============================= | Isengard Guide | | for | |LOTR: Battle for Middle-Earth| | | | By A-J Buwalda | ============================= Table of content Intro...................... [INT] Units...................... [UNT] Unit Upgrades.............. [UPG] Heroes..................... [HRO] Buildings.................. [BLD] Powers..................... [PWR] Strategy................... [STG] Copyright.................. [CPR] Thanks-n-Other............. [TNO] Version: V1.0: Base document V1.1: Contributions added V1.2: Corrected mistakes -------------------------------------------------------------- =Intro= [INT] Hey guys! I was playing LOTR: BFME2 and thought: “let’s write a FAQ about this game.” I like playing Isengard so the choice was pretty clear. So, Isengard. Yes the evil faction that actually looks like a regular army, except for the fact that they have a worse dental plan. These guys are pretty though and can travel over the map pretty quickly. Our Uruk friends have everything you want: swordsmen, pikemen, crossbows and cavalry. Not only that; they are the only faction with an explosive. It’s a pretty versatile bunch and so are their heroes. Lurtz and Sharku wreak havoc pretty good and have some handy abilities. Saruman is a choice for the wizardly types. All in all, a good army to crush the forces of good with! Want to E-mail me? Here you go: the.earth.dies.screaming@gmail.com ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Units= [UNT] Since you play Isengard, the backbone of your army consists of Uruk-Hai and Warg Riders. These are though critters and if upgraded can take a whole lot of punishment as well as dishing it out. Unit Explanation Build-Up: Name: Indicates unit’s name Class: Shows the unit’s class Cost: Indicates Unit’s cost Command Points: Indicates the amount of CP the unit needs Pre-requisite: Shows what is needed to build this unit. Abilities: Explains all abilities of the unit Upgrades: Explains all the upgrades of the unit Usage: Shows what the unit is for -------------------------------------------------------------- Name: Uruk Warrior Class: Swordsman Cost: 300 Command Points: 60 Pre-requisite: Uruk Pit; level 1 Abilities: =Switch to shield formation= -40% speed, +25% armor Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage =Heavy Armor= +25% armor Usage: Your run-of-the-mill uruks. They are good against pikes and fast too. After upgrading them with heavy armor, they become quite durable. If there defending, you should switch them to shield formation for some additional armor. A decent cheap and expandable unit. -------------------------------------------------------------- Name: Crossbow Uruks Class: Archer Cost: 300 Command Points: 60 Pre-requisite: Uruk Pit; level 1 Abilities: None Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Fire Arrows= +25% damage and arrow becomes fire source =Heavy Armor= +25% armor Usage: Isengard’s archer unit. It does more damage than standard archery units, but has less range than them as well. This doesn’t mean their useless! On the contrary; they are very good. They take down most enemies in a couple of salvos. Upgrading them with fire arrows makes them a real thread. It’s also good to slap some heavy armor on them for extra durability. -------------------------------------------------------------- Name: Uruk Pikemen Class: Pikemen Cost: 400 Command Points: 60 Pre-requisite: Uruk Pit; level 1 Abilities: =Switch to Pincushion formation= -Can’t be flanked Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage =Heavy Armor= +25% armor Usage: The remedy for all your cavalry problems. These guy go through does horses like there is no tomorrow! They hold their own when fighting swordsmen, but should be backed up with archers! These Uruks are very durable and suited well for base defense. -------------------------------------------------------------- Name: Berserkers Class: Swordmen Cost: 300 Command Points: 20 Pre-requisite: Uruk Pit; level 2 Abilities: =Ignite Mine= Forget this! Use fire arrows or a fireball! Upgrades: None Usage: These strong, wacked-out Uruks are good at killig, but I hardly use then. The command points are better used else where. It’s ability to detonate mines is also useless, since every fire source can do the same. -------------------------------------------------------------- Name: Warg Riders Class: Cavalry Cost: 500 Command Points: 60 Pre-requisite: Warg Pen; level 1 Abilities: =Howl= +150% damage for a short period of time Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage =Heavy Armor= +25% armor Usage: Warg Riders are your cavalry and you should use them as such. They excel at trampling infantry (except pikemen!) and tearing down buildings. The beauty is that the Uruks have Sharku; a warg riding hero. He beefs the wargs around him with some good bonuses, making Warg Riders more valuable. And of course they have the howl ability for even MORE damage. -------------------------------------------------------------- Name: Battering Ram Class: Siege equipment Cost: 400 Command Points: 25 Pre-requisite: Siege Works; level 1 Abilities: None Upgrades: None Usage: It knocks down buildings quick, but is also destroyed pretty easily. I rather use ballista. -------------------------------------------------------------- Name: Explosive Mine Class: Siege equipment Cost: 500 Command Points: 10 Pre-requisite: Siege Works; level 2 Abilities: =Deploy= Deploys the mine. Ready to get blown up! ;-) Upgrades: None Usage: If you like blowing up stuff, well this is the way to do it. It’s also the only explosive in the game. It works better for ambushing enemies, then base assault though. Lay one in a bottleneck where they don’t see it. If you see a big army coming your way detonate it to thin them down. Tim M adds: I would just like to note that if the enemies fortress has sustained little damage, then one of Isengard’s explosive device will basically destroy the rest of it. -------------------------------------------------------------- Name: Siege Ballista Class: Siege equipment Cost: 300 Command Points: 25 Pre-requisite: Siege Works; level 3 Abilities: None Upgrades: None Usage: This is THE siege equipment of choice. It has huge range and tears down buildings really fast. You have to guard it well though. Nobody is going to let you thrash there base without a fight. Screen them with units and you’ll be fine mostly. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Unit upgrades= [UPG] Unit upgrades are a important part of any strategy game. In LOTR: BFME2 it’s no different. They beef up your units quite nicely. Isengard has a nice edge though: the Burning Forges. If you install this sucker in your Fortress, it will reduce the price of upgrading your units. (not the upgrades it’s self) Name: Name of upgrade Cost: Costs of upgrade Pre-requisite: What is needed to purchased upgrade Effect: Effect of the upgrade -------------------------------------------------------------- Name: Banner-Carriers Cost: 1000 Pre-requisite: Armory; level 1 Effect: Horde is level 2 (Auto-heal) -------------------------------------------------------------- Name: Heavy Armor Cost: 1000 Pre-requisite: Armory; level 2 Effect: Horde gets +25% armor -------------------------------------------------------------- Name: Forged Blades Cost: 1000 Pre-requisite: Armory; Level 2 Effect: Horde gets +25% damage -------------------------------------------------------------- Name: Fire Arrows Cost: 1000 Pre-requisite: Armory; level 3 Effect: Horde gets +25% damage, arrow becomes a fire source ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Heroes= [HRO] Isengard does not have the amount of heroes that the Elves or the Men of the West have, but still has plenty of goodness to go around. All the heroes are support mostly, with leadership abilities and other abilities that profit your uruk-hai. All in all, they are pretty well crafted. Hero Explanation Build-Up: Name: Hero’s name Class: Hero’s class Cost: Hero’s cost Command Points: Number of CP the hero costs Abilities: Abilities the hero has Usage: Hero’s uses -------------------------------------------------------------- Name: Wormtongue Class: Swordsman Cost: 800 Command Points: 50 Abilities: =Escape= Gained at level 1 Wormtongue becomes stealth and can’t be attacked. =Venomous Words= Gained at level 3 Significantly reduces enemy armor and damage =Back Stab= Gained at level 6 High damage melee attack with poison damage =Corrode Allegiance= Gained at level 10 Gain control over target enemy hero Usage: If you look at his abilities you’d think he’s pretty damn good. Well, he lacks the strength to fight his way up the levels. He mostly just dies a lot and that wastes money. If you do manage to get him leveled up he becomes a decent hero, but I wouldn’t put that much effort in it. Rather use the other heroes. -------------------------------------------------------------- Name: Lurtz Class: Archer/Swordsman Cost: 1200 Command Points: 50 Abilities: =Toggle Weapon= Gained at level 1 Switch between bow and sword =Cripple= Gained at level 1 Pins a enemy hero in it’s place, while doing decent damage (bow only) =Carnage= Gained at level 3 Lurtz temporarily gets +100% damage and +50% armor (sword only) =Leadership= Gained at level 5 Allied units near to Lurtz get +50% damage, armor and gain experience at twice as fast =Pillage= Gained at level 6 Gains cash for killed enemies Usage: Lurtz is a good hero indeed! He has good abilities on low levels. Toggle Weapon and Cripple from level 1 is a great plus. Carnage on level 3 makes you a melee animal and leadership and pillage help your fellow units and gain kills and cash. Use him for support and hero killing. -------------------------------------------------------------- Name: Sharku Class: Cavalry Cost: 1200 Command Points: 50 Abilities: =Tame The Beast= Gained at level 2 Take control of target group of wargs/Warg Riders =Blood Hunt= Gained at level 5 Near ally wargs and Warg Riders get +50% armor and damage =Man Eater= Gained at level 10 Sharku eats target enemy infantry/cavalry unit, fully healing him and giving him a temporal boost to his damage and armor of 50% Usage: While not as versatile as Lurtz, Sharku is a good hero in his own right. He’s is Isengard’s captain of the Warg Riders and has abilities to match. While Tame The Beast is only moderately useful, Blood Hunt is very good. It gives a nice boost and Sharku can keep up with his fellow Warg Riders. Man Eater makes him a killing machine and way more durable. He has the same allergy for pikes as normal cavalry though! -------------------------------------------------------------- Name: Saruman Class: Wizard Cost: 3000 Command Points: 75 Abilities: =Wizard Blast= Gained at level 1 Saruman fires off a short-range energy burst =Fireball= Gained at level 2 Saruman fires off a Fireball =Wormtongue= Gained at level 4 Take control of target units =Speechcraft= Gained at level 6 Target units gain experience =Thunderbolt= Gained at level 10 Saruman summons a thunderbolt upon target area Usage: Ok, the top dog. Well, he is suppose to be. He is has some good abilities, that work wonders. There is just one problem: his level 10 ability. Thunderbolt is just puny in comparison to Word of Power. So I rather use Lurtz and Sharku. But if you have money to burn go ahead. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Buildings= [BLD] Buildings are the hart of your war effort. Isengard is the only evil faction with a wall, but that is not a big deal. The other buildings are akin to that of other races. Building Explanation Build-Up: Name: Name of building Cost: Costs of building Ability: Show what building does Upgrades: Shows building upgrades -------------------------------------------------------------- Name: Fortress Cost: 5000 Ability: =Train Builders= Trains builders (of course) =Train Heroes= Trains hero of choice =Thunderbolt= (Usable after purchase of Wizard Tower upgrade) Cast a thunderstorm over target area Upgrades: =Murder of Crows= Cost: 500 Increases line of sight of the Fortress and nullifies stealth =Burning Forges= Cost: 500 Reduces costs of upgrading hordes (accumulative) 1 BF: 10% 2 BF: 20% 3 BF: 25% 4 BF: 30% 5+ BF: 35% =Excavation= Cost: 500 Reduces costs of buildings (accumulative) 1 Ex: 10% 2 Ex: 20% 3 Ex: 25% 4 Ex: 30% 5+ Ex: 35% =Orcfire Munitions= Cost: 1500 Fortress is armed with fire arrows =Iron Plating= Cost: 2000 Increases Fortress health, pre-requisite for Wizard Tower =Wizard Tower= Cost: 2500 Grants the ability to cast a thunderstorm -------------------------------------------------------------- Name: Furnace Cost: 300 Ability: =Generate funds= (passive) Upgrades: None -------------------------------------------------------------- Name: Lumber Mill Cost: 450 Ability: =Train worker= Trains worker =Generate funds= Activated when worker brings lumber Upgrades: None -------------------------------------------------------------- Name: Uruk Pit Cost: Ability: =Train Units= Uruk warrior Uruk Crossbow Uruk Pikemen Berserker Upgrades: =Upgrade Uruk Pit= Level 2: +10% building-speed, unlocks Berserker Level 3: +25% building-speed -------------------------------------------------------------- Name: Warg Pit Cost: 500 Ability: =Train Units= Warg Rider Upgrades: =Upgrade Warg Pit= Level 2: +10% building-speed Level 3: +25% building-speed -------------------------------------------------------------- Name: Siege Works Cost: 800 Ability: =Train Units= Battering Ram Explosive Mine Siege Ballista Upgrades: =Upgrade Siege Works= Level 2: +10% building-speed, unlocks Explosive Mine Level 3: +25% building-speed, unlocks Siege Ballista -------------------------------------------------------------- Name: Lookout Cost: 700 Ability: =Garrison units= Garrison units inside building Upgrades: None -------------------------------------------------------------- Name: Warg Sentry Cost: 400 Ability: =Release Warg= Releases warg to attack freely Upgrades: None -------------------------------------------------------------- Name: Armory Cost: 1000 Ability: =Purchase Unit Upgrades= Banner-Carriers Forged Blades Heavy Armor Fire Arrows Upgrades: Level 2: +10% building-speed, unlocks Forged Blades and Heavy Armor Level 3: +25% building-speed, unlocks Fire Arrow -------------------------------------------------------------- Name: Wall Hub Cost: 150 Ability: =Build Wall= Build a wall from hub Upgrades: None ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Powers= [PWR] As you duke it out with you opponent, you will slowly gain points. They are displayed on the lower left side of the screen. Special powers can be bought here for a price. The more powerful, the more points it costs. Most are activated abilities to beef up your Uruks or better your economy. They get activated, the power recharges and it’s usable again. Others are passive, meaning that they are always in effect. You should always think about your pick. What strategy do you want to play and what power suits that. Power Explanation Build-Up: Name: Indicates the name of the power Description: Indicates what the power does Usage: Indicates the powers uses Level I (5 Points) -------------------------------------------------------------- Name: Vision of the Palantir Description: It cuts through quite a bit of fog. Usage: You use this to scan for enemy movement and to look for a weakness in the enemy’s defense. The good thing is that the opponent never knows when your using this one. (Not a huge plus though) -------------------------------------------------------------- Name: War Chant Description: All units within the circle of effect get +50% armor and damage. Usage: This one is pretty versatile. It is handy for both offense and defense. It beefs up your uruks, so they can hold there own longer and doing extra damage at the same type. It also recharges quite quickly. GOOD! -------------------------------------------------------------- Name: Crebain Description: Reveals a area and reduces enemy armor and damage by 75%. Usage: It scans decently, but that’s not why you pick this one! You pick this for the –75% armor and damage. This is a very good effect for it’s price. Like the War Chant, it can be used both offensively and defensively. -------------------------------------------------------------- Level II (10 Points) -------------------------------------------------------------- Name: Devastation Description: All trees in the area of effect are turned into resources instantly. Usage: I’m not a big fan of this one. The effect can’t be used as frequent as I feel it should to make it useful. Other than that the ability is good. Don’t pick this one if your in a map with hardly any trees, of course! (snowy terrain and such) -------------------------------------------------------------- Name: Tainted Land Description: Corrupts a large chunk of land. All your units that are on that land get +50% armor and damage. Usage: This one is solid. It’s area of effect is rather big and it lasts way longer than War Chant. It’s a pity that it’s rather useless for assaults, since it is unable to move. Good for defense! -------------------------------------------------------------- Name: Summon Wildman of Dunland Description: A large group of men with clubs appear to wreak havoc. Usage: After you summon this group of Neanderthals they start smacking the crap out of everything in sight. They work as ordinary units, in that they can be given orders to attack or move. After a while they disappear (if there not killed before that). The are not incredibly strong, but can aid a attack quite well. They can only be summoned within your line of sight. -------------------------------------------------------------- Name: Industry Description: Target building generates 300% of what it normally generates. (effect is permanent!) Usage: This rocks! It gives you a heap of extra cash to spend on what ever you feel is needed. It’s as simple as that. Let me do the math for you: Normal furnace output (100% productivity): 24 24*300%= 72 ‘Nuff said. -------------------------------------------------------------- Level III (15 Points) -------------------------------------------------------------- Name: Summon the Watcher Description: The Watcher (the giant squid from “Fellowship of the Ring”) appears to kill some enemies Usage: It looks cool, that’s for sure, but for the points you invest in this guy you’d expect more. Yes, it kills a lot of infantry, but it can’t move. A smart player can even knock this guy out from a distance. It’s a crying shame! -------------------------------------------------------------- Name: Freezing Rain Description: It starts raining (duh!) and all enemy heroes lose there “leadership”-ability. Usage: Ok, in all honesty, I must say that it’s not always as useful. Against the Men of the West, it’s a huge plus as most heroes have leadership. Against Mordor it doesn’t work well. It’s your choice, but remember, points are hard to come by. -------------------------------------------------------------- Name: Fuel the Fires Description: Resources gained from trees are increase with 100%. (Passive power) Usage: This is a good power to boost your economy. If you have a map with a load of trees and your harvesting them, why not double the money you get for it! Extra funds work wonders to get out a army. Needless to says, it’s rather useless in a map without trees. -------------------------------------------------------------- Level VI (25 Points) -------------------------------------------------------------- Name: Summon Dragon Description: A huge dragon lands in the area you selected. Usage: The dragon come out to play. Like all 25 point creatures, it wreaks havoc on everything! It often becomes the center of attention, soaking up most of the damage. In other words, your army can do what it wants. Just a great power! -------------------------------------------------------------- Name: Dragonstrike Description: A huge dragon flies to the designated area and engulfs it in a sea of fire. Usage: I personally like this better than “Summon Dragon” because: -Low chance of getting shot down -Destroys everything (except the fortress) within that area Many have claimed that it is far less versatile than “Summon Dragon”, but I beg to differ. It can take out armies just as easily and is better at base destruction. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Strategy= [STG] Ok, here is my strategy: -Build 3 Furnaces and a Uruk Pit. -Pump out some Crosbows and Warriors for defense -Build a Warg Pit and recruit some Warg Riders -Build some two more Furnaces or one Furnace and a Lumber Mill (depends on the terrain) -Build a Armory and research the Banner-Carrier Ok, your on a roll now. You should recruit a hero to aid your cause. Start sending attack waves to keep him from building up. Remember, if your going to go on a upgrade frenzy, to buy the Burning Forges first. It saves you a bundle! If the battle drags on, build a Siege Works and get that sucker upgraded to level 3. Build a couple of Siege Ballista (click on Halt Auto-Acquire; it often causes friendly fire) and an army to shield it. Now bombard their buildings. That’ll teach ‘em! -------------------------------------------------------------- JohnRzeznikNMSU’s strategy: This tactic heavily revolves around your Create-a-Hero. Ok, this is what you need: Wizard needs: Teleport level 2 Blink Fireball (other offensive powers are advised) Buildings needed: Fortress; Upgraded with “Murder of Crows” Siege works; level 2 Now, you build some of them nasty mines. Then you deploy them in your base. Yeah, you heard me right! Use Blink to teleport your hero into the enemy base. Now teleport the mines in and Fireball them. In the blast and chaos, they rest of your Uruks can mob up the rest. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Thanks-n-Other= [TNO] Me for writing this! CJAYC, for being a gracious host. Everybody that I know for backing me. EA for getting it right this time. Special thanks: Tim M JohnRzeznikNMSU Copyright 2006 A-J Buwalda