This one started off on shaky ground, but with a little help from a standing army protecting the perimeter, I was able to stomp the AI into the mud. The computer tends to send many attacks as a native civ, and early, which is where I was caught off guard. I had enemies in my base at the 8 minute mark and they foolishly ran right to my town center and were devoured by the structure then garrisoned with all my frightened villagers. I had very few standing troops at that time, and resolved to change that in case new attacks were on the horizon. I used a home city shipment to get myself some outlaw pistoleros, and had the barracks working double-time on marines and colonial militia. Once I was protected to some extent, I built my command post and proceeded to ship (over the course of the game) 11 armies of 6 redcoats. With a ranged attack of 25 at age 2, they were one of the more powerful units I had at my disposal. By the time they had mustered and were ready to march (in age 5) their ranged attack had gone up to 48, with a hefty siege attack as well. Riflemen at the same age had a ranged attack of 25, just to put things in perspective. I believe there are 2-3 home city cards which boos all ranged unit’s attacks in the American deck, and possibly more to come once the export cards are removed.
Victory was well in hand when I made the turn at age 4, and I was soon to sent 3 battalions of (mostly) ranged infantry into enemy territory to finish the job. Even though I made it to age 5, I did not buy any unit upgrades. I was managing my offensive and figured I had the thing won, with or without the unit improvements. I had two factories cranking coin and food, so my unit supply was always peaking. I had 3 total town centers, all with an envoy gathering fame, so those precious redcoats were easy to amass. They went in and annihilated standing units in the enemy base, killing a great deal of villagers who were trying to flee the fighting, but ran into my western approach army first. Rapidly, the two town centers the AI had constructed were down. I had two gatling guns but they were hardly used. In all, I believe I could have marched late age 3 and met just as little resistance as I did when I sat back and gave the AI time. They continued to attack with less than a full battalion of melee cavalry and archers, which were all met with death and removed quickly from my side of the battle-line. I don’t understand the AI moving in on my town center with only 3-5 cavalry. There’s no way a force that small will even survive the defensive capabilities of my town center, let alone destroy it. It was a foolish gesture, in what was a resounding victory. Seeing all hope lost very early into the demolition, the AI surrendered after losing only 7 buildings, 2 of which were town centers. I am starting to long for a human opponent, because the AI is disappointing, and on Expert difficulty, it must surely cheat and attacks very, very early and goes into “rapidly kill all villagers” style gameplay, which I hate.
There are some more games that will be coming out here in the next couple of months. The Edain mod will soon release Edain 4.0 which is a complete overhaul of The Battle For Middle Earth II: The Rise Of The Witch King. It completely changes the resource system, building mechanics, and units. Total conversion, and a lot based off the heroes and legends of the J.R.R. Tolkien lore in the appendices of The Return Of The King, and other historical publications. I just got the game reinstalled on my PC, a fresh install, so when he mod comes out, I can just patch-up and play.
I will, no doubt, have many a tale to tell once that adventure gets started.
FINAL SCORE (42:37 gametime)
Egregious (Americans) = 1011
AI Hard (Sioux) = 145
Units: 252 (66 Redcoats)
Units Killed: 312
Units Lost: 107
Buildings Razed: 7
Buildings Lost: 0