Myth - The Fallen Lords [solve] ===================== ::Radon:: radon@myrealbox.com radon@gamebox.net ===================== Myth: The Fallen Lords ====================== Myth: The Fallen Lords aims to simulate the ebb and flow of a dynamic battlefield in real time, and requires a lot of tactical flexibility. To be successful you need to take your time advancing and setting up formations, leaving rear-guards and protecting your flanks, instead of charging all of your units straight into the enemy. Knowing when to retreat is as crucial as knowing when to break ranks and strike. The importance of retreating, especially hard to control melee units like the Berserk, can't be overstated. The Berserk rush in to waste the spear-throwing Soulless, but then immediately attack the Thrall. It's best to have them retreat and let the Dwarves mop up the Thrall at a safe distance, bringing them back to help a Dwarf in trouble as necessary. Another key to playing well is to set up your troops into formations where they can handle the ensuing chaos at least partly by themselves, especially when you're dealing with a large battle line. The 3D terrain provides real advantages if you know how to use it. Keep your Archers on high ground and hilltops when possible to increase their range, and remember that it's much safer to approach Dwarven grenadiers or spear-throwers from behind the cover of trees or structures. Undead units don't breathe, so they can stay underwater indefinitely; march them safely behind enemy lives along river-bottoms, so they can emerge for a surprise attack from behind. The ability to watch replays of past battles, especially in slow-motion, is very useful; it allows you to find out what you could have done better, and to learn what one group of troops were doing while you were on the opposite side of the map directing another group. Replays can also reveal rare phenomena, like an arrow being redirected in mid-flight by an explosion, or the hilarious miscalculations of your opponent. You don't have to save them, just hit 'last recording' on the game screen. Don't forget that a unit which begins the map controlled by the computer can become, after its mission is complete, your unit to control (or forget to control). You can see this happen on Shadows of the Mountain. Use the freedom of camera movement - zoom in to find an unexploded charge amid the debris of battle. Make a habit of rotating around your force's position, especially when you move to another part of the map, so you can identify any threats or opportunities you might have missed. Dwarves The threat from Dwarves or Archers lessens rapidly when you're approaching them in the trees, but this advantage is diminished by the added difficulty of fighting and moving (and the possibility of units becoming lost). But it's a great aid to gaining tactical advantage over missile units. The Dwarf needs a minimum amount of room to throw a grenade, so if there's a large group chasing close behind, have him target a unit further back rather than the one at the front. It's important to move a group of Dwarves ahead in an even line, or in tight formation if two lines of Dwarves are moving - if one straggles behind but is still approaching battle, it's good to stop him or move him to the far flank. Dwarves rack up kills and experience faster than the rest of the units, so they are typically the first to become deadly. It's worth remembering this in a long Net game - that Dwarf approaching your forces late in the game is probably devastating within range. Levels Crow's Bridge Objective: Repulse attacks of Soulless, Ghols and Thralls to save the village. The key here is to take out as many of the Thralls as possible before reinforcements show up. Trouble the Ghols with Warriors to make sure that they don't try a flanking move on your Archers. Mass your army on a bluff near the bridge and attack early. Plant four Dwarven satchel charges in a line about halfway between your army and the bridge. Next, use the Dwarf to take out the first wave of Thralls and lure the rest forward. Use the Archers to wipe out what's left, keeping them high on a hill for increased range. Once the Soulless show up, harass the Thralls from behind trees with Dwarves if possible. Detonate the satchel charge chain at an opportune moment (ctrl-click on the landscape). If the charges don't take out the bulk of the army and it begins to look grim, retreat to a better position and take pot shots at the Soulless with Archers and Dwarves. Once the ranks are sufficiently trimmed, have the Warriors clean up any stragglers. Traitor's Grave Objective: Follow a helpful peasant to kill the treacherous mayor. Mass your Archers on the highest point of the first hill - to the right of the start point. Use the Journeyman to take out any Ghols that get close enough to attack the Archers, and use the Archers to take out the Soulless while the Dwarves take out the Thralls. Keep a Dwarf in front of the Archers, but behind trees (so that Soulless can't spear him) and use the terrain attack (ctrl-click) to attack in the middle of groups of Thralls. Once the first sortie is over, heal everyone and continue to move towards the Mayor. Once the Mayor is in sight, he will run away. Use Dwarves to head off his party by detouring through the forest. Have the remaining Dwarves kill the Mayor while the Archers take out the Ghols. Siege at Madrigal Objective: Find a large enemy force in the north-west (upper-left) corner of the map and lure them back to where you started. Take out the Ghols in front of the bridge with Warriors while the Archers quickly move up to the top of the bridge. Take out the Soulless before they get to the peak of the bridge. Arrange your Warriors in an arc (formation '6' or '7') around the base of the bridge. Set two Archers in the water at the base of either side of the bridge, while the rest move to the top. Keep these Archers in a line, and slowly move down the far side of the bridge while aiming at the Soulless. At some point the army will turn and attack. Move the Archers on the bridge back to the top. Try and take out one or two Soulless before retreating. Have the Archers on the side aim only for Soulless. When the Thralls come down the side, close the arc around them and wipe them out. The enemy army will retreat back to the other side of the bridge. Repeat until they are totally wiped out. Homecoming Objective: Retrieve the book from the cathedral and escape to the south-east. As soon as the Warriors appear, move them north out of the Knot. When the last Warrior leaves the Knot, the Archers and Dwarves appear. Select the Archers and have them target the Soulless. The Ghols may make a run at the Archers or they may run away. If they look like they might attack, retarget the Archers on the Ghols. Move the second force out of the Knot, and the Journeyman will appear. He is the only one who can carry the book, so keep him alive. Inside the coliseum have the Archers move to the south-eastern corner where you'll see a ramp leading up, while the rest of the army moves to the same spot on the outside. With all nearby enemies dead, move the Warriors in a line south-east towards the cathedral with the Archers, the Dwarves and the Journeyman close behind. Use the Archers on the Soulless, and attack with the Dwarves to take out the majority of the Thralls before having the Warriors finish them off. Heal everyone before taking the book (select Journeyman and click on the shining object). You'll no longer have control of the Journeyman, who will start to move to the south-east. Fight off the Ghols as you make good your exit. Flight from Covenant Objective: Escape from Covenant while avoiding the huge army in the centre of the map. The centre path along the road is a trap, so leave through the northern or southern part of the wall before heading east towards the tunnel. Immediately send your Dwarves east to take out the Thralls lying in the pit. Move the Warriors, the Journeyman and the Archers north while the Dwarves take out the Thralls to the east. A group of Thralls will move down from the north and another will move up from the south. Use the Warriors to take out the group to the north while the Dwarves attack the group in the south. Move the army into the swamp at the northern edge of the map. Keep the Archers in front with the Warriors in the middle and the Dwarves and Journeyman bringing up the rear. Once on terra firma, take a diagonal route towards the road running west to north-east. On reaching the road, continue east and you will see a large thick stand of trees to the south of the road. The tunnel is on the southern side of these trees. Force Ten from Stoneheim Objective: Destroy the World Knot to the east using satchel charges. The outcome of this mission is not dependent on whether the peasants live or die, so forget them and move due east towards the stone on the hill. Fight the Thralls and Soulless near the icy river (use Archers on the Soulless and Dwarves on the Thralls). Then move the Archers towards the river with a few Dwarven back-up units in tow. On the far side of the river on a hill is a large force of Soulless and Thralls. Have the Archers target the Soulless and run away when the Thralls start to move towards your men. Use the Dwarves to attack the Thralls only when they are on the western side of the river (bear in mind that grenades don't work if they fall in the water). When you reach the Knot have the Berserk make a suicide run at the nearby enemy hoard while the Dwarves lay down the charges. Put down at least eight satchel charges near one of the pillars and torch the place. Bagrada Objective: Discover the demise of a missing reconnaissance team. Four waves of Soulless and Thralls (with an occasional Myrmidon wave) attack >from the outset, so it's probably best to stay where you are for the first few attacks. When the Berserk have killed the Myrmidons, move them north - out of the way of the approaching army of Soulless and Thralls. Wait until this army nears the statues before flanking the enemy with them. Dwarves and Archers should take out the Thralls from the front. Repeat this tactic to progress. Find the small ramp on the southern side of the nearby campfire and move your men into a circle near it. Have the Dwarves set a trap of satchel charges near the fire and near the base of the cliff below the ramp. An army will start to move in from the east. Have the Archers attack the Soulless but don't let them march off the ramp. A Trow (giant) will move in from the east and attack. The key here is to attack with an army encircling it from all sides. Ambush at Devil's Overlook Objective: Destroy large Soulless army. This level can be made much easier by using groups of Dwarves to drop satchel charges. When the level begins, lay an even minefield in front of the approaching Soulless. Once the minefield is laid, and the Dwarves have no more charges left, move them to the western end of the frozen lake and wait for the army to arrive. Use a Berserk to take out the first few Soulless - delaying the army slightly while the back-markers catch up with the front - then torch the lot of 'em. The key to winning this level is to wait for the entire army to shuffle onto the minefield just before setting it off.