Friday, October 4, 2013

Hey guy's princeofdolalmroth here. Today I'm discussing my top 10 factions for the Grand Campaign of Midieval II Total War. As before, I will be giving, or try to give, a solid arguement for each spot on the list. Another side note for those interested, please visit my channel on youtube, princeofdolalmroth, and subscribe seeing as my main computer will soon be repaired. I will be uploading something before the month is out, so please subscribe.

10: Russia: Russia deserves the bottom spot on this list for a few obvious reasons. For starters, Russia is surrounded by factions that want it gone (Poland, Hungary, Denmark), and has the most difficult job of any faction on the map, because it has to conquer an immense amount of territory and hold it from the mongol invasion, which will be knocking on its doorstep by turn 50, if you haven't conquered all of the territory you need to by then. In addition, the overall infantry quality is absolute shit compared to other factions surrounding it, but it's cavalry is argueably the strongest of any faction in the immediate region, at least until the mongols come. Isolation is Russia's greatest strength, and can be played up at any time.

9: Venice, Milan: Venice and Milan share this spot because of two reasons. The first is that they are argueably exactly alike in aims and unit roster; there is basically no difference between them. Both have powerful enemies on their borders, including the factions themselves, which are both backstabbing in diplomacy and in terrible locations for a great victory. Nevertheless, they score higher than Russia because they are technically sheltered from the rape-horde of the mongols, making their difficulty to play as relatively easier.

8: Portugal: Portugal is in the midst of a massive struggle for the Iberian peninsula, and is not well equipped for the job. Sporting one of the finest late-game navies in the campaign, Portugal lacks in strong infantry, which is a critical handicap for any nation fighting for land dominance, as the grand campaign requires. nevertheless, Portugal's infantry and cavalry are extremely lightweight and maneuverable, giving them a decisive field advantage against regional enemies, but not against armies like England or France; they simply can't hold up in the big world.

7: Denmark: Denmark is my favorite faction to play as, besides England, because their early game Infantry and Cavalry match my fighting style, being axes and swords. I've had sieges where I set the infantry up, and did not do anything to intervene in the battle, and they still came out on top with stunning victories. Denmark has one of the most powerful economies in the game, often being the top economy on the grand campaign if you don't play as them, and their early game is better than most. On top of that, their diplomatic field is very easy to play, and is a great faction to play as for beginners.

6: Byzantine Empire: Byzantium begins the game surrounded by opponents, but poses the greatest challenge of any faction in the game. Not only do you have to start with the weakest economy EVER, you have to support the armies that defend a very spread out playing field. Still, Byzantium has a few critical advantages, one of them is that a very skilled commander (I.E., me) can grab any assortment of units and still form an impregnable wall with them. Their opening units are strong in almost any field placed in, and their Missile Cavalry is, in my eye, the most flexible cavalry organization in the game. Their navy is built for the tasks ahead, and although their diplomatic playing field is bad, it adds to the difficulty of the faction.

5: Egypt: Egypt has the greatest potential of any faction in the game, being poised to conquer a massive amount of territory in the beginning of the game, and earning money from it in the jihads it can call on turn one. Egypt's economy is superb, and rightly so, considering that it start with a few cities and large towns and capable generalship, which is further augmented by the huge bonuses given by jihads. Egypt's Infantry is built for desert combat, and excels in the region. The main handicap Egypt faces is that Crusades are likely to be repeatedly called on it's cities, and is unlikely to defend against Mongol Invasions. Still, the game rewards you with beautiful battles and music. This, coupled with the previous reasons, secures Egypt as #5 on this list.

4: Spain: Spain is one of the starting factions in the game, and has a more balanced unit roster than Portugal or Egypt. It has the greatest ability to begin maritime conquest early on, and a much better starting position than Egypt or the Byzantines politically. Spain's economy matches Sicily, Portugal, and the other Mediterranean States, but has a slighter edge in implicating it than others. Late game Spain is a maritime Monster, and it's army gets even stronger with time. It's starting moves are what dictates Spain's future, and is not the best choice for starting players.

3: England: The Top 3 Factions are difficult to decide because they in themselves are moderately difficult to play as, but have difficult tasks for the long campaign. England makes #3 on this list for a number of reasons. England is (relatively speaking) more isolated than every faction in the game, being the easiest nation to defend and attack with, due to a firm hold on the only multiple-province Island in the game, thus making it much more flexible in deciding it's opening moves. With only Scotland to contend with for control, it becomes brutally obvious on the opening maneuvers for the small nation. England has many enemies to contend with early game, but these are weeded out through wars. England's economy matches Denmark very closely, but Denmark usually has a Merchantile advantage. England's army boasts the finest infantry in the world, and while it's cavalry lacks, it is made up for in it's naval and professional might. England's diplomatic field is augmented by an excellent diplomat early, but may deteriorate over time. England is probably the easiest faction to play as as well. These reasons make England #3 on the list.

2: France: France is the Gondor of Midieval II, and appropriately so. It's infantry lack early on, but late game France is a superpower on the playing field. France's start is heavilly boosted by multiple rebel provinces surrounding it, with few rivals to contend for them. France's early-power status also makes it much, much easier to form alliances that last, though it will have to contend with the HRE later on in the game. France's economic start is sufficient for any challenge that will meet it later on. France's Cavalry are the finest in the game, and the most versatile in their roles, being able to fight any army and come out on top. Professionality comes in the later parts of the game with the Academies, but by that time France will have a dominating hold on Europe. France is also capable of forming crusading armies very early on, something players can capitalize on if you seek favor with the pope. These reasons make France #2, but not at the top of the list because France is choked by late-game incompetency and huge amounts of hostility.

1: Holy Roman Empire: The HRE is the Strongest Mid-game faction in the game, and rightly so, because it's ability to blitz the surrounding rebel providences is immense. By turn 20, most player can easily sit back on 25+ provinces under their control. The Economy of the HRE relies on city taxes and agriculture, something the HRE has plenty of early on. It's army is strong all around, not having many weaknesses except for an overall basic strength of units. The diplomatic field is ripe for meddeling, allowing alliances with ease and pacts with skill. The Factions surrounding the HRE are mostly small, so if you love to conquer, the HRE is your man. It can take on all of Italy and the east early on if it needs to. Spiritually, the HRE needs works, but that's the downside of controlling the greatest faction in Europe.

Tuesday, October 1, 2013

Hey guys, princeofdolalmroth here. Today I'll be discussing my top factions to play as for Third Age Total War and Midieval 2 Total War. I'll be listing my top 10 for both games and giving my reasons for each.
TATW 3.2 Top 10
10: Misty Mountains. The Misty mountain Orcs have their perks, such as a strong early economy and versatile units, but the main weaknesses I've spotted lie in unit speed, unit diversity, and starting territory. You have to fight both elf factions along with the dwarves in the beginning of the game, which is difficult enough, but is made even more difficult by the overall weakness of Orc units. late game the situation is changed, but early game the only thing keeping the Orc faction going is their massive economic potential, based around mining facilities.

9: Gundabad: Gundabad is easier to explain in my eyes. Units are more diverse than most evil factions, and are more versatile in their roles than other factions, but lack strength in the economy and units until the late game, when access to more powerful units and economic buildings are made available.

8: Isengard: Isengard  has a decent start economy, along with the most powerful starting units of any evil faction in the game, being able to recruit beserkers in the starting building roster. It's main weakness lies in it's position; it is literally surrounded by factions that are dying to destroy it (High Elves, Eriador, Rohan). It starts with an excellent diplomat, which heals this slightly, but to play as Isengard your skill with infantry MUST be beyond expectations.

7: Dale: Dale has the most versatile units of any faction in the game, along with the ability to recruit faster than most factions in the game. The problem with dale is it has to capture all of Rhovanion in a very limited timespan, along with having to fight the most overall powerful Evil faction in the game, Rhun. The economy is excellent, and the units are too, but the main problem lies only in the opening moves made by the player in the game.

6: Eriador: Eriador is very similar to dale, in skill level and start position. Eriador however, has the benefits of having (short of trolls, fountain guard and Elf Units) The strongest late game units available to a faction. It also has the greatest potential of a faction in the game; if you don't engage gundabad until later in the game, or even form an alliance with them, Eriador can basically go anywhere it wants to go.

5:Silvan Elves. The silvan elves rely on very powerful units along with an eonomy to match. TThe diplomatic field is superb for them, being able to form an alliance with the dwarves and dale in the beginning of the game. Their situation is similar to eriador's as well, As soon as dol-gildur is taken, you can do almost whatever you want with the faction without suffering major reprocussions.

4: Mordor: Mordor has a difficult task ahead of it. The economy and army are woefully unprepared for the fight to come until late game, however for the beginning the moves a player has to make are overwhealmingly simple; head west. The simplicity of the early mordor game is stunning. Also just as stunning is the easiness Mordor has in defending it's pre-game borders; you only have to defend two locations. Late game Mordor becomes a powerhouse of production. Uninhibited by the ravages of war, Mordor can produce numerous and powerful units with amazing speed and efficiency. Normally evil factions are unable to do this, with only the Eastern Anduin Factions (Harad, Mordor, and Rhun) being remotely capable of achieving this power with ease.

3: Rhun: As a fan of the lore, Rhun has to have a place on this list, and for good reasons. Not only being the largest canonical nation on the map, it is the only faction in the Hotseat campaign that can support itself economically with it's starting units and buildings. Rhun also is the only faction that can dund its massive hordes and still have a huge gold reserve. Rhun's army is a glamorous as it is powerful; an example of this is that it is fully capable of taking on Dale, Gondor and the Dwarves in a late game duel to the death. It's spear throwing Balchoth are immensely powerful for their starting tech requirements, and later on the Rhun faction gets access to more and more powerful units. on any difficulty it has the advantage, and is fun to play with as well as being immensely challenging to fight against.

2: Arnor: Provided you have passed Eriador's challenge, Arnor is without a doubt, the most amazing faction to play as, both in the 3.2 version of the game, and even more so in the MOS 1.6 version of the game. Arnor's economy is powerful and far reaching, a requirement for it's immensel owerful armies. Arnor's unit roster fills every nook and cranny an army needs. These armies are capable of taking down factions with ease, along with being able to defeat stack after stack of invasion groups. Late game Arnor is only stoppable by a late game Mordor, but coupled with the powerful High Elves, Arnor's power matches that of the Last Alliance, and looks like the army of that day as well. the reason why it makes #2 on the list is only because their is an option to play as the faction, and is not mandatory.

1: Gondor: Obviously Gondor reaches the top of the list, but the reasons behind it may not seem that way. For starters, Gondor is the easiest faction to play as in the game if you play for fun, but has the most difficult job of any faction if you play for serious. Not only does it have to beat Mordor and Harad at the same time, you also have to have the troops and economy to support the undertaking of it. in these aspects does Gondor show it's metal. It's troops are the finest of any faction of men in the game, both in looks and strength. It's cavalry can destroy units at a time, and the diversity of the units in themselves is breathtaking for new players. In the MOS mod, it has over 40 units to build and choose from, representing the lore to amazing accuracy. The size and location of Gondor matter as well; It, like the East Anduin Evil Factions, only has one way to go at first, and has a hard time going that way. Gondor is the Largest Faction in the game from the start and has the largest population to work with, thus the largest economic potential. These stated reasons are the crux of what makes Gondor the top faction on this list

Friday, September 27, 2013

Tutorials: Good Faction: Rohan

Princeofdolalmroth here, I'm here to discuss the basics on playing factions of men. The first turn while playing as Rohan (in the 3.2 mod, Medium/Medium) should consist of building all economic upgrades (especially farms) in all of your provinces with the exception of Hornburg, along with building a diplomat to forge some alliances. This must be your priority military settlement, and should start out by building the Ballista-maker to prepare for the blitz of Isengard. An army must be created by collecting all of the troops you possess west of Aldburg and moving them to either the Hornburg or Edoras. An army can also be created to take the rebel settlements to the north of Rohan (Fangorn, Limlight Fort, and Tirith Thoron), but this is optional. Place the Army you created at Edoras or Hornburg under either King Thengel or Erkenbrand, since they possess the leader abilities.
          The ballista should be ready by then (you only need one), so build these ballista, and if you have the available money, build the next cavalry building in Edoras so you can train Rohan Rider, should the battle for Isengard go ill. from there send the army straight to Isengard for the attack, and take it from them. from there the enemy WILL spawn in an army to retake Isengard. Be sure you have a strong infantry base for your army (Axemen and Swords if available) along with Hemingas from the Hornburg to beat off this attack. from there you have two basic options, either to continue the offensive or to gain a temporary ceasefire.
           If you continue the offensive, the basic strategy is to take Duneard LAST to prevent another autospawned army from coming in for Isengard. If you manage to destroy Isengard before then by killing all of the generals then basically preform a cleanup operation on the rest of Isengard's former territory. Culture Buildings take priority in construction for former Isengard settlements. If you control all the territory south of the western river where Tharbad is, along with all the territory south of Lorien, then you should have free reign to pick your next targets. The most obvious is the Misty Mountain Orcs. Build up your economy some more and proceed to build two quality Rohan armies (Riders, Helmingas, Axemen or Swordsmen, and if available, dismounted lancers or royal guardsmen). From there take Moria and proceed to move up the mountains at your own leisure. I hope you found this post helpful for your campaigns to be as Rohan.

Bio

Salutations my fellow Knights and Squires! Tis' I, the princeofdolalmroth! I am an avid player of the Total War Series and have been playing for the past 7 years. I live on the beaches of Lake Michigan, east side, only a few miles from my friend, Sapoman. I am a senior in Saint Joseph High School, and have been living in the area for my entire life. I am planning on uploading to my youtube series very soon, seeing as my computer is almost repaired. I listen mostly to classical, rock, country, and other music. I look forward to seeing you all in my posts and comments soon!