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Myth Series Unit Comparison

by Sean Drummy and Peter von Kleinsmid

In Myth, there is usually no method of replenishing one's ranks during a battle, so one must learn to work with what one has. Only by squeezing every last drip of capability and skill out of each unit can the player overcome the Dark enemy, who almost always has a significant numerical advantage. For players making the highly anticipated transition from Myth II to Myth III, the importance of new and altered unit abilities becomes glaringly obvious. Many units and individual characters have been added to Myth III, while a few (gulp) of the classic units don't appear in this prequel, such as Pathfinders and Mortar Dwarves. However, the dearly loved blood-crazed claymore-wielding Berserks will be there to aid the new forms of the inebriated midgets we call Dwarves. Needless to say, an analysis of the changes coming about for the Light, Dark, and Miscellaneous units, will be very helpful for players just starting with Myth III.

Light Units

Click to see a larger image.
Heron Guard, Dwarven Axe Warrior, Warrior, Dwarven Demolitionist, Hearthguard, Archer.

We'll start by enumerating both the cut and additional units for the Forces of the Light. In Myth II, there was a total of ten units. In Myth III, thirteen units are available. I've constructed this chart for a comparison:

Unit Name Myth II or Myth III Strategic Importance of Unit
Berserks Both These guys are the meat and potatoes of an army fortunate enough to have them. Quick yet deadly, Berserks can scout and swarm at the same time. Unfortunately, their fervent rejection of armor makes their resistance to attacks fairly weak.
Bowmen Both  Though feeble at close range, these skilled warriors can be deadly on high ground. They carry a bow into battle and can send arrows into enemy ranks, not to mention the engulfing fire arrows that can be lots of fun in large groups of undead.
Dwarves Both These tipsy Dwarves hurl flaming explosive cocktails at their enemies, and they carry demolition charges. Though seemingly comic, they can do serious damage to most any unit. They are unfortunately ineffective against the likes of Trow, but can be important in dispersing large groups of troops.
Heron Guard Both These Samurai-like warriors hold the special power to heal their own comrades while being able to reduce their enemies to dust. These elite warriors fight with two swords at once, completing their "Japanese Warrior" look.
Journeymen II only These root-gathering, shovel-wielding "shaman" of Myth have the power to heal any and all units. Though slow, these guys can take a ton of damage. They are Heron Guards under penance after the destruction of Muirthemne, which has not yet occurred as Myth III's story begins.
Mortar Dwarves II only Just keep these stout little bomb launching Dwarves on high ground and away from the heat of the battle. If you can, then you can reach out and hurt the enemy from far away. Just make sure you don't let them get into close quarters battle...
Dwarven Smiths of Muirthemne III only These are the Dwarves' inventors and weapon-smiths. In combat, they carry a hefty hammer for close-range bonking, and magical flame torches that can launch a deadly stream of fire.
Warriors Both Warriors carry ordinary sword and shield (and axes, in Myth III), and form the backbone of the player's troops in many battles. Though fairly weak individually, just put these fast and armored warriors in a group, give them their swords, axes, and shields, and watch the undead... become deader.
Warlocks Both, but different These fearsome figures hurl magical fireballs. In Myth II, two varieties also had spells of confusion or rings of fire. In Myth III, their standard attack is a light fireball that uses little energy but does little damage, while their special ability is a larger and more powerful fireball.
Gower Spearmen / Hearthguards III only These warriors wield spears to hurl at their enemy from a distance. Their spears can also pack quite a punch at close range. They carry a shield for protection.
Dwarven Axe Warriors III only  These warriors are armed and armored to the teeth, which makes them slow but very tough and formidable.
Avatara / Alric Both Super-powerful sorcerers created by the long-dead Archmage Mazzarin, they are masters of sword and magic, including the deadly trump spell, the spreading "Dispersal Dream," which can wipe out an entire army at once, including one's own, if not carefully aimed. In the time of Myth II, Alric was the only surviving Avatara, though the Dark Shades shared some of their abilities.
Peasants Both, but different Peasants are peasants through the ages, and are usually non-combatants, but in Myth III, some peasants will fight using their farm tools, and a couple carry torches that can help the player see through the gloom.

Note: Connacht, Damas, Myrdred, and Ravanna were omitted from this chart because they are more like characters than units. The Pathfinder Dwarf was not added because he only appears in one Myth II scenario.

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<% Dim aFactoids(7) aFactoids(1) = "Elevation is important. Units benefit from being positioned above enemy units. Archers, particularly, can take advantage of this fact to obtain battlefield superiority." aFactoids(2) = "Myth III is a prequel. Myth III: The Wolf Age actually takes place roughly 1,000 years before the previous two titles. The game is now set in 1421 AE (it still takes place in a fantasy world)." aFactoids(3) = "Mac fans can celebrate. True to the series, Myth III: The Wolf Age is planned for release on both the PC and Mac, with the latter to follow a couple of weeks behind the former, according to the publisher." aFactoids(4) = "25 single player levels are included. In a recent interview, MumboJumbo's Mike Donges indicated that one can expect 20 or 30 hours of gameplay from the Myth III single player game alone, with multi-player adding significantly to this." aFactoids(5) = "Units galore. Myth III: The Wolf Age adds and refines numerous units, now bringing the total count to over 40. Enjoy most of the classic units alongside new additions such as the Gower Hearthguard and the Smiths of Muirthemne." aFactoids(6) = "Brute force vs. solid tactics? Myth III: The Wolf Age makes a conscious effort to improve the tactical value of intelligently using appropriate units against suitable enemies." aFactoids(7) = "One, two, three... Myth III: The Wolf Age is actually the third title in the Myth series, originally created by Bungie. MumboJumbo, Myth III's developers, aimed to build on a solid foundation of the previous titles, while refining and enhancing the story and game play." Randomize i = Int(UBound(aFactoids)*Rnd)+1 %>
Myth III: Did You Know...
<%= aFactoids(i) %>

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Myth III Demo

The 99 MB multi-player demo for Myth III includes one multi player map and three single player missions (from the previous demos) and includes seven multi player modes, including Steal the Bacon. The demo incorporates changes made in the v1.0.2 patch: Grab it here...

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Related Links

Myth III Official Site
Visit the official publisher website (by GodGames and Take2 Interactive) for Myth III: The Wolf Age for the latest facts, screenshots, news, files, and official customer support.

Myth Wolf Age.com
A significant community resource that provides editorial content, news, game overview, game resources, trivia, and information about the creative forces behind Myth III.

MumboJumbo Games
MumboJumbo is the creative development team behind Myth III: The Wolf Age. Contained on their site are updates on the game's progress, special features, and interesting tidbits relating to Myth III's development.

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