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Narrative
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I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
--Evil Overlord List #75.
The life of the mook is a humble one, in which the poor cannon-fodder must look like everyone else, act like everyone else, and get their butt kicked by the hero like everyone else.
But becoming a mook is much harder than it looks. On TV (and in video games), humility is only the first step in a fighting code of mooks's honor, as complex and rigid as that of the medieval knight or the samurai. This is why most mooks fare about as well as a bunch of knights or samurai would when faced with a modern army. The principles of the code are:
Ganging up is unsporting and dishonorable. Mooks must always attack the hero one at a time; to gang up would be to destroy the principle of war.
A Mighty Man Fights Alone. Even if some common mooks disobey the rule above and attack in twos or threes occasionally, any Giant Mook present must always attack the hero one-on-one, preferably after all lesser mooks are down so that the Giant Mook can't call on them for help. A really big Giant Mook (e.g. the Cave Troll from Lord of the Rings) may attack a whole group of heroes alone, he's just that tough!
Taking cover is for cowards. A true mook must charge straight forward; victory is meaningless if it is achieved by surprise. It is acceptable to attack the hero from
different directions at once, as long as each attacker reaches the hero at a different
moment (thus being neither surprise nor ganging up).
Masters may overcome any terrain. As a corollary to the previous two principles, tactics must be the same in all places and times, no matter what the terrain is. A mass rush works just as well in the open field as it does in a cramped cave where only one warrior at a time can physically get to the hero.
The true warrior cares not what his enemies know. Minions must shout commands to each other where the hero can hear them, or communicate by radio when the hero can intercept. Who cares if the enemy knows all your plans? A true plan succeeds whether the enemy knows it or not.
Let the enemy know who is going to face him. Like the knights and samurai, mooks must shout out a formal challenge when the battle begins. Each group of cannon fodder has their own challenge -- it might be shouting out their names, or baring claws and roaring, or just saying "you will die!" True, the pause does let the hero sucker-punch them. But victory is hollow if the defeated foe does not know who beat them...if the foe is ever defeated, which will surely happen someday. As a result, they may sneak With Catlike Tread, but the attack is nowhere near sneaky.
Retreats are a sign of defeatism. Finally, preparing for a retreat is disgraceful. It does not matter how many of you the hero has beaten -- keep rushing. If fifteen out of sixteen orcs are down, the sixteenth orc must charge exactly like the first fifteen. Unfortunately, this principle is not as adhered to as the others -- many mooks have decided to retreat. Fortunately, they are never defeatist enough to prepare for a retreat, so they always wind up making suicide charges or panicked routs.
Strangely enough, an army of ninja -- despite being dishonorable sneaks -- will follow Mook Chivalry as if they were samurai. Due to Conservation Of Ninjitsu, a small group of ninja will behave dishonorably, and actually attack from cover, retreat, and so on, large ninja forces will be made up of Highly Visible Ninja.
See also No Sneak Attacks
Examples:
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