Learn about all the unit types in Myth: The Fallen Lords, including their strengths, weaknesses, and best strategies for deployment.
Archers
Archers move slower than warriors and much slower than bezerkers, and have no armor. They have unlimited arrows to shoot, but gravity affects their effectiveness. They require a minimum distance between them and the enemy. If the enemy gets too close and there is no where to run, you can have the archer punch the enemy by double clicking on them. It is best to use these units in packs in a long line (formation 2, oriented towards the enemy) from the highest vantage point possible like hills or cliffs. When the unit has little or no experience, they are lousy shots; but with experience, these units can really cause havoc to the enemy before they get to you. Try to keep them alive as most scenarios tend to have archers, and the experience of a unit carries over to the next scenario.
Dwarves
Dwarves are short humanoids who wield bottles of explosive liquids. They ignite the fuse of the bottles and throw them at their enemy for grenade-like results. Thrown into a pack of enemy units, the dwarf can decimate armies. Units within the vicinity of the blast will also receive damage. Because the grenade is ignited by a burning fuse, sometimes the action of throwing the bottle will blow the flame out, causing the bottle to drop harmlessly to the ground. Fallen bottles can be ignited by the explosion of other bottles. You can use the dwarf to pick up bottle "duds" (unexploded bottles) or even pick up slow-burning bottles and rethrow them. Weather conditions also affect the effectiveness of the grenades; wind, snow, rain, and rivers can blow out the fuses. Dwarven friendly fire is a significant concern, as dwarves may throw their grenades into the midst of your own soldiers. Use the attack-ground action when you need to influence the dwarf to throw smarter. Dwarves also have satchel charges (limited number, but they can pick up more) which can be set on the ground to effectively create a minefield. They must be detonated with a grenade. A good strategy is to create a group and line of charges for a domino effect of explosive destruction. Dwarves have humorous sayings when directed or when they make mistakes.
Journeymen
Journeymen are the healers of your party. They have a shovel to fight with, but they are slow. Since you need them for healing or picking up vital objects in missions, do not use them as a first line for combat. Keep them in the back of your party ready to heal the units that get injured.
Forest Giants
Forest Giants are tall, fast, strong, and can take a huge beating. In one swat, they can eliminate an enemy. Sometimes, their swat is so powerful that pieces of the unfortunate enemy can go flying into friendly units, causing some damage.
Thralls
Thralls are lumbering zombies that are slow but can cause a lot of unwelcome damage when they reach you with their battle axes. They can hide underwater out of sight. They tend to be bunched up in armies, which are perfect targets for the dwarf's grenade. Caught in the direct explosion of grenades, the thrall bursts into messy pieces in one shot.
Gholes
Gholes are fast nightmare creatures. They rush in and hack your men to death. Gholes are annoying and deadly pests who can pick up and throw just about any small object like an arm, a rock, a bone, a sword, and even wight pieces for use as a grenade. A direct hit with a grenade will usually blow these creatures apart.
Myrmidons
Myrmidons are the bezerker counterpart for the dark. They are fast and tough. One grenade hit is not enough to kill them. Try to weaken them as they approach and then send your warriors or bezerkers on them.
Soulless
Soulless are floating purple ghosts who have no limits to where they can go. Cliffs do not stop them, so remember that they can move into any territory. They often will retreat to the safety of a cliff side where no hand-to-hand combat unit can reach them. They wield spears which are thrown at the enemy. They aren't very strong, however, so when your soldiers do reach them, they can be hacked to pieces quickly. When you first meet a group of standing soulless, one arrow hit will usually make the hit unit retreat out of range. Use this fact to shoot each one in a group once to push them back. This usually spreads them apart enough so that you can snipe at them one at a time.
Wights
Wights are even slower than the thrall and are walking bombs. They lumber near your men and detonate themselves for an explosion more powerful than the dwarven grenade. Use your archers to blow them up from afar. An exploded wight leaves chunks of explosive body parts on the ground. Both the explosions of the chunks and the wight will spray a puss which will temporarily paralyze anyone who gets splashed.
Fetches
Fetches are evil priestesses who can cast lightning attacks to groups of men with obliterating results. Fortunately, they aren't heavily armored or very strong, so a few arrow hits can kill them before they are in range to use their lightning.
Shades
Shades are evil sorcerers who are slow but have a lot of stamina and a deadly attack. The shade will use a magic attack that will cause the target to explode in green smoke. Anyone in the vicinity of the explosion will also be affected.
- Keep archers on high ground for maximum effectiveness.
- Use dwarves to decimate large groups of enemies, but be mindful of friendly fire.
- Position journeymen behind your front lines to provide healing.
- Forest Giants are powerful but may cause splash damage to your own units.
- Thralls and Gholes are vulnerable to dwarven grenades.
- Weaken Myrmidons before engaging with melee units.
- Use archers to push back Soulless and pick them off individually.
- Destroy Wights from a distance to avoid their paralyzing explosion.
- Target Fetches with arrows before they can unleash lightning attacks.
- Be cautious of Shade's area-of-effect explosion attack.
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