PropertyValue
rdfs:label
  • 12 Army Middle Earth
rdfs:comment
  • This scenario has been superseded by Lord of the Rings-Middle Earth Download This is a 12-nation map based on Tolkein's Middle-earth. It is richly detailed and has much replay value and is a highly enjoyable map based on the triple-a game engine. As it has 12 nations each with their own unique units, from the elvish Wizard to mordor's winged Nazgul, it is considerably different from the typical WWII-style game of triple a. It is well balanced and has much strategical depth. The conflict in the northern territories tends to move quickly. The Elves and Freefolk tend to work together to contain the expansionistic tendencies of the Goblins. The Dwarves and the men of Dale work to thwart the chariots of Rhun. The contest between Rohan and Isengard is particularly interesting, if Isengard can ma
dcterms:subject
abstract
  • This scenario has been superseded by Lord of the Rings-Middle Earth Download This is a 12-nation map based on Tolkein's Middle-earth. It is richly detailed and has much replay value and is a highly enjoyable map based on the triple-a game engine. As it has 12 nations each with their own unique units, from the elvish Wizard to mordor's winged Nazgul, it is considerably different from the typical WWII-style game of triple a. It is well balanced and has much strategical depth. The conflict in the northern territories tends to move quickly. The Elves and Freefolk tend to work together to contain the expansionistic tendencies of the Goblins. The Dwarves and the men of Dale work to thwart the chariots of Rhun. The contest between Rohan and Isengard is particularly interesting, if Isengard can manage to hold out past the first few turns. This map makes for a good 2 or 4 person game, with each individual playing either 3 or 6 nations. A fun strategy for the Goblins, if they are up against a beginner Elf player, is to buy a few trolls and wargs on turns 1-2, send the 3 shooters and 4 stabbers from south caves into N Dunland. Turn 2, move them from N Dunland into Eregion as well as the goblin shooters and stabbers from N Caves and Moria. If you're lucky, the goblins in Eregion won't look like much of a threat to the elf player since your trolls are chilling in Moria and your wargs and bats are massing in South Caves (but secretly still in range). On turn three you will be able to ambush Rivendell with up to 14 stabbers, 10 shooters, 2 bats, 5 wargs, two trolls, and any more trolls and wargs you've built. If the Elf player hasn't placed more units there, Rivendell is yours at the beginning of the game! 1 if my land, 2 if by sea! In the far south, Khand and the Haradrim mass their forces for an assault on Gondor. The Haradrim are fun to play, with several good strategies available and also having one of the few 2-hit units in the game, the intimidating Oliphaunt. If they decide to favor a land assault on Gondor, the haradrim player can use oliphaunts to raid Gondor and wage a war of attrition. By attacking with stacked oliphaunts for only a round or two and then retreating, the Haradrim can inflict losses on Gondor's defending infantry while using the two-hit oliphaunts to soak up returning fire, and then retreating before losing many units. The forces of Mordor and Khand can then swarm the weakened defending forces. Even so, prepare for a long, grinding ground assault! The Haradrim can also assault Gondor from the sea. They start off with fewer naval vessels, but if the Nazgul of Mordor can get a few hits in to level the playing field, the Haradrim can begin to raid up and down Gondor's rich and otherwise inaccessable southern coastal territories. It's a bit of a gamble to pull off, but if you succeed, income-reduced Minas Tirith will be much harder-put to defend against the onslaught of Mordor and Khand.