Middle Earth: Battle For Arda - Official Thread

  • Four alliance update: Played Arkenstone Pact vs Hard AI and Voice Oath vs Hard AI. Currently playing Second Darkness vs Hard AI. Overall, the game is balanced, challenging, and fun. Battle fronts are in continuous flux and shifting often. So far for us, it takes about 20 rounds for one alliance to gain the upper hand.

    Where available, the players and AI produce many Rangers and can control large swaths of land with stacks of Rangers, moving as needed from one front to another without hindrance due to mountains — very strong advantage.

  • Proposed balance adjustments: 1) Nerf Eagle movement to 4 or increase cost. 2) Increase ranger cost by 1. The High Elves - Freefolk snowball is just too strong. 3) Consider decreasing uruk_warrior price by 1.

    Or implement all 3.

    Have been playing with all three settings: eagle range nerf, ranger +1 cost, and uruk_warrior -1 cost, and it feels much more balanced to us. It really doesn't change the feel much early on, as it doesn't change starting units or unit balance by much (eagles excepted). What these changes do, is make it harder to snowball and encourages more unit diversity.

  • Four alliance update: We've played all four alliances to winning result now. The games are very interesting and the whole map has undulating battlefronts. So far, Voice Oath seems strongest due to protected rear territories, and Second Darkness seems weakest due to fewer defensive options.

    Here are a couple of suggestions to consider -- these go along with others that have been made to balance the overall game and strengthen Evil: For Angmar and Dul Guldor, there are few cheap defensive units available to enhance stacking to control key territories and pinch points. This limits strategic options, including attrition battles, strategic retreats, and capital hold-out strategies.

    I suggest making the barrow wights cheaper and giving them a movement of 0 or 1. This would create a very unique unit, a very special feel when playing Angmar, and aligns with Middle Earth lore regarding Angmar being a haunted, ruinous realm. I also think it would be interesting to give Dul Guldor "Lesser Spider" instead of the Shelob-like (Mordor-like) Spider unit that it currently has. The lesser spiders could be cheap, defensive units that prefer wilderness or forest to keep with the lore of Middle Earth, specifically The Hobbit.

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