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    Middle Earth: Battle For Arda - Official Thread

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    • H Offline
      Hero1000 @CamelotKid
      last edited by

      @camelotkid To answer your other question, what would be a good Turn 1 for Northmen. I know you asked for build but I'll answer it a bit more broadly. There's much you can do but these are my recommendations.

      If you wish to not build any ships, keep the Northmen fleet on sz 3. Rhun fleet would only be able to reach it with the dromund and while my logic for the poke still applies, the 10.4% would not be a chance to lose a raft, it would be a chance to lose a dromund.

      Additionally the chance of 1 hit from Rhun and no hits from Northmen would be 18.2% instead. And even then, would transform the battle into a 31%/11%/58% win/draw/loss chance and -0.11

      Any hit from Northmen at any point of the battle (except for when Northmen is down to a damaged dromund) transforms the fight either to a losing risky battle for Rhun, or an equal risky battle where both dromunds are damaged.

      It's not my highest recommendation, but if you wish to build no boats at all, simply keep your ships at sz 3

      If you are ok with building ships, then my recommendation is to build one dromund and save money. (how much money you save is up to your judgement). By doing this while you initially have less units on the board(and this will, admittedly, hurt initiative), you are banking your economy so that you can match Rhun naval energy. If they buy more ships you buy more ships. This way you avoid overbuying for the sea and neglecting land, as well as avoiding overbuying for the land and neglecting sea.

      This gets more complicated if Rhun saves money as well for the same reasons. But in terms of openers buying at least one dromund and staying in sz 3 is my recommendation. Optionally I also recommend moving/buying a raft in sz 2 and/or buying a raft in sz Carnen

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      • C Offline
        CamelotKid @Hero1000
        last edited by

        @hero1000 Thank-you for your thorough reply! I hadn't considered that the Northmen move in the screenshot gives Rhun a relatively safe combat attempt since Rhun can just retreat if the battle goes ill. That makes sense.

        I'm ok with Northmen building boats on Turn 1. If Northmen's goal is just to hold their side of the Celduin, though, would it be better to buy 3 rafts instead of 1 Dromund since they cost the same?

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        • H Offline
          Hero1000 @CamelotKid
          last edited by

          @camelotkid You are correct, if the goal was just to hold sz 3 then 3 rafts would be better as they'd give 3 hp and three 3/12 instead of the 2 hp and one 5/12 the dromund would give.

          That said, the reasons I recommend a dromund instead are, well firstly our objective(or rather, my recommended objective) is more than just protecting sz 3. The rafts kind of put pressure on sz 2 but not that much as they're worse on attack, and they put less pressure on sz1 and sz Carnen as they can't reach there. (Their best participation is moving into sz 2 as that's where dromund pokers retreat to after attacking 1 or Carnen)

          Secondly, the dromunds are better attackers, this supports my first reason in putting pressure on even sz1 and sz Carnen as, for example, if Rhun doesn't buy ships and stays on 1 or Carnen, Northmen can attack with the two dromunds. It is worse overall odds than the example I previously went through, with 47% and -2.2 IPC. However given the same reasonings I outlined before, while at the absence of rafts the consequence of the defender rolling 3 hits is higher, the loss of a dromund, the chances of that are lower. 5/12 x 3/12 x 3/12 for roughly 2.6%. Where as the chances of 2 dromund hits (and Rhun losing 1 raft) are roughly 17.3%. It gets a bit more complex if less hits happen on both sides but generally speaking its worth it for Northmen to start the combat and see how the dice roll. (and then non-com their raft into sz 2)

          This essentially forces Rhun to either buy more ships, move them to sz Rhun, or move a blocker sz 2. (And blockers can be somewhat partially unsafe as a result of Dwarf birds being able to take them out.)

          The last reason is that dromunds are better for long term engagements. Rafts are significantly better in defense than in attack, and even then, if you go into the calculator and periodically add 1 attacking dromund and 3 defending rafts and put it at "retreat after 1 round", while at 1 vs 3 it'll be at -0.25 tuv roughly speaking. At 2 vs 6 it'll turn positive, and the more and more you add, the greater the positive of the avg tuv swing will get. With pure dromunds attacking pure rafts of equal value, you'll on average destroy a higher overall value of ships than you lose on pokes even if he loses rafts and you lose dromunds. (And he won't be able to counter-attack at equal value because rafts are poor attackers)

          It gets a bit more complicated if its a mix of dromunds and rafts, but generally speaking, dromunds are better defenders than rafts in pokes, are worse defenders than rafts in all-in battles, and are better attackers than rafts in both, and move further than rafts. For the struggle of Celduin you get overall more value for your money building dromunds than rafts in most situations.

          In my opinion the most primary benefit of rafts is that they can be built anywhere you started a turn with a coast. (and have no limit to how many rafts you can build there). So for example if you wanted to do a safe poke into sz 1 as Northmen (and have 2 dromunds but no rafts), but don't want to risk a counter attack in case you're forced to retreat without enemy losses, you can cue up a raft (or several, if necessary) and spawn them in sz 2.

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          • H Offline
            Hero1000 @CamelotKid
            last edited by

            @camelotkid A few things of note. While technically if Northmen build more than 1 dromund Rhun is forced to build a matching (or likely larger) navy to hold position, Rhun is not forced to hold position due to being able to retreat to sz Rhun, allowing it to either bank money or invest in land units or do a mix both. Which is why I personally recommend just one dromund.

            That said Northmen themselves instead have the advantage of safe blocking. While there are flier units from DG and potentially Angmar that can clear blockers, Northmen still go before Rhun after either of those factions clear the blocking units. (And orcs, who can go after Northmen and before Rhun, are too far)

            Even then it is still easier for Northmen to lose the sea permanently than it is for Rhun, as they have nowhere to retreat to, if Rhun has enough combined navy and bank compared to Northmen navy and bank (and dwarf birds and bank), and decides its worth it, it can cash it all in and full attack sz 2 (in such a way that sz 2 is not counter-attackable) and then full attack sz 3. Northmen will suffer more from its mistakes than Rhun will on average, at least as far as the sea front is concerned.

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            • R Offline
              rsnorunt @CamelotKid
              last edited by rsnorunt

              @camelotkid @Hero1000 did a pretty good job discussing how 2r1d from Rhun can 1r1d Northmen (I play low luck, so odds are ~5% higher), but I disagree with his buy recommendations. Here's my strategic analysis.

              Generally Evil starts with a momentum advantage and an IPC disadvantage, and its main goal is to turn that momentum into territory before Good can build a big enough army to stop them.

              The main way to do that for Rhun is to quickly take Dale and Rhovanion, but Rhovanion is long and Dale is behind the Iron Hills. If Rhun doesn't hold both regions by turn 3-4, Evil probably loses that front.

              With boats, Rhun can take the riverbanks of Dale and Rhovanion as well as the Eastern Iron hills to act as a bridge for their cavalry to conquer a couple turns faster. They can also bring up siege units and infantry to threaten the halls of Gror and the capitols a few turns earlier.

              Celduin 2 and Carnen are particularly good for Rhun because a 2-move dromund can move to Dorwinion and ferry units back every turn, saving at least a turn of move.

              If Celduin 3 is open, Rhun can also threaten to send troops to the Long Marshes and attack the Elvenkings Halls, but this is usually a lategame worry, when one side has probably already won

              The Northmen want to stop this.

              The most basic move is to bring your fleet to Celduin 2 and build a raft there. This stops Rhun from being able to destroy your fleet or land in Rhovanion. In addition, if Rhun moves its fleet to the Carnen, you can move in behind them and kill any newly-produced ships or stop crucial resupplies.

              If you didn't buy the raft and Rhun moves to Carnen, you'll only have a 77% chance to kill even a lone dromund, and if you lose the raft when doing so, you lose your fleet the next turn.

              If you also buy a dromund, you threaten to kill Rhun's fleet the next turn. If also, there's a good chance they'll just give up, because they don't have the IPCs to match you. They'll just ferry everything they can to Carnen and take the East Iron Hills early, then die the next turn. If they don't give up, then they can't move their fleet so it's even better.

              If you only buy the dromund, they might try the charge in hope of defeating you in detail. In fact, if they buy a dromund and a raft, they'll be in a good spot even if they get quite unlucky and retreat with both rafts lost and none taken.

              You could also do the super aggressive move of buying raft fleets to defend both Celduin 2 and Carnen, which stops them from being able to bypass the Iron hills turn 1. But it's an expensive move (20-24 IPCs) and might cost you the Misty Mountains.

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              • C Offline
                CamelotKid @rsnorunt
                last edited by

                @rsnorunt Thanks for your strategic analysis. I like the idea of moving the Northmen fleet to Celduin 2 and building a raft there. If you had to choose, would you buy a Dromund in addition to that move? Or would you be content with just buying a single raft in Celduin 2?

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                • R Offline
                  rsnorunt @CamelotKid
                  last edited by

                  @camelotkid Are you playing humans or AI?
                  If AI it doesn't really matter, but I'd err towards buying it since the AI has no idea how to use ships and you can chase him to the sea of Rhun.

                  If human, it depends how Angmar/Saruman played and how you think Moria will, because buying a dromund means you're losing resources you could spend on the west. In most games I probably wouldn't, but if Angmar does something dumb or focuses hard on Arnor, or Saruman doesn't prepare for Tharbad capture then it could be a strong play.

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                  • C Offline
                    CamelotKid @rsnorunt
                    last edited by

                    @rsnorunt I'm playing humans. I would definitely not have thought that Northmen decision-making would be affected by Saruman since they are so far away. Thanks for the insight.

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                    • A Offline
                      Ancalagon
                      last edited by

                      Hi all. I've played this map probably a dozen times or so with my friends, usually 1v1 but we have done ffas as well. Interested in knowing if, in this current version, there are some universally accepted "optimal" early plays, especially from good. I was intrigued by the Northmen / Rhun naval discussion earlier. My group has never paid much attention to the Naval situation on the Celduin, assuming any investment was a suboptimal investment of PUs, but now I am rethinking everything. Any thoughts welcome.

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                      • H Offline
                        Hero1000
                        last edited by

                        @Ancalagon Well most of what I'd say about the Celduin sea would be disagreeing with rsnorunt and CamelotKid and retreading old ground, so I'll instead go over other stuff to be a bit fresh (though I wouldn't mind reopening that discussion if people want to). Though to be clear I am only on my second game so I'd say I have less experience than you have.

                        Not a good faction opening, but I have to mention this, both Mordor flying Nazguls attack the Gondor Dromund at sz lower Anduin 2. A sea controlling Harad is a strong Harad, especially one that could capture a Gondor city and start spawning units there.

                        Speaking of Gondor, while I can't say for certain how much it should invest at sea, and how much it should invest into land. I'd suggest a lot of its land investing should go into rangers for two primary reasons. The first reason is anti-air, not only does some rangers mean the flying Nazguls have less hp (and by extension, more units are lost), but if you have a high enough number of rangers that Nazguls have a decent change to die to anti-air alone, the opponent might elect to not have them in the battle at all, but that means they'd lose out on the leadership and terror flying Nazguls bring to the fight.

                        The second reason is mountain pressure, even with the fortresses on Mordor mountains, having enough rangers could complicate Mordor's defensive considerations to more than just putting big stacks in their cities. This is of course only relevant if Mordor is not pushing into or haven't taken Cair Andros and Osgiliath.

                        On that same note, if Angmar goes heavy into dragons, its neighbors can go heavier into anti-air units, except dwarves, if it looks like Angmar is preparing to melt Dwarven fortifications with dragon fire, Northmen might need to build and send its own anti-air unit to defend those.

                        I don't know a ton about it but there's argument for High Elves to invest into ocean ships so Gondor doesn't have to.

                        Dwarves and/or Northmen could consider having or making their catapults/trebuchets in their cities on the Rhun front to deter Rhun from parking their war wagons next to there. Even against an untouchable army stack, a single trebuchet doing a suicide attack is an average +7.5 TUV swing if said Rhun army stack has three or more war wagons. (+5.6 if two wagons, -2 if one wagon) and a single catapult suiciding is +4 if two wagons, +0.25 if one wagon. This does not apply if said army stack and war wagons are inside a city with fortifications

                        The more I say the more subjective it gets so I'll end it here for now. On an unrelated note, could I ask if you could invite me to your group? I know I am a complete stranger to you but I thought it wouldn't hurt to ask.

                        A 1 Reply Last reply Reply Quote 0
                        • Q Offline
                          Quack_89
                          last edited by

                          Hey guys! When I play with AI, it seems to get pretty bogged down. (runs slowly) I've got a decent gaming laptop so it kind of surprised me. Is there anyway around this?

                          Thanks

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                          • A Offline
                            Ancalagon @Hero1000
                            last edited by

                            @hero1000 Thanks so much for this, I found this very helpful!

                            After some playtesting, I tend to agree that the overall it's not worth investing in the Celduin sea at any point as Northmen, especially if Rhun does not do so turn one. Assuming an active and agressive Angmar, the Northmen will be in dire need of every land unit they can get their hands on.

                            One thing that I have noticed in my current 1v1 game is that if the Orcs commit completely turn one to taking Rivendell, there is almost no viable strategy for the elves to keep it by turn two (though they can do a strategic retreat to both threaten Rivendell later on and/or cause Angmar issues).

                            Anyhow, love this thread and appreciate your response.

                            The next time my group does a free for all, I'll be sure to send you a dm! It might not be for a bit but I suspect we will do so later in the year.

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                            • A Offline
                              Ancalagon @Quack_89
                              last edited by

                              @quack_89 Are you using "fast AI"? I also have a decent laptop and encounted the same issue when playing any other type of AI.

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                              • S Offline
                                Shorogyth
                                last edited by

                                Hey there, is the version "v2.1.x" still the one to download or is it "master"?

                                I hope progress is good and the beta test can be completed soon! Soon-ish at least :D. Balancing can always be done afterwards in mini-patches imho. There will always be stuff to balance in a map this complex. My group would love to play a stable version of the updated map. We just finished another round and were looking up the status of the next release.

                                TheDogT 1 Reply Last reply Reply Quote 1
                                • TheDogT Online
                                  TheDog @Shorogyth
                                  last edited by TheDog

                                  @shorogyth
                                  Alkexr was online over a year ago
                                  ef5efd3f-5a51-4911-ac76-b6f4a4737191-image.png

                                  You might want to give this map a go, whilst he works on his massive update?
                                  https://forums.triplea-game.org/topic/3729/middle-earth-3rd-age-official-thread

                                  Alkexr has been very generous in granting me permission to use his current Battle for Arda map. It is similar to his but it has been Doggy-fied 😁

                                  https://forums.triplea-game.org/tags/thedog
                                  https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                  S 1 Reply Last reply Reply Quote 2
                                  • S Offline
                                    Shorogyth @TheDog
                                    last edited by

                                    @thedog Hi there, thanks for the reply 🙂

                                    I took a look at your version but it has upkeep as a mechanic and I think that is not "fun" to have in a game. Did not like it, when WarCraft3 did it and try to avoid it whenever possible.

                                    Little feedback otherwise:

                                    • The symbols (crown, skull, ...) should only be visible when I buy a unit. They look a bit ugly on the map. Imho. But the idea is good/helpful to learn the rules.

                                    • I could not get the map to work at first. I had to unzip it first. This has not been the case for any other TripleA map (when I first downloaded TripleA eons ago I did unzip my maps but nowadays I don't)

                                    • You might want to edit the "wrong" terrain for the caves north of Goblin Town. This was/is broken in Arda as well.

                                    Other than that: I like what you did with the unit balance and I liked the simplification for the rule (I still like the Arda complexity but yours is a good version as well). All in all, the stuff I saw while testing it looked good. Not for me because of the upkeep but good variant!

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                                    • alkexrA Offline
                                      alkexr
                                      last edited by

                                      Hi everybody! I see there's been lot's of good discussion above. I've read most of it, and skimmed through the rest. I see there are still a few things that I'll need to address, but for now I'll focus my energy on getting version 3 into a playable state.

                                      The main reason I popped my head in here is that I've reworked territory effects for v3, and there is a new dev diary video where I explain it all.

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

                                      M S 2 Replies Last reply Reply Quote 3
                                      • alkexrA Offline
                                        alkexr @Cernel
                                        last edited by

                                        @cernel What's the status of the map right now? I was under the impression that triplea_maps.yaml wasn't needed anymore since version 2.5-ish. Or at least I remember reading something to that effect on the forum a few years ago.

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

                                        S 1 Reply Last reply Reply Quote 0
                                        • S Offline
                                          Shorogyth @alkexr
                                          last edited by

                                          @alkexr Thanks for the update and the dev diary in particular. Map looks great!

                                          You might be thinking of this thread concerning the new requirements for the maps:
                                          https://forums.triplea-game.org/topic/4177/2-7-system-updates-support-server-nginx-obsoletes-triplea_maps-yml-and-lobby_server-yaml/10

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                                          • M Offline
                                            mortetvie Moderators @alkexr
                                            last edited by

                                            @alkexr

                                            If the intent is for each unit to have a certain set of "terrain preferences" apply, and the "tactics" section is to describe how good a unit is in a certain terrain, perhaps the term "proficiency" or "terrain proficiency" would be better suited since that table reflects the proficiency of a particular unit in any type of terrain?

                                            Just my thoughts.

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