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RESULTS BROUGHT TO YOU BY
MacTell

RECENT REVIEWS

MATCHES BY RATING

MATCHES BY DATE

UNREVIEWED MATCHES

SUBMITTING REVIEWS

QUALIFYING ROUND

- TROW

- WARLOCK

- MAUL

- BOWMEN

- BRE'UNOR

- WARRIOR

- THRALL

- WIGHT

- DWARF

- BERSERKER

- GHOL

- HERON

- SOULLESS

- FETCH

- BRIGAND

- GHAST

TOP BRACKET

  ROUND 1

  ROUND 2

  ROUND 3

  ROUND 4

  ROUND 5

  ROUND 6

  ROUND 7

BOTTOM BRACKET

  WINNOWING 2

  ELIMINATION 3

  WINNOWING 3

  ELIMINATION 4

  WINNOWING 4

  ELIMINATION 5

  WINNOWING 5

  ELIMINATION 6

  WINNOWING 6

  ELIMINATION 7

  GRAND FINAL

WARRIOR POOL - MATCH WR13

DROWNED EMPIRE
FLAG RALLY

Geezers from Hell
The Wight Foundation
Myshkin
0 : 2
Zuckerkandl
2 : 4
Temuut
21 : 14
Dancer
11 : 11
Ugly Puppy
13 : 0
Bababooey
6 : 8
rojay
9 : 4
Pure Nova
5 : 13
Hurtz
6 : 1
Lestat
2 : 11
Isam
4 : 2
Krioni
1 : 7
Boomann
0 : 8
 

Map: Drowned Empire
Game: Flag Rally
Time: 12 Minutes
Scoring: 4 per flag, 5 for win

The numbers next to each player are [kills] : [losses], as displayed in the film of this game.

Reviewed by m0bitz:

Not just any wight can join TWF, and those scorned returns, wearing GfH colors, to exact a measure of revenge. In this game, TWF chooses a well-balanced, two-pronged attack sending strong forces north and south. Leaving their home a little weak, this strategy relies on speed, and knowing when to fight, and when to retreat and regroup. GfH decides to send practically everything north, leaving a small contingent at home, and at another flag north. What happens in the south for TWF pretty much goes as scripted at first, with them able to steamroll their way to capture the two flags to the south. To the north though, GfH surprisingly bypasses TWF's northern force, to capture the two flags to the north before proceeding onto TWF's home. But, this also allows TWF to capture both northern flags.

The preliminaries are over...and the stage is now set. TWF has two strong melee forces heading to GfH's poorly defended home. GfH has one massive melee force, but still needs two flags for a win, guarded by a total of 3 dwarves between them. Anyone who've played this map/game combination can tell you who'll win...TWF, right? Well, no. But, I did forget to mention the two wights GfH had laid for exactly this situation. In not one, but two spectacular wightings, GfH manages to demolish any hopes of a win by TWF. Only a handful of brave, nearly dead soldiers ever make it to GfH's home, who are easily disposed of. The GfH melee party continues to mow down the opposition to capture its last two flags, luckily surviving the 3 dwarfs along the way, for a win.

Geezers from Hell: 6 flags + win, 29 points.
The Wight Foundation: 4 flags, 16 points.

Back to Game 1 | On to Game 3, The Desert Between Your Ears Stampede

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