So I’ve posted lots of replays of my human versus orc on Terenas Stand, but I don’t think I’ve ever done an official walk through. So here it is! XD

This is from TFL qualifier versus qD. I play some 300 apm orc who is pretty decent (or so I’m told, don’t know him myself really).

Game one on Terenas Stand

Base build. So a lot of times with human it’s helpful to completely wall off your base. Some people like to keep an opening so they can run their Archmage in, but I’d rather run around the map if a hero is chasing me.

wall

When you creep the lab, you want the wizard to cast lightning shield on your archmage. Use the lightning shield to finish creeping faster; speed matters. (I usually build my altar closer to where I plan on creeping when my hero comes out. Not always however, because being predictable might hurt. People expect humans to creep the lab on TS though.) Remember: if the wizard’s lightning shield kills the creep, you gain no experience points.

I didn’t creep it very well in this replay.. but it should do. :) Here’s how you creep it.

With the Archmage standing in front of the camp, place footmen/militia close to him and attack the Wizard creep with Archmage’s fireball of doom. The Wizard should cast lightning shield on your Archmage. Move your militia/footmen in a sort of circle around the two melee creeps in front to attack the wizard. The two creeps in front should attack your Archmage. Summon a Water Elemental.

In the replay, I could have had my Archmage a little further top so that I can run my militia & footmen around the bottom, OR I probably could have had my militia & footmen on the top side of my Archmage and run them above the two melee creeps. Both should work. Just practice and tweak until you can do it correctly. You want to call your militia just at the right time as well, neither too early nor too late. Too late is worse though, as it will take you longer to finish creeping.

lab creep

I use my third footman to scout. Check out what the orc is doing, try to make him chase my scout footman, etc.

footman scout

creeping merc camp

If my opponent doesn’t harass me early, I like to creep the mercenary camp. This is why creeping the lab quickly is important. Even if my opponent expects me to creep this mercenary camp, if he chooses to creep his lab before harassing I still have time to creep. If my opp. get’s to me before I’ve started creeping, I’ll just return my militia. It’s not good to force creep it. Later you can use two footmen, or militia to pull the creep out and hire the mercenary priest and berserker. I would only get the priest if my opponent went Far Seer. Priest is kind of free experience for Blademaster :)

Anyway, after you finish creeping the mercenary camp you still have to creep one more green for level three. If you creep the green next to the shop, you can get an item.

creeping

Buy dust if your opponent went Blademaster. Sometimes I get boots as well. I felt like I didn’t need it this game.

After you get level three you can hit the orc’s base. In this game I teched to tier two, but a lot of times I’ll opt to tower rush at tier one instead if I get level three with mercenaries.

Okay that’s all for now folks, hope you enjoy. Sorry for poor writing, etc. :)