An Aerial Assault - Part 1 There are a few ways to play this. You can aim for a more aggressive style and try to finish the human off without an expansion if you start off well by killing many peasants or delaying the expansion. If not, you should opt for an expansion and play defensively.
It is absolutely necessary to exert map control and out-level the human as human tier 3 aerial units are the best in the game and orc has a natural weakness against heavy air units (those that deal magic damage). A good way to control the map is to train a single Witch Doctor before you get your two Spirit Walkers.
The Sentry Ward is a handy spell to have in your arsenal so do make full use of it. It also requires very little mana – 50 mana only. Since Humans tend to use the MK gryphon strat on smaller maps which are easier to expand and defend, it will be easy for you to contain your opponent in these small maps. Place your sentry wards at important parts of the map where your opponent has to pass through to creep or to invade you.
![](http://www.mymym.com/en/gfx/howtoplayORCvsHU15.jpg)
The Troll Witch Doctor casted his first sentry ward
The Troll Witch Doctor was about to cast his 4th sentry ward.
Do not be afraid to take the human on if he has nothing besides 2 heroes and 4 or less Gryphons – Spirit Link and Healing Wave should do the trick in helping to keep your units alive while you ensnare his units and pound on them.
The Wyvern Style
A major part of the mass wyvern strat is to exploit the lack of anti-air capabilities for the human at the start. Humans only have Water Elementals (not a problem if his first hero is the Mountain King), Troll Berserkers from the Mercenary camp, Riflemen (most people will not train them) and Guard Towers.
If you do realise that your opponent has a loophole in his defences at either one of his bases, build 2 Beastiaries instead of a single Beastiary and a Spirit Lodge and start pumping out those Wind Riders.
Scout towers have Light Armour and take 200% damage from Piercing damage. Thus it is very easy to destroy Scout Towers before they are fully upgraded. With the new patch 1.22 out, this would be even easier.
I think that the Panda is a suitable complement to the Blademaster for a fast push strat as he is a Tavern Hero (can be hired instantly) and his Breath of Fire is able to kill buildings and workers. If your opponent is using the Archmage, then target the Water Elementals – you won't want them attacking your Wind Riders as their Piercing attacks really hurt.
The Tower Rush Style
While the Wyvern style is used against players with a lack of towers, the Tower rush style should be used on a player who builds too many towers. Build a Warmill and continue creeping with your two heroes.
Then start training Raiders (you'll need to be able to trap your opponent's units near your towers to get kills) and Demolishers (to be able to damage your opponent's buildings with long range attacks).
The Shadow Hunter should pick Serpent Ward and Hex/Healing Wave as his skills. A human with too many towers would have a lumber deficit and he will be incapable of producing his own mortars so quickly. Thus if you are able to tower your opponnent quickly enough, you can probably win the battle before he manages to counter you.
The Raider Style
The raider style can be used if the opponent has a sufficient number of towers in both his bases, but does not have the right placing. With his Town Halls in vulnerable positions, you might be able to tear them down quickly.
Ensnare all his repairing peasants and Spirit Link all your units so that they have a greater longevity. The destruction of an expansion will slow down your opponent's gold and lumber supply by a lot and the destruction of the main Keep/Castle will almost guarantee you a victory. Lyn used a fast tech strategy on Sky and almost won. He managed to destroy the expansion once but lost the game due to his needless sacrifical of raiders to the Guard Towers.
I wouldn't recommend Lyn's fast tech strategy to be used on ladder though, because you will get towered by an Archmage or Firelord if your opponent is aware of your fast tech. Only use it if you are sure that your opponent will summon a Mountain King.
The Batrider Style
Getting an expansion of your own: There is no way you can hire 3 heroes, buy an Orb, and train sufficient batriders to win the fight if you do not have enough resources to. That is why completing your expansion is critical in winning.
Some orcs may prefer to tech to tier 3 first and expand with the Tiny Great Hall after. I've seen this being executed on Lost Temple by Fly and Zacard in the past. However, I think that increasing your income should take precedence. As mentioned previously, use the sentry wards to keep a look out for the MK and his footmen on suicide missions to delay you.
Staff of Teleportation is always handy against players who send footmen to take down your unguarded expansion
Pressure the human and contain him in his base. This way, you can keep his MK at Level 3 and you can force him to burn some TP scrolls to slow down his Gryphon production later on.
Grubby teleported back to base after his Blademaster was low on hp
It would be a sin not to get the Orb of Lightning for the Blademaster. He is a killing machine. His high agility ensures that he does a hell lot of Critical Strikes and Purges with the Lightning Orb.
This will immobilise the Gryphons, preventing the human from using the Staff of Sanctuary on them. Pick the Level 3 Critical Strike at Level 5 – Many newer players are unaware of this.
Level 2 Windwalk is more than enough to gain map control with its 40 second duration and the 30 extra backstab damage from a Level 3 Windwalk will easily be offset by the more damaging Level 3 Critical Strike.
Which 3rd hero should I pick? In BWWI, we see Grubby using the Alchemist and Lyn using the Panda. Let's compare both of these heroes first. The Alchemist is clearly better at low levels while the Panda is better at high levels.
The Panda has a stronger ultimate, and his spells increase in strength proportionately. On the other hand, the Alchemist's Acid Bomb (-3 armour, -4 armour, -5 armour) and Chemical Rage (50% movement speed buff at all levels) has diminishing returns with every increase in level. The Alchemist has an air attack and Chemical Rage can further enhance his anti-air abilities.
My take on this is to pick the Alchemist if there are no creeps left and to pick the Panda if you can level him to level 2.5 or even level 3 before the major battle.
What if I don't pick a 3rd hero? I guess that would be fine, but in general, the only reason why you should not pick a third hero is if you want your other heroes to have higher levels. This is why you frequently see nightelves playing with two heroes only – they are hoping to get level 6 on their DH/Warden/Panda for their ultimates.
On the other hand, you see undead playing with three heroes pretty often – DK's animate dead is total crap and Lich's Death and Decay is only useful against a level 3 Mansory Castle (since it deals damage by %).
In this matchup, Bladestorm is useless against air units and having Mirror Image or a level 3 Windwalk doesn't contribute to your game in any significant manner. The Shadow Hunter's Big Bad Voodoo is also useless.
Serpent Wards deal piercing to air units. Should I use them to kill Gryphons? NO! Wards can be easily destroyed by anything and the Shadow Hunter's other two spells will be much more useful.