Axis & Allies Wiki
Advertisement

This scenario has been superseded by Lord of the Rings-Middle Earth Download This is a 12-nation map based on Tolkein's Middle-earth.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#
====================

1.0


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
EvilGood
SarumanFreefolk
MordorRohan
GoblinsElves
HaradrimGondor
RhunDale
KhandDwarves

(Nations listed in their Turn Order.)


|- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |- |-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

|-

Land Units
Unit name att defmovecostsizespecial abilities
orcs11131isSupportable
Raiders 2 1141isSupportable
urukhai22251isSupportable, canBlitz
trolls 3 3272canBlitz
siegeTower21142givesSupport
wizard 4 4281canBlitz, purchasable by elves only
spearInfantry12131isSupportable
Hobbits 1 1121isSupportable
Archers11131givesSupport
catapult 2 1141givesSupport
lightCavalry21341canBlitz
heavycavalry 3 2262canBlitz
trebuche31142givesSupport
stabbers 1 1121isSupportable
shooters01121givesSupport
wargs 2 1351canBlitz
hunters23241isSupportable
corsairs 3 1141isSupportable
oliphant322122is 2hit
towerGuard 2 3151isSupportable
chariotArchers22251givesSupport, canBlitz
warChariot 4 1261canBlitz
warWagon44282canBlitz
xbowInfantry 2 2141givesSupport
warWolves11232canBlitz
raiderCavalry 3 1351canBlitz
axeInfantry13141isSupportable
berzerkers 3 2151isSupportable
phalanx24161isSupportable
cannon 3 2152givesSupport
mortar41162givesSupport
fortifications 0 102-immobile
tower0406-immobile
Castle 0 008-isFactory
Unit nameattdefmovecostsizespecial abilities

|- |- |- |- |- |- |- |-

|-

|-

|-

|-

Air Units
Unit name att defmovecostspecial abilities
nazgul43424is 2hit
bats 2 145 
balrog53422is 2hit, canDoSBR
eagles 2 266 
griffin3348 
zeppelin 3 138 
Unit nameattdefmovecostspecial abilities

|- |- |- |- |- |- |- |- |- |- |- |-

|-

|-

|-

|-

|-

|-

Naval Units
Unit name att defmovecostCapacity
raft11121land, 1air
Trireme 2 2281land, 1air
battleship442163land, 3air
caravel 1 1251land, 1air
galleon22282land, 2air
barge 2 1145land, 5air
swanBoat01241land, 1air
cutter 1 1360
clipper334143land, 3air
longship 1 1261land, 1air
greatship222122land, 2air
Unit nameattdefmovecostspecial abilities





==========================================================

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.

</body> </html> </body> </html> Thumb
Advertisement