As some of you know, I was quite displeased with what I thought was an unbalancing factor on RIP Light. Namely, that FG's couldgo in, wipe out 5 zerks and leave to be healed. The FG could go faster than zerks and go up the hills to the waiting jman. Some of you may know this trick. But here it is anyway. Anything that can be healed is also susceptible to pus. So, THETA and I tried it out and it worked like a charm. 10 zerks with 1 pus ghol next to them. The FG charged, the ghol threw pus (FG are a pretty big target :) and by the time the FG woke up he was surrounded. Tally: 3 dead zerks, 1 dead Giant. Remember, when you heal a wight, the big chunks are the pussiest (I think). ----------- The hard part is getting the ghol to throw the pus at the giant and hit him. One ghol is just as likely to miss as hit. More than one ghol and sometimes you run into a problem with hitting your own troops. It takes a lot of skill to have ghols throw correctly and the enemy can always tell when you have healed a wight to make pus and thus be prepared. Another tactic that can work....it to have a ghol carry around a satchel charge. When a FG or Trow kicks said ghol, it is much like they kicked a dwarf - the satchel goes boom. The ghol is dead but the FG/Trow takes a heafty chunk out of its life. Again, I urge caution when using this tactic. If you have 4 ghols all carrying charges and one is kicked, the explosion of the first will detonate the charges carried by the nearby ghols with little effect on the FG/Trow. It is very sad to watch your bomb squad self destruct like that. Also you need to make sure your ghols don't throw the satchels at the FG/Trow, which of course is most unproductive. I still think the best way to counter the trow healing is to hunt down and destroy enemy Jmen. Or maybe I am just more protective of the ghols :)