WEBVTT

1
00:00:08.303 --> 00:00:14.944
The Orc settlement is already at work. We'll follow its recruits into the field, then stay with the battle to the end.

2
00:00:39.107 --> 00:00:45.748
The worker carries these logs home. Wood becomes stored stock only after the journey back to a building.

3
00:00:54.492 --> 00:01:00.808
Inside the keep, these piles show its actual wood and gold. Tanks and vaults have finite capacity.

4
00:01:09.908 --> 00:01:18.871
Recruits begin at home and train. Military units also visit workshops for their own equipment; finishing research only unlocks the recipe.

5
00:01:42.757 --> 00:01:48.562
The War Camp is finished. This is where the settlement starts turning recruits into its fighting line.

6
00:02:14.916 --> 00:02:23.183
The refinery turns carried crude oil into usable fuel. Its sealed stores support this race's pressure and flame equipment.

7
00:02:46.909 --> 00:02:53.828
The watchtower guards the approach. Placing it beside the working army helps protect resource routes without crowding the town.

8
00:03:27.905 --> 00:03:32.921
The Ram Workshop gives the settlement a place to train its heavier units and fit their equipment.

9
00:03:59.910 --> 00:04:06.179
The Shaman Hut completes the support side of the settlement. Its research will also unlock the Warchief's War Cry.

10
00:04:15.416 --> 00:04:23.310
Timber Crews will make the workers harvest wood faster. That matters here: training and construction are drawing on the same supplies.

11
00:04:59.087 --> 00:05:07.540
War Rations helps military units recover between engagements. They begin healing only after eight seconds without taking damage.

12
00:05:48.739 --> 00:05:56.866
Blooded Axes adds five damage to the listed units. The improvement still has to be fitted to each eligible soldier or machine.

13
00:06:39.461 --> 00:06:48.192
Hunter and Cinder Tools improves Hunter and Tar Hurler range and armor piercing. On fitted Cinder Rams, it strengthens each flame pulse.

14
00:07:34.713 --> 00:07:43.444
Siege Craft gives fitted military units forty percent more damage against buildings. This is the upgrade aimed at breaking through the enemy settlement.

15
00:08:38.533 --> 00:08:46.475
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.

16
00:09:46.940 --> 00:09:55.577
The Forged Weapon Kit adds three melee damage to eligible units after fitting. This is a separate improvement from the race-specific studies.

17
00:10:38.694 --> 00:10:46.589
The Armor and Harness Kit adds two armor to military units. Each soldier still needs a workshop visit to receive the equipment.

18
00:11:33.427 --> 00:11:40.393
Missile and Siege Tools adds three ranged damage after fitting. The kit goes to units whose weapons can use it.

19
00:12:34.955 --> 00:12:42.478
Orc Laborers carry the economy. They gather supplies, return them to storage, and build the structures that keep recruitment moving.

20
00:13:11.262 --> 00:13:18.692
Orc Warriors are the close-range fighting line. Their job is to hold enemies away from the Hunters and the more fragile support units.

21
00:15:07.257 --> 00:15:14.409
The Orc Hunter provides ranged pressure. Keep Hunters behind the melee line, where they can attack without taking the first blows.

22
00:16:49.206 --> 00:16:57.333
The Warchief belongs near a group of fighters. War Cry can raise their damage, but its armor penalty makes a reckless charge more dangerous.

23
00:19:21.452 --> 00:19:30.462
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.

24
00:21:16.703 --> 00:21:25.665
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.

25
00:23:52.414 --> 00:24:00.726
The Tusk Rider is built for a short rush into an exposed flank. Its recovery after impact gives the enemy a chance to retaliate.

26
00:25:55.705 --> 00:26:05.040
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.

27
00:27:50.408 --> 00:27:58.720
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.

28
00:29:33.967 --> 00:29:42.930
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.

29
00:32:45.507 --> 00:32:52.519
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.

30
00:33:02.361 --> 00:33:10.070
The Ironhide Breaker is selected beside the bridge. Its sweeping attack is brief, and the crowded line makes individual hits difficult to follow.

31
00:33:17.355 --> 00:33:23.346
The drummer has moved up with the forward group. The rest of the army is still gathered around the smaller building behind it.

32
00:33:47.364 --> 00:33:55.073
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.

33
00:34:04.563 --> 00:34:12.318
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.

34
00:44:47.173 --> 00:44:54.185
The enemy keep has fallen. The match is won, although the tar-and-flame combination still needs a clear demonstration.
