The Orcs originated from another world, Draenor, where the orcs, once a peaceful race, became bloodthirsty from the blood of a pitlord. However, their Warlocks remained aloof, devoting their time to the research of magic. The Warlocks noticed a rift between the dimensions and, after many years, opened a small portal to another world. One Warlock explored and found a region, called Azeroth by its Human inhabitants, from which the Warlock returned with strange plants as evidence of his discovery.[22]

Several important characters are introduced in WarCraft: Orcs and Humans. The two campaigns center around unnamed player characters in positions of high importance. WarCraft II: Tides of Darkness reveals the player character of the orc campaign to be Orgrim Doomhammer, who begins the game as a lieutenant of the ruling Warchief, Blackhand the Destroyer. The human player character begins as a regent over a small section of Azeroth, appointed by King Llane Wrynn. Other characters present in the game include Garona, a half-orc spy who is ostensibly a diplomat to the humans, Medivh, the most powerful magician of Azeroth, and Anduin Lothar, one of the greatest champions of Azeroth.


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Warcraft: Orcs & Humans (also known as Warcraft I; sometimes abbreviated as O&H) is a real-time strategy game (RTS) and the first video game in the Warcraft series developed by Blizzard Entertainment. The MS-DOS version was released on 15 November 1994 and quickly became a best seller.[2] The game features two races, the humans of the Kingdom of Azeroth and the invading orcs of the Orcish Horde. The game sold 100,000 copies in its first year, making it Blizzard's best selling title at its time of release.[3] It was ported to Mac in early 1996 by Future Tense. The game is currently out of print and the demo that was once available on Blizzard's website is no more; although the demo can still be downloaded from available third parties such as the Internet Archive.[4]

Before the start of the First War, the orcs, originating from the world of Draenor, were corrupted by the Burning Legion to form the mighty Horde. They slaughtered the other races of their planet, but their desire for bloodlust remained insatiable. Their leader Gul'dan joined forces with the Last Guardian Medivh, who was corrupted by the demon lord Sargeras, to open a portal to another world called Azeroth.

From that point on, the orc campaign involves the orcish Horde's attacks on the humans and other forces of this world. After many battles and through a war of attrition, the Horde eventually overwhelms the human kingdom of Azeroth, and later chooses to pursue the survivors across the seas to the north. The city of Stormwind is destroyed in the final battle of the campaign.

The human campaign is an alternate history in which the humans successfully defend their kingdom against the Horde and pushes the orcs back to their main fortress at Blackrock Spire. Its destruction signals the end of the human campaign.

Inspired by Dune II,[8][9][10] work on the game began in 1993. Aiming to create "the high fantasy version of [Dune II]" with "battle axes and orcs",[9] influence was taken from Lord of the Rings, Conan, Dungeons & Dragons, and other classical fantasy tropes. This was mixed with "a 90s comic sensibility" with hyper-proportional, colorful characters.[11]

very lovely. some of the other guys keep dying for some reason? they get sent out and perish just past the castle. i was on easy with large map as humans if that helps. i can't wait to see where this goes. :)

In my opinion; these small decisions fit so well with the overall factions. Orcs are meant to be muscular brutes; with a lot of power but with poorer accuracy whilst the humans are meant to be the opposite. If you were to picture a fight between a human and an orc; the orc would dominate in brute strength; but the human should have more manoeuvrability and flexibility.

No matter which console or computer. Old school always was original. Wc1 was a very good game with decent AI. Balance though was less then dune2 and warcraft 2. But it was a first timer for blizzard as well.

Warcraft: Orcs & Humans takes players back to the original battle for Azeroth, challenging players to pick a side and raise an army of humans or orcs capable of bringing ruin to their enemies. Warcraft II and its expansion take the battle to the high seas with a host of naval units, and introduces more of the races that make up the Alliance and the Horde, bolstering the human and orc forces with elves, trolls, dwarves, and more.

Warcraft takes place in a fantasy setting. You can choose to play as either the humans or the orcs, with over a dozen unit, building and spell types for each side...each of which are equivalent. The human footman is the same as the orcish grunt. The human conjuror does the same tasks as the orcish warlock. While this might seem like a step backwards compared to Dune (and it is) it does make the game easy to play. And there are small differences between the humans and the orcs which serve to add strategic depth: for instance, the human archer can shoot one tile further than its orcish counterpart.

Like its sequel, Warcraft is orc-biased. The orcs have the most powerful unit in the game (the demon) which not only eats the human's elemental for lunch but can be spawned for free once you've got a Warlock. Demons can demolish a town with impunity, and the orcs also have a spell which grants invincibility to any unit for ten seconds. Did it ever occur to Blizzard that invincible demons might not be so good for the game's balance?


The Bottom Line

Today, there is absolutely no reason why you should own this game (except for collecting or nostalgia purposes), as its archaic controls and dated gameplay mechanics make it a rather unenjoyable for today's RTS gamer. but Warcraft was one of the most influential games the strategy genre has ever seen. It furthened the concept of RTS games by leaps and bounds. Its flaws are made up for by its innovation.

Warcraft: Orcs & Humans (or Warcraft I) was the first game in the Warcraft series. It was released in 1994, quickly becoming a best selling game, and was one of the original Real Time Strategy games.[1] It features two races; the humans of the kingdom of Azeroth, and the invading orcs of the Horde. The game is now out of print and the demo that was available on Blizzard Entertainment's Warcraft: Orcs & Humans homepage was removed after the site was updated.[2] There was a CD re-release, namely version 1.21 (CD version), that didn't have the word-from-the-user-manual copy protection of prior versions.[citation needed]

The orcs originated from the world of Draenor, where they were corrupted by the Burning Legion to form the Horde. They slaughtered the other races of their planet, but sought further conquests. Their leader, Gul'dan, joined forces with the Last Guardian, Medivh, who had been corrupted by the demon lord Sargeras, to open a portal to another world called Azeroth.

Yeah, in general the orcs are at a disadvantage. The lack of healing

really hurts you; 'raise dead' doesn't make up for it.The spearmen do a little more damage than the archers, so that makes up

for their 1 shorter range.

>all of this...No, if you have demons the humans have elementals, which I like better

since they have a ranged attack & so can work better in groups.Also, the human 'rain of fire' seems way better than 'cloud of poison.'Spiders seem a bit better than scorpions, at least.

Hi Pat,As you progress, you will notice the orcs are actually stronger than

the humans because their necrolytes can cast Unholy Armor, rendering

your unit to be temporarily invincible. This is a major advantage when

playing against a friend. Also, I've played so many games where me and

my friend would always run out of gold and the one thing that helped me

win was the necrolytes ability to raised the dead, thus giving me

skeleton units without the need for gold.Yes, I do agree that it would be more fun to play campaigns designed by

fellow netters but your wish is about to come true with Warcraft 2. It

includes a Windows based map editor.-C3P90


As far as I understand, the storylines of the orc and human campaigns run in parallel mission per mission, with the ability to win the war with either the orcs or the humans in the end (just like alternative endings). According to this, a GameFAQ Walkthrough by XellKhaar (II. Basics - 2.05: Before you play) suggests to play the campaign missions alternating, starting with human level 1 then orc level 1 and so on.

However, one questions remains: Is there any good reason to start the alternation with the humans? Or are the missions maybe so much in parallel that it doesn't make any difference story-wise and I could also start with the orcs?

There were some units that I'm glad they ditched for later improvements. The wargriders are a cool idea, very on brand for the Orcs, but they look just like knights. Swapping them out for ogres in the sequel made sense as you could easily tell Orc from Human with that variety. Then there were the sorcerers. The primary job of these guys was to summon demons (for the Orcs) or elementals (for the humans), but they were both functionally the same: big monsters that were summoned via magic. The end game with sorcerers was, "get a couple, summon elements, train more sorcerers, summon more elementals, and then keep doing this over and over until your opponent is dead." There's no real strategy once sorcerers are unlocked, and in fact the rest of your army is meaningless once the sorcerers are up and running.

Warcraft: Orc & Humans is a stragegy game based on war infrastructure. You control units in order to gain ressources, create buildings and fight the opponent. The game lets you choose if you want to play the humans defending their kingdom or the Orcs trying to defeat the humans and rule over Azeroth. ff782bc1db

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