WEBVTT

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The Orc settlement is already at work. We'll follow its recruits into the field, then stay with the battle to the end.

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This Orc worker brings timber to the Fortress. If the return road is cut, the War Camp cannot spend logs still lying at the trees.

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Inside the Fortress, these shelves are the real reserve. Huts and the War Camp compete for delivered timber, so spend with the next raid in mind.

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The Huts begin recruitment. A fighter still has to reach the War Camp, train, and collect equipment before he can join the raid.

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The War Camp is finished. This is where the settlement starts turning recruits into its fighting line.

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The Tar Refinery feeds the Orc fire plan. Protect the oil haul before sending a Tar Hurler and Cinder Ram to the same battlefield.

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This Watchtower covers the road home while the raiders move out. It buys workers time to bring timber and fuel back; it is not the spearhead of the attack.

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The Ram Workshop gives the settlement a place to train its heavier units and fit their equipment.

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The Shaman Hut completes the support side of the settlement. Its research will also unlock the Warchief's War Cry.

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Timber Crews will make the workers harvest wood faster. That matters here: training and construction are drawing on the same supplies.

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War Rations helps military units recover between engagements. They begin healing only after eight seconds without taking damage.

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Blooded Axes adds five damage to the listed units. The improvement still has to be fitted to each eligible soldier or machine.

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Hunter and Cinder Tools improves Hunter and Tar Hurler range and armor piercing. On fitted Cinder Rams, it strengthens each flame pulse.

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Siege Craft gives fitted military units forty percent more damage against buildings. This is the upgrade aimed at breaking through the enemy settlement.

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A fitted Warchief can use War Cry for eight seconds of extra damage around it. The tradeoff is two less armor for the affected soldiers.

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The War Camp offers a forged weapon kit for eligible melee fighters. Research begins the improvement; each soldier must be fitted before the bonus reaches the battlefield.

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The Ram Workshop fits armor and harnesses to eligible troops. Make time for that work before ordering the front line into enemy fire.

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Missile and Siege Tools improves eligible ranged weapons after fitting here. Prepare it before the first volley opens a path for the ram. Research alone cannot fight.

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Orc Laborers carry the economy. They gather supplies, return them to storage, and build the structures that keep recruitment moving.

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Orc Warriors are the close-range fighting line. Their job is to hold enemies away from the Hunters and the more fragile support units.

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The Orc Hunter provides ranged pressure. Keep Hunters behind the melee line, where they can attack without taking the first blows.

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The Warchief belongs near a group of fighters. War Cry can raise their damage, but its armor penalty makes a reckless charge more dangerous.

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A Hook Reaver can drag an exposed enemy out of formation. Machines and braced troops resist the pull, and other enemies can block its path.

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The Ironhide Breaker trades speed for durability and a sweeping melee strike. It can disrupt a packed line, but fast ranged troops can keep away.

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The Tusk Rider is built for a short rush into an exposed flank. Its recovery after impact gives the enemy a chance to retaliate.

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A War Drummer helps nearby allies strike and reload faster. Its position matters: a drummer separated from the fighters cannot support them with its aura.

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The Tar Hurler can slow an approach with a fuel-fed field. A Cinder Ram can ignite that tar, provided both attacks reach the same patch.

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The Cinder Ram has an armored front and a close flame cone. Its slow movement and exposed flanks make positioning more important than chasing targets.

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The Orc plan is to force a close fight: pull targets out, keep the drummer near the line, and bring the ram forward behind the infantry.

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The Ironhide Breaker is selected beside the bridge. Its sweeping attack is brief, and the crowded line makes individual hits difficult to follow.

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The drummer has moved up with the forward group. The rest of the army is still gathered around the smaller building behind it.

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The Cinder Ram sends a fan of flame across the approach. This is the flame attack on its own; no tar field is burning here.

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Back at the settlement, the Tar Hurler is well behind the assault. It is far from the Cinder Ram, so there is no combined attack to show here.

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The enemy keep has fallen. The match is won, although the tar-and-flame combination still needs a clear demonstration.
