I'm guessing that perhaps 10-20% of the people playing this mod actually play through the battles. That's the norm for most mods as a lot of people enjoy being builders and autoresolving. I'm the opposite. I enjoy fighting every battle and discovering the interesting terrain since each battle is different as a result.
If there's interest, I'd be willing to explore across Middle Earth and create 25-50 spots that were unique because of fighting in a dense forest, mountain top, along a passage, fighting an uphill battle, shore battles with limited manuevering, river crossings (no bridge), bridge battles, dry stream beds, etc. Those are way more fun than a siege or defense of one. Of course, changing the weather or fighting in different seasons, or time all have major impacts upon the success of the battle, and this adds to the fun.
A battle site is the result of the nine map coordinates points in an array of three by three like this:
XXX
XOX
XXX
Where the O in the middle is the battle map coordinate. The X's are the approach from those direction toward the foe or them towards you.
Say one direction is unapproachable because of a shoreline to your West like this:
XXU
XOU
XXU
Where U= unapproachable attack map coordinates. Then the attacker wants in general to attack from the best vantage point to the O= the army being attacked. This means that if the coordinates are labeled thus:
123
456
789
Where 1= NorthWest (NW), 2 =N, 3 =NE, 4=West, 5=Origin of army being attacked, 6 = East, 7 = SW, 8 = South, and 9 = SE
but in this specific case:
12U
4OU
78U
Which means that O= the army being attacked and U=unavailable approaches, then an attacker can only attack from 1(NW), 2 (North), 4(West), 7(SW), or 8(S).
Now the map coordinates can be located and set up as custom battles, but you're manuevering on the battle field to get the best approach so your infantry is not ascending to attack and so has less momentum. Likewise you want elevation for your archers and artillery (such as it is) to cast arrows in an arc downward for most range.
Think of it this way, in the campaign, one may maneuver to get to elevated ground and then attack the other army such that their position is worse than yours. The O is the place where the battle takes place.
In a custom battle you can't do that, but you can pick which half of the field to be on. Of course usually unless it's like a football (soccer) field, it's not perfectly flat so one team has an advantage.
What I've done before is label the field by showing a character standing upon the map coordinates if possible so you know that you're fighting in the viscinity of a particular settlement locale. Then include pictures of the battlefield and put that in a pdf so you can get your bearings and pick appropriate armies to fight together.
Because many kinds of terrain are impassable, there no way you'd ever fight there. Likewise, there are only so many battles, mostly waiting for battles to happen, or influencing them to happen. As a result, using custom battles means a lot of enjoyment because you could have a battle on a mountain peak that you could never fight in Third Age. You might play a thousand turns (at least) to fight on that particular map coordinate. This makes custom battles really great.
Are you interested in trying it? It would take about a week of work to document the potential battlesites, make screenshots, custom battle map graphics, and then present the minimod. Then I'd include a pdf of the battlesites.
Let me know by indicating your interest to play. I'll post some example screen caps here soon.
As long as the map remains the same as Third Age, then in general you can be using any submod to fight upon those map coordinates in your own games.
Note: For people who don't usually fight battles, this is a great way to learn what works and what doesn't. Including some map cooridnates in common areas means that you've fought there before and so know what is the best army composition to sally and fight or what are great ambush spots too.




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