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    Middle Earth: Battle For Arda - Official Thread

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    • C Offline
      Cortrillion
      last edited by

      First off. Beautiful map, cool mechanics, please keep up the good work.
      About the balance. Good will win 10/10 times in this map, given equal skill level on both sides.
      Good start with more TUV, PU and Production. Good also is in a much stronger position to begin with. Angmar is alone vs 5 other teams, that is like a chess game where white side has 5 moves for every move on the black side.
      Rohan is not under any pressure from Saruman in the start of the game, their units are much stronger, and they start with more. In 2 turns Freefolk can attack Saruman in the rear.
      Lorien will not fall if they play full defense.
      Gondor is much stronger than Mordor, and can stand alone vs Mordor and Harad indefinitely
      Rhun cannot take any of the 4 cities unless they are allowed to, and even if they are it will take longer to take just Gror than it will take Angmar, Saruman and Dol’guldur to lose.
      Unit balance
      Rangers… omg the rangers, they are 2UP to cheap, at least. They are completely broken.
      The 10/12 charge from eoling riders is very high for only 8 points, looks to be at least 4points to high (should be (6/12 at maximum)
      Uruk Warriors for some reason have only 4/3/3 they should be at least 5/4/3 for the price.
      But single unit balance is not the most important. Why are Gondor and Rohan not under any pressure? They don’t even really need help to defeat Saruman, Mordor and Harad. Why are Dol’Guldur a separate faction? They will lose so fast if faced with both Northmen and Wood Elven at the same time. Main problem is that the Evil side has less rounds then the good side. In a tactical game that is a major advantage. There is literally nothing Angmar can do, in the 5vs1 situation they are in.
      Anyway. Here is a save game. It is a 5 player, game 3 good vs 2 evil.
      2vs3battleforArda.tsvg

      M C 2 Replies Last reply Reply Quote 1
      • M Offline
        mattbarnes @Cortrillion
        last edited by

        @Cortrillion I love this map too and haven’t played it enough to validate your 10/10 for good claim, but I suspect it’s not as compelling as that. How about I challenge you to a game by email and I’ll try to see if I can succeed as Evil?

        1 Reply Last reply Reply Quote 0
        • C Offline
          Cortrillion
          last edited by

          Oh sorry @mattbarnes, didn't see your reply.

          No I'm being overly hyperbolic, I think good has a stronger position because of a numerical advantage mainly. Evil won the game i just posted as a matter of fact. They had some major luck (6/6 hits vs rivendell walls) and gondor mad a bad judgment call and lost 200TUV.

          Im in a game right now, but maybe after that one is done.

          Regards

          Cort

          1 Reply Last reply Reply Quote 0
          • C Offline
            Cernel Moderators @Cortrillion
            last edited by

            @Cortrillion said in Middle Earth: Battle For Arda - Official Thread:

            About the balance. Good will win 10/10 times in this map, given equal skill level on both sides.

            Well, if two very good players play a map with low luck (just guessing), you just need that map to be a little unbalanced to eventually get to a virtual 100% win for one side. So, this statement greatly depends on dice settings and what level is the "equal skill level" of the players.

            P 1 Reply Last reply Reply Quote 1
            • NinjaWolfHybridN Offline
              NinjaWolfHybrid
              last edited by

              Hi, Flanagan here, creator of the original Middle Earth map and units. I just wanted to say this looks great and give my approval and support.

              C 1 Reply Last reply Reply Quote 3
              • C Offline
                Cernel Moderators @NinjaWolfHybrid
                last edited by

                @NinjaWolfHybrid said in Middle Earth: Battle For Arda - Official Thread:

                Hi, Flanagan here, creator of the original Middle Earth map and units. I just wanted to say this looks great and give my approval and support.

                I'm under the impression that Battle For Arda is actually taking over the old Middle Earth in lobby popularity, but hard to say, as they are both rarely played.

                Unless someone did it, maybe you want to reopen a new official thread for your map, or former map (as I recall veqryn affirmed the current owner is @Ajmdemen, which is not active since a while), as in the move to this forum all map threads have been left behind.

                Also maybe you want to ask for taking actual ownership of your map, or former map, in GitHub, if that would be fine with everyone involved.

                1 Reply Last reply Reply Quote 0
                • D Offline
                  daneffuller
                  last edited by daneffuller

                  • Love this game. Nice feel/flow and very large map.
                  • Good is strong in my opinion, and if they are too strong (as others have commented), then I suggest Rangers be limited. In the books there exist only Rangers of the North and Rangers of the South (Arnor and Gondor) and only a very few of them.
                  • If you delete the rangers from Free People, you may want to give them catapults. Also, if Free People have no anti-air, then they would depend on allies to help them deter dragon attacks (I like this potential dynamic)
                  • Some have commented that Angmar is near impossible to play successfully. It would be easier for Angmar if they had a really cheap defensive unit to stack up or to go out with the Dragons. Bats could be added to Angmar too. Such cheaper units could help soak hits to prevent dragons from dying as easily in border territory skirmishes and help maintain a land buffer between Angmar's capital and her enemies. In addition, Arnor could be weakened (fewer unit options and no starting ramparts) and depend on allies to stand up to a full-on Angmar assault -- I believe that the North Kingdom was an abandoned, wild and sparsely populated region in the LotR.
                  • It appears that Lorien is vulnerable to a combined Saruman and Orc assault strategy. However, this could be dissatisfying since the Saruman/Rohan conflict is so central to the books/movies. Anything to make the Saruman/Rohan conflict more central to the game would be of interest to fans, I believe.
                  • If more evil players are needed, a Variags of Khand player could be added. Make them with fast moving units (perhaps similar to Rhun). They could choose to move North or West, which would add more variation in play from game to game.
                  • Absolutely beautiful map! Keep up the great work and THANK YOU!
                  1 Reply Last reply Reply Quote 2
                  • alkexrA Offline
                    alkexr @Hao Zhou
                    last edited by

                    @Hao-Zhou

                    Is there a newer thread on this map, and is it still actively maintained?

                    Actively maintained? Well, sort of. I would want to, but it's not always possible.

                    Rohan Saruman is connected to that and balance is good as well, although odd from lore perspective that it's Sauraman defending against Rohan all game rather than the opposite. From game balance point of view this works well though, as Evil is on a timer to win somewhere else before Suaraman falls.

                    It's a very difficult part of the map to balance. If Saruman would be stronger (I mean 4 or so additional units), Rohan would be swiftly crushed.

                    Angmar can hold for a very long time behind walls but is it is always the first to fall on the evil side, and the collapse in territory is always within Turn 2.

                    Yes, pretty much. But I want to avoid stacking even more production into their cities.

                    Goblin archers are totally useless, at 1/2 compared with 2/3 for goblin spearmen, they are useless even with the range support. Unless the enemy has huge stacks of eagles, it's not useful at all.

                    They get large bonuses in hills and forests. Goblin archers are one of the strongest units against Lórien IMO.

                    The free people Pony riders is way too good for a 4 cost unit. Either make it cost 5, or make it a 1/1. Just the 4 move 1HP unit is worth 4, even if it has minimal combat value. While the regular hobbits aren't bad, they are completely overtaken by the choice of pony riders.

                    I was just about to nerf pony riders last time when life started happening.

                    @postaljester

                    I feel the new map is too busy with too many abilities. I understand the joy of creation, but each change has a high chance of limiting legitimate options while introducing trap options.

                    Well, I boldly went where no man had gone before, to see what was there, what worked and what didn't... I've learned a lot from it, and although I would do many things differently, I don't regret the slightest bit of work I've put into it. My very goal with this map was to show the world that units can be more than just 3 numbers, even in premodern settings.

                    @Cortrillion

                    About the balance. Good will win 10/10 times in this map, given equal skill level on both sides. Good start with more TUV, PU and Production. Good also is in a much stronger position to begin with.

                    Much of that TUV advantage is just walls. Also, there are other factors in play, not just raw stats. Maybe Good is somewhat stronger though.

                    Angmar is alone vs 5 other teams, that is like a chess game where white side has 5 moves for every move on the black side.

                    Having the same number of units distributed among 5 players means more canopeners, but it also means you can only use a fifth of your total force in a single attack, which makes taking fortified positions difficult. It's a tradeoff. The problem with Angmar is not that there are 5 players against them, but that those 5 players are like 3 times as strong as them.

                    Rohan is not under any pressure from Saruman in the start of the game, their units are much stronger, and they start with more. In 2 turns Freefolk can attack Saruman in the rear.

                    Yes, but I don't think this can really be resolved without changing the map itself (or creating even more problems).

                    Anyway. Here is a save game. It is a 5 player, game 3 good vs 2 evil.

                    Many thanks! 👍

                    @NinjaWolfHybrid

                    Hi, Flanagan here, creator of the original Middle Earth map and units. I just wanted to say this looks great and give my approval and support.

                    Hi! I forgot to mention anywhere how shamelessly I ripped off or stole some unit images, player colors, game notes format and whatnot from that old map of yours. But probably everyone knows it anyway. Thanks a lot for that map. It was one of my favourites back then, when I found TripleA. You probably deserve a line in the credits for all that.

                    @daneffuller

                    Some have commented that Angmar is near impossible to play successfully. It would be easier for Angmar if they had a really cheap defensive unit to stack up or to go out with the Dragons. Bats could be added to Angmar too. Such cheaper units could help soak hits to prevent dragons from dying as easily in border territory skirmishes and help maintain a land buffer between Angmar's capital and her enemies. In addition, Arnor could be weakened (fewer unit options and no starting ramparts) and depend on allies to stand up to a full-on Angmar assault

                    That sounds like too much. If Angmar is on the offense, then where exactly does Good have a chance at gaining ground? I'm not saying they should collapse immediately like they do now, but if they can go on a rampage, that has to mean Evil is clearly favored. But I do see your point.

                    I believe that the North Kingdom was an abandoned, wild and sparsely populated region in the LotR.

                    At the time of the War of the Ring, Arnor didn't exist, nor did Angmar. Annuminas, Fornost, Amon Sul, Carn Dum were all in ruins and mostly or completely abandoned. But this is not the War of the Ring, this is the Battle for Arda, where these factions exist in their full glory... well, alright, in some of their former glory.

                    It appears that Lorien is vulnerable to a combined Saruman and Orc assault strategy. However, this could be dissatisfying since the Saruman/Rohan conflict is so central to the books/movies. Anything to make the Saruman/Rohan conflict more central to the game would be of interest to fans, I believe.

                    Third (?) comment mentioning how bad the Rohan-Saruman front is. Which it is. Unfortunately, I don't have good ideas to solve this, aside from significantly overhauling the layout of territories around Rohan. Which is a lot of work, and importantly, a lot of work not only for me.

                    If more evil players are needed, a Variags of Khand player could be added. Make them with fast moving units (perhaps similar to Rhun). They could choose to move North or West, which would add more variation in play from game to game.

                    There is a reason they were removed at some point since the old Middle Earth map. They aren't fun. Too small, too far away from anything, and only roughly 1 canonical locations available to work with. Even the much larger Harad is struggling with similar problems.


                    Thanks, everyone, for all your feedback and supportive words! I've read and considered all of your points, even if I didn't respond to each one of them. It's possible that some update is going to come in the near future. I'll also try to respond faster next time, I'm probably not setting a very high bar with that.

                    "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                    1 Reply Last reply Reply Quote 5
                    • Quizblorg QuizblorgQ Offline
                      Quizblorg Quizblorg
                      last edited by

                      Just discovered this map and, though I can't comment on balance yet, must say it is amazing. Beautiful and lots of fun.

                      1 Reply Last reply Reply Quote 4
                      • C Offline
                        Cernel Moderators
                        last edited by

                        Front Porch is given as a "cave", but I suppose it should be a "mountain", instead. If so, it needs to be fixed. If not, then the details are confusing, as that looks like a mountain, like all other actual mountains.

                        Anyways, the "cave" concept is questionable. Where there is a cave, there is a mountain too, the cave being inside it. So, if I should move into mountains, shouldn't I be able also to move into a territory with a cave without actually going into the cave?

                        For example, if I'm able to move into mountains, and I'm in "East Mountains of Angmar", why do I have to go into "Mount Gundabad", or anyways exit the mountains, to go into "West Grey Mountains". I think I should be able to stay into the mountains, instead. If I am a mountaineer, I think I should also be able to move between "East Mountains of Angmar" and "West Grey Mountains" also in case "Mount Gundabad" if in enemy hands, as I don't need to enter the caves, but can walk on the mountains, over the caves underneath them.

                        I don't get why am I obliged to enter caves if I am a mountaineer and want to move on a same mountain range with a cave in between.

                        alkexrA 1 Reply Last reply Reply Quote 0
                        • D Offline
                          Dany Moderators
                          last edited by

                          I think balance is quite fine the way it is. If you play dice anything can happen so its balanced. As a evil player you have too set up your strategie regardless of good play early on, you have first move and can dictate the pace. Angmar is not a problem, remember no capitals so you can flee with your units somewhere else if you feel uncomfortable over there, walls will keep your cities up for 6 turns.
                          So far with evil i prefer too take Rivendall with Orcs, too prevent eagle number going up too fast. I send Saruman too block Tharbad since with a wall hobits have no way too break through.
                          Eventually in later stage i tried too support or invade rohan with mordor since they have a free hand vs Saruman. Its a roll over defense concept, while Orcs carry the attack, i tried too support them with Angmar and Saruman, then mordor supports Saruman. Rhun have enough speed too support Mordor lines too.
                          Evil has a fighting chance, just remember that you need hills or forest for defense.
                          Enjoy the map, and give me a shout if you want too play.

                          1 Reply Last reply Reply Quote 0
                          • alkexrA Offline
                            alkexr @Cernel
                            last edited by

                            @Cernel There are little entrances drawn on those mountains, like with all other cave territories. The source of confusion is probably that Front Porch is the only cave territory that's not also a settlement.

                            "Cave" territories are usually extensive networks of underground halls, tunnels and fortifications in the lore, with many entrances. You could try to move over them without actually entering the caves, but the defenders certainly wouldn't simply sit still and let you do that.

                            @Dany Interesting. If you flee from Carn Dum as Angmar, where would you go? It's not easy to find a position as easy to defend as your starting cities. Or is it just to buy time?

                            "For the world is changing: I feel it in the water, I feel it in the earth, and I smell it in the air."

                            C D 2 Replies Last reply Reply Quote 0
                            • C Offline
                              Cernel Moderators @alkexr
                              last edited by

                              @alkexr So how about Front Porch, is that a cave or a mountain?

                              You have not convinced me. For example, let's say I've an army of all mountaineers and in the cave there are units that are all not mountaineers. If the cave is in between of two mountains, and part of that mountain range, how is it possible that units that are not able to move in mountains can block me from just moving over the caves through the whole mountain range?

                              In my opinion, what you said would be true only for the units that are in the caves and are mountaineers too, only.

                              D 1 Reply Last reply Reply Quote 0
                              • D Offline
                                daneffuller @Cernel
                                last edited by

                                @Cernel Nothing would stop you from moving through based on your argument. However, consider that the game is an abstraction. Perhaps the fact that ground units move two or more spaces makes it feel that the units are "moving through." If we simply consider that all ground units must seek to control any and all territories that they move into, then simply running through a territory is excluded -- again it's an abstraction, even if it does not tickle all of our imaginative scenarios. If a unit wants to pass through a territory without constraint, then it needs to fly.

                                HeppsH 1 Reply Last reply Reply Quote 2
                                • HeppsH Offline
                                  Hepps Moderators @daneffuller
                                  last edited by

                                  @daneffuller Further to that you could inturprete that the territories with caves are only traversed via the caves themselves and would be otherwise impassable. Thus in order to move into or through such a territory that you would be forced to use the caves themselves.

                                  "A joyous heart sours with the burden of expectation"
                                  Hepster

                                  1 Reply Last reply Reply Quote 0
                                  • D Offline
                                    Dany Moderators @alkexr
                                    last edited by

                                    @alkexr because of walls and distance Angmar cities will survive a long time probably 7 too 8 rounds. I flee south with the starting unit to support Saruman's hold of Tharbad and Goblins rush of Rivendale. Then buys help out too keep the 2 cities, but i don't fight for the land around the cities. Taking Rivendale is often a big blow too ennemy morale!

                                    Captain CrunchC 1 Reply Last reply Reply Quote 1
                                    • Captain CrunchC Offline
                                      Captain Crunch Banned @Dany
                                      last edited by

                                      @Dany did you go to Cernel's school of grammar

                                      LaFayetteL 1 Reply Last reply Reply Quote 0
                                      • LaFayetteL Online
                                        LaFayette Admin @Captain Crunch
                                        last edited by

                                        @Captain-Crunch Keep it respectful and on topic.

                                        1 Reply Last reply Reply Quote 0
                                        • Captain CrunchC Offline
                                          Captain Crunch Banned
                                          last edited by

                                          he doth protest too much amiright

                                          1 Reply Last reply Reply Quote -1
                                          • D Offline
                                            daneffuller
                                            last edited by

                                            This game is truly beautiful. My boys and I have been enjoying it while at home during COVID. The territory effects make the game seem realistic and create physical boundaries to angles of attack into certain regions. Very cool. The unit attributes are very important and take a while to learn, but are worth it and add realism to drive strategic and tactical decisions during purchasing. Thanks to the developers for making a very enjoyable, stand-out game.

                                            I agree with some that the evil side has it harder than the good side. The rangers are too powerful at a cost of 6 PUs, in my opinion. Making rangers more expensive could help slow the good side rushing into evil regions, especially through mountain borders. Also, it seems that the dragons and winged nazgul are afraid of any territory with an archer in them. This seems off and hampers the options of the evil side. I suggest the archers be coded as "damageable aa" so that they don't kill dragons and winged nazgul on the first shot, but just damage them. "Damageable aa" can be added as a game option that can be turned off if desired, and including it will increase the strength of the evil side a little bit. "Damageable aa" is not unbalanced in that a winged nazgul still can't feel completely safe attacking solo against an archer. If the archer hits in aa fire and then hits in first round of combat, goodbye winged nazgul. Or a dragon going solo against two archers is still a bit risky. If the archers hit once during aa fire and then both hit during first round of combat, then goodbye dragon.

                                            alkexrA 1 Reply Last reply Reply Quote 2

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