
              OGR.COM's Myth: The Fallen Lords Tactics Guide Part 1
                      Compiled By Loomer and Doug Radcliffe
   Contributors from Area-S: The Real Time War Zone - Fate, Gabilan and Loomer
          Contributors from OGR.COM - Doug Radcliffe and David Perkins
   Some Passages Taken From Cases Myth Grimoire Very Special Thanks to Case

                  Submit Your Myth: The Fallen Lords Strategies

For clarification, Myth: The Fallen Lords is not a real time strategy game. This
should not surprise military experts, because Myth: The Fallen Lords should be
called a real time tactics game.

Tactics: The art and science of employing and maneuvering forces to accomplish a
limited objective or an immediate end, as opposed to strategy. Tactics involve
the manipulation of forces to accomplish the defeat of an enemy.

Strategy: The art of employing all elements of the power of a nation or nations
to accomplish the objectives of a nation or alliance in war. Strategy involves
the use and close integration of economic, political, cultural, social, moral,
spiritual, and psychological power.  Admiral Arleigh Burke

With this in mind, one should realize that (you) the player has one objective...
To defeat all opponents with wit.

Updated 12/15/97: Forces of the Light Unit Tactics

   * Myth Unit Tactics
        o Forces of the Dark
             + Thrall, Soulless, Ghol, Trow
             + Myrmidon, Fetch, Cave Spider, Wight
        o Forces of the Light
             + Warriors, Berserkers, Archers
             + Journeyman, Dwarves, Forest Giants

Coming Soon: Formations, Guide to the Comet, Map and Game strategies and much
more!

UNIT TACTICS

Forces of the Dark:

Thrall



Cost: 1
Vitality: Medium
Defense: Low
Speed: Low
Attack: Medium
Range: Low

Best Uses: The main strength of thrall comes from their numbers. They cost only
one point in multiplayer games, and they take a hefty amount of damage before
they bite the dust. They cant really dish it out against the other infantry in
the game, but their quantity can definitely cause problems.

Thrall can act as a human wall against archer attacks, as your more important
troops are advancing.

Thrall are best used in close combat by flanking around the enemy. Try
to encircle your opponents troops and just overwhelm them with the vast
number of thrall.

Thrall can stay underwater indefinitely! This provides excellent coverage from
just about everything, and they will not appear on your opponent's overhead map.
What you have to do is find a deep spot of the water or mud (usually darker
color...) and have them walk right into it; this way you can bring them out for
a surprise attack at the end of battle!

In "Last man on the Hill," thrall really shine. You can send them in towards the
end of battle and you usually can overwhelm the enemy with their sheer numbers.

Thralls underwater abilities can also be fun on Steal the Bacon games. Position
the ball in the water and have the thrall hide underneath. Youll maintain
control of the ball and have a significant force if you are challenged late in
the game. Just pull the thrall surprise out and guard that ball as long as you
can!

Keep thrall in an encirclement formation so if you are attacked, the thrall will
be able to cover your opponent like a blanket, maximizing the damage that they
inflict.

Weaknesses: Thrall are very slow! They can easily be picked off by dwarves since
many people keep them in a tight cluster. What you have to do is make sure that
your thrall are spread out and you provide them some projectile support as they
advance on the enemy.

Never, ever heal a thrall! As much as you want to help them out, they will just
crumble into a pile of bones!

 As good as they are in large numbers, the thrall are still weak and
        against better infantry will start dropping like flies. Also, dont send
them at a line of archers a good distance away; thrall are so slow theyll be
picked off before they reach their target.

BEST AGAINST: Warriors, if they outnumber them and out flank them. Thrall also
can handle Ghols quite well. Anything the thrall can actually be up against and
out number, it can handle. But since thrall are so slow, its quite difficult
getting that close. Dont depend on getting much out of them. Primarily use them
for defense, living walls, and to overwhelm an opponent by sheer numbers.

WORST AGAINST: Dwarves are the death of thrall... if you see a dwarf near your
thrall start planning that second funeral. Fetch can pick off thrall quickly as
well; the slow moving thrall will never reach the fetch in time to stop the
barrage of lightning attacks.

Soulless



Cost: 3
Vitality: Low
Defense: Low
Speed: Medium
Attack: Medium
Range: Medium

Best Uses: Definitely hammering opponents from a secure spot. Soulless float so
they can go places where many of the other units can't. What you have to do is
find one of these spots, either on a countryside hill, rock or whatever and
attack the enemy from there.

Keep Soulless on the highground! This significantly increases their
range and accuracy, and also remember that this is real physics, so it
takes an enemy longer to climb up a hill than to run down a hill, so you get a
definite advantage on the hilltops..

If no hills are available, keep them a bit behind your infantry. Remember to
keep them a little way back so that they aren't hitting your troops in the
back...

Taking out wights! Soulless are the best and safest way to get rid of those
walking bombs!

If a fast enemy infantry unit has caught up with your band of Soulless, you are
definitely in trouble. Make sure to use "Scatter" so your spear-throwers will
spread out allowing them to take shots at the enemy infantry. Plus, if you are
floating away from the enemy but have friendly units in pursuit, turn one
soulless around and engage the infantry head on in an effort to slow him down.
This will give your pal time to catch up and dispose of your enemy in the back.

Use them to back up your infantry, but dont have them firing in just yet. If
you do have to retreat your infantry, move them left or right, not straight back
into your own Soulless. That way, your Soulless can engage the enemy at long
range and you wont have to worry about your own guys getting impaled.

 Soulless work best in a long line formation or even a shallow
        encirclement. Dont put them in multiple close rows or theyll just hit
each other in the back. Having two rows that are spread out isnt a bad idea.
The first row can attack a group of units and when spotted can begin retreating
and the next row can take over. Risky, but useful.

Weaknesses: Soulless are also very slow. However, soulless are very easy to kill
and if they are cornered by Berserks they are goners... Keep an eye on your
Soulless. Nothing says wasted points more than getting your Soulless killed in a
quick instant by one rampaging soldier.

Never ever let Soulless fire into a battle after your troops engage unless they
are behind the enemy. They tend to miss their targets a lot and end up hitting
your own troops. Besides, they are more useful for picking off stray warriors or
any dwarves that might be considering lobbing a cocktail into the melee. (Hint :
With the Soulless selected, hitting the spacebar stops the Soulless from
attacking. This is great if they happen to be firing into your own infantry)

Soulless have less range than archers. So dont get caught up in a Soulless vs.
archer fight, or your going to lose... unless, of course, youre the archers...

BEST AGAINST: Almost everything, from a distance... but particularly wights and
dwarves. Even Fetch to some extent. Just be careful about attacking on-coming
infantry forces. Your Soulless probably wont be able to kill all the fast
moving units before they reach you.

WORST AGAINST: Almost anything, from close up...

Ghols



Cost: 2
Vitality: Medium
Defense: Low
Speed: High
Attack: Medium
Range: Varies

Best Uses: Ghols are the second fastest unit. The only unit that is faster than
a ghol is a cave spider. However unlike cave spiders ghol can take a bit of
damage before they go down.

 Ghols make great scouts, they are useful for making surprise attacks on
        undefended artillery and taunting troops into abandoning advantageous
positions is a blast. In large maps of Capture the Flag, use a few ghols to
scout northern and southern positions. Keeping an eye on what the enemy is doing
is a chief role of the ghol.

Ghols are best used to take out archers. If someone is dumb enough to put their
archers in front of their infantry, or leave them unprotected, a group of four
ghols can make short work of an entire group of archers.

Ghols can pick up just about anything you find on the battlefield! They can pick
up satchel charges from dwarves, healing roots from journeymen, body parts,
wight bombs (explained in second), rocks, tree limbs... etc. The things that
ghols pick up can be thrown at enemies from a short distance away. (hint: to
pick up items, select a ghol and then click on the item you want to pick up.
This is where the zoom feature comes in handy so you dont pick up the wrong
thing. Picking up a rock instead of a wight chunk usually results in bad
things).

Wight Bombs : use your journeyman to heal a wight and it will crumble into a
bunch of pieces, but will not explode. Then have your ghol pick up one of the
pieces (he can only carry one at a time) then have him run at a big group of
infantry and hurl it into them! It has a similar effect as a wight
(though not as strong), but you will be able to bring your ghol back to
fight another day. This works best if you have about 3 ghols dishing out the
wight bombs.. however keep them spread out so they dont hit each other with
them! Unfortunately, your ghol hurler has to connect with the wight chunk in
order to inflict the damage. Typically he is pretty accurate but theres always
those few times when he throws a lame duck.

Satchels : Ghols can throw the dropped satchel charges of dwarves, but they
don't explode on impact, they just lie there. This tactic is good for setting up
satchel charges against an advancing army so that you dont have to get your
dwarf too close.

Ball handlers... Ghols are one of the best units for the games which use balls
such as Steal the Bacon. They can easily move the bacon around and stay well
ahead of the other units doing it. It is best to use more than one ghol for each
ball, if possible. It makes ball-control easier and the second ghol can buy the
first time to get away if necessary.

Ghols are usually used in Last man on the Hill games to get the flag. You can
easily send them to the flag before any of the other units arrive (this
guarantees you at least a 2nd place finish in a 3-way game if you hold the flag
at one point of the game and a third party doesnt grab it at all)

They are also good for sneak attacks in Capture the Flag. If someone is not
watching it is easy to slip a stray faction of ghols through the defense and
right up to that flag!

Weaknesses: Ghols are not very sturdy, they can be easily killed by all of the
infantry units. So it is a good idea to keep them back from the actual battles..
they have many uses, but close combat is not one of them.

Many players use ghols as Archer/Soulless killers. Be careful when rushing a
group of range units, though. Only one ghol will be quick toast and even a large
number of ghols must be handled with care. A good player will scatter his range
units giving some of them a shot at a ghol. However, ghols are only 2 points, so
if you can take a few range units down with you (at a cost of 3 points each),
they are well worth it.

BEST AGAINST: Archers / Soulless

WORST AGAINST: All infantry

Trow



Cost: 24
Vitality: High
Defense: High
Speed: Medium/High
Attack: Very High
Range: Low

Best Uses: To put it simply, the best use for the Trow is kicking ass. The Trow
can kill most any unit with one hit, and takes an incredible amount of damage.
They are also extremely fast, and make a very foreboding sound as they march
into battle. When you see a trow you have two choices, either move out of the
way fast, or be kicked to pieces!

Trow are best used in taking out large squads of infantry. They are also good at
taking out large groups of fetch.. they are also good at taking out large groups
of dwarves... they are also good at taking out large groups of archers... yea,
they are good at taking out just about everything!

A few multiplayer maps allow you to have more than one trow; deciding to choose
extra ones can often be a difficult decision based on the huge amount of cost
points of a trow (24). Basically, its all in what you do with it. Passing on an
extra trow can net you 8 more Berserks, which can dispatch a trow and still have
some survivors still left. Then again, that extra trow, if used properly, can
annihilate your enemys entire army.

Basically, the trows main worries are another trow, more trow or a horde of
Berserks. Anything else is just something to kick.

Weaknesses: A very, very, very large group of infantry. A good way to take out a
trow is to totally circle it with thrall.. why thrall? cause they are cheap!
They can usually overwhelm a trow if they totally flank him. Perhaps the best
way to dispatch of a trow though are with the Berserks. The Berserks are the
best way to kill a lone trow because they it takes two swift trow kicks to the
head to dispatch one Berserk. This gives your circle of Berserks time to work
their magic, slicing and dicing the trow into tasty trow chunks. A group of 8
berserks will kill a Trow fairly easily as long as they all attack at once. If
they arrange themselves in single file, they will just die in a more organized
fashion.

Never fight two trow with one trow... that is the best way to get your trow
killed  and have your opponent left with two trow (one full health and one
around halfway damaged)

TIP : Protect your 24 point trow at least as well as you protect your 6 point
dwarf. A trow that spearheads a wedge of berserks is being used poorly. A trow
that circles behind an enemy force and attacks it from the rear is being used
well.

BEST AGAINST: Everything

WORST AGAINST: except a encirclement of oncoming Berserks and a larger group of
trow.

   * Myth Unit Tactics
        o Forces of the Dark
             + Thrall, Soulless, Ghol, Trow
             + Myrmidon, Fetch, Cave Spider, Wight
        o Forces of the Light
             + Warriors, Berserkers, Archers
             + Journeyman, Dwarves, Forest Giants

Myrmidons



Cost: 2
Vitality: Medium
Defense: Medium
Speed: Medium/High
Attack: Medium
Range: Low

Best Uses: If the thrall are slow-moving fodder, than the Myrmidon are running
fodder. While they are useful for disrupting artillery, they are best used for
diversions and auxiliary attacks. Their speed allows them to attack an enemy and
then retreat, drawing the enemy out of formation and making him susceptible to
the main assault. Their moderate attack power makes them a real threat to an
enemies flank. Just don't let them get caught between the enemy and your main
force, or they will be trapped and crushed.

Along with the ghols, Myrms are a great scouting unit because of their
speed. If they do detect a large horde coming, you can retreat them to a safer
position without much worry of being killed.

If you have units engaged with each other, such as a Berserker battle raging on,
send in the Myrms to assist. Theyll happy use their carved-bone weaponry to
help slice and dice some enemy units. Assisting other forces are perhaps the
Myrms best role.

Weaknesses: Myrms are basically only effective in large numbers. One on one with
just about anything and the Myrm goes back to being dust particles.

BEST AGAINST: Unsuspecting archers or Soulless.

WORST AGAINST : Players who pay attention.

Cave Spiders



Cost: 1
Vitality: Low
Defense: Low
Speed: High
Attack: Low/Medium
Range: Low

Best Uses: Cave spiders are a very underrated group of units. True they are very
easy to kill, but their are some definite occasions where Spiders come in very
handy.

First off they are very good at disrupting unit formations and luring the enemy
into a position that you want them in. For instance they can pull berserkers out
of the front of the archers, giving you enough time to swing your ghols in to
clean up..

Also with 2 spiders you can take out a Fetch. Have the spiders spaced out so
that they will not both get hit by the first shot. The Fetch will fire out a
bolt at one of the spiders and will not have a chance to get the second one!

Chasing down dwarves. You can employ the same strategy on Dwarves as you did on
the fetch. Sometimes though, it takes 3 spiders to get the job done.. but
sending a few spiders into a pack of 4 dwarves causes some definite confusion,
and you can often get them to throw wayward bombs.

Use spiders to take out wights if you dont have archers. Even better, use your
spiders to scout for players who keep their wights a bit too close to home. The
spider can quickly get to the wight and remain alive long enough to take out the
wight (and cause big boom).

One useful spider secret is their ability to scale just about any surface or
hill on a map. Thus, you can get them up to those units that your enemy thought
were "protected".

Protect spiders from infantry by placing them in inaccessible places on the map.

Basically the cave spiders biggest ally is its speed. Without much warning you
can get a few spiders bearing down on an enemy player and can inflict some
serious damage or casualties.

Weaknesses: Getting hit. Spiders are definitely not in Myth to take any sort of
damage at all. Any unit can kill them with fairly little effort so use them
wisely. They only cost 1 point, so anything you take out with them is basically
in your favor.

BEST AGAINST : Fetch, Dwarves when used properly and can cause problems in a
group of archers or warriors.

WORST AGAINST: Anything that attacks it.

Fetch



Cost: 6
Vitality: Low
Defense: Low
Speed: Low
Attack: Medium/High
Range: Medium

Best Uses: Taking out groups of units. Fetch are awesome if used correctly. They
can take out large groups of units very, very quickly. They have an extended
lightning bolt range that out distances dwarves and soulless. So you can safely
take out a dwarf from a bit away.

Dwarves are Fetch fodder. Almost everytime, the Fetch will fire the lightning
bolt just as the Dwarf fires off his flaming cocktail. What typically happens
next is: smoking dwarf remains and a bomb that gets shot off into another
direction by the force of the lightning. In other words, use Fetch against lone
Dwarves. You are risking a lot, however, using one Fetch against multiple
Dwarves. One of those pint-sized hurlers will probably connect and typically it
only takes one grenade to make Fetch nuggets.

Fetch are also useful in taking out a group of enemy units advancing against
another set of your own units (but not directly at your Fetch). Using a Fetch
head-on usually results in a few deaths for your opponent, but also your Fetch
getting killed. Too slow to escape, the Fetch is often left defenseless and
quickly gets hammered.

Another good Fetch tip is blowing up Dwarf satchel charges. Just force attack
your Fetch onto the charges and watch them go boom. Also, firing your Fetch into
a battle that is occurring on some former wight pus usually has awesome effects;
the wight pus starts jumping around again, causing some units to be paralyzed.
Be very careful (or dont do it at all) when firing into battles if your guys
are participating.

 When using a Fetch to attack a stationary group of enemy units, always
        attack the ones in the middle. That way, the lightning will get inside
the whole group, shooting out inflicting damage on more units than if you just
shot one of the perimeter units.

Have an opponent who likes to hide wights in the water? If you saw where he went
in, you can try to fetch him out. Force attack where you think the wight is and
occasionally youll make contact. One spark of lightning means wight go boom.

Weaknesses: Having fetch close together. If you have more than one fetch use a
deep encirclement as their standard formation, because they tend to shoot
themselves a lot.

Dont fire your Fetch into a big battle clump if your units are in there as
well. All you are going to do is hurt your guys as well which doesnt serve much
purpose. Sure, you can aim all you want at just your enemys guys, but some
lightning is going to carry over and damage your soldiers.

Dont even think about fetching a trow. The Fetch might turn soldiers into
smoking remains, but the trow can sustain a ton of that sparkly lightning.
Having a collection of Fetch greet an on-coming trow usually means 1 dead
collection of Fetch and 1 trow with a slight abrasion.

Although they perform well against Soulless, definitely pick your battles
wisely. Going after Soulless that are positioned high is just asking to be
drilled with spears.

BEST AGAINST: Attacking units from the side or rear; groups clumped in a box
formation; lone dwarves and wights.

WORST AGAINST: Soulless or Archers on high hills and dont ever, ever try to
fetch a trow or forest giant.

TIP : The smart Fetch player will use the CTRL key to attack the ground. For
instance, if you see an advancing dwarf, you want to anticipate the exact point
when the dwarf will enter your range, and then fire at that point a split second
before the dwarf reaches that point. This allows you to get two shots off much
quicker than letting the fetch calculate the shot on its own.

Wight



Cost: 3
Vitality: Low
Defense: Low
Speed: Low/Medium
Attack: Medium/High
Range: Low/Medium

Best Uses: Taking out large groups of unsuspecting infantry. Wights create a
rather large explosion that can kill thrall and myrms and seriously damage those
that are in the blast radius. The purplely pus that the wight shoots out also
paralyzes enemy units making them easy to pick off if you follow up a wight
attack with an archer or soldier barrage.

Wights, like thrall, can stay under water indefinitely and invisible to
the enemies radar. Keep this in mind for a surprise attack on the enemy!
The computer uses this tactic very well!

If the enemy sends a large group of thrall underwater, you can counter this move
by sending one of your wights underwater with them! Just have the wight go to
where you think the most units are, broad select the river to find your wight
and then hit the "T" key! You'll know you did this right if red bubbles rise to
the top of the river.

One of the most enjoyable uses of the wight is in "Last Man on the Hill" games
that contain three or more players. At the endgame when everyone is in the
middle duking it out to remain that Last Man, send a few wights in to join the
fun. If they arent paying attention, the wights will make it to the center,
explode and cause everyone else to be very unhappy.

Wights, along with Dwarves, are good at "nuking the ball". In games like Steal
the Bacon, a wight explosion near the ball can create quite the ball movement.
Expect the ball to fly some distance, hopefully away from your opponent. Combine
this with some Dwarf Satchel Charges and you could have a ball that, well, never
sees the light of day.

See the section in Ghols to use fever bombs.

Weaknesses: Having a wight at all is sometimes considered a weakness. Many
players believe you are much better off using your 3 points somewhere else, such
as an extra berserk, or one half of a dwarf. The problem with wights is that a
smart opponent will always find a way of killing your wight with no damage done
except to the wight of course.

 Never keep your wights with the rest of your units. They tend to inflict
        more damage on your troops than they do on the enemy.

Never send a wight into a fight with your own troops. It may sound stupid, but
there have been many a Myth player who has sent their wight in and killed many
of their own troops.

Healing a wight causes them to undie... It leaves their remains on the
battlefield for ghols to pick up and use as fever bombs. If somehow you can get
your journeymen close enough to an enemy wight (not reccommended) you can easily
dispense of it!

BEST AGAINST: Large groups of unsuspecting non projectile units.

WORST AGAINST: Archers and Soulless, Fetch, or a single unit....
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