This scenario has been superseded by Lord of the Rings-Middle Earth
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This is a 12-nation map based on Tolkein's Middle-earth. It is richly detailed and has much replay value and is a highly enjoyable map based on the triple-a game engine. As it has 12 nations each with their own unique units, from the elvish Wizard to mordor's winged Nazgul, it is considerably different from the typical WWII-style game of triple a. It is well balanced and has much strategical depth. The conflict in the northern territories tends to move quickly. The Elves and Freefolk tend to work together to contain the expansionistic tendencies of the Goblins. The Dwarves and the men of Dale work to thwart the chariots of Rhun. The contest between Rohan and Isengard is particularly interesting, if Isengard can manage to hold out past the first few turns. This map makes for a good 2 or 4 person game, with each individual playing either 3 or 6 nations.
A fun strategy for the Goblins, if they are up against a beginner Elf player, is to buy a few trolls and wargs on turns 1-2, send the 3 shooters and 4 stabbers from south caves into N Dunland. Turn 2, move them from N Dunland into Eregion as well as the goblin shooters and stabbers from N Caves and Moria. If you're lucky, the goblins in Eregion won't look like much of a threat to the elf player since your trolls are chilling in Moria and your wargs and bats are massing in South Caves (but secretly still in range). On turn three you will be able to ambush Rivendell with up to 14 stabbers, 10 shooters, 2 bats, 5 wargs, two trolls, and any more trolls and wargs you've built. If the Elf player hasn't placed more units there, Rivendell is yours at the beginning of the game!
1 if my land, 2 if by sea! In the far south, Khand and the Haradrim mass their forces for an assault on Gondor. The Haradrim are fun to play, with several good strategies available and also having one of the few 2-hit units in the game, the intimidating Oliphaunt. If they decide to favor a land assault on Gondor, the haradrim player can use oliphaunts to raid Gondor and wage a war of attrition. By attacking with stacked oliphaunts for only a round or two and then retreating, the Haradrim can inflict losses on Gondor's defending infantry while using the two-hit oliphaunts to soak up returning fire, and then retreating before losing many units. The forces of Mordor and Khand can then swarm the weakened defending forces. Even so, prepare for a long, grinding ground assault! The Haradrim can also assault Gondor from the sea. They start off with fewer naval vessels, but if the Nazgul of Mordor can get a few hits in to level the playing field, the Haradrim can begin to raid up and down Gondor's rich and otherwise inaccessable southern coastal territories. It's a bit of a gamble to pull off, but if you succeed, income-reduced Minas Tirith will be much harder-put to defend against the onslaught of Mordor and Khand.
==================== #12 Army Middle Earth# ==================== |
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1.0 |
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Take part and prevail in Tolkien-based epical conflict
In the south evil armies gather in an attempt to destroy proud nation of Gondor
Elsewhere, Elves along with their allies attempt to stop expansion of Goblins,Rhun and Saruman
Map by: flanaganBalance and Game Notes by: Ajmdemen
thx to Ernie for allowing to use his gamenotes format and to Blubb and Admetus for helping test balance of the game
Alliances | |
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Evil | Good |
Saruman | Freefolk |
Mordor | Rohan |
Goblins | Elves |
Haradrim | Gondor |
Rhun | Dale |
Khand | Dwarves |
(Nations listed in their Turn Order.)
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Land Units | ||||||
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Unit name | att | def | move | cost | size | special abilities |
orcs | 1 | 1 | 1 | 3 | 1 | isSupportable |
Raiders | 2 | 1 | 1 | 4 | 1 | isSupportable |
urukhai | 2 | 2 | 2 | 5 | 1 | isSupportable, canBlitz |
trolls | 3 | 3 | 2 | 7 | 2 | canBlitz |
siegeTower | 2 | 1 | 1 | 4 | 2 | givesSupport |
wizard | 4 | 4 | 2 | 8 | 1 | canBlitz, purchasable by elves only |
spearInfantry | 1 | 2 | 1 | 3 | 1 | isSupportable |
Hobbits | 1 | 1 | 1 | 2 | 1 | isSupportable |
Archers | 1 | 1 | 1 | 3 | 1 | givesSupport |
catapult | 2 | 1 | 1 | 4 | 1 | givesSupport |
lightCavalry | 2 | 1 | 3 | 4 | 1 | canBlitz |
heavycavalry | 3 | 2 | 2 | 6 | 2 | canBlitz |
trebuche | 3 | 1 | 1 | 4 | 2 | givesSupport |
stabbers | 1 | 1 | 1 | 2 | 1 | isSupportable |
shooters | 0 | 1 | 1 | 2 | 1 | givesSupport |
wargs | 2 | 1 | 3 | 5 | 1 | canBlitz |
hunters | 2 | 3 | 2 | 4 | 1 | isSupportable |
corsairs | 3 | 1 | 1 | 4 | 1 | isSupportable |
oliphant | 3 | 2 | 2 | 12 | 2 | is 2hit |
towerGuard | 2 | 3 | 1 | 5 | 1 | isSupportable |
chariotArchers | 2 | 2 | 2 | 5 | 1 | givesSupport, canBlitz |
warChariot | 4 | 1 | 2 | 6 | 1 | canBlitz |
warWagon | 4 | 4 | 2 | 8 | 2 | canBlitz |
xbowInfantry | 2 | 2 | 1 | 4 | 1 | givesSupport |
warWolves | 1 | 1 | 2 | 3 | 2 | canBlitz |
raiderCavalry | 3 | 1 | 3 | 5 | 1 | canBlitz |
axeInfantry | 1 | 3 | 1 | 4 | 1 | isSupportable |
berzerkers | 3 | 2 | 1 | 5 | 1 | isSupportable |
phalanx | 2 | 4 | 1 | 6 | 1 | isSupportable |
cannon | 3 | 2 | 1 | 5 | 2 | givesSupport |
mortar | 4 | 1 | 1 | 6 | 2 | givesSupport |
fortifications | 0 | 1 | 0 | 2 | - | immobile |
tower | 0 | 4 | 0 | 6 | - | immobile |
Castle | 0 | 0 | 0 | 8 | - | isFactory |
Unit name | att | def | move | cost | size | special abilities |
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Air Units | |||||
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Unit name | att | def | move | cost | special abilities |
nazgul | 4 | 3 | 4 | 24 | is 2hit |
bats | 2 | 1 | 4 | 5 | |
balrog | 5 | 3 | 4 | 22 | is 2hit, canDoSBR |
eagles | 2 | 2 | 6 | 6 | |
griffin | 3 | 3 | 4 | 8 | |
zeppelin | 3 | 1 | 3 | 8 | |
Unit name | att | def | move | cost | special abilities |
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Naval Units | |||||
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Unit name | att | def | move | cost | Capacity |
raft | 1 | 1 | 1 | 2 | 1land, 1air |
Trireme | 2 | 2 | 2 | 8 | 1land, 1air |
battleship | 4 | 4 | 2 | 16 | 3land, 3air |
caravel | 1 | 1 | 2 | 5 | 1land, 1air |
galleon | 2 | 2 | 2 | 8 | 2land, 2air |
barge | 2 | 1 | 1 | 4 | 5land, 5air |
swanBoat | 0 | 1 | 2 | 4 | 1land, 1air |
cutter | 1 | 1 | 3 | 6 | 0 |
clipper | 3 | 3 | 4 | 14 | 3land, 3air |
longship | 1 | 1 | 2 | 6 | 1land, 1air |
greatship | 2 | 2 | 2 | 12 | 2land, 2air |
Unit name | att | def | move | cost | special abilities |
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Rule Clarifications and Hints
Neutral air and normal blitz clarification:
-> Completely empty neutral territories can be taken by planes during combat movement. This is considered legal.
-> You cant blitz neutrals with land units though.
-> You can however blitz through formerly neutral territories on noncombat move phase.
-> Good understanding of these rules is crucial in the first rounds, especially for Goblin and Elf player.
Strategical Hints for Beginners:
-> Saruman should attack and retreat Fangorn ents rnd1 (by attacking with everything except for 3 uruks he can safely kill 7 of them in 2 combat rounds).
-> Goblins can take Lorien rnd 2.
-> Elves should try avoiding getting their Lorien army trapped.
-> Buying extra nazguls with Mordor can be effective as it threatens both Gondors land and naval units. Take advantage of 2hit by attacking (and possibly retreating after few combat rounds) small stacks.
-> Gondor (and others in range of possible nazgul attack) should therefore aim to keep stacks big.
-> Mordor can also send nazguls north to help against elves, but it can be risky due to increase in Gondor's power.
-> Due to number of nations in the game there is great potential for conducting attacks on a target with several's nation armies in succession- watch out for that!
-> Another thing to keep in mind is the possibility of removing blockers with allied armies so that you are free to blitz.
-> There are 12 capitols in the game, sometimes they can fall easily, but on the other hand losing 1 capitol doesnt mean game has to be over yet.
Changelist from beta:
-> Stabber's price increased from 1PU to 2PU.
-> Hobbit's price reduced from 3PU to 2PU.
-> Wizard's price reduced from 10PU to 8PU.
-> WarChariot's price reduced from 8PU to 6PU.
-> WarWagon's price reduced from 10PU to 8PU.
-> Galleon's price reduced from 9PU to 8PU.
-> Caravel's price reduced from 6PU to 5PU.
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