Page 6 of 15 FirstFirst 123456789101112131415 LastLast
Results 101 to 120 of 295

Thread: DoM Faction Previews

  1. #101

    Default Re: DoM Faction Previews

    Nice preview! And well written, once again.

    Which faction is next?

  2. #102

    Default Re: DoM Faction Previews

    Glad you asked! The next preview will look at the Principality of Harondor - the faction with perhaps the hardest starting position in DoM.
    One of the most sophisticated Total War modders ever developed...

  3. #103
    Basileos Predator's Avatar Campidoctor
    Join Date
    Feb 2011
    Location
    Calafat - Dolj - Romania
    Posts
    1,757

    Default Re: DoM Faction Previews

    ^^ The hardest starting position, but perhaps the most exciting game-start in the mod.

  4. #104
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: DoM Faction Previews

    Quote Originally Posted by Basileos Predator View Post
    ...the most exciting game-start in the mod.
    Spoken like a true masochist!

  5. #105
    Feanaro Curufinwe's Avatar Primicerius
    Join Date
    Aug 2012
    Location
    Greece
    Posts
    3,106

    Default Re: DoM Faction Previews

    Quote Originally Posted by webba84 View Post
    Spoken like a true masochist!
    Isn't that most (future) DoM players?
    It is such a quiet thing, to fall. But far more terrible is to admit it.
    Proud supporter and fan of Fourth Age: Total War

  6. #106

    Default Re: DoM Faction Previews

    I hope so - to some extent - or we may be targeting the wrong demographic!
    One of the most sophisticated Total War modders ever developed...

  7. #107
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: DoM Faction Previews

    Almost certainly yes

  8. #108

    Default Re: DoM Faction Previews

    Harondor?! I'm listening...

    Btw, are you using a "pre-RTW" launcher for DoM, as you did with TNS?

    And will any faction the player chooses via the assumed launcher, get a custom-tailored campaign with modified starting armies, settlement development... and perhaps even stat bonuses for (some) enemy units, eg higher morale or better defense or less cost/upkeep?

  9. #109

    Default Re: DoM Faction Previews

    No launcher, the faction-specific customisation happens organically in-game depending on what faction the player chooses for the campaign.

  10. #110

    Default Re: DoM Faction Previews

    Ah, right - it's similar to Norman Invasion's setup that way, IIRC.
    One of the most sophisticated Total War modders ever developed...

  11. #111

    Default Re: DoM Faction Previews

    Sort of, because the campaign script of NI only took care of starting conditions, while DoM's mechanics affect the entire campaign.

  12. #112
    Basileos Predator's Avatar Campidoctor
    Join Date
    Feb 2011
    Location
    Calafat - Dolj - Romania
    Posts
    1,757

    Default Re: DoM Faction Previews

    That's great news indeed. I'm sure it will make for a stunning and unique experience for all factions.

  13. #113

    Default Re: DoM Faction Previews

    The Principality of Harondor

    Harondor isn't the smallest faction, nor the faction with the poorest lands. But its strategic situation and tactical options make it my candidate for the faction with the most difficult start in Dominion of Men.

    To see why this is so, you need first to take a look at the campaign map (there's a screenshot of the WIP starting positions in the screenshots thread). Harondor is sandwiched between the Empire of Harad and the Kingdom of Adunabar, with its next-nearest neighbor being the Reunited Kingdom across the mouths of the Anduin. Put plainly, this four-province faction begins play surrounded by the three largest factions on the map – with no nearby rebel-held provinces for easy picking. You know how with most factions you can do a little light conquering in order to establish yourself before going after the bigger threats? Not an option. Right out of the gate, Harondor must decide which of these behemoths to strike – if the Principality manages to strike first at all.

    Secondly, consider that the troops available to a Prince of Harondor are essentially the Haradrian types, with a strong presence of plainsmen (the skirmishers and mounted skirmishers) and some heavier-armed swordsmen. Harad can make good use of the basic Southron roster because the Empire can afford to produce them en masse (as anyone knows who has ever played as a Dunedanic faction in TNS. Plus, Harad can train Mumakil...). Harondor, thanks to its connections with the nearby Dunedain, can construct some small-scale siege engines, but otherwise must largely rely on its relatively fragile infantry and skirmishing cavalry in the early years.

    “OK,” you think, “the land game looks pretty hopeless. No problem – we've got boats! I can just migrate to better pastures.” Well … maybe. Although Harondor does have access to the Sea, the much larger navies of Harad and the Reunited Kingdom lurk offshore. Any seaborne invasion must run a gauntlet of stronger and more numerous ships before making landfall, at which point all the problems of a delicate unit roster resurface.

    In many ways, Harondor's situation is similar to that of Numidia in vanilla RTW. You've got sparse lands and threatening neighbors which you must face with an... idiosyncratic military. So what does a Harondorian Prince have going in his favor?

    In theory, the starting position is quite defensible. Your starting realm is bounded to the north by the river Poros and to the south by the river Harnen – each of which can only be crossed at a single point. To the east loom the Mountains of Shadow, blocking any enemy advance. And to the west is the Sea. If you can train enough troops in the early years to hold those river crossings – with a reserve army in the interior in case of a disastrous breach – you may have time to grow your economy to the point where you can take the fight to the enemy. (The downside to holding river crossings is that your infantry isn't exactly bridge-defending material. Harondor's armies perform best on relatively open plains, where they can use their skirmishers to best advantage and pull off some cavalry charges against tired-out enemy troops. So when defending those crossings, it's more effective to stand your army back a tile or so from the crossing itself, and give them room to maneuver in battle.)

    In reality, though, the southern border is likely the most problematic. Adunabar may border you to the north, but its nearest town, Emyn Arnen, is far away from you and close to the opening moves in any RK/Adunabar war. It's likely that your northern neighbors are going to be occupied with each other for many years before one of them decides to annex your lands.

    Meanwhile, the Empire of Harad has many settlements within striking distance, and no large foe to distract it. As far as the Emperor is concerned, your Principality needs to be brought under his control, the sooner the better. All those seemingly endless armies of Haradrim that poured into Ithilien in TNS will first be funneled through your lands in DoM.

    That may sound frightening – and it is – but it's better than the alternative. When fighting the Haradrim, you at least have the benefit of facing a fairly similar troop composition. If a Dunedanic faction were to invade your lands early, the heavy infantry would be unstoppable. But though the Haradrim are numerous, it is possible to defeat their lightly-armed troops with your own and use superior skirmishing and cavalry tactics to win the fight elsewhere. You'll need to know where to stand and fight, and where to hit and fade – and because of the varied nature of your troops, you'll need to do both in the same battle. The hectic nature of battles as Harondor – and the high stakes involved, since each battle lost brings the foe one step closer to wresting away one of your few towns – make your victories all the more satisfying when you pull them off.

    Harondor's weakness is a kind of strength as well. Because of your status as a small faction, you are attractive diplomatically to the other powers. (In RTW, large factions become a target for the others, while small factions are viewed as less threatening.) It may even be possible to leverage this to drive a wedge between allied foes and break their alliance by first cease-firing and then allying with one of them. If nothing else, such diplomatic maneuvers can buy you some time.

    Time for what? Long term, probably the best strategic option for Harondor is to push back the Empire of Harad, particularly those potentially trade-rich settlements along the coast. Harad shares a culture and alignment (Men of Darkness) with Harondor, and you can beat them in battle with a little finesse, so they make the likeliest target. Expect to get some aid from Far Harad and/or Khand, both of whom may come into early conflict with the Empire's eastern forces.

    The first step in such an advance (and one that can be accomplished fairly early) should be to take the nearby isle of Tolfalas from the Haradrim. This gives you a refuge in case the mainland fight is going poorly, and can be a jumping-off point for a surprise attack against a lightly-defended Gondor, if you're feeling adventurous. Taking Tolfalas also gives Harad another target, which may lessen the pressure on your mainland armies.

    Playing as Harondor, you have to be an opportunist, on the battlefield as well as in your grand strategy. You may spend years building up one of your towns, only to burn it to the ground to deny the resources to an advancing enemy. You may betray a decades-long ally whose undefended settlements provide the only means to fund your wars elsewhere. You may end up sacrificing soldiers in a doomed raid along Harad's coastline just to buy you enough time to build that crucial infrastructure upgrade. In order to survive (let alone thrive), you'll have to choose your enemies and your battles carefully, strike out unexpectedly – and pray for a little luck.
    One of the most sophisticated Total War modders ever developed...

  14. #114
    Basileos Predator's Avatar Campidoctor
    Join Date
    Feb 2011
    Location
    Calafat - Dolj - Romania
    Posts
    1,757

    Default Re: DoM Faction Previews

    ^^^ Well, doesn't such faction actually makes for a superb game? Such adversity from start is sure to make for an incredible match-up against harondor's powerful neighbors.

    Btw, from what you described in the above, economy seems to be far better once proper infrastructure is developed. Are there some major differences from TNS in therms of economy?

  15. #115

    Default Re: DoM Faction Previews

    Oh, I just meant in a general sense that upgrading your economy is an important step - for any faction, of course. There are several new features in DoM that impact economy, but I think I'll leave it at that for now - don't want to reveal *too* much.
    One of the most sophisticated Total War modders ever developed...

  16. #116
    Basileos Predator's Avatar Campidoctor
    Join Date
    Feb 2011
    Location
    Calafat - Dolj - Romania
    Posts
    1,757

    Default Re: DoM Faction Previews

    Of course, it's not something that can be revealed just like that.

  17. #117

    Default Re: DoM Faction Previews

    Quote Originally Posted by Aradan View Post
    Sort of, because the campaign script of NI only took care of starting conditions, while DoM's mechanics affect the entire campaign.
    Even if you only implement half of the features you presented in the 'DoM Gameplay Mechanics'-thread, DoM is going to be a great ride.

    Quote Originally Posted by CountMRVHS View Post
    The Principality of Harondor

    Harondor isn't the smallest faction, nor the faction with the poorest lands. But its strategic situation and tactical options make it my candidate for the faction with the most difficult start in Dominion of Men. [...]
    Nice read. Thanks!

    Harondor might even be my first candidate for DoM. My strategy would be to have peace or an alliance with Adunabar and Harad's eastern neighbours, and try to take Harads rich costal provinces, after weathering a possible inital onslaught of Harad's armies. Once Harad is reduced to it's inland provinces, the second stage of my plan begins: naval invasions of fairly cheap, suicidal armies along Gondor's shores. Their aim is to capture any weakly defended settlement in reach, to pillage it and burn it to the ground. That way I get money, cripple the infastructure of the Reunited Kingdom and gain experienced generals (and if lucky quite a few decimated, but experienced units I can retrain at home). The third stage would be to go after either the RK for real - or Adunabar, securing the western mountains of Mordor with it's hold and settlements in an inital blitz.

    BTW is it possible to recruit Orcs, Trolls, Wargs or Mumakil as Harondor, once the provinces where Adunabar/Harad can recruit them (and perhaps have already build all necessary barracks/buildings to do so) are conquered? Wouldn't it be reasonable to assume lore-wise, that Harondor would be able to at least recruit Mumakil in a conquered Harad? Regarding Orcs and Trolls in a conquered Mordor I'm not sure.
    Last edited by Casual Tactician; July 22, 2014 at 02:01 PM.

  18. #118

    Default Re: DoM Faction Previews

    That seems like a good strategy. It should be possible to get at least a ceasefire with Adunabar, if you work your diplomacy right. That does free up your northern border - which you'll need, since if Harad in the final release is anything like it is in the alpha stage, those red guys are going to be gunning for you, early.

    Regarding raids, I'm never sure if they're actually cost-effective, since you're paying upkeep on those soldiers for several years and it's anyone's guess how much you'll make by looting. But swarming Gondor's southern coast should net you some victories, since they tend to focus naturally on Adunabar.

    I *think* the answer to your question about training is "no". Orcs/Trolls/Wargs will be available to a pretty small subset of factions (just Adunabar and Dunland, I believe), and I'm pretty sure the Mumakil will be Harad's specialty.
    One of the most sophisticated Total War modders ever developed...

  19. #119
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: DoM Faction Previews

    Dunland can breed Orcs, from Snagas to greater Orcs; Adunabar can access these plus Uruks, Trolls and Wargs.

    It should also be mentioned that Harondor does have some technological advantage in that it has some access to improved metals due to its former ties with Gondor.
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  20. #120

    Default Re: DoM Faction Previews

    Thanks for the infos!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •