The zerks need to stay calm, don't go running around being a glory hound. The zerks should hide behind the archers and try not to fight. The purpose of the zerks is kill ghols (and sometimes thrall) that are threatening the dorfs and archers. The zerks save themselves a lot of grief too if they just stay-put behind the archers. The archers often have a bad habit of shooting the zerks in the back. At times the dorfs seem to have the same problem with the zerks. The zerks can avoid most of these unfortunate mix-ups by simply staying behind the archers! The archers can avoid a lot of trouble too by employing a secret trick. I hestite to mention it for fear that it will make the game too easy. The space-bar! It's a wonderful invention, it actually allows you to stop firing. Amazing! All this time you thought you had to shoot your friends in the back. Use it wisely my son. Seriously, stop firing when you see the zerks closing in on their targets. Dorfs need to be real careful not to get themselves killed. The dorfs need to be alive to deal with the waves that have thrall. The following are strategies on dealing with each respective wave. The order in which the waves attack is totally random.
Ghol wave (ghols): Ghols will come in packs of three from every direction. This wave begins with 2 packs of ghols. One pack will come from the south and the other from the north. The northern ghols both have pus, so be careful. It's best if a single zerk hides between the pillars, hopefully the pillars will block the ghol's shot and maybe even bounce back into the ghol's face. After the northern ghols have both thrown their pus, the other zerks should rush to help the lone zerk. The archers should position themselves in the center and aim themselves like a turret. Swiveling left and right to meet each pack of ghols with a fusillade of arrows. This is the wave that the archers also need to check their fire the most. During this wave, the archers often inflict more damage on the zerks than the ghols do. Once the ghols get too close to the archers or dorfs the zerks should rush forward and whack them. Once the ghols are whacked the zerks should get back behind the archers.
Southern wave (ghols, soulless, wights, fetch): Ghols will come charging along with souls. After them will come wights and fetch. Once you realize that an attack is coming from the south, everyone should head north. By going north you will avoid having to fight the souls, they will not go past the southern steps. Get as close as you can to the north steps but don't go down them. The dorfs should be standing in front of the archers, and zerks should be directly behind the archers. The ghols will come first. Again, the zerks should only engage if the ghols get too close. After the ghols are dead, the wights and fetch will come wandering towards you. Move the archers south to intercept the fetch & wights. The archers should be out front while all the other units stay behind them. It's better to target the wights as opposed to the fetch if you can.
Northwestern wave (thrall, ghols, fetch): The first thing to come will be thrall from the west. The archers should move down the steps to the north-west and hit one of the fetch. Don't try to kill her, just fire off a single salvo into the fetch and quickly get back up the steps because the ghols will attack once you hit the fetch. Hitting the fetch will make her retreat. This comes in handy later because the fetch will come one at a time instead of together. Move the dorfs west off the pedestal and attack the thrall as they wander toward you. Don't feel like you have to kill all of them because you don't want to waste your time throwing bottles at lone thrall, let the archers or zerks get them. Only blow up clumps of thrall. The archers should not target clumps though, they should target lone thrall so the dorfs doesn't have to waste bottles on single thrall. They should also shoot thrall that are too close to the dorfs The reason the dorfs have to hurry with the western thrall is that the northern thrall are coming too. Once you've blown up most of the western thrall, move east and back onto the pedestal to get the northern thrall. You probably won't be able to get them all and the zerks will have to do a fair amount of whacking. Be sure that the zerks all attack to together. Right behind the thrall are two fetch. Everyone should get behind the archers and let them kill the fetch.
Western attack (ghols, thrall, soulless): Four ghols from each flank of the thrall will come. Right after the ghols are killed, the thrall will start their march with souls following close behind. Dorfs should set four charges somewhere in the middle of the pedestal. Once the thrall go a certain distance, two new packs of ghols will attack. Hopefully the thrall will have marched over the thrall and gotten blown up by this point and the ghols will be easy pickings. Once the enemy melee are dead the zerks should rush out from behind the archers and hack up the souls. The archers should take care not to shoot the zerks in the back!
Western fetch & ghol attack: This attack will consist of a series of ghols and fetch. Two fetch will move first. Again, the enemy assumes you will be on the top of the steps. Don't play on their terms, pull back so you've got your back to the pillars. Once you kill these two fetch, five ghols and two fetch will start their attack. |
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