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Goblins Strategy Archive

By Forlong - 11th July 2009 - 15:32 PM

Goblins 2.01 to 2.02 Transition Guide
Hi! Welcome to the Goblins 2.01 to 2.02 transition guide, in this guide I will explain some of the changes that have happened to the Goblin faction since the creation of 2.02. It's fair to say that in 2.01 Goblins was a one unit faction, where most others apart from Goblin Warriors were useless, and
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Goblin Hero Guide
Welcome to the Goblin Hero Guide. This guide focuses on the four Goblin heroes and how to use them and their skills at their full potential. The four Goblin heroes are Azog, Gorkil, Shelob and Drogoth. Each one of the them is very useful, and they each have some handy abilities. Goblin units need some support
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The Age of Dragons
This tip is going to explain all the changes 2.02 has done to Fire Drakes, their brood and the Dragon's Lord, Drogoth. I'm also going to give general advice how they are used best. These Broods, available from a level three Fissure for 1500 resources, are definitely worth their cost. They have many different
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Charge and Clump!
Sometimes players are so busy fighting the enemy that they forget to clump their units to destroy buildings faster or kill heroes who don't have splash damage faster. But now I'm going to teach you a trick, how to clump using the Charge ability of a unit. In Rise of the Witch-King we have four units who have this Charge
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Awaken Wyrm
The Awaken Wyrm power was almost never used in 2.01. The power was only taken in extremely late game, given that almost all of the powers on the Mordor and Goblins power trees were more cost-effective than the Wyrm was. As with all underpowered things in 2.01, the Wyrm has been balanced in 2.02 and
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The Spider Pit and Its Riders
Cavalry is important in every match up and even more important for Goblins due to the fact that their warriors and archers are weak. According to that, a lot of players rely on early Spider Rider support to have ideal units for trampling and strong economy harassment. It always payed off on previous
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Don't Waste Poison Blades
For most RotWK players, using Goblin Warriors' Poison Blades ability is a well-learned skill. You already know that Poison Blades are best activated whenever entering combat, and as quickly and often as possible if they've recharged during combat, unless you're facing an extremely weak army and want
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Burrows
Today we have a very short Tip of the Week on Goblin's fortress Burrows expansion. In 2.01, Burrows was utterly useless, as it cost 700 resources to build, but only connected your Fortress to the tunnel network: you could get a makeshift Burrows expansion for cheaper just by building a
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Spiderlings on the Hunt
Welcome to today's Tip of the Week focusing on Spiderlings and their multiple talents. These guys are very useful as Battlewagon killers and Builder hunters. Their speed and ability to stealth in trees make them a great asset to your faction when up against stronger forces such as the Dwarves.
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Hey Half-trolls, Hurry it Up!
Hello everyone and welcome to U2.02's first Tip of the Week! Thanks to the release of 2.02, many aspects of RotWK's gameplay have now been "unlocked," so to speak. Previously unused units, structures, heroes, and powers have now suddenly become useful, thanks to the drastic improvements to
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