The first game in any match is all about efficiency and speed, in addition to TBC Classic Gold fielding the best units possible, whenever possible. With different buildings dedicated to resources, tech trees, units, and defence, it is worth having a construct order in your mind so you don't get overwhelmed.
Much like heroes, it is hard to give a definitive answer to what you ought to prioritise in your build order, as there's so many factors that could play into your overall plan. Nevertheless, when you're first starting out, there are some generally agreed upon strings which are worth studying, if just to use them as a template for your own. Nailing the principles of aggressive Warcraft 3 has been a years of pragmatic process. You will probably find something new every single time you play, watch, or even read about a match. That said, these eleven year old forum articles for Humans, Orcs, Night Elf, and Undead are a wonderful place to start.
As a final bonus tip, make sure you spend two minutes clicking on each unit until they get annoyed with you and get started spouting hilarious dialogue. This is widely considered to be the most significant part Warcraft, and it'd be a crime to miss out. Joyful zugging!The game - occupies within my mental geography is important enough that I find it unsettling. The idea that a new player can undertake their travel through the match without ever setting foot on the broad pampas of the Barrens, or trudging through the Swamp of Sorrows, or really exploring the game's original continents - save the capital cities of Stormwind and Orgrimmar - gives me an uneasy feeling, such as having a ghost limb or a false memory.
Of course, it's tremendously well done. As an mechanical introduction into the game, it's flawless. As an introduction into the Warcraft's world? I am disappointed that Exile's Reach plays out identically for Alliance and Horde players, never mind players of all different races. The original newcomer encounters, individual to every race, do so much to create the extreme sense of belonging and cultural identity that Warcraft - a world of fantasy archetypes so cartoonish they get away with being, honestly, somewhat crass - doesn't have company fostering, but can. (it is possible to decide on the original beginner experiences rather, if it is not your first character.)
After I'd tried a couple of different routes into the match, however, my nostalgic concerns began to look fragile in the face of the truth. Using Chromie Time - the time-warping feature, curated by an impish member of the Bronze Dragonflight - I went from Exile's Reach into Cataclysm's variant of the original continents; to the aged Burning Crusade; into Legion, my favorite of the more recent expansions; and finally into Battle for Azeroth, as planned. And I had to face it: modern World of Warcraft is as big an improvement over Cataclysm as which was over the original game. Probably bigger. As much as my veteran soul may be stirred by the sight of this canyons of Thousand Needles or the windswept Borean Tundra, there's nothing in the older game that can touch your first sight of this great, burnished ziggurats of Battle for Azeroth's Zuldazar. The storytelling is so much more assured, pulled out of the quest text and into the action, though your advancement through the game is provided a strong thematic spine: base-building, a warfare effort, a quest for buy WOW Classic Burning Crusade Gold a fantastic artifact weapon. An imperceptible slot machine sometimes upgrades your quest-reward items using a flourish, simply because you deserve it. It is such a luxurious experience. Should you need to trudge through 10-year-old articles to get to this? Of course you should not.