============================= | Mordor 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: Contribution added ----------------------------------------------------------- =Intro= [INT] You got to love being evil! You don’t have to be fair, honor means nothing to you and the only thing you long is power! Nothing wrong with that of course. Mordor is the most “evil” faction. It has monsters, Orcs, evil men, you name it! If you wanna feel evil this is your faction! Want to E-mail me? Here you go: the.earth.dies.screaming@gmail.com +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Units= [UNT] Mordor has some pretty diverse units. They have Orcs, Men and Trolls all under one banner. Although Orcs are pretty weak, they still can be mass produced for swarming. The Haradrim (AKA the Evil Men) are good mid-game units. Trolls are the nearest thing Mordor has to cavalry, but they work well. 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: Orc Warrior Class: Swordsmen Cost: 100 Command Points: 60 Pre-requisite: Orc Pit; level 1 Abilities: =Bloodthirsty= Horde gains experience for slaying a allied horde. Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage Usage: Weak Orcs that should be used as a buffer and in LARGE quantities. They work pretty well for early swarming but other than that, I rather use Haradrim when I reach that when early- to mid-game. Ow yeah, I need to mention that “Bloodthirsty” is useless! Just give them a Banner- Carrier ----------------------------------------------------------- Name: Orc Archer Class: Archer Cost: 300 Command Points: 60 Pre-requisite: Orc Pit; level 1 Abilities: None Upgrades: =Banner-Carrier= Unit instantly becomes level 2 (self healing) =Fire Arrows= +25% damage and arrow becomes fire source Usage: Mordor’s early game archer. What’s to say, right? They fling arrows at enemy units. They are moderately skilled in archery, but they make up for that with numbers. They have problem with taking frontal assault (as most archers) but the lack of heavy armor makes this a problem after you reached mid-game. ----------------------------------------------------------- Name: Easterlings Class: Pikemen Cost: 400 Command Points: 60 Pre-requisite: Haradrim Palace; level 1 Abilities: =Switch To Pincushion Formation= Unit can’t be flanked. Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage =Heavy Armor= +25% armor Usage: If you ever have problems with cavalry? This is your main solution. Not only that, they take out Trolls and other monsters very quickly. These are ideal for base- defense when you combo them with archers. I haven’t found the use for the Pincushion Formation yet. When you position your Pikemen right, it’s hardly useful. ----------------------------------------------------------- Name: Haradrim Archers Class: Archers Cost: 500 Command Points: 60 Pre-requisite: Haradrim Palace; level 2 Abilities: =Barbed Arrow= The Haradrim Archers fire a volley of Barbed Arrows, which adds additional meta damage Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Fire Arrows= +25% damage and arrow becomes fire source =Heavy Armor= +25% armor Usage: The Haradrim Archers are very good. They have better range, damage and armor then the Orc Archers. Not only that, but you can slap a heavy armor on these guys and they have great special ability to boot. Barbed Arrows! Ah yes, you got to love killing of halve an enemy battalion in a single volley. Mixing these up with Easterling makes for a good defensive barrier. ----------------------------------------------------------- Name: Corsairs of Umbar Class: Swordsmen Cost: 400 Command Points: 60 Pre-requisite: Tavern; level 1 Abilities: =Switch to Firebombs= Toggle between firebombs and daggers Upgrades: =Banner-carriers= Unit instantly becomes level 2 (self healing) =Forged Blades= +25% damage Usage: the corsairs are kind of odd. These pirates are infantry with dagger and Molotov cocktails. They are best used with there Molotov in their hands. The firebombs tear buildings down. As for the fact that the game says that there good against cavalry! They are to weak for that. They rip these pirates to shreds. The main use for these guys is base wrecking detail. Arggh matey. Ryan Butcher notes: If you cripple a enemy hero (with Nazgul), start fire- bombing then. It rips enemies to shreds. ----------------------------------------------------------- Name: Cave Troll Class: Monster Cost: 500 Command Points: 50 Pre-requisite: Troll Cage; level 1 Abilities: =Switch to Melee= Toggle between ranged and melee =Eat Orcs= Troll eats orc to regenerates some health =Grab Tree= Troll grabs a tree as melee-weapon (makes Eat Orc unavailable) Upgrades: None Usage: Ok, so Mordor has no cavalry, but they have a substitute: Trolls! I’m kind of a cavalry lover, so I was kind of apprehensive at first. But these bugger work quite well! These bugger beat the crap out of anything without pikes. Grabbing a tree makes them even mightier, BUT (and this is a big but) you can eat Orcs anymore to heal up! Since they do not gain auto heal when they reach level 2 (or at any level) this makes them much less long lived. They also lose there ranged attack, so it simply not worth it. Rather keep them as you get them and they will serve you well. (allergic for pikes like all monsters) ----------------------------------------------------------- Name: Drummer Troll Class: Monster Cost: 750 Command Points: 25 Pre-requisite: Troll Cage; level 2 Abilities: =Leadership= Gives leadership to surrounding units =Roar= Scares off nearby enemies Upgrades: None Usage: Giant trolls with drums might seem rather odd at first, but your going to love these guys! These guys come out of the cage beating those drumstick on there drums. This generates a aura of leadership (+50% armor and damage and +200% experience gain) and that is always a good thing. These guys should be in the middle of a assault group to boost everyone. If the troll is attacked it can hit the crap out of most attackers, but then he doesn’t beat his drums, losing leadership until it’s free to beat again. In problem situation where he is attacked just use “Roar” to scare them off. (allergic for pikes like all monsters) ----------------------------------------------------------- Name: Attack troll Class: Monster Cost: 1000 Command Points: 50 Pre-requisite: Troll Cage; level 3 Abilities: =Control Troll= Take control of target cave troll Upgrades: None Usage: These huge troll are armored up and have a big spiked club. As you might expect they are good at stomping on anything that moves and isn’t holding a pike. So use the that way and back them up with some archers for those Pikemen. There is one small con to this one: No auto heal at level 2. ----------------------------------------------------------- Name: Battering Ram Class: Siege Equipment Cost: 400 Command Points: 25 Pre-requisite: Siege Works; level 1 Abilities: None Upgrades: None Usage: The Battering Ram does what it was design for: knocking down buildings. And it does that rather well. For early assaults these are useful to wreck some of there key buildings. As you move to mid game, I’d advise you to switch to catapults. ----------------------------------------------------------- Name: Catapult Class: Siege Equipment Cost: 300 Command Points: 25 Pre-requisite: Siege Works; level 2 Abilities: =Switch Ammunition= Toggle between flaming rock and bones(causes fear) Upgrades: None Usage: Well, I think you know where this is going right? You use these to smash a enemy base with minimal retaliation. This works quite well if you protect it with some Easterlings and Haradrim Archers. Line them in front of your catapults to screen them from any unwanted visitor. The alternative ammo (skulls and bones) scare enemies. This is useful to scare off groups of archers, who are (if use by a sensible player) knocking out Easterlings. Very versatile for a piece of siege equipment. ----------------------------------------------------------- Name: Mumakil Class: Monster Cost: 1600 Command Points: 100 Pre-requisite: Mumakil Pen; level 1 Abilities: =Trample= The Mumakil executes a charge attack Upgrades: =Banner-Carrier= Unit instantly becomes level 2 (self healing) =Fire Arrows= +25% damage and arrow becomes fire source Usage: I see you thinking: “100 CP, this must be one hell of monstrosity!” Well, no. It isn’t and it will probably die off so quick, that you’ll be insulted. WAY to expensive! +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =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. Mordor has a nice edge though: upgrading hordes costs 250 instead of 300. This gives you cash to burn on other things. 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: Orc Pit; level 2 Effect: Horde is level 2 (Auto-heal) ----------------------------------------------------------- Name: Heavy Armor Cost: 1000 Pre-requisite: Tavern; level 1 Effect: Horde gets +25% armor ----------------------------------------------------------- Name: Forged Blades Cost: 1000 Pre-requisite: Tavern; Level 2 Effect: Horde gets +25% damage ----------------------------------------------------------- Name: Fire Arrows Cost: 1000 Pre-requisite: Tavern; level 3 Effect: Horde gets +25% damage, arrow becomes a fire source +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Heroes= [HRO] 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: Nazgul [3 available] Class: Swordsman/Cavalry Cost: 1000 Command Points: ??? Abilities: =Mount/Dismount= Gained at level 1 The Nazgul mounts/dismounts his horse =Dread Visage= Gained at level 2 Cancels enemy leadership and causes fear =Morgul Blade= Gained at level 6 Causes high damage and cripples enemy temporarily =Screech= Gained at level 10 Causes enemies to flee in terror Usage: These guys are kind of weak at first, but when they reach level 2 (and gain Dread Visage) this changes. They weaken the enemies quite well and can take on most hordes/battalions. When they reach level 6, they gain Morgul Blade. This when things get really interesting! They become good at hero killing. A good, cheap hero. ----------------------------------------------------------- Name: Mouth of Sauron Class: Swordsman/Cavalry Cost: 1500 Command Points: ??? Abilities: =Mount/Dismount= Gained at level 1 The Mouth of Sauron mounts/dismounts his horse =Doubt= Gained at level 4 Cancels enemy leadership and causes demoralization =Dissent= Gained at level 6 Target units become hostile to every one =Evil Eye= Gained at level 10 Fires a strong fireball Usage: Well, what to say here. The Mouth of Sauron has good potential, but you have to level it to level 4 before it really starts to get useful. At level 10 he gains a powerful fireball, which is highly useful for killing big boys. But I feel its all a little to late. ----------------------------------------------------------- Name: Fell Beast Class: Monster Cost: 3000 Command Points: Abilities: =Screech= Gained at level 1 Causes enemies to flee in terror Usage: I feel that this beast are rather useless. It’s basically just a bug monster for wreaking havoc, nothing more. No elaborate skills to gain. Paying 3000 credits for it? I think not! ----------------------------------------------------------- Name: Witch-King Class: Monster/Swordsman Cost: 5000 Command Points: 75 Abilities: =Mount/Dismount= Gained at level 1 The Witch-King mounts/dismounts his Fell Beast =Dread Visage= Gained at level 2 Cancels enemy leadership and causes fear =Screech= Gained at level 6 Causes enemies to flee in terror =Hour of the Witch-King= Gained at level 10 Target enemies special abilities’ recharge timers are reset Usage: The Witch-King is the man if you have the money. It kicks everybody around, certainly with Dread Visage. He’s the superpowered Nazgul that comes to wreck your day! If you have cash and CP get him! His level 10 is pure insane: knocking out a hero’s abilities for a while. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Buildings= [BLD] Buildings are the hart of your war effort. Mordor uses have your standard building setup, except for the Battle Tower; it can’t be garrisoned. 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 =Fireball= (Usable after purchase of Gorgoroth Spire upgrade) Cast a fierce explosion over target area Upgrades: =Doom Pyres= Cost: 500 -10% costs and training time of heroes -20% training time Builders =Lava Moat= Cost: 1000 Reduces melee damage done to Fortress =Flaming Munitions= Cost: 1500 Barricades are armed with fire arrows =Magma Cauldrons= Cost: 500 Enables the Fortress to throw magma over nearby enemies =Morgul Sorcery= Cost: 2000 Increases Fortress health, pre-requisite for Gorgoroth Spire =Gorgoroth Spire= Cost: 2500 Grants the ability to cast a huge fireball ----------------------------------------------------------- Name: Slaughter House 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: Orc Pit Cost: Ability: =Train Units= Orc Warrior Orc Archer =Purchase Unit Upgrades= Banner-Carrier Upgrades: =Upgrade Orc Pit= Level 2: +10% building-speed Level 3: +25% building-speed ----------------------------------------------------------- Name: Haradrim Palace Cost: 500 Ability: =Train Units= Easterlings Haradrim Archers Upgrades: =Upgrade Haradrim Palace= Level 2: +10% building-speed, unlock Haradrim Archers Level 3: +25% building-speed ----------------------------------------------------------- Name: Great Siege Works Cost: 800 Ability: =Train Units= Battering Ram Catapult Upgrades: =Upgrade Siege Works= Level 2: +10% building-speed, unlocks Catapult Level 3: +25% building-speed ----------------------------------------------------------- Name: Battle Tower Cost: 700 Ability: None Upgrades: None ----------------------------------------------------------- Name: Troll Cage Cost: 750 Ability: =Train Units= Cave Troll Drummer Troll Attack Troll Upgrades: =Upgrades Troll Cage= Level 2: +10% building-speed, unlocks Drummer Troll Level 3: +25% building-speed, unlocks Attack Troll ----------------------------------------------------------- Name: Tavern Cost: 500 Ability: =Purchase Unit Upgrades= Forged Blades Heavy Armor Fire Arrows Upgrades: Level 2: +10% building-speed, unlocks Forged Blades Level 3: +25% building-speed, unlocks Fire Arrow ----------------------------------------------------------- Name: Mumakil Pen Cost: 1000 Ability: =Train Units= Mumakil Upgrades: Level 2: +10% building-speed Level 3: +25% building-speed +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =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. Mordor’s powers mostly helps with base destruction and beefing up your units. Powers as Barrage, Awaken Wyrm, Rain of Fire and Summon Balorg devastate most buildings and are good investments. 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: 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: 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 units, so they can hold there own longer and doing extra damage at the same type. It also recharges quite quickly. GOOD! ----------------------------------------------------------- Name: Eye of Sauron Description: Reveals a area and gives allies +50% armor and damage Usage: It scans the map pretty good, being able to move around. The boost it gives is also a nice edition. The area of effect is rather small though. ----------------------------------------------------------- Level II (10 Points) ----------------------------------------------------------- Name: Barricade Description: A barricade with archers rises from the ground (Orc Archers) Usage: This is a good power. It’s the evil version of Lone Tower. It helps with defense of certain key areas. The additional firepower is always welcome, right? ----------------------------------------------------------- Name: Untamed Allegiance Description: Convert target lair on the map (and the creatures that belong to it) to your cause. Usage: Rather useless. When you see a lair you best destroy it for the cash and experience. It’s not useful to “own” a lair. Ryan Butcher notes: You can use the critters to assault the enemy. A bit useful but these occasions are rare. ----------------------------------------------------------- Name: Arrow Volley Description: A arrow is fired at the designated area, followed up by a huge amount of arrows. Usage: Shear deadly if used right. If you see infantry marching towards your base, heading for a bottleneck, then your in business. This power takes about 2 seconds to hit, so you learn to time this right. But when it hits, it annihilates most infantry. Don’t use it on open ground; enemies will just dodge it. Ryan Butcher notes: Friendly fire is none existing and human player frequently miss the waning shot. ----------------------------------------------------------- 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 Slaughter House output (100% productivity): 24 24*300%= 72 ‘Nuff said. ----------------------------------------------------------- Level III (15 Points) ----------------------------------------------------------- Name: Awaken Wyrm Description: Call upon a fire breathing, subterranean wyrm from deap within the earth. Usage: You got to love this one. This huge wyrm rises from the ground, knocking the enemies around. Then the wyrm starts to breath fire on everything and anything that moves. It takes down building and enemies alike. You just can’t go wrong with this one! If it’s in your plotted path, pick it! ----------------------------------------------------------- Name: Darkness Description: The whole map turns to darkness and all ally units +50% damage and armor. Usage: Darkness is a good power. It’s a War Chant for everyone! You can’t go wrong with that right. When you go for a all-out attack, you activate this sucker, to give everybody an extra punch. I should note that Cloud Break (a power owned by good factions) nullifies Darkness, making this rather useless. Ryan Butcher notes that if you pick this one, you’ll have both top tier powers to chose from. This saves you 15 point. ----------------------------------------------------------- Name: Barrage Description: In the selected area, it starts to rain burning stone. Usage: This power is for base destruction, plain and simple. It has a wide area and most building will end up destroyed or severely damage. It can also be used to crush stationary forces, but I feel that is rather a waste of potential. ----------------------------------------------------------- Level VI (25 Points) ----------------------------------------------------------- Name: Summon Balrog Description: Summon the Big Daddy himself! Usage: If you have seen the first movie (“Fellowship of the Ring), then you know who this guy. He is the tower of power, the domain of pain and just plain BADASS! He has a bunch of special abilities, that make even more damaging than he normally is. He attracts most firepower, giving the rest of your army room to do what they want. Ryan Butcher suggested that I put up all it’s abilities, thanks for your time Ryan! =Balrog Abilities= Breath Fire Flattens all buildings (save Fortress) within the range. Target Barracks, Archery Ranges and such. The cooldown is huge though. Ignite Doubles damage done by sword-attacks. Fly The Balrog fly to designated area. Whip As Ryan put it: the Balrog’s bitch-slap. Good knock-back, but nothing else. Roar Scares off all basic enemies (not heroes). ----------------------------------------------------------- Name: Rain of Fire Description: In the designated area a hail of molten fire rains down on the ground, causing a huge explosion Usage: If you want to destroy everything in a big radius (except the Fortress) this is your thing. The explosion starts within 2 seconds. This delay doesn’t really matter since your probably not going to waste this move on enemy units. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =Strategy= [STG] Ok, here is my strategy: -Build 3 Slaughter Houses and a Orc Pit -Pump out Orc Archers to for base protection -Build the Haradrim Palace and build Easterlings for fending off cavalry -Build 2 more Slaughter Houses and a Lumber Mill -Upgrade the Orc Pit and research the Banner-Carrier Now the basics are here start sending waves of Orcs at the opponent. At mid-game, start changing these waves of Orcs in waves of Haradrim. And keep climbing that tech tree. At the end game you can force a victory with Catapults screened by Haradrim Archers and some Attack Trolls. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ =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: Ryan Butcher Copyright 2006 A-J Buwalda