Nah, frost wyrms are pretty bad at siege. Their magic damage is too low against fortified armor, it only deals 35% compared to 150% that siege damage deals,
http://classic.battle.net/war3/basics/armorandweapontypes.shtml
so even a single batrider’s damage against fortified armor is higher than a single frostie, and batrider only takes up 2 food compared to frosties 7. Three batriders are like 4 to 5 times better than a single frosty at sieging, there is just no contest,
https://www.youtube.com/watch?v=3VgnnpyQfd0
and disabling towers ability range is way too low compared to dragonhawk, who can disable towers outside of towers’ hitting range, while frost wyrms have to come close, and if there are many towers, they can’t disable them all, and unlike dragonhawks, will get killed. And chimaera can kill the towers outside of towers’ hitting range without even needing to disable them. Undead really needs a proper siege unit apart from meat wagons. I was thinking a secondary siege attack on destroyers, and/or banshees with exact same parameters like their main attack would compensate the gross lackluster of a proper siege unit for the undead. And Death & Decay does not quite cut it either, as all other races have AoE magic that is also excellent for sieging purpose, Starfall, Blizzard, Earthquake, but that doesn’t stop other races from having 2 extra excellent siege damage units in addition to their horribly slow glass cannons like the meat wagons are.
So changing this:
war3x.mpq > Units > UnitWeapons.slk >
weapsOn > change from '1' to '3' for a 'destroyer'
targs1 > remove 'structure' for a 'destroyer'
targs2 > add 'structure' for a 'destroyer'
rangeN2 > add the current value of 'rangeN1' for a 'destroyer' (450)
rngBuff2 > add the current value of 'rngBuff1' for a 'destroyer' (250)
atkType2 > change from 'normal' to 'siege' for a 'destroyer'
weapTp2 > add 'missile' for a 'destroyer'
cool2 > add the current value of 'cool1' for a 'destroyer' (1.35)
dice2 > add the current value of 'dice1' for a 'destroyer' (1)
sides2 > add the current value of 'sides1' for a 'destroyer' (3)
dmgplus2 > add the current value of 'dmgplus1' for a 'destroyer' (18)
dmgpt2 > add the current value of 'dmgpt1' for a 'destroyer' (0.633)
backSw2 > add the current value of 'backSw1' for a 'destroyer' (0.337)
Will give us that:
https://imgur.com/a/5LgUlRp
And changing this:
war3x.mpq > Units > UnitWeapons.slk >
weapsOn > change from '1' to '3' for a 'banshee'
targs1 > remove 'structure' for a 'banshee'
targs2 > add 'structure' for a 'banshee'
rangeN2 > add the current value of 'rangeN1' for a 'banshee' (600)
rngBuff2 > add the current value of 'rngBuff1' for a 'banshee' (250)
atkType2 > change from 'normal' to 'siege' for a 'banshee'
weapTp2 > add 'missile' for a 'banshee'
cool2 > add the current value of 'cool1' for a 'banshee' (1.5)
dice2 > add the current value of 'dice1' for a 'banshee' (1)
sides2 > add the current value of 'sides1' for a 'banshee' (5)
dmgplus2 > add the current value of 'dmgplus1' for a 'banshee' (8)
dmgpt2 > add the current value of 'dmgpt1' for a 'banshee' (0.56)
backSw2 > add the current value of 'backSw1' for a 'banshee' (0.51)
Will give us that:
https://imgur.com/a/9bn4OF4