Why, the Big Three, of course.
- Support attachments for AA attacks
- Multiple AA attacks per unit
- Territory effects for AA attacks
Experimenting with the color of Dol Guldur...
How quickly can you notice the stray Mordor army?
I think the only major thing that you still might want to consider addressing further are 4 move land units
I've been thinking about this. A major issue is that we didn't actually see most of those units in play.
But we can nerf them, it will likely be a move towards balance, not away from it.
Note that for now I don't plan to buff units. Also the immediate goal is not fine-tuning units; the dynamics of the game is still going to change a lot in this version, maybe even the next.
@zlefin Nice catch! They are coded to have wilderness preference.
@zlefin Snaga skirmisher is ambusher atm.
After lengthy consideration, here is a draft of planned changes.
@redrum Dwarves vs Gundabad: even though you built ravens, in the last turns I calculated that if you had moved the Dwarven army into position, buying 5 units (marauders/snaga) wouldn't have been enough. One turn I had to buy a nazgul. If you had build dwarven axemen, I would have had to move more units (possibly dragons) there. This drains the production of Angmar completely, so Arnor can probably overrun those juicy 2 prod territories, while the Freefolk army is free to do whatever.
I'm not sure about this, but the cold fact is that Angmar is outproduced nearly 3:1, and the only reason they were still alive by turn 4 is the dragons.
Points where I disagree with @redrum. Would be worthwhile to sort them out.
Air units are overpowered across the board. This is because they are both too strong for their cost but also because the kamikaze air rules give them even more flexibility than air units on regular maps.
1-hit air units are not that strong IMO. I think this difference in perception arises because Good has way more units with AA.
Most mountain units are too cheap. Being able to move on mountains is a very large advantage on the map.
Didn't notice this. It felt convenient, at most. But I can imagine this being painful for Good vs. e.g. Orcs.
Feels like there are too many starting units on the map. End up with giant stacks of units on turn 1. This combined with the high movement makes the map feel very tactical and not very strategic. Mostly about creating a doom stack and marching it around.
Evil is getting better bang for their buck on unit production
There are a few OP units, but I didn't notice this.
Would be nice to tone some of the territory colors down a bit. This would make the map a bit easier on the eyes as well as make units pop out more.
I like the vivid colors... but I see the popular demand.
Most overpowered unit set in the game.
The dragons, yes. The rest, no.
Snaga skirmisher and Orc marauder are an OP combo as they are relatively cheap, can both enter mountains, and have decent stats when combined.
I literally felt pain when planning my moves with Angmar. (Maybe I shouldn't have banged my head in the wall.) Attacking was okay, although I needed more units for taking territories than I would have liked. But setting up any sort of defense was a nightmare. So I fell back on doomstacks.
Start out too strong compared to Gondor. Can pretty much just walk through Osgiliath
Gondor counterattack-pressure was too strong. Mordor would never have gotten through Osgiliath alone. Yes, Mordor could have attacked and wiped the Gondor army, but the same was true in reverse.
Really weak compared to orcs. Need to essentially huddle in their cities and build up. No way to defend Cerin Amroth if Orcs focus on it.
I decided to focus on Lorien, which was a strategic tradeoff. And even though the Orcs focused here, Lorien didn't lose too much and it wasn't obvious how to push further. If the Orcs focus on Rivendell, Lorien can actually swarm the mountains and significantly reduce the Orcs (and threaten Saruman, too).
Trolls are OP mountain unit that is pretty cheap for 2 HP
Couldn't use them for anything, because they are too expensive to expose them to counterattacks. Not sure though, did you feel a lot of pressure to avoid their attacks?
Bats are OP air unit that is cheap and has 6 attack
Not so op against bows. At least it didn't feel that good. Again, did you feel a lot of pressure?
Very weak. Just huddles in its cities and tries to defend. Good units in the forest.
This is true, but not a problem. Evil is significantly behind in production, they need to be able to push forward on some places before the front balances out, otherwise they are just going to slowly be outproduced. In fact, when planning balance, I counted Rhosgobel for DG.
Bats are OP air unit that is cheap and has 6 attack
Bats have 4 attack in forest and can be countered with Elves / woodmen.
Ravens are probably their best unit even though they are probably the worst air unit overall
Dwarven units get really good bonuses in mountains and caves, and their 3 shield axemen are especially good against Angmar snagas. Ravens just don't put enough pressure on important places like Gundabad. I was afraid that Angmar wouldn't be able to maintain pressure against Arnor if the Dwarves threatened Gundabad.
My thoughts after the game against @redrum.
Gondor, Rohan and Lorien are surrounded by strong Evil players, they are out-TUV-ed nearly two to one. Idea is obvious: if these factions are crushed, then game is over.
Assuming Mordor alone would break through at Osgiliath, the task for Harad was a naval invasion around Edhellond to grab weakly defended production or divert Gondor forces to help Mordor advance further. Except that the naval invasion was not viable and Mordor couldn't break through at Osgiliath. Until the oliphants arrived, that is.
Saruman was to take Tharbad to set up a defensive position, after taking Hornburg. But then I observed that if Rohan re-takes Hornburg, there is no way to prevent Rohan from overrunning Saruman. I needed every last scrap of PUs to hold the ground. So much so that I even had to buy a wizard (to get more defense out of the 3 unit production) and I couldn't place 2 movement units in Isengard (they would have arrived a turn too late). Situation was dire.
Misty Mountains theater
I assumed that Lorien would not be able to resist pressure by the Orcs. So the plan was to focus on Lorien, even if that meant a lot of breathing room for Rivendell and with that the option of spamming eagles. The result was the fall of Cerin Amroth, which then came under too much pressure to mount an offensive further into Lorien.
The plan was (after taking exposed Dwarven town on turn one) to overwhelm Arnor and hopefully make a miai threat against Fornost and Amon Sul, while allowing the High Elves and the Northmen to do whatever and not losing Gundabad. But superior numbers won and the offensive collapsed in 2-3 turns, and holding on to Gundabad drained considerable resources even though the Dwarves didn't even try.
I have observed previously that the Dwarves can defend the Halls of Gror so very TUV-efficiently that an attack in that direction by Rhun achieves nothing. So I moved Rhun to the Mirkwood to... well, fight; while also canopening on the South. By this I have taken off a lot of pressure from the Dwarves who failed to capitalize on this.
Angmar Orc marauders and snaga skirmishers are thrash. They have almost no defense on plains. Dunadan guards are super efficient against them. The lack of any defensive ability made it impossible to maintain the attack against Arnor. So much so that I decided to just spam dragons, not because they are op, but because everything else is thrash. Coincidentally, dragons are op. (BTW, due to a bug they don't have 3x2 armor, which they are intended to have. Oh well.)
Arnor Dunadan guards and men-at-arms are efficient against Angmar. Bowmen do nothing against dragons.
Freefolk Seems good. Hobbit archers are too weak.
High Elves Eagles are too fast.
Dwarves Why ravens? They have 2 attack both in the Mirkwood and in Gundabad. Dwarven axemen have 6 attack + 3 shield in Gundabad.
Lorien Siege Ents have good pressure against Saruman (Hornburg). Very efficient in forest.
Woodland Realm Good in forest.
Northmen Raiders are op af.
Dol Guldur Spiders are too expensive for anything but doomstack protection. Snaga + warg scout is an op combo. Bats not useful, too many Elves have too many bows.
Rhun Chariots and easterling cavalry feels strong, almost able to compete with raiders.
Orcs Goblin stabber + shooter feels strong. Orc marauders, trolls underwhelming. Balrog not very strong if there are no terrorizable targets. Warg scout op. Bats not useful.
Saruman Uruk warriors are okay, uruk pikes are good, halforcs are really strong (had no time to buy them), dunlending wildmen are effective for specific tasks. Warg rider not useful.
Rohan Charging cavalry has formidable pressure. Bowmen good vs crebain.
Gondor Tower guard op.
Mordor Snaga + marauder are thrash. Some 70 units defending in river+settlement against tower guards had a whopping 50 defense. Olog-hai, spiders hard to use. Winged nazgul op. Uruk warriors weak-ish but okay. Uruk pikes good.
Harad Oliphants. Well, oliphants. 4 of them broke through what a 70-unit Mordor army couldn't. (Not entirely alone, but still.)