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Zerks go! Zerks need to run south ASAP and whack the archers. The dark will come from either left or right, it's totally random. Once the zerks have whacked the archers they should have their eye on the fetch. The first wave of fetch do not recognize enemies until they get within an archer's shot of the dam. The maul will turn and attack you if you get too close to the fetch. This is bad because it deprives the archers, locks, and dorfs from getting there licks in on the maul. If the attack is from the west, zerks should wait to engage the fetch until fetch are 30 ft short of the shack. If they approach from the right, zerks should attack when fetch get within 25 ft of the last tree the fetch would have passed on their way to the dam. Once it's known which side the dark is approaching from, the dorfs & locks should ALL go to that side. Locks should deal with the ghols before they can lay their charges. |
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The archers' main job is to prevent the wights from damaging the wall. The only thing that has more priority are fetch that others have failed to kill or enemy melee that are immediately threatening. Archers should also deal with the wights that pop out of the lake from behind. Use neither heron nor locks to kill the wights, both are better used elsewhere. The 2nd wave that comes is a bit different. The 2nd wave fetch recognize enemy units about 30 seconds after they appear on the map. To deal with them either lure them over satchels and then get them to ignite the satchels or have a lock pick them off. Locks should attack the enemy by anticipating which way their target will be and then CTRL-CLICK on the ground about 6 ft in front of the target. Once the lock has got his shot off, he should immediately head in the oppossite direction. This will prevent the lock from getting zapped by fetch or shot by archers. Locks shouldn't fireball the lake in hopes of blowing up submerged wights, in all the games that I've ever played I have yet to see this trick kill any wights. This trick does work on thrall however, but you can see the submerged thrall if you look close. The tops of their heads can be seen. These submarine thrall come relatively late in the game, after both waves of fetch have been killed. Locks should not use their confusion spell unless friendly melee are close enough to take advantage of it. It makes no sense to confuse the enemy when no one is there to take advantage of it. When the locks are going to use confusion, they should let the enemy get as close as possible to the melee without confusing friendly troops and then cast the spell. Melee should immediately attack enemy units that are confused. Herons' main mission is to heal units. If a one of your units needs healing you should head towards a heron and press "U" to taunt. Herons should heal units that are taunting next to them. Also, you can check everyone's health by pressing F10. The dorfs' main mission is to kill the thrall, they should target thrall that are clumped together as much as possible. Try not to kill lone thrall, they are better left to melee who could use the experience. |
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Zerks' routes if 1st attack come from west. Red Xs are where the zerks should whack the enemy. |
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Zerks' route if 1st attack is from the east. |
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