Middle Earth: Battle For Arda - Official Thread
mattbarnes last edited by
Dany last edited by
Great map sir! Myself (Dany) and Epinikion have had 6 games so far and we find that the balanced is achievable, we prefer dice so far too make every dice count, for example Air units can be vulnerable too multiple arches, and straff are never really safe. Different strategies for the map from both sides, and it allows a lot of give and take possibilities, that both sides can adapt. Epinikion and I have played a lot of games over the years, mostly vs each other and at a high level, and since this map we don't want to go back too another map. So far the good side is easier too play, but evil sure has a lot of possibilities. I don't think the map needs much change, i hope players can adjust to difficulty level by adding a bid. So far we have not reached a decision on if a bid is necessary. Thanks for your work. Best dice map!
- I fear that special attacks in LL make the game too predictable
alkexr last edited by
@mattbarnes Thanks for the savegames! They show some interesting strategies that I haven't so far seen played out. From a quick glance it seems that the first game was decided by Isengard stretching their forces too thin and a well-planned Last March of the Ents. The second one was over when Good missed a canopener and the forces of Gondor were more or less annihilated at Pelennor Fields.
I also had a look at your choices of units. A wide variety of units were employed, with powerful units (like eagles and dragons) not being ignored but also not spammed. Some units, however (notably the cavalry of Rohan and one-hit air units) weren't appreciated by the two of you, and this could indicate a power-level problem if more save-games showed the same pattern. (And this is one of the reasons why save-games are so useful for balancing. @Dany @epinikion I'd most certainly welcome 6 save-games from players who have that much experience with the map!)
What I still haven't seen yet is a Harad naval invasion that could be called succesful (although the mental image of oliphaunts crossing the river on rafts made my day). The "Saruman goes north" is another strategy that looks difficult to impossible to pull off, as reinforced by these games.
mattbarnes last edited by
You’re welcome. I’m not sure how much you can read into our strategies because we were playing our first game on this map (albeit we had played previous versions) and making up the strategy on the hoof, making errors along the way.
I think you’ve just about got the price right on dragons and eagles. It’s handy for Angmar to get an extra dragon but soon needs to prioritise bodies. The High Elves definitely want to spam Eagles and do start to try to do so but the cost slows them down. If the fight had remained in the balance a little longer then I think we’d have seen progressively more eagles around. Is there a possible mechanism to make each new eagle cost 1 more than the last?
As you saw, my opponent did try an Oliphant landing and to be fair was mostly thwarted by dice else it might have been a good diversion.
Saruman does seem to be quite forced to capture and hold Tharbad in this map version and the previous one. It’s not a problem but does seem quite critical and therefore a limitation on strategic freedom.
As you say, we made little use of one hit flyers. They are handy for picking off lone spearmen, say, but there are so many anti-air units around that it makes the opportunities relatively rare.
I agree that it was difficult to make significant use of Rohan Riders, although sometimes they were handy. I don’t think the points balance is wrong, it’s just hard to mimic the books given it isn’t that realistic that a nation surrounded by woods and mountains could be quite so cavalry focussed. It would be interesting though to see what 1 extra movement point might do, and/or adding Blitz ability.
The siege mechanics were interesting. The one query I had was whether flanking should prioritise artillery targets, else any army with a few archers can keep its siege engines pretty safe. At a critical mass, the artillery becomes a juggernaut as it can knock down wall after wall in a succession of towns without loss.