Warcraft: Orcs & Humans FAQ/Walkthrough for PC by XellKhaar - GameFAQs
Warcraft - Orcs & Humans Manual - Free download as PDF File .pdf), Text File Warcraft uses a “wait for/connect to” method for establishing the connection for a .. End Game: This ends the current game and takes you to the MAIN MENU. .. Brethren to the Orc clans, these brutes have less intellect and more strength. But as far as an orc x orc relationship goes, Avanna highlighted For instance, it's been seen that there are orcs and humans who are and Vereeza (Human and High Elf again), the latter actually ended up having children. For Warcraft: Orcs & Humans on the PC, Plot Guide by Lord Zero. researching though the guide is drawning close to an end until WoW is released. . 8 Ner' zhul, an Orc Shaman, reopens the portal, and sends raiding parties to find Jaina, but their relationship had to stop due to their busy schedules.
His vision extends to all corners of the land, and his view is omnipotent. The power of this divination is limited, for when one strives to see the world as God does, the human mind can only partake of a meager portion before it is forever blinded by the clarity of that sight.
Conjurer Spells Elemental Blast Conjurers maintain a close relationship with the elements about them, and the ability to focus those forces is the basis of this spell. This channeling manifests itself as a sphere of charged energy that issues forth from the hands, enabling the caster to strike an enemy from a great distance.
This is one of the basic magiks taught to conjurers and serves as the cornerstone for training the caster in focusing both mind and will to the task of summoning.
Summon Scorpions The caster calls upon the creatures of the desert by magically transporting them to do his bidding. They are under the conjurer 's direction and will do his bidding to the death. Research has proven that it is simpler for the conjurer to transport several smaller scorpions in a short time than to drain his energies further by summoning a single, large creature. Summon Elemental The caster uses the forces of nature to create a water elemental.
He summons the forces of air and water and combines them into a simulacrum to defend the lands. They are excellent creatures, and will never turn upon their creators. The element of water was chosen because it is persistent as in the state of erosion, and it is the opposite of fire, which seems to be the element that the Orcs favor. Rain of Fire This is a very powerful spell that combines the natures of flame and water.
It calls forth the essence of fire and delivers it through massive thunderheads of vapor and brimstone, creating an actual firestorm. This spell is very destructive, and will cause damage to any foes and buildings in its sphere of influence. Use this spell with care, for the rain of fire knows no friends. Building Descriptions Town Hall This is where the people of a settlement meet to discuss the issues of the day. The King's servants, be they farmer, craftsman or peasantwill share their fears and hopes with the community in this building.
It is also where the details of commerce are dealt with - the distribution of resources, and the spending of moneys. All shipments of gold and wood are routed through the Town Hall. The allocation of funds to build roads and walls are also addressed here. Additionally, it serves as a center where peasants can receive training in harvesting and mining, as to better serve the kingdom. Being the center of the settlement's economy, there can only be one Town Hall.
If it is destroyed, however, another can be built to take its place. Farm Producing needed sustenance, these sites are a vital part of any community. Farms produce grains and foodstuffs to feed not only the populace and peasants, but the armies as well.
You must have enough food to supply all of your units, so keep a close eye on how much you can expect to harvest. Farms are self sufficient in that they supply their own workers, but if they are destroyed, your available food supply will be affected.
Barracks This is where the men of arms come for training and recruitment. FootmenKnightsand Archers can be found here, constantly honing their skills as they wait to be called forth into battle. When you need more fighting men, you will come here to get them. The crews that man catapults are also trained here, and when you require the services of one of these great machines, it will be routed through this site.
Lumber Mill This is where the raw wood supplied by peasant harvesters is made into building supplies, arrows, and catapults. The ability to craft wood to the specific shapes and sizes needed to make certain buildings makes them an essential part of your community. The Mill can also provide your Archers with better shafts for their arrows that will make them fly truer, and increase the amount of damage that they inflict. Blacksmith As the metalworker of the town, he is responsible for the grade and quality of the steel used in your weapons and armor.
If funds are devoted to the refining of his craft, he can upgrade the materials and skills used, allowing the creation of better swords and shields. His talents are also sought after in the construction of specific goods and building materials that are essential to other professions.
Stables The care and feeding of the Knight 's mount is the main concern of this site. Horses are specially bred and trained here to be more effective for use in combat. By making them faster, stronger, and more responsive to their rider's commands, the stable serves as a link between warrior and steed. The stables must be supplied with riding bits, stirrups, shoes, and horse armor for their training and outfitting - so you can not build a stable without the aid of a blacksmith.
Church Housed here are the holy men of Azeroth, as the church provides a place for them to commune with the people of the land. This is the only place where clerics will come together for their ceremonies, and many can be recruited here to assist in ridding the land of the hellspawned Orcs. A tithe must be made to the church for their services in order that new clerics may be trained, and other sites made sacred.
A Church must be built entirely of a rare wood known as Holyoakhence a lumber mill must be active to specially cut and prepare this sacred wood.
Warcraft: Orcs & Humans - Wowpedia - Your wiki guide to the World of Warcraft
Also, clerics continue training here to increase their understandings of the spiritual forces. When they are enlightened by a new revelation, the kernel of that knowledge is sown among all followers of the faith, and it blossoms into the minds of all clerics throughout the lands.
Tower This is the mystic place where magiks are taught. These strange and mysterious workers of magic are a reclusive lot, and place themselves above the law in many ways. They also demand absolute secrecy and privacy for their studies, and so require their own domicile. Conjurers gather at the Tower to practice and train in their arcane arts. When new magiks are learned, that knowledge is immediately sent by thought to other conjurers wherever they be in the realm.
The recruiting of Conjurers is a common practice, but a price must be paid in gold for their services, as few hold duty to anyone. The massive energies used in their spells require that the Tower be constructed with long shafts of metal placed within the stone walls to act as a mystic lightning rod, for without these, the building would explode into a thousand pieces. A blacksmith must be made available to create these devices to the exact specifications provided by the Conjurers.
Gold Mine King Llane has sent many a surveyor into the hills and mountains throughout the kingdom in search of new deposits of gold.
You may discover one of these sites, and find that there are still veins of the precious metal to be mined.
Warcraft: Orcs & Humans manual - Wowpedia - Your wiki guide to the World of Warcraft
Peasants can be trained in the skills required to mine and deliver this gold to your Town Hall for disbursement as you see fit. Monster Descriptions Ogre Brethren to the Orc clansthese brutes have less intellect and more strength, making them a fearsome opponent in any battle. Often found dwelling in secluded areas of the kingdomthey do not like to be disturbed.
They are ponderous and necessarily single-minded to the task at hand, which is usually the killing of anyone they do not recognise. Their massive jaws and glazed eyes give them the look of a crazed animal, and they have the temperament to match. Scorpion Creatures of the arid lands, these giant insects[ sic ] strike with venomed stingers that are located in their tails to kill their prey. The poison they employ is extremely painful, and is a slow and wicked death.
They are hunters by nature that will attack anything that strays near their nests. Spider Poisonous and huge, these spiders are found in dwellings long forgotten by time and man.
Their bite is venomous, and their many legs make them an agile opponent.
Having grown so large from years of hunting increasingly larger prey, they have learned to hide in dark places and attack from the shadows. Brigand Many of these evil bandits were once loyal subjects of the Kingbut their greed and hatred has turned them against their own people.
Like all cowards, they hide in the shadows, waiting to overpower their victims with surprise and numbers.
Having been driven out of lawful settlements, they seek refuge wherever they can find it. Often armed with short swords and daggersthey rely upon their speed to fill their purses with ill gotten gains.
Slime Not all of the putrid, slick goo that oozes from openings in the floors and walls is merely disgusting. Some of it poses great danger as well. While slime has no intelligence, it is attracted to the heat that bodies generate. This icor[ sic ] will literally drain the life from its victims, as heat is what it uses as food. No magical properties have been found to exist within the slime, but nature is often a magik unto itself.
Skeleton These abominations are magical constructs made from the bones of the dead. They roam the forbidden lands and forgotten realms of Azerothseeking to take their anguish out on the living. They know only pain and death, and strive to embrace the living in their arms so they may drag them into the pits of hell. Water Elemental These creatures are made of the magical essence of water.
Once created, they are loyal servants, and will unerringly do the bidding of their masters. Should they escape the control of their master, they become free creatures to do as they will.
They are excellent fighters and will defend those whom they serve to the death. Fire Elemental The creation of a simulacrum of the elements of fire.
While these servants can be constructed and controlled by powerful magesmany have proved too difficult to hold in the summoner's power. Should they escape their creator these creatures rage uncontrollably, determined to destroy all those who are like the one that imprisoned them in this domain.
Daemon Denizens of the underworld, these creatures are the most powerful entities to ever exist in the lands of Azeroth.
Their aptitude in the arts of deception and combat are only equaled by their sadistic nature, and the puissance they possess in the black arts of magic. They command the searing fires of Hell as if it were their plaything. They are the true lords of chaos, wreaking havoc at every step and destroying what they wish. There is rumored to be a gateway that appears every thirteenth full moon that bridges the gap between Azeroth and the underworld, and it is during these brief moments that the daemons can come to this place.
Legend also states that some have the power to summon these creatures and control them, but if this is so, none are alive to tell the tale of how it is accomplished. The Destiny of the Orcish Hordes The history and legends concerning the invasion and domination of the Human lands scribed by Garona of the Shadow Council. The stories of battle and victory have always been told, and in the past, it was up to the leaders of each assault to document the past. While fine leaders in war, these chieftains lacked the ability to convey those actions with written words.
I present as an example: Then me fall down, but me good. Me find many good things to eat. We mash them and eat their food. Head hurt from write. As chief interpreter to the Shadow Councilthe duty of preserving the accounts of our conquering of this world and the eventual crusade into the land of Humanity, has fallen now upon my shoulders. I, Garonanow humbly present that history… Our destiny concerning the domination over these lands has been foretold by the clan mystics for hundreds of years.
Having risen from the mire of swamps and marshes, the Orcish hordes have swept across this domain in the fulfillment of that destiny. Many ages passed as our influence slowly spread, causing pain and darkness to follow in our wake. Be they in lush plains, hidden in thick forests, or at the rocky crags overlooking the seaside our armies rolled over what pathetic resistance our enemies could muster. Their crops died on the stalk and their fields lay fallow, for we left none alive to tend them.
Using the arcane powers of our Warlocks and Necromancersnot even the mightiest of our foes could long stand against our increasing onslaught. One by one our enemies fell, and we became stronger with each victory.
In time, by subjugating all who would oppose our rise to power, and enslaving these weaker races to use as we pleased, we conquered both nature and creatures to finally rise to the pinnacle of this world. Blackhand - Fearsome Leader of the Orcs Still we craved more, and decades of constant bickering between clans served to divide our race amongst itself. Soon factions arose, each seeking to control the Orcish domain for themselves. These petty arguments turned to armed conflict, and then to war as the need for conquest burned hot in out[ sic ] blood.
If no lands existed that were ruled by enemies, then we would take the lands of our brethren. The only clan to ignore these plays for power were the Warlocks. Secluded in their towers, they saw the danger that was present. Although it pleased the Necromancers that these battles fed the earth and underworld with rivers of blood, the Warlocks feared that no Orc would be left alive.
This would serve to upset the delicate balance that allowed them to control the powers that they held in check and called upon to work their magiks. If this balance were to be maintained, the Orcish hordes would need to be supplied with new battles against a common foe. It was during a period of research that the small tear in the dimensional fabric was noticed. Many years passed as the Warlocks sought to unlock the mysteries of this tiny rift.
The undertaking of numerous trials and tests led to the conclusion that this phenomenon could serve as a portal to another dominion, if it could be controlled. The Orcish Warlocks began experimentation towards focusing the rift, gradually making it larger and more stable. Eventually, they were able to create a small portal, just large enough for one of their clan to pass through. The stories that this subject returned with almost convinced his colleagues that the experience had left him insane, but the strange, unknown plants he held served as sure evidence of his claims.
This allowed the sect to approach the strongest leaders of the splintered Orc clans and request that they cease their war for one year.
At the end of that time, they promised the chance to accomplish the taking of a new world. Controlling the rift proved to be easier as it grew larger, and within the passing of three moons, it stood ready to send a small detachment of troops to this new world.
A blue circle of energy, roughly two and one half Orcs in width, was the sight that greeted the Orcish clan chiefs. Streaks of black and red raced across it as it crackled with otherworldly fires. Seven warriors were to enter the portal and return with a report detailing the type of lands and creatures that were to be found on the other side.
As the Warlocks began their incantations to access the power of the rift, a howl began - low at first, then rising in pitch like a darkwolf baying during the bloodmoon. When the sound grew near to deafening, the warriors were motioned into the circle, now alive with a thousand colors intertwined and clashing in some cosmic dance. What awaited these seven was beyond even their wildest imagining. The sack of the village was a simple matter, hardly worth the telling.
Yet hundreds of times the tale was recounted, and a hundred more would be expected and relished. A group of strange, sharp edged buildings was the first sign of any true opposition they encountered. A rough dirt path lead into a trio of farms. The gray of dawn was lightening as the sun of this world rose over the hilltops. It was a bright, yellow orb that shone twice as brightly as our own, and made the days exceedingly hot.
Then out of the odd little hut came what must have been a member of this lands true race. Small, pink and spare of muscle were these creatures. The warriors grinned wickedly at each other, knowing that if this represented the breed of stock they would need to pen in order to take this world, victory was but a matter of moments.
Rushing out of their hiding place, they swarmed upon the village and slew every living thing they could find. The males offered some small resistance, but the females and children were like taking grok to the slaughter.
Their homes held few values, but their field[ sic ] were full of a tasty grain. Their livestock, as little as there was, also proved excellent, and what they could not eat or pack was set to the torch.
The trinkets brought back from this place were of a craftsmanship unknown to the Orcs, and were quickly taken by the leaders of the clans for their own treasure hordes.
This new world, heavy with vast expanses and soft, weak protectors would prove a rich jewel to add the crown of the Orcs. Our order of ascension is a simple one - only the strongest survive.
All matters of politics or dispute are settled in open debate. This can lead to hostilities in many cases, but it is the fastest and simplest way to come to a conclusion on most matters.
Each Orc has the right to make heard his arguments, as long as he can back them up with fact - or steel. To gain the upper hand is a sign of strength, and strength is counted highly among the hordes.
Copyright Information Version History: I've decided to write a Warcraft 1 guide because there arn't very many that exist. It's a pretty old game, and since it's DOS, not a lot of people know how to go about obtaining or even playing it if they had it. To play this game on a modern operating system, you'll have to use a DOS emulator. I think this is one of the few DOS games that works on pre-vista operating systems without an emulator, but if you have vista, you'll need to use it.
Anyway, this guide isn't about setting up an emulator. They have tutorials on www. When I'm talking about general strategy, I'll usually say the Human name of a unit, the same strategy usually applies to the Orcs as well however, just use the Orc equivalent. Before this they just made obscure titles, but after this they only made successful ones.
Back inthis game was really successful, but now most people can't stand it, usually because they try to play it like a modern RTS. I'll explain more about why it's different in the tactics section of the guide. In the game you either play as the Orcs, who are trying to take over Azeroth and destroy the Humans; or the Humans, who are trying to defend their home and drive off the Orcs.
As for the player-character, in the Human campaign you're a nameless Human commander, who's never been identified in the lore. In the Orc campaign you play as Orgrim Doomhammer, although not identified as such until later.
In the actual canon story, the Orcs win this war, so the "true" ending would be the Orc ending, even though parts of that arn't really canon either. Actual canon takes aspects of both campaigns and puts them together, with the Orcs winning. To really get the full experience of the game, you're gonna have to play both campaigns.
Some games you end up tweaking with the stupid cycles the entire game trying to get it just right, on this game you can just leave them on auto though. Before we start, I'll take a moment to go through my Dosbox conf file. Your settings might be different than mine, but I prefer these. Instead of trying to explain each setting, I'm just going to post my preferences word for word.
Your conf file does not have to match these exactly, but if Warcraft 1 is the only game you're playing on DOSBox and you don't want to bother with details, then just use these. Note that other games require different settings, especially when it comes to the cycles. One thing that you might not want is the scaler. I have my scaler set to advmame3x, which means that it stretches the game out to 3x scale, and then smoothes the edges to give the appearance of higher resolution.
If you want to play the game in it's authentic pixelated glory, then change the scaler to either none, or normal3x.
Normal3x will still stretch it to 3x scale, but won't smooth the edges. Leaving you with giant sized pixels. So here's my file: Put the disc in or mount itlook at what drive it's in, this guide will assume it's in drive D. If yours isn't in drive D, just substitute your drive for D. Start DOSBox and type the following commands: This will open up the install screen. Confirm directory as c: Wait for it to copy datafiles.
The setup menu will now open. Choose Select digitized sound card. Enter 1 for DMA channel. Choose save settings and exit. You will now be back at the DOS screen.
It should say the version now. As far as I can tell there is no difference between these two versions. In the patch notes they don't even have 1. If your version says something lower than those two, patch it! Believe it or not, Blizzard actually still has the latest patch hosted on their site!
You can get it here: Now close DOSBox and open up your conf file. At the bottom, in the autoexec section, type the following: If you don't want it to autoexec, then you can just type that everytime you start it. That's all there is to it. Please note that there are many many ways to set DOSBox up, and your configuration might be completely different than mine and still play the game perfectly fine.
This is just one way to set it up that I know for sure will play it. For the full story, read the manual. Another thing you have to remember is that this was before the Alliance or the modern Horde was formed, so there's no other races besides Orcs and Humans thus the title Warcraft: Here's my brief summary of the story: Basically, it all started when this "mysterious stranger" later identified as the guardian Aegwynn had this child with the Stormwind court conjurer Nielas Aran in order to pass all her power onto the child before she left this plane.
She left the child in the care of the conjurer and disapeared. The child's name was Medivh. Medivh grew up a relatively normal life until the age of 12, when he started having a magical seizure and going crazy, his father and a bunch of clerics tried to restrain him, but were only barely successful, in the end his father was dead.
Then he went into a coma for 6 years. When he woke up he went to Stormwind and gave the king this hourglass. He said that as long as the sands of the hourglass remained in the top half, the kingdom of Stormwind would prosper. So a few years went by, and eventually the sand ran out of the hourglass, and right when it did, tons of orcs showed up and started destroying the city, they were barely able to drive them out, and thus the first war started.
Now later, Medivh's mother shows up, and tells the king that he's gone mad, and that he unintentionally opened a portal to the orc's homeplanet this was later retconned to be intentionaland the king should try to destroy him at once.
That was the story from the humans point of view, the orc's story is a bit shorter, but still important. Now on the planet of Draenor, the orcs have completely conquered their planet, and enslaved or destroyed most of the lesser races the Draenei.
But since the orcs are so hungry for battle, they've started to fight eachother. Then a rift in space appears, and the warlocks ask the clan chieftans to postpone their war for a year while they work on expanding this portal, it could lead to more enemies to conquer. So eventually they expand the portal, and send some orcs in, they discover humans, and wipe out a small farm.
As more and more orcs come through the portal, they learn that this place is called Azeroth, and the people there are called Humans. They decided to attack the nearby city of Stormwind, which should ensure their dominion over the planet. The orcs attacked but were driven off by the human knights, this caused chaos in the orc clans, they didn't know what to do. Then an orc named Blackhand took control of the clans, and unified them.
Now this is where the game begins, more or less. Here's the text of the opening cinematic: The Kingdom of Azeroth was a prosperous one, the Humans who dwelled there turned the land into a paradise. The Knights of Stormwind, and the Clerics of Northshire Abbey, roamed far and wide serving the king's people with honor and justice.
The well-trained armies of the King maintaned a lasting peace for many generations. Then came the Orcish Hordes. No one know where these creatures came from, and none were prepared for the terror that they spawned.
Their warriors wielded axe and spear with deadly proficiency, while others rode Darkwolves as black as the moonless night. Unimagined were the destructive powers of their evil magiks, derived from the fires of the underworld. With an ingenious arsenal of weaponry and powerful magic, these two forces collide in a contest of cunning, intellect, and brute strength, with the victor claiming dominance over the whole of Azeroth!
Welcome to the World of Warcraft. You can also hold down Ctrl to make a box and select multiple units. Seriously I'd just tape the Ctrl button down, there's no reason not to have it pressed. Other than Ctrl, there's also buttons you can press to do various actions, incase you don't feel like just clicking on them. Firstly, forget everything you know about modern RTS games, because this is nothing like them, the strategies and skills you know from modern games do not even apply here.
The reason most people think this game is so hard, is because they try to play it like an RTS. While this is going on, position the units you start with in a mock formation and locate the nearest cut off point, an area where the enemy has to come through to attack on river levels this is easy, you can just control the bridges, but on non-river levels, you'll have to be a bit more creative, usually cutting the enemy off using the tree positions.
Warcraft: Orcs & Humans manual
Sometimes you'll be forced to guard two cutoff points, in these cases it becomes annoying because you'll have to divide your units into two groups. Anyway, continue to harvest resources and build more units, and upgrading. The first thing you should upgrade is arrows definitely, then armor. Once you're confident in your defense, lure the enemies back to your formation and kill them.
An important thing to remember is that the enemy never makes more guard units, the enemy only produces raiding parties. So if you kill a bunch of units guarding a bridge or town, the enemy won't resupply them. The enemy will however, continue to produce raiding parties to send at you.
Once all the guard units are dead, just run right into the town and start destroying buildings, barracks first, then town hall, make sure all the peons are dead, then destroy the rest of the buildings. Basically, going towards the enemy is suicidal because of the clunky controls, slow moving units and idiot AI, instead, you're going to get the enemy to come to you, where you have a line of archers waiting for them.
You need formation in defense, offense, and everything else, you cannot attack without a formation, you will die. See the formations section below for more detail into this, and a list of useful formations. This is done much like in an MMO, you send one unit out, usually a knight or footman, summons work too and get the enemy to start chasing him, then you run back and get in the formation, and let the archers take the enemy down. If you just run in, you're going to take tons of damage before your idiot units even get in the right position to begin attacking.
Put 3 mining gold, and 1 chopping wood. Gold is far more important than lumber, and even though it takes forever to chop wood, you only need to use it for buildings and 2 units, whereas gold you need it for everything. Once you've built all the buildings you can, save up about 1, lumber and then put all 4 on gold.
That 1, lumber should last you the rest of the match.
They attack from really long range far enough for your units not to even see themand kill anything they hit in one hit, oh and the damage is AoE, so one could potentially wipe out your entire formation in one shot.
Dealing with these catapults is also annoying, if you're not watching the minimap constantly one could come and kill your guys before you even realise what's going on. To deal with them, follow these steps: Send a unit and map a long ways in front of your formation, this can be tricky if you're close to enemy territory, but try to map as much as possible. Next, as soon as you spot one coming at your formation, send a melee unit to intercept it, if your guy is moving, the catapult shouldn't be able to hit him.
Knights work best for this, but footman will work also. The melee unit should then start attacking the catapult head on, since he's right in front of the catapult, the catapult can't hit him, and it should be dead before it tries to move around your guy.
Hopefully, you've done this fast enough so the catapult isn't in range of your formation. If the catapult has other units with it, send more than one melee unit. A few dead melee units are much better than losing the entire formation, kill the catapult at all costs. Humans summon scorpions and water elementals, orcs summon spiders and daemons. In a fight between a water elemental and a daemon, the daemon will win. There's another important difference that you should keep in mind besides the spells.
Humans archers have longer range. Yep, that's right, the humans can shoot further, one square further. This one thing makes playing as humans a bit less annoying as playing as the orcs.
Everytime an archer shows up, your idiot units will all run out of formation and try to attack him, this is very very frustrating when trying to keep up a good formation. But when you're playing as the humans, your archers will start to shoot the spearman at the same time the spearman starts to shoot your melee units, this causes only your melee units to get out of formation, and your ranged units to stay in place.
Playing the orcs on the other hand, your spearman are gonna run out of formation just like the melee ones, and you'll spend your time rearranging the formation constantly. One might point out, that Orc Spearmen do one more damage than Human Archers, but I would gladly give up a damage point in exchange for longer range. These are by far the most powerful units in the game, and can take down an enemy base very quickly.
Once you get to these levels, don't even bother pulling base defenders back to your formation or anything like that, just get 4 Warlocks or Conjurers, summon 4 of them, send them into the base, if they die, summon more. The base should go down very soon after this. Keep the end of level saves in a seperate save then the mid-level saves, you never know when you might have to start the level over again.
I'd save about every minutes using alternating saves. You never know, if you save, some catapult could be ready to fire, and when you get back to the game, all your guys are dead. This is why you should keep at least 2 different saves, and save in different ones each time. They generally consist of 1 row of melee units, followed by 2 rows of archers, and then any other units behind them.
They don't need to be overly complex with tons of units, you really don't even need Necrolytes. As long as you have tons of archers, and then melee units to protect the archers, it's a good formation. Here's a list of formations I generally use.
The catapults in the back will take down units if they're walking in a straight line, they'll be less effective against a single unit. Of course this formation works just as well for Orcs, just you know. As for Necrolytes, unless you're far enough to have unholy armor, I wouldn't even put them in there. I usually start with this formation and then upgrade it to a heavy one once I get enough money.
These are just a general idea for some formations that you can use, any formation that uses the same idea is usually okay, feel free to make your own. Like most old games, If you don't read it, you'll be pretty clueless to what is going on. You can download the manual right here: Read the Human story, the Orc story, and the Human and Orc unit, spell, and building descriptions.
Also, I would seriously recommend playing the game in this order: Just keep two seperate saves, one for each campaign. The levels with stars next to them might not be canon. But I would still play them since they feature iconic locations such as Stonard and Black Rock Spire. However; there is a way of explaining them to where they actually did happen. Human level 9 starts with the Humans sending a force to wipe out the Orcs once and for all. Similarly, Orc level 9 starts like this too. So if both sent armies out at once, here's how events might have played out: Human level 9 - Humans send huge force to destroy orcs, they destroy two Orcish outposts.
Orc level 9 - Orcs send huge force to destroy the humans, they destroy two Human outposts. Human level 10 - Human force destroys Temple of the Damned. Orc level 10 - Orcish force destroy Human training base. Human level 11 - Human force destroys Rockard and Stonard while the Orcish force is destroying Goldshire and Moonbrook. Human level 12 - The Human force succeeds in destroying the base at Black Rock Spire since most of the Orcs were out marching towards Stormwind.
The Human ending happens, the player gets made Defender of Azeroth and they celebrate, thinking they won. Orc level 12 - The Orcish force reaches Stormwind, destroys it.