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Basic Overview
Orcs Vs. Humans
Unit Listings
General Strategy
Advanced Strategy
Water Strategy

Peasant/Peon | Footman/Grunt | Archer/Axe Thrower | Ballista/Catapult | Demolition Squads/Goblin Sappers | Knight/Ogre
Paladin | Ogre Mage | Mage | Death Knight
Flying Machine/Goblin Zeppelin | Gryphon/Dragon | Oil Tanker | Destroyer | Transport | Submarine | Battleship/Juggernaught
Footman Footman - Grunt Grunt
Cost: 600

Hit Points: 60
Damage: 2-9 + 4
Armor: 2 + 4
Sight: 4
Speed: 10
Range: 1

Footmen are the initial line of defenses against the Horde. Arrayed in hardened steel armor, they courageously wield broadsword and shield in hand-to-hand combat against their vile Orcish foes. The valorous Footmen are ever prepared to heed the call to arms.

Those Orcs who distinguish themselves enough in the arts of war to be trained as Grunts epitomize the merciless spirit of the Horde. Equipped with mighty axes and battle-worn armor, they are prepared to fight to the death. Devoted to the Horde and their clans, the Grunt lusts for battle - wanting nothing more than to wade into the field of carnage and die a bloody death surrounded by the bodies of his fallen enemies.

Main early game offensive unit. Provides defense early to mid game and is used to scout the map.

Orc vs Human
No Difference.

Footmen and Grunts are the main ground based offensive units until Knights and Ogres.

While Archers are an option in the early game, they are very weak in hand to hand combat. Often the enemy can easily slaughter groups of Archers if they are able to get up close with Footmen. Footmen are necessary for brute force battles, for breaking through enemy defenses, slaughtering enemy Peasants, and for defending your town.

Once you have a Stables or Ogre Mound you can stop building Footmen and Grunts as Knights and Ogres totally replace them. Knights faster speed, more hit points, and better attack give little reason to build any further Footmen unless the Stable is destroyed or there is not enough Lumber to build more Knights.

Footmen are often a lot less important on water maps as you can often wait until Knights or Ogres before invading the enemy. Unless you're rushing, by the time you start invading you do it with Knights. Many games can be played with no Footmen being built at all. However if you're going for an early rush on water maps you will need to use Footmen.

Always keep in mind that level 2 Knights are much more powerful than level 5 Footmen. Knights usually beat Footmen unless there is a lot more Footmen or the Knights are not properly controlled. Because of this, you don't want to get stuck with Footmen while your enemy is using Knights. Upgrade Knights to level 2 or 3 before using them. Try to get Knights and Ogres as quickly as possible.


Upgrade Weapons ( Damage + 2 )
Cost: 800

Upgrade Weapons ( Damage + 2 )
Cost: 2400

Upgrade Armor ( Armor + 2 )
Cost: 300 300

Upgrade Armor ( Armor + 2 )
Cost: 900 500


Upgrade Weapons ( Damage + 2 )
Cost: 500 100

Upgrade Weapons ( Damage + 2 )
Cost: 1500 300

Upgrade Armor ( Armor + 2 )
Cost: 300 300

Upgrade Armor ( Armor + 2 )
Cost: 900 500

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