3) The game revolves around Hero characters. Heroes, like in previous Blizzard games, have substantially better statistics than normal units. Unlike previous games, the mechanics of WarCraft III encourage you to use your Heroes. When they kill “creeps” (neutral units set near important points on the map, such as mines) and/or enemy units, they accumulate experience points. Earn enough experience, and the Hero will advance in level, earning better statistics and Hit Points.
a. Heroes also possess special skills that can aid them in combat, help friendly units, and/or provide utility uses. For example, the Night Elf Priestess of the Moon has a “Trueshot Aura” that causes all friendly Ranged Attack units within the area of affect to inflict extra damage—and she, like most Night Elves, herself is a Ranged Attack unit.
b. At Level Five, Heroes can learn an “Ultimate Ability”, a spell of devastating power that has a dramatic effect on the game. For example, the Alliance Paladin can Resurrect your slain units to fight again on your side.
4) Air units, while important, play a smaller role than they did in StarCraft. Air units play a bigger role than they did in WarCraft II, but roaming death squads of air units do not truly occur. The extra mobility and tactical flexibility of air units has been balanced with the fact that they are quite fragile when compared to equivalent ground units. A good ground-based air defence will normally be able to stop an air assault—unlike some StarCraft scenarios where Carrier and/or BattleCruiser fleets were nigh unstoppable.
5) Hotkeying and group selecting has been made smoother. When you order a group to move, they automatically stay together—preventing the StarCraft phenomenon of fast units leaving their support behind. Also, melee units automatically go to the front of a formation, protecting your missile units and spellcasters.
6) In most cases, you will need to micromanage your troops in combat. In StarCraft, you would typically assign your units to attack, then return your attention to running your economy/base. In WarCraft III, the reverse is true. When a battle starts, you will usually be focused entirely on managing your forces. This was an explicit intent on the part of Blizzard. They have chosen to emphasize the aspect of you leading your army into battle, and the inclusion of heroes and a multitude of powerful unit abilities that you need to manually trigger has supported this concept.
7) However, while many powerful abilities need to be micromanaged, WarCraft III also features the ability for you to toggle an “autocast” option. For spells that you would want cast whenever the appropriate time comes up, such as Orc Shamans’ Bloodlust spell or the Undead Necromancers’ Animate Dead, you can right click on a spell icon to tell your unit to “cast every time you can”. This ensures that support spells get cast in the thick of combat, even when you are busy controlling other units—such as your hero.
8) Maps feel smaller, and games feel faster. An average one on one games typically takes between 30 to 50 minutes, but in most cases, you feel involved from beginning to end. The pace of the game is such that you are always doing something—expanding, scouting, guerrilla warfare, etc.
9) Battle.net (Blizzard’s propriety support for its games) has been updated and upgraded. It features a plethora of new options and support. A particularly “neat” feature is the new ranking system. As you play against other players, your performance is translated into an “experience” score. As you accumulate experience, you are given a “level”. When you play randomly matched up games on Battle.net, you are automatically matched up with people of approximately the same level, looking for the same game (one on one, two on two, and so on), and preferably, on the same map. This helps makes sure that your opponents are worthy challenges, and that games are close—which is a lot more fun than crushing a newer player underfoot or being crushed by someone who knows a lot more about the game than you.