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"There comes a time in every man's life when he must do what is good and right and true. Our Time Is Now!"
The Companions are one of the oldest Myth orders
that are still active. We are only outdated by a few others, like BMF
and AN. We were founded in the beginning of Feburary of 1998 as a
Myth: TFL order. Originally specializing in Ground Zero, we
diversified our talents to include every map and
every unit. By the time Myth II was released, we were one of the top 10
orders on Myth I. We won several Myth I tournaments and placed well in
others.
With the release on Myth II, we rededicated ourselves to the cause
of being the best of the best. Shortly after Myth II came out,
Companions held the Comet, the Sun, and the Full Moon on B.net II.
Our quality of play has only increased since then and our order has
held the Bungie.net order comet for several days also. You will find
us to be one of the most honorable and fun orders you will ever play
and we would like to remind everyone out there, "Myth II is alot
funner if everyone plays with honor."
117 people have bet on The Companions to finish in the top ten teams of MWC99. (average place ranked from 1st - 10th: 6.1)
MWC99 Threat Assessment: As you can see from the Companions' biography, their main battle is
usually with their own over-confidence. They recently lost Odin (one
of their top players), but have bounced back from this well. Despite a
lackluster showing in MWC98 (1 from 3, eliminated during the
Qualifying Round), they are one of the strongest entrants so far and
have a good shot at walking away with the Myth World Cup. However,
with a roster of only seven players, they will have to be careful to
ensure good attendance at all of their matches. In the past their play
has often suffered from an over-reliance on fixed strategies; this may
change in an open-information environment like MWC99.
QR Week 1: The Companions defeat Mac Gamers' Guild, but a few slip-ups along the way (a defeat in the Flag Rally, and an embarassing bacon-butchery incident) don't inspire as much confidence as we might like. We shall see how well they do against the stronger teams like Nanus Improbus in Week 2.
QR Week 2: Nanus Improbus proves to be too much for the Companions to roll over in their accustomed fashion, and a few tactical mistakes cost ~C~ their first match of MWC99. However they recover well to stomp the Shadows in expected fashion.
DE Round 1: The Companions aren't seriously tested by Blade of Thorns, who are quite rusty after a period of long disuse.
DE Round 2: Victus Semper can't field a full team against the Companions and they aren't ever really able to pose a serious challenge. Interestingly enough, Gore is discovering the joy of taking few units as captain, and his scouting and strategic overview skills help the team greatly.
DE Round 3: The Companions sorely miss the skills of a few 'key players' who can't be present for their match with Alliance. In a very, very tense battle it all comes down to the wire and ~C~ slip fatally in the last game to hand Alliance victory by a scant few points.
DE Round 4: The Companions handily outclass the Wolfpack, their tactical and strategic skills shining in every game and letting them easily control the match.
DE Round 5: In a very tight match, The Companions make one too many melee mistakes and Snap, Krackle, Die are quick to capitalise on them. After a solid run through the brackets, their time is now and the Companions make their finals bows before departing MWC99.
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