The Armies
Below is the composition of the armies chosen by me (Johnny Law, primary color red, secondary color white), Rommel (tan and black), and Hors d'oeuve (grey and aqua); i.e. these are how we each spent our available "points" among the units allowed for Last Man on the Hill played on the map Rest in Pieces.
| Berserks | Warriors | Archers | Ghôls | Dwarfs | Forest Giants | Wights | Journeymen |
Johnny Law | 16 | 7 | 16 | 3 | 2 | 1 | 1 | 0 |
Rommel | 10 | 15 | 13 | 7 | 1 | 1 | 2 | 1 |
Hors d'oeuve | 16 | 12 | 15 | 7 | 0 | 1 | 0 | 0 |
[ Extended editor's note: Originally, I linked here to OGR's Myth Tactics Guide for the benefit of anyone who wasn't familiar with the various unit types. That guide has since vanished from the Web, but if you don't mind a few broken images and links, you can still have a look at it courtesy of the Internet Archive Wayback Machine: pages one, two, three, four. Even in its somewhat dilapidated state, it's the best balance of quick/entertaining/accurate for an overview of the Myth units. ]
I maxed out on both berserks and archers because together they give you a terrific combined arms offense. I planned to use ghôls for scouting only (hence one for each other corner of the map). I only took two dwarfs because I was unsure of my ability to control them (a premonition?). One wight for the possibility of a lucky hit on a distracted army -- an outside chance at best since the map is low on water. Only an idiot would not take the Forest Giant. I passed on the Journeyman, but in retrospect this is not a bad option for a long game.
In the tactical maps on the following pages, each force is marked with an abbreviation of its unit type(s) unless it is a mob of several different types. To make the forces stand out clearly, Johnny Law is red, Rommel is black, and Hors d'oeuve is blue. The flag is a yellow square.
<- Part 1, "Background" | Part 3, "Early Maneuvers" ->