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Warcraft II: Tides of Darkness is a medieval-fantasy real-time strategy game developed and published by Blizzard for the PC (running MS-DOS) and Macintosh on December 9, 1995.
Set six years after the events of Warcraft: Orcs andamp;amp;amp; Humans, where the Orcish invaders have conquered the kingdom of Azeroth (Location) and driven the Human (Concept) survivors out through the Great Sea, the game pits the Orcs (now allied with trolls, ogres, and goblins) against the Human kingdom of Lordaeron (now allied with the high elves of Quel'thalas and the dwarves and gnomes of Khaz Modan).
The game received an expansion pack by Cyberlore, titled Warcraft II: Beyond the Dark Portal, on April 30, 1996. This expansion added a new campaign for each faction (a prologue campaign for the Orcs and an epilogue campaign for the Humans), new multiplayer maps, and a new setting (the hellish world of Draenor), while expanding the use of powerful Hero units.
The game (combined with the expansion) was later ported to the PlayStation (Platform) and Saturn (Platform) consoles and released by Electronic Arts (Company) on August 31, 1997 as Warcraft II: The Dark Saga. The PC version was also re-released (combined with the expansion) on September 30, 1999 as Warcraft II: Battle.net Edition, adding native Windows capability, online multiplayer via Blizzard's Battle.net service, and a variety of new gameplay enhancements (some of which borrowed from StarCraft (Game)). The game later received a sequel, Warcraft III: Reign of Chaos.
The Horde and Alliance units were near replicas of each other, sharing nearly all stats. This did not hold true for late game caster units, who differed due to the spells available to them. The two ranged units also differed, with the Alliance rangers receiving a damage bonus and the Horde axe throwers receiving slow health regeneration.
Advanced gameplay for the Horde is generally focused on mass producing Ogre-Mages with bloodlust. Advanced gameplay for the Alliance focuses almost exclusively on micromanaging Mages. Early rushes in the game proved so effective that most players will not use the Medium resource setting as rushes are the only viable strategy.
Standard resource gatherer. Produced at the Town Hall/Great Hall "Yes, Milord?"
Early game melee unit. Useful for rushes and dieing quickly. Produced at the barracks.
Ranged unit. Heavily upgraded and in large numbers these can prove to be a valuable asset. However, they will be easily torn to pieces in melee by the later game units. Produced at the barracks.
Upgraded version of the Archer/Axe Thrower. Cool war paint. Produced at the barracks.
Late game melee unit and the core of most armies. Good at everything. Produced at the barracks.
Upgraded version of the Knight. Produced at the barracks.
Paladin Spells:
Upgraded version of the Ogre. Produced at the barracks.
Ogre-Mage spells:
Long range siege unit. Useful for destroying towers and buildings. Produced at the barracks.
Alliance spellcaster unit and their most important unit. Produced at Mage Tower.
Mage Spells:
Horde spellcaster unit. Produced at the Temple of the Damned.
Death Knight spells:
Suicide unit that causes great damage in a small area. Also can destroy resources or destructible barriers. Produced at Gnomish Inventor/Goblin Alchemist.
Fast flying unit useful for scouting the map. Detects invisible units. Produced at Gnomish Inventor/Goblin Alchemist.
Powerful flying unit that deals area of effect damage in a straight line. Also damages friendly units. Produced at Gryphon Aviary/ Dragon Roost.
Resource gathering unit that is able to build oil platforms to collect the oil that enables the building of more advanced ships. Produced at the shipyard.
Basic warship. Able to attack flying units. Produced at the shipyard.
Holds up to six units. Can be turned invisible by Mages.
Advanced warship. Slower but capable of dealing much greater damage. Unable to attack air units.
Invisible naval unit. Very low on health but deals large amounts of damage.