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Battle for Middle Earth 2

Bunito's Tip of the week

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# 1SeñorEcthelion Jul 8 2018, 08:40 AM



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Bunito's Cavalry Tip of the Week


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In this edition of Tip of the Week, we take a look at the micromanaging or tactical part of the game. We examine how to efficiently take advantage of the potential that Cavalry has, beyond its ability to crush and run. We also compare the unit statistics of Cavalry Hordes in general and after which we will focus on a tactic mostly applicable with Elves.


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Cavalry hordes Statistics

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Rivendell Lancer
  • Build Cost: 500
  • Build time: 30
  • Health: 350 (Originally 300)
  • Melee Damage: 57 (Originally 60)
  • Crush Damage: 50
  • Speed: 90
  • Minimum speed to crush percent: 67%
  • Crush deceleration percent: 20%
  • Special ability: Gains +7% speed in level 5. (Originally used to win it on level 2)


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    Gondor Knight
    • Build Cost: 550
    • Build time: 25
    • Health: 600
    • Melee Damage: 35
    • Crush Damage: 60
    • Speed: 80
    • Minimum speed to crush percent: 45%
    • Crush deceleration percent: 15%


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      Rohan Rohirrim
      • Build Cost: 750
      • Build time: 30
      • Health: 450
      • Melee Damage: 80
      • Crush Damage: 50
      • Speed: 90
      • Minimum speed to crush percent: 62%
      • Crush deceleration percent: 15%
      • Special ability: Its meele damage has splash damage. Each rohirrim unit have 11.5 radius damage.


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        Goblin Spider Rider
        • Build Cost: 600
        • Build time: 30
        • Health: 700
        • Crush Damage: 80
        • Melee Damage: 120
        • Speed: 83
        • Minimum speed to crush percent: 60%
        • Crush deceleration percent: 8%


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          Isengard Warg Rider
          • Build Cost: 500
          • Build time: 32
          • Health: 400
          • Crush Damage: 70
          • Melee Damage:63
          • Speed: 80
          • Minimum speed to crush percent: 50%
          • Crush deceleration percent: 20%
          • Special Ability: Howl: +65% damage, -15% armor against Pikes and Structural arrows. (From +70% damage, -15% general armor. Originally +80% damage without penalties)


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            From these statistics and player's experience, we can conclude that...
            1. Wargs
              Thanks to its undebuffable Howl that also affects the crush damage, it makes them the best Cavalry against strong Infantry. Such as Dwarven Guardians, Lorien Warriors, Gondor Soldiers under Elven Wood leadership. Just food for them.

            2. Spider rider
              It has insane meele damage and the highest HP, but take note that they are just 6 units in the horde. However, that is still a lot for a 600 cost unit. 1.09 has recently nerfed them a lot against Pikemen, but using properly bats, Taint Land and defensive stance they are still able to crush Pikemen.

            3. Rohirrim
              Has low HP despite being the most expensive Cavalry horde. But their speed and highest melee damage makes them an excellent rush unit and army killers, if properly microed to use the meleeing lances.

            4. Knights
              An interesting unit. Useless melee damage (unless they level up) in exchange for health points that are comparable to Spider Riders (which are 6 units, Knights are 10 guys. Thus Knight horde HP are the highest). What does such high health points imply? The ability to crush Pikemen. Use Elven Wood and defensive stance and the results will be surprising.

            5. And....

            IPB Image Lancers, the main character of this Tip of the Week


            1.09 has increased its health in exchange for a bunch of damage points, and also moved the speed bonus to level 5 instead of 2. They are popular now, but does everyone know how to use them? Making Lancers to crush Goblins is not the idea. Crush Pikemen? Definitely not. In fact, it is not recommended to crush any army by the front unless there's armor leadership support, which elves precisely lack in early game. Should Lancers be mainly purchased to rush farms? Not really, perhaps with mounted Arwen.


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            Tip of the week: Cavalry and Archers, a better combo than Pikemen-Archers


            As the majority of the players should know, our beloved BFME2's path finding system counts with a block system.

            The following are the axioms of the block system, the undoubtable facts that no one seems to be properly taking advantage of.

            -Infantry block Infantry.
            -Cavalry block Cavalry.


            From here we find variations like Cavalry blocking Infantry, and sometimes even blocking Heroes with builders. That requires its own dedicated topic however. For now, let's focus on something simple.



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            We know very well that micromanaging Pikemen is kind of hard to do thanks to our buggy path finding system when enemy swords (or Cavalry) are near.
            Besides, you can have your Pikemen properly placed and few Archers shooting in such a nice formation, but that only leads to your own slaughter. Such Infantry position is static, you can't be flexible with it. And considering that narrow formations are easier to surround, imagine you are in enemy territory without backup. You are done, you might not even be able to escape. You would approach literally nothing, mithlond take two hours to take down a farm. Also, even against Cavalry, such formation is not that good unless there's a hero support. Pikes cannot defend two sides at once, Cavalry crushing from two sides will mean dead Archers and mithlonds biting the dust. Without even taking into account how mithlond health points are the lowest of all Pikemen on this game.



            So, if you feel like rushing with Archers... let's see what can we do with only Cavalry and Archers.

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            We slowly advance to wherever we like, Cavalry moving ahead of the Archers. If an enemy pop ups, we send back our Lancers "inside" our Archer formation then -this is very important- press the hotkey *G* (Hold the ground stance) or *S*.

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            Rohirrims are trying to crush my Archers or at least melee my Lancers. They can't. The more the orange player tries, the more damage he receives by the Archers.


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            After a bunch of arrows, the Rohirrims decide to trek back. The path to the Goblin base has been granted and the initiative granted to the Elf player.

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            This obviously requires more than 2 big Cavalry Hordes to achieve something. One bunch are meant to cover the Archer, the other bunch to actually attack something.


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            Enemy can't really break through the formation, and a smart player will avoid such effort and wait for your mistake. In the game, all the Lancers end up taking down the Spider Pit and the Goblin Tunnel. The Goblin player took advantage and while Archers were uncovered, he evacuated the Goblin Tunnel and killed a bunch of elven units. Elves lost the initiative but most of the Hordes survived and went home with two Goblin buildings down. In the elven base, Mystic Fountains were awaiting to revive in few seconds the remains of the army.



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            And... what if we apply such concept to Infantry-Cavalry?....

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            Replay




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            Conclusion


            Everyone knows that the more units are mixed, the better. Pikemen rush all over the map can be useless because farms are stronger to "specialist" damage (pike damage type). Swordmen rush against experienced players can be useless in middle-late game due to it's vulnerability to structural arrows and Cavalry crush. But then, Pikemen+Swordmen is such a strong combo that it usually means your enemy will have to use special powers to defeat it. Like Tom Bombadil, or Boromir Horn of Gondor.

            Based on that concept, this tip of the week promotes the combination of not only footmen units, but to also include Cavalry inside the bulk of the army.

            We know that due to the value of horses, Cavalry should not be summoned only to attack alone, defend alone, or even flank and clash into armies. However likewise there will be flank system tips and Cavalry will be equally significant. But we should not value Cavalry according to their statistics of pierce resistance, it's crush deceleration, or capacity of destroying farms. Cavalry Hordes should be valued by the very "Equus ferus caballus" that Rohan worships and... by their role inside the webs of the glitchy path finding system of Bfme2. Here, Cavalry acts like a mobile shield bubble against the Cavalry of your enemy, and its Infantry.

            In this tip, it can be seen how unit combination can not only counter enemy units like Stronger Cavalry, but also reassign a role to uncommon units from late-game, like Swordmen for example. This simple thing will also FORCE your enemy to take a significant part of his attention through heroes or powers into... what, 2 or 5 un-upgraded little Hordes? Try this "Cavalry pathfinding shield" and bring us feedback! Feel free to make the sickest combinations you imagine and prove that "Apes alone... weak. Apes together... strong!"

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            This post has been edited by SeñorEcthelion: Jul 11 2018, 15:33 PM


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            # 2QuikSilwer Jul 8 2018, 12:38 PM
            Bunito yet once again proving that working part-time job during studies is overcome concept...

            Interesting stuff. Specifically the part about cavalry blocking cavalry. I can see 10 different ways how this could be beautifully taken advantage of, and I would love to use perks like this in game. However, due to the steamroller tactics*, enforced by the very nature of 1.08/1.09, in real games I doubt there's enough time left for pulling off such tricks. Wasting time on stuff like that will get you killed.

            *macro over micro, farm spam, need for shuffling random troops continually towards enemy's base

            This post has been edited by QuikSilwer: Jul 8 2018, 12:56 PM

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            # 3LATINO Jul 8 2018, 13:34 PM
            Omg if he posted this earlier maybe I could have won jaja

            Buen trabajo bunito smile.gif



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            # 4SeñorEcthelion Jul 8 2018, 14:39 PM
            QUOTE(QuikSilwer @ Jul 8 2018, 09:38 AM) *

            Bunito yet once again proving that working part-time job during studies is overcome concept...

            Interesting stuff. Specifically the part about cavalry blocking cavalry. I can see 10 different ways how this could be beautifully taken advantage of, and I would love to use perks like this in game. However, due to the steamroller tactics*, enforced by the very nature of 1.08/1.09, in real games I doubt there's enough time left for pulling off such tricks. Wasting time on stuff like that will get you killed.

            *macro over micro, farm spam, need for shuffling random troops continually towards enemy's base

            Macro overwhelms micro easily.... if the "micro focused player" is Thorin or such.

            Edit: Besides...
            Thorin, did you even watch the replays? In the Fords of Isen quoted replays micro clearly not only overwhelms macro, but also the creep advantage [in the elf mirror]

            This post has been edited by SeñorEcthelion: Jul 9 2018, 07:14 AM


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            # 5StrayHeart Jul 9 2018, 19:50 PM
            Very nice guide. Oh this is the game which you called 'psycho win' wub.gif nice to see myself in it.

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            # 6Storm Crow Jul 9 2018, 23:42 PM
            OMG WHERE is Bw? If bw doesnt count as cav than dont mind me im just stupid sick guide btw deserves wubbbbbs i knewww elven cav has speed bonus damn i knewwwww it!!! biggrin.gif coz they outran knights ......

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            # 7SeñorEcthelion Jul 10 2018, 03:19 AM
            you mean outrun rohirrims... in level 5


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            # 8Storm Crow Jul 10 2018, 14:19 PM
            QUOTE(SeñorEcthelion @ Jul 10 2018, 03:19 AM) *

            you mean outrun rohirrims... in level 5

            bw isnt considered as cav right ??? ohmy.gif wacko.gif

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            # 9SeñorEcthelion Jul 10 2018, 15:44 PM
            Tip of the week is for cavalry hordes. Hordes can crush pikemen and act like "moving block shields" (which is the purpose of this tip)
            Nazgul aren't either considered here.


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            # 10Storm Crow Jul 10 2018, 17:08 PM
            QUOTE(SeñorEcthelion @ Jul 10 2018, 15:44 PM) *

            Tip of the week is for cavalry hordes. Hordes can crush pikemen and act like "moving block shields" (which is the purpose of this tip)
            Nazgul aren't either considered here.

            biggrin.gif ohhh <3

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            # 11LATINO Jul 10 2018, 18:59 PM
            QUOTE(SeñorEcthelion @ Jul 10 2018, 17:44 PM) *

            Tip of the week is for cavalry hordes. Hordes can crush pikemen and act like "moving block shields" (which is the purpose of this tip)
            Nazgul aren't either considered here.

            Bunito for president 🌝


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            # 12SeñorEcthelion Jul 11 2018, 14:47 PM
            test


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            # 13THE GLUTEMASTER Jul 11 2018, 15:40 PM
            Very extensive guide. Excellent!

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            # 14QuikSilwer Jul 12 2018, 07:11 AM
            This might be a game changer when you think about it, creating a new gamestyle where pikes are no longer needed. I can imagine this might be very effective in matchups involving cavalry with low pierce armor (lancers, wargs) where archers are able to take out enemy cavalry while being guarded by their own cavalry.

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            # 15SeñorEcthelion Jul 12 2018, 10:20 AM
            tip of the month then


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            # 16Imperialist Jul 12 2018, 11:29 AM
            Where is battIewag0n???? post-13661-1143531603.gif

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            # 17Mr.SmOKing Jul 12 2018, 13:18 PM
            Excellent guide!

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            # 18Val` Jul 12 2018, 20:50 PM
            Ech you shoulda waited for portal publication to be finalised


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            # 19SeñorEcthelion Jul 13 2018, 01:26 AM
            I made it here before. Then added the correctios from portal forum <3


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