Sons of Myrgard
"Maybe I should wait for backup." "Nahh!"

Accessed times
since 15 february 98.

Mission: Kill all ghôls - actually except one - on the map. One time reinforcements are available.

Difficulties:

Unit usage. (How to kill something fast with a medium range only weapon)
Unit economy. (Avoiding accidents with those dwarves).

Main threats: Ghôls coming out of caves from 2 directions.

Hints:

Balin will go visible as soon as he throws his first grenade.
Balin is really good at throwing grenades. But expect a delay between throws.
Wait with calling in reinforcements till Balin has cleared out the area inside the gates once.The inexperienced dwarves will just get in his way.
The number of reinforcements varies with where you call them in. If you call in them inside the inner palisades you will get none and will be unable to finish the mission.
Move between hill points and try to avoid getting flanked by multiple ghôls. Watch your back and have Balin throw at any approaching ghôl.
Balin does not have any satchel charges, but insted he has a blue signal flare that calls in reinforcements from the air, and what can be desribed as a delayed action mini-minefield.
Satchel charges in backpacks are just a walking accident waiting to happen, and not very useful in this mission. Have your dwarves drop them in a safe place. (I did not do this in the film). If you can figure out a way of using them you can go back and pick them up.
Save often. One "my fault" can ruin your whole game as your dwarves gets blown away by friendly fire.
Restore if Balin dies. He is very important.

Film: No casualties. You might want to watch this film at fast speeds.

Download.
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Area map.

You can deal with the threats on this map in different order, I will outline the general areas.

You should know about the different areas in this mission before going in.
On the outside are many fast ghôls, you should go past them without fighting.
The gate - marked with a red line - is protected by soulless. Inside the gate is the courtyard. Here are some ghôls roaming in manageable parties of 1-3. Also there are 2 pens of living and dead wights. If you call in reinforcements here you will get 10 dwarves.
The gray are can be divided into two areas, inside the palisades and outside the palisades. If you call in reinforcements outside the palisades you will get 3 dwarves. If you do it inside the palisades, then you will get NO reinforcements and will be unable to finish this mission! This area has caves where ghôls rush out in 2 or 3 waves if you get to close.

Walkthrough

The Tale

The Map

The explanation

Make your way north along the edge of the map. Stay out of the water. When a ghôl stops close, stop till he moves again. Do not throw grenades, because this will attract so many ghôls that Balin will die.

Ath the gate are a few soulless. Move past them and find a defensible position, because that first grenade will attract roaming ghôls and the soulless. Save before going visible! I chose a positition on a bluff near the gate where the first surprise grenade took out a soulless, and took out the rest of them before the ghôls arrived. On the left you can see Balin facing off with three ghôls. They should be no problem in this position, just do not rush out.

Southeast of the gate is a pen of live wights, protected by ghôls. You will need to kill the ghôls at least. Luckily there is a knoll close by. Taking out the wights might not be neccessary but fun. Ctrl-click on the ground in the pen and run back.
Close by are also a bunch of ghôls here practising on dummies. Again there should be knoll you can use as a missile platform.

North of the wight pen is another pen of pusspackets. Many ghôls here. You will have to approach with caution and watch your back. A grenade into the pen can catch the ghôls of guard, just dont expose yourself to do it.

There are a bunch of soulless to the north practising. They might not be neccessary to take out to make this mission, you might want to skip this. Again use a knoll close by.

Have Balin make a clearing run of the inner caves. Kill all ghôls watching the caves. If you did not call in reinforcements yet, the ghôls will be remarkably lazy. Take position on knolls and throw grenades at the ghôls. I tried luring out ghôls in the caves, but they wont come out until you have called in the reinforcements.

Move out into the courtyard and throw the signal flare. 11 dwarves should come as reinforcements.

Dwarven parachutist. These guys are so cool.
However, jumping without a chute...
is dangerous. (Easter egg)
Sniff! But he won't count as a loss.

Get your men in line on the bluffs overlooking the gate and behind the gate. Send Balin down to attract the attention of the ghôls on the outside. It's better to run Balin back early and try again then to have him overtaken. Run him back behind the palisades. Charging the gate will be a major hazard for the ghôls with all dwarves throwing grenades.

Now comes the hardest part. Dealing with the inner caves. Leave the majority of the dwarves behind - take 4 or 5 plus Balin - and and take a clockwise run of the cave area. This time ghôls will rush out of the caves in 2 or 3 waves from each cave. The first 2 caves (see left )are the worst, cause you will be hit from both sides. Get the dwarves in line on the knolls and direct them to throw in both directions and preferably on the second ghôl in a line if they come closely packed.

Make sure all waves have come out of a cave before moving on. With the exception of the southernmost caves (see left) the rest of the caves should be relatively easy. Put your dwarves in a line on whatever raised position you can find in front of each cave, edging one dwarf forward till you see the ghôls. Direct the dwarves to throw at different ghôls. The easternmost caves will have single wights coming out. (see left) Ctrl-click attack - preferably with Balin - near the wights and pull back.

If you are done the dwarves will cheer. If not take one more sweep of the inner cave or expect a ghôl to come running from the outside area, no problem with half your force protecting the gate.