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I picked up Total Annihilation:
Kingdoms a few months ago, back when it was first released.
For the week after I got it, I played a lot. It seemed like
a fun game, but not anything more than another RTS set in a
fantasy environment. I then quit playing and stacked the game
CD on top of all my other old game CD's that I never play anymore.
For some reason though, I keep coming back to TA Kingdoms.
Every time I play it
seems like a find some new feature that I didn't know about
before. I am constantly finding new strategies. I am actually
exploring the strengths and weaknesses of each unit. The game
engine and graphics are great, but nothing earth shattering.
What keeps me coming back are the little things. The attention
to detail is what brings a game from a "one week and then trash
it" game to the "play it over and over just because its fun"
type of game.
The focus of the game
is more on combat strategy rather than resource management.
Mana is the one resource used for everything. Mana is obtained
by building a loadstone on a mana node. After you have 4-5 mana
nodes, resources are no longer a problem.
In no way do I consider
myself an expert on TA Kingdoms. I still haven't played it multiplayer.
I don't know any of the player vs. player strategies, but that
was not what I wanted out of the game. The following is an example
of my own personal experiences with TA Kingdoms. This is what
a typical game consists of...
First I must choose my
own race. Aramon is my favorite because of their awesome defensive
capabilities. Taros is probably my second favorite because of
the evil nature of them. My favorite scenarios are on HUGE maps
against many many computer-controlled opponents. Unlike Starcraft,
multiple opponents actually fight each other instead of teaming
up on you.
I start the scenario
with my one lone leader unit, the Monarch. The Monarchs have
some limited building capabilities and very good fighting capabilities
against both flying and ground units. After finding a few mana
nodes and building a loadstone on them, its time to start building
structures and units. I start with a simple barracks. This can
create more powerful builder units and that is generally all
I use it for. After I create a few Mage Builders (Aramon builder
unit), I start to build up some defenses. Most scenarios start
in the middle of a castle, so making it defensible is generally
not a problem.
Starting
out:
I start to build cannon
towers in strategic locations around my castle. It is at about
this time I start seeing a few units from my opponents. If I'm
lucky, I'll have a few cannon towers done. My builder units
are very vulnerable, but my Monarch can usually fend off these
initial scouting parties. After my defenses are in place, it
will take a large force to do me any harm. It is then that I
start to build better combat units to fill out the defenses
of my castle and to build an offensive force.
Building
defenses:
I usually flesh out my
defenses with an archer or two near each cannon tower. I also
usually build a couple trebuchets (large immobile catapults).
These trebuchets have an incredibly long range and are excellent
for taking out enemy structures and stationary units. If needed,
I will build walls to bottleneck enemy ground units. Usually
by this time there is a steady stream of opposing units that
seem determined to impale themselves on my almost impenetrable
defenses. Next I start to form an offensive force.
Preparing
to strike:
Gaining ground can be
very difficult. I usually start by finding a clear safe spot
to gather my units. I then build up a group of 15-20 units.
In this group I include three main types. Heavy infantry (Titans
or warriors), light to medium artillery (archers and cannons),
and builder units. If I have the time, I will include a priest
or two for healing and area damage. While I'm building up, I'll
usually send out a few birds on reconnaissance to find out where
the enemy is strongest.
Supply
route and advancing:
At this point I usually
make a decision depending on the size of my opponent. If they
are very large and spread out I will try to split them in two
and then wipe out the weaker half. If they are concentrated,
I will march right up to the front gates of their castle and
set up for a siege. Either way, it will always be a fight getting
there.
Dividing
a large force:
If I am dividing a large
force, I will build a large defensible line right through the
middle of enemy territory. My mobile forces are used mainly
as a guard for my builder units while they build walls and cannon
towers. I purposely leave small, fortified openings in these
walls to bottleneck opposing forces and so that I can get my
own forces through. It is these openings that will see the most
action. It is not uncommon for them to be nearly completely
destroyed numerous times before they are strong enough to hold.
After the wedge is in place, destroying the weaker enemy force
is not a problem unless they are in a castle of their own. As
long as you control the wall, refreshing your main force with
new units should not be a problem.
Laying
siege to an opponents castle:
Laying siege to a castle
without taking huge losses can get tricky. The best I can hope
for is that my opponent will have no long-range artillery of
their own. If they do have any long-range artillery, that must
be my first target. Taking out a target like that usually requires
huge losses or a dragon. If I cannot take it out, my siege is
usually slow and painful. I start by finding the main entrance
and build a little stronghold of my own right there. If I can
build a couple cannon towers and keep them, then I am entrenched
enough that it’s really just a matter of time before they fall.
After I feel comfortable with my position, I will build a few
trebuchets. After they are built, all I need to do is locate
the opponents structures and let the trebuchets pound away.
Locating these enemy structures usually requires a few suicide
runs into the middle of their castle. Slowly, but surely, I
can beat down all of their structures until I can just rush
in and clean up any extra units they may have left.
Keeping
your ground:
By this point I have
defeated one of my opponents. Since I can possibly be fighting
up to 7, this is still just the beginning. The whole time I
was focusing on my offensive, my own castle was probable being
hammered too. Luckily, the computer AI isn't really smart enough
to lay an effective siege against me, so any losses I may have
taken are at the cost of many dozens of their own.
Eventually, the ground
I control will be huge. I will have reached my unit limit and
I will have to sacrifice defenses in the back of my territory
so I can focus on an offensive. This can get tricky when fighting
multiple opponents. Usually having a front line that is a big
defended wall with just a few bottlenecks is the key. Eventually,
I learn what parts of your wall they attack and I can just fortify
those sections. Enough cannons, archers, and cannon towers can
stop almost any opposing force.
Expanding
my strategies:
The standard Aramon battle
tactics can be very effective, but Aramon is inherently weak
when it comes to flying. Adding the capabilities of opposing
races can make things much more interesting. My monarch has
two very special abilities. He can raise the dead, and he can
turn stone creatures back to life and make them serve him. My
priests have the ability to turn my opponent's units to stone.
If I can manage to get the builder unit of an opponent, I can
then create any unit they can create. Taros has the best flyers
with their dragon riders. Zhon has the best mobile heavy artillery
with their stone giants.
One nice feature of the
game is that it tracks how many kills a unit has. As the unit
gains more kills, its skills and appearance actually change.
I have actually had stone giants with well over 100 kills. With
that many kills they rarely miss.
My favorite outpost would
consist of three races. First I would build the Aramon cannon
tower. These towers are very tough, but they heal very slowly.
The Zhon have a sacred fire that makes all units around it regenerate
at an accelerated rate. I would put a sacred fire behind the
castle. On the other side of the fire, I would build an Aramon
Trebuchet. Neither the trebuchet nor the sacred fire can take
many hits, so I would encase both in a wall to keep ground units
off of them. The trebuchet has an incredible range, but it can
only see so far. Flying units have a very large scouting radius.
If I set a couple Taros dragon riders to guard the tower, they
will spot any opposing units so the trebuchet can start to hit
them from a very long range. A five-unit outpost such as this
can readily handle an attack of dozens of opposing units.
A huge scenario such
as this can easily take over 7 hours to complete. Each section
of the map then has its own story of the battles that happened
there. Most of the strategies I mentioned only apply to Aramon
too. Considering that there are 3 other races, the game has
a huge amount of variety. I would recommend this game to anyone
that is a fan of strategy games and especially those that are
also a fan of fantasy games.

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