24 Nov 2018, 06:49

With respect to the first move for Germany for NWO, you have about 50 units, and to accomplish the maximum, you need to move specific units to specific locations, and it's not generally obvious which unit should go where. So if you start at one end of the map and work your way across, you will find that you have insufficient units somewhere and too many somewhere else, and because you can't just teleport the extra units to where they're needed, you have to undo the whole move and start over. Even if you've worked out the best overall arrangement, you won't remember it, next time you play. Thus, you write it down. And you may as well publish it.

With Middle Earth, it's a lot harder. Time and time again, you find that you have to move exactly the right number of units to a specific location, otherwise bad things will happen. And I'm not talking about calculating that 4+1+1=6, and 3+2+1=6, but I choose the first option because if one of my infantry die on the attack, I still have an infantry left there to block.

Example: I have a group of 10 cavalry units. I want to send them to guard the flank of an allied faction for an attack that has not happened yet but is expected to happen in the future. Should I send 10 or less? If I send 10, I will be short one critical unit to guard my capitol next turn, assuming that 2 other factions in the future do exactly the right thing to be able to attack my capitol. Should I send 8? Then my guard force is subject to an attack, which has a 15% chance of wiping out my guard force. Then the faction I am protecting would have to fight some battles it was not expecting, and then, after several other player factions react, a stable situation is reached. Can I tolerate that? Maybe not, so it looks like the optimum number to send is 9. I also have to consider if my home areas can handle sending all my cavalry but one away. Most of this could not be worked out over the board, and that means you will almost certainly be making inferior moves almost all the time.

This is not really a strategy guide. It is a totally specific description of exactly what 700 units must do to survive turn 1. It comes with detailed descriptions of the bad things that happen if you don't follow the instructions, assuming your opponent has read the document.