I Forgot the Ring
If you really, really, oh so dearly want to get to the actual report and be so totally lost you'll bawl like a first grader who lost his favorite Pokemon card (a Pikachu), then go ahead.
The Introduction
Give me two dollars. Dos dolores. Mucho dinero, got me? Call it the fee to read a battlereport by a Korean. You can't get out of it since you've already read one sentence, so the fee is fully applicable. In fact, it's the law.
Oh, I'm Fangrim by the way. People have sometimes asked me how that's best pronounced, and the truth is that I don't even know. I guess "fang-grim" is best. Just think of a fierce, dire rat with big, nasty fangs, and that's me.
Seriously, get the money over here by any means necessary, PayPal, moneyorder, whatever. Drive here if you have to, because I have LOGIC by my side, and nothing beats logic, except for a Korean, which you are NOT. I will even show you why logic can strong-arm you into giving me my two bucks, because it is, in fact, the law.
(1) I am Korean and (2) you are not. Of course, as a rule of thumb, (3) Koreans win everything that could ever be considered a video game, and (4) everything game is game for them to game, 'cuz, well, they're games, and (5) games are played, therefore (6) Koreans are players, and obviously (7) players play, and (8) you can play in a playground, and (9) playgrounds have bullies, and (10) bullies are game to pick on losers, and since Koreans are game for everything (see 4), (11) they are game to pick on losers, and since Koreans win at everything (see 3), it justly follows that (12) non-Koreans will lose at everything, and since you are not a Korean (see 2), (13) you are a loser, and since you're a loser (see 13) and Koreans are game to pick on losers (see 11) and I am a Korean (see 1), (14) I am game to pick on you, and since two ways to define to pick are (15) to dig up and (16) to steal, and since (17) you can dig up gold, and since (18) gold is wealth, and since (19) wealth is money, it makes sense that (20) I can dig up your money, and since to dig up is synonymous to to pick (see 15), (20) I am game to pick your money, and since another definition of to pick is to steal (see 16), (21) I am game to steal your money, which essentially means (22) I want to steal your money, and since (23) very, very good lawyers would consider winning any court case as child's play because they would be so easy, and since things that are played are games (see 5), and since (24) video games are often played by children, it follows that (25) some lawyers would consider court cases as video games, and because Koreans win anything that could be considered a video game (see 3), (26) Koreans win all court cases, so therefore (27) Koreans would win any case involving forcing a person to give them money, so (28) Koreans would always, eventually, get any amount of money that they wanted, and since (29) the fact that Koreans would always get the money they want would become a rule of thumb, and since (30) a law is a rule, it follows that (31) it is the law that Koreans always get money that they want, and therefore, because I am Korean (see 1), (32) it is the law that I get any money that I want, and because I want to steal your money (see 22), (33) I obviously want your money, and because it is the law (see 32), and because (34) laws are to be followed, it is logically concluded that (35) you will give me your money.
Honestly, you should be grateful I only require $2.
Whoa! This guy's smart. I better keep reading and pay attention!
So! I suppose you are all wondering who the heck I think I am, what the heck this is and why the heck you're still reading it. Well, you can stop, because I ask the questions around here.
"Who the heck am I, what the heck is this, and why the heck are you reading it, jerk?"
And, since I'm a nice guy, I'll even answer for you.
"He's a Korean, and this is a Battlereport by a Korean. 'Nuff said."
Of course, you might object...
![<Sanguine> Koreans tend to own anything they set their mind to. [yeah, brotha :P]](users/Fangrim/rw/koreawin.jpg) "What!? If he's a Korean, he'd be rolling around in the overly abundant cash he wins from StarCraft tourneys, not asking for lunch money over the Internet! And besides, why should I read this? He hasn't mentioned build orders or anything remotely close to a battle! And his logic makes no sense at all! Even ignoring the fact that this supposed "law" can't possibly be enforced, there are as many holes in his logic as there are in that rodent's swiss cheese! And I have to mention that there is no such thing as a dire rat, your name can't be pronounced in the manner which you specify due to basic rules of the English language, and you'll have to take my Pikachu from my cold, dead hands. I refuse to pay any money for this, and even if I did, the author quite conveniently forgot to mention his mailing address! If anything, it appears that the entire point of this report is to screw the entire world over by throwing them into jail for breaking an absolutely absurd law that is utterly unfollowable! I WILL NOT READ THIS, AND NOTHING YOU DO OR SAY IS GOING TO MAKE ME!"
To which I will respond...
"Dude..., calm down. If you truly must know, I'm only half-Korean, which kind of eliminates me from entry for the "Ub3r aZn 0f da w33k" awards. Also, my logic is perfect and infallible, and it hurts me that you disgrace the age-old thinkers of Socrates, Plato, and Aristotle who first developed this particular brand of faking making a point. Besides, read one more paragraph and you'll get past this introduction which undoubtedly has lost half my audience anyway. But YOU have survived, dodging every lame joke, ducking under every sharp transition, YOU are the true hero for making it this far. Don't give up now! YOU are an honorary Korean for this noble accomplishment, and I congratulate you as Supreme Acceptor of Donations...But stop reading this, and you are immediately demoted to World Class Fart-Inhaler. Press that 'Back' button and go to wherever your personal Hell would be, whether it is Ms.MacMahan's English III or a TV set permanently set to "Days of Our Lives." IS THAT WHAT YOU WANT?"
"I'll read."
What in God's name is going on?
So, let's get this thing moving! No, this is not a Starcraft game. Sorry. And no, this isn't a Warcraft game, per say. Heaven forbid, it's not fan fiction, though I bet some of ya'll might have been wondering. No, this is something else entirely. This is...(scroll down, moron...)
LOTR: RING WARS
...
So, yeah, I think that just about everyone that made it past my unconventionally queer introduction stopped reading at the sight of what I was reporting on simply out of "lack of recognition." The last, small percentage of people who made it through both the introduction and the title of the game will probably flee at this: this is a Use Map Settings map for Warcraft III, a custom map, a MAP OF THE DAMNED! Flee for your gaming lives!
About Ring Wars
Allow me to explain my decision. Seeing a wave of rogue games being reported a while ago emboldened me (heck, there was one on rock paper scissors that got gold, how could I not feel emboldened), and I decided that it was time to reveal the greatest game of all time to you all. And that of course is NOT Starcraft, though it may be tempting for you to say so. No, the best game is Ring Wars, and this report will show you why.
[SUPER BIG WARNING! SUPER BIG WARNING!]
This is a warning. This report is long. Seriously. We're about to enter our fourth page and I haven't even told you about the game yet. I am being completely honest with you: the introduction and description of the game is ONE HALF of this report. I highly suggest you take your time with this, because you honestly can't expect to read this whole thing in one sitting. Get a Coke, some chips, maybe a take a shower before sitting back down again for one of the many long hauls that will be required of you to read this report. But always remember that a KOREAN wrote this. And so, you can be ensured that this report is worth your time. It may get sluggishly slow at times, maybe even boring, but I hope you read anyway until it picks up a bit after the huge game description. If you're stupid enough (or you've already played this game before), you could skip the tutorial and head right to the report. I'll try to make it understandable, but seriously, imagine reading a report on Starcraft when you've never played the game (impossible, I know, but try), and attempt to discern the mind-boggling that would fill your boggled mind as you tried to understand what the heck people meant by "Cracklings rushed through the gap at 11:00 while my 'lots and 'goons raped Mr.Cool's M&M's like tofu on Wednesday." It's just not going to happen. You may be honorary Koreans, but quite frankly "honorary" isn't going to cut it.
Lacking knowledge of the Lord of the Rings won't help either. However, I'll do my best on my end, and try to present the information well, with plenty of StarCraft references when they correspond since most people have at least played that game. It is pretty good.
Anyway, why are we talking about StarCraft? That game sucks! Read on!
The Lord of the Rings: The Ring Wars is a real-time strategy team-based multiplayer online custom game derived from Warcraft III that uses the Lord of the Rings saga (both the books and the movies) for the basis of the game's content. A game of Ring Wars pits two teams of six players each against one another, with one team playing as the Good forces of Middle-earth and the other team playing the Evil forces of Sauron. The two sides use their units and heroes to destroy each other's spawning areas until one side overwhelms the other and the game is over. The Good side consists of players for Gondor, Rohan, the Elves, the Fellowship, the Shire, and the Dwarves. The Evil side hosts the armies of Isengard, Moria, the Easterlings, Harad, the Nazgul, and Mordor (nations are highlighted with their game color). Each nation is unique, with different units, different strengths and weaknesses, and different roles in the game, with some being independent powerhouses while others are secondary and attempt to support their allies. I'll talk about the individual nations later.
Spawns
Ring Wars contains the same basic mechanics of the stereotypical RTS in that players use their units to kill their enemies' units and buildings. However, rather than creating units like most games, players periodically get units at spawn areas. These areas are important places on the map and are representative of places and fortresses in the Lord of the Rings, some examples being Rivendell, Helm;s Deep, Minas Tirith, and Dunland. Most nations have at least two spawn areas, with some having as many as four. Nations can improve their spawns by building castles at their spawn buildings. The more castles a nation has, the more and better units a nation spawns. Early on, units are weak and spawns are in small amounts. As the game progresses and castles are built, the number and strength of units become steadily greater. This creates an escalating complexity in the game as nations gain stronger and new types of units and as armies become more powerful.
 The spawn system neccessitates economical use of units because more cannot be built beyond the set amount given. Players use their units as best as possible to win the game through battles, destroying enemy units and spawning areas. Spawn buildings cannot be rebuilt: once they are gone, they're gone. After a spawn building is destroyed, no more units are spawned for that corresponding building for its nation. Destroying spawns is the primary objective of the game.
Heroes
Another important concept of the game is heroes. Heroes are important characters in the Lord of the Rings. Some examples include Aragorn, the Witchking, Saruman, and Legolas. Heroes have powerful abilities and are much stronger than normal units. The game is regularly decided with the growing strength of one side's heroes over the other through battles. Heroes can level up from killing enemy units, and gain new abilities or strengthen their previous ones.
Heroes are diverse, and each has several abilities or spells they can cast to fit different roles in the game. Some heroes are good at killing units with damage spells, while others are good healers and can save units from death. Some heroes can take a lot of punishment while others are fragile in comparison. And of course, some heroes are better than others, and these in particular are protected by their side as well as attacked by the enemy.
Heroes being so powerful, an important aspect of the game inevitably arises: killing heroes. Ironically, some heroes are perfect hero-killers. Stun spells are great for killing heroes because they make a unit immobile for a given period of time (usually just a few seconds), giving the caster a chance to kill the hero. Pure damage spells are also used to kill heroes outright or in combination with stuns. The most common way to kill heroes is to simply surround them so that they cannot run and then attack them with the surrounding units. Damage spells are used to augment the attack of the surrounding units, speed up the whole process to reduce any risks involved in the battle, and to counter any heals the enemy uses to try to save the attacked hero.
Heroes, like spawn buildings, cannot be revived (with a few exceptions). Once a hero is dead, it is out of the game forever (unlike Warcraft III). Killing heroes is the other major objective of the game.
The One Ring
The last major concept of the game before we get into the individual nations is the One Ring. In Tolkein's works, the Ring is the embodiment of greed, evil, and power. It represents a possible win condition for both teams.
Good-Ring Drop
At the beginning of the game, the One Ring is in the inventory of the Fellowship hero Frodo. If Frodo attains level 6 and reaches Mt.Doom within the lands of Mordor, the One Ring is destroyed and both Mordor and the Nazgul are removed from the game. This basically means Good wins and Evil loses.
However, Frodo moves incredibly slowly once in the lands of Mordor, so unless there is a huge distraction or Evil is otherwise incapacitated, the chance of Frodo just waltzing in there isn't very high. I can say, however, that it is one of the most glorious things in the world when Good escapes the jaws of defeat, when all hope was lost, via the ring drop. Nothing is more satisfying then reading the cries of anguish when Evil players get the message that Frodo is near Mount Doom. (OMG! HOW DID HE GET IN THERE!!@!@# KILL HIM KILL HIM!@ OMG LOSERS NEWBIES HAX HAX HAX )
Evil-SauronHowever, if Frodo dies, dropping the Ring on the ground, and an Evil hero picks it up before Good can, Evil can bring the One Ring to the spawn of Barad-dur in Mordor and resurrect Sauron. Sauron is the most powerful hero in the entire game, period (.). He has a mass stun that stops units around him in a wide radius for about half a minute. He can summon balrogs and things of evil which are also incredibly strong. He has a massive area-of-effect attack that can wipe out scores of units in seconds. He has Lifestealing, which means he gains a percentage of the damage he deals in the form of health, and with Sauron's damage output, that's a lot of self-healing. He gains Finger of Death, which pretty much kills a hero instantly.
The only way to kill Sauron is to do it early. If he gets high in levels and Evil isn't absolutely retarded, Good has NO chance of killing him. From personal experience, I have NEVER seen Good kill a Sauron that has gotten past level 4. Initially, it is possible that Sauron can be killed by a determined force that can keep Sauron stunned so that he does not regenerate his health and cast his own mass stun. However, pulling this off is incredibly difficult if Sauron has any support, so if Evil acquires the ring, it's usually GG Good.
So, in summation, the goals when playing Ring Wars are:
- 1. Kill enemy spawns.
- 2. Keep allied spawns alive
- 3. Kill enemy heroes.
- 4. Keep allied heroes alive.
- 5. Get allied heroes experience.
- 6. Deny enemy heroes experience.
- (7.) Pay mind to the One Ring.
Undoubtedly, these goals can clash many times, and often one goal may rise higher in importance than others throughout the game. But, in a clam shell, this is what Ring Wars is about.
Overview
Now, to run through some quick terminology that RW'ers use:
Nation-Each player controls a nation to fight with in the game
Spawn-Area that periodically creates units for its nation
Hero-Special unit that increases in power throughout the game by getting spells
Wave-Spell that deals damage to units in a line or cone from caster
Nuke-Spell that damages a unit, but usually slows movement speed and does lesser damage to units around the target in a circle. Also refers to a combination of damage spells on a specific area or unit in quick succession.
Slam-Spell that deals damage to units in a circle around caster
Stun-Spell that immobilizes a unit or units for a short period of seconds
Stomp-Spell similar to slams, but usually stun units as well
Heal-Spell that restores hit points of a unit or units
Fun-The reading of a lengthy, well-written and truly awesome battlereport by a Korean on a game of Ring Wars
The Map
The locations of each nation are shown, as well as the major terrain features like rivers and mountains. [Note: In Warcraft III, the player's units are displayed on the mini-map as white, regardless of actual game color. All screenshots of the mini-map in this report will thus show one nation in the wrong color. Here, the white nation on the map is actually Gondor, the Red player. Ignore the weird white box near the center]
Use this map as a reference for where each nation is located.
Gondor
Rohan
Elves
Fellowship
Shire
Dwarves
Isengard
Moria
Easterlings
Harad
Nazgul
Mordor
The Nations
The following are assessments of each nation's strengths and weaknesses, as well as brief summaries of their place in the Lord of the Rings universe and overall game strategy. Though reading the Nations section is purely optional (like reading this report at all...), it is strongly recommended you slug your way through this stuff before reading the report so you have preconcieved notions of each nation's role. Even if you don't want to have to read all of it (I understand it is a little daunting) at least skim it, please. And if you're even more stubborn than that, if you're just rarin' to get to the main report so you can finally stop reading at the realization that I am far superior to you in every possible capacity, go right ahead.
Forces of Good
Gondor
Heroes (how many heroes does it have?): 4
Spawn Quality (how good are its units?): Excellent
Healing (how well can it heal?): Excellent
Killing Units (how effectively can it kill enemy units?): Very Good
Killing Heroes (how effectively can it kill enemy heroes?): Poor
Description (what is its role?): Defensive Core; Middle/Late-Game Offensive Core
In Ring Wars
In the game, Gondor is by far the most important nation of the Good side. Located in the south-central region of the map, Gondor must constantly be on guard for an attack from the four evil nations immediately adjacent and within easy striking distance. In fact, Gondor is usually attacked as soon as the Evil players are ready, which takes about 30 seconds, and the pressure doesn't let up much from there. To compensate, Gondor has a few significant strengths. Its spawns are some of the best, and Gondor's spawns include a myriad of standard infantry, most equipped with shields for anti-archer/tower work. Archers start arriving at castle 2, and the powerful mounted Knights of Dol Amroth come in large number. Once Gondor accumulates several castles, the spawns are augmented with Royal Guard, ballistae, and even eagles.
 Another boon for Gondor is its incredible healing capability. Three of its four heroes have a heal spell, which almost guarantees survival of its heroes later on as long as Gondor isn't completely swamped. Henneth Annun, or "the fountain", is an important building for Gondor. All units in its radius rapidly regenerate health and mana, allowing for a friendly nation to quickly get back into the fight. It also provides a good place to fight during attacks on Gondor. For this reason, the fountain is almost always heavily guarded with towers and soldiers, since it can't be rebuilt after it is destroyed.
Gondor is a highly defensive nation since it is the biggest target for the Evil side and must constantly be on guard for a massive attack. The main points of defense are the two river crossings: one to the east and another to the south. Once they are taken, Gondor has only the fortifications by the fountain. After that is gone, Gondor is as good as dead. Four of the six Evil nations have their eye on the destruction of Gondor, one of them, Harad, with no other purpose than to bring it about. Because of this, Gondor relies on its allies to defend itself; for once it is overrun, Good soon falls.
Rohan
Heroes: 4
Spawn Quality: Good
Healing: Good
Killing Units: Very Good
Killing Heroes: Very Good
Description: Mobile Blitz-kings; Offensive/Defensive Booster
In Ring Wars
In the game, Rohan is Good's reaction force. Its bread-and-butter unit, Rider of Rohan, is mounted. Three of its four heroes are mounted. Rohan has several speed increases, making it even faster. The one hero that isn't mounted, Eowyn, has a speed increase. This makes Rohan the fastest nation in the game. Rohan constantly travels around the map to hot spots and aids in combat throughout the entire game. They're like an instant stim pack, and always at the front line of battle when you need them.
Rohan's heroes are essential to its success. Rohan has three waves for wiping out enemy troops along with a slam or two. One of the heroes, Erkenbrand, has a nice stun for killing heroes, Throw Sword, allowing Rohan's fast mounted units to surround enemies. Theoden the King of Rohan has a heal and Eomer is a good waver, but the secret diamond in Rohan's arsenal is Eowyn. Early on, Eowyn is completely useless. However, once she gets to level 5, nothing can stop her. With a huge damage output buffed by critical attacks and increases to movement speed and attack rate, along with Blink to instantly teleport out of danger, she is the ultimate hero-killer, and will take out heroes in five hits late game. Even if you manage to kill her, she comes back to life with her ultimate spell Second Chance and gets away. Only the second death within a few minutes' period will put this death-machine to rest.
The Rohan spawns of Edoras and Helm's Deep lie in the center of the map, increasing Rohan's role in that they can get to anywhere fast. Above the fortress of Helm's Deep lies Rohan's chief opponent: Isengard. The Rohan-Isengard conflict is perhaps the greatest rivalry in all of Ring Wars. The two nations are the closest enemy pair on the entire map, with spawns right next to each other. Their spawns are absolutely parallel, with weak footmen matched with weak Dunlendings and fast Riders of Rohan against tough, shielded Uruk-hai orcs. Both have a "stun," and while Isengard has better unit-killing capability, Rohan has a heal. In short, they are the two most perfectly balanced nations in the entire game pitted against one another. And Rohan loves every minute of it.
The Elves
Heroes: 6
Spawn Quality: Good
Healing: Excellent
Killing Units: Excellent
Killing Heroes: Very Good
Description: All-Star Heroes of Awesome
In Ring Wars
Though the Elves are "one with nature," that doesn't mean they can't pwn. The Elves are actually one of the most destructive nations in Ring Wars: almost every one of its six heroes has a damage spell, enabling the group to quickly bring down enemies, even without regular army support. Elven healing is also superb, an almost exact match for Gondor. The Elves have two targeted heal spells, two slow heal-over-time spells that are effective for armies over the span of a few minutes, and a healing area similar to the Gondorian fountain in the Elven capital of Lorien. The Elves can also become a mana-machine with Galadriel and Eldron. These excellent Elven heroes have the Council ability, which when used restores mana to surrounding allied units. Proper counciling allows continual use of damage and healing spells well past normal boundaries.
The Elves have four spawns (Mithlond and Rivendell in the west, Lorien in the northern center, and Mirkwood in the northeast) spread throughout the entire map, making them quite a "global" nation. They, like Rohan, also go throughout the map, having no true place to call home and solely defend. The greater portion of Elven units is ranged as well, making the Elves a great support force for a more melee-oriented ally. The only big setback for the Elven military is a lack of good melee units. The Elven player counts on allies like Gondor and Rohan to supply a meatshield to let Elven archery and spells do their work. Despite a lack of good infantry and cavalry, the Elves are the most self-sufficient nation in the game and are truly a terror to play against.
The Fellowship
Heroes: 9
Spawn Quality: None
Healing: Excellent
Killing Units: Excellent
Killing Heroes: Excellent
Description: All-Star Heroes of Even More Awesome
In Ring Wars
The biggest trait of the Fellowship is that it does not spawn units past the initial twelve. These twelve include the members of the Fellowship described above as well as three demi-hero eagles. These are the only units the Fellowship gets (with a few exceptions) since this nation doesn't even have spawns to defend. Thus, the Fellowship goes around the map and fights in ongoing battles. Starting far to the west in the Elven spawn in Rivendell, the Fellowship usually begins the game in going south to Gondor, and from there to conflicts around the map.
The Fellowship makes up for its lack of spawns very adequately, with outstanding healing and exemplary killing power. Overall, the Fellowship is the best, most well-rounded group of heroes in the game. With potentially four heals, one stun, one slow, one mass stun, a damage buff, a council, and more than enough damage to go around, the Fellowship is the most feared and revered force in the game. Woe unto the poor Evil nation caught on its own by the Fellowship.
The Shire
Heroes: 4
Spawn Quality: Poor
Healing: Excellent
Killing Units: Poor
Killing Heroes: Poor
Description: Versatile Support
In Ring Wars
The Shire plays the support role for the Good team. They aren't a very necessary component, but they shore up many areas and strengthen already strong ones. Firstly, the Shire controls Tom Bombadil, who many RW'ers consider the best hero in the entire game (other than Sauron, who we'll get to later). Tom has several very beneficial abilities: 1) a heal spell that "bounces", meaning it heals multiple allies one after the other;2) Entangling Roots, a spell that pins an enemy unit to the ground for several seconds, useful for immobilizing heroes for the kill; 3) a mass debuffing shout that drastically slows down enemy units for a long period of time, making them effectively useless for the entire duration; and 4) Tom's ultimate, which instantly heals surrounding allies for usually their entire hit point and mana pools. The superiority of Tom Bombadil's spells is the Shire's advantage over the other races.
Another important hero for the Shire is Fangorn Treebeard, an ent hero. This absolutely gigantic tree possesses Entangling Roots as well. In addition, Treebeard has a stomp ability to stun surrounding enemy units. Because Treebeard is so freakin' huge, the radius is actually quite large and usually stops an entire Evil army in their tracks for the duration.
An important contrast in the Shire's gameplay are its units. On one end are the hobbit farmers, arguably the worst unit ever. On the other end are the tree giants, the ents. They and the Evil trolls are the closest thing to Ultralisks in the game, only even better. The ents have area-of-effect damage, meaning they'll tear apart armies in no time flat because they deal damage to several units at a time.
The Dwarves
Heroes: 3
Spawn Quality: Poor
Healing: Poor
Killing Units: Good
Killing Heroes: Excellent
Description: Durable Support/Melee Core; Late-Game Gods of War
In Ring Wars
While the Dwarves of Tolkein's works are definately awesome, the Dwarves of Ring Wars suck major pineapples early on. Seriously, the Dwarves' player is the redheaded stepchild of the game. First off, his units are slow as hell, so anything can catch them, even a gamer fatso like you. The huge number of stuns that the Dwarves' rivals possess doesn't help, either. Additionally, they have no ranged capability to speak of, so they have to fight it all melee, and since they're so darn slow, once they're in trouble they're really in trouble because they can't get away. To add insult to injury, the Dwarves are the only Good nation to not have a heal spell, so if they're in trouble (which is really in trouble, if you remember), they're going to stay in trouble. To add injury to insult to injury, they don't even have decent units to fight down and dirty with what seems to be their whole purpose, and don't get better ones until much later. Starting the game off with four spawns, they have a good chance of losing half of them in ten minutes, and the other half in twenty more, so there's about as much chance of seeing them as you getting slim again, chubby.
 Before the Dwarf lovers go and commit suicide, this is all when the Dwarves are alone and low-level, which the Good team strives to reverse 24/7, because when the Dwarves are coupled with another nation, they are cruelly good. Dwarven units are sturdy and can take punishment, as long as there are no Nazgul around (*shudder*...we'll get to them later), and Dwarven heroes are very, umm, healthy 'round the middle. They will live long with proper healing. Also, each Dwarf hero has the spell "Throw Hammer", which totals to 3 (!) stuns, an unbelievable number. If the Dwarf player can get a hero into Hammer range, the target isn't going anywhere soon. The Dwarves are the best enablers for hero-kills, but the only thing getting in the way is their mobility. In later levels, the Dwarves get faster, stronger, tougher, and cooler. In early levels and on their own, the Dwarves are pitiful, but when they're with their allies or late in the game, you better watch out 'cuz Santa's coming to town. (huh?)
Forces of Evil
Isengard
Heroes: 3
Spawn Quality: Very Good
Healing: Poor
Killing Units: Excellent
Killing Heroes: Excellent
Description: Western Powerhouse; (possible) Late-Game Tide Turner
In Ring Wars
Isengard in Ring Wars is strong. It has to be. It (and to a large extent Moria) is seperated from its allies by swaths of land and enemy spawns. Isengard's influence is restricted (though the word is a bit preposterous in this respect) to the lands in all directions west.
Isengard's Uruk-hai are surprisingly tough for standard units. Isengard's best heroes, Saruman and Wormtongue, are some of the best. Saruman deals out incredible damage with Forked Lightning, and his Mirror Image spell creates false duplicates, adding some survivability to the hero. Wormtongue has the powerful Sleep spell, which immobilizes the target unit for a long period of time unless it is attacked, allowing Isengard greater capability in surrounding heroes than other nations. Ugluk adds a wave and speed aura to the group. Together, along with sturdy Uruk-hai warriors, Isengard launches attacks on its surrounding areas to gain experience and enough power that it can either tip the scales in the global conflict or turn the tables entirely, turning defeat into victory.
Moria
Heroes: 3
Spawn Quality: Poor
Healing: Good
Killing Units: Good
Killing Heroes: Excellent
Description: Western Support; (possible) Late-Game Tide Turner
In Ring Wars
In Ring Wars, the Mines of Moria can only be entered through three entrances at different points along the mountains. One entrance is to the west of the mountains above Dunland (where the Fellowship entered in the books); another entrance is to the west of Lorien (where the Fellowship exited Moria), and another is to the north of Lorien (where the Fellowship didn't do anything at all). This northern entrance is guarded by some small fortifications and another Moria spawn, Mt. Gundabad (or Goblin Town; it seems to change names with each version). Because entering the Mines requires going in caves that teleport units to other areas of the map, invading units can be easily trapped, so Good does not usually make attacks on the actual Mines of Moria until late in the game. This allows Moria to move about outside the mines, and use it primarily as an escape hatch when needed.
The strength of Moria in the game lies with its heroes. Most notable is the Balrog, or Durin's Bane. The Balrog is big, and powerful, a mirror to Treebeard. It, too, has a large Stomp, but can also wreak havoc among enemy units with area-of-effect attacks. At later levels, attacking the Balrog usually ends in suicide without a very determined force, and even a determined force can be denied by a heal, which Moria's goblin hero Barg possesses. The coolest hero, though, is Gollum. Gollum is the ultimate hero-killer because he has two anti-hero spells. The first, Strangle, immobilizes a hero for almost half a minute. The spell has to be used at fairly close range, however, and Gollum is also immobile during the duration, but if Good can't stun or kill Gollum, the hero is as good as dead without a lot of healing. Gollum also has Bite, which also stuns a unit for a duration as well as dealing decent damage. Something else that is overlooked is that Gollum is overlooked. He blends in almost perfectly with a mass of goblins and other units. Nations fighting Moria are in constant panic that Gollum will seemingly appear out of nowhereand get a Strangle on one of their heroes.
Moria pairs up extraordinarily well with Isengard. Together, the two have an incredible amount of damage they can deal out very quickly. While Moria gives Isengard a heal, Isengard gives back high quality troops. While Isengard gives Moria great reconnaissance via wards, Moria gives a stomp to save their butts in trouble. Their hero-kill spells added together means the team will never lose an opportunity. A Moria and Isengard that play well together are the most powerful duo in the game. Goblin hand in uruk fist, Moria and Isengard work to make the West a darker place.
The Easterlings
Heroes: 3
Spawn Quality: Good
Healing: Poor
Killing Units: Poor
Killing Heroes: Very Good
Description: Disruptive Support
In Ring Wars
While Isengard and Moria are Evil's nations in the west, the Easterlings are the first of Evil's nations in the...uh...what was it? Easterlings in the...east? No...
The Easterlings are a very interesting nation. At once, they are the nation of both noobs and pros. For the noobs, the goals of the Easterlings are pretty simple. It's a support nation, and basically follows its allies around and helps them in their endeavours. The Easterlings never form the core of attacks, so they are somewhat an added bonus atop Evil's forces. However, a new player cannot even scratch the surface of the Easterlings, which requires an in-depth knowledge of all abilities, extreme micro-management cabilities, and most of all, skill. The Easterlings, like their Dwarven rivals to the north, do not have a heal to save them when they're in trouble, and though they have a few waves, their heroes have low mana pools and run out fairly quickly. The Easterlings do possess several combat tricks that visibly alter the outcomes of battles.
The force of the Easterlings early on comes from its mounted Variags, which have the Net ability. Comparable to Lockdown in Starcraft, Net immobilizes a unit for half a minute. A control group of Variags can clog up battle lines, shut down an entire task force of Good's mounted knights, and catch running units for extra experience after a victory. Though it cannot be used on heroes, it is already incredibly powerful, though undervalued by many players. The Easterlings's other main trick come from its Wainriders, which are also mounted and have the Stomp ability. With four or five Wainriders providing area-of-effect stuns, an entire army can be stopped for several seconds, allowing heroes to be surrounded, keeping easily killable units immobile for waving, and securing retreats.
The Easterling heroes are also very useful. Ovatha's Silence prohibits units in the spells' radius from using spells, an incredibly powerful disruptive tool that negates all healing or waving power for a period of time. Gwaer of Rhun can summon wainriders every few minutes, which usually do not spawn until later. This means that the Easterlings are never without a few Wainriders for disrupting Good's plans, which after all is what the Easterlings is about.
Harad
Heroes: 4
Spawn Quality: Excellent
Healing: Excellent
Killing Units: Very Good
Killing Heroes: Good
Description: Durable Offensive Core
In Ring Wars
Following the lore set by Tolkein, Harad is the closest mirror to Gondor you could get, and the two are set in battle on a near-permanent front. Harad's three spawning areas (Umbar to the west, Far Harad in the middle, and Near Harad in the east) are south of Gondor, and give the best spawns of Evil, with high quality and number both in mind. Near Harad spawns troll-men, sort of like weaker versions of Mordor and Moria trolls, though they spawn sooner and are still moderately sturdy. The biggest hallmark of the Harad are the Mumakil, which I am sure many of you know as the huge elephants that stomped the Riders of Rohan into the ground in the third movie. In the game, Mumakil have a nice Stomp that can stun surrounding enemy troops, as well as Fan of Knives, an ability that severely damages surrounding troops. Harad has a good archer component later on, and even later spawns catapults, Dark Numenoreans, and even dragons.
Harad's heroes are also effective. Carcyn contributes the stunning Storm Bolt, while Owynvan grants an even better ability: Raise Dead. Able to be repeatedly used, Owynvan can create an army of skeleton warriors from the dead corpses of a battlefield. Harad has a fantastic healing component, with a possible three heal spells. It also has a few waves for killing units, as well as one of the most powerful Ultimates in the game: Death and Decay. This deals PERECENTAGE damage in a specified area, so any unit in the spell's radius dies, no matter what, within a given range of time unless they can get away. This is psi storm on crack. As you can imagine, Death and Decay combos well with intense lag.
The Nazgul
Heroes: 9
Spawn Quality: Poor
Healing: Good
Killing Units: Excellent
Killing Heroes: Excellent
Description: All-Star Heroes of Doom; Offensive/Defensive Booster
In Ring Wars
No nation has as much raw, destructive power as the Nazgul. Their nine (!) heroes are the Nazgul, black cloaked riders that are quite evil, and are led by the biggest, baddest one of them all, the Witchking. Every single one of the Nazgul has a direct damage spell, four of them being waves, and the four others being a direct damage spell with large AoE that slows units down. The other destructive spell is Death Coil, which the Witchking can use to heal a friendly unit or harm an unfriendly one. With a whopping EIGHT AoE spells, the Nazgul can destroy anything that gets in their path. Whole armies fall in seconds to this band of heroes (villains?). They are also good hero-killers: They don't have to surround heroes; they just nuke them into oblivion and beyond.
The Nazgul, unlike the Fellowship, controls a spawn area: Minas Morgul, located right next to Mordor spawns, at the opening of the mountains into Ithilien. The Nazgul gets units similar to Mordor's.
The Nazgul player has a few problems to deal with, one of which is mana and survival. The Nazgul are the primary waver for Evil nations, but they do not have large mana pools or a Council spell, unlike Good. A mediocre or even fairly skilled Nazgul loses heroes often, largely because it isn't very difficult to pick one off from the group. To aid in survival, all of the Nazgul heroes have the ability to "hide". This ability automatically "cloaks" them at night when they stand still. As for heals, while the Nazgul have only one, the Elves have three, and the Fellowship has four. Against expert Good players, it can be difficult for the Nazgul to kill a hero that is being healed, since the entire power of the Nazgul's arsenal is usually just enough to kill a hero early on. Pro Nazgul players practice waving with extreme speed to counter this, to the point to where they can unleash nine spells on a target in the span of two or three seconds.
Another cool thing about the Nazgul are their ultimates. At level 6, each hero can fly for a period of time and deal extreme damage from the air at range. In a game where most units are melee and other air units are minimal, this is quite powerful, and once they attain the skies, it is often game over.
Mordor
Heroes: 4
Spawn Quality: Very Good
Healing: Good
Killing Units: Very Good
Killing Heroes: Very Good
Description: Versatile Offensive Core
In Ring Wars
Finally, the last (and evilest) nation of Ring Wars. Mordor's spawns very widely in strength. The standard Orc Warrior is weak, but its counterpart the Black Uruk is moderately powerful, like Isengard Uruk-hai. Though less sturdy, Black Uruks have a higher damage output, and a shock group of 12 can bring a hero down fast. Mordor also spawns trolls, which are both tough and powerful, alike to ents in the capability to decimate enemies.
Mordor's heroes form a highly versatile team. Shelob has the anti-hero spell Web, which immobilizes a unit; Shagrat has Fan of Knives, which deals damage to surrounding enemy units with knives, decimating enemies later on. The Mouth of Sauron is a great hero, having a superb nuke spell, a minor Raise Dead (en masse), and Death and Decay (!) for an ultimate as well.
Mordor basically forms the core of Evil's offensive line-up. Though Harad is basically constrained to battles in the south, Mordor can go north, and afterwards, west as well.
Thanks!
So, that's Ring Wars. It was really fun writing this. Thanks for reading my first
Battle Report and I hoped you enjo-
Hmm? Oh, you want to actually read about a game I've played? Oh...alright then...
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The BattleReport (!@#$ing finally!)
This game was truly a delight to watch. There are tremendously huge battles, fantastic players, and fantastic strategies. This is a game of pros, every single player being highly skilled at the game...except for one (I happen to be playing). The players are:
Gondor: Fangrim <----- only non-proficient
Rohan: dalycity650
Elves: Funkey_Donkey
Fellowship: Mephodrius
Shire: 00Steven
Dwarves: Partyed
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Isengard: xXPiMpiNPLayAXx
Moria: HotWK_WITCHKING
Easterlings: UPSGuy
Harad: hok_grimm_fatty
Nazgul: iceseekers
Mordor: FingolfinDaPmp
All of these guys are members of the Ring Wars community. We all at least know of each other, but more often exist friendships and the bonds of brotherhood.
We play together, talk, and generally have fun.
It's a good experience, and though rivalries are common, games are largely based on appreciating others' skills.
It's great :).
But enough about soppy descriptions, on with the report!
This game was played on the map LOTR: Ring Wars, no duh. It was played on Saturday, April 16, 2005. Geez, that was a long time ago. I'm quite the procrastinator, aren't I? For RWer's, it's version 23c. Yeah, a pretty old version, too.
The Opening
[Alright guys, you've made it to the report. Congrats. (That is, unless you skipped to this part, in which case, go die in a fire, because I spent forever writing that !@#$.) However, there's still one more thing you have to wade through if you're going to enjoy this: my sucky writing. Throughout almost the entirety of two to three pages here, I'm winging bad puns left and right, desperately trying to pull in people who appreciate comedy, so the bad writing combined with the helplessness you get from not understanding anything that is going on will hurt your head like a crying baby playing pinball with a jackhammer during a hangover. For those of you who start hating this report, and for those who already do and don't know why you're still reading it, please stay and work through it. I don't promise it gets better, but what do you have to lose but your time and dignity anyway? And let's be honest here: if you're coming to this site at all, it means gaming is already the black hole of your universe that's sucking away the last vestiges of your humanity, so forget about your time; and as for your dignity, if you haven't already lost it during that awkward event involving a Xerox machine and your grandmother's backscratcher, it's so pitifully small that I doubt I could find it, let alone take it from you. MEGApwned, n00b! LawL ...
Ahem. Uh, yeah, hope you enjoy the show...]
 In the beginning, there was...lag. It was a completely unavoidable thing to have opening lag in Ring Wars back before the 25's or so. As a side note, PLEASE don't play this game over a phone line or without a male-sheep/weapon used to take down gates and fortifications (...RAM...heh...). You will lag horribly, and your game experience will be quite unsatisfactory. Now, on with the game!
[Good lord, there went the first pun. I bet it nearly did you all in, but keep going!]
As I said, in the first few seconds, there was the ever-present opening lag. During that period, both sides conferred on what to do and then began their practiced and dependable opening moves, to the horrific exception of me. I had no experience as Gondor, so I was hopeless from the start. I've watched people play it though, so at least I wouldn't disgrace my family...too badly. I knew that a standard strategy of Evil was to rush Gondor at the beginning of the game with starting units, aptly named the Gondor Rush (us rw'ers are so creative. I'd call it the "Fangrim is Uber!!! Maneuver", but that's just me). I set about creating my defenses. I massed my units together at the fountain, which I planned to hold at all costs. While I chose spells for my heroes, my peasants began constructing more archer towers at the fountain.
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Strategic Side Note: Wood and Buildings
Wood is periodically given to each nations' resource pool throughout the game. With this wood, all nations can build towers (a defensive building that attacks enemy units) and farms (support building that heals friendly units). Most evil nations can build keeps (support building which gives nearby units increased attack and movement speed) instead of farms.
Some nations have special towers. Gondor and Rohan archer towers cost 2000 lumber compared to the 1500 cost of regular guard towers. However, archer towers can deal more damage more quickly than regular towers if garrisoned with four archers, similar to Orc Burrows in melee or bunkers in Starcraft.
Other tower types include dwarven towers and elven towers, able to be built by the Elves and Dwarves irrespectively. Dwarven towers are just like Cannon Towers in melee, able to damage masses of troops at a time. Elven towers are the best in the game because they deal magic damage. Most units in the game have heavy armor. Because magic attacks do extra damage to heavy armor, elven towers are guberly riggified.
Pooling wood is an often-used strategy. To do this, several players donate all or part of their wood to the one player who can use it most effectively. Isengard is often given wood to tower the Gap (which you'll read about later). Harad is often given wood for its river fortress. The Good nations often pool to Gondor to help with defenses there, to the Dwarves to tower up the North, or to the Elves, whose towers are the best in the game.
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I quickly garrisoned what archers I had into my archer towers, and prepared for the battle of my life. Meanwhile, the other players weren't completely immobile. Funkey_Donkey was sending his Elven heroes to Gondor to aid in the defense (how nice of him). Mephodrius had the Fellowship begin the trek to Gondor as well, with the Shire heroes Tom Bombadil, Radagast (a wizard that summons high quality wolves and such), and Halbarad Dunedain (leader and summoner of dunedains, extremely high quality melee units) following. Partyed's Dwarves ran for their lives to the somewhat safe lands by the Lonely Mountain in case he was suddenly attacked. The nations of Harad, Mordor, the Nazgul, and the Easterlings were preparing to hit Gondor before defenses were set up. Isengard forces under xXPiMpiNPLayAXx's command prepared to hit the Rohan fortress of Helm's Deep, his prime target throughout the early game, and Moria scurried through the caverns to his northern exit. All was peaceful in the land of Middle-Earth...so far.
The Rush
(Of what? adrenaline? knowledge? self-esteem? please be self-esteem...)
[edit]
The Gondor Rush
(dammit)
And so Evil commenced the "Fangrim is Uber!!! Maneuver". Little did they know that using a tactic against the player for whom it was named would cause it to go awry in the end...but let's not get ahead of sour-elves. [That would be "ourselves," only reversed]
Everything was halfway completed when Evil stroke (struck? striked?). The Fellowship, Shire, and Elves were halfway to Gondor, half of dalycity650's Riders of Rohan were at my base, and I was halfway to halfway of somewhat not prepared for an attack. First, Harad.s player, hok_grimm_fatty, sent in his troops with the grim resolve of a fat person, attacking my southern towers like somebody.s business (probably his). His corsairs and wildmen were followed by Mordor's heroes of evil. Interestingly, hok_grimm_fatty was ignoring his other three heroes, only sending Owynvan to battle.
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Strategic Side Note: Power-leveling and Experience
In Warcraft III, heroes gain experience when enemy units die. When multiple heroes are close to the source of experience (the now dead units) the experience is divided and split between each hero.
To accelerate leveling for powerful and important heroes, some players opt to "power-level," primarily using that one hero. This significantly speeds up the leveling process for that hero, allowing them to get more powerful spells sooner than non-power-leveling counterparts.
There are several negatives to power-leveling. Immediately, a power-leveling nation is behind in capability, since they are after all ignoring their other heroes. Also, it takes more and more experience to gain levels as more are attained. Thus, it might be more beneficial to have the ignored heroes gain experience, since it will take less to level them.
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Even if power-leveling is considered a good strategy, I was happy because it meant three less heroes at my throat.
Regardless of the lack of heroic power, my southern towers fell faster than something falling really, really fast. This coupled with the appearance of the Nazgul had me wondering whether I was even going to survive the first two minutes. Thankfully, help had arrived. The Fellowship under the noble command of the Euro player Mephodrius came in along with the Elves and the Shire following just as Evil began its assault on Pelargir, a Gondor spawn just west of the southern river crossing.
The Fellowship did not attack the invaders, however, but instead turned around and went back the way it came. Apparently, Mephodrius accidentally left the ring in the Shire and was going to go back and get it. I mean, why else would such grand heroes run away from a horde of angry monsters?
Still, the Fellowship's very presence, however cowardly it might have been, did the job. Immediately upon seeing that the Fellowship had arrived, Evil began a hasty retreat. All forces would have been withdrawn had it not been for an idiotic cavalry charge made by Gondor knights. Who ordered that anyway?
 Immediately upon seeing that possible food had arrived, Evil made its hasty return. Suddenly it was 17 knights and my four heroes against 9 all-powerful wraiths kings, six wolf-riders, 12 orcs, 4 Mordor heroes (including a giant thousand-year-old spider), and a troll wielding a dangerously blunt club, with two times as many nasties just a second away. Meanwhile, the mighty Fellowship was desperately attempting to fight off two Uruks and a half-decayed skeleton that he couldn't shake off when he retreated. Thanks Mephodrius!
We were soon down five knights in two seconds during the freezing cold of a NUKElear winter, caused by a massive combination of Evil waves and nukes. I calmly issued the order "RETREAT YOU FREAKING IDIOTIC IDIOT FREAKS!!@!@" to my men, who attempted to obey. Unfortunately, two were caught in variag nets thrown by the Easterlings, two more were horribly trapped by orc forces, and another met his death to a random wave by a Nazgul. The Evil forces happily feasted on the foot soldiers that were unlucky enough in not being able to afford horses. As I retreated, the Fellowship got support from the Shire heroes, a group of rangers, the immortal Elves and a giant tree to finish off the two Uruks and half-decayed skeleton.
 After they killed the overwhelming forces set against them, my "allies" decided to help me. Deciding now was the time to be brave, the Fellowship waded into enemy forces and unleashed a torrent of waves and spells. Evil was in disarray. Mordor and the Easterlings wavered between fighting or running away. iceseekers was resolute, however, and in a forthright move decided his Nazgul needed to hide, and they did so. The fighting continued for several seconds in which many units met their fate. Seeing the opportunity, my knights gallantly charged, and, with no irony whatsoever, the Nazgul did too. Thankfully, they only got in a few waves before realizing everybody else was either dead or running the heck away. Resolute as ever, iceseekers mimicked their action like the monkey he no doubt is.
With the Gondor Rush successfully fended off, I sat back and relaxed. Relaxed, that is, until I noticed large group of my units had chased a troll who was now beating them senseless while the Mordor heroes advanced and the Nine circled around them. Eep. With a practiced click-and-drag maneuver, I had my men make a run for home. Two lucky archers made it back.
I'll call them Nebuchadnezzar and Bob from now on. See, I was planning on going on about Nebuchadnezzar and Bob, seeing them through their adventures, letting ya'll get a glimpse of the life of two soldiers in Middle-Earth. It would be like SCV Wendy, or Necrolyte Joe. Unfortunately, my plans were cast awry when Bob and his hyper-nomened partner were immediately placed into a recently built archer tower, never to see the light of day again. Bummer.
Meanwhile, Back at the Gap
At the same time as this entire battle was happening, Isengard and Rohan were having playtime. Their game: kill more of the other guys than you lose as fast as you can. For as hok_grimm_fatty launched the attack on Gondor's southern river defenses, xXPiMpiNPLayAXx began building watch towers in the Gap of Rohan.
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Strategic Side Note: Towering the Gap
The Gap of Rohan is a tight passageway between the fortress of Isengard and the fortress of Helm's Deep, controlled by Rohan. Building towers there is a standard strategy of Isengard, much like walling in ramps for Terran in StarCraft. This impairs Good movement across the map, many times to the point that they can't cross at all, but rather go around north of the mountains or south through Gondor. It also deters Good nations from trying to trap Isengard as he attacks Helm's Deep. No one likes running straight into a partial blockade of towers.
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With this in mind, you can imagine how xXPiMpiNPLayAXx reacted when he received these messages:
Pretty darn happily, I'd say.
Rohan would hope to try to stop Isengard from blocking the Gap, but for now, dalycity650 seemed confused. His troops went back and forth between going to Helm's Deep to defend and heading to Gondor to stop the rush. Apparently, his leaders had "the Great Compromise of 3019, Third Age" and decided to do nothing so everyone would be happy. He watched impassively as Mephodrius ran like a little girl, watched as Mephodrius turned around and desperately fought off two orcs and a half-decayed skeleton, watched as Gondor's knights were nuked into oblivion, watched as I calmly retreated from the battle scene. Meanwhile, xXPiMpiNPLayAXx was busy setting up reconnaissance around his base, placing wards to check for enemy movements. He had decided against stalling the Fellowship and proceeded with his own plans: destroying Helm's Deep.
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Strategic Side Note: The Stall
Though it did not occur in this game, it's worth mentioning since it shows the sacrifices people make in Ring Wars for other players to succeed. An effective strategy that Isengard sometimes employs (often with the help of Moria) is to stall the Fellowship from reaching Gondor. This is highly effective for several reasons. Because the Fellowship's heroes run at different speeds (Gimli and Frodo are freakin' slugs, Legolas is taking steroids, and the others are average), they are often strung out in a line with the slower guys at the back. As this heroic line of heroes passes by, Isengard can grab one near the end of the line with Sleep, surround the hero and try to kill him. The Fellowship won't leave one behind so they turn around to try to save the trapped guy. If Isengard successfully micros, he can kill a hero and run around. The Fellowship simply can't resist a hero kill and tries to kill one. Half the time, the Fellowship goes for Saruman, who often has the spell Mirror Image, which creates duplicates at will. The Fellowship wastes time and soon Moria arrives. He nabs a hero and only then does the Fellowship run.
Now, sometimes this strategy doesn't go nearly as well (like any other). Sometimes it's Isengard that loses a hero (often Wormtongue) and it's the Fellowship that calmly walks off. But all too often, the Fellowship has lost two heroes and wasted 3 minutes of time, in which Evil has run rampant in Gondor, often to the point of winning the game. But, since this didn't occur, the Fellowship got to Gondor quite safely this game and was able to stop Evil in time.
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 As the Good forces in Gondor were in complete disorientation and Rohan's forces watched from the sidelines, xXPiMpiNPLayAXx attacked Helm's Deep. Now, dalycity650 could watch disinterestedly as his allies were pile-driven into submission, but someone attacking him? There was no way he would put up with that nonsense.
As soon as Isengard's force of Uruk-hai attacked, Rohan activated the horn of Helm's Deep. For a limited time, it would decrease the damage dealt by enemy troops. In return, xXPiMpiNPLayAXx had his Uruks use Defend, which reduced piercing (arrow/ranged) damage at the cost of movement speed. The towers weren't going to take the attackers down any time soon, so dalycity650 had to act fast. He used an item that one of his heroes, Theoden, was carrying. The Red Arrow of Gondor increased his units' speed and he arrived at Helm's within several seconds.
 At the sight of dalycity650's charge, xXPiMpiNPLayAXx sounded the retreat and tried to get his butt out of there. dalycity650, despite the green player's pimpin' playin' skillz, managed to get his men right into mass of Uruk-hai and ready to surround a hero. Quick on his lower phalanges, xXPiMpiNPLayAXx had Saruman use Mirror Image, creating a duplicate of himself. Luck was on the green player's side as dalycity650 surrounded the duplicate instead of the real Saruman. Then, the pimpin' playa' used Mirror Image twice more, giving the Rohan player no hope of getting a hero for now. His units were already being surrounded and he himself was in danger of losing a hero. Quick as a camera flash, the mounted troops of Rohan zoomed out to the south west, the Uruks at their heels.
 Just before the Rohan troops got out of range, Isengard used Wormtongue's Sleep spell. Erkenbrand was immobilized for several painful seconds, but the stun was useless. xXPiMpiNPLayAXx never got enough Uruks to surround him and the Rohan hero slipped out and was soon healed by Theoden. Immediately after, dalycity650 used his own stun, stunning Wormtongue for a couple seconds. This gave the Riders of Rohan enough time to partially surround the hero. Wormtongue might have gotten away but for some idiotic pathing (he tried to run through a unit for two seconds), a few dumb Uruk archers who ran in front of him and a wave from Eomer, which led to Wormtongue's early demise.
For a few seconds Isengard made a futile attempt to chase the mounted horseman, missing a possible hero kill when Theoden was trapped by running Uruks. Had xXPiMpiNPLayAXx noticed, he could have gotten in a trade, but he didn't, so w/e boohoo, you got pwned.
Actions of No Consequence
 Meanwhile, HotWK_WITCHKING's goblins of Moria had exited out of the northern cave entrance, along with Gollum. Just as Isengard attacked Helm's Deep and the conflict in Gondor was getting messy, HotWK_WITCHKING began creeping off the wolves in the north.
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Strategic Side Note: Creeping
Creeping in general is the killing of the neutral units around the map, called creeps, in order to gain experience for heroes to level up faster. Creeping also earns gold for the player, which can be used for repairing damaged buildings. Creeping is usually used to augment the ordinary experience gained in battles, but some nations use creeping as the primary way to increase their power.
Though it is easy for the Shire to travel to battles around the map, it does not have the destructive capacity to get experience in its own battles against Evil forces. Creeping is easier on the initially weak Shire heroes and permanently weak Shire units.
The Dwarves, though the North is a major battle area, also cannot fight on their own and therefore would be sharing battle experience with its allies. Creeping keeps it on equal levels with the rest of the nations.
Though Isengard and Moria are very self-sufficient and capable of destroying Good armies for experience, they are cut off from the south and thus miss out on many battles. Also, creeping is very dangerous for them. Should Good trap Isengard and Moria and block their retreats, no Evil nation can get there to save them.
Most major battles occur in the south, which means that creeping is most important to the northern and western nations since it makes up such a large percentage of their experience gain.
There are only a few creep areas around the map, which generate more creeps periodically. All of them are located in the northern half of the map, and in most games are hotly contested between the two sides, and sometimes even within them! The conflicts in the north are often set around the control of creep areas because they are so useful in gaining levels and thus greater power. The Shire has several creep spots located on its perimeter. Isengard attempts to slip out of its fortress to the west and steal these creeps. Moria is closest to the wolf creeps in the north, and the Dwarves and Shire try to get those as well.
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While HotWK_WITCHKING began to powerlevel Gollum, Partyed's Dwarves were desperately preparing for the inevitable attack to come and began constructing farms on the Lonely Mountain. Hopefully, once the Evil nations attacked the defenses would hold long enough for help to arrive.
Status Check
 And that, my friends, was the only first three minutes of the game! Here are the scores so far:
As you can see, I am board leader. This obviously shows how good a player I am, as well as allowing you to see my moral strengths and ingenuity.
So far, the Good nations are a bit ahead of Evil in terms of kills, with Good outnumbering Evil in unit kills 52 to 43, and having already got one up on Evil in hero kills. The early loss of Wormtongue (Isengard's primary means of enabling hero kills) may increase this discrepancy as the game goes on, but the game definately isn't leaning any particular way as of yet. It is quite normal for Good to have killed more units if the Gondor Rush has been repelled simply because its defensive towers have taken the hits instead of its units. We'll get to truly see how the teams are matched up in terms of skill with the next, upcoming battles of the game.
Anyway...settle in, get a snack, or take a break because this thing ain't even close to finishing yet.
All Chaos on the Northern Front
At this point of the game, almost everybody went north. East of the Anduin River, the Easterlings, Nazgul, and Mordor marched on while the Fellowship, Elves and Shire went parallel to them on the west side of the river. All forces were converging on the happy little town of Dale.
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Strategic Sidenote: Fronts
In Ring Wars, there are two primary fronts that Evil and Good constantly battle on and for, no matter who the players are, what time it is or who just had Mongolian Bar-B-Q'd chicken. They are the Gondor/Harad or Southern front and the Northern or Dwarven front. Generally, most battles occur at these fronts. Right now, both sides were converging on the North, which as of now had been untouched by Evil. The North includes the happy little town of Dale, the Lonely Mountain (sometimes called Erebor), the Iron Hills to the northeast, and Mirkwood on the Good side; Dol Guldur and Rhun form the Evil counterparts. The Southern front, which has already undergone its first battle in this game, includes all three of Harad's spawns, the Haradrim river fortress, Khand and its tower barricade, Minas Tirith, the two Gondor river defenses, the fountain, and the Gondor spawns of Lossanarch and Pelargir.
There are also two secondary fronts in the game. These include the West and the Mountains. The West (when applied to both Good and Evil areas) is a huge territory, encompassing the Shire, the town of Bree, the two Elven spawns of Rivendell and Mithlond, the Dwarven Blue Mountains, the Gap of Rohan, the fortress of Isengard, Dunland, Helm's Deep, to some extent the Gondor spawn of Dol Amroth, and even the three creep areas. This front is basically the entirety of Isengard and Moria's combined influence over the lands on the western half of the map, which is in contention with Rohan, the Shire, and the Elves' forces. The Mountain front consists of Mt.Gundabad of Moria; Lorien, capital of the Elves; Fangorn Forest (spawning the Shire's ents); and the two Warg creep areas.
The Western and Mountain fronts are secondary because, though they are fought over in most games, they are not deemed as important strategically. While both sides see the value of the North and South, they do not always fight tooth and nail for Mountain or West spawns, preferring to "let them go," or simply don't care about them. However, throughout the game some secondary fronts can become as hotly contested as the primary fronts. This usually occurs if Good is extremely protective of the West or if Mt.Gundabad is successfully defended by Evil several times.
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Strategic Side Note: The Early Game
The early game is a time where Evil is dominating. It is gifted with better position, more troops, and a high sense of morale, confidence, and self-esteem (I wish I was evil). Three Evil nations are situated right next to Gondor while the only Good nation within half a minute is Rohan, who has troubles with Isengard early on and can't always help. Other Good nations will arrive in about two minutes' time, allowing Evil to get in some damage. This initial advantage puts Evil in the offensive position. The Evil nations must put their advantage to use early on; attacking spawns quickly and with concentrated force is the only way they can control the tempo of the game.
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Evil was ready to commence the attack. Before they struck (stroke?), iceseekers asked FingolfinDaPmp to use the palantir to scout for enemies.
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Strategic Side Note: Reconnaissance
Reconnaissance is incredibly important in Ring Wars, and more than one game has been decided by the choice use of a palantir or ward. Several heroes have palantir items. When used, they reveal an area of the map, similar to a comsat scan in StarCraft.
Wards, on the other hand, are invisible units that reveal a part of the map for several minutes at a time. These are similar to observers in SC, only they can't move and can be easily destroyed if spotted by invisibility-detection, even another ward.
Reconnaissance can be used to examine the defenses of the target, check often-traveled areas hoping to spot enemy movements, and (uncommonly) invisibility-detection can reveal hiding units at night, like the Nazgul or goblins (essentially, detecting cloaked units).
Other scouting devices include buildings (for durability), the spell Far Sight that some heroes have, and pretty much any spare unit.
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FingolfinDaPmp obliged, and used the palantir of one of his heroes, the Mouth of Sauron. He checked the pass over the river just southwest of Dol Guldur, a Mordor spawn in the forest of Mirkwood. It being the primary way to trap Evil when attacking Dale, it was the most logical choice, and this time, correct! Just within the detection range of the palantir scan, they saw the Fellowship waiting at the river crossing.
Immediately, Mordor and Nazgul forces retreated behind the Black Gate of Mordor. The Easterlings, however, was unconvinced of the threat posed by the Fellowship and tried to convince his allies to come out again. While his allies were confused on what to do next, the Fatman of Harad had his own agenda. He sent a couple dozen troops just above the southern river crossing into Gondor lands. I, the protector of the royal realm that I am, instantly spotted the fiends and moved in, signaling to my allies of a possible attack on me. I charged with some knights and my heroes as the Fellowship ran south to join me for defense. As the lines engaged, I cast flamestrike with Denethor, one of my best heroes. However, just as it was cast the Harad forces ran south, my men chasing them, and I ended up flaming my own men. : /
hok_grimm_fatty had his men retreat back to his river fortress just as the Fellowship arrived. With nothing else to do, Mephodrius sat around in Gondor, giving Evil plenty of time to notice with the Eye of Sauron.
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Strategic Side Note: The Eye
The Eye of Sauron is a ward that Mordor can place anywhere on the map. It lasts for several minutes, and automatically recharges for another go within a short time. This gives Evil a constant eye (heh...) on important spawns. The Eye is usually positioned in Gondor throughout the game.
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iceseekers signaled that the Fellowship was in Gondor for now and Evil once again prepared to attack Dale. They were just about to attack when a message interrupted their battle plans:
 As it turns out, HotWK_WITCHKING had been sneaking out of his cave to gain experience off of the warg creeps in the far north , but this time he didn't get back in time. The Dwarves used the famous triple stun combo and took Gollum out as he was picking his toe nails outside of the cave entrance of Mt.Gundabad. It cost Partyed a hero, Gloin son of Groin (snicker snicker), who died to towers and many goblins, but it was an excellent trade for Good.
Nevertheless, the attack moved on. Evil stroke (struck?) at 7:00 game time, with the Nazgul and Mordor forces in front and Easterlings bringing up the rear. The Evil forces began to tear down the towers surrounding the spawn of Dale, but, suspicious of a trap, the Easterlings turned about and headed south of Dol Guldur, rapidly signaling the area. The Nazgul and Mordor forces soon followed. When the Easterlings spotted no one planning to trap them, Evil turned around again and headed back to Dale. It was then that Funkey_Donkey made a most observant observation:
Unfortunately for the donkey of funk, Evil came back at that moment, making the legendary elves look incredibly stupid.
Within a few seconds, the Easterlings signaled that the Elves were just northwest of them in Mirkwood. Evil continued to destroy Dale, aware and ready for a trap by Good. In fact, that was just what Good was planning. The Elves and Dwarves would charge down together from Mirkwood into the Evil force while the Fellowship, having circled around the Lonely Mountain, would come in from the northeast in a flanking maneuver.
The attack began quickly but, sensing something was afoot, the Nazgul hightailed it out of there before the flank even started. Mordor, too, began running early. The Easterlings, however, stayed, and UPSGuy paid dearly for his bravery. Within seconds, he lost two control groups of troops and a hero, Kurgath. A Nazgul was also lost to the terrific trio of Good nations. Good rolled south with a multitude of waves and stomps. Unfortunately, Dain Ironfoot got his pants kicked off him when he ventured too far ahead of the mob. The Dwarven hero was quickly webbed by the Mordor hero Shelob and waved to death by the Nazgul.
 The Evil nations made it on the other side of the river and, turning about to face the oncoming Good nations, closed in for some melee. In retaliation for the dwarf king.s death, Funkey_Donkey had his Elven heroes focus their waves on Gwaer, the wainrider summoner for the Easterlings. UPSGuy had two of his wainriders use their stomps, stunning most of the Good forces while Mordor used Black Water of Mordor to heal Gwaer. As soon as the stun wore off, the Elves used the last of its waves and almost killed Gwaer anyway. He managed to get out of the fight with 100 hit points left and UPSGuy decided his allies could manage without him, retreating to Rhun. Indeed, the Fellowship and Dwarves were in full retreat, with the Elves straggling behind.
Taking advantage of the rout, iceseekers and FingolfinDaPmp lunged forward. The Elven hero Glorfindel fell trying to get away, dead to Nazgul waves like so many heroes before him. Mordor and the Nazgul continued the chase. Thankfully for Good, the Shire had arrived. It had taken 00Steven a while to get there, but soon heals were going round and more troops were ready to fight. Good charged, but just as quickly ran back. The front nations, feeling exposed to the united forces of Mordor and Nazgul, would retreat, then the next nation would as well, until everyone was running for their lives. FingolfinDaPmp again used Web to immobilize an Elven hero. This turned out to be a major tactical error for Evil, because all of the Good nations stopped running, and all tried to help the captured hero at once. All waves were unleashed in rapid succession, killing a dozen orcs and forcing Evil to flee.
Once again, the Good nations charged. As one, their revitalized forces chased away an outnumbered Evil. Mordor found haven in Dol Guldur and the Nazgul fled all the way to the Black Gate. 00Steven placed a ward south of Dale to watch for enemy movements while Mephodrius spotted a group of variags that UPSGuy had left at the battle scene and set the Fellowship to broom them down. The Elves and Shire moved in to help, most likely to mooch some experience from the skirmish. The Dwarves meanwhile sat around the recovered Dale, celebrating with ale and smoke and living up to Partyed.s name.
Seeing the three Good nations out in the open, UPSGuy moved his troops to attack them. The Nazgul, however, decided against it and moved south to thwart an attack on Harad being made by Gondor.
 Throughout the battle for the north, my Gondor forces and hok_grimm_fatty's Haradrim had fought two skirmishes, with both of us suffering minor casualties. Planning to make a determined siege of Harad's tower blockade, I brought in a few control groups of footmen to soak up the arrows with their shields. As my troops set themselves up in the desert south of my river, I scouted the Harad river fortress and was surprised to find only two giant elephants guarding it, with no troops. Dumbfounded, I stood there for a full thirty seconds, with my army out in the open, and with no knowledge of enemy troop movements. Undoubtedly, I would have been slaughtered and we probably would have lost the game right there, with all my allies but Rohan in the north and no troops to stop Harad and the Nazgul from wiping me out. Luckily, that did not happen, as iceseekers turned his wraith-king-guys right around and went back north, where the battle had just restarted.
Anyone up for Round 2?
 UPSGuy and FingolfinDaPmp had moved back into the area just as the Good nations were going back north. The two Evil nations camped east of Dol Guldur, preparing for another attack on Dale to finish it off. Unknowingly, they had gathered about the ward the Shire had placed after the battle. 00Steven signaled to attack and another round of combat began. The Good nations rushed south from Dale again while UPSGuy and FingolfinDaPmp wondered what to do. The Shire appeared first, and UPSGuy charged, and then quickly fell back as the Fellowship, Elves, and Dwarves came into view. The Evil nations had more ground troops, but they didn't have any waving power and soon Mordor.s troops were being cut down. Both sides were wary of entering into melee, with Good not wanting to walk right into Mordor's forces and the Easterling stuns while Evil was unwanting of walking right into the Fellowship's stomps and their stuns. It was a pretty stalemate until both sides gathered their courage and went after the most threatening hero at the same time. The Easterlings and Mordor charged, the former using wainrider stuns to immobilize Tom Bombadil and the latter surrounding and nuking him. Meanwhile, the Fellowship used their stuns to likewise stop Ovotha and began killing him. The two heroes died within a second of each other and both victims ran away, the Shire to the north and the Easterlings to the south. One second later Gandalf the Grey fell, separated from the rest of the Fellowship by the moving battle line and soon surrounded by the newly arrived Nazgul and black uruks. Within five seconds another trade occurred. The Elves waved down the Mouth of Sauron, killing him before heals could be used while the Nazgul used its waves to kill Celeborn, an Elven hero. Both sides retreated, mutually agreeing it was time for a break from losing heroes willy-nilly.
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Strategic Side Note: Resurrection
The respawning of dead units is a minor mechanic of the game. For example, if Gandalf the Grey dies (which has just occurred), a few minutes later he will respawn as Gandalf the White. A few other Good heroes have such a reincarnation as a spell with a cooldown. The Rohan hero Eowyn, the Shire hero Halbarad and the Elven hero Celeborn can all come back to life at level 6 through their ultimates. In addition to this, a few heroes can make a multitude of non-hero units come back to life to fight again. The Rohan heroes Erkenbrand and Theoden, the Elven hero Thranduil, and the Gondor hero Faramir each have ultimates that resurrect units permanently, while the Mordor hero the Mouth of Sauron revives them temporarily. Owynvan of Harad can also create new units with dead bodies, but they become skeleton warriors and mages rather than the original dead unit.
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The Nazgul 'Rocky'-rode south again, rarin' to teach me a lesson. I was now fully prepared to attack Harad, with three control groups of footmen and two of knights ready to go. I even started my attack and began bringing down a mumakil when I spotted iceseekers with a well placed scout. Naturally, I tried my best to get my troops out of there but I knew that the effort was hopeless, and the Nazgul were just about to hit Level 2 because of me. Yet...I made it. It turns out that at that moment, UPSGuy had just accused iceseekers of not playing very well, and during the time when iceseekers was responding the Nazgul were just sitting there. Whew...
However, it's possible the Nazgul would have chased the troops into Gondor anyway with the help of Harad...if not for the heterogeneous fortress of wonderfulness.
Lovingly, both the Shire and Elves had participated in the building of the fortifications. Elf towers, Hobbit-ed guard towers, rooted ents, Gondor archer towers...blissful heterogeneity.
The Wild, Wild West
 As the battle for the North ended, Moria and Isengard sprang into action and the battle for the West began! xXPiMpiNPLayAXx had sacked Helm's Deep a couple of times as well as creeped a little, gaining a few levels for the power-leveling Saruman, who was now at level 4. The dreadful duo now prepared to attack the Shire for levels, food, experience and fun! At 13:44 the first Evil forces crossed the river into Good country. And who should they find around the bend but the Dwarves, creeping off some wraiths. Partyed was quite literally shocked to see them.
The midgets ran for their lives from the advancing column of goblins and uruks as a demi-hero, King Brand of Dale, was lost in the tide of evil. The Dwarves found haven in Rivendell, where the Shire heroes sat around, slightly amused watching their bearded allies waddle in. They soon waddled out behind the Shire forces to possibly give chase to Isengard and Moria who were currently running for their lives. Rohan forces had been sighted about to enter the Shire and, not wanting to face the combined might of men, elves, dwarves, and hobbits, Isengard and Moria skedaddled. Unfortunately for Good, none of those nations decided to go after them. Rohan merely parked outside the Shire for a couple seconds then moved south again, and the Shire and Dwarves started to creep off the yetis while xXPiMpiNPLayAXx and HotWK_WITCHKING made it safely to Mt.Gundabad.
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Strategic Side Note: The Yetis
The yetis are actually the Snowmen creeps that live north of the Shire. The most powerful creeps on the map, they give quite a bit of experience which is very well-earned to the killer. The snowmen all have stunning stomps that wreak havoc on troops, the yeti shaman of the group has a bouncing heal, and all of them have high hit points and dangerously lethal, mortally wounding attack power.
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The only person who seemed to understand the importance of chasing the two Evil nations was Funkey_Donkey, and he wasn't in a position to do anything. About to urge his teammates onward, he stumbled on one of the warg lairs in the north and retreated back. Then, deciding he might as well fight them, the Elves took about twenty seconds dispatching them which, in a freak coincidence, allowed Isengard and Moria to pass by undetected. The two Evil nations came back west from Mt.Gundabad right into the Shire and Dwarves, who had just finished up the yetis. 00Steven was already returning to his hobbit-homes but Partyed's Dwarves had lingered, possibly wanting to feast on fresh yeti-meat. Moria attacked the Dwarves from the North while Isengard headed off the Shire. In a fantastic trap, HotWK_WITCHKING forced Partyed right into xXPiMpiNPLayAXx's uruk-hai hordes. Thorin Stonehelm, noble hero of the Dwarves, was trapped amongst the Goblins and Uruks. But he had quite a bit of hit points and a stomp to his name. He could get away, right?
 Not a chance.
However, the Shire heroes turned about and forced the uruks and goblins to retreat, killing many.
Sorry, that was a lie.
Anyway, at the moment of Thorin's death, the Elves of donkey funk came swooping in to the rescue, unleashing waves of damage and death allowing the others to escape unharmed.
Yeah, right.
The pansy Elves barely made it out in a few sizable pieces, losing Elrond in the meantime. Meanwhile, the forces of Isengard and Moria calmly made their way to Mt.Gundabad, the sweet taste of victory in the air.
Yar! Them Pirates be Feisty
 As the first hot and pimpin' forces crossed the river into the Shire, the armies of the Nazgul and Harad stared across their corresponding river at the fortress of variety. At the moment, Gondor lands were garrisoned by the Fellowship under Mephodrius's competent command and the native forces of Gondor, controlled by the utmostly awesome Fangrim. For a while, iceseekers moved his wraith-king-guys around the south, no doubt bored. The Fatman simply followed him for a while with the huge army that had been assembled in the last few minutes. UPSGuy was finishing up Dale while all of the Good nations were either busy fighting for their lives or doing garrison duty.
Restless for a fight, the grim general of the Harad had his men go north to join in the destruction of Dale. Slowly, rank by rank of the Harad passed by in three solemn AI-generated columns. By the time they all passed by the immobile Nazgul, Dale was destroyed. No doubt a bit peeved, the rumbling fatties all came back, filing past the no doubt amused wraith-kings.
But no! It turned out that they were going to attack, because hok_grimm_fatty turned a hard right and headed directly into Gondor's eastern river fortifications. The Fellowship had gone north to try to trap Isengard and Moria but none of the Good nations in the west had given chase, so competent Mephodrius once again merely allowed for an Evil attack.
Mr.Awesome (that's me :P) ordered a cavalry charge accompanied by heroes and, his will to be done under pain of frustration, his will was done. The charge went over perfectly, a bristling show of force that caused the Harad forces to retreat, feeling unsupported by the Nazgul, who's commander felt it best to once again...hide.
Still, we can't completely rule out strategic imperative behind iceseekers's cowardly decisions because Dr.Stupendous, seeing no support for Harad, charged across the river...right into the waiting Nazgul. With the power of eight waves in its arsenal, iceseekers then had the Nazgul use...just two. One of which missed. Yippee skip, doo la day! My knights were completely unharmed after the courageous and calculated backward gesticulations resulting in a negatively forward movement by my men. Somehow, they ended up on my side of the river. We'll never know why.
Anyway, the impeccably punctual Fellowship arrived in Gondor at that moment. Having missed the battle that he himself caused, it follows, logically, that the first thing he utters must concern bodily needs.
It turns out that hok_grimm_fatty, believing the battle would go on longer, had unloaded the pirates into Dol Amroth.
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Strategic Side Note: The Pirates
Throughout the game, Harad has the opportunity to unload pirates from the Corsair ship on the shores of Dol Amroth, a Gondor spawn. Pirates are pretty powerful and if left to their own devices can actually destroy Dol Amroth, the sole spawn of knights for Gondor. They are most often used in conjunction with a major attack, forcing Good players to leave the pirates alone in an attempt to aid in the bigger battle. However, the Harad player must be careful not to allow the pirates to become 'food' for Good. (Things that are easily taken advantage of by the enemy but don't do anything worthwhile before their death. AKA, all of You)
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Thus, Mephodrius's cries of hunger. I decided that my ally deserved to eat more, so I stayed by the fountain. On the other hand, dalycity650 had not fought in a battle for several minutes and was starving. He even used the Arrow of Gondor in an attempt to get his Rohan heroes to the feast first (though he was disguising his selfish actions in pretending to save Dol Amroth...the sneak). The two Good nations arrived at Dol Amroth simultaneously. The Fellowship came from the south into the fortress of Dol Amroth and waved the pirates a few times. Rohan came in from the north to be stumped by my closed gate. dalycity650 quickly typed for me to open it.
I complied and opened my gates to, apparently, allow Rohan to fight the pirates as well. Instead, the pirates ran out of the opened gates to the northwest and freedom. The Fellowship and Rohan desperately chased after the pirates, but they soon scaled over the western hills of Gondor out of our jurisdiction.
Mephodrius...competent, competent Mephodrius. Still, he was stubborn and would not dare let food run away from him even if he had no legal right to do so. He gave chase to the feisty pirates with dalycity650 following behind. The grand fiasco led the two nations to Dunland where the pirates were huddling in the tiniest corner of the establishment. The native dunlendings were a bit flustered at pirates barging through their home but decided to live with it, even offering them food and shelter.
Anyway, those dunlendings showed true moral stamina in letting complete strangers come live with them, and thus deserve my heart-felt feelings for their horrible demise.
Every one of them was slaughtered in Mephodrius and dalycity650's crusade to kill every last one of those frakin' pirates who had once again made Mephodrius look like an idiot. After the first onslaught of waves and stomps, not one dunlending was alive but rather miraculously FOUR pirates were. The lucky four ran south as fast as their peg-legs and queer accents would carry them in an attempt to reach Isengard...and FREEDOM!
Regardless, three lucky pirates made it back with one getting impaled by a thrown sword.
Thus ended the great chase for the pirate scum.
Warning: Status Check
Oh goody, my second status check! We've come to an appropriate time for such an instance, so here we go.
First off, here is the scoreboard as of 18:22...
 Alas, I have been overtaken by none other than the orange midgets. They successfully fended off an attack on the Lonely Mountain by the Easterlings, netting about 40 kills while only losing two or three dwarven warriors. Despite the fact that the Easterlings only attacked to gain a level for its heroes, Partyed put up a tremendous fight and deserves commendation. GJ :P
 As you can see, Good is vastly ahead in the unit kill department mostly due to the successful defense of many spawns. This is normal though, and doesn't really show who will be better at killing units in the times to come. The hero kill department is also telling of little. The battles in the east have neutered the Easterlings, taking away its hero net and silence. However, the Dwarves have been completely raped of heroes, one lost to a trade for Gollum, one to a trap by Moria and Isengard, and another to the blunt stupidity of Dain's artificial intelligence. Many nations have lost heroes, with Good losing 8 and Evil losing 6. However, the Evil heroes lost include the Mouth, Gollum, Wormtounge and Ovotha, these being more valuable than the Good losses individually. So, the game is pretty much even.
 As for spawns, only one Good one, Dale, has been lost, and that is pretty standard of most games. Along that train of thought, towers have been built at various locations, most notably at the fountain and Harad river fortress.
However, dalycity650 has been complaining to Mephodrius of a different fortress.
The towers in question?
 As you can see, xXPiMpiNPLayAXx has put that wood to evil use, and the fortress has been hampering Good movements throughout the game and will continue to do so as long as it stands.
As to current nation positions and movements, UPSGuy's Easterlings are traveling with HotWK_WITCHKING's goblins around the north. Mephodrius's Fellowship is in Gondor along with dalycity650's Rohan forces. Fangrim (that's me :P) and his Gondor forces are sitting by the fortress of anti-homogenous towers. The Elves are in Rivendell because Funkey_Donkey is mourning the loss of Elrond, and the Shire under 00Steven has just crossed into Gondor lands. The Nazgul, Harad, and Mordor are all in southern lands sitting around doing nothing of importance. xXPiMpiNPLayAXx is making his way through the caverns of Moria back home to Isengard.
So ends the status check, and I suppose the first half of the middle game. Hang in there honorary Koreans, you're doing great.
Maul-comes in the Middle Game!
And so it was that our players made it to the middle game, in which someone gets horribly mauled by his enemies in a freak accident involving teddy bears and BIG size boxes of Corn Pops cereal. And now for a strategic side note on the subject!
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Strategic Side Note: Getting Mauled by Enemies in a Freak Accident Involving Teddy Bears and BIG size boxes of Corn Pops Cereal
...uh, I meant the middle game...
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Apologetic Reply: Oh...sorry
No problem...
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Strategic Side Note: The Middle Game
In the early game, Evil holds the dice, cards, and check books. The Evil players have a chance to control the tempo of the middle game through their victories or losses in the early game. In the middle game, we see how Evil's attacks have turned out.
If Good has successfully defended Evil on all fronts and is ahead in hero power, they go offensive. Areas to attack are once again located on the primary fronts. Most Good teams attack the Harad river fortress in the south or Mordor's exterior spawn of Dol Guldur in the north. Other options include Mt.Gundabad and Dunland.
However, if Good has taken losses in spawns and heroes, Evil can continue to push the offensive and destroy more spawns rather than defend them. In either case, the middle game is decided through either one or two major victories on a side or small increases of power through a war of attrition that can extend for over half an hour. Rarely do sides stalemate after the middle game. Instead, continued gains in advantage allow one side to dominate, and in most games it is very obvious who is winning by the advent of the end game.
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Strategic Side Note: Clustering
In the middle game, teamwork can often take the form of a cluster. Most RW'ers will use the term to identify a group of three or more nations that fight together for a period of time. Clusters are powerful because of various factors. Working together is obviously good, but if nations realize that they are a cluster, they help each other more actively. When you stay with a nation for a time, it goes from a pass-and-go battle to a long-lasting union of powers. Some nations that do not have heals will suddenly have access to them through allies. Nations that can't normally handle crowds of units have professional wavers to back them up. Nations that have horrible armies can rely on other player's units to do the job. Clustering is powerful because nations can maximize strengths while minimizing weaknesses.
Also, sheer numbers improve odds of winning. A solitary nation finds difficulty overcoming three enemy nations working together simply because of odds. Clustering nations can go after multiple heroes at once or take one out in seconds. Heroes that are being targeted can be lost in the mass of heroes if they get away. The bonuses of clustering are huge. This, incidentally, makes it one of the most hated fundamentals of playing Ring Wars. Beating a cluster is a difficult thing to do, but both sides have tools to combat it. Mass stomps always help. Ovatha's Silence is extraordinarily useful, essentially removing a nation from the cluster for a time, and sometimes two. Also, attacking on too many fronts for the cluster to defend can force it to split up.
The important thing to remember is that to beat a cluster, you also have to work together: either form a cluster yourself, or split it up through well-timed attacks.
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As to this particular game, neither side had gained any overwhelming advantage. Because I had made no glaring mistakes as of yet it was clear to all that I should lead Good's next attack. After all, it was 18 minutes into the game and I still had not lost a single hero or spawn! Something was obviously wrong and it had to be corrected. With this logic in mind, I set out from the haven of my fortress of heterogeneity into the wilderness that is Harad. Thankfully, the Fellowship was accompanying me, and under Mephodrius's apt command they would surely provide aid both sound and reliable. My knights of Gondor boldly charged at the Nazgul encamped across the river. iceseekers, deciding valor was the better part of honor, promptly threw both into the garbage and ran away.
With the plain between Gondor and the Haradrim river fortress secured and Nazgul-free, I brought in a few control groups of footmen equipped with shields. The Shire was on his way and dalycity650 came when he was beckoned.
Mephodrius suggested we take out the towers west of Khand before striking Harad. I obeyed without question. After all, when has he ever done us wrong?
I led the charge with my knights and heroes with Mephodrius and dalycity650 close behind. Suddenly Mordor uruks appeared out of the fog of war. Just as without future notion, my men turned around and headed the other way. Err, I guess their commander misclicked or something...
 Anyway, my men managed to go the right way in the end and the battle started. FingolfinDaPmp's front line smashed into Mephodrius and dalycity650's knights. Fifteen orcs died in less than five seconds as the Fellowship used slam after slam. Still, the lines of Mordor were unending and many more orcs were on the way. The Shire reached the battle site and 00Steven had his Dunedain rangers do their thing, holding the hordes at bay. Meanwhile, dalycity650 charged right through the middle of the fight, penetrating the mass to FingolfinDaPmp's heroes and managed to surround Gothmog, the only Mordor healer. I tried to help Rohan but he managed to surround him single-handedly. Then, I tried to run with my knights but I found myself blocked by newly arrived Mordor troops and dalycity650's circle of knights. When Gothmog died, Rohan retreated allow me to do so as well, but my predicament lasted long enough for Shelob to web Imrahil. He didn't last too long.
 Just as Imrahil was dying, the Nazgul arrived. iceseekers had quite conveniently been too far south to fight as the battle began and, showing his timing to be almost as good as Mephodrius, only arrived when everyone saw that Evil was obviously losing the battle. Still, everyone close ran away as fast as they could from the Nazgul, overestimating his power, though I'm sure iceseekers got a much needed boost in self-esteem from that. (I wish people fled before me like that...)
With Good in a rout, the Nazgul were in perfect position to kill the running troops and heroes. Of course, iceseekers ran away again. It seems that the commanders of both the Fellowship and the Nazgul are baboons. At least it's even...
Perhaps in a grossly belated attempt to save me and Imrahil, or possibly to secure Good's retreat, Mephodrius sent Gwahir with Frodo loaded in so that he could mass stun the chasing uruks. He unloaded Frodo right in the middle of the pack, and then...did nothing. And as the uruks attacked him...he still did nothing. Frodo was reduced to 92 hit points in a four second span before Mephodrius finally used his mass stun. It was to no avail. Frodo died in the next attack. Naturally, this caused quite an uproar.
As the first outcries of horror and triumph echoed throughout Middle-Earth, the Nazgul came back. Within two seconds iceseekers was looting Frodo's corpse and claimed the One Ring. Of course, it was a complete coincidence that he had left the battle in the middle of it, a time in which he could have wiped out Good, then had come back just as it ended and took the Ring for his own, a prize he had not even fought for. Good show, iceseekers, good show.
Obviously, this was yet another mark of Mephodrius's skill. He had tried his hardest not to get in the mid of fighting, he had ordered the Dol Amroth gates be opened letting the pirates escape, he had left Gondor twice with no particular errand in mind but instead allowing for Evil to attack without resistance, and finally he had lost the One Ring in a blatant act of stupidity sure to go down in the Hall of Suckorz.
I.m just kidding so ya'll know. iceseekers is not the bloody coward I make him out to be. Also, Mephodrius is a fine player, and each one of his "mistakes" had good reasoning behind it which I understand. In fact, the loss of Frodo was not an act of stupidity but merely a happenstance. When Gandalf had come back to life to the West of the Shire in the Elven spawn of Mithlond, Mephodrius had sent the eagles to go fetch him more quickly. Once the eagles returned, he put Frodo back in Gwahir. However, he did not add Frodo back into the new control group he had made with Gandalf the White included, so when he was ordering his troops around after he dropped Frodo into the uruks, he wasn't being ordered and merely stood there.
The End?Despite a certain amount of legitimacy to Mephodrius's losses, it couldn't be helped that the Evil nations had acquired the One Ring. If you'll remember, if the One Ring is taken to the tower of Barad-dur in Mordor, Sauron comes back and PWNs all. So, yeah, I guess the BattleReport is as a good as over. Finally, I can go back to my real life! Finally, I will no longer be a slave to my work! Fina-....wait...WHAT?
 ...
 ...
 [commence Darth Vader impression]
NOOOOOOOOOOooooooooooooOOooooo000OOOOOOOOOOoooooooo!@!@!
h4x0rz...
Well, it turns out the game continues. I guess I better get writing again, but my report stops here. Yup, this is just part 1, and part 2 is forthcoming. When? Who knows? If this receives some good appreciation, it should come out quicker. Honestly though, it's all on me, and I'm not very dependable.
You can't count on anything...
...and you can always count on that.
This has been a Fiercely Allergic Not Grimly Reclusive Idiomatic Melon Production.

Please be leaving them comments :). My self-esteem needs a boostin'.
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