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DaC V5 - Remnants of Angmar 11: Hill Warfare 

EPM Total War
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This is Divide and Conquer Version 5. This brings the Lord of the Rings setting into a Total War game. This was livestreamed on www.twitch.tv/epmdota
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www.moddb.com/mods/divide-and...
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Music provide by Adrian von Ziegler and Vindsvept:
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#DaC #DivideandConquer #v5 #LOTR #TotalWar #epmdota #epmtotalwar #MiddleEarth #gameplay #medieval2 #angmar #orcs #rhudaur

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20 июн 2024

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Комментарии : 18   
@peterhe6699
@peterhe6699 20 дней назад
Finally caught up.
@peterhe6699
@peterhe6699 19 дней назад
I say the easiest way to deal with your money problems is to wait for another quest to take Mathelburg, take it and then sell it to the dwarves. Maybe even persuading them to attack Gundabad to ensure that Gundabad gets off your back. After giving the dwarves the excellent target known as Gundabad you should go and call an invasion upon Khazadum and steal it from them which will stop them from getting their and get you a very nice settlement, a bucket of cash, and a weakend Gundabad.
@epmtotalwar
@epmtotalwar 19 дней назад
Seems like a decent idea, I will keep the idea in mind, probably after the goblins mount an attack on goblin town.
@justinhuebsch1713
@justinhuebsch1713 20 дней назад
I keep remembering you don’t have the upgraded warg units yet and it hits me how effective low tier cavalry is especially cav-archers.
@epmtotalwar
@epmtotalwar 19 дней назад
Cav is cav, even low tier to good if used well. It is why I haven't prioritised getting higher tier stables.
@bigthoughts2644
@bigthoughts2644 20 дней назад
Bree AI gets the benefit of being mercenary and dunadain... damn 😮
@epmtotalwar
@epmtotalwar 19 дней назад
Not sure about that, there have been a lot less Dunedain units in their armies lately since mercs stated showing up, may have been just a few already recruited units. Not sure exactly how that one works but they could have both. I think Dorwinion AI only gets their choice and not both when they pick.
@bigthoughts2644
@bigthoughts2644 19 дней назад
@@epmtotalwar that's why i'm confused as making the mercenary choice as the player deletes all your existing dunedain units
@epmtotalwar
@epmtotalwar 19 дней назад
@@bigthoughts2644 The AI is not restricted by most scripts for unit production so there is a good chance that Bree gets both.
@hammertimegm
@hammertimegm 13 дней назад
120 turns and no snow trolls! Last Dunedain campaign I saw snow trolls from Angmar within 15 turns. Crazy AI buffs
@epmtotalwar
@epmtotalwar 13 дней назад
They may even get some as starting units honestly. If you took Gundabad you could get them much earlier obviously but with just the Ettenmoors it starts as a village so takes a long time to build up. I think it would be fair to be able to recruit them from Carn Dum as well.
@mszalans4817
@mszalans4817 2 дня назад
I think that unreliability is not the main problem of siege weapons here. Actually, performance of your catapult was pretty good. For me, anything more than 100 casualties inflicted in field battle "for free" with siege is ok. You got >200. Yes, you can say they were only gobos, but remember that it doesn't really matter - if you had elite Dunedain army in their place casualties would be only slightly lower, because of lower numbers within a unit. Great advantage of siege weapons is that they one shot almost everyone, quality doesn't matter. And during battles with big armies they will always hit something. Low chance of sniping enemy general for me is not unreliability, it's more of a feature - after all you should not expect to reliably snipe him out every time. If that would be feasible, than all armies would just consist of siege and some infantry for protection. Which, in real history, eventually happened, but with guns, not wooden catapults. Getting 100-200 kills from afar per unit of siege is great, because you get them basically "for free", before any skirmish can happen. So it's nice to have as a starting advantage. Sure, they won't "tank" anything, they will not put 150 hardened bodies in line. But if they remove 100-200 bodies from the enemy before the real fight even starts, that is even better. AI tends to field too many siege however, which creates too many gaps in their regular armies. If these siege weapons cannot be kept at distance, they would not get enough kills after all. The real problem with siege IMO is not reliability, but their super low mobility. This makes them very annoying to micro manage during battle, very hard to react fast to enemy surprise moves and slows your armies down in the strategy map. When you fight at least equally numerous enemy: Having between 1-3 siege units per full stack is good. You can stretch your malee units a bit to cover for such an amount of siege weapons if they provide additional kills for free. If you have more siege than you can run out of units to cover them and they will not get kills needed to win. - if enemy has more siege than attack, don't let it have a good angle - if you have more than defend, enjoy free kills ...unless you are DolAmroth, than just steamroll everything with Knights of Silver Scum and enjoy easiest game ever ;P ...oh, and if you fight Mumakil than army consisted entirely of siege is probably a good idea
@peterhe6699
@peterhe6699 19 дней назад
May I suggest using a ballista for artillery instead of a catapult since a Ballista actually hits the target.
@epmtotalwar
@epmtotalwar 19 дней назад
It got kills, most in the battle. And I'm not planning on getting more siege at this point, it's rare for me to have any.
@peterhe6699
@peterhe6699 19 дней назад
@@epmtotalwar yeah but imagine the kills you would've got at that gate.
@epmtotalwar
@epmtotalwar 19 дней назад
@@peterhe6699 Very similar I would guess. The ballista hit area is much smaller than a catapult.
@peterhe6699
@peterhe6699 19 дней назад
@@epmtotalwar I guess so, but probably less friendly fire.
@joe42m13
@joe42m13 19 дней назад
If you can position them properly, ballista are great at taking out enemy siege towers. Catapults work best up close, you just need a solid line unit to hold in front of them
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