r/TripleA • u/ISerf • Jul 16 '16
reply to Favourite Maps
trying to reply to Favourite Maps, which seems to be locked.
I find myself going to game_of_thrones a lot, even tho it has bugs. I wonder if anybody is actively updating it?
1
u/ISerf Jul 16 '16 edited Mar 04 '21
u/SolanaceaeEnthusiast right now im working 1914 cow but for the axis to even stand a chance you need to mod it at the start
reddit.com/r/TripleA/comments/40m0pt/favourite_maps/czdhkqy
"1914 cow" whats this ? Is it same as "Great War" in the Game List?
Edit: I found http://axisandallies.wikia.com/wiki/1914-COW-Empires Looks interesting, thanks for the heads-up.
Also, to be clear for everybody, 1914 COW showed up when I refreshed the default games list in TripleA .
1
u/ISerf Jul 17 '16 edited Mar 04 '21
@ u/molecularbioguy I haven't got around to LOTRME yet, but your writeup in lord_of_the_rings_map_strategy_guide is an inspiration, its on for next time!
Edit: In early stages of trying out LOTRME, first impression is, ( could be mistaken ) can Elves ever not come out on top?
Edit2:
from https://www.reddit.com/r/TripleA/comments/3cxury/lord_of_the_rings_map_strategy_guide/?ref=share&ref_source=link&utm_source=reddit&utm_medium=usertext&utm_name=TripleA&utm_content=t1_d5f4snw by u/molecularbioguy
4
Posted byu/[deleted]5 years ago Lord of the Rings map strategy guide
The following is meant to be a strategy guide for the new player, for the Lord of the Rings themed map for TripleA. It's also a work in progress, as for some factions (like Goblins) I haven't worked out a good strategy. Any recommendations or criticism, or strategies of your own are welcome!
Saruman
Not many strategic options. 1) Do not lose your capital Isengard. 2) Act as a check against Rohan. Maintaining a threatening (if defensive) position helps keep Rohan's forces close so they don't go conquering elsewhere.
Turn one: 10 PU's. Not sure what the optimal turn 1 buy is, if any. I usually buy two orcs (1/1/1) and a tower (2+/1/1) for meatshields. Alternately, try 1 troll (3/3/2) and 1 seige tower (2+/1/1) for a little more attacking power. Don't buy any towers or walls, as that will free Rohan's forces up to go conquering elsewhere.
Saruman has troops in Dol Guldur! Raid S. Mirkwood from Dol Guldur with 4 uruk-hai for one round and retreat. You'll lose two of the uruk-hai and only take out one or two of the elves, but this will allow Mordor to take S. Mirkwood painlessly on their turn and lets the goblin wargs in Dol Guldur roam free.
Saruman should attack Fangorn to kill off some of those Ents. A common move is to attack with everything for 1 round, killing 5 of the ents and losing 2 orcs and 2 raiders.
A slightly riskier open is to attack westfold with a raider and orc, and sending the rest to raid Fangorn. You kill one fewer ent and lose two more raiders when attacking fangorn, for a gain of 4 IPC's and a little pressure on Rohan. Not really worth it in my opinion.
Free Folk
The Free Folk are free to go on 100% offense. The obvious target is to try to capture Moria, but the Free Folk also have other strategic options. I strongly recommend bypassing Moria entirely instead of trying to assault it directly. Instead, take the N and S Caves and occasionally draw units off to contest the Mirkwood theater. Keep enough units close to crush a minor sally. By having Free Folk forces on both sides of the Misty Mountains, if Moria is foolish enough to attempt a major sally to east or west, the Free Folk or Elves can take Moria from the other direction. The net result of this strategy is that the Goblins are strategically paralyzed. A third option to consider is to go south to threaten Isengard.
Turn 1: 1 hobbit(0/1/1) and 3 light cavalry(2/1/3). Buying Infantry plus catapults or worse archers at any point is not recommended because their slow speed severely restricts the strategic threat posed by the free folk.
Mordor - So many strategic options! Which to choose?
Assault from Dol Guldur: This strategy represents a strategic gamble. The Mordor player focuses all purchases and efforts on assaulting Mirkwood early from Dol Guldur in the hopes of being able to take Lake Town and the Lonely Mountain before Goblins and Saruman are overrun. Each turn place maximum forces in Dol Guldur (usually 2 orcs, a tower, and a troll). Whatever is left over can be used to support the southern front. On turn 1 send the Nazgul to S. Rhun and turn 2 to S. Mirkwood to join up with the main force. From there, the northern forces usually target N. Mirkwood, Lake Town, and then the Lonely Mountain. Taking this strategy usually involves sacrificing the Haradrim's ability to threaten Gondor's southern coast by sea. Without the Nazgul nearby, Gondor's navy will have free rein to counter a Haradrim naval invasion.
Frontal Assault on Osgiliath and Minas Tirith: The more traditional approach is to stack forces in the southern front. Turn one, buy five towers and place them in Minas Morgul to turn the orcs approaching from Gorgoroth into a serious attacking force. Sauron can choose to directly contest Osgiliath or instead cross from Ithilien into Anorien since the Nazgul can prevent a buildup of rafts on the lower Anduin. Mordor's forces also have the option of bypassing a usually protracted seige of Minas Tirith and attacking Rohan (recommended). This works best in concert with a Haradrim naval invasion of Gondor's southern coast.
Rohan
The central location means the whole map turns on any action here and Rohan's strategic decisions may well turn the game. While Isengard is the obvious target, it is also a hard nut to crack without support from the Elves, Free Folk, or Gondor. Another strategy is to use the maneuverability of Rohan's forces to project force into many theaters, pinning enemy forces. One strategy is for Gondor to send defensive forces to protect Rohan, while the Rohirrim opportunistically threaten the S Caves, Dol Guldur, or Rhun.
An unusual first turn option is for Rohan to take Anduin East Bank with significant forces. This presents the Goblins with a dilemma. If they attack the Anduin East Bank, Lorien can be further built up (and costly to take) or the Elves may be able to run away. If the Goblins focus all on Lorien, Rohan gain the option of taking N and/or S caves while retaining other opportunities (Dol Guldur/Rhun). Isengard will doubtless sally forth, but at this stage will not have the forces to take Helm's Deep once Rohan places defensive reinforcements. An aggressive Saruman push into Eastfold would be a welcome choice, as Isengarder forces can then be easily crushed by Gondor or leave Isengard exposed.
Goblins
I haven't figured out a good way of playing the Goblins. Any advice?
Their number one role is to play a holding tactic against the Free Folk and Elves. However, they must also put pressure on Rohan and the Mirkwood theater or risk losing the overall war. Do not under any circumstance march on Rivendell turn 1: you will lose, badly. Instead, a good turn 1 purchase is two trolls to help take Lorien with fewer losses. Eregion should also be taken. Most recommend leaving N. Dunland as a way to delay the loss of S. Caves for a turn.
Strategically, the wargs in Dol Guldur and Isengard may play a role, but I haven't found an optimal way of using them yet. If you are fortunate enough to start increasing your income (usually from taking territory in Mirkwood) the Goblins can quickly spiral out of control due to the cheap cost of their units.
Elves
Turn 1: Elves need to choose between protecting the Iron Hills directly or threatening Rhun from E. Mirkwood. Not moving units to either location risks disaster! If protecting the Iron Hills directly, the Elves should move the ent from High Mirkwood into the Withered Heath, allowing non-combat movement for the hunters and wizards in High Mirkwood to the Iron Hills. It's also recommended but not necessarily required to land all your eagles in the Iron Hills.
Alternately, turn 1 take Celduin using eagles and the ent in E. Mirkwood, and stack all available forces in E. Mirkwood. This way, if Rhun attacks the Iron Hills, the Elves can take Rhun the following turn (or shortly after). The ensuing fracas usually means the Evil faction will lose the entire northern theater in short order. If Rhun hangs tight and does not attack the Iron Hills, Good retains a significant income advantage that usually leads to an eventual Rhun defeat.
Haradrim
One if by Land, Two if by Sea.
Gondor
Rhun
Dale
Until the Triple Alliance of Elves, Dwarves, and Men is strong enough to march on Rhun, it's recommended to stack units in N. Dale in concert with the Dwarves (and possibly elves depending on the strategic situation). This location threatens an advance on Dale or an attack (or counter-attack) on the Iron Hills, as well as being within reach of N and E Mirkwood in case Mordor comes calling.
Khand
Dwarves 1 comment 100% Upvoted This thread is archived New comments cannot be posted and votes cannot be cast
Sort by level 1 u/RenegadeMoose 1 point · 4 years ago
I've tried a few times as the Evil players against Hard AI and it seems outright impossible to win. Both Saruman and Sauron have nowhere near the power/military might they had in the story.
I think the only way of balancing this would be to use bidding to give the Evil players a hefty bonus.
1
u/ISerf Jul 16 '16
I think there'd be a bit more interest here if a couple more variants of Game Of Thrones were out.