Welcome to my channel where I play lots of Total War including Medieval 2, and Warhammer 2 primarily. I am a beta tester for Divide and Conquer, and you can find lots of previews here.
If anyone sees this, if you want to still be able to produce orthanc at edoras and byrig whilst betraying isengard you must complete and win your assault against them in 1 turn. You must break alliance, assault, and capture isengard all in the same turn or you will lose those recruitment spots to script. If isengard is dead prior to script being able to implement. It will not run.
dont bother with this faction, its a bloody impossible campaign, you wont expend anywhere because your put on a constant defensive from turned 1 with all the stupid limitation and don't believed him aragon his units no better then any other general and can easily lose to a single or pair of units if not backed up
Honestly i dont know if Im just not used to it but i really dont like the new models. Low-tier units look like some sort of blend between germanic tribes and indians from north/central america. Elite units on the other hand are mby bit too much armoured and colorful to the point where it does not feel like Dunland. Also some armour choices (especially helmets) look kinda goofy and ridiculous. Feels like it should have stayed the same, but maybe i just played too much 4.5
I think the family trees should be expanded to show all the important generals and the families that were mentioned in the book and if the modders want to have the specific characters have their significant others like Arwen for Aragorn and Eowyn for Faramir that would be cool
I edited the files fam and used the highest tier new unit skins for the aduniac plate tier 5 and used the old skins which are still in the game for everything else. Imma tell you. They look amazing. It feels like you pulled up some boys from the south and scrambled them together then to get your tier 5 plate and look like a solid numenorean army with that black prince feel is so satisfying. Best of both worlds for real.
What really ticks me off with Lorien, and what ticks me off in general with this mod, is that AI friends who have your big enemy as their enemy as well, for example Khazad-Dun being enemies with Dol Goldur, seem to be coded to not really want to fight that enemy. I've tried Lorien a few times, and I just got sick of Khazad-Dun letting them walk through Erui (I don't take Erui I rush for Edrichairn, Rocheburg AND Fangorn Camp) without contesting them. They even move superior armies AWAY from inferior Dol Guldor stacks. Wood Elves are the same. They just sit there. And the Unification mechanic is not worth as by that time the AI Wood Elves, who don't suffer from lack of money as no AI does, has pumped up thousands of gold worth of units that it did nothing with, leaving you tens of thousands in debt, but because you were the only one fighting Dol Guldor, Dol Guldor still outnumbers you and you can't bring what should be an overwhelming force together. tldr; the AI rolls over for itself to create an artificial feel of "difficulty" for the human player. It's cheap and I don't like it. The only two AI pairs I ever see actually acting as if they are at war with each other are Rohan and Isengard, and Gondor and Mordor (and frequently Gondor leaves Cair Andros undermanned and let's Mordor hold it, as well as BOTH East AND West Ostgiliath). Sometimes Erebor and Gundabad. That's really it. And I disagree that you have options and breathing room. Precisely BECAUSE no one else takes Dol Guldor seriously, you can't really move out to expand past your first few settlements or even think about assailing Amon Loc itself because as soon as you mobilize, Dol Guldor starts sneaking a force in to take whatever you may have left undermanned. So you have to pull back. Or else you'll just sacrifice a settlement to take another, which ends up changing nothing.
Anyone heard any news about Augimund? The site seems to have been inactive for three weeks now and he's normally pretty active. Hopefully everything OK with him?
A comment on the lack of spears. The forest is an inherent defense against cavalry. Just for a lore blurb. Fighting in the forest is similar to fighting on a ship. Short weapons, shock tactics from ambush/boarding actions, cavalry don't work well, and prior to cannons the distance at which you can engage the enemy is quite short.
Maybe I’m mistaken and maybe someone can help me here but I’m in the middle of my erebor campaign and I’m getting script messages about rhun stuff and that I might get attacked if I expand. So did he just miss this or what?
Well i wish I would’ve watched this sooner cuz I just realized I got to restart my entire campaign cuz Bree got destroyed so I can’t reforge Arnor, and Gondor got wiped early too 💀🤦♂️
There is a lot of gate keeping with the modding team. I thought at first that it was because of AI balancing (Snow Orcs steam roll over EVERYTHING AI ALWAYS, every game i ever played they wreck Vale, Wood Elves and Erebor), but then again AI does not use production and economy at all (they are somewhat constricted by recruitment) so it does not matter. They are not horde faction, that is the only reason i can think of
@@maximusd26 i know, that is the gatekeeping i was talking about. The argument is "game is too easy as it is", and for extreme minority that might be the case. However, hard does not always means fun. I dislike AI spawning army after army on top of the extra starting armies on top of free recruitment without upkeep on top of the free settlements, but i can understand it to a degree. That being said, fighting hundreds of battles where are you outnumbered 10:1 and expected to loose almost nothing time after time after time after time as the only means to have a sliver of army is the opposite of fun. Losing half of your economy because you moved one unit out of the city while AI is fielding tens of thousands of troops without any cost is... well.... it makes you loose all interest in all the rich lore that seems as nothing but fluff in the game that ignore half its own mechanics
I think the skins are fine. These aren't necessarily men that the Adunaim are training, but men of a pre-existing tradition. Also I don't like the ultra dark color scheme of these Adunaim anyway, I preferred the more golden Roman-inspired stuff but I'm too lazy to mod them back in. There's also no reason not to upgrade to the higher tier conscription buildings. The income is nice but the upkeep savings easily make up for losing it. I don't know if there are unit slots but an "assimilation unit" that's a slightly upgraded version of a local troop would be an interesting choice if you get enough culture. Alternatively if it's possible to tie unit experience to higher levels of Adunaim culture, though I suppose just having the units is already enough of a boon on its own.
To make the Gondor playthrough more managable, you can keep W-Osgilliath in an endless siege. The armies can't go around the city to attack your army on the bridge. So as long as your army is big enough to disuade the besieged forces to sally out, you'll be fine. You can gradually reduce the sieging army size to one cheap unit when the attrition takes it toll. This way you only need to defend Cair Andros in the west. Cair Andros is best defended by pulling Faramir and his rangers immediatly into the castle and from there keep recruiting Ithilien rangers mixed with a couple of balista's. In battle place them in the back of the settlement and use a couple of melee infantry in front of the gate. The free infantry units from the guardhouses are really good here. Mix in some pikes and you'll be fine. In the south, rush Umbar asap. Capturing Umbar will gut the Ar-arudanaim (or however you spell it) and make your southern border a lot safer. In version 5.0 Rohan is extremely strong and will usually stomp Isengard so as Gondor, you can play the vulture and scoop up some settlements. Rohan will usually not attack Isengard itself untill deep into a campaign, so you can just take that for yourself. Be carefull though because Isengards pikes are overtuned and will absolutly wreck anything bar your most elite units and that grenade thrower unit Isengard has is insanely powerfull if you let them throw.
This is the Masterpiece of V5. The perfect story of uniting clans, thematic unit roster, the brilliant music. Everything plays and fits so well together. Enedwaith became quickly my TOP favorite faction by far.
oh and a personal note on picking between loose and a thin shield wall the thin shield wall wins but only if done right that is with a second line of pikemen just behind them or within the line so the pikes also act as apart of the shield wall and have your archers in the same drawn out lines behind them in guard mode as they will keep taking out the enemies behind the main front line troops and make holding the line alot easier as by the time the front lines meet the enemy is already on the verge of retreating and within a few mins of hitting your front they will break
for my last ten playthroughs Ered Luin have taken the rings and joined the evil side no matter who i have been playing they even took one of my undefended havens when i was playing the elves as i had been forced to send its entire army to aid the other haven due to other enemies on my border that were being pains and always attacking the same haven every turn
Hello, is there a website that shows what type of armor a given unit will need? because I wanted to play Aragorn at Arnor and I don't know if I will have access to gold armor upgrades if I make this choice. And now I don't know how to quickly check whether typical Northern Dúnedain units need the "Numenorean Plate" for gold armor. I know it's a bit of a strange question, but these gold upgraded units look great
Just checked game files and marauders does not have any anti cav bonus at all. Also tested couple battles marauders vs osgiliath veterans: fully upg marauders can only kill 50% of veterans in like 5 charges and then they flee, while basic marauders killed only 24 men and flee the battle. Also marauders can`t even kill gondor cavalry militia in 1on1 combat. So its all just a marauder paranoia :)
Iorthon's army have 2 choices one take Morigost first then fight the army of Ragzad in a defensive siege battle the second choice was to lift the siege to fight Mordor army in a open field then take Morigost You chose the second option I would have chosen the first option because of the amount of cav of Mordor's army and the fact in a defensive battle I have tower in my side
I have a rule of caution : the army cannot leave a settlement until you have build a military recruitement building or a armoury to protect the settlement even if the construction take 10 TURNS
I am pretty sure the Clans of Enedwaith resist diplomacy with factions that hold clan seats. The AI factions consider some settlements as their own and will fight to get them. Enedweith has to claim all clan seats like the one in Carras so I doubt they will ally with you long term if it is player held.
The weird thing for me is if that the two routes i find the "risky route" ends up with less casualties then the "safe route" the healing from the wood elves and the fact when i face the trolls that the elven units do not matter means when i get to kazadum I have a fairly experienced army that can push through the mostly trash units of the goblins with no problem