed, engage in a decisive battle with the opponent. However, this tactic is used more often against orcs than against night elves! In this article, I will detail the use of the Crypt Lord Spider Flow against orcs. As for how to counter night elves, please allow me to cover it later.

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