The trick to winning this level is to keep at least four dorfs and four zerks alive for the final confrontation.  Easier said than done.  The dorfs are very important.  The good news is that the dorfs are easy to keep alive as long as you play them conservatively.  The problems is that people who get the dorfs wanna get into the action and charge ahead and get themselves killed by ghols.  I call it the Fenris complex.  To get to the end the dorfs have to let the Jman lead.

Specifics: 
               The level starts with the team east of point
A(see map).  The dorfs need to quickly set charges all over the cross-roads at point B.  Once they have set all their charges, they should pull back to point A and set up a defensive positon on the hill.  Very soon a pack of six ghols will come charging down from the north.
Be careful, they have pus, blow them up as they scurry over the satchels.  The Jman should be close by to go after any ghols that survive.  Directly after the ghols come souls that come floating down from the mountains to the north.  The archers should be positioned up on the side of hill to give themselves a height advantage.  The zerks can help the archers by auto-zerking.  Once these souls are dead we can go get some roots.  The roots are east of the waterfall at the R point.  We should be careful to stay to the south as we make our way to the roots.  If we stray too far north we could run into enemy patrols.  Once the Jman picks up one of the roots, thrall will come pouring out of the waterfall.  The dorfs can throw bombs at them even when they're still in the water, the bottles will detonate.  After these thrall are dead, a pack of six ghols will come running down the hill from the west.  These ghols don't have any pus so it's a good idea to let the zerks get `em so they can get the kills.  After these ghols are dead we should head west.  Shortly after we cross the stream on top of the hill a big pack of ghols will come charging at us.  They don't have pus so they're pretty easy to kill.  Once these ghols are dead the Jman should be on point.  This is because as we march north, ghols will come at us one at a time.  Every one of these ghols has pus.  We can get past all these ghols with barely a scratch if only the rest of the units stay back.  The Jman should get the ghol to throw his pus and then run away from the ghol parallel to the archers' line.  The archers can kill the ghol as it chases the Jman.  The zerks and dorfs  aren't even needed.  This technique should be used until we get to the hill up ahead.  Just short of the hill there will be two ghols that attack together.  We'll probably need zerks to kill these ghols because the archers don't have the necessary fire-power to kill them both.  They should wait to attack until after these ghols throw their pus though.  Once we've killed all the ghols and made it to the top of the hill, a soul patrol will stroll (hehe) down the river.  These turkeys are pretty easy to kill.  Now after all this we should set up at the river-crossing.  Everyone should cool their heels while the Jman heads north to score some roots.  The archers should set themselves up on the small hill right next to the crossing.  I have noticed that a very popular move among the dorfs is to throw a bunch of bottles into the river-crossing so that when the thrall wander over them the dorfs can blow them to kingdom come.  This is a bad idea.  The Jman will soon be trying to bait the wights out of the river.  If the wights explode close enough to these dud bottles and the Jman is standing on them......well you get the idea.  It's also a bad idea to set charges because the thrall usually never make it that far anyways.  They almost always turn around short of the charges.  The charges usually just end up being a danger to us.   So once the Jman returns he should jump into the river-crossing and try to get the wights that are hiding in the river to come out.  There are a total of four wights hiding in the river.  They come out in pairs when you trigger them.  The first two are relatively easy to trigger.  The second pair are a little more reluctant to come out.  Very soon a pack of six ghols will come from the opposite side of the river.  Archers should soften them up as they run towards us and then the zerks should move in to get the kills.  After the ghols are dead the Jman needs to begin his diffcult task of getting the enemy force on the opposite side of the river to chase him over to the other side.  It's hard because the Jman has to dodge the spears flyin' at him while at the same time staying close enough to the thrall that they won't turn around.  Once the thrall are in the middle of the river, the dorfs should throw bottles at the thralls' heads.  After we have killed these guys we can cross the river.  The thing to remember is that no one should cross until all four wights are blown up.  Sometimes they are really stubborn about coming out of the river.  If that's the case, and we're impatient, we can move across the river one at a time.  The wights will probably come out when one of the dorfs is the middle of the river.  Once we're all safely across, we should all head south-east and get the roots that are lying on the river bank.  We should be careful because there is a soulless patrol on the river that we have to be ready for.  Once we've got the roots, we should head on up to the world knot for the big finale.  The dorfs should be the ones to lead.  Every enemy unit on the entire map will converge on us once the dorfs get close to the world knot and zerks tell them to "grab those stones".  I really don't have a strategy for this part of the game, just that the dorfs should concentrate on fixing the knot and everyone else should keep the enemy from interfering.  Easier said than done.
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