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Thread: Mega's Third Age of Turtles: A guide to Turtling

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    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Icon7 Mega's Third Age of Turtles: A guide to Turtling




    Mega's Third Age of Turtles: A guide to Turtling



    Turtling is the opposite of rushing with an emphasis placed on building up your economy to support an upper tier military machine. So after your initial "landgrab" you buckle down until your maxed out economy can support your upgraded military machine. So basically "rushers" conquer the world with pitchfolks while turtilers wait to conquer the world with steel swords and upgraded armor.

    Points of Order:

    1. Initial Landgrab: Rush to turtle: From the 1st turn, determine where your boundries are going to be and rush to aquire that land so you can achieve peace with your neighbors, and begin buffing your economy.

    2. Diplomacy: Improving reputation: Gift $100 a day in five day increments repeatedly until level goes up one level. Example: abysmal to terrible. Never offer deals while you have abysmal relations if you can help it., cuz the AI doesn't do abysmal. Force diplomacy is probably the only way that deal goes thru no matter how good it is.
    ~Gifting settlements makes you instantly the best thing since sliced bread. Take their town from them then...give it back. BBFL= Best Buds For Life.
    +Try and have at least two diplomats, one selling map info/trade rights and the other at the hostile hot spots where you may need diplomacy at the drop of a hat.
    ~ If you are going to play a dread game, forced diplomacy is the only way any of the AI factions will even give you the time of day. Perhaps consider playing a "goody two shoes" game until your economy is up and running. Then you can pilliage & burn to your hearts content.



    3. Total Diplomacy: I can't recommend this enough. Force Diplomacy is sometimes the only way you can keep the AI from ruining both itself and your campaign. Withwnar is truly one of Third Age's saviors.
    http://www.twcenter.net/forums/showthread.php?543111-Withwnar-s-Submod-Collection-v1-6-3-3-2-compatible-22-Jan-minor-updates-easier-installation"]Withwnar's Submod Collection[/URL]
    All of Withwnar's submods in one package, including Bodyguard Switcher, Spawning Additional Units Submod, Total Diplomacy and Palantiri Revision, plus Dúnedain Counter-Invasions.

    4. Generals as City Builders: With a little TLC{tender loving care} your boys can become Third Age financial Titans. But Mega...why go thru all the bother???? Kay, check it out. In my Harad campaign turn 90ish...my governor steps out of umbar and city revenues fall by $1,000.00 ....
    * Never put a governor in a town until it has a 1st level trading building is built{if available to be built}. BAD TRADER Traits!
    * Destroy any Inns {spy builders} in towns to receive govenors. Bad Trait warning!
    * Always keep town tax rates to low until the last turn before completion, then max them out. After the building is finished, return tax rates to low. Rinse and repeat til everything's built. Warning: Do not allow the happiness rate to fall under 70% when you max out the taxes or the populous with riot and you'll lose population.
    * Always try and build farms and mine levels consecutively, that is one right after the other whenever possible.. Example farming level one, then farming level two. This will ensure your governor maxing out mining and farming skills. Trading buildings as well. Cha Ching!....$$$$$$$$
    * Feel free to move your govenors from town to town. The more they build the more they gain, trait-wise.
    * Every few turns move your govenors in/out of their towns. Take them out for a stroll to stretch their legs. Cuz...if you leave them sitting in the towns too long without moving....BAD TRAIT WARNING!!!
    * With evil govenors, don't let them join invasions or the will get dread, via invader traits.

    5. Watch Towers: Build them like a mad fiend. They'll light up your lands plus spot light spies/assasins and some rebels.

    6. Free unit upkeep:
    * Each building has free upkeep slots. Please take advantage of this to keep your armies upkeep costs to a bare minimum. Sometimes you need to keep extra units in town to be able to max out the tax rates. Usually you don't though.
    * Each fort has two free upkeep slots. Feel free to put your expensive units there. Example In my Gundabad orc campaign, the beginning troll I get spends a lot of time in forts. cuz $500.00 a turn upkeep early on is nooooo joke brothers & sisters.

    7. Spies:
    * Build them at the start of your campaign and immediately destroy the buildings before seating your govenors. In my campaigns Gondor started with four, Harad with three, and Mordor with two.
    * Don't activevly build your spies or it will give dread traits to your king and trash your global rep. Use them as mobile watch towers.
    * If you level up your spies your global reputation will be garbage licketty quick.

    8. Turtiling Strategies: For the "Big Three" - Mordor, Gondor, & Harad.

    * Gondor: Give Mordor a bloody nose then give $100 a day tribute/trade rights and focuss on wiping Harad off the map. In my Gondor campaign, after Mordor lost it's heir, initial 2-3 stacks, and all lands west of Minus Mogul it was more than happy to play nice and leave Harad to it's fate.

    * Harad: Give Gondor a bloody nose{push them back across the river}, then give $100 a day tribute plus trade rights and sit back and build your economy while Gondor and Mordor knock each other senceless. Best case scenario: Gondor eats Mordor then you eat Gondor.

    * Mordor: Give Gondor a bloody nose {throw them back across the river except for Cair Adros.}then give $100 a day tribute plus trade rights. Sit back and watch while Gondor and Harad kill each other. Best case scenario: Gondor eats Harad, then you eat Gondor.

    9. Armour upgrades: Do it....ASAP! It makes a difference. Check it out. Most of Harad's units can be armoured up with level two and three armourers. Chainmail and advanced chainmail.

    10. Fighting Battles:

    * Always seek the high ground and use the terrain to your advantage.
    ~ Archers shoot farther from high ground.
    + Fighting downhill gives your troops bonuses.
    ~ Hidden troops charging can be battle winners. Hidden Cav units for-the-win.
    + when your archers are charged and can't escape, Hit shift/alt buttons{makes them use the swords/clubs/knifes} and charge the enemy. Some archers secondary weapons are armour piercing {axes/maces} and can shredd da enemy.
    ~ The enemy general always stands on the left side of his unit. If you charge his left side, nine times out of ten he's killed in the charge. Yes, a bit of a cheat, but this is "Total War" is it not?

    * For facing and unit alignment: Left click on the unit then right click and drag to place them the way you want them.

    * hit pause {p} during the fight to give your units directions.

    * Generals with special abilities: Learn to use them, they are game winners. Group special ability generals in the same stack for an unbeatable combo.

    * The ROCK/Paper/ Scisorrs Game: Spear beats horse, sword beats spear, horse eats sword. Javilins smoke armour. Learn it, live it, Love it!

    * Support your generals, trolls and specialty units. Take cannon foder units and run them thru wear your specialty units are then double click on the enemy unit to lock them in. It wreaks the foder unit but deflects attention away from your more valuable units. "The weak die, so that the strong may live.

    11. Fast Cash: Have your diplomats sell map info for $1000.00 Map info + trade rights for $1500.00 Please check the factions financial standing to make share they can afford it. Remember some factions always have money and others are forever broke.

    12. Let's Play: The let's Play guys/gals have a lot of visual insights to offer. Most of them rush the map, and have their own unique takes on stuff. Some of their rages/ raging is hysterical....

    ~ Lortano: The prince of rage....
    Lortano, Total War Mod Let's Plays! His Gundabad Campaign is Ragalicious...

    +AlexsRamblings [/B][/B]

    ~ SurrealBeliefs - Daily Total War http://www.youtube.com/user/Surrealbeliefs?feature=

    Let me know If there are others I should list here...




    **************************************************************

    Faction Guides:

    *************************************************************

    Mordor: {Vanilla TATW}


    Spoiler Alert, click show to read: 



    The Nine have left Minus Morgul and have 9:30 reservations at Bob's Big Boy{Shoney's} for the midnight buffet. There serving Hobbit fritters, and Elf under glass.

    Nazgul: Part 1 - The Fell Riders ............. They are the Nazgûl...

    Game winning unit{s}: The Black Númenóreans. {Nazugul}. To prove my point, when you start your next Mordor campaign your 1st assignment is to take Thorongburg by turn four with the Black Númenórean from Gul Gador. {Yes just him, no back up.} He'll siege and the 4/5 unit garrison will sally at the end turn. When they sally, "kill them all, leave none alive."

    Core unit{s}: Orc Raiders, Moranian Guard.

    Why this is the easiest Faction: Bara Dur, Minus Mogul, Gul Gador, The Black Gate & Werst Osciliath are all Fortresses. Throw in East Osciliath, city, Cair Adros, and *****. That's 8 unit factories under your immediate control. As soon as you can build the structures, an endless stream of High tier units is at your beacon call.

    Game over folks it's that simple. Play defensively til your economy is up and running, and hand that fat lady the mike cuz she be signing.....

    OPENING MOVES: Ready, set, Rush to Turtle....

    1. The Black Númenórean{Khamul the Easterling} in Dol Guldur takes Thoronburg by himself. Put a scout there as garrison cuz your nazgul is needed back in Dol Guldur when that elfen scum makes their power move.

    2. The Mining Complex in Barad Dur.....build it.......NOW!!!!!!!!

    3. Move on West Osgiliath and send Faramir to his ancesters.

    4. Take Emyn Arnen & Tir Ethraid to secure your southern border before that filth from Harad starts getting delucians of grandeur. Beware of the two groups of rangers in sourthern Osgiliath. There'yre death on a platter if they ambush you.

    5. Buckle down and crank up your economic initiatives, it's gonna be a bumpy ride. Gondor will make it's "big boy on the block" Power move by turn 45-55. Two to three stacks for you and three for Harad.

    Battle Tips:

    * One or two archers per stack. put them in spread formation and use them as your range "meat shield". enemy archers will target them, and if they don't they'll see that orcish arrows tips are just as deadly as a knife to the guts.

    * Your trolls are a fear inducing distraction, not chuck Norris on roids, so run them through enemy units then have supports units rush in the gap. Don't get your trolls bogged down in heavy meelee if you want to keep them around.

    * Have your nazgul & trolls attack from the enemies side. A full blown cuzinart...."Mordor style"...




    ***********




    Faction guides from: Divide & Conquer- a Third Age sub-mod. played on Hard/Hard setting, large scale units.

    ~The Shadow of Mirkwood~:



    Spoiler Alert, click show to read: 



    Dol Guldor- The Dark Lords of Mirkwood, Sauron's true heirs.


    From: Divide & Conquer- a Third Age sub-mod. played on Hard/Hard setting, large scale units.


    Preface:

    Even though abandoned, discarded, and left for dead, the three Morgul Princes are the true heirs of Sauron. Those mulling, inept, succifants from Mordor....Bahh!!! They are useless!!! They do nothing but drool, eyes transfixed on the alabaster towers of Minus Tirath. Better they take caution lest the Haradrim's wave of Red Devils wash over them while they dream of Gondorian splendors!

    Speak to me not of Isengaurd and the tower of Orthanc. Saruman and his elfish-orcs, cower before the master's fiery gaze, but in secret.... covet the one ring. No matter, if they are not smashed under the hoofs of Theoden's Roheirem, or theirs skull split by the WildeMen....Khamel's Shadow Rangers will deliver them death from above....


    A delicate begining:

    Time is of the esense, so make haste counter-clock-wise to secure Dol Guldor's borders. Split your forces in two. One to head south to secure Achnod Iaun and the other Southeast to assult Dor Naurhach and keep it out of the clutches of that scum from Mordor . If you make haste, three legions of Dol Guldor pike's will be your reward for each of these initial victories.

    Turn 1: Build a barracks to ensure the quickest turn around time for making your units. Build a unit of Mirkwood Staulkers to hold your capital til the pikemen arrive. Once you have six pikemen send the staulkers and one unit of pikemen to support your field army.

    Now once Dor Naurhach is secured, send your forces north to secure Burh Sauthis, Dor Lhingnar, Ost-in-Geil, and finally reclaim Rhosghel from the Valesmen. Build a butchery in Burh Sauthis then send forth your diplomat to sell map info and secure trade rights. $100 X ten turns would do nicely if you can get it.

    Tips:

    1. Remember the free upkeep slots. Initially, Mirkwood Staulkers will hold down your periphial settlements til your economy is up and running.

    2. See if the Gondorians would fancy a secret alliance and prey that they feast on copius amounts of Mordor troll stew...

    3. Rohan & the Easterings came to grovel for trade rights & map info. They both agreed to 300 X ten turns....So.... make them alll pay threw the nose then...


    : To be Continued :........









    ~The Variags of Khand~


    Spoiler Alert, click show to read: 



    by TurnerMohan/deviantART

    We are the Variag.....Outsiders know us as the Steppe Peoples of the Khand.



    Long ago our Cheiftans allied with the Greats Beasts to ensure our survival and prosperity. "Better the Evil that you know, than the whispers of what lurks through the mist..."

    Time is what this alliance once bought us... time to build our lives and prosper. But now the Beasts are strong again and ready to consume the world with their hate, and when they have reduced the world to nothing but ashes and dust....."They will come for us.". And... when they come our riches and "prosperity" will not stop them, those riches will only buy us shrouds of eturnal sorrow & suffering.

    "So now we must act..."


    Spoiler Alert, click show to read: 




    So... What will you do??? You have time to build and prosper, time your strikes well and you'll save Middle Earth. Delay too long, and sorrow, misery, and eturnal pinning shall be your just reward...

    The People of the White Tree & the Tribe of the Great Swan must be saved if we are to overt our own destruction.






    Welcome to the Khand campaign... Here's a couple of things you should know before choosing this campaign.

    * Your way out gunned in both unit quality & mass numbers by all of your adjacent neighbors....That being Harad, Mordor, and Ruhn.

    * Campaigning against any of them with get ecommunicated, and the order penalties that go with that.

    * Remember Mordor has no stables, so all your cavalry reinforcements/replenishments must come from Khand.

    * Luckily your immediate strike force will come from tier two level troops and Khand has two large towns and a 2nd tier castle, which gives your three settlerments to raise most of your strike force.


    Now on to the campaign start....


    1. Take the Heir and Khandish Warborn from Olbamarl and march north to take Neburkha. Should be fun this....

    2. March south with the Khan and his entourage and take Maresh.

    3. Infastruce, infastructure, infastructure!!!!......mies, mines, mines!!!!, cuz you got lots of them....

    4. Send your out diplomats to sell trade rights and map info. Later on park them with the White Tree and the Swan to gift them survival incense and muur.

    4. If you take on Mordor, here are your chief raiding targets...Coran, Thaurbarnd, Seregost, and Morigost {near Barad-dur.}

    The mine at Sergost produces 800+ so it's a "must hold" and will drastically cull their game plan.

    5. If you raid Harad... Kruk Boyadia, Kruk Mahur,& Korod, & Amrun. If you are able to hold the castles of Kruk Mahur,& Korod, then you can make a run at Harad's capital Gobel Ancalimon. "if" you take that...it's "Game, Set, & Match."...

    6. You will employ a version of the "Scorched Earth" tactics from the 100 years war{England-France}, but in this instance trying to keep what you take buy making it too expense to get back. low tier spear-archer garrisons that would leave any army vulnerable to your raiding stacks.










    ~Lorien Elves~


    Spoiler Alert, click show to read: 




    It has come to our attention that the silversmiths of Harnrain seek to join us. Although they are northmen, they hold no faith in Rohan's ability to protect them from the Great Evil that rises from the ashes of Baraad-Dur. We shall grant their request and in return they pledge the income from their mining franchise to bolster the treasury.

    Once their security is assured we must assault the goblins at Zagh Kala to cut off their retreat, once the Kazad-Dum Drawfs retake Moria. From Zagh Kala we must press on to raise Ost-in-Edhil from the ruin and decay that has befallen it.

    Yes... we are aware that the Black Princes from Mirkwood will seek to restablish dominion over us again...but the road to that reckoning shall take some time to appear...



    Initial Steps...

    1. Aquire Hanrain to the south with both Family members and a spearmen. Assult it with the FM's only. The spearman is just used to hold the settlement.

    2. Send forth a diplomat to sell Map info & trade rights for early survival cash.

    3. Send the FM's plus a half stack{mission rewarded units} to assault Zagh Kala.

    4. Take two FM's and a spear unit and reclaim Ost-in-Edhil. If being outnumbered is giving you problems, here's a hint...

    Spoiler Alert, click show to read: 
    a

    Place year spears atop the hill by the gatehouse with an FM on either side. Once the rebels start climbing the hill slant your FM's outward so they can shoot the rebels in the flanks. Charge at the appropriate moment.

    ......

    a


    5. With the two FM's take out the rebel stack SW of Moria.

    6. From here on to Achnod Iaun & Rhosgobel.

    7. Defend against SofM while preparing to assault Goblintown.

    .......Work In Progress......



    ~Dol Amroth~

    Spoiler Alert, click show to read: 


    ~Dol Amroth~


    ... Gondor is weak...thus so are we. While they suffer the Hammer fall of Mordor, we must act quickly to counter Umbar and Harad or all will be lost. No troops can be spared to support the White Tower. The bill for generations of opulent living, arrogance, and self afirmation will now come due....and the Steward shall lack the where-with-all to render payment.


    Send embassies to all the great nations for aid and then find mercenaries to aid Gondor's plight. But not one life shall be sacrificed for Gondor aid until Dol Amroth is safe from harm....


    Now to Horse!!! Ride swift to victory or death!!!!





    Opening moves
    ------------------------------



    1. Send Prince Adrahil to subdue Edhellond. The rebels will sally at the end turn. Keys to success....."The Hill...the hill!!!"

    2. Take Gobel Tofalas to stifle the Umbar invasions.

    3. Take Barad Harn as bait.

    4. Send the Armada to claims the seas and then land and take Caldun, effectively bringing the fight to Umbar.

    5. Jump the bay then to Ardumir, this will jump start a badly needed cash infusion for your economy.

    6. Taking Pusalan will trigger the doom stack. Rush then to secure Umbar or pay the price.

    7. After Umbar lies in ashes, venture east and assault An Karagmir. Sack the Malamuk breedings grounds there and build up for your push north.

    8. Keep Gondor flush with survival cash.

    9. Build a heavy mail smithy in Dol Amroth and armour up the boys!

    10. Keep one govenor shuttlling between Dol Amroth & Edhellond gathering up traits.

    11. By turn 50 you should be pressuring Harad from the South and northeast.

    12. Money to Gondor....retrain your units.... Crush all in your path.

    13. The Swan-knights are uber elite. Put them to work!!!!



    Under Construction

    NOTICE: Since the site's still massively unstable in central Texas, I'll be building this guide here and updating the first post. Besides the generalized turtiling info I will be posting faction guides as I play. The first three will be "The Big Three" :Mordor, Gondor, and Harad.

    Please feel free to add your own experiances and correct my assumptions when I get it wrong. Questions? fire when ready. I hope you'all enjoy the read and hopefully this might help some of you here and there...


    Go Turtles Go!
    Last edited by Mega Tortas de Bodemloze; August 28, 2015 at 12:37 PM. Reason: Me adding stuff....ya know..
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  2. #2

    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    ˝You must spread some around before giving back to MEGA again..˝ Nice Guide
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  3. #3
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Quote Originally Posted by ElvenKind View Post
    ˝You must spread some around before giving back to MEGA again..˝ Nice Guide


    Nice Guide
    Day say.....From humble beginings good things come. Hopefully with some work this might help a few folks here and there....

    ˝You must spread some around before giving back to MEGA again..˝
    Get to spreading then, cuz +Reps be serious business round here. ...{}
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  4. #4
    StealthFox's Avatar Consensus Achieved
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    You nailed it! Covered everything in detail! Now... only if Sauron had known how to "turtle" correctly he would have won the war! Aragorn's head would be sitting on a pike at the black gates and all the world would be covered in darkness. Aye, even Tom Bombadil would fall. Even if he was last to fall just like he was first and oldest, nonetheless he would fall....

  5. #5
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    A very nice guide, and I really like the way it is written

    we definetely need more, I'm curious to see something about Orcs turtling

    in any case my small + rep for you

    F
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  6. #6

    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    I will read this after training.

  7. #7
    Shankbot de Bodemloze's Avatar From the Writers Study!
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Great work Mega...
    THE WRITERS' STUDY | THE TRIBUNAL | THE CURIA | GUIDE FOR NEW MEMBERS



    PROUD PATRON OF JUNAIDI83, VETERAAN & CAILLAGH
    UNDER THE PATRONAGE OF MEGA TORTAS DE BODEMLOZE

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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    WHAT THE ******* DO YOU MEAN PRINCE OF RAGE? I NEVER ********** RAGE AT ANYTHING JUST BECAUSE THOSE ********** STUPID HOBBITS ARE RUNING MY-.

    Well, you get the picture! Excellent turtling guide, I may use it when figuring out what to do next in the Gundabad campaign.

  9. #9
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling




    Dol Guldor- The Dark Lords of Mirkwood, Sauron's true heirs.


    From: Divide & Conquer- a Third Age sub-mod. played on Hard/Hard setting, large scale units.


    Preface:

    Even though abandoned, discarded, and left for dead, the three Morgul Princes are the true heirs of Sauron. Those mulling, inept, succifants from Mordor....Bahh!!! They are useless!!! They do nothing but drool, eyes transfixed on the alabaster towers of Minus Tirath. Better they take caution lest the Haradrim's wave of Red Devils wash over them while they dream of Gondorian splendors!

    Speak to me not of Isengaurd and the tower of Orthanc. Saruman and his elfish-orcs, cower before the master's fiery gaze, but in secret.... covet the one ring. No matter, if they are not smashed under the hoofs of Theoden's Roheirem, or theirs skull split by the WildeMen....Khamel's Shadow Rangers will deliver them death from above....


    A delicate begining:

    Time is of the esense, so make haste counter-clock-wise to secure Dol Guldor's borders. Split your forces in two. One to head south to secure Achnod Iaun and the other Southeast to assult Dor Naurhach and keep it out of the clutches of that scum from Mordor . If you make haste, three legions of Dol Guldor pike's will be your reward for each of these initial victories.

    Turn 1: Build a barracks to ensure the quickest turn around time for making your units. Build a unit of Mirkwood Staulkers to hold your capital til the pikemen arrive. Once you have six pikemen send the staulkers and one unit of pikemen to support your field army.

    Now once Dor Naurhach is secured, send your forces north to secure Burh Sauthis, Dor Lhingnar, Ost-in-Geil, and finally reclaim Rhosghel from the Valesmen. Build a butchery in Burh Sauthis then send forth your diplomat to sell map info and secure trade rights. $100 X ten turns would do nicely if you can get it. Scratch that... please see tip #3.

    Tips:

    1. Remember the free upkeep slots. Initially, Mirkwood Staulkers will hold down your periphial settlements til your economy is up and running.

    2. See if the Gondorians would fancy a secret alliance and prey that they feast on copius amounts of Mordor troll stew...

    3. Rohan & the Easterings came to grovel for trade rights & map info. They both agreed to 300 X ten turns....So.... make them alll pay threw the nose then....


    : To be Continued :........






    Hey Lortano..... Try out the boys from Mirkwood.... they have lovely pikes to roast Marshmellows and Nazguls to pass out sugar cookies........
    Last edited by Mega Tortas de Bodemloze; January 12, 2014 at 02:26 PM. Reason: adding stuff
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  10. #10

    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Have to make some popcorns first before reading..
    American, French, Israeli and British government's ILLEGAL aggression against the Syrian people, without any proof for chemical attacks in Douma, and without waiting for OPCW to conduct their investigation..
    Sons of *******, leave that poor, war torn country in peace.
    If you are a citizen of one of these countries, then DO NOT ask any help from me on these forums, since, in protest against this aggression by your governments, I do not provide assistance/help anymore.
    Let Syria be finally in peace.

    A video of false chemical attack in Douma, Syria, which led to Western illegal attacks.

  11. #11
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Minus Tirath

    good job as usual
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  12. #12
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling


    by TurnerMohan/deviantART

    We are the Variag.....Outsiders know us as the Steppe Peoples of the Khand.



    Long ago our Cheiftans allied with the Greats Beasts to ensure our survival and prosperity. "Better the Evil that you know, than the whispers of what lurks through the mist..."

    Time is what this alliance once bought us... time to build our lives and prosper. But now the Beasts are strong again and ready to consume the world with their hate, and when they have reduced the world to nothing but ashes and dust....."They will come for us.". And... when they come our riches and "prosperity" will not stop them, those riches will only buy us shrouds of eturnal sorrow & suffering.

    "So now we must act..."


    Spoiler Alert, click show to read: 




    So... What will you do??? You have time to build and prosper, time your strikes well and you'll save Middle Earth. Delay too long, and sorrow, misery, and eturnal pinning shall be your just reward...

    The People of the White Tree & the Tribe of the Great Swan must be saved if we are to overt our own destruction.






    Welcome to the Khand campaign... Here's a couple of things you should know before choosing this campaign.

    * Your way out gunned in both unit quality & mass numbers by all of your adjacent neighbors....That being Harad, Mordor, and Ruhn.

    * Campaigning against any of them with get ecommunicated, and the order penalties that go with that.

    * Remember Mordor has no stables, so all your cavalry reinforcements/replenishments must come from Khand.

    * Luckily your immediate strike force will come from tier two level troops and Khand has two large towns and a 2nd tier castle, which gives your three settlerments to raise most of your strike force.


    Now on to the campaign start....


    1. Take the Heir and Khandish Warborn from Olbamarl and march north to take Neburkha. Should be fun this....

    2. March south with the Khan and his entourage and take Maresh.

    3. Infastruce, infastructure, infastructure!!!!......mies, mines, mines!!!!, cuz you got lots of them....

    4. Send your out diplomats to sell trade rights and map info. Later on park them with the White Tree and the Swan to gift them survival incense and muur.

    4. If you take on Mordor, here are your chief raiding targets...Coran, Thaurbarnd, Seregost, and Morigost {near Barad-dur.}

    The mine at Sergost produces 800+ so it's a "must hold" and will drastically cull their game plan.

    5. If you raid Harad... Kruk Boyadia, Kruk Mahur,& Korod, & Amrun. If you are able to hold the castles of Kruk Mahur,& Korod, then you can make a run at Harad's capital Gobel Ancalimon. "if" you take that...it's "Game, Set, & Match."...

    6. You will employ a version of the "Scorched Earth" tactics from the 100 years war{England-France}, but in this instance trying to keep what you take buy making it too expense to get back. low tier spear-archer garrisons that would leave any army vulnerable to your raiding stacks.

    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  13. #13
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    hi Mega, great and funny guide as usual, and those drawings are pretty good indeed!

    you are pushing me to try DaC

    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  14. #14
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling


    ~Lorien Elves~
    It has come to our attention that the silversmiths of Harnrain seek to join us. Although they are northmen, they hold no faith in Rohan's ability to protect them from the Great Evil that rises from the ashes of Baraad-Dur. We shall grant their request and in return they pledge the income from their mining franchise to bolster the treasury.

    Once their security is assured we must assault the goblins at Zagh Kala to cut off their retreat, once the Kazad-Dum Drawfs retake Moria. From Zagh Kala we must press on to raise Ost-in-Edhil from the ruin and decay that has befallen it.

    Yes... we are aware that the Black Princes from Mirkwood will seek to restablish dominion over us again...but the road to that reckoning shall take some time to appear...



    Initial Steps...

    1. Aquire Hanrain to the south with both Family members and a spearmen. Assult it with the FM's only. The spearman is just used to hold the settlement.

    2. Send forth a diplomat to sell Map info & trade rights for early survival cash.

    3. Send the FM's plus a half stack{mission rewarded units} to assault Zagh Kala.

    4. Take two FM's and a spear unit and reclaim Ost-in-Edhil. If being outnumbered is giving you problems, here's a hint...

    Spoiler Alert, click show to read: 


    Place year spears atop the hill by the gatehouse with an FM on either side. Once the rebels start climbing the hill slant your FM's outward so they can shoot the rebels in the flanks. Charge at the appropriate moment.

    ......



    5. With the two FM's take out the rebel stack SW of Moria.

    6. From here on to Achnod Iaun & Rhosgobel.

    7. Defend against SofM while preparing to assault Goblintown.

    .......Work In Progress......

    ***************************************

    Quote Originally Posted by Flinn View Post
    you are pushing me to try DaC


    There is no other path...Divide & Conquer is the only way...
    Last edited by Mega Tortas de Bodemloze; March 21, 2014 at 11:13 AM. Reason: added stuff
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  15. #15
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Quote Originally Posted by Mega Tortas de Bodemloze View Post
    There is no other path...Divide & Conquer is the only way...
    It's a while I don't play at all and I'll be quite busy for few weeks more, but surely I'll try it
    Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader

  16. #16

    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Great guide man!

  17. #17
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    ~Dol Amroth~


    ... Gondor is weak...thus so are we. While they suffer the Hammer fall of Mordor, we must act quickly to counter Umbar and Harad or all will be lost. No troops can be spared to support the White Tower. The bill for generations of opulent living, arrogance, and self afirmation will now come due....and the Steward shall lack the where-with-all to render payment.


    Send embassies to all the great nations for aid and then find mercenaries to aid Gondor's plight. But not one life shall be sacrificed for Gondor aid until Dol Amroth is safe from harm....


    Now to Horse!!! Ride swiftly to victory or death!!!!





    Opening moves
    ------------------------------



    1. Send Prince Adrahil {yes alone!}to subdue Edhellond. The rebels will sally at the end turn. Keys to success....."The Hill...the hill!!!"

    2. Take Gobel Tofalas to stifle the Umbar invasions.

    3. Take Barad Harn as bait.

    4. Send the Armada to claims the seas and then land and take Caldun, effectively bringing the fight to Umbar.

    5. Jump the bay then to Ardumir, this will jump start a badly needed cash infusion for your economy.

    6. Taking Pusalan will trigger the doom stack. Rush then to secure Umbar or pay the price.

    7. After Umbar lies in ashes, venture east and assault An Karagmir. Sack the Malamuk breedings grounds there and build up for your push north.

    8. Keep Gondor flush with survival cash.

    9. Build a heavy mail smithy in Dol Amroth and armour up the boys!

    10. Keep one govenor shuttlling between Dol Amroth & Edhellond gathering up traits.

    11. By turn 50 you should be pressuring Harad from the South and northeast.

    12. Money to Gondor....retrain your units.... Crush all in your path.

    13. The Swan-knights are uber elite. Put them to work!!!!
    Last edited by Mega Tortas de Bodemloze; April 15, 2014 at 07:47 PM. Reason: My grammar suuuucks!!!
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

  18. #18

    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Could you do a Dunedain one for DAC?

  19. #19
    Mega Tortas de Bodemloze's Avatar Let's Get After It
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    Default Re: Mega's Third Age of Turtles: A guide to Turtling

    Quote Originally Posted by Aigre View Post
    Could you do a Dunedain one for DAC?
    Working on it now for DaC .51. But in the meantime here's some tips from one of DaC creators...

    A word of advise...Keep your generals in the field working together in at least teams of two. If the ones with special ability are strong spread the abilities to more than one team...
    A Lion serves in Winter, then perhaps a Unicorn for the Spring.


    ****************
    If you cannot stand behind what you say.... then do not speak. If your words are taken out of context,
    then the weight of the evidence will still fall in your favor and carry the day

    The Casual Tortoise: Mega's Guide to Fast Turtling

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