8036785c-f5d2-4be9-995e-d59dda23c92a-dawg-64-v-mike-g40-start-round-5-US Ch UK-7.tsvg
Lord of the Rings
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I think the Good side and Isengard needs some rebalancing. I think that Saruman should have been the dominant power in that area for awhile, or at least have asumed the role of territory grabber like the Goblins did. The elves have some pretty dominant units for cheap too, which helps. Not sure that I could have taken Gondor, even if I had tried. My strategy was to fill out Minas Morgul each turn and eventually push Good out of the Northwest corner of the map. What about you?
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Northeast*
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I had no clue what I was doing since it was my second time playing; the previous time was probably a year ago. I was trying to hold Osgoliath and didn’t have much plan elsewhere. The Rohan can too easily capture Isengard which tips the economy way in the favor of Good. If I played more intelligently, the Haradrim would have been kept in its corner.
I would think that the Evil forces need an additional 60 PUs worth of starting units to make things fair.
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I think Gondor should be able to field a couple amphibious assaults on Haradrim’s coast, and vice versa. Mordor should have a little more economy or a lot more starting units. Its also a little weird because everything is happening simultaneously, where as in the books and movies the battles were spaced out.
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Maybe the solution is to add significant more revenue for Mordor and Isengard. They seem to be way under-powered compared with the books.
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Yeah, or at least a starting amount of PU’s that allows them to aggresively expand. I felt I was just trying to keep Isengard alive and turtle Mordor. Quite odd for the Lords of Evil!
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I am thinking of modifying the game to where all of the Capitols for the evil powers are worth an additional 5, giving them 30 extra production per round.
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I think that’s a good idea. If I could make a suggestion, give 10 to Isengard and Mordor, and don’t give 5 to maybe Khand and Rhun. I think that would more accurately reflect the amount of power each side had.
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That sounds fun! Would you like to try that next match. I would be fine playing either power.
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Totally! If you’d like to give Evil a spin with the new capitals I totally get it
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Go ahead and be Evil again. I think that I have a bit better mastery of the Good powers after this game. Use the Edit mode to change PUs for a country after the turn.
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Cool. I’ll set up a game tomorrow.
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Perfect. I will be gone until tomorrow afternoon. I have to enjoy the last day of holiday vacation.
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Totally man 8-)
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TripleA Turn Summary for game: Lord of the Rings: Middle Earth, version: 1.6
Game History
Round: 1
Purchase Units - Saruman
Saruman buy 2 orcss and 1 siegeTower; Remaining resources: 0 PUs;Combat Move - Saruman
1 orcs moved from Isengard to Westfold
1 raiders moved from Isengard to Westfold
1 orcs, 3 raiderss, 7 urukhais and 1 wizard moved from Isengard to FangornCombat - Saruman
Battle in Westfold
Saruman attack with 1 orcs and 1 raiders
Rohan defend with 1 spearInfantry
Saruman win, taking Westfold from Rohan with 1 orcs and 1 raiders remaining. Battle score for attacker is 3
Casualties for Rohan: 1 spearInfantry
Battle in Fangorn
Saruman attack with 1 orcs, 3 raiderss, 7 urukhais and 1 wizard
Elves defend with 8 entss
5 urukhais and 1 wizard retreated to Isengard
Elves win with 1 ents remaining. Battle score for attacker is 10
Casualties for Saruman: 1 orcs, 3 raiderss and 2 urukhais
Casualties for Elves: 7 entssNon Combat Move - Saruman
Place Units - Saruman
2 orcss and 1 siegeTower placed in IsengardTurn Complete - Saruman
Saruman collect 14 PUs; end with 14 PUs total -
I talked with a few people on the Forum and they claimed that the game was actually balanced with careful Evil gameplay. It is tough but possible. If you don’t mind, I would like to see if I can get a gameplan to work. I posted the first turn.
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TripleA Turn Summary for game: Lord of the Rings: Middle Earth, version: 1.6
Game History
Round: 1
Purchase Units - Freefolk
Freefolk buy 3 lightCavalrys; Remaining resources: 2 PUs;Combat Move - Freefolk
1 archers and 1 spearInfantry moved from S. Arthedain to Minhiriath
2 hobbitss moved from Shire to Minhiriath
1 lightCavalry moved from Breelands to E. Arnor
1 archers moved from Breelands to E. ArnorCombat - Freefolk
Battle in Minhiriath
Freefolk attack with 1 archers, 2 hobbitss and 1 spearInfantry
Neutral defend with 1 spearInfantry
Freefolk loses 0 PUs for violating Minhiriaths neutrality.
Freefolk win, taking Minhiriath from Neutral with 1 archers, 1 hobbits and 1 spearInfantry remaining. Battle score for attacker is 1
Casualties for Neutral: 1 spearInfantry
Casualties for Freefolk: 1 hobbits
Battle in E. Arnor
Freefolk attack with 1 archers and 1 lightCavalry
Neutral defend with 1 spearInfantry
Freefolk loses 0 PUs for violating E. Arnors neutrality.
Freefolk win, taking E. Arnor from Neutral with 1 lightCavalry remaining. Battle score for attacker is 0
Casualties for Neutral: 1 spearInfantry
Casualties for Freefolk: 1 archersNon Combat Move - Freefolk
1 archers and 2 spearInfantrys moved from Fornost to Breelands
2 hobbitss moved from Hobbiton to Shire
2 archerss and 3 spearInfantrys moved from Bree to S. DownsPlace Units - Freefolk
3 lightCavalrys placed in BreeTurn Complete - Freefolk
Freefolk collect 16 PUs; end with 18 PUs total -
TripleA Turn Summary for game: Lord of the Rings: Middle Earth, version: 1.6
Game History
Round: 1
Purchase Units - Mordor
Mordor buy 3 orcss, 1 siegeTower and 1 trolls; Remaining resources: 1 PUs;Combat Move - Mordor
Mordor loses 0 PUs for violating Dagorlads neutrality.
1 orcs moved from Udun to Dagorlad
Mordor take Dagorlad from Neutral
1 orcs moved from Minas Morgul to S. Ithilien
Mordor take S. Ithilien from Gondor
1 orcs moved from Minas Morgul to N. Ithilien
Mordor take N. Ithilien from Gondor
6 orcss, 6 siegeTowers and 1 trolls moved from Minas Morgul to N. Ithilien
2 trollss moved from Minas Morgul to N. Ithilien
3 orcss, 1 siegeTower and 2 trollss moved from Dol Goldur to S. MirkwoodCombat - Mordor
Battle in S. Mirkwood
Mordor attack with 3 orcss, 1 siegeTower and 2 trollss
Elves defend with 2 entss and 2 hunterss
Mordor win, taking S. Mirkwood from Elves with 1 siegeTower and 2 trollss remaining. Battle score for attacker is 9
Casualties for Mordor: 3 orcss
Casualties for Elves: 2 entss and 2 hunterssNon Combat Move - Mordor
6 orcss moved from Gorgoroth to Minas Morgul
1 orcs moved from Udun to Dagorlad
3 nazguls moved from Barad Dur to Minas MorgulPlace Units - Mordor
1 siegeTower and 1 trolls placed in Minas Morgul
Mordor undo move 1.
1 orcs and 1 trolls placed in Dol Goldur
2 orcss and 1 siegeTower placed in Minas MorgulTurn Complete - Mordor
Mordor collect 23 PUs; end with 24 PUs total -
TripleA Turn Summary for game: Lord of the Rings: Middle Earth, version: 1.6
Game History
Round: 1
Purchase Units - Rohan
Rohan buy 2 heavyCavalrys, 1 lightCavalry and 1 trebuche; Remaining resources: 0 PUs;Combat Move - Rohan
1 heavyCavalry moved from Eastfold to Westfold
1 spearInfantry moved from Helms Deep to Westfold
2 heavyCavalrys moved from E. Emnet to Westfold
1 lightCavalry moved from E. Emnet to WestfoldCombat - Rohan
Battle in Westfold
Rohan attack with 3 heavyCavalrys, 1 lightCavalry and 1 spearInfantry
Saruman defend with 1 orcs and 1 raiders
Rohan win, taking Westfold from Saruman with 3 heavyCavalrys and 1 lightCavalry remaining. Battle score for attacker is 4
Casualties for Rohan: 1 spearInfantry
Casualties for Saruman: 1 orcs and 1 raidersNon Combat Move - Rohan
7 lightCavalrys moved from E. Emnet to Westfold
4 spearInfantrys moved from Eastfold to WestfoldPlace Units - Rohan
2 heavyCavalrys, 1 lightCavalry and 1 trebuche placed in EastfoldTurn Complete - Rohan
Rohan collect 18 PUs; end with 18 PUs total -
TripleA Turn Summary for game: Lord of the Rings: Middle Earth, version: 1.6
Game History
Round: 1
Purchase Units - Goblins
Goblins buy 2 batss and 1 shooters; Remaining resources: 0 PUs;Combat Move - Goblins
Goblins loses 0 PUs for violating Drimrill Dales neutrality.
Goblins loses 0 PUs for violating Celebrans neutrality.
Goblins loses 0 PUs for violating Gladdens neutrality.
Goblins loses 0 PUs for violating Eregions neutrality.
Goblins loses 0 PUs for violating Eregions neutrality.
1 stabbers moved from N. Caves to Drimrill Dale
Goblins take Drimrill Dale from Neutral
1 stabbers moved from Moria to Celebran
Goblins take Celebran from Neutral
1 wargs moved from Isengard to Fangorn
1 bats moved from Moria to Fangorn
1 shooters moved from Moria to Eregion
Goblins take Eregion from Neutral
1 wargs moved from Isengard to Fangorn
1 bats moved from N. Caves to W. Mirkwood
1 wargs moved from Dol Goldur to W. Mirkwood
1 wargs moved from Dol Goldur to W. MirkwoodCombat - Goblins
Battle in Fangorn
Goblins attack with 1 bats and 2 wargss
Elves defend with 1 ents
Goblins win, taking Fangorn from Elves with 1 bats and 1 wargs remaining. Battle score for attacker is 0
Casualties for Elves: 1 ents
Casualties for Goblins: 1 wargs
Battle in W. Mirkwood
Goblins attack with 1 bats and 2 wargss
Elves defend with 1 eagles and 1 ents
Goblins win, taking W. Mirkwood from Elves with 1 wargs remaining. Battle score for attacker is 1
Casualties for Elves: 1 eagles and 1 ents
Casualties for Goblins: 1 bats and 1 wargsNon Combat Move - Goblins
2 wargss moved from Dol Goldur to S. Mirkwood
3 shooterss, 4 stabberss and 1 wargs moved from S. Caves to Celebran
2 shooterss, 2 stabberss and 2 wargss moved from N. Caves to Drimrill Dale
2 shooterss and 3 stabberss moved from Moria to Drimrill Dale
1 stabbers moved from Moria to Drimrill Dale
1 stabbers moved from Moria to Drimrill Dale
1 shooters moved from Moria to Drimrill Dale
1 shooters moved from Moria to Drimrill Dale
2 wargss moved from Isengard to Celebran
1 stabbers moved from Moria to Celebran
1 stabbers moved from Moria to Celebran
2 trollss moved from Moria to Celebran
1 wargs moved from Moria to Celebran
1 wargs moved from Moria to Celebran
1 bats moved from Fangorn to MoriaPlace Units - Goblins
2 batss and 1 shooters placed in MoriaTurn Complete - Goblins
Goblins collect 18 PUs; end with 18 PUs total





