I can't help but think this was a thinly veiled attack on Warcraft III. If not, I apologize.Dwindlehop wrote:Myth has formations that actually matter.
Formations are VERY important to Warcraft III, and are kept provided formation is toggled on (in the bottom left, by the mini-map, set on as default). This ensures a group travels as slow as it's slowest unit in the current formation. To change the formation, simply move units individually.
As for why this is important:
- Usually the slow-moving, fragile, but powerful siege weapons need an escort
- Non-meat shields (casters, archers, etc) need meat-shields (grunts, tauren, etc) in front of them to avoid being horribly, horribly, slaughtered. Hence why flanking is devastating in Warcraft III, as it should be. This is one of the basics of the game; up there with focus-firing, scouting, knowing when to retreat, etc.
This is also true in Warcraft III, if you want to defeat your enemy. One of the best things to do is weave through his frontline and attack his backline while protecting your own. Surrounding is also a very common and effective tactic, usually used against heroes and supplemented with disabling effects such as slow / polymorph / stormbolt / thunderclap / banish / ensnare / stasis trap / warstomp / hex / purge / frozen breath / frost nova / sleep / impale / entangle / shadowstrike / freeze arrow / etc, all of which wreak havoc with formations.Dwindlehop wrote:In Myth, units are actually moving around while they fight.
This is where good micromanagement really shines