(|=========================================================================|) | | | Lord of the Rings: Battle for Middle Earth 2 | | FAQ / Strategy Guide | | Version: 1.0 | | | | Main Author: Ikebob | | Secondary Authors: Arion | | Ranger08 | | Redarmy | | Son of Morgoth | | _shadow_mage_ | | | | | | Editor: PoP_PiP | | Latest: December 30th, 2006 | | E-Mail: DiablosDungeon@hotmail.com | | | (|=========================================================================|) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Introduction by PoP_PiP --------------------------------- First thing first, if any of the authors have a problem with anything found in this FAQ, please inform me by e-mail. Greetings. I am writing this FAQ to help newcomers avoid scouring through the 40+ pages that now make up the thread best known as: "Ikeb0b's Tips, Tricks, and Strategies for every faction!" found in the message boards at GameFAQS. There's a terrific amount of useful information stashed in between those pages, and my goal is to provide a permanent home for all of it. Most importantly, note that Ikebob is the author of most of everything that follows, and I am only editing and sorting it. If anyone is to thank for these tips and strategies, it is he. Lastly, these strategies should be taken as advice, and not the final word. Improvisation will often be necessary, as the enemies will always be adapting to your armies. _____________________________________________________________________________ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version History --------------------------------- Dec 28, 2006. Date of Birth of this FAQ. Dec 30, 2006. First submission. _____________________________________________________________________________ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Table of Contents --------------------------------- Usage: Press Ctrl+F and input the desired code without the brackets. Ex) #A Tips and General Strategies ------------------------------------ [#A000] Economy ------------------------------------------------------ [#A001] Rushing ------------------------------------------------------ [#A002] Counter-rush ------------------------------------------------- [#A003] Powers ------------------------------------------------------- [#A004] Heroes ------------------------------------------------------- [#A005] Using Cavalry ------------------------------------------------ [#A006] Race Specific Strategies --------------------------------------- [#B000] Men of the West ---------------------------------------------- [#B001] Dwarves ------------------------------------------------------ [#B002] Elves -------------------------------------------------------- [#B003] Mordor ------------------------------------------------------- [#B004] Isengard ----------------------------------------------------- [#B005] Goblins ------------------------------------------------------ [#B006] Advanced Strategies -------------------------------------------- [#C000] Flanking Maneuver -------------------------------------------- [#C001] Wedge Formation ---------------------------------------------- [#C002] Envelop ------------------------------------------------------ [#C003] Feigned Retreat ---------------------------------------------- [#C004] Cauldron Battle ---------------------------------------------- [#C005] Sneak Attack ------------------------------------------------- [#C006] Countering the Dwarves Rush ---------------------------------- [#C007] Men of the West ---------------------------------------------- [#C007A] Dwarves ------------------------------------------------------ [#C007B] Elves -------------------------------------------------------- [#C007C] Mordor ------------------------------------------------------- [#C007D] Isengard ----------------------------------------------------- [#C007E] Goblins ------------------------------------------------------ [#C007F] Overpowered Units -------------------------------------------- [#C008] Unit Stances ------------------------------------------------- [#C009] Beating the Brutal Computer ------------------------------------ [#D000] Men of the West ---------------------------------------------- [#D001] Dwarves ------------------------------------------------------ [#D002] Elves -------------------------------------------------------- [#D003] Mordor ------------------------------------------------------- [#D004] Isengard ----------------------------------------------------- [#D005] Goblins ------------------------------------------------------ [#D006] Unit Statistics ------------------------------------------------ [#X000] Men of the West ---------------------------------------------- [#X001] Dwarves ------------------------------------------------------ [#X002] Elves -------------------------------------------------------- [#X003] Mordor ------------------------------------------------------- [#X004] Isengard ----------------------------------------------------- [#X005] Goblins ------------------------------------------------------ [#X006] Frequently Asked Questions ------------------------------------- [#Y] Credits / Disclaimer / Legal Information ----------------------- [#Z] _____________________________________________________________________________ O===========================================================================O |[#A000] Tips and General Strategies | O===========================================================================O *Note: This section refers to all structures with their Men of the West equivalents. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A001] Economy --------------------------------- Often, new players only build their first 2 - 4 farms at the beginning of the game and stop. Farms do not need to be built constantly but to maximize your game; one has to understand when best to build them. - Farms control your supply limit; build them when you are running out of supply. - Build farms where they will receive 95% or greater of the resources. - The best time to build farms is after the opponent has attacked. - Build your farms in obscure areas of the map so they are hidden and are free to level up. - Try not to build more than 4 farms at the beginning of the game. If you are rushed, you'll be in big trouble. - Farms are great scouting tools; build them near chokes to spot enemy movement. (The game announces when enemies come into view. Hit "Y" immediately, and it will show you where they have come into view.) - Don't worry too much about enemies destroying your farms that you might have put far away from your base. They are inexpensive to build, and usually pay for themselves quickly. The resource advantage of having plenty scattered around the map usually outweighs the danger of losing them. However, note that having an army that can fight should still always come first. You don't want to have only buildings, and nothing that can fight back if the enemy decides to go smashing down all of them. - A farm will produce resource approximately every 10 seconds (when its animation completes) The amount of resource gathered is based off of this equation: 1/4[%(100)] = x (rounded) = y 1/4[%(100)]+(y-x) = x1 (rounded) = y2 Read aloud it says one fourth the percent of your farm times 100 equals variable x rounded which becomes y. The next time your resource structure generates it becomes one fourth the percent of your farm times 100 plus the difference of y minus x from the previous equation gives you x1 which is rounded to y2. The second problem repeats with new x and y variables. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A002] RUSHING (n00bs 101) --------------------------------- Rushing is not a tactic; it's a way of life. The first to rush is very often the first to win. - The basic rush build order: Barracks, Farm, Farm, Unit. - Powers are crucial for helping your rush succeed. Pick buffing powers like Rallying Call or Tainted Land. - The unit you should produce MUST BE THE SOLDIER! This lets you fight other units and destroy structures. - Rushing can also be a form of scouting, so walk around and find out what your opponent is doing. - If you find easy to capture outposts on your way to your opponent's base, go ahead and capture them. - Your opponent's base is usually directly across from you on 4-player maps. So if you started in the top-right of the map, chances are, the opponent is located in the bottom-left. - When you reach the enemy base, target the builders and unit production structures first, and don't bother fighting his troops. - If no enemy troops are present, put your troops in aggressive stance and attack structures. - Stay out of range of your opponent's fortress. - Don't forget to manage your own base as you're fighting at the enemy's. Crank out more soldiers and send them if the enemy is on the verge of defeat, or pull back and regroup if you already have the advantage. Don't waste your soldiers, as this gives the enemy experience, and result in the enemy having stronger powers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A003] Counter-rush --------------------------------- - Build Order: Farm, Farm, Barracks, Soldier, Farm. (Build the first two farms and barracks within arrow range of your fortress.) - Put your soldiers in defense stance if your opponents units get in arrow range of your fortress. - Put your soldiers in aggressive stance if your opponent's units are ignoring yours and aiming your structures. - Don't forget to use your powers, as the enemy will almost certainly be using theirs. - When the time is right, build another barracks and pump soldiers out of both of them to push the enemy back. - If you succeed in thwarting the attack with minimal losses, immediately counter-attack the enemy base. Target farms and builders first. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A004] Powers --------------------------------- Some people believe that the low-cost powers are only meant to help branch to high-costing powers. WRONG! Buy the powers you need. - If you're playing one of the "Evil" races. Get The Watcher as fast as possible, find your opponent's army and cast it underneath them and win. Keep your units away from the Watcher because it attacks everything. - If you're playing one of the "Good" races. Get Rallying Call, Heal (mainly the heal your heroes), Arrow Volley, Tom Bombadil, Industry (if money is an issue), Barrage, Summon Rohan Allies, and Summon Ent allies. After getting as many of the powers above, then go for Army of the Dead, Earthquake, and Flood. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A005] Heroes --------------------------------- The highest costing hero is not necessarily the best. I am going to list the best heroes for each faction, meaning, unless you know what you're doing never buy the ones not listed. - Men of the West: Eomer, Boromir, Theoden, Aragorn - Elves: Haldir, Legolas, Thranduil, Elrond - Dwarves: Gloin, Gimli, King Dain (All three heroes are excellent) - Isengard: Lurtz - Goblins: Drogoth the Dragon Lord, Shelob - Mordor: Mouth of Sauron, Nazgul, Fell Beast -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#A006] Using Cavalry --------------------------------- Cavalry is one of the harder units to use effectively. They move around differently from other units, and usually have to be controlled with care in order to make the most use out of them. Here are some tips: - Don't rush cavalry into pikemen (duh!) - Do not simply use the attack-move command. You must keep an eye on them, because if they run into pikemen, they will be slaughtered quickly. Exceptions to this rule are Spider Riders and Rohirrim in bow mode. Though it may be a bit risky with Rohirrim due to their heavy cost. - Cavalry are meant to trample - this is done by having your Cavalry move (not attack-move) to an area where your opponent's units are in the Cavalry's path. - Retreat cavalry that are wounded, horses are expensive. Don't fight to the death, no matter how honorable it may seem. You will only be giving the opponent more power points. - Use waypoints to help you so you don't have to manage your cavalry the whole time. - You must keep building soldiers to support your cavalry most of the time. Only certain cases with the Men of the West's Rohirrim can you use only cavalry. - You may attack pikes with cavalry only when they are in battle with something already, and should always be from the side or from the rear. - It's not recommended to set cavalry to aggressive stance in most cases due to the risk of pikemen. Only do so against structures, and when your cavalry is safe. *Cavalry do well against heroes. *Cavalry do well against structures. *Cavalry do well against archers. *Cavalry do well against soldiers. _____________________________________________________________________________ O===========================================================================O |[#B000] Race Specific Strategies | O===========================================================================O *Note: If you don't know what to do after following these build orders, just continue upgrading (I recommend upgrading the fortress if you haven't done so), and build more resource structures around the map. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B001] Men of the West --------------------------------- Early Game - Men have a relatively weak early game, with only Gondor soldiers and possibly a hero to defend themselves. You must understand this weakness and respond properly. Usually, the best way to start is to build 2 barracks and churn out soldiers until you can get cavalry. Mid Game - Mid game for men is when they get their first hero. Boromir is a good choice if you are still on the defense while Theoden and Eomer are better choices if you decide to get cavalry. Rohirrim are the best cavalry in the game. When you get your stables do not bother getting Gondor Knights, simply upgrade and build only Rohirrim. Eomer and Theoden should back them up with leadership. Note: keep building soldiers. End Game - End game comes very fast for men. Once they have a stable economy and an army of Rohirrim, they must build a blacksmith and upgrade their horses. The key to winning is having Theoden reach level 4 where he receives Glorious Charge. This ability allows cavalry to receive only 10% of the normal damage. Attack your opponent's structures and turn it on when you start taking heat. It will be GG in no time. Rohirrim usage: - Rohirrim have the particular ability to switch between swords and bows. This gives them a slight advantage over pikes, but requires a bit of work. First, you can pick them off at a distance, and second you will not charge into their spears (which does most of the damage). Rohirrim can also always retreat behind your lines or simply run circles around your enemy's pikes. - The best way to deal with pikes is to use King Theoden. When he reaches level 4 he gets glorious charge which allows him and nearby cavalry to receive only 10% damage. You can run through enemy pikes and into his base. Be warned that King Theoden is however super weak and difficult to level up but, he levels up moderately fast. Always put him in defensive stance and try and keep him standing behind your troops to provide leadership while still gaining experience. - Another method of dealing with Pikes is with Boromir. His horn negates the piercing of the pikes, so your cavalry can trample over them. Soldiers eat up pikes as well, especially with Boromir's leadership stacked with Rallying Call. Powers: ----------Heal----------------Rallying Call-----------Rebuild--------- --Hobbits-----------Arrow Volley-------------Tom-------------LoneTower-- -----------Dunedain-------------Cloudbreak----------Rohirrim--------- --------------------AotD------------------Earthquake------------------ One possible order is to get Rallying Call for early soldier spamming. Next get Arrow Volley if he is also spamming, get Hobbits if he gets heroes, or get Heal if you get an early Boromir. Then it's always Tom Bombadil, and Rohirrim and attempt to get Theoden's Glorious Charge. Then go for Cloudbreak and Army of the Dead, which owns all enemy units for 2 minutes of the game. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B002] Dwarves Credit: Arion --------------------------------- Early Game - The Dwarves have a very dangerous early game that revolves entirely around the Guardian Rush. This strategy is where you build a Mine and a Hall of Warriors while sending your second builder closer to the enemy to construct a forward mine. Positioning of your structures is very important in this strategy, if you build your mine too close to the enemy they will see it and most likely destroy it. Once your guardians are produced from your Hall you should order them to enter the mine at your fortress and order them to evacuate the mine closest to your enemy. This saves time as the dwarves are slow units and do not cover ground quickly. While doing this you should be expanding your economy having your builders construct more mines to increase income and producing more guardians to apply pressure. Mid Game - Get an archery range and purchase axe throwers. This part of the game is the most fun because you build mines all over the map and send units through them everywhere. The objective is to stop your opponent from expanding. By the end of the mid game, you need to purchase King Dain and begin leveling him up. Late Game - 2 choices in the end game, both involve the siege works. The first option is to build battlewagons to augment your guardians and destroy enemy archers and soldiers. The second choice, which is more risky, is to buy upgrades to enhance your guardians' destructive capabilities. This involves a level 3 siege works and the siege hammer upgrade. You charge your opponents structures for ultimate damage. Powers: --------RallyCall---------------Rebuild---------------------Heal--------- Men of Dale-------Dwarven Riches-----------LoneTower----------------Hobbits ------------Barrage------------Cloudbreak--------------Undermine------------- --------------------Earthquake--------------Summon Citadel---------------- A couple of orders are: 1) Rallying Call, Heal, Hobbits, Undermine, Citadel 2) Rallying Call, Men of Dale, Barrage, Earthquake -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B003] Elves --------------------------------- Early Game - Buy a Mallorn Tree and Barracks. Some believe in an Arwen rush on small maps with lots of capture points. For this tactic you must build Arwen first thing and run her around the map capturing everything to regain an economy (VERY RISKY). Most players will rush with some lorien warriors and defend to mid-game with lorien archers. Defending does not mean sitting in your base. Your goal is to contain your opponent in their base so that you are free to expand. Mid Game - Mid game for Elves involves buying the forge and upgrading Silverthorn arrows. Before you do that however, you should maintain a very stable hold on your enemy. Fill the map with mallorn trees first, and buy a stables to build lancers to replace any losses of your early game units. After all this, then buy the Silverthorn arrows. The end of the mid game is marked with a hero purchase. Legolas versus Elves. Glorfindel against Men and Isengard. Elrond versus Dwarves. Haldir versus Goblins and Mordor. End Game - Churn out units and upgrade like crazy. Elves do not have the force to really make an amazing end game. Hopefully you have your summon ent power or flood/sunflare to finish your opponent's structures. Powers: --------Rallying Call-------------Heal--------------------Farsight-------- --Mist------------Arrow Volley-----------Elven Wood--------------------Tom-- ----------Eagles--------------Cloudbreak--------------------Ents------------ -------------------SunFlare---------------------Flood----------------------- One possible order: Rallying Call, Farsight, Tom, Arrow Volley, Eagle/Ent, Cloudbreak, Sunflare, Eagle/Ent, Flood. Rallying Call uses: Use on your starting rush units to maximize damage to buildings. Use on lancers right before you trample to get less slowdown on trample. Use on archers if you getting pushed back to finish the push. Heal uses: Don't wait to use on heroes in red if you don't trust the lag get them when they're in the low yellow. A very good use for cavalry when they take the crush revenge damage to bring the group back to full health Farsight uses: Use right off the bat to "scout" your opponent's base for his buildings and his starting build order. Use in combination with ent summon. This can often end the game. Arrow Volley uses: This is a great power but is very easy to dodge so don't just use it on stationary forces because most of the time they will move their units out of the effected radius. Use it in the middle of battle and make your opponent make the choice of whether to dodge it and get struck freely bye your units or stay and "attempt" to take it. Mist uses: Provide stealth for your units and lowers the def of your opponents units. A good power but is overshadowed by others. Elven Woods: Changes the ground to a pretty green giving your units the def LD. Allows stealth. Don't waste points on it. Tom Bombadil: He just puts a smile on your face as he dances and sings and tears the dookie out of your enemy all in one. What more could you ask for? Cloudbreak: Stuns enemies and lowers def rating. Extremely useful. Opens up both 25 pp powers. Ent Summon: Summons 4 ents to the field. Great power to make the final push on your opponent. It can tear down his fortress in seconds and other buildings with greater ability. Farsight combined with this power are devastating to any opponent. Sunflare: Mighty beam of sunlight scorching units and buildings alike. It does more damage to units and heroes than flood, but less damage to structures. Flood: Summons a wave of horses made of water destroying everything in its path. Better of the high tier points, does excellent damage to building and units. Sometimes fails to destroy fully upgraded units. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B004] Mordor --------------------------------- Early Game - Mordor strives on its ability to mass orcs. During the early game you want to build an orc pit first thing and then build a second after the first is finished. Keep building orcs and never stop, they are the backbone of your army. Only build 2 battallions of orc archers because of their cost. By the end of the early game, you should have rushed, have 4 orc pits, and orcs being made in all of them. Once you reach 1500, you must make a choice: you may buy the Mouth of Sauron or save for the Fell Beast. The Mouth of Sauron is the ultimate overpowered hero. He starts with HP equal to that of a fortress and levels up quickly with amazing abilities. If you save for the Fell Beast, your ultimate goal is to rush in with orcs and then flank your opponent's fortress with the fell beast, who can level it in seconds. If your opponent is going even remotely heavy towards archers, DO NOT GET THE FELL BEAST. Mid Game - Almost every faction at this point will be supporting their armies with leadership. Build a troll cage and upgrade so you may purchase drummer trolls. Still never stop building orcs. You want to begin containing your enemy (keeping him inside his base) so you may boost your economy by building slaughterhouses all over the map. This will get you ready for buying attack trolls and mumakil in the late game. You may buy all three Nazguls at this time to get their dread visage ability, which will give your troops an edge. End Game - NEVER STOP BUILDING ORCS!!! Upgrade your troll cage and build a mumakil pen. Purchase attack trolls and mumakil. Mumakil must be used properly, otherwise they are a waste. Never send them to battle if your opponent is using pike. Simply let their haradrim pick off enemies from behind your lines. When you get into your opponent's base use your mumakil on his fortress (They destroy it faster than the fell beast). Buy the second Fell beast. Fell Beast usage: - Use them to level fortresses (it takes seconds) - Never send them to attack ground units unless NO (ZERO, NONE, NADDA) archers are present. - Use the fell beast's screech on your opponent's army during an attack to get the upper hand. -------------------------------- Alternate Mordor Strategies Credit: Redarmy --------------------------------- One significant difference with Mordor is that they do not have a specific cavalry unit to trample over enemy archers. They must instead rely on Mouth of Sauron, Nazgul, Trolls, and Mumakil to act as their cavalry. In a typical game, Mordor needs to pressure early by spamming Orcs. As you take down resource buildings, anything else you can reach, you should be teching up the tree yourself. Some counters against archers: Catapults - Mid game Nazgul - Early to Mid game transition Mouth of Sauron - Early to Mid game transition -------------------------------- More about Mordor --------------------------------- Mordor will always start with this build order. The idea is to constantly spam orcs who get a horde bonus when created in mass. So your build order is easy: Orc pit --> SH --> SH --> Orc --> Orc Pit Then what you want to do is CONSTANTLY build Orcs and slaughterhouses until your total supply is about 600. Orcs in mass will stop all types of forces except a perfectly balanced army which at this point in the game is not often seen. If they seem to be getting the upper hand, buy a Nazgul and treat him like cavalry. Once he gets dread visage your enemy will get a passive de- buff, so you will have the upper hand. You don't want to lose the Nazgul though because he is expensive to replace. Your main goal is to save up for one of these three things: A) Fell Beast - If he has no archers on the battlefield then save up (only buy Orcs) and buy this and destroy his fortress and it's GameOver. B) Attack Trolls - If he is becoming tough and sending small very powerful forces at you (ex: cavalry, guardians) buy the attack trolls and smash them up. C) Catapults - These own up armies in mass. If your opponent is spamming like crazy (you should be too) get this. Use their skulls shot to cast fear on the enemy. When they run you get to push towards their base and get a flanking bonus on his troops. Unless he is building only cavalry, don't bother with the Haradrim palace. Haradrim are late game units. Buy 2 AND ONLY 2 battalions of archers to get free hits over your Orcs. Remember, against some factions the fight will be right into your base and against others you can overrun his forces easily with just Orc spam. Powers: ----Tainted Land----------------Eye of Sauron---------------Warchant-------- Barricade-------Untamed Allegiance----------Industry--------Arrow Volley-- --------Summon Wyrm-------------Darkness------------------Barrage--------- ----------------------Balrog-----------------Rain of Fire--------------- Eye of Sauron: the standard Mordor pp spell, for only 5 pp it makes all your units via monsters and heroes, travel faster and fight better with an armor and attack bonus. This should always be your starting 5pp spell, especially as it can be moved to diff units, and when you're finished can be used to scout. Situated in the middle of the pp tree it can be used to access all kinds of bonuses. Tainted Land: a good armor and attack boosting 5pp spell like the eye, however, it stays on the ground at the target location, so only to be used when you're trying to take out an important building. Generally good to get, but it is on the wrong side of the pp tree. War Chant: the last 5pp spell for Mordor, it also gives a strong bonus to troops in armor and attack, however unlike tainted land, war chant is on the right side of the pp tree, allowing access to all of Mordor's favorites! To be used effectively, tell units to go from left to right and right to left, so they cross over in a big mess, this allows you to war chant many many orcs! Barricade: the first 10pp spell, situated on the far left, pretty much useless, it has a high damage output, but a terrible armor and health amount. Used only for support, when not attacked it can take out many troops, but that is about it, and it does not lead to any other good pp, this should be your second from last or third from last pp you get. Untamed Allegiance: the second 10pp spell takes control of a target creep lair and is IMO rather useless unless there are drakes on the map, I mean it's great to get cheap cave trolls, or free spiders and goblins, but is it worth 10pp when it can easily be destroyed, the answer is, apart from drakes, no. I would get this as one of my last pp spells. Industry: the third 10pp spell, can be sometimes great, but then sometimes not worth it over other pp spells, to be used when you do not need to have a troop killing spell, or a drake (tamed allegiance), this pp is great for when you are trying to reach attack trolls fast, or tech to fast Fell Beasts or even fast Mumakil, or hero spam. Arrow Volley: The final 10pp spell is a great support pp to be held in reserve when attacking with many orcs, it can be used to take out even fully upgraded Uruk-Hais (unless in formation). When using this pp, don't just use it for killing a small portion of an army, use it to either hit annoying rangers (or in this case axe throwers), or many troops that are bunched together when told to attack. This pp can even be a serious life-saver. This power and Industry are usually the only two that are worth picking up initially. Fire Wyrm: Pretty much useless sadly, as you cannot easily control him, you may tell him to move but he is to busy torching other things and may die easily, can scatter units when he does obey by coming up from the ground, and always remember... fire is a hero killer!!! Otherwise this should be your last or second from last pp. Darkness: A great 15pp spell power, if games last long it is a must! Think of it as a permanent eye that covers the whole map for 3 mins, and even effects attack trolls and Mumakil! It may not seem like a siege power but combine this with two attack trolls, or a Mumakil on a fortress and you will be astonished. Barrage: The final 15pp spell can be used to severely damage buildings, or completely slaughter an enemy army. See it as a weak ROF but a strong arrow volley that affects buildings with a wider area. Great support pp, best used when you are fighting the enemy and you can target it on enemy archers and still hit their combat units, with yours unharmed. The most used 15pp spell going. Rain of Fire: A truly devastating power! Basically a stronger barrage with a larger AOE, great for stopping fortress that are fully upgraded, and can even get them down to almost half health, also excels in destroying entire armies! Also can leave a fire raging on the ground. Great for killing those annoying fully upgraded axe throwers. A MUST VS DWARVES! The Balrog: Also an amazing power! His breath fire can be used to destroy entire armies and buildings fast! His whip does uber damage to fortresses and heroes, and his inferno can be used to scatter units as well as boosting his attack power, let alone the damage he can cause an army with his summoning! Do not forget that he can also fly, and you can land on enemy buildings to do damage to them when you want to get there fast as well! To be honest, this power is truly underestimated, though against dwarves some people want to go for Rain of Fire first. However it is a strong option unless you see massed fully upgraded axe throwers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B005] Isengard --------------------------------- Early Game - Many players believe in a warg rush for the early game. This build order includes 2 furnaces and then a warg pen. Use the warg riders to trample enemy battalions and then switch to aggressive stance and howl before taking down enemy structures. You will still need to get an uruk pit if your rush fails. Other players take a more reserved approach, using uruk warriors who are decently strong. Remember that uruk crossbows are low damage and have horrible range. The goal of the early game is to get Lurtz, who is an amazing combat hero with leadership and pillage. Mid Game - If you have got wargs in the early game, this is your chance to do so. I am an advocate of Wormtongue and I would get him here but many players believe he is micro heavy and not worth the money. The mid game is where you try to churn out as many units as possible. Build many furnaces and have more than one uruk pit and warg pens. I always go for a mine rush here but it is EXTREMELY RISKY. The mine rush involve leveling up your siege works and uruk pit, and building a mine and berserker. The real reason why I do this is to get berserkers, who are super-effective versus heroes. To mine rush properly, you must send your army to attack his base, but stay just close enough that he will rush out to attack you. If they don't come to you, use warg riders to harass him until his units chase them back to your army. Once he is fighting, drop the mine next to his fortress, light your torch on the berserker, have the berserker attack the mine, and BOOM! his fortress is gone. End Game - The end game is easy. It is the same as mid-game except now you will add a blacksmith into the equation. If you start overflowing on cash get the iron armor upgrade for your fortress. If you are still cash floating, buy Saruman. Powers: ------------Vision -----------War Chant-----------Crebain------- Devestation-----Tainted Land-----------Wild men-----------Industry-- ---------Watcher----------Freezing Rain-----------Fuel Fires------ -----------------Dragon------------------Dragon Strike------------ Crebain: The best first power to get vs any faction. Crebain gives a debuff to your opponent removing leadership and lowering defense and attack. Crebain is a group of crows that can navigate the map and reduce the performance of your opponent's units. War Chant: Provides a 50% attack and armor buff to your units for a selected amount of time. War Chant is probably best to get as your third power after wild men because usually when using wild men you get War Chant. Vision of the Palantir: Removes the fog of war from a select area of the map for a short period of time. Probably one of the worst powers Isengard has and should not be gotten. Crebain is like a moving Palantir except it gives de- buff. However, Crebain can be killed. Tainted Land: Makes an area of the map tainted which give out a leadership bonus to your units when standing on it. An ok PP but should only be gotten if you are doing bad and need something to help defend your base. Industry: Provides one furnace with a boost to its resource out put. Industry is a good power but is on the wrong side of the tech tree because only other possible choice after it for 15pp is Fuel the Fires and it is a horrible power because Lumber Mills are worthless. Only get this if your economy is really tight or have points to spare. Wild Men of Dunland: Summons the Wild men of Dunland on to the battlefield for a short amount of time or until they die which ever comes first. This is a really good power and could be a game winner so you should get it second for 10pp. Every time a Wild Man attacks a building you get +2 resources added to your stockpile. Devastation: When used on trees you get resources for each tree that is chopped down added to your stockpile. Devastation is also a good economic power but is placed badly below Palantir so it is almost never used. Fuel the Fires: It is a passive ability that increases lumber mill resource production. This would be a good power if lumber mills were worth there cost and useable but they aren't so don't get Fuel the Fires. Freezing Rain: Causes rain to come down for a short amount of time erasing all leadership bonuses. It works very well combined with Crebain. Watcher: Summons the watcher and kills everything. Summon under the opponent's army for best effect. This is a game winner in many cases. Dragon Strike: Summons a dragon to fly by an area and breathe fire over it lighting trees on fire and killing enemies. Dragon Strike is your 5th pp because of its ability to wipe out armies. The dragon takes awhile to come, so be careful. Summon Dragon: Summon a land-based dragon to fight for your cause much like the Balrog. He has a massive fire blast. A Good summon that destroys heroes, but is actually easily killed. Abilities: Fire Breathing- blows a massive blast of fire to destroy enemy units Fly- allows the dragon to fly to another location, similar to the Balrog fly ability -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#B006] Goblins --------------------------------- Early Game - The early game for goblins is really easy. You must follow this build order against every faction but dwarves. Tunnel, Goblin Cave, Goblin Cave, Tunnel. This will let you produce goblins at alarming speeds. Rush and keep rushing almost the entire game. The pressure is what allows the goblins to tech. When you rush use the aggressive stance and attack any structures and builders. When you come across enemy units, turn on your poison blades and stick your battallion in defense mode. KEEP BUILDING GOBLINS, and never build goblins archers. Build 1 or 2 more tunnels depending on whether you have captured any outposts. Mid Game - Mid game can come very early for the goblins. Once you have 600 dollars build a spider lair and begin producing your bread and butter unit, spiderlings. Spiderlings are super-cavalry and can kill any swordsman or archer. They are super fast and decent versus structures. Use them to harass and contain your opponent while you spread builders across the map. Your goblin production should still be high but you can start slowing down once you build your second spider pit and upgrade it to build spider riders. Some players will buy Shelob here for a strong combat hero. It is also a good idea to buy Shelob if your opponent has heroes. End Game - Stop with the goblins they will now only feed your opponent's Power points. Get a fissure and build half-troll marauders. These units are invincible when fully upgraded. So buy a treasure trove and bring it to level 2 and research scavenged armor and forged blades. Upgrade your spider lair to level 3 to get venom sacs for your spiderlings. Build spiderlings, spider riders, and half trolls until you can buy Drogoth. Drogoth is not a combat hero. You just fly him around and use his fireball on enemy units NOT STRUCTURES. Once he uses his fireball, retreat him until it recharges (it takes like 20 seconds so be aware of the fast recharge). Drogoth usage: - Drogoth's abilities charge quickly, use them all the time (never use Wingblast). - Use Drogoth to level fortresses (it takes seconds) - Never send him to attack ground units unless NO (ZERO, NONE, NADDA) archers are present. --------------------------------- Alternate Goblin Strategies Credit: Redarmy --------------------------------- Build Order 1: Tunnel, Cave, Tunnel, Cave Build Order 2: Tunnel, Cave, Cave, Tunnel Build Tunnels towards the enemy base, and spam Goblins. It is usually recommended to go for the first build order, but those extra few seconds might make a difference in a rush situation. If all goes well, you can get 4 Goblins out at the 2:30 minute mark if you're fast. This allows you to build 4 more while you're on your way for your first attack. Once you reach the enemy, you should have 4 more to send to the forward Tunnel. Now start building a Spider Pit, and train 4 more Goblin Warriors. Continue as you normally would, but hopefully you have weakened the enemy. Drogoth is recommended in mirror matches (Goblins vs. Goblins), against Dwarves (because they like to spread mines all over the place), and against Mordor (good anti-air against Fell Beasts). Drogoth is not recommended against Elves and Men of the West due to their powerful archers. Shelob is an average hero, and most effective when leveled up. Be careful, Shelob is weak initially and will get beaten down by Lurtz, Gimli, or any other decent hero out of the gate. One choice is to quickly go for fully upgraded Half-Troll Marauders instead of Shelob. A good strike force is 4 to 6 of these bad boys, mixed with Goblins and Spider Riders. Powers: ---------War Chant-------------TaintedLand-------------------Bats------ Wildmen--------------Scavenger----------UntamedAllegiance-------Spiderlings ------------Wyrm----------------Darkness-------------------Watcher-------- -------------------Dragon--------------------------Balrog--------------- A couple of orders are: 1) Tainted Land, Scavenger, Darkness, Balrog 2) Bats, Spiderlings, Watcher, Balrog War Chant: Temporarily endows targeted allied units with +50% damage and +50% armor. Does not stack. Use this when you have units clumped together coming out of a tunnel for best effects. Tainted Land: Mark your territory with your taint and your army will fight more fiercely. This desolate, barren plain will give ally units a +50% damage and +50% armor bonus. Does not stack. Stacks with Rallying Call, a great power for 2v2s. Cave Bats: Cave Bats can be summoned anywhere and detect stealth units. But their most useful ability is to reduce the attack damage and armor of nearby enemy units by -25%. Use this to counter enemey Eye/Rallying Call/WarChant/Howl/Tainted Land. This is generally the first power you buy. Untamed Allegiance: When cast on a lair, you can take control of that creep building and spawn the associated units from it. If you have to, ONLY use it on a Drake Lair. Summon Spiderlings: Summon some spiders to fight for your cause. These little buggers destroy buildings like nothing. Use these to go on a rapid Building killing spree . Also good vs cavalry and Swordsman. Scavenger: All kills earn extra resources. Something I've heard that is useful in a goblin v goblin, generally a power I wouldn't get. Summon Wildmen of Dunland: Summon several hordes of Wildmen. Wildmen pillage resources when attacking enemy structures. With a buff can total a fortess and is generally a good power, but I prefer SpiderLing Summon and the other side of the PowerPoint tree. Summon Wyrm: Summon a subterranean wyrm and it will explode from under the ground to breathe fire on the enemy. A wyrm is a long, wingless dragon. Hard to control and easily killed, a waste of 15 PP. Darkness: Temporarily shrouds the entire battlefield in darkness. All allies get +50% damage and +50% armor. A good power that gives you access to both top tier Powers. Watcher in the Water: We all remember the Watcher from the pools outside the doorway to Moria. The Watcher explodes from an underground watertable (instantly killing non-hero units above him) and flails his tentacles to damage nearby enemies. Occasionally he picks one up and eats him! The best power of its tier, can total an army and is usually a game winner. Summon Dragon: Summon a land-based dragon to fight for your cause much like the Balrog. He has a massive fire blast. A Good summon that destroys heroes, but is actually easily killed. Abilities: Fire Breathing- blows a massive blast of fire to destroy enemy units Fly- allows the dragon to fly to another location, similar to the Balrog fly ability Summon Balrog: The Balrog explodes from his underground lair(instantly killing non-hero units above him) and can decimate an entire army with his fire-breathing ability. He can also take down structures very quickly. This dude is a beast. Owns heroes/armies/buildings in seconds, just don't try it versus a fortress. _____________________________________________________________________________ O===========================================================================O |[#C000] Advanced Strategies | O===========================================================================O -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Micromanagement Credit: Son of Morgoth --------------------------------- There are many forms and definitions of the term micromanagement. I am simply quoting the terms and how to perform the actions and what their outcome will be. The key is having the best unit formation. Mastering this will make you seemingly invincible to anyone who attacks using the attack-move command. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#C001] Flanking Maneuver Credit: Son of Morgoth --------------------------------- The most basic of tactical maneuvers is the flank. Flanking is an attempt to attack the side of the enemy's formations, while it is simultaneously engaged in the front. BFME2 calculates flanking bonuses, so let's use them! Say you have two battalions of orcs going up against a battalion of guardians. Place both battalions on Defensive stance, then move only one up to engage the guardian battalion. Have your other battalion move around the side of the enemy battalion, or even better, around to its back, then place that flanking battalion in Offensive stance. For added effect, cast the Eye of Sauron on the Guardians, so the eye will cover both the first and second battalions. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [#C002] Wedge Formation Credit: Son of Morgoth --------------------------------- This was first used by Alexander the Great. What do you do if both sides are facing each other in open battle, and you are outnumbered by 50%? Run? Too cowardly. Scream? Too girly. Taunt them? Too risky. What do you do??? Alexander figured out that if you attack a straight-line formation (assume a horizontal wall of battalions like this: ---------------) in a wedged formation, you can outnumber the opponent at the point of the wedge. I'm not talking about a Star Destroyer-type wedge, with the point in the middle. I mean an oblong one, where there are more battalions on one side of the army than the other. Something like this: O EEE O=orcs OO EEE E=enemy OOO EEE OOOO EEE OOOOO EEE In this picture, Mordor (on the left, see all the angry orcs? The enemy is on the right) is evenly matched in numbers (15 on both sides). Though even in number the orcs are outmatched, since orcs aren't the mightiest of creatures. If you notice, that the bottom rank of orcs has 5 lined up, and the rank above that has 4, the rank above that has 3. The enemy, meanwhile, has 3 deep. If the orcs advanced in perfect formation, the bottom rank would reach the enemy first and begin fighting before the rank above it arrived. What happens is the bottom rank or orcs outnumber the bottom rank of enemies, so they will easily overwhelm and defeat them, looking something like this: [picture forthcoming] Imagine the left side meeting the right side. The left side touches the right side first at the bottom. As the forces engage, the enemy's right side if overwhelmed and eventually defeated, something like this: (O = Orcs, E = Enemy) Figure 1. O........EEE OO......EEE OOO....EEE OOOO..EEE OOOOOEEE Figure 2. O......EEE OO....EEE OOO..EEE OOOOEEE OOOOOEE Figure 3. OEEE OOEEE OOOEEE OOOEE OOOOE Figure 4. OEEE OOEEE OOOEE OOOE OOO Figure 5. OEEE OOEEE OOEE OOOE ..OOO Figure 6. OEEE OOEEE OOEE ...OOEO .....OOO Figure 7. OEEE OOEEE OOEEOO ...OOOO Figure 8. OEEE OOEEEOO OOOOOO Figure 9. OEEEOOO OOEEOO ...OOO Figure 10. .OOO OEEEO OEEO OOO Do you see what is happening? By concentrating forces on one side, even though you are outnumbered, you create an advantage by giving yourself an advantage in numbers on the bottom rank. With the superior numbers, you destroy the enemy faster and lose less men. Once the bottom ranks have destroyed all the enemy ranks on their side, they begin to move and flank the
opponent, again creating an advantage in numbers and flanking. While the two
forces engage, your army defeats the opponent at one end, then move to
envelope the enemy. The end result is that you surround the enemy army or
crush him from one end to the other!
Think about a 2v2 team game. When one opponent is defeated, both you and your
ally converge your forces on the enemy base. This is the same concept. You
defeated your enemy at one point, then move to flank, envelop, and overwhelm
him.
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[#C003] Envelop
Credit: Son of Morgoth
---------------------------------
Similar to the Flank Maneuver, the Envelop (rhymes with "Develop", and no,
it's not something you put letters in) is an extreme flank. Instead of
sending a battalion to attack the flank, or side, of an enemy battalion, you
send one battalion to engage the enemy in front, two battalions to flank both
sides, and another battalion to close in on the enemy's rear. Obviously, this
requires superior numbers most of the time. Enveloping maneuvers are highly
effective, even when outnumbered, when you can isolate a single battalion and
concentrate your attack on it using 2-4 battalions (with 2 batt's, just have
one engage the enemy's front and have the other engage his rear). I will
speak more on this technique later.
BFME2 accounts for flanking and for rear attacks, so enveloping maneuvers can
pay off (particularly since our orcs aren't as strong as other units). To get
the most bang for your buck with this maneuver, make sure that your front
battalion is in defensive stances, as well as your 3 flanking battalions.
Once the flanking battalions engage the enemy on their flanks and/or rear,
place them in offensive stance to increase their damage output. Placing them
on offensive stance before the flanking maneuver can make your batt's
movement more difficult, since they may attempt to engage the enemy and
ignore your directions.
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[#C004] Feigned Retreat
Credit: Son of Morgoth
---------------------------------
This maneuver was made famous by Genghis Khan's Golden Horde. The Mongolian
nomads were a pastoral horse people (think of migratory Rohirrim), said to be
some of the toughest people to ever live. They perfected mounted archery
using a compound bow, which was a short, powerful bow equal in power to a
Welsh Longbow (which could not be shot from horseback and required
specialized, lifetime training to use). The compound bow was accurate up to
300 yards (9 football fields) and could shoot through a solid oak door at
point blank range.
When the Mongols enemies, they did so ruthlessly and efficiently. They would
march their horses up to the enemy, then turn and flee (on horseback, that
is). The enemy would pursue them, but receive a terrible surprise when they
were ambushed while pursuing the fleeing Mongols. If the pursuers were
infantry or heavily armored (as was much of the Western knights), the fleeing
Mongols would fire at them while retreating (and they were very accurate).
Then they would stop, let the pursuers catch up, and start riding away again,
firing as the went. Their enemies were too slow to catch them, and had no way
to counter the might of the compound bow (are the OP or what?).
The Feigned Retreat is used for two purposes: luring an enemy into a trap, or
luring an enemy away from something. Luring an enemy into a trap is easy and
requires no examples (elves would benefit highly from this using Mirkwood
Archers in the forest), the second I will illustrate.
Your enemy is camping his base with several battalions of swordsmen. It is
too difficult to attack his base, as your orcs will easily get pwned by his
fortress' arrows and troops. So you send a lone Nazgul up to attack one of
his resource buildings. Your opponent sees this, and sends his forces down
for an easy Nazgul kill. The Nazgul runs away, the opponent's forces
following behind in hot pursuit. Obviously, your opponent has not sent all of
his forces, but he sent two batt's after your Nazgul. Your Nazgul does not
have far to go before he meets up with two battalions of orcs. He is very
injured, so you keep him running back home, through the orcs. His battalions
engage yours. On seeing this, your opponent sends more battalions from home
to reinforce his two. The opponent has taken the bait. His home defenses are
greatly weakened, but he is confident that this will be all right, since he
knows where you army is and is at this very moment attempting to crush it.
What he doesn't know is that you have the Mouth of Sauron, a Nazgul, two
battalions of orcs, and an AT hidden off to the west, waiting for an
opportune time to attack. You send two more battalions of orcs up to help
your almost demolished two. This gives your opponent the impression that this
battle is important, and you do not want him to win it. He sends most of his
forces to overwhelm your poor orcs. Perfect.
You send your ambush into his base and before he knows it, his base is
destroyed. Your opponent may have won that piddly little battle (which was a
diversion) with plenty of forces left, but now he must choose: attack your
base or attempt to reclaim his. At this point he has lost. He does not have
enough forces to attack your base, since you will surely be bringing
reinforcements (and what about your Gorgoroth Spire?), so he goes to reclaim
his base. The Nazgul and Mouth of Sauron run around, wasting the opponent's
time as he tries to catch them, meanwhile you bring up more orcs, a healed
Nazgul, and an AT from home to reinforce. Pnwed.
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[#C005] Cauldron Battle
Credit: Son of Morgoth
---------------------------------
A cauldron battle is where you draw the enemy into the pit of a cauldron
formation. Think of a "U". The bottom curve of the "U" is the perceived front
line, to your enemy that is. The left and right side of the "U" are the
walls, or flanks, of the cauldron. These forces are hidden. You draw the
enemy up to the front lines (in the pit of the "U"), often by means of a
feigned retreat, then your hidden forces launch an ambush from either flank,
trapping the enemy into a battle it cannot flee from. This works very well
when you are outnumbered. This also makes it difficult for your opponent to
flank you. Cauldron battles typically refer to more grand-scale attacks than
we see in BFME2, but we can still use the same concept. Cauldron battles are
excellent ways to draw of one or two enemy battalions, ambush them and
destroy them. Divide & Conquer.
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[#C006] Sneak Attack
Credit: Son of Morgoth
---------------------------------
Do I even need to address this? I showed an excellent example under the
Feigned Retreat section above. Sneak attacks are the most common method of
"unexpected" strategy. They typically only work once (twice if your opponent
is retarded), so they must be carefully planned and set up. In BFME2, sneak
attacks are most effective when launched at an enemy's base. As laid out in
the Feigned Retreat section, Sneak Attacks are the most effective if you can
lure the enemy's forces away from his base.
Two examples:
- First: You have a delicious Balrog to use, so you lure your enemy out of
his base using a Feigned Retreat. You cast EoS on his base, cast Balrog, gg.
- Second: You have a beautiful Gorgoroth Spire with a fireball just waiting
to annihilate an enemy army. You lure his army away from his base using some
orcs. A huge enemy army descends on your ugly orcs, GS fireball destroys them
all (orcs included), and MoS, two ATs, and a Nazgul suddenly appear in your
enemy's base (which you had held in reserve just for this sneak attack).gg.
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[#C007] Countering the Dwarves Rush
---------------------------------
*Note: The forward mine is a term for a mine placed close to the enemy base
and outside yours. The Dwarven player would build Mine #1. Then he builds a
hall of warriors close to Mine #1 while sending a builder to the second
location close to then enemy base and builds Mine #2. When the hall of
warriors is done, he will build guardians. The completed guardians are then
ordered to garrison mine #1. This will connect them to the tunnel network so
that when they select mine #2, the player can then un-garrison the guardians
and they are instantly teleported to mine #2.
The guardian rush is one of the most deadly in the game. Here are tips for
each faction on how to counter this rush.
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[#C007A] Men of the West
---------------------------------
Build Order: Barracks, Farm, Soldier, Farm
Powers: Rallying Call, Rebuild
Strategy: Build all your structures within arrow range of your fortress. As
soon as your barracks is completed you must build a soldier battalion. After
your first farm is completed you will use that builder as a scout to find
your opponent's forward mine. If you haven't found the forward mine with your
builder you must use your soldier battalion and scout in another direction.
Found the mine (No Guardians): GJ. You were fast enough. Set your soldier in
aggressive stance and use rallying call on them and have them attack the
mine. If guardians come out whilst attacking mine, keep attacking the mine
and then send your soldiers to hit the builder if it already hasn't fled.
Then set your unit in shield wall + defensive stance.
Found the mine (Guardians): Try to hide your battalion or get out of the
guardian's way before your attack the mine. This may mean walking around them
DON"T WALK THROUGH THEM. Otherwise follow the step as if no guardians are
there. You might not be able to destroy the mine. ALL HANDS ON DECK!!! This
is tough. You need to build infantry like crazy and don't upgrade your
fortress. BUILD A HEROIC STATUE between your fortress and buildings or so the
guardians will have a tough time hitting it. Send another battalion for a
sneak attack on the forward mine again. Pay close attention and hide them the
best you can until you can attack. Another option that is more risky is to
try for their base and hit their hall of warriors (SUPER RISKY). Just put
your infantry in shield wall + defensive stance and keep them between the
dwarves and your structures. When you get your rebuild power use it if
necessary. Just build soldiers out of your 1 barrack and save until you can
buy Boromir who will put an end to the rush. Also remember to put your
troops on aggressive stance if he's ignoring them and targeting your
structures.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#C007B] Dwarves
---------------------------------
Build Order: Hall of Warrior, Mine, Mine
Powers: Rallying Call
Strategy: Build all your structures within arrow range of your base and put
up a heroic statue that is hard to be hit by your opponent. This is easy,
just be aware that you must slowly push back with heroic statues and rallying
call until you hit his forward mine. For this, I will not write about hitting
his forward mine because guardians are too slow to ever make it in time. Get
2 more mines and an archery range to get ax throwers and rush him back using
Rallying Call.
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[#C007C] Elves
---------------------------------
Build Order: Barracks, Mallorn Tree, Mallorn Tree
Powers: Rallying Call or Farsight
Strategy: Elves tend to have a hard time. Buy Farsight on maps where you
know there will only be 2 possible point for the Dwarves to place their
forward mine. The objective is similar to MotW, but you will be using lorien
archers to hold your ground. First you will buy a lorien warrior from your
barracks when it is built and use your builder who created the first mallorn
tree to scout for the forward mine. The lorien warrior must kill the mine.
Forward Mine (No Guardians): If you bought rallying call, use it and put your
lorien warriors to aggressive and take down the mine, regardless of what
comes out of it. Then hit the builder if it has not fled already. Once all
that is complete, put your warriors in defensive stance if guardians are
attacking them.
Forward Mine (Guardians): Try to hide your battalion or get out of the
guardians' way before your attack the mine. This may mean walking around them
DON"T WALK THROUGH THEM. Otherwise follow the step as if no guardians are
there. You might not be able to destroy the mine. If so, you need to build
1:1 ratio of warriors to archers and don't upgrade your fortress. BUILD A
HEROIC STATUE between your fortress and your buildings or so the guardians
will have a tough time hitting it. Send another battalion of warriors for a
sneak attack on the forward mine again. Pay close attention and hide them the
best you can until you can attack. Just put your warriors in defensive mode
in front of your archers who are in aggressive stance and keep them between
the dwarves and your structures. This will hopefully counter the rush. I
would then go for another barracks for a fast powerful counter attack by
massing warriors.
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[#C007D] Mordor
---------------------------------
Build Order: Orc Pit, Slaughterhouse, Slaughterhouse, Orc, Orc Pit,
Slaughterhouse
Powers: Eye of Sauron
Strategy: This is difficult because Dwarves own Orcs really bad, but it's the
only way to counter them. With 2 Orc pits and a constant stream of Orcs you
will be able to eventually buy a Fell Beast and destroy all of his
structures. Try to keep the fight outside your base and save the Eye of
Sauron for your Orcs. Remember, all Orcs should be in defensive stance the
entire game except when attacking the forward mine.
Forward Mine (No Guardians): Put orcs in aggressive stance, use Eye of Sauron
and hit the mine regardless of what comes out of it. Once destroyed go for
the builder unless it ran away and then switch to defensive stance to fight
the guardians.
Forward Mine (Guardians): Buy 2 and ONLY 2 Orc archers and keep them alive
for as long as possible. Spam orcs in defensive stance and line them up as
far outside your base as possible. Just don't get caught sending 1 battalion
of orcs versus 3 battalions of guardians, if that happens retreat to your
base for reinforcements. If archers are alone and guardians are chasing them,
retreat, you are much, much faster. Save up for the Fell Beast and trample
his fortress with it. Keep it a secret. Move the Fell Beast so it remains out
of his sight until you decide to attack his fortress with it (but do it
fast!).
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[#C007E] Isengard
---------------------------------
Build Order: Furnace, Furnace, Warg Pit, Warg, Uruk Pit, Uruk, Furnace
Powers: Crebain, Warchant
Strategy: Isengard > Dwarves. If you build the Warg pit early it is bye to
his rush and his hall of warriors if you are fast and micro well. Simply rush
in with wargs to cripple him badly and then use Uruk-hais to counter his
pikes who he wasted money on to counter your 1 batallion of wargs. Uruk-hai
warriors own up structures as well as wargs. You MUST USE THE BUILD ORDER
ABOVE and you will win. Crebain helps you find the mine early.
Found mine (No Guardians): Easy. Put Wargs in aggressive stance, howl and
destroy the mine. If dwarves come out during the attack, don't fight them
just head towards his base and own his hall of warriors, builders, and mines.
When he builds phalanx (not guardians) run away. The trouble is juggling the
micromanagement of the wargs with completing the build order. Just be aware
of your money. Uruk-hai spam with more furnaces and pits will win the game.
You shouldn't have to build anything but Uruk-hai warriors. Use Rallying Call
when you get it and send your Wargs in to harass him.
Found mine (Guardians): Same as above. With wargs, you can trample right
through his guardians and attack the mine. It's the easiest Dwarven counter
in the entire game. Isengard has the most overpowered early game so take
advantage of it.
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[#C007F] Goblins
---------------------------------
Build Order 1: Goblin Cave, Tunnel, Tunnel, Goblins until Spider Hole
Expansion on fortress
Build Order 2: Spider Pit, Tunnel, Spiderlings until money for second tunnel.
PP: Bats, Tainted Land, War Chant
Strategy: You got to hold out and destroy his forward mine or you will lose.
The second build order is much riskier and will result in a loss if it fails.
They both have faults so flip a coin at the beginning of the game to decide
what to do. This is close to impossible. The idea is to hit his forward
tunnel with either goblins or spiderlings. Use bats to help find it. BUILD
ALL STRUCTURES SUPER CLOSE TO THE FORTRESS. (Keep tunnels above 80%)
Found Mine (No Guardians): Guardians will come out by the time you level it.
Switch to aggressive and destroy it, and then attack the builder if it didn't
run. Spiderlings should switch to aggressive stance, attack the guardians,
and push onward. Goblins switch to defensive stance and turn on the poison
blades to fight the guardians. Now you can attempt a counter attack or with
tunnels until you can purchase Half-Troll Marauders. Build them and
Spiderlings exclusively from that point on (Goblin Warriors will only feed
his power points). Upgrade the Half-Trolls before attacking.
Found Mine (Guardians): You are doomed unless you get SUPER LUCKY. The
strategy is the same as above except you need to get the Spiderhole expansion
at your fortress first thing. Stop all building of units and structures and
get the spiderholes (at least 2-4 depending on severity of enemy rushes). If
you're lucky you can get just one spider hole but it takes major skill to
defend and it is not recommended.
---------------------------------
Goblins Alternative
Credit: Redarmy
---------------------------------
When playing against the Dwarves, you can't play Sim City, you need to get
some Warriors to his base ASAP and start your own harassment. You want a
build order that allows for super quick troop building, but not at the
expense of your overall economy.
Example build order: Farm, Barracks, Farm
Get some Warriors out fast and scout the outskirts of your base in search of
their forward mine. Also send a battalion to his base to scout and possibly
harass. Destroying their forward mine is extremely important, and can often
lead to an edge if you also kill the builder.
Goblins can use their own forward tunnel to counter plus spiderling
expansions can be put up in 5 seconds at your fortress and they own
guardians.
1. Never start with a Spider Pit against anybody unless it's Isengard and
that is still very very risky!
2. Cave, Tunnel, Tunnel, Cave, forward Tunnel is acceptable but don't put
down a defensive spiderling extension unless you absolutely have too! It
takes 5 seconds to build and you should have plenty of resources with 2 caves
spamming goblins for your own assault.
Here is the problem... the guardian rush is very dangerous, but you can't
assume that every Dwarves player is using it because they are not. The early
game for a goblin player is critical. You can't sell out your economy and own
attack force waiting for something that only might be coming.
The key to stopping guardian rush for Goblins really comes to down to finding
his first forward mine quickly. If you do, you have a chance. If you don't,
you're most likely going to lose to it.
Use bats, builders, and your first batch of Goblin warriors. Use whatever you
have to and stop that mine. In the meantime, (it takes multitasking skill)
prepare for your own harassment.
Lastly, just because you can follow an easy early build order and strategy
doesn't mean you can recover when it fails... Many of these guardian players
using this strategy are picking up easy wins because it works. Stop the
initial rush and many of them will lose.
If you stop the first forward mine, I would suggest buying the fortress
upgrade BAT CLOUD, with the money you saved by not laying down a spiderling
extension early. This will allow you to spot any future forward tunnels.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#C008] Overpowered Units
---------------------------------
This section is just to help people understand which units are overpowered
and details how to exploit them.
Isengard - Wargs - Howl first, then switch to aggressive stance. The Wargs
get +150% damage and an additional +25% with aggressive stance. In total, a
gain of 187.5% damage increase from an already super high attack power.
Isengard - Uruk-Hai Warriors - Shield Wall + Defensive stance. Works the same
as the Wargs. Use shield wall first for +40% then with the +25% from
defensive stance brings a total of 50% more defense to a unit who seemingly
never dies. Note that your attack will be halved by the defensive stance
however.
Goblins - Drogoth - Structures are destroyed if no archers present.
Goblins - Half-Troll Marauders - When fully upgraded, they will have an
ultimate boost in armor and attack. With the already insanely high HP with
already insanely high armor, Half-Troll battalions will easily live to become
level 5.
Goblins - Spiderlings - Lings own everything but pikes. Lings > Swordsmen,
Archers, Heroes, Cavalry, Structures. Lings < Pikes.
Mordor - Fell Beast - Structures are destroyed if no archers present.
Mordor - Nazguls - Dread visage gives -25%/-25% to attack and armor of enemy
units. Combo'ed with Eye of Sauron, your units will have 75% advantage over
opponents assuming a mirror match.
MotW - Soldiers - Same as Uruk-Hai Warriors.
MotW - Tower Guard - Ultimate pikemen. Their spears must be pointed at the
cavalry charge to work. Only pikemen that can win 1v1 win against the
Rohirrim.
MotW - Rohirrim - Ultimate crush damage and long bogging time. Combos with
Eomer and Theoden for double leadership (stacks) and Glorious Charge giving
them +100% attack and receiving only 10% damage from and already +100% armor.
Stack with Rallying Call to stack on another +50% attack and armor. Upgrade
add another +25 attack and armor bringing it to 175%
MotW - Ithilien Rangers - Seemingly the best unit power in the game. Increase
the power damage with fire arrows. 3 volleys are equal to the arrow volley
power.
Elves - Legolas - Never dies. Best melee and ranged fighter in the game,
hands down.
Elves - Lorien Archers - Has the attack of a dwarven gardian and gets +80%
damage with silverthorn arrows upgrade. Ranged too!
Dwarves - Guardians - High attack, High, Armor, High HP. The TANK.
Dwarves - Battlewagon - Will never be bogged down for ultimate soldier
squishing.
Dwarves - Axe throwers - Only archer that can take down buildings. Good
versus swordsman and (Although not listed) Archer because their damage is
base on crush and archers have a 200% weakness to crush.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#C009] Unit Stances
Credit: Ranger08
---------------------------------
---------------------------------
Aggressive Stance
Credit: Ranger08
---------------------------------
When in Aggressive Stance, the unit gains +50% attack, but suffers a -25%
armor penalty. The unit gains a larger field of vision towards the direction
it is moving to. Units auto-acquire enemies when they come into the unit's
attack range. So its stats become: 150% damage, 75% armor.
So, your units deal 1.5 times the attack damage than at the cost of losing
some armor. Therefore, it is best to use this stance when your units attack
buildings, when de-buffed, and when you can make a flank/rear attack on an
opposing enemy unit. I'll explain why:
When you are attacking buildings, unless it is upgraded with an arrow tower,
or has gained some defenses, the building is not going to attack back, and
armor isn't much of an issue. So, you can take down buildings faster than
normally, without causing too much of a penalty on yourself. Using this
stance makes taking down buildings easier. Then you can move on to the next
one faster. Also, be sure to use Aggressive Stance when attacking enemy
builders. You take them down quicker due to the damage bonus, so they have
less of a chance to escape.
Make sure that when your units are under a de-buff (Cave Bats/Crebain, Dread
Visage, Doubt) that causes them to lose armor and attack damage, use
Aggressive Stance. Since your units are going to die easily anyways, might as
well make them deal as much damage as possible to whatever they are facing.
When you have troops under a hero's leadership or under leadership spells
like Rallying Call and War Chant, or both, you should be using Aggressive
stance as well. Your units are gaining +50% damage and +50% armor at a
minimum, so you only lose 25% armor, but end up doubling your damage output.
This combo makes them very powerful versus fortresses, especially with a
Mordor ally, since you can have the Eye of Sauron + Leadership Spell +
Aggressive Stance, and buildings will literally fall after one attack round.
With Cavalry, they have two types of attacks: the melee and trample. Stances
have recently been found to alter the damage from trampling. So, when you
have a group of Lancers for example, you can charge some enemy infantry in
Aggressive Stance and deal +50% more damage than normal. Though, remember to
switch back to Guard Mode, and get out of the enemy battalion, as they will
deal damage back to you, and try to "latch on" slowing down your cavalry as
they try to retreat, taking free hits from behind.
Rohirrim and Spider Riders are a special type of cavalry. They can be melee
cavalry, and ranged cavalry. What is good with this, is that the Stances give
bonuses to these guys when they are in either mode: Melee or archer mode. So
if you use Aggressive Stance on Rohirrim with bows taken out, the pierce
damage they deal is +50% higher than in the default stance. They will also
target enemies up to their maximum shooting range while in Aggressive Stance
with bows out.
Another note: When you have melee infantry and cavalry, when facing heroes
that are on foot or on horse, use Aggressive. Heroes will one-hit kill most
infantry anyways, due to their x2 damage multiplier with Hero damage vs
regular units. So like when under de-buffs, you want to use this to deal as
much damage as you can vs the enemy hero. What is great too, is that if he
retreats, your units (which already are dealing 150% damage to him) deal
double damage, so he either has to stand, fight and die, or retreat and die
twice as fast. It's a win-win situation for you, especially if you have the
hero flanked or surrounded.
When you have units in Aggressive Stance, they gain a bonus to their field of
vision. This allows them to see farther in front of them, which allows them
to see threats sooner than normal. It might be a good idea to use it when
entering territory you haven't visited in a while, as it will let you scout
as much of the surrounding area as possible. Thanks to EagleEye82 for
mentioning this.
So, you want to use Aggressive Stance vs anything that can't attack you back
(like buildings), when trampling, when you have Leadership, or when you have
de-buffed stats. It helps you deal as much damage as possible, while not
hurting you too much, since your troops are either going to die (from de-
buffed armor), kill buildings much faster than normal, or deal heaps of
damage with extra armor.
---------------------------------
Battle Stance
Credit: Ranger08
---------------------------------
This is the Default Stance. Offers no bonuses or penalties. The unit gets no
vision bonus or penalty. Units will acquire enemies over a medium range.
Stats are: 100% damage, 100% armor.
There are only two points really, that your units should be in this stance.
Otherwise, opt for one of the other stances:
If you have Gondor Soldiers or Uruk-Hai Warriors, and they have some for or
Leadership, it is a good idea to use Battle Stance. Mainly since, you can use
Block Formation, and get to the 75% armour cap, while gaining 50% damage. It
makes these guys last really long, and deal a lot of damage. Thanks to
Gansnudel for making that point.
The only time I would use this, is if I need to retreat from a desperate
situation. Let's say I have an Elven Lancer battalion that has been
harassing, and is down to 2-3 members, while enemy pikes are chasing them. I
want to make sure I have some armor so enemy archers won't pick off my guys,
but I can't afford to switch to Guard Stance, since the pikes will latch on,
and kill the rest of the battalion. I can use Battle Stance then, so I can
make my retreat, and so that the Lancers can heal up and get back into
action.
---------------------------------
Guard Stance
Credit: Ranger08
---------------------------------
For other units, it is necessary to keep them in Guard Stance when moving
around, and when in combat. Why so? Because it makes them live longer. If you
need to micro in a couple of areas, if your units are in Guard Stance, units
are a lot more hardy to things like Archer battalions that may be hidden
around trying to pick off your foes. The only real way units would die
quickly, is if a melee unit came and hit them from behind, or a cavalry unit
trampled them from a flank or rear attack. Remember, your opponent will be in
Guard Stance too. This lets you keep even ground with them, as in both will
deal around normal damage to each other, and the outcome will be of the
better unit in terms or health of damage. It also allows units with small
amounts of health (Elven units, Orcs and Goblins) to survive much longer so
they can benefit you more. Run around with Lorien Swordsmen in Guard Stance
to take enemy fire, then switch to Aggressive when attacking his building, to
unleash 120 damage per sword strike against the building.
For example, take a group of Lancers are in Guard Stance. It also makes it so
that they hold their ground and don't pursue enemy forces. It is especially
useful for when the opponent has pikes, so your cavalry doesn't blindly
charge into them, killing every single member of the battalion or horde.
Another good example of using Guard Stance is with a battalion of Goblin
Warriors who would normally die from 1-2 arrows. But, now that they are in
Guard, they need double the amount of arrows before dying. This allows them
to get to where they need to go, while ensuring that quite a few members of
the battalion or horde remain after to harass and/or fight.
Units should be in Guard Stance when facing opponents in combat. Why? Not
only does it give them extra armor, but it also keeps the enemy tied up in
combat longer than he probably wants. You can bring in reinforcements from
behind his troops, and use them in Aggressive stance to deal a whole bunch of
damage to his units. The only time you will not want to be in Guard Stance
when fighting enemy melee troops with your own, is when it is either a Gondor
Soldier battalion or Isengard Uruk-Hai Warrior Hordes, in BOTH Guard Stance
and Block Formation. In this case, their units will beat yours if you stay in
Guard Stance, so use Aggressive to deal as much damage as you can versus
these highly armored guys.
---------------------------------
Heroes Specific
Credit: Ranger08
---------------------------------
When heroes and archers are in Aggressive Stance, they only gain the ability
to auto-acquire enemies up to their maximum attack range, and will pursue
them until they reach their range limit, where they will then return to the
starting position. Not affected by damage and armor stat changes.
When in Guard Stance, heroes and archers will only attack when you instruct
them to do so. Not affected by damage and armor stat changes.
Also, a thing often missed by players when in the game and in combat, is with
the Gondor Soldiers and Uruk Warriors. If you use a formation, the stance the
battalion was in is cancelled out, and is reset to the default Battle Stance
(100% damage, 100% armor). So, when using these troops with Stances, use the
Shield Wall Formation first, then choose what stance you want to use, whether
it is Guard Stance or Aggressive Stance. This will let both the formation and
the stance stack with each other. Normally people will use the stance they
want, then the formation. They think that they have a stance and formation
activated, when only the formation is being used. So, use your formation
first, then the stance. It allows these guys to deal a lot of damage with no
armor penalty, or allows them to tank and soak up a lot more damage than
normally possible.
_____________________________________________________________________________
O===========================================================================O
|[#D000] Beating the Brutal Computer |
O===========================================================================O
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D001] Men of the West
---------------------------------
Build Order: Farm, Farm, Barracks, Barracks, Soldier, Soldier
Powers: Rallying Call, Tom Bombadil, Rohirrim, Heal
Start off with the standard dual barracks build order (listed above). Start
spamming soldiers and harass a little. Don't worry about hiding your
buildings because the AI knows where they are, just put them near your
fortress. Hold off the enemy/harass with a lot of soldiers. With your extra
cash build a stables and upgrade it to lvl 2 for Rohirrim. Build one
battalion and have them crush the enemy. Build a well to heal and another
battalion of Rohirrim. Next get Theoden. Keep him near your men to give them
leadership and so he levels faster. Get a third battalion of Rohirrim and
Boromir, and attack (your forces should be something like this: 4 battalions
of soldiers, Boromir, Three Rohirrim, and a lvl 6+ Theoden. Use glorious
charge and kill their fortress then come in with the soldiers, Boromir, and
Tom Bombadil to finish off the enemy. (Summon Rohirrim if you can)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D002] Dwarves
---------------------------------
Build Order: Mine, Hall of Warriors, Mine, Guardians
Powers: Rallying Call, Men of Dale
You basically need to use a standard guardian rush with one change, don't
hide your forward tunnel. Since computer players know where you are anyway,
put your tunnel out in the open to gain more resources. Attack with one
battalion of guardians to the left of their fortress. A building should be
there so kill it, and then attack their first battalion of soldiers. Get your
second battalion to flank and kill their production building. Then simply use
your men to kill their fortress.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D003] Elves
---------------------------------
Build Order: Barracks, Mallorn Tree, Mallorn Tree, Archers, Archers Or
Mallorn Tree
Powers: Rallying Call, Heal, Elven Woods, Ents
Start with that build order. Play defensively. Save harassment until the mid
game. Have about four or five battalions of archers hold off the enemy. Then,
get a mirror. As units get hurt move them back to your mirror. If you do this
correctly you should not lose a single battalion. The goal is to have high
level battalions at the end so they do more damage. Next get about four
Mithlond Sentry battalions. Upgrade Silverthorn Arrows and forged blades. Now
attack. Slowly push the enemy back (upgrade armor to keep your cash float
down) and then summon Ents to finish them off.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D004] Mordor
---------------------------------
Build Order: Slaughterhouse, Slaughterhouse, Orc Pit, Orc Pit, Orcs, Orc
Archers
Powers: Eye of Sauron, Industry, Bombard
Start off with the above build order, if you play your cards right you can
kill a rescource building and a production building. Next get some archers
and more orcs. Use these to defend your base. If you manage to hold the
enemy, now try and get the Mouth of Sauron. Next get a siege works, and
upgrade it. Now buy some Nazgul. Get some Catapults to help defend your
base. Next get industry and cast it on a protected slaughterhouse. With this
extra income get more catapults and get a Fell Beast. Attack now. Use the
catapults to kill their men and use the Orcs to tank. Use your Bombard power
to finish them and bring in the Witch-King to finish them.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D005] Isengard
---------------------------------
Build Order: Uruk Pit, Furnace, Furnace, Uruk-hai, Crossbows
Powers: Crebain, Wild Men, War Chant
First of all, don't bother trying a Warg rush. The cpu players seem to
counter that fairly well. Use the above build order and send your first
battalion of Uruk-hai at the enemy. If you do it right you should be able to
kill a resource building and a builder (and maybe a production building).
Next spam some more Uruk-hai and Crossbows to protect your base. Buy Lurtz
and level him up to at least level three (preferably level five). Then
attack. Put your Uruk-hais in shield wall and defensive stance and have Lurtz
use carnage for the splash damage. While you are attacking there are three
other things you need to do: summon Wild Men behind the battle and destroy
their fortress; build an Armory and research upgrades; and bring in more
Uruk-hai from your base.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#D006] Goblins
---------------------------------
Build Order: Tunnel, Cave, Tunnel, Cave, Goblins
Powers: Bats, War Chant, Wild Men
First off use the build order above. Then use your first battalion of Goblins
to harass. Try to do this more effectively by correctly using stances. Then,
build a fissure to get Half-Troll Marauders to kill their cavalry and
buildings. Buy War Chant and build a Treasure Trove to upgrade your armor.
Then, wait until you have about 6 power points and attack. Buy Wild Men as
soon as you hit 10 power points and summon them behind the battle to kill
their fortress. Push forward and win.
_____________________________________________________________________________
O===========================================================================O
|[#X000] Unit Statistics |
O===========================================================================O
*Note: These are the stats found in the PC version of LOTR: BFME2. They may
be off by a bit in the 360 version.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X001] Men of the West
---------------------------------
Gondor Soldier:
Class: Swordsmen
Health: 200
Damage: 40
Attack Speed: 1.5
Cost: 200
Horde size: 15
Speed: 50
Abilities: Shield Wall Formation
Upgrades: Forged Blades, Banner Carrier, Heavy Armor.
Gondor Tower Guard:
Class: Pikeman
Health: 320
Damage: 50
Attack Speed: 1.5
Cost: 350
Horde Size: 15
Speed: 40
Abilities: Porcupine Formation
Upgrades: Forged Blades, Banner Carrier, Heavy Armor.
Gondor Archer:
Class: Archer
Health: 100
Damage: 25
Horde Range: 200
Cost: 250
Horde Size: 15
Attack Speed: 1.75
Speed: 40
Abilities: Bombard
Upgrades: Fire Arrows, Banner Carrier, Heavy Armor.
Ithilien Ranger:
Class: Archer
Health: 400
Damage: 75 (Upgrades to 100 piercing and 50 flame dmg)
Attack Speed: 1.75
Horde Range: 300
Cost: 500
Horde Size:10
Speed: 50
Abilities: Bombard, Longshot
Upgrades: Fire Arrows, Banner Carrier.
Gondor Knight:
Class: Cavalry
Health: 400
Damage: 60
Attack Speed: 1.5
Cost: 500
Crush damage: 80
Number of units it can crush before slowing down: 1
Horde Size: 10
Speed: 70
Upgrades: Forged Blades, Banner Carrier, Heavy Armor.
Rohirrim Cavalry:
Class: Cavalry
Health: 800
Damage: 60
Attack Speed: 1.5
Archer damage: 20
Cost: 750
Horde Size: 10
Crush damage: 160
Number of units it can crush before slowing down: 2
Speed: 90
Abilities: Alternate Weapon
Upgrades: Fire Arrows, Forged Blades, Heavy Armor, Banner Carrier.
Trebuchet:
Class: Siege
Cost: 1000
Health: 2000
Speed: 45
Damage: 600+ an additional 600 with huge splash
Attack Speed: 9.6
Range: 500
Abilities: Bombard, Auto-acquire toggle
Upgrades: Fire Stones.
= Heroes =
Aragorn:
Cost: 2000
Health: 2400
Damage: 400
Attack speed: 1.6
Exp needed to get level 10: 1500
Speed: 40
Dodge: 50%
Abilities: Athelas, Blade Master, Leadership, Elendil, Oathbreakers.
Boromir:
Build cost: 1250
Health: 2800
Damage: 300
Attack speed: 1.599
Exp needed to get level 10: 1100
Speed: 40
Heavy armor
Dodge: 50%
Abilities: Horn of Gondor, Leadership, Captain of Gondor.
Eomer:
Build cost:1000
Health: 2400
Damage: 80
Attack speed: 1.5
Exp needed to get level 10: 1100
Speed: 40
Mounted speed: 90
Dodge: 50%
Abilities: Mount/Dismount, Horse Lord, Outlaw Leadership, Spear Throw.
Eowyn:
Costs: 1200
Health: 1600
Damage: 150
Attack speed: 2.5 S
Exp needed to get level 10: 1100
Speed: 40
Mounted speed: 81
Dodge: 50%
Abilities: Smite, Mount/Dismount, Disguise, Shield Maiden.
Faramir:
Build cost: 1200
Health: 2000
Melee damage: 200
Melee attack speed: 2.2
Ranged damage: 150
Ranged Attack speed: 1.75
Range: 350
Exp needed to get level 10: 500
Speed: 40
Mounted speed: 72
Dodge: 50%
Abilities: Toggle Weapon, Wounding Arrow, Knight/Ranger Toggle, Leadership,
Captain of Gondor.
Gandalf:
Build cost: 3000
Health: 2400
Damage: 100
Attack speed: 1.533
Exp needed to get level 10: 2000
Speed: 40
Mounted Speed: 90
Dodge: 50%
Abilities: Wizard Blast, Lightning Sword, Mount/Dismount, Istari Light, Word
of Power.
King Theoden:
Cost: 1200
Health: 1600
Damage: 180
Attack speed:2.4
Mounted damage: 35(Bugged)
Mounted attack speed: 1.5
Exp needed to get level 10: 1100
Speed: 40
Mounted speed: 81
Dodge: 50%
Abilities: Mount/Dismount, Leadership, Glorious Charge, King's Favor.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X002] Dwarves
---------------------------------
Dwarven Guardian:
Class: Swordsmen
Weak vs: Archers and Cavalry
Good vs: Pikemen and other Swordsmen
Building: Hall of Warriors; Level 1
Cost: 250
Health: 400 (Increases by 20 when they gain a level)
Maximum Level: 5
Build time: 20 seconds
Damage: 50 (Upgrades to 100 with Forged Blades)
Attack Speed: 1.5
Damage per second: 33.33
Hordesize: 15
Speed: 40
Abilities: Charge Ability
Upgrades: Forged Blades, Mithril Mail, Banner Carrier, Siege Hammers
Dwarven Phalanx:
Class: Pikemen
Weak vs: Swordsmen and Archers
Good vs: Cavalry
Building: Hall of Warriors; Level 1
Cost: 300
Health: 500 (Increases by 20 when they gain a level)
Maximum Level: 5
Build time: 30 seconds
Damage: 45 (Upgrades to 90 with Forged Blades)
Attack speed: 1.5
Damage per second: 30
Horde size: 15
Speed: 40
Abilities: Porcupine Formation
Upgrades: Forged Blades, Mithril Mail, Banner Carrier
Dwarven Axethrower:
Class: Archer
Weak vs: Cavalry and other Archers
Good vs: Swordsmen, Pikemen and Buildings
Building: Archery Range; Level 1
Cost: 250
Health: 240 (Increases by 20 when they gain a level)
Maximum Level: 5
Build time: 20 seconds
Damage: 50 (Upgrades to 75 with Forged Blades)
Attack speed: 3.2
Damage per second: 15.625
Range: 150
Horde size: 15
Speed: 40
Upgrades: Forged Blades, Mithril Mail, Banner Carrier
Dwarven Men of Dale:
Class: Archer
Weak vs: Cavalry
Good vs: Swordsmen and Pikemen
Building: Archery Range; Level 2
Cost: 500
Health: 200 (Increases by 20 when they gain a level)
Maximum Level: 5
Build time: 25 seconds
Damage:
Ranged Damage: 50 Upgrades to 100 with Fire Arrows (50 Pierce and 50 Fire)
Melee Damage: 5 (attacking with the bow itself)
Attack speed: 1.75
Damage per second: 28.57
Range: 280
Horde size: 10
Speed: 40
Dwarven Battlewagon:
Class: Cavalry
Weak vs: Pikemen and other Cavalry
Good vs: Swordsmen and Archers
Building: Forge Works; Level 1
Cost: 500
Health: 3000 (Increases by 250 with every level it gains)
Maximum Level: 5
Build time: 30 seconds
Damage:
Melee Damage: 300
Crush Damage (Trample): 300
Units it can crush before it slows down: 30
Attack speed: 1.5
Damage per second: 200
Horde size: 1
Speed: 85
Upgrades:
- Axethrowers: Upgrades the Battlewagon with 2 Axethrowers, who can throw
axes while the Battlewagon is moving. Not recommended as they do very little
damage.
- Men of Dale: Upgrades the Battlewagon with 2 Men of Dale, who like the
Axethrowers can fire arrows while the Battlewagon is moving. Also not
recommended as these too deal little damage.
- Banner Carrier: Upgrades the Battlewagon with 2 Phalanxes and gives it a
Banner, which allows the Battlewagon to heal itself and give a leadership
bonus to nearby allied units. Very much recommended as it's a great addition
for your ground army, the Phalanxes themselves also deal some damage, but in
most cases that's not important.
- Hearth: Upgrades the Battlewagon with a Hearth that both heals the
Battlewagon and nearby idle allied units. Also recommended as it serves as a
mobile well for your army.
Dwarven Demolisher:
Class: Siege
Weak vs: Units
Good vs: Buildings
Building: Forge Works; Level 2
Cost: 600
Health: 4000 (Increases by 250 with every level it gains)
Maximum Level: 5
Build time: 30 seconds
Damage: 1000
- Can only attack structures
- Crush level: Endless; Kills all units it can trample
Attack speed: 4.3
Damage per second: 232.56
Horde size: 1
Speed: 30
Upgrades: Mithril Mail
Dwarven Dual-Shot Catapult:
Class: Siege
Weak vs: Cavalry and Heroes
Good vs: All Infantry Units and Buildings
Building: Forge Works; Level 2
Cost: 800
Health: 2000
Maximum Level: 1
Build time: 40 seconds
Damage: 300 x 2
- Upgrades to +200 x 2 Fire Damage (Total of 500 x 2) with Flaming Shot
Attack speed: 6.8
Damage per second: 88.24 (Upgrades to 147.06)
Range:
- Maximum Range: 500
- Minimum Range: 150
Horde size: 1
Speed: 30
Upgrades: Flaming Shot
= Heroes =
Gloin:
(Gimli's Father)
Cost: 2000
Rebuild Cost: 1500
Buildtime: 30 seconds
Health:
- Level 1: 3000
- Level 2: 3060
- Level 3: 3120
- Level 4: 3200
- Level 5: 3300
- Level 6: 3400
- Level 7: 3500
- Level 8: 3600
- Level 9: 3700
- Level 10: 3800
Damage: 300
- Increases by 10 per level; Increases by 20 when it hits level 10
Attack speed: 1.033
Damage per second: 290.42
Experience needed to get to a specific level:
- Level 2: 50
- Level 3: 100
- Level 4: 200
- Level 5: 300
- Level 6: 400
- Level 7: 500
- Level 8: 700
- Level 9: 900
- Level 10: 1100
Speed: 45
Heavy Hero Armor
Dodge: 80%
Abilities:
- Slam
- Shake Foundation
- Shatter Hammer
King Dain:
(King of Erebor)
Cost: 2500
Rebuild Cost: 1500
Build time: 30 seconds
Health:
- Level 1: 3000
- Level 2: 3060
- Level 3: 3120
- Level 4: 3200
- Level 5: 3300
- Level 6: 3400
- Level 7: 3500
- Level 8: 3600
- Level 9: 3700
- Level 10: 3800
Damage: 300
- Increases by 10 per level; Increases by 20 when it hits level 10
Attack speed: 1.033
Damage per second: 290.42
Experience needed to get to a specific level:
- Level 2: 50
- Level 3: 100
- Level 4: 200
- Level 5: 300
- Level 6: 500
- Level 7: 700
- Level 8: 900
- Level 9: 1100
- Level 10: 1500
Speed: 45
Heavy Hero Armor
Dodge: 80%
Abilities:
- Leadership
- Mighty Rage
- Stubborn Pride
- Summon Royal Guard
Gimli:
(Gloin's Son)
Cost: 4000
Rebuild Cost: -
Build time: 30 seconds
Health:
- Level 1: 4000
- Level 2: 4060
- Level 3: 4120
- Level 4: 4200
- Level 5: 4300
- Level 6: 4400
- Level 7: 4500
- Level 8: 4600
- Level 9: 4700
- Level 10: 4800
Damage: 500
- Increases by 10 per level; Increases by 20 when it hits level 10
Attack speed: 1.033
Damage per second: 484.03 (becomes 577.034045 with Slayer on)
Experience needed to get to a specific level:
- Level 2: 50
- Level 3: 100
- Level 4: 200
- Level 5: 300
- Level 6: 500
- Level 7: 700
- Level 8: 900
- Level 9: 1100
- Level 10: 1500
Speed: 45
Heavy Hero Armor
Dodge: 80%
Abilities:
- Throw Axe
- Leap Attack
- Slayer
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X003] Elves
---------------------------------
Lorien Archer:
Class: Archer
Health: 125
Damage: 40
Attack Speed: 1.625
Range: 300
Cost: 300
Horde Size: 15
Speed: 60
Damage per Second: 24.62
Lorien Warriors:
Class: Swordsmen
Health: 125
Damage: 80
Attack Speed: 2.2
Cost: 300
Horde Size: 15
Speed: 60
Damage per Second: 36.36
Mithlond Sentries:
Class: Pikemen
Health: 125
Damage: 55
Attack Speed: 2.2
Cost: 300
Horde Size: 15
Speed: 50
Damage per Second: 25
Mirkwood Archers:
Class: archer
Health: 150
Damage: 90
Attack Speed: 0.875
Range: 350
Cost: 800
Horde Size: 10
Speed: 60
Damage per Second: 102.86
Abilities: Can become invisible while standing still.
Rivendell Lancers:
Class: Cavalry
Health: 300
Damage: 60
Attack Speed: 1.5
Cost: 500
Crush damage: 100
Number of units it can crush before getting slow: 2
Horde Size: 10
Speed: 90
Ents:
Class: Siege
Health: 2000
Damage: 600
Melee Attack Speed: 3.9
Rock Damage: 400
Rock Range: 500
Ranged Attack Speed: 7.4
Cost: 1000
Horde Size: 1
Speed: 50
Enraged Speed: 50
Panic Speed: 80
Melee Damage per Second: 153.85
Ranged Damage per Second: 54.05
Armor: Has a different armor set than standard siege units. 500% from
lumberjacks, 100% from pikes siege, magic and flame, 50% from hero and swords
and the rest, 5% from hero ranged, 1% from pierce and crush.
Eagles:
Health: 2000
Damage: 500+250
Attack Speed: 11.4
Cost: 2000
Horde Size: 1
Speed: 88
Damage per Second: 65.79
Armor: Has a special armor set being a flying unit.100% from pierce and Hero
ranged, 50% from flame and magic.
= Heroes =
Elrond:
Cost: 2500
Health: 3500
Damage: 250
Attack Speed: 1.8
Exp needed to get level 10:1500
Abilities:
--Elven Grace (Heals 600 to allied heroes 90 sec cooldown)
--Leadership
--Farsight (Sees target location of 250 radius 60 sec cooldown)
--Whirlwind (5 min cooldown)
--Restoration (90 sec cooldown heals 30% hp to all units and restore their
special abilities).
Speed: 65
Dodge: 50%
Arwen:
Cost: 800
Health: 2000
Damage: 100
Attack Speed: 2.5
Exp needed to get level 10: 1100
Abilities:
--Mount
--Elven Grace(Heals 600 to heroes, 120 sec cooldown)
--Summon Floods (5 min cooldown).
Speed: 65
Mounted Speed: 110
Dodge: 50%
Thranduil:
Cost: 2500
Health: 2000
Damage: 100
Attack Speed: 1.0
Range: 400
Exp needed to get level 10: 1500
Abilities:
--Wild Walk (Allows Thranduil to shoot without breaking his stealth near
trees, on open ground stealth breaks after attack)
--Move unseen (Radius 50 camouflages all allies duration 30 sec 90 sec
cooldown)
--Elf cloak (Same as the hobbit cloak)
--Dead Eye (increases range from 400 to 500 for 20 sec and makes him do magic
damage and piercing damage, 60 sec cooldown)
--Thorn of Vengeance(Does 2000 hero ranged damage+1000 fire damage + 1000
magic damage, 60 sec cooldown)
Speed: 65
Light Armor
Dodge: 50%
Legolas:
Cost: 3000
Health: 2500
Bow Damage: 150
Ranged Attack Speed: 1.0
Knife Damage: 200
Melee Attack Speed: 1.0
Range: 400
Exp needed to get level 10: 1500
Abilities:
--Hawk strike
--Knife fighter
--Train archers
--Arrow Wind
Speed: 65
Light Armor
Dodge: 50%
Glorfindel:
Cost: 1500
Health: 1500
Damage: 150 Small Area of Effect
Attack Speed: 1.0
Exp needed to get level 10: 800
Abilities:
--Mount
--Blade of Purity (+100% damage, 50% armor for 30 sec 90 sec cooldown)
--Windrider (adds 40% speed and 50% armor, cant crush for 30 sec 90 sec
cooldown)
--Starlight (Heals allies for about 50 hp a second and gives them LD for 30
seconds, radius 200, 120 sec cooldown)
Speed: 65
Mounted Speed: 110
Dodge: 50%
Haldir:
Cost: 2000
Health: 2000
Bow Damage: 100
Ranged Attack Speed: 2.0
Range: 400
Sword Damage: 120
Melee Attack Speed: 1
Exp needed to get level 10: 1100
Abilities:
--Switch weapon
--Leadership
--Golden Arrow(Does some damage and makes it day which stuns orcs, goblins
and spiders lasts 10 seconds 200 radius 45 sec cooldown).
Speed: 65
Light Armor
Dodge: 50%
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X004] Mordor
---------------------------------
Orc Warriors:
Class: Swordsmen
Health 125
Damage: 30
Attack speed: 1.633
Cost: 100
Horde size: 20
Speed: 50
Abilities: If there's 100 or more Orcs in a group they get +50% dmg and +25%
speed bonus.
Orc Archer:
Class: Archer
Health: 100
Damage: 20
Range: 175
Attack speed: 1.75(Pre-attack delay only when repositioning)
Cost: 300
Horde size:15
Speed: 50
Easterlings:
Class: Pikemen
Health: 320
Damage: 60
Attack speed: 2.15
Cost: 400
Horde size: 15
Speed: 50
Haradrim:
Class: Archer
Health: 400
Damage: 38
Range: 350
Horde range: 250
Attack speed: 3
Cost: 500
Horde size: 10
Speed: 50
Corsairs:
Class: Swordsmen/Special
Health: 200
Firebomb Damage 25
Ranged attack speed: 2.433
Melee damage: 40
Melee attack speed: 1.5
Cost: 400
Horde size: 12
Speed: 70
Mountain trolls:
Class: Monster/Siege
Health: 1500
Damage: 200
Attack speed: 1.5
Rock damage: 200"
Rock range: 500
Rock attack speed: 7.5
Cost: 500
Speed: 55
Drummer troll:
Class: Monster/Support
Health: 2000
Damage: 120
Cost: 750
Abilities: Leadership, Roar
Speed: 32
Attack Troll:
Class: Monster/Siege
Health 3000(Has twice the armor of a normal troll vs most damage types)
Damage: 400 siege (Deals half damage to heroes/pikes)
Area of effect: 60 radius, 180 degree arc.
Cost: 1000
Abilities: Dominate troll (Takes over a troll permanently)
Attack speed: 2.0
Speed: 55
Mumakil:
Class: Monster
Health: 8000 (Takes 25% damage from piercing and 100% from fire 100% from
slashing 175% from pikes)
Damage: 600
Attack speed: 6.6
Cost: 1600
Crush damage: 400
Abilities: Charge, Has 6 Haradrim archers on its back
Speed: 50
Panic speed: 60
Enraged speed: 80
Catapult:
Class: Siege
Cost: 300
Health: 2000
Damage: 400 + 100 flame
Attack speed: 6.8
Range: 500
= Heroes =
Nazgul (Can build 3):
Cost: 1000
Health: 2000
Damage: 150
Attack speed: 1.5
Abilities:
-- Mount
-- Dread Visage (Aura that cancels enemy leadership and gives them a debuff)
-- Morgul Blade (Stuns an enemy for 10 seconds 45 secs cooldown and spawns a
wight if it kills the enemy)
-- Screech
Crush damage: 80
Footspeed: 55
MountedSpeed:106
Has Hero armor/Hero mounted armor.
Dodge: 50%
Fell Beast (Can build 2):
Cost: 3000
Health: 6000
Damage: 500 + 250
Anti air damage: 100
Exp needed to get level 10: 1500
Abilities: Screech
Move speed: 95
Attack speed: 150
Panic speed: 160
Mouth of Sauron:
Hp: 5000
Damage: 320
Attack speed: 1.5
Exp needed to get level 10: 800
Abilities:
-- Mount
-- Doubt (reduces enemy armor by 25% and damage by 25%)
-- Dissent (radius 100, duration 45 sec causes enemies to fight each other,
cooldown 2 mins.)
-- Evil eye (Same as Gandalf's Istari Light, but has a range of 250 and a
cooldown of 90 seconds.).
Foot speed: 40
Mounted speed: 90
Dodge: 50%
Witch-king:
Cost: 5000
Health: 8000
Fell Beast damage: 500 + 250
Mace damage: 600
Mace Area of Effect: 40 range 80 degree arc.
Mace attack speed: 3
Fell Beast damage: 500 + 250
Exp needed to get level 10: 2000
Abilities:
-- Mount fell beast
-- Dread Visage (Aura that cancels enemy leadership and gives them a debuff)
-- Screech
-- Hour of the Witch-King (cooldown 5 min, radius 50, resets cooldown of all
enemy spells).
Speed on foot: 65
Flying speed: 95
Attack speed: 150
Panic speed: 160
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X005] Isengard
---------------------------------
Uruk Warrior:
Class: Swordsmen
Health: 300
Damage: 80(Upgrades to 120)
Attack speed: 2.6(1.833 upgraded)
Cost: 300
Horde size: 15
Speed: 50
Uruk Pikemen:
Class: Pikemen
Health: 400
Damage: 45
Attack speed: 1.5
Cost: 400
Horde size: 15
Speed: 50
Uruk Crossbow:
Class: Archer
Health: 160
Damage: 25 (Upgrades to 30+25 fire)
Horde Range: 200
Attack speed: 1.5
Cost: 300
Horde size: 15
Speed: 50
Warg Rider:
Class: Cavalry
Health: 400
Damage: 100
Attack speed: 2.666
Cost: 500
Crush damage: 60
Number of units it can crush before getting slow: 1
Abilities: Howl (gives 50% dmg/armor for 45 secs, 2 min cooldown)
Horde size: 10
Speed: 80
Berserker:
Class: Special
Health: 800
Damage: 300 Hero damage (Double against all unit types)(aoe dmg, 15 radius
180 degrees knockback)
Attack speed: 1.2
Cost: 300
Abilities: 80% dodge chance. Has 10% extra dmg and speed when damaged, and
50% extra dmg and speed when very damaged.
Speed: 75
Explosive Mine:
Class: Siege
Health: 1500
Cost: 500
Damage: 7000
Battering Ram:
Health: 2000
Class: siege
Cost: 400
Attack speed: 4.3
Damage: 500
Ballista:
Health: 2000
Cost: 300
Damage: 400
Attack speed: 9
Range: 500
= Heroes =
Lurtz:
Cost: 1200
Health: 2400
Ranged damage:150
Melee dmg: 200
Melee attackspeed: 2.5
Range: 350
Exp needed to get level 10: 800
Abilities:
-- Toggle weapon
-- Cripple (Gives some damage and makes the target unable to move for 30
secs, 60 sec cooldown)
-- Carnage (triple damage, area of effect attack, and gives an attack speed
of 1.567 between attacks)
-- Leadership
-- Pillage
Speed: 50
Wormtongue:
Cost: 800
Health: 2000
Damage: 100
Attack speed: 2.566
Exp needed to get level 10: 500
Abilities:
-- Escape (Becomes invisible, cooldown 90 secs)
-- Venomous Words (-25% armor and -25% dmg)
-- Backstab (200 damage + 200 poison damage, only on heroes)
-- Corrode Allegiance (Takes control of an enemy hero for 30 seconds 180 secs
cooldown)
Speed: 50
Dodge: 50%
Saruman:
Cost: 3000
Health: 3000
Melee damage: 100(throws back units around Saruman)
Attack speed: 2.666
Exp needed to get level 10: 2000
Abilities:
-- Wizard blast(500 dmg 110 range 60 sec cooldown)
-- Fireball(400 fire dmg+400 siege dmg +50 magic dmg radius 30 range 250
Cooldown 60 secs)
-- Dominate enemy
-- Speechcraft
-- Lightning strike(1000 spell dmg+2000 fire dmg, radius 50 cooldown 60 secs)
Speed: 50
Dodge: 50%
Sharku:
Cost: 1200
Health: 2400
Base damage: 150
Attack speed: 2.5
Exp needed to get level 10: 500
Abilities:
-- Mount
-- Blood hunt (Leadership to warg riders)
-- Tame the Beast (Takes control of target wargs/Warg riders, 2 min cooldown)
-- Man Eater(50% dmg and 50% armpr for 20 secs and heals to full, 60 secs
cooldown).
Speed: 100
Dodge: 50%
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
[#X006] Goblins
---------------------------------
Goblin:
Class: Swordsmen
Cost: 75
Horde size: 20
Health: 75
Damage: 20
Attack speed: 0.767
Damage per second: 26.08
Speed: 65
Goblin Archer:
Class: Archer
Horde Range: 175
Cost: 200
Horde size:20
Health: 80
Damage: 20
Attack speed: 1.75
Damage per second: 11.43
Speed: 65
Spiderling:
Class: Special Cavalry
Costs 300
Horde size:10
Health: 300
Damage: 75
Attack speed: 2.566
Damage per second: 29.23
Speed: 120
Spider Rider:
Class: Cavalry/archer
Cost: 600
Horde size:6
Health: 600
Melee Damage:150
Melee attack speed: 2.2
Archer damage: 100(BUG! Upgrades to 40 piercing and 20 fire)
Archer attack speed: 1.625
Damage per second: 68.18 melee 61.54 archer (With bug upgrades to 36.92)
Speed: 90
Half-Troll Marauder:
Class: Pikemen
Cost: 450
Horde size: 10
Health: 600
Damage: 100
Attack speed: 1.500
Damage per second: 66.67
Speed: 63
Troll:
Class: Monster/Siege
Health: 1500
Damage: 200
Attack speed: 1.5
Rock damage: 200
Rock attack speed: 7.5
Damage per second: 133.33 melee 26.67 ranged
Speed: 63
Mountain Giant:
Class: Monster/siege
Health: 4000
Melee damage: 600
Melee Attack speed: 3
Rock damage: 400
Ranged attack speed: 7.2
Damage per second: 200 melee 55.56 ranged
Speed: 55
Firedrake:
Health: 4000
Damage: 750
Radius: 30
Attack speed: 3.0
Damage per second: 250
Speed: 63
= Heroes =
Goblin King:
Cost: 3000
Health: 3000
Damage: 300
Attack speed: 1.6
Exp needed to get level 10: 800
Abilities:
-- Skull Relic (Creates a scout)
-- Mount
-- Battle Frenzy (Gives leadership to units for a period)
-- Poison stinger (Stuns an enemy for 15 seconds 60 sec cooldown and does 3k
poison damage over 30 sec)
-- Call from the Deep (Summons 3 drakes).
Speed: 50
Mounted speed: 81
Dodge: 50%
Shelob:
Cost: 2000
Health: 4500
Damage: 250
Exp needed to get level 10: 800
Abilities:
-- Instill Terror (Fear effect)
-- Poisoned Stinger (Stuns an enemy for 15 seconds 60 sec cooldown and does
9k poison damage over 30 sec)
-- Tunnel (Teleport).
Speed: 80
Attack speed: 1.6
Special armor set: Takes 50% damage from hero attacks and 25% from the rest.
Crush damage: 200
Units it can crush before getting bogged down: 7
Drogoth:
Cost: 5000
Health: 6000
Damage: 500+250
Exp needed to get level 10: 2000
Abilities:
-- Fireball(Same as Saruman's but 400 range)
-- Wingblast
-- Incinerate (1k fire dmg, 210 radius, 180 degrees arc, 90 sec cooldown
Double damage in middle),
-- Fireflight (1k hero damage + 1k fire damage, 100 radius, 300 range 120 sec
cooldown).
Move speed: 95
Attack speed: 150
Panic speed: 160
_____________________________________________________________________________
O===========================================================================O
|[#Y] Frequently Asked Questions |
O===========================================================================O
Q: Which icon is for which faction?
A:
Men of the West - White Tree, Blue Background
Elves - Tip of a Silverthorn Arrow, Green Background
Dwarves - Yellow Triangle, Yellow Background
Mordor - Eye of Sauron, Red Background
Isengard - White Hand, Black Background
Goblins - Goblin Head, Orange Background
Random: Weird Symbol, Brown Background
Q: How do the horde size and health relate in the above unit statistics?
A: Health is the total amount of health of all the units combined and not
each individual.
Q: How are Strategic and Tactical skill calculated?
A: Credit goes to _shadow_mage_
Strategic skill:
(Units Destroyed + Buildings Destroyed) / Money Spent
Tactical skill:
Units Built / Units Lost
Q: How long did it take you to write all this?
A: I did not write all of it. Just about all the information found in this
guide was taken from the thread: "Ikeb0b's Tips, Tricks, and Strategies for
every faction!" in the message board at GameFAQS. I organized everything,
added a couple of my own tidbits, and edited spelling and grammar. You can
see my progress in the Version History I wrote up top.
_____________________________________________________________________________
O===========================================================================O
|[#Z] Credits / Disclaimer / Legal Information |
O===========================================================================O
Special Thanks:
- Of course to Ikebob, for being the author of much that can be found here.
- Arion, for the Guardian Rush section.
- Ranger08 for the Unit Stances/Formations section.
- Redarmy, for various strategies.
- Son of Morgoth, for the Advanced Strategies section.
- _shadow_mage_, for various tips.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
Copyright 2006 by PoP_PiP