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Myth: Grouping different unit types a good idea?

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Rob Darwin

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Dec 22, 1997, 3:00:00 AM12/22/97
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It seems that all the tactics I'm hearing about in the newsgroups and most
of the game guides on the web involve creating groupings of like units. Are
heterogeneous unit groups tactically viable in Myth? What are some examples
of effective groupings? (theoretical example: a raiding party composed of a
warrior, 3 thrall, and a dwarf)

Rob

the kumquat kuriosity

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Dec 23, 1997, 3:00:00 AM12/23/97
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In article <67mv6h$d0o$1...@news.gte.com>, "Rob Darwin"
<please...@to.the.newsgroup> wrote:

I'd say, only group units of similar speed, or you run the risk of
separating them on marches. Fetch and Barbarians are a prime example -- you
may group them, but the barbarians won't wait up for the pokey fetches,
making them easy targets for raiders.

Archers and Warriors are a good combo... Thrall and Dwarves... ghol and
barbarians... Spiders and spiders...

As long as two unit types can keep up with each other it can work, but
it'll be tricky -- /especially/ if you click on enemy units to attack.
They'll rarely arrive at the same time.

--the kumquat, aka diomasache

--

[=----- the kumquat kuriosity ------ <http://miso.wwa.com/~eaton> ----=]

"There's a remarkable amount of point-missing going on around here."
-- Jerry B. Ray

Twin Ion Engine

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Dec 23, 1997, 3:00:00 AM12/23/97
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In article <67mv6h$d0o$1...@news.gte.com>, "Rob Darwin" <please...@to.the.newsgroup> wrote:
>It seems that all the tactics I'm hearing about in the newsgroups and most
>of the game guides on the web involve creating groupings of like units. Are
>heterogeneous unit groups tactically viable in Myth? What are some examples
>of effective groupings? (theoretical example: a raiding party composed of a
>warrior, 3 thrall, and a dwarf)
>
>Rob
>
>


Archers and Warriors in loose formation is the best. Fetch-Trow combination is
also good if you can keep formation. Finally, the high ground
Fetch-Dwarf-Archer combination. is good if you have a low ground HTH defence.

Faster units need not have any combo since they are fast enough to break or
form formations.


WiL :)

*Replace imperial.navy.squadron with pacific.net.sg
to e-mail to me*


Neil Fradkin

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Dec 23, 1997, 3:00:00 AM12/23/97
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Usually not a good idea. If you command an attack with different unit
types, some may move foward, some may fire, chaos will surely ensue
unless you really meant to attack with all the troops.

There are times I will group units together. I sometimes have all my
single unit type groups on presets, and then another preset or two for
groups that I want to move together. I like to keep the J-man with my
archers, so when moving I will use a preset in the high numbers that has
all my archers and the healer.

Tom Warnock

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Dec 23, 1997, 3:00:00 AM12/23/97
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the kumquat kuriosity wrote:
>
> I'd say, only group units of similar speed, or you run the risk of
> separating them on marches. Fetch and Barbarians are a prime example -- you
> may group them, but the barbarians won't wait up for the pokey fetches,
> making them easy targets for raiders.
>
> Archers and Warriors are a good combo... Thrall and Dwarves... ghol and
> barbarians... Spiders and spiders...
actually...the best grouping of different units I liked was the
fetch/dwarven hero combo on one of the desert maps...during the beta I
would just ask for 3 fetch/3 dwarven heros in a team CTF or territories
game. It is such a high powered grouping that not much (except
Trow...grrrr...stoopid Trow) can stand up to. Nothing like frying an
opponent and then blowing them to bits!

Tom
(Gothmog on bungie.net)
--
Thomas Warnock
Software Engineer
Lockheed-Martin Federal Systems

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