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Large Middle Earth
Third Age All Stars
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Background


The game is based on Tolkien's world. It takes place in Middle Earth, the continent where elves, dwarves, orcs and men live among various other sentient races. The followers of Melkor encounter Good in several conflicts throughout the Third Age, a period of roughly three millennia. In this game the mightiest realms from all over the history clash in one epic war.


General


The main structure of the game is complicated compared to many other TripleA games, so make sure you understand all rules, unless you want unexpected events. Basic rules are explained here, more complex rules have their own sections.
- Although most units can move 2 or more territories, they can not usually Blitz.
- Units are produced by invisible factories, any territory that could produce units in principle does have one. Elsewhere fortresses and towers can produce 1 unit.
- You can still collect PUs from territories without controlling your capital, but not from objectives. PUs are not captured when taking a capital.
- Units with 2 or 3 hitpoints regenerate one hitpoint each turn.
- Battles can not last more than 10 turns. This is only a technical rule, for infinite battles where neither side has firepower left can occur.
- On the map, undeeps (South Undeep and North Undeep) are connected to The Wold, and Belfalas is connected to Tolfolas. Water territories are connected through towns and fords (but not through the Falls of Rauros).


Unit abilities


In this game, units can have abilities the effects of which are not obvious. This list contains theese with short descriptions included. They only appear by name both in tooltips and the "Units" table below due to lack of space.

Unit Abilities
Name Short Ability
infantry inf -
cavalry cav -
creature cre -
melee mel -
archer arch -
siege sie different from "X (xY) siege"
fortification fort different from "X fortification"
unseen uns unaffected by terror, different from "X unseen"
flying fly air unit
mountainwalk mw can enter mountains
raider raid can blitz, +2 when attacking settlement
garrison gar +2 when defending settlement
cave dweller cd +1/+1 in cave
forest dweller fd +1/+1 in forest
X armor X arm can give -X support to 1 enemy melee units
X (xY) ranged X (xY) ran can give +Y attack support to X allied melee units
X (xY) fortification X (xY) fort can give +Y defense support to X allied infantry units
X leadership X lead can give +1 support to X allied non-fortification units
X terror X ter can give -1 support to X enemy non-fortification non-unseen units
X web X web can give -1 attack support to X enemy melee units
X (xY) charge X (xY) charge attack only, targets infantry, X/12 chance to hit, Y attacks, first battle round only
X formation X form defense only, targets charging units, X/12 chance to hit, first battle round only, max. 1 attacks per target
X flank X flank targets archer-infantry and siege units, X/12 chance to hit
X antiair X aa defense only, targets flying, X/12 chance to hit
X unseen X unseen targets units with unseen attack, X/12 chance to kill, max. 1 attacks per target
X (xY) siege X (xY) siege targets fortification units, X/12 chance to hit, Y attacks
X (xY) flood X (xY) flood targets any unit, X/12 chance to hit, Y attacks, first battle round only, max. 1 attacks per target


Units

Units
name cost mov hit att def special support category ability
swordsman 4 2 1 3 2 - - inf,mel -
spearman 5 2 1 2 4 4 form 1 arm inf,mel gar
axeman 6 2 1 5 3 - - inf,mel mw,raid
archer 5 2 1 1 4 3 aa 2 ran inf,arch -
peasant 3 2 1 1 2 - - inf,mel -
hobbit 2 2 1 0 1 - - inf,mel -
ranger 6 3 1 4 5 3 aa 1 ran inf,arch mw
tower guard 7 2 1 5 6 - 2 arm inf,mel gar
goblin stabber 3 2 1 1 1 2 form - inf,mel cd
goblin archer 3 2 1 1 2 2 aa 2 ran inf,arch cd
snaga skirmisher 4 2 1 3 2 - 1 ran inf,arch mw
orc marauder 6 2 1 4 3 3 form - inf,mel mw,raid
uruk pikeman 8 2 1 4 6 6 form 1 arm inf,mel -
uruk swordsman 7 2 1 6 5 - 2 arm inf,mel -
morannon guard 8 2 1 3 6 6 form 2 arm inf,mel gar
light cavalry 6 4 1 4 4 4 flank - cav,mel -
horsearcher 7 4 1 3 4 6 flank 1 ran cav,arch raid
axe cavalry 6 4 1 5 2 4 charge - cav,mel raid
lancer 8 4 1 6 2 4x2 charge 1 arm cav,mel -
knight 10 3 1 4x2 3x2 6 charge 2 arm, 6 lead cav,mel -
chariot 11 3 1 6x2 2x2 6x2 charge - cav,mel -
chariot archer 7 3 1 4x2 3x2 - 2 ran cav,arch -
war wagon 12 2 2 2x2 4x2 - 2 fort cav -
dwarven axeman 5 2 1 4 2 - 1 arm inf,mel mw,cd
dwarven axethrower 6 2 1 6 3 - 1 ran inf,arch mw,cd
dwarven phalangite 7 2 1 2 6 6 form 2 arm inf,mel cd
dwarven halberdier 9 2 1 4 5 2 form 3 arm inf,mel cd
elven archer 5 2 1 2 5 4 aa 2 ran inf,arch fd,uns
elven hunter 7 3 1 5 3 3 aa 2 ran inf,arch mw,fd,uns
elven warden 7 2 1 4 6 2 form 1 armor inf,mel fd,uns,gar
troll 14 2 2 5 6 - 2 ter cre mw,cd
olog hai 20 3 2 5x2 4x2 4 charge 2 ter cre -
spider 20 3 2 3x2 6x2 - 8 web cre cd,fd
bear 22 2 2 5x2 3x2 4x2 charge 2 ter cre fd
olpihant 36 3 3 5x3 3x3 6x3 charge - cre,cav -
warg 6 4 1 5 2 6 charge - cre,cav mw
huorn 12 1 2 6 6 - 2 ter cre mw,fd
ent 18 2 2 3x2 4x2 3 siege 8 lead cre mw,fd
dragon 48 4 3 6x4 5x4 - 4 ter cre fly
bat 9 4 1 6 2 - - cre fly,cd
eagle 26 8 2 4x2 3x2 - - cre fly
oathbreaker 3 2 1 1 1 - 4 ter - uns
wizard 15 2 1 4x2 5x2 6 unseen 12 lead - uns
balrog 36 4 2 6x3 5x3 6 unseen 8 lead, 8 ter cre cd,uns
nazgul 16 3 1 7 7 6 unseen 12 lead, 6 ter cav uns
winged nazgul 32 6 2 7 7 6 unseen 12 lead, 12 ter cre fly,uns
catapult 7 1 1 3x2 4x2 4 siege 3x2 ran sie -
trebuchet 8 1 1 4 4 4x2 siege 2x2 ran sie -
wall 20 - 2 - 3x2 - 3 fort fort -
fortress 50 - 2 - 3x6 - 6x2 fort fort -
tower 50 - 2 - 3x6 - 6x2 fort fort -
flood of Bruinen 20 - - - - 3x36 flood - - -


Territory Effects


Territory effects are comparatively complex in this game. There are eight of them, but a single territory can have up to three. This, together with the fact that multiple bonuses from territory effects are always cumulative, makes calculations troublesome, you must keep them in mind though. As a proof and also to present how it works, here is an example:
Suppose you want to attack Cerin Amroth which is defended by an elven archer and has forest, hill and settlement territory effects with a knight. Then you look up the table below. Your knight is a cavalry, and has armor support, so it is armored. Three columns have effect on your unit: all, cavalry and armored. For the hill, you only get 1 defense bonus, but no one cares since you are attacking. For the forest you get -3 attack penalty (-2 for cavalry and -1 for being armored). The settlement makes this even worse, adding -2 more penalty. Finally, you end up with -5 penalty, so you only have -1x2 attack left meaning you can't attack at all, opposed to the elven archer, which ends up boosted to 13 defense - sadly, this is capped at 12, because nothing can pass that limit (+2 for the forest, +2 for the hill, +3 for the settlement and +1 for forest dweller).

Territory Effects
Name All Cav Cre Arch Sie Fly Fort Armored Other
mountain +2 -3 +1 +1 -3 +1 +2 - No Blitzing, only mw and fly can enter
hill +1 - +1 +1 +1 +1 +2 - -
cave +1 -3 +1 -2 -2 -2 +3 - No Blitzing, cavalry can not enter
pass +1 -2 +1 +1 -1 +1 +2 - No Blitzing
marsh -0 -2 - - -2 +1 - -1 No Blitzing
forest +1 -2 +1 +1 -1 -0 - -1 -
river -0 -0 - +1 +1 +1 - -0 No Blitzing
settlement +1 -2 -1 +2 +0 - +1 - -


Game Options


- All units Blitz: there is no much to explain, all units (except flying and immobile ones) can Blitz
- Territory effects allow all units: all units can enter mountains, not only mountainwalk; cavalry can enter caves
- Fortification prevents charge and flank: when attacking a territory with any fortification unit present, charge and flank attacks will not work. Defending formation is therefore not expected to work either, it does though. Possibly it will be fixed in the future.
- Free For All: game is free for all; normal objectives do not work; weaker players get some extra PUs each turn for better balance



Version 1.2 (for TripleA 1.9) Changelog
- Upgraded to 1.9
- Small changes to starting situation
- Added new objectives
- Other minor changes

Version 1.1.1 Changelog (work done by Frostion)
- New map design
- Sounds changed to classical
- Other minor changes

Version 1.1 (for TripleA 1.8.0.7) Changelog

- Added new units for better balance
- Sea units option is now editable, added territory connections instead of canals
- Isengard is now the Industrial Might of Middle Earth (12 PUs -> 20 PUs)
- Renamed net --> web, spear --> formation and militia --> garrison for more clarity
- Changes in unit graphics
- Added small flags
- Other minor changes

Please contribute to the map by sharing your experiences or ideas! You can help with playtesting and balance, but you can contribute graphics or whatever you feel is necessary to improve this map.
Creator and maintainer: alkexr (find me on the tripleadev forum)
Map design by Frostion

Nations: Dwarves Freefolk DolGuldur HighElves Saruman Gondor Mordor Lorien Harad Northmen Rohan Orcs Arnor Angmar Dale Rhun WoodlandRealm

Units: factory hobbit peasant swordsman spearman axeman archer knight lancer horsearcher axe_cavalry light_cavalry goblin_stabber goblin_archer uruk_pikeman uruk_swordsman snaga_skirmisher orc_marauder war_wagon chariot chariot_archer dwarven_axeman dwarven_phalangite dwarven_axethrower dwarven_halberdier wall tower fortress troll olog_hai spider bear oliphant warg huorn ent dragon bat eagle elven_archer elven_hunter elven_warden wizard balrog nazgul winged_nazgul oathbreaker catapult trebuchet ranger tower_guard morannon_guard swan_boat caravel merchant_ship flood_of_Bruinen

Large Middle Earth Third Age All Stars