I have been reading with interest recent posts about the sacrifice of units for the good of the game. I agree with all points of view, but I also see how "black and white" interpretations may cause -- hmmm... misunderstandings. Myth games always have one objective, whether it be Last Man on the Hill, Flag Rally, or any other game. In some games, sacrifice of units is necessary for the win, in some games avoiding conflict all together is necessary. In all games, rushing blindly into battle is a rather inefficient strategy. And, in all games, avoiding battle altogether is highly inefficient. There is always a gray area in Myth, which is one reason why I find this game so fascinating and satisfying. A true master of this game, in my humble opinion, always tries to find the best balance between camping and the all out assault. So, what are some factors to take into account, and how does one decide when sacrifice is necessary and when it is not advisable? 1. The Game Objective and Map Parameters It's always good to keep in mind what kind of game has been set up. I've found that in Flag Rally games or Captures with more than one team, it is generally best to avoid conflict where possible. Sacrifices just to wear down the opposition is rarely advisable. That leaves other teams stronger, while you and your target have become weaker. In two player games, obviously, it is always good to wear down the opposition as much as possible, whenever the opportunity presents itself. There's always a lot of grey area in multiteam games, as sometimes position is important, and it becomes necessary to jockey for better position and make some sacrifices. 2. The Time Ah, the art of camping. In LMotH or bacon especially, it is very important to keep the time in mind. Early game strategy should be to try and place your army in the best position possible, with minimal engagement of the enemy. During the endgame, it is foolish to pick off stragglers -- you have to get into the thick of things and claim that hill or that piece of pig-leather! At this point, it doesn't matter how great the losses are, as long as you are the last one standing. 3. Weighing Costs and Gains This is one of the most important factors to consider, and it is the one on which I have seen a lot of rather painful mistakes made. (on my part, as well as others) When you start the game, you are given the opportunity to trade units in and custom build your army. The cost of each unit gives one a rough understanding of how worthy a sacrifice during the game has been. Not much frustrates me more than seeing 7 friendly warriors take on 4 enemies, and a friendly Dwarf lobs cocktails into the melee. This is inefficient and wasteful of resources. It might be a good idea during LMotH when the last one standing wins, but seeing such an atrocity in games like flag rally or capture the flag makes my blood pressure rise. Said dwarf should stand back, and should a poor misguided enemy warrior leave the battle, he should lob one in his direction. Battled and bruised from the mayhem, he shall surely die. Conversely, a ball forms in the pit of my stomach when I see a situation such as Alienate described, where valiant archers have worn down approaching troops only to be trampled while friendly units stand still and watch. I know sometimes, it is hard to do in the heat of battle, but look carefully and assess raw numbers before hurling flaming bottles of doom. If the enemy is outnumbered: retreat and defend! If friendly units are outnumbered: Hurl 'em baby! 4. Formation and Terrain This is another aspect of Myth that is truly cool. Setting up formations, taking advantage of the terrain. Generally, a solid defensive posture will win, all other factors being equal. An "active defence" is best. Maintain position and terrain advantage, and advance slowly and methodically. Blindly sending troops to attack (unless the enemy is in retreat) is inefficient. On Wights... Well, that covers the major points I wanted to make. Oh, Except one. A word on Wights. :-) Some may have noticed my affinity for Wights. More then any other troop, Wights can be useless or a game winner. Not much middle ground for them. They need to use the terrain to their advantage, and of course the element of surprise is paramount. Some despise them, and I feel they are underused on some maps. In some games, I admit, they have little use. But in games such as LMotH on Creep, they are invaluable. The trick is to wait until an engagement has started, and sneak in from cover. By immobilizing and damaging a large number of enemy troops, the balance will inevitably fall in your favour. Troops under the purple haze aren't attacking, giving your units the numerical edge. The poor, much maligned wight, is always the unit that gives the ultimate sacrifice for the good of the team. Never, ever, should one have an unexploded wight at the end of the game.