Kyross (WC1 Human)

Kyross is the third mission of the Human campaign in Warcraft: Orcs & Humans. In this mission, the Human Regent travels to the Swamp of Sorrows to locate and destroy the Orcish outpost of Kyross.
==Mission briefing==
With Blackhand's raiding parties routed, now is the time for us to secure a lasting peace in the area around Grand Hamlet. You must seek out the Orcish outpost of Kyross that lies deep within the Swamps of Sorrow, and destroy it.
==Battle description==
After halting the Orcish raiding parties in their recent attacks on the village of Grand Hamlet, the Human Regent traveled deep into the murky Swamps of Sorrow to seek out the Orcish outpost of Kyross. To prevent the Orcs from launching any more surprise attacks upon the citizens of Grand Hamlet, the Humans began their search for the Orcs' hidden encampment located somewhere within the boggy marshlands of the swamp.
Initial sightings of the Orcish forces revealed that the Orcs were employing a new type of unit called a Necrolyte. This magical user was capable of harnessing dark magicks to raise the fallen corpses of his brethren into undead warriors to fight on behalf of the Orcish armies. Fortunately, however, the Human forces brought along with them a company of Clerics to aid in their mission. The clerics provided valuable healing assistance and support to the Human footmen and archers fighting against the Orcs. After several hours of scouting and clashes with the Orcs, the Humans stumbled upon the Orcish outpost of Kyross and proceeded to raze it to the ground, along with the wicked Temple where the Orcish Necrolytes practiced their unholy and twisted magicks.
==Guide==
This missions introduces you to:
* Magic users. The player gains access to Clerics which can heal units and recover lost HP, while the Orcs gain access to the dark Necrolytes and their ability to Raise Dead, unleashing animated skeletons upon your forces.
* An enemy base. Unlike the previous mission this base will continually train and send waves of enemy units towards your base from different directions. They will come in from the north and the west, so it is important to make use of your Archers and scout around your base to reveal the map and give you heads up for an incoming wave; this will give you time to reposition your units to minimize casualties, which will be especially important, early on. You will need to destroy this base and wipe out all of the Orcish forces, down to their last Peon.
Just like the last mission, you will need to build and expand a base to include a Barracks and (if you want the additional support) a Lumber Mill for the ranged Archers and a Church for Clerics. Since Clerics have to be manually selected for Healing, a good ratio is one Cleric for every 4 attack units on the field.
Start with the Gold Mine to the south of the base. Send your Peasants there and begin training more Peasants. There is a fair bit of walking between the mine and the Town Hall , so you will want several Peasants trained to ensure a good supply of gold (Without resources, it will be difficult to keep up with. Keep a couple Peasants harvesting lumber, since you will need plenty for Archers and Farms. If your mine runs out of gold, there are addition Gold Mines to the west and to the north, just around the creek. Neither one is guarded, but you should bring along an escort of Footmen, Archers and a Cleric while placing them in the line of fire (Peasants have a higher priority rating, meaning enemy units will always target them before anything else when chance allows).
With a strong economy, get your Barracks going and train Footmen to replace units you have lost, then get a Lumber Mill for Archers and (at least) one Church so you produce Clerics, have them heal combat damage and keep your units alive. When you have raised a large army or at least 15 troops, send them to the middle to the map and try to use a unit to lure enemies to your forces (If you try to rush in with everything you have, the enemy will cut your forces to pieces, even if you outnumber them). If everything works out well, they will bring enemies to your ambush where your superior range can engage and defeat them as they approach. When no more enemy units show up, advance closer to the base and use another lure. After a couple times, you should be close enough to move your forces to the enemy base and start working on their production. If you have Footmen, bring them as well; they do a LOT more damage to buildings than your Archers can. 
* Once you bring any combat unit within the acquisition range of the enemy Town Hall, all enemy units not engaged with your forces or being sent to attack your base will be recalled to protect their base.
To keep the enemy from building replacement units while you destroy their base, take out the Barracks, first. This will go a long way to keeping your guys alive. Next, destroy the Temple (for the same reason). Send a couple units around the base perimeter to look for Peons while you concentrate your efforts on the Town Hall. Once destroyed, the enemy AI goes into a panic mode. This has the following effect.
* All remaining combat forces will make a beeline for your base and attack it. If any production buildings survive, they will continue to produce units and send them on an immediate suicide run for the base, even if the Town Hall has been rebuilt since then. Make sure your base has a couple units protecting it, just in case.
* Peons will scramble to construct replacement buildings. You can prevent this by placing a combat unit over where the building was destroyed. You can also use a Peasant, if you prefer.
Once every enemy building is destroyed and every enemy unit is dead, the mission ends in victory.
Enemy Attack Waves	Enemy Attack Waves
Wave# 	Composition
1 	1 Unit
2-5 	2 Units
6-9 	3 units
10-13 	4 units
14-17 	5 units
18+ 	6 units
There are no specific units for these waves; it is a matter of what random units are trained at the Barracks and Temple and what is available when they meet up at a rally point. The base has two rally points; southwest of the base (Used over 90% of the time) and northeast. On occasion, they will train extra units and will send more than one wave at a time from different directions.
===The Easy Way===
The sooner you can get this map done, the less larger number of waves you will have to deal with. Send your peasants to the Gold Mine south of the base and get to training. Once you have trained two more, get a Farm going, then resume training as resources and food allows. You will (eventually) want around 10: 6-7 for gold and 3-4 on lumber. Eventually, once you have enough farms for 25-30 units, move a couple Peasants over to gold; keep enough lumber coming in for Archers.
Send your archers to scout around the creek, but avoid the northwest corner of the map: That is where the enemy base is located. Also watch for Gold Mines near that base; they are guarded by Grunts and Spearmen. The first attack (A single unit, likely a Grunt or Spearman) will come from either direction. Arrange your token force to max. out your damage potential and minimize how much you will take in return; you need to keep these units alive for as long as you can. The next several waves of two units will (usually) include a Necrolyte, which is not a heavy threat to your forces, but can still inflict damage if given the chance to.
Once your barracks is up, produce another Footman or two, but push to get the Lumber Mill up so you can start training Archers. If you are starting to hover resources, construct a second Barracks and use it to pump out additional combat units. Cover both the north and west ends of the base until you have a nice row or Archers. Research (at least) the first arrow upgrade to help greatly improve the Archer's biggest problem: lack of Damage per second. If you feel your resources allow for it, you can build a Church, research Healing and starting producing Clerics, but this mission can be won without them (especially with the initial investment of over 2000 resources just to get things started that could be spent elsewhere).
The best way for handling the enemy forces is already stated above. With a dozen archers (minimum) and a few Footmen to help destroy buildings, position your forces just outside their base and use an Archer to lure the enemy forces into your ambush. With their considerable combat acquisition range, it should not be much trouble to bring them to your setup. Expect to take some losses, but with your Archer's range advantage, you should have little trouble taking them out.
*If you find yourself taking a long time to reach this point, (They are sending 3 or even 4 units at a time for an attack wave) you may want at least 20 Archers for this job.
Before the enemy has a chance to pump out replacements, bring your Archers and Footmen to the base, engage whatever straggler forces remain, then take out the Barracks., followed by the Temple and then the Town Hall. If you can afford to, leave Footmen on each spot where a building was destroyed to prevent surviving Peons from spawning a construction site at their position. Clear out the remaining Peons hanging around (There are no more than 4 near the base) while your forces finish off the Lumber Mill and Farms.
==Forces==
;Kingdom of Azeroth
*2+ Peasants
*3+ Footmen
*2+ Archers
*Clerics
;Orcish Horde
*Peons (Max. 4 at a time)
*10+ Grunts
*3+ Spearmen
*Necrolytes
==Misc. Information==
Player 	Player
Starting Resources 	x500, x500
Train 	Footman, Peasant, Archer, Cleric
Construct 	Farm, Barracks, Church, Town Hall, Mill, Road
Starting Upgrades 	None
Available Upgrades 	Arrow Strength x2
Starting Research 	None
Available Research 	Healing
 	
Enemy AI 	Enemy AI
Combat Acquisition Range	8
AI Behaviour 	Send increasingly larger task forces to engage enemy base.Panic mode when Town Hall is destoyed.
Starting Upgrades 	None
Starting Research 	Raise Dead
==Trivia==
*In the early game demos the previous mission is the Regent while the next mission is the Grand Hamlet.
**In versions 1.00 and 1.01, the enemy does not possess a Temple of the Damned and they typically send only one unit at a time to engage your forces, making it a far easier version of the mission.
**In the Sound Blaster (1.21) and GameGen (1.21) versions of the demo, this remains the third mission and is preceded by The Dead Mines, instead.
**In the 1.21 6-map demo, this remains the third mission and is preceded by the usual mission.
==Videos==
Category:Warcraft: Orcs & Humans human campaign
Category:Unofficially named articles