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m.darwazeh
05-20-2006, 11:46 AM
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a-r
05-20-2006, 04:18 PM
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=============================
| Isengard Guide |
| for |
|LOTR: Battle for Middle-Earth|
| |
| By A-J Buwalda |
=============================

Table of content

Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]


Version:
V1.0: Base ********
V1.1: Contributions added
V1.2: Corrected mistakes

--------------------------------------------------------------
=Intro= [INT]

Hey guys! I was playing LOTR: BFME2 and thought: “let’s write
a FAQ about this game.” I like playing Isengard so the choice
was pretty clear.

So, Isengard. Yes the evil faction that actually looks like a
regular army, except for the fact that they have a worse
dental plan. These guys are pretty though and can travel over
the map pretty quickly. Our Uruk friends have everything you
want: swordsmen, pikemen, crossbows and cavalry. Not only
that; they are the only faction with an explosive.

It’s a pretty versatile bunch and so are their heroes. Lurtz
and Sharku wreak havoc pretty good and have some handy
abilities. Saruman is a choice for the wizardly types.

All in all, a good army to crush the forces of good with!

Want to E-mail me? Here you go:
the.earth.dies.screaming@gmail.com
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Units= [UNT]

Since you play Isengard, the backbone of your army consists of
Uruk-Hai and Warg Riders. These are though critters and if
upgraded can take a whole lot of punishment as well as dishing
it out.

Unit Explanation Build-Up:

Name: Indicates unit’s name
Class: Shows the unit’s class
Cost: Indicates Unit’s cost
Command Points: Indicates the amount of CP the unit needs
Pre-requisite: Shows what is needed to build this unit.
Abilities: Explains all abilities of the unit
Upgrades: Explains all the upgrades of the unit
Usage: Shows what the unit is for

--------------------------------------------------------------
Name: Uruk Warrior
Class: Swordsman
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
=Switch to shield formation=
-40% speed, +25% armor

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: Your run-of-the-mill uruks. They are good against pikes
and fast too. After upgrading them with heavy armor, they
become quite durable. If there defending, you should switch
them to shield formation for some additional armor. A decent
cheap and expandable unit.
--------------------------------------------------------------
Name: Crossbow Uruks
Class: Archer
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
None

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

=Heavy Armor=
+25% armor

Usage: Isengard’s archer unit. It does more damage than
standard archery units, but has less range than them as well.
This doesn’t mean their useless! On the contrary; they are
very good. They take down most enemies in a couple of salvos.
Upgrading them with fire arrows makes them a real thread. It’s
also good to slap some heavy armor on them for extra
durability.
--------------------------------------------------------------
Name: Uruk Pikemen
Class: Pikemen
Cost: 400
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
=Switch to Pincushion formation=
-Can’t be flanked

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: The remedy for all your cavalry problems. These guy go
through does horses like there is no tomorrow! They hold their
own when fighting swordsmen, but should be backed up with
archers! These Uruks are very durable and suited well for base
defense.
--------------------------------------------------------------
Name: Berserkers
Class: Swordmen
Cost: 300
Command Points: 20
Pre-requisite: Uruk Pit; level 2

Abilities:
=Ignite Mine=
Forget this! Use fire arrows or a fireball!

Upgrades:
None

Usage: These strong, wacked-out Uruks are good at killig, but
I hardly use then. The command points are better used else
where. It’s ability to detonate mines is also useless, since
every fire source can do the same.
--------------------------------------------------------------
Name: Warg Riders
Class: Cavalry
Cost: 500
Command Points: 60
Pre-requisite: Warg Pen; level 1

Abilities:
=Howl=
+150% damage for a short period of time

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: Warg Riders are your cavalry and you should use them as
such. They excel at trampling infantry (except pikemen!) and
tearing down buildings. The beauty is that the Uruks have
Sharku; a warg riding hero. He beefs the wargs around him with
some good bonuses, making Warg Riders more valuable. And of
course they have the howl ability for even MORE damage.
--------------------------------------------------------------
Name: Battering Ram
Class: Siege equipment
Cost: 400
Command Points: 25
Pre-requisite: Siege Works; level 1

Abilities:
None

Upgrades:
None

Usage: It knocks down buildings quick, but is also destroyed
pretty easily. I rather use ballista.
--------------------------------------------------------------
Name: Explosive Mine
Class: Siege equipment
Cost: 500
Command Points: 10
Pre-requisite: Siege Works; level 2

Abilities:
=Deploy=
Deploys the mine. Ready to get blown up! ;-)

Upgrades:
None

Usage: If you like blowing up stuff, well this is the way to
do it. It’s also the only explosive in the game. It works
better for ambushing enemies, then base assault though. Lay
one in a bottleneck where they don’t see it. If you see a big
army coming your way detonate it to thin them down.

Tim M adds:
I would just like to note that if the enemies fortress has
sustained little damage, then one of Isengard’s explosive
device will basically destroy the rest of it.
--------------------------------------------------------------
Name: Siege Ballista
Class: Siege equipment
Cost: 300
Command Points: 25
Pre-requisite: Siege Works; level 3

Abilities:
None

Upgrades:
None

Usage: This is THE siege equipment of choice. It has huge
range and tears down buildings really fast. You have to guard
it well though. Nobody is going to let you thrash there base
without a fight. Screen them with units and you’ll be fine
mostly.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Unit upgrades= [UPG]

Unit upgrades are a important part of any strategy game. In
LOTR: BFME2 it’s no different. They beef up your units quite
nicely. Isengard has a nice edge though: the Burning Forges.
If you install this sucker in your Fortress, it will reduce
the price of upgrading your units. (not the upgrades it’s
self)

Name: Name of upgrade
Cost: Costs of upgrade
Pre-requisite: What is needed to purchased upgrade
Effect: Effect of the upgrade
--------------------------------------------------------------
Name: Banner-Carriers
Cost: 1000
Pre-requisite: Armory; level 1
Effect: Horde is level 2 (Auto-heal)
--------------------------------------------------------------
Name: Heavy Armor
Cost: 1000
Pre-requisite: Armory; level 2
Effect: Horde gets +25% armor
--------------------------------------------------------------
Name: Forged Blades
Cost: 1000
Pre-requisite: Armory; Level 2
Effect: Horde gets +25% damage
--------------------------------------------------------------
Name: Fire Arrows
Cost: 1000
Pre-requisite: Armory; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Heroes= [HRO]

Isengard does not have the amount of heroes that the Elves or
the Men of the West have, but still has plenty of goodness to
go around. All the heroes are support mostly, with leadership
abilities and other abilities that profit your uruk-hai. All
in all, they are pretty well crafted.

Hero Explanation Build-Up:

Name: Hero’s name
Class: Hero’s class
Cost: Hero’s cost
Command Points: Number of CP the hero costs
Abilities: Abilities the hero has
Usage: Hero’s uses

--------------------------------------------------------------
Name: Wormtongue
Class: Swordsman
Cost: 800
Command Points: 50

Abilities:
=Escape=
Gained at level 1
Wormtongue becomes stealth and can’t be attacked.

=Venomous Words=
Gained at level 3
Significantly reduces enemy armor and damage

=Back Stab=
Gained at level 6
High damage melee attack with poison damage

=Corrode Allegiance=
Gained at level 10
Gain control over target enemy hero

Usage: If you look at his abilities you’d think he’s pretty
damn good. Well, he lacks the strength to fight his way up the
levels. He mostly just dies a lot and that wastes money. If
you do manage to get him leveled up he becomes a decent hero,
but I wouldn’t put that much effort in it. Rather use the
other heroes.
--------------------------------------------------------------
Name: Lurtz
Class: Archer/Swordsman
Cost: 1200
Command Points: 50

Abilities:
=Toggle Weapon=
Gained at level 1
Switch between bow and sword

=Cripple=
Gained at level 1
Pins a enemy hero in it’s place, while doing decent damage
(bow only)

=Carnage=
Gained at level 3
Lurtz temporarily gets +100% damage and +50% armor (sword
only)

=Leadership=
Gained at level 5
Allied units near to Lurtz get +50% damage, armor and gain
experience at twice as fast

=Pillage=
Gained at level 6
Gains cash for killed enemies

Usage: Lurtz is a good hero indeed! He has good abilities on
low levels. Toggle Weapon and Cripple from level 1 is a great
plus. Carnage on level 3 makes you a melee animal and
leadership and pillage help your fellow units and gain kills
and cash. Use him for support and hero killing.
--------------------------------------------------------------
Name: Sharku
Class: Cavalry
Cost: 1200
Command Points: 50

Abilities:
=Tame The Beast=
Gained at level 2
Take control of target group of wargs/Warg Riders

=Blood Hunt=
Gained at level 5
Near ally wargs and Warg Riders get +50% armor and damage

=Man Eater=
Gained at level 10
Sharku eats target enemy infantry/cavalry unit, fully healing
him and giving him a temporal boost to his damage and armor of
50%

Usage: While not as versatile as Lurtz, Sharku is a good hero
in his own right. He’s is Isengard’s captain of the Warg
Riders and has abilities to match. While Tame The Beast is
only moderately useful, Blood Hunt is very good. It gives a
nice boost and Sharku can keep up with his fellow Warg Riders.
Man Eater makes him a killing machine and way more durable. He
has the same allergy for pikes as normal cavalry though!
--------------------------------------------------------------
Name: Saruman
Class: Wizard
Cost: 3000
Command Points: 75

Abilities:
=Wizard Blast=
Gained at level 1
Saruman fires off a short-range energy burst

=Fireball=
Gained at level 2
Saruman fires off a Fireball

=Wormtongue=
Gained at level 4
Take control of target units

=Speechcraft=
Gained at level 6
Target units gain experience

=Thunderbolt=
Gained at level 10
Saruman summons a thunderbolt upon target area

Usage: Ok, the top dog. Well, he is suppose to be. He is has
some good abilities, that work wonders. There is just one
problem: his level 10 ability. Thunderbolt is just puny in
comparison to Word of Power. So I rather use Lurtz and Sharku.
But if you have money to burn go ahead.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Buildings= [BLD]

Buildings are the hart of your war effort. Isengard is the
only evil faction with a wall, but that is not a big deal. The
other buildings are akin to that of other races.

Building Explanation Build-Up:

Name: Name of building
Cost: Costs of building
Ability: Show what building does
Upgrades: Shows building upgrades
--------------------------------------------------------------
Name: Fortress
Cost: 5000

Ability:
=Train Builders=
Trains builders (of course)

=Train Heroes=
Trains hero of choice

=Thunderbolt=
(Usable after purchase of Wizard Tower upgrade)
Cast a thunderstorm over target area

Upgrades:
=Murder of Crows=
Cost: 500
Increases line of sight of the Fortress and nullifies stealth

=Burning Forges=
Cost: 500
Reduces costs of upgrading hordes (accumulative)
1 BF: 10%
2 BF: 20%
3 BF: 25%
4 BF: 30%
5+ BF: 35%

=Excavation=
Cost: 500
Reduces costs of buildings (accumulative)
1 Ex: 10%
2 Ex: 20%
3 Ex: 25%
4 Ex: 30%
5+ Ex: 35%

=Orcfire Munitions=
Cost: 1500
Fortress is armed with fire arrows

=Iron Plating=
Cost: 2000
Increases Fortress health, pre-requisite for Wizard Tower

=Wizard Tower=
Cost: 2500
Grants the ability to cast a thunderstorm
--------------------------------------------------------------
Name: Furnace
Cost: 300

Ability:
=Generate funds=
(passive)

Upgrades:
None

--------------------------------------------------------------
Name: Lumber Mill
Cost: 450

Ability:
=Train worker=
Trains worker

=Generate funds=
Activated when worker brings lumber

Upgrades:
None

--------------------------------------------------------------
Name: Uruk Pit
Cost:

Ability:
=Train Units=
Uruk warrior
Uruk Crossbow
Uruk Pikemen
Berserker

Upgrades:
=Upgrade Uruk Pit=
Level 2: +10% building-speed, unlocks Berserker
Level 3: +25% building-speed

--------------------------------------------------------------
Name: Warg Pit
Cost: 500

Ability:
=Train Units=
Warg Rider

Upgrades:
=Upgrade Warg Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed

--------------------------------------------------------------
Name: Siege Works
Cost: 800

Ability:
=Train Units=
Battering Ram
Explosive Mine
Siege Ballista

Upgrades:
=Upgrade Siege Works=
Level 2: +10% building-speed, unlocks Explosive Mine
Level 3: +25% building-speed, unlocks Siege Ballista

--------------------------------------------------------------
Name: Lookout
Cost: 700

Ability:
=Garrison units=
Garrison units inside building

Upgrades:
None

--------------------------------------------------------------
Name: Warg Sentry
Cost: 400

Ability:
=Release Warg=
Releases warg to attack freely

Upgrades:
None

--------------------------------------------------------------
Name: Armory
Cost: 1000

Ability:
=Purchase Unit Upgrades=
Banner-Carriers
Forged Blades
Heavy Armor
Fire Arrows

Upgrades:
Level 2: +10% building-speed, unlocks Forged Blades and Heavy
Armor
Level 3: +25% building-speed, unlocks Fire Arrow

--------------------------------------------------------------
Name: Wall Hub
Cost: 150

Ability:
=Build Wall=
Build a wall from hub

Upgrades:
None

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Powers= [PWR]

As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.

Most are activated abilities to beef up your Uruks or better
your economy. They get activated, the power recharges and it’s
usable again. Others are passive, meaning that they are always
in effect.

You should always think about your pick. What strategy do you
want to play and what power suits that.

Power Explanation Build-Up:

Name: Indicates the name of the power
De******ion: Indicates what the power does
Usage: Indicates the powers uses

Level I
(5 Points)
--------------------------------------------------------------
Name: Vision of the Palantir

De******ion: It cuts through quite a bit of fog.

Usage: You use this to scan for enemy movement and to look for
a weakness in the enemy’s defense. The good thing is that the
opponent never knows when your using this one. (Not a huge
plus though)

--------------------------------------------------------------
Name: War Chant

De******ion: All units within the circle of effect get +50%
armor and damage.

Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your uruks, so they can hold
there own longer and doing extra damage at the same type. It
also recharges quite quickly. GOOD!

--------------------------------------------------------------
Name: Crebain

De******ion: Reveals a area and reduces enemy armor and damage
by 75%.

Usage: It scans decently, but that’s not why you pick this
one! You pick this for the –75% armor and damage. This is a
very good effect for it’s price. Like the War Chant, it can be
used both offensively and defensively.

--------------------------------------------------------------

Level II
(10 Points)
--------------------------------------------------------------
Name: Devastation

De******ion: All trees in the area of effect are turned into
resources instantly.

Usage: I’m not a big fan of this one. The effect can’t be used
as frequent as I feel it should to make it useful. Other than
that the ability is good. Don’t pick this one if your in a map
with hardly any trees, of course! (snowy terrain and such)

--------------------------------------------------------------
Name: Tainted Land

De******ion: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.

Usage: This one is solid. It’s area of effect is rather big
and it lasts way longer than War Chant. It’s a pity that it’s
rather useless for assaults, since it is unable to move. Good
for defense!

--------------------------------------------------------------
Name: Summon Wildman of Dunland

De******ion: A large group of men with clubs appear to wreak
havoc.

Usage: After you summon this group of Neanderthals they start
smacking the crap out of everything in sight. They work as
ordinary units, in that they can be given orders to attack or
move. After a while they disappear (if there not killed before
that). The are not incredibly strong, but can aid a attack
quite well. They can only be summoned within your line of
sight.

--------------------------------------------------------------
Name: Industry

De******ion: Target building generates 300% of what it
normally generates. (effect is permanent!)

Usage: This rocks! It gives you a heap of extra cash to spend
on what ever you feel is needed. It’s as simple as that. Let
me do the math for you:

Normal furnace output (100% productivity): 24
24*300%= 72

‘Nuff said.

--------------------------------------------------------------

Level III
(15 Points)
--------------------------------------------------------------
Name: Summon the Watcher

De******ion: The Watcher (the giant squid from “Fellowship of
the Ring”) appears to kill some enemies

Usage: It looks cool, that’s for sure, but for the points you
invest in this guy you’d expect more. Yes, it kills a lot of
infantry, but it can’t move. A smart player can even knock
this guy out from a distance. It’s a crying shame!

--------------------------------------------------------------
Name: Freezing Rain

De******ion: It starts raining (duh!) and all enemy heroes
lose there “leadership”-ability.

Usage: Ok, in all honesty, I must say that it’s not always as
useful. Against the Men of the West, it’s a huge plus as most
heroes have leadership. Against Mordor it doesn’t work well.
It’s your choice, but remember, points are hard to come by.

--------------------------------------------------------------
Name: Fuel the Fires

De******ion: Resources gained from trees are increase with
100%. (Passive power)

Usage: This is a good power to boost your economy. If you have
a map with a load of trees and your harvesting them, why not
double the money you get for it! Extra funds work wonders to
get out a army. Needless to says, it’s rather useless in a map
without trees.

--------------------------------------------------------------

Level VI
(25 Points)
--------------------------------------------------------------
Name: Summon Dragon

De******ion: A huge dragon lands in the area you selected.

Usage: The dragon come out to play. Like all 25 point
creatures, it wreaks havoc on everything! It often becomes the
center of attention, soaking up most of the damage. In other
words, your army can do what it wants. Just a great power!

--------------------------------------------------------------
Name: Dragonstrike

De******ion: A huge dragon flies to the designated area and
engulfs it in a sea of fire.

Usage: I personally like this better than “Summon Dragon”
because:

-Low chance of getting shot down
-Destroys everything (except the fortress) within that area

Many have claimed that it is far less versatile than “Summon
Dragon”, but I beg to differ. It can take out armies just as
easily and is better at base destruction.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Strategy= [STG]

Ok, here is my strategy:

-Build 3 Furnaces and a Uruk Pit.
-Pump out some Crosbows and Warriors for defense
-Build a Warg Pit and recruit some Warg Riders
-Build some two more Furnaces or one Furnace and a Lumber Mill
(depends on the terrain)
-Build a Armory and research the Banner-Carrier

Ok, your on a roll now. You should recruit a hero to aid your
cause. Start sending attack waves to keep him from building
up. Remember, if your going to go on a upgrade frenzy, to buy
the Burning Forges first. It saves you a bundle!

If the battle drags on, build a Siege Works and get that
sucker upgraded to level 3. Build a couple of Siege Ballista
(click on Halt Auto-Acquire; it often causes friendly fire)
and an army to shield it. Now bombard their buildings. That’ll
teach ‘em!

--------------------------------------------------------------
JohnRzeznikNMSU’s strategy:

This tactic heavily revolves around your Create-a-Hero. Ok,
this is what you need:

Wizard needs:
Teleport level 2
Blink
Fireball
(other offensive powers are advised)

Buildings needed:
Fortress; Upgraded with “Murder of Crows”
Siege works; level 2

Now, you build some of them nasty mines. Then you deploy them
in your base. Yeah, you heard me right! Use Blink to teleport
your hero into the enemy base. Now teleport the mines in and
Fireball them. In the blast and chaos, they rest of your Uruks
can mob up the rest.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Thanks-n-Other= [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
EA for getting it right this time.

Special thanks:
Tim M
JohnRzeznikNMSU

Copyright 2006 A-J Buwalda
.................................................. ....................................
.................................................. .....................................
=============================
| Mordor Guide |
| for |
|LOTR: Battle for Middle-Earth|
| |
| By A-J Buwalda |
=============================

Table of content

Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]


Version:
V1.0: Base ********
V1.1: Contribution added

-----------------------------------------------------------
=Intro= [INT]

You got to love being evil! You don’t have to be fair,
honor means nothing to you and the only thing you long is
power! Nothing wrong with that of course.

Mordor is the most “evil” faction. It has monsters, Orcs,
evil men, you name it! If you wanna feel evil this is your
faction!

Want to E-mail me? Here you go:
the.earth.dies.screaming@gmail.com
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Units= [UNT]

Mordor has some pretty diverse units. They have Orcs, Men
and Trolls all under one banner. Although Orcs are pretty
weak, they still can be mass produced for swarming. The
Haradrim (AKA the Evil Men) are good mid-game units. Trolls
are the nearest thing Mordor has to cavalry, but they work
well.

Unit Explanation Build-Up:

Name: Indicates unit’s name
Class: Shows the unit’s class
Cost: Indicates Unit’s cost
Command Points: Indicates the amount of CP the unit needs
Pre-requisite: Shows what is needed to build this unit.
Abilities: Explains all abilities of the unit
Upgrades: Explains all the upgrades of the unit
Usage: Shows what the unit is for

-----------------------------------------------------------
Name: Orc Warrior
Class: Swordsmen
Cost: 100
Command Points: 60
Pre-requisite: Orc Pit; level 1

Abilities:
=Bloodthirsty=
Horde gains experience for slaying a allied horde.

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

Usage: Weak Orcs that should be used as a buffer and in
LARGE quantities. They work pretty well for early swarming
but other than that, I rather use Haradrim when I reach
that when early- to mid-game. Ow yeah, I need to mention
that “Bloodthirsty” is useless! Just give them a Banner-
Carrier
-----------------------------------------------------------
Name: Orc Archer
Class: Archer
Cost: 300
Command Points: 60
Pre-requisite: Orc Pit; level 1

Abilities:
None

Upgrades:
=Banner-Carrier=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

Usage: Mordor’s early game archer. What’s to say, right?
They fling arrows at enemy units. They are moderately
skilled in archery, but they make up for that with numbers.
They have problem with taking frontal assault (as most
archers) but the lack of heavy armor makes this a problem
after you reached mid-game.
-----------------------------------------------------------
Name: Easterlings
Class: Pikemen
Cost: 400
Command Points: 60
Pre-requisite: Haradrim Palace; level 1

Abilities:
=Switch To Pincushion Formation=
Unit can’t be flanked.

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: If you ever have problems with cavalry? This is your
main solution. Not only that, they take out Trolls and
other monsters very quickly. These are ideal for base-
defense when you combo them with archers. I haven’t found
the use for the Pincushion Formation yet. When you position
your Pikemen right, it’s hardly useful.
-----------------------------------------------------------
Name: Haradrim Archers
Class: Archers
Cost: 500
Command Points: 60
Pre-requisite: Haradrim Palace; level 2

Abilities:
=Barbed Arrow=
The Haradrim Archers fire a volley of Barbed Arrows, which
adds additional meta damage

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

=Heavy Armor=
+25% armor

Usage: The Haradrim Archers are very good. They have better
range, damage and armor then the Orc Archers. Not only
that, but you can slap a heavy armor on these guys and they
have great special ability to boot. Barbed Arrows! Ah yes,
you got to love killing of halve an enemy battalion in a
single volley. Mixing these up with Easterling makes for a
good defensive barrier.
-----------------------------------------------------------
Name: Corsairs of Umbar
Class: Swordsmen
Cost: 400
Command Points: 60
Pre-requisite: Tavern; level 1

Abilities:
=Switch to Firebombs=
Toggle between firebombs and daggers

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

Usage: the corsairs are kind of odd. These pirates are
infantry with dagger and Molotov cocktails. They are best
used with there Molotov in their hands. The firebombs tear
buildings down. As for the fact that the game says that
there good against cavalry! They are to weak for that. They
rip these pirates to shreds. The main use for these guys is
base wrecking detail. Arggh matey.

Ryan Butcher notes:
If you cripple a enemy hero (with Nazgul), start fire-
bombing then. It rips enemies to shreds.

-----------------------------------------------------------
Name: Cave Troll
Class: Monster
Cost: 500
Command Points: 50
Pre-requisite: Troll Cage; level 1

Abilities:
=Switch to Melee=
Toggle between ranged and melee

=Eat Orcs=
Troll eats orc to regenerates some health

=Grab Tree=
Troll grabs a tree as melee-weapon (makes Eat Orc
unavailable)

Upgrades:
None

Usage: Ok, so Mordor has no cavalry, but they have a
substitute: Trolls! I’m kind of a cavalry lover, so I was
kind of apprehensive at first. But these bugger work quite
well! These bugger beat the crap out of anything without
pikes. Grabbing a tree makes them even mightier, BUT (and
this is a big but) you can eat Orcs anymore to heal up!
Since they do not gain auto heal when they reach level 2
(or at any level) this makes them much less long lived.
They also lose there ranged attack, so it simply not worth
it. Rather keep them as you get them and they will serve
you well. (allergic for pikes like all monsters)
-----------------------------------------------------------
Name: Drummer Troll
Class: Monster
Cost: 750
Command Points: 25
Pre-requisite: Troll Cage; level 2

Abilities:
=Leadership=
Gives leadership to surrounding units

=Roar=
Scares off nearby enemies

Upgrades:
None

Usage: Giant trolls with drums might seem rather odd at
first, but your going to love these guys! These guys come
out of the cage beating those drumstick on there drums.
This generates a aura of leadership (+50% armor and damage
and +200% experience gain) and that is always a good thing.
These guys should be in the middle of a assault group to
boost everyone. If the troll is attacked it can hit the
crap out of most attackers, but then he doesn’t beat his
drums, losing leadership until it’s free to beat again. In
problem situation where he is attacked just use “Roar” to
scare them off. (allergic for pikes like all monsters)
-----------------------------------------------------------
Name: Attack troll
Class: Monster
Cost: 1000
Command Points: 50
Pre-requisite: Troll Cage; level 3

Abilities:
=Control Troll=
Take control of target cave troll

Upgrades:
None

Usage: These huge troll are armored up and have a big
spiked club. As you might expect they are good at stomping
on anything that moves and isn’t holding a pike. So use the
that way and back them up with some archers for those
Pikemen. There is one small con to this one: No auto heal
at level 2.
-----------------------------------------------------------
Name: Battering Ram
Class: Siege Equipment
Cost: 400
Command Points: 25
Pre-requisite: Siege Works; level 1

Abilities:
None

Upgrades:
None

Usage: The Battering Ram does what it was design for:
knocking down buildings. And it does that rather well. For
early assaults these are useful to wreck some of there key
buildings. As you move to mid game, I’d advise you to
switch to catapults.
-----------------------------------------------------------
Name: Catapult
Class: Siege Equipment
Cost: 300
Command Points: 25
Pre-requisite: Siege Works; level 2

Abilities:
=Switch Ammunition=
Toggle between flaming rock and bones(causes fear)

Upgrades:
None

Usage: Well, I think you know where this is going right?
You use these to smash a enemy base with minimal
retaliation. This works quite well if you protect it with
some Easterlings and Haradrim Archers. Line them in front
of your catapults to screen them from any unwanted visitor.
The alternative ammo (skulls and bones) scare enemies. This
is useful to scare off groups of archers, who are (if use
by a sensible player) knocking out Easterlings. Very
versatile for a piece of siege equipment.
-----------------------------------------------------------
Name: Mumakil
Class: Monster
Cost: 1600
Command Points: 100
Pre-requisite: Mumakil Pen; level 1

Abilities:
=Trample=
The Mumakil executes a charge attack

Upgrades:
=Banner-Carrier=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

Usage: I see you thinking: “100 CP, this must be one hell
of monstrosity!” Well, no. It isn’t and it will probably
die off so quick, that you’ll be insulted. WAY to
expensive!

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Unit upgrades= [UPG]

Unit upgrades are a important part of any strategy game. In
LOTR: BFME2 it’s no different. They beef up your units
quite nicely. Mordor has a nice edge though: upgrading
hordes costs 250 instead of 300. This gives you cash to
burn on other things.

Name: Name of upgrade
Cost: Costs of upgrade
Pre-requisite: What is needed to purchased upgrade
Effect: Effect of the upgrade
-----------------------------------------------------------
Name: Banner-Carriers
Cost: 1000
Pre-requisite: Orc Pit; level 2
Effect: Horde is level 2 (Auto-heal)
-----------------------------------------------------------
Name: Heavy Armor
Cost: 1000
Pre-requisite: Tavern; level 1
Effect: Horde gets +25% armor
-----------------------------------------------------------
Name: Forged Blades
Cost: 1000
Pre-requisite: Tavern; Level 2
Effect: Horde gets +25% damage
-----------------------------------------------------------
Name: Fire Arrows
Cost: 1000
Pre-requisite: Tavern; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Heroes= [HRO]



Hero Explanation Build-Up:

Name: Hero’s name
Class: Hero’s class
Cost: Hero’s cost
Command Points: Number of CP the hero costs
Abilities: Abilities the hero has
Usage: Hero’s uses

-----------------------------------------------------------
Name: Nazgul [3 available]
Class: Swordsman/Cavalry
Cost: 1000
Command Points: ???

Abilities:
=Mount/Dismount=
Gained at level 1
The Nazgul mounts/dismounts his horse

=Dread Visage=
Gained at level 2
Cancels enemy leadership and causes fear

=Morgul Blade=
Gained at level 6
Causes high damage and cripples enemy temporarily

=Screech=
Gained at level 10
Causes enemies to flee in terror

Usage: These guys are kind of weak at first, but when they
reach level 2 (and gain Dread Visage) this changes. They
weaken the enemies quite well and can take on most
hordes/battalions. When they reach level 6, they gain
Morgul Blade. This when things get really interesting! They
become good at hero killing. A good, cheap hero.
-----------------------------------------------------------
Name: Mouth of Sauron
Class: Swordsman/Cavalry
Cost: 1500
Command Points: ???

Abilities:
=Mount/Dismount=
Gained at level 1
The Mouth of Sauron mounts/dismounts his horse

=Doubt=
Gained at level 4
Cancels enemy leadership and causes demoralization

=Dissent=
Gained at level 6
Target units become hostile to every one

=Evil Eye=
Gained at level 10
Fires a strong fireball

Usage: Well, what to say here. The Mouth of Sauron has good
potential, but you have to level it to level 4 before it
really starts to get useful. At level 10 he gains a
powerful fireball, which is highly useful for killing big
boys. But I feel its all a little to late.
-----------------------------------------------------------
Name: Fell Beast
Class: Monster
Cost: 3000
Command Points:

Abilities:
=Screech=
Gained at level 1
Causes enemies to flee in terror

Usage: I feel that this beast are rather useless. It’s
basically just a bug monster for wreaking havoc, nothing
more. No elaborate skills to gain. Paying 3000 credits for
it? I think not!
-----------------------------------------------------------
Name: Witch-King
Class: Monster/Swordsman
Cost: 5000
Command Points: 75

Abilities:
=Mount/Dismount=
Gained at level 1
The Witch-King mounts/dismounts his Fell Beast

=Dread Visage=
Gained at level 2
Cancels enemy leadership and causes fear

=Screech=
Gained at level 6
Causes enemies to flee in terror

=Hour of the Witch-King=
Gained at level 10
Target enemies special abilities’ recharge timers are reset

Usage: The Witch-King is the man if you have the money. It
kicks everybody around, certainly with Dread Visage. He’s
the superpowered Nazgul that comes to wreck your day! If
you have cash and CP get him! His level 10 is pure insane:
knocking out a hero’s abilities for a while.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Buildings= [BLD]

Buildings are the hart of your war effort. Mordor uses have
your standard building setup, except for the Battle Tower;
it can’t be garrisoned.

Building Explanation Build-Up:

Name: Name of building
Cost: Costs of building
Ability: Show what building does
Upgrades: Shows building upgrades
-----------------------------------------------------------
Name: Fortress
Cost: 5000

Ability:
=Train Builders=
Trains builders (of course)

=Train Heroes=
Trains hero of choice

=Fireball=
(Usable after purchase of Gorgoroth Spire upgrade)
Cast a fierce explosion over target area

Upgrades:
=Doom Pyres=
Cost: 500
-10% costs and training time of heroes
-20% training time Builders

=Lava Moat=
Cost: 1000
Reduces melee damage done to Fortress

=Flaming Munitions=
Cost: 1500
Barricades are armed with fire arrows

=Magma Cauldrons=
Cost: 500
Enables the Fortress to throw magma over nearby enemies

=Morgul Sorcery=
Cost: 2000
Increases Fortress health, pre-requisite for Gorgoroth
Spire

=Gorgoroth Spire=
Cost: 2500
Grants the ability to cast a huge fireball
-----------------------------------------------------------
Name: Slaughter House
Cost: 300

Ability:
=Generate funds=
(passive)

Upgrades:
None

-----------------------------------------------------------
Name: Lumber Mill
Cost: 450

Ability:
=Train worker=
Trains worker

=Generate funds=
Activated when worker brings lumber

Upgrades:
None

-----------------------------------------------------------
Name: Orc Pit
Cost:

Ability:
=Train Units=
Orc Warrior
Orc Archer

=Purchase Unit Upgrades=
Banner-Carrier

Upgrades:
=Upgrade Orc Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Haradrim Palace
Cost: 500

Ability:
=Train Units=
Easterlings
Haradrim Archers

Upgrades:
=Upgrade Haradrim Palace=
Level 2: +10% building-speed, unlock Haradrim Archers
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Great Siege Works
Cost: 800

Ability:
=Train Units=
Battering Ram
Catapult

Upgrades:
=Upgrade Siege Works=
Level 2: +10% building-speed, unlocks Catapult
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Battle Tower
Cost: 700

Ability:
None

Upgrades:
None
-----------------------------------------------------------
Name: Troll Cage
Cost: 750

Ability:
=Train Units=
Cave Troll
Drummer Troll
Attack Troll

Upgrades:
=Upgrades Troll Cage=
Level 2: +10% building-speed, unlocks Drummer Troll
Level 3: +25% building-speed, unlocks Attack Troll
-----------------------------------------------------------
Name: Tavern
Cost: 500

Ability:
=Purchase Unit Upgrades=
Forged Blades
Heavy Armor
Fire Arrows

Upgrades:
Level 2: +10% building-speed, unlocks Forged Blades
Level 3: +25% building-speed, unlocks Fire Arrow
-----------------------------------------------------------
Name: Mumakil Pen
Cost: 1000

Ability:
=Train Units=
Mumakil

Upgrades:
Level 2: +10% building-speed
Level 3: +25% building-speed

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Powers= [PWR]

As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.

Mordor’s powers mostly helps with base destruction and
beefing up your units. Powers as Barrage, Awaken Wyrm, Rain
of Fire and Summon Balorg devastate most buildings and are
good investments.

You should always think about your pick. What strategy do
you want to play and what power suits that.

Power Explanation Build-Up:

Name: Indicates the name of the power
De******ion: Indicates what the power does
Usage: Indicates the powers uses

Level I
(5 Points)
-----------------------------------------------------------
Name: Tainted Land

De******ion: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.

Usage: This one is solid. It’s area of effect is rather big
and it lasts way longer than War Chant. It’s a pity that
it’s rather useless for assaults, since it is unable to
move. Good for defense!

-----------------------------------------------------------
Name: War Chant

De******ion: All units within the circle of effect get +50%
armor and damage.

Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your units, so they can
hold there own longer and doing extra damage at the same
type. It also recharges quite quickly. GOOD!

-----------------------------------------------------------
Name: Eye of Sauron

De******ion: Reveals a area and gives allies +50% armor and
damage

Usage: It scans the map pretty good, being able to move
around. The boost it gives is also a nice edition. The area
of effect is rather small though.

-----------------------------------------------------------

Level II
(10 Points)
-----------------------------------------------------------
Name: Barricade

De******ion: A barricade with archers rises from the ground
(Orc Archers)

Usage: This is a good power. It’s the evil version of Lone
Tower. It helps with defense of certain key areas. The
additional firepower is always welcome, right?

-----------------------------------------------------------
Name: Untamed Allegiance

De******ion: Convert target lair on the map (and the
creatures that belong to it) to your cause.

Usage: Rather useless. When you see a lair you best destroy
it for the cash and experience. It’s not useful to “own” a
lair.

Ryan Butcher notes:
You can use the critters to assault the enemy. A bit useful
but these occasions are rare.

-----------------------------------------------------------
Name: Arrow Volley

De******ion: A arrow is fired at the designated area,
followed up by a huge amount of arrows.

Usage: Shear deadly if used right. If you see infantry
marching towards your base, heading for a bottleneck, then
your in business. This power takes about 2 seconds to hit,
so you learn to time this right. But when it hits, it
annihilates most infantry. Don’t use it on open ground;
enemies will just dodge it.

Ryan Butcher notes:
Friendly fire is none existing and human player frequently
miss the waning shot.

-----------------------------------------------------------
Name: Industry

De******ion: Target building generates 300% of what it
normally generates. (effect is permanent!)

Usage: This rocks! It gives you a heap of extra cash to
spend on what ever you feel is needed. It’s as simple as
that. Let me do the math for you:

Normal Slaughter House output (100% productivity): 24
24*300%= 72

‘Nuff said.

-----------------------------------------------------------

Level III
(15 Points)
-----------------------------------------------------------
Name: Awaken Wyrm

De******ion: Call upon a fire breathing, subterranean wyrm
from deap within the earth.

Usage: You got to love this one. This huge wyrm rises from
the ground, knocking the enemies around. Then the wyrm
starts to breath fire on everything and anything that
moves. It takes down building and enemies alike. You just
can’t go wrong with this one! If it’s in your plotted path,
pick it!

-----------------------------------------------------------
Name: Darkness

De******ion: The whole map turns to darkness and all ally
units +50% damage and armor.

Usage: Darkness is a good power. It’s a War Chant for
everyone! You can’t go wrong with that right. When you go
for a all-out attack, you activate this sucker, to give
everybody an extra punch. I should note that Cloud Break (a
power owned by good factions) nullifies Darkness, making
this rather useless.

Ryan Butcher notes that if you pick this one, you’ll have
both top tier powers to chose from. This saves you 15
point.

-----------------------------------------------------------
Name: Barrage

De******ion: In the selected area, it starts to rain
burning stone.

Usage: This power is for base destruction, plain and
simple. It has a wide area and most building will end up
destroyed or severely damage. It can also be used to crush
stationary forces, but I feel that is rather a waste of
potential.

-----------------------------------------------------------

Level VI
(25 Points)
-----------------------------------------------------------
Name: Summon Balrog

De******ion: Summon the Big Daddy himself!

Usage: If you have seen the first movie (“Fellowship of the
Ring), then you know who this guy. He is the tower of
power, the domain of pain and just plain BADASS! He has a
bunch of special abilities, that make even more damaging
than he normally is. He attracts most firepower, giving the
rest of your army room to do what they want.

Ryan Butcher suggested that I put up all it’s abilities,
thanks for your time Ryan!

=Balrog Abilities=

Breath Fire
Flattens all buildings (save Fortress) within the range.
Target Barracks, Archery Ranges and such. The cooldown is
huge though.

Ignite
Doubles damage done by sword-attacks.

Fly
The Balrog fly to designated area.

Whip
As Ryan put it: the Balrog’s bitch-slap. Good knock-back,
but nothing else.

Roar
Scares off all basic enemies (not heroes).

-----------------------------------------------------------
Name: Rain of Fire

De******ion: In the designated area a hail of molten fire
rains down on the ground, causing a huge explosion

Usage: If you want to destroy everything in a big radius
(except the Fortress) this is your thing. The explosion
starts within 2 seconds. This delay doesn’t really matter
since your probably not going to waste this move on enemy
units.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Strategy= [STG]

Ok, here is my strategy:

-Build 3 Slaughter Houses and a Orc Pit
-Pump out Orc Archers to for base protection
-Build the Haradrim Palace and build Easterlings for
fending off cavalry
-Build 2 more Slaughter Houses and a Lumber Mill
-Upgrade the Orc Pit and research the Banner-Carrier

Now the basics are here start sending waves of Orcs at the
opponent. At mid-game, start changing these waves of Orcs
in waves of Haradrim. And keep climbing that tech tree.

At the end game you can force a victory with Catapults
screened by Haradrim Archers and some Attack Trolls.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Thanks-n-Other= [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
EA for getting it right this time.

Special Thanks:
Ryan Butcher

Copyright 2006 A-J Buwalda

a-r
05-20-2006, 04:18 PM
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=============================
| Isengard Guide |
| for |
|LOTR: Battle for Middle-Earth|
| |
| By A-J Buwalda |
=============================

Table of content

Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]


Version:
V1.0: Base ********
V1.1: Contributions added
V1.2: Corrected mistakes

--------------------------------------------------------------
=Intro= [INT]

Hey guys! I was playing LOTR: BFME2 and thought: “let’s write
a FAQ about this game.” I like playing Isengard so the choice
was pretty clear.

So, Isengard. Yes the evil faction that actually looks like a
regular army, except for the fact that they have a worse
dental plan. These guys are pretty though and can travel over
the map pretty quickly. Our Uruk friends have everything you
want: swordsmen, pikemen, crossbows and cavalry. Not only
that; they are the only faction with an explosive.

It’s a pretty versatile bunch and so are their heroes. Lurtz
and Sharku wreak havoc pretty good and have some handy
abilities. Saruman is a choice for the wizardly types.

All in all, a good army to crush the forces of good with!

Want to E-mail me? Here you go:
the.earth.dies.screaming@gmail.com
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Units= [UNT]

Since you play Isengard, the backbone of your army consists of
Uruk-Hai and Warg Riders. These are though critters and if
upgraded can take a whole lot of punishment as well as dishing
it out.

Unit Explanation Build-Up:

Name: Indicates unit’s name
Class: Shows the unit’s class
Cost: Indicates Unit’s cost
Command Points: Indicates the amount of CP the unit needs
Pre-requisite: Shows what is needed to build this unit.
Abilities: Explains all abilities of the unit
Upgrades: Explains all the upgrades of the unit
Usage: Shows what the unit is for

--------------------------------------------------------------
Name: Uruk Warrior
Class: Swordsman
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
=Switch to shield formation=
-40% speed, +25% armor

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: Your run-of-the-mill uruks. They are good against pikes
and fast too. After upgrading them with heavy armor, they
become quite durable. If there defending, you should switch
them to shield formation for some additional armor. A decent
cheap and expandable unit.
--------------------------------------------------------------
Name: Crossbow Uruks
Class: Archer
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
None

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

=Heavy Armor=
+25% armor

Usage: Isengard’s archer unit. It does more damage than
standard archery units, but has less range than them as well.
This doesn’t mean their useless! On the contrary; they are
very good. They take down most enemies in a couple of salvos.
Upgrading them with fire arrows makes them a real thread. It’s
also good to slap some heavy armor on them for extra
durability.
--------------------------------------------------------------
Name: Uruk Pikemen
Class: Pikemen
Cost: 400
Command Points: 60
Pre-requisite: Uruk Pit; level 1

Abilities:
=Switch to Pincushion formation=
-Can’t be flanked

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: The remedy for all your cavalry problems. These guy go
through does horses like there is no tomorrow! They hold their
own when fighting swordsmen, but should be backed up with
archers! These Uruks are very durable and suited well for base
defense.
--------------------------------------------------------------
Name: Berserkers
Class: Swordmen
Cost: 300
Command Points: 20
Pre-requisite: Uruk Pit; level 2

Abilities:
=Ignite Mine=
Forget this! Use fire arrows or a fireball!

Upgrades:
None

Usage: These strong, wacked-out Uruks are good at killig, but
I hardly use then. The command points are better used else
where. It’s ability to detonate mines is also useless, since
every fire source can do the same.
--------------------------------------------------------------
Name: Warg Riders
Class: Cavalry
Cost: 500
Command Points: 60
Pre-requisite: Warg Pen; level 1

Abilities:
=Howl=
+150% damage for a short period of time

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: Warg Riders are your cavalry and you should use them as
such. They excel at trampling infantry (except pikemen!) and
tearing down buildings. The beauty is that the Uruks have
Sharku; a warg riding hero. He beefs the wargs around him with
some good bonuses, making Warg Riders more valuable. And of
course they have the howl ability for even MORE damage.
--------------------------------------------------------------
Name: Battering Ram
Class: Siege equipment
Cost: 400
Command Points: 25
Pre-requisite: Siege Works; level 1

Abilities:
None

Upgrades:
None

Usage: It knocks down buildings quick, but is also destroyed
pretty easily. I rather use ballista.
--------------------------------------------------------------
Name: Explosive Mine
Class: Siege equipment
Cost: 500
Command Points: 10
Pre-requisite: Siege Works; level 2

Abilities:
=Deploy=
Deploys the mine. Ready to get blown up! ;-)

Upgrades:
None

Usage: If you like blowing up stuff, well this is the way to
do it. It’s also the only explosive in the game. It works
better for ambushing enemies, then base assault though. Lay
one in a bottleneck where they don’t see it. If you see a big
army coming your way detonate it to thin them down.

Tim M adds:
I would just like to note that if the enemies fortress has
sustained little damage, then one of Isengard’s explosive
device will basically destroy the rest of it.
--------------------------------------------------------------
Name: Siege Ballista
Class: Siege equipment
Cost: 300
Command Points: 25
Pre-requisite: Siege Works; level 3

Abilities:
None

Upgrades:
None

Usage: This is THE siege equipment of choice. It has huge
range and tears down buildings really fast. You have to guard
it well though. Nobody is going to let you thrash there base
without a fight. Screen them with units and you’ll be fine
mostly.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Unit upgrades= [UPG]

Unit upgrades are a important part of any strategy game. In
LOTR: BFME2 it’s no different. They beef up your units quite
nicely. Isengard has a nice edge though: the Burning Forges.
If you install this sucker in your Fortress, it will reduce
the price of upgrading your units. (not the upgrades it’s
self)

Name: Name of upgrade
Cost: Costs of upgrade
Pre-requisite: What is needed to purchased upgrade
Effect: Effect of the upgrade
--------------------------------------------------------------
Name: Banner-Carriers
Cost: 1000
Pre-requisite: Armory; level 1
Effect: Horde is level 2 (Auto-heal)
--------------------------------------------------------------
Name: Heavy Armor
Cost: 1000
Pre-requisite: Armory; level 2
Effect: Horde gets +25% armor
--------------------------------------------------------------
Name: Forged Blades
Cost: 1000
Pre-requisite: Armory; Level 2
Effect: Horde gets +25% damage
--------------------------------------------------------------
Name: Fire Arrows
Cost: 1000
Pre-requisite: Armory; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source
++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Heroes= [HRO]

Isengard does not have the amount of heroes that the Elves or
the Men of the West have, but still has plenty of goodness to
go around. All the heroes are support mostly, with leadership
abilities and other abilities that profit your uruk-hai. All
in all, they are pretty well crafted.

Hero Explanation Build-Up:

Name: Hero’s name
Class: Hero’s class
Cost: Hero’s cost
Command Points: Number of CP the hero costs
Abilities: Abilities the hero has
Usage: Hero’s uses

--------------------------------------------------------------
Name: Wormtongue
Class: Swordsman
Cost: 800
Command Points: 50

Abilities:
=Escape=
Gained at level 1
Wormtongue becomes stealth and can’t be attacked.

=Venomous Words=
Gained at level 3
Significantly reduces enemy armor and damage

=Back Stab=
Gained at level 6
High damage melee attack with poison damage

=Corrode Allegiance=
Gained at level 10
Gain control over target enemy hero

Usage: If you look at his abilities you’d think he’s pretty
damn good. Well, he lacks the strength to fight his way up the
levels. He mostly just dies a lot and that wastes money. If
you do manage to get him leveled up he becomes a decent hero,
but I wouldn’t put that much effort in it. Rather use the
other heroes.
--------------------------------------------------------------
Name: Lurtz
Class: Archer/Swordsman
Cost: 1200
Command Points: 50

Abilities:
=Toggle Weapon=
Gained at level 1
Switch between bow and sword

=Cripple=
Gained at level 1
Pins a enemy hero in it’s place, while doing decent damage
(bow only)

=Carnage=
Gained at level 3
Lurtz temporarily gets +100% damage and +50% armor (sword
only)

=Leadership=
Gained at level 5
Allied units near to Lurtz get +50% damage, armor and gain
experience at twice as fast

=Pillage=
Gained at level 6
Gains cash for killed enemies

Usage: Lurtz is a good hero indeed! He has good abilities on
low levels. Toggle Weapon and Cripple from level 1 is a great
plus. Carnage on level 3 makes you a melee animal and
leadership and pillage help your fellow units and gain kills
and cash. Use him for support and hero killing.
--------------------------------------------------------------
Name: Sharku
Class: Cavalry
Cost: 1200
Command Points: 50

Abilities:
=Tame The Beast=
Gained at level 2
Take control of target group of wargs/Warg Riders

=Blood Hunt=
Gained at level 5
Near ally wargs and Warg Riders get +50% armor and damage

=Man Eater=
Gained at level 10
Sharku eats target enemy infantry/cavalry unit, fully healing
him and giving him a temporal boost to his damage and armor of
50%

Usage: While not as versatile as Lurtz, Sharku is a good hero
in his own right. He’s is Isengard’s captain of the Warg
Riders and has abilities to match. While Tame The Beast is
only moderately useful, Blood Hunt is very good. It gives a
nice boost and Sharku can keep up with his fellow Warg Riders.
Man Eater makes him a killing machine and way more durable. He
has the same allergy for pikes as normal cavalry though!
--------------------------------------------------------------
Name: Saruman
Class: Wizard
Cost: 3000
Command Points: 75

Abilities:
=Wizard Blast=
Gained at level 1
Saruman fires off a short-range energy burst

=Fireball=
Gained at level 2
Saruman fires off a Fireball

=Wormtongue=
Gained at level 4
Take control of target units

=Speechcraft=
Gained at level 6
Target units gain experience

=Thunderbolt=
Gained at level 10
Saruman summons a thunderbolt upon target area

Usage: Ok, the top dog. Well, he is suppose to be. He is has
some good abilities, that work wonders. There is just one
problem: his level 10 ability. Thunderbolt is just puny in
comparison to Word of Power. So I rather use Lurtz and Sharku.
But if you have money to burn go ahead.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Buildings= [BLD]

Buildings are the hart of your war effort. Isengard is the
only evil faction with a wall, but that is not a big deal. The
other buildings are akin to that of other races.

Building Explanation Build-Up:

Name: Name of building
Cost: Costs of building
Ability: Show what building does
Upgrades: Shows building upgrades
--------------------------------------------------------------
Name: Fortress
Cost: 5000

Ability:
=Train Builders=
Trains builders (of course)

=Train Heroes=
Trains hero of choice

=Thunderbolt=
(Usable after purchase of Wizard Tower upgrade)
Cast a thunderstorm over target area

Upgrades:
=Murder of Crows=
Cost: 500
Increases line of sight of the Fortress and nullifies stealth

=Burning Forges=
Cost: 500
Reduces costs of upgrading hordes (accumulative)
1 BF: 10%
2 BF: 20%
3 BF: 25%
4 BF: 30%
5+ BF: 35%

=Excavation=
Cost: 500
Reduces costs of buildings (accumulative)
1 Ex: 10%
2 Ex: 20%
3 Ex: 25%
4 Ex: 30%
5+ Ex: 35%

=Orcfire Munitions=
Cost: 1500
Fortress is armed with fire arrows

=Iron Plating=
Cost: 2000
Increases Fortress health, pre-requisite for Wizard Tower

=Wizard Tower=
Cost: 2500
Grants the ability to cast a thunderstorm
--------------------------------------------------------------
Name: Furnace
Cost: 300

Ability:
=Generate funds=
(passive)

Upgrades:
None

--------------------------------------------------------------
Name: Lumber Mill
Cost: 450

Ability:
=Train worker=
Trains worker

=Generate funds=
Activated when worker brings lumber

Upgrades:
None

--------------------------------------------------------------
Name: Uruk Pit
Cost:

Ability:
=Train Units=
Uruk warrior
Uruk Crossbow
Uruk Pikemen
Berserker

Upgrades:
=Upgrade Uruk Pit=
Level 2: +10% building-speed, unlocks Berserker
Level 3: +25% building-speed

--------------------------------------------------------------
Name: Warg Pit
Cost: 500

Ability:
=Train Units=
Warg Rider

Upgrades:
=Upgrade Warg Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed

--------------------------------------------------------------
Name: Siege Works
Cost: 800

Ability:
=Train Units=
Battering Ram
Explosive Mine
Siege Ballista

Upgrades:
=Upgrade Siege Works=
Level 2: +10% building-speed, unlocks Explosive Mine
Level 3: +25% building-speed, unlocks Siege Ballista

--------------------------------------------------------------
Name: Lookout
Cost: 700

Ability:
=Garrison units=
Garrison units inside building

Upgrades:
None

--------------------------------------------------------------
Name: Warg Sentry
Cost: 400

Ability:
=Release Warg=
Releases warg to attack freely

Upgrades:
None

--------------------------------------------------------------
Name: Armory
Cost: 1000

Ability:
=Purchase Unit Upgrades=
Banner-Carriers
Forged Blades
Heavy Armor
Fire Arrows

Upgrades:
Level 2: +10% building-speed, unlocks Forged Blades and Heavy
Armor
Level 3: +25% building-speed, unlocks Fire Arrow

--------------------------------------------------------------
Name: Wall Hub
Cost: 150

Ability:
=Build Wall=
Build a wall from hub

Upgrades:
None

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Powers= [PWR]

As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.

Most are activated abilities to beef up your Uruks or better
your economy. They get activated, the power recharges and it’s
usable again. Others are passive, meaning that they are always
in effect.

You should always think about your pick. What strategy do you
want to play and what power suits that.

Power Explanation Build-Up:

Name: Indicates the name of the power
De******ion: Indicates what the power does
Usage: Indicates the powers uses

Level I
(5 Points)
--------------------------------------------------------------
Name: Vision of the Palantir

De******ion: It cuts through quite a bit of fog.

Usage: You use this to scan for enemy movement and to look for
a weakness in the enemy’s defense. The good thing is that the
opponent never knows when your using this one. (Not a huge
plus though)

--------------------------------------------------------------
Name: War Chant

De******ion: All units within the circle of effect get +50%
armor and damage.

Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your uruks, so they can hold
there own longer and doing extra damage at the same type. It
also recharges quite quickly. GOOD!

--------------------------------------------------------------
Name: Crebain

De******ion: Reveals a area and reduces enemy armor and damage
by 75%.

Usage: It scans decently, but that’s not why you pick this
one! You pick this for the –75% armor and damage. This is a
very good effect for it’s price. Like the War Chant, it can be
used both offensively and defensively.

--------------------------------------------------------------

Level II
(10 Points)
--------------------------------------------------------------
Name: Devastation

De******ion: All trees in the area of effect are turned into
resources instantly.

Usage: I’m not a big fan of this one. The effect can’t be used
as frequent as I feel it should to make it useful. Other than
that the ability is good. Don’t pick this one if your in a map
with hardly any trees, of course! (snowy terrain and such)

--------------------------------------------------------------
Name: Tainted Land

De******ion: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.

Usage: This one is solid. It’s area of effect is rather big
and it lasts way longer than War Chant. It’s a pity that it’s
rather useless for assaults, since it is unable to move. Good
for defense!

--------------------------------------------------------------
Name: Summon Wildman of Dunland

De******ion: A large group of men with clubs appear to wreak
havoc.

Usage: After you summon this group of Neanderthals they start
smacking the crap out of everything in sight. They work as
ordinary units, in that they can be given orders to attack or
move. After a while they disappear (if there not killed before
that). The are not incredibly strong, but can aid a attack
quite well. They can only be summoned within your line of
sight.

--------------------------------------------------------------
Name: Industry

De******ion: Target building generates 300% of what it
normally generates. (effect is permanent!)

Usage: This rocks! It gives you a heap of extra cash to spend
on what ever you feel is needed. It’s as simple as that. Let
me do the math for you:

Normal furnace output (100% productivity): 24
24*300%= 72

‘Nuff said.

--------------------------------------------------------------

Level III
(15 Points)
--------------------------------------------------------------
Name: Summon the Watcher

De******ion: The Watcher (the giant squid from “Fellowship of
the Ring”) appears to kill some enemies

Usage: It looks cool, that’s for sure, but for the points you
invest in this guy you’d expect more. Yes, it kills a lot of
infantry, but it can’t move. A smart player can even knock
this guy out from a distance. It’s a crying shame!

--------------------------------------------------------------
Name: Freezing Rain

De******ion: It starts raining (duh!) and all enemy heroes
lose there “leadership”-ability.

Usage: Ok, in all honesty, I must say that it’s not always as
useful. Against the Men of the West, it’s a huge plus as most
heroes have leadership. Against Mordor it doesn’t work well.
It’s your choice, but remember, points are hard to come by.

--------------------------------------------------------------
Name: Fuel the Fires

De******ion: Resources gained from trees are increase with
100%. (Passive power)

Usage: This is a good power to boost your economy. If you have
a map with a load of trees and your harvesting them, why not
double the money you get for it! Extra funds work wonders to
get out a army. Needless to says, it’s rather useless in a map
without trees.

--------------------------------------------------------------

Level VI
(25 Points)
--------------------------------------------------------------
Name: Summon Dragon

De******ion: A huge dragon lands in the area you selected.

Usage: The dragon come out to play. Like all 25 point
creatures, it wreaks havoc on everything! It often becomes the
center of attention, soaking up most of the damage. In other
words, your army can do what it wants. Just a great power!

--------------------------------------------------------------
Name: Dragonstrike

De******ion: A huge dragon flies to the designated area and
engulfs it in a sea of fire.

Usage: I personally like this better than “Summon Dragon”
because:

-Low chance of getting shot down
-Destroys everything (except the fortress) within that area

Many have claimed that it is far less versatile than “Summon
Dragon”, but I beg to differ. It can take out armies just as
easily and is better at base destruction.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Strategy= [STG]

Ok, here is my strategy:

-Build 3 Furnaces and a Uruk Pit.
-Pump out some Crosbows and Warriors for defense
-Build a Warg Pit and recruit some Warg Riders
-Build some two more Furnaces or one Furnace and a Lumber Mill
(depends on the terrain)
-Build a Armory and research the Banner-Carrier

Ok, your on a roll now. You should recruit a hero to aid your
cause. Start sending attack waves to keep him from building
up. Remember, if your going to go on a upgrade frenzy, to buy
the Burning Forges first. It saves you a bundle!

If the battle drags on, build a Siege Works and get that
sucker upgraded to level 3. Build a couple of Siege Ballista
(click on Halt Auto-Acquire; it often causes friendly fire)
and an army to shield it. Now bombard their buildings. That’ll
teach ‘em!

--------------------------------------------------------------
JohnRzeznikNMSU’s strategy:

This tactic heavily revolves around your Create-a-Hero. Ok,
this is what you need:

Wizard needs:
Teleport level 2
Blink
Fireball
(other offensive powers are advised)

Buildings needed:
Fortress; Upgraded with “Murder of Crows”
Siege works; level 2

Now, you build some of them nasty mines. Then you deploy them
in your base. Yeah, you heard me right! Use Blink to teleport
your hero into the enemy base. Now teleport the mines in and
Fireball them. In the blast and chaos, they rest of your Uruks
can mob up the rest.

++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++
=Thanks-n-Other= [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
EA for getting it right this time.

Special thanks:
Tim M
JohnRzeznikNMSU

Copyright 2006 A-J Buwalda
.................................................. ....................................
.................................................. .....................................
=============================
| Mordor Guide |
| for |
|LOTR: Battle for Middle-Earth|
| |
| By A-J Buwalda |
=============================

Table of content

Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]


Version:
V1.0: Base ********
V1.1: Contribution added

-----------------------------------------------------------
=Intro= [INT]

You got to love being evil! You don’t have to be fair,
honor means nothing to you and the only thing you long is
power! Nothing wrong with that of course.

Mordor is the most “evil” faction. It has monsters, Orcs,
evil men, you name it! If you wanna feel evil this is your
faction!

Want to E-mail me? Here you go:
the.earth.dies.screaming@gmail.com
++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Units= [UNT]

Mordor has some pretty diverse units. They have Orcs, Men
and Trolls all under one banner. Although Orcs are pretty
weak, they still can be mass produced for swarming. The
Haradrim (AKA the Evil Men) are good mid-game units. Trolls
are the nearest thing Mordor has to cavalry, but they work
well.

Unit Explanation Build-Up:

Name: Indicates unit’s name
Class: Shows the unit’s class
Cost: Indicates Unit’s cost
Command Points: Indicates the amount of CP the unit needs
Pre-requisite: Shows what is needed to build this unit.
Abilities: Explains all abilities of the unit
Upgrades: Explains all the upgrades of the unit
Usage: Shows what the unit is for

-----------------------------------------------------------
Name: Orc Warrior
Class: Swordsmen
Cost: 100
Command Points: 60
Pre-requisite: Orc Pit; level 1

Abilities:
=Bloodthirsty=
Horde gains experience for slaying a allied horde.

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

Usage: Weak Orcs that should be used as a buffer and in
LARGE quantities. They work pretty well for early swarming
but other than that, I rather use Haradrim when I reach
that when early- to mid-game. Ow yeah, I need to mention
that “Bloodthirsty” is useless! Just give them a Banner-
Carrier
-----------------------------------------------------------
Name: Orc Archer
Class: Archer
Cost: 300
Command Points: 60
Pre-requisite: Orc Pit; level 1

Abilities:
None

Upgrades:
=Banner-Carrier=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

Usage: Mordor’s early game archer. What’s to say, right?
They fling arrows at enemy units. They are moderately
skilled in archery, but they make up for that with numbers.
They have problem with taking frontal assault (as most
archers) but the lack of heavy armor makes this a problem
after you reached mid-game.
-----------------------------------------------------------
Name: Easterlings
Class: Pikemen
Cost: 400
Command Points: 60
Pre-requisite: Haradrim Palace; level 1

Abilities:
=Switch To Pincushion Formation=
Unit can’t be flanked.

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

=Heavy Armor=
+25% armor

Usage: If you ever have problems with cavalry? This is your
main solution. Not only that, they take out Trolls and
other monsters very quickly. These are ideal for base-
defense when you combo them with archers. I haven’t found
the use for the Pincushion Formation yet. When you position
your Pikemen right, it’s hardly useful.
-----------------------------------------------------------
Name: Haradrim Archers
Class: Archers
Cost: 500
Command Points: 60
Pre-requisite: Haradrim Palace; level 2

Abilities:
=Barbed Arrow=
The Haradrim Archers fire a volley of Barbed Arrows, which
adds additional meta damage

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

=Heavy Armor=
+25% armor

Usage: The Haradrim Archers are very good. They have better
range, damage and armor then the Orc Archers. Not only
that, but you can slap a heavy armor on these guys and they
have great special ability to boot. Barbed Arrows! Ah yes,
you got to love killing of halve an enemy battalion in a
single volley. Mixing these up with Easterling makes for a
good defensive barrier.
-----------------------------------------------------------
Name: Corsairs of Umbar
Class: Swordsmen
Cost: 400
Command Points: 60
Pre-requisite: Tavern; level 1

Abilities:
=Switch to Firebombs=
Toggle between firebombs and daggers

Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)

=Forged Blades=
+25% damage

Usage: the corsairs are kind of odd. These pirates are
infantry with dagger and Molotov cocktails. They are best
used with there Molotov in their hands. The firebombs tear
buildings down. As for the fact that the game says that
there good against cavalry! They are to weak for that. They
rip these pirates to shreds. The main use for these guys is
base wrecking detail. Arggh matey.

Ryan Butcher notes:
If you cripple a enemy hero (with Nazgul), start fire-
bombing then. It rips enemies to shreds.

-----------------------------------------------------------
Name: Cave Troll
Class: Monster
Cost: 500
Command Points: 50
Pre-requisite: Troll Cage; level 1

Abilities:
=Switch to Melee=
Toggle between ranged and melee

=Eat Orcs=
Troll eats orc to regenerates some health

=Grab Tree=
Troll grabs a tree as melee-weapon (makes Eat Orc
unavailable)

Upgrades:
None

Usage: Ok, so Mordor has no cavalry, but they have a
substitute: Trolls! I’m kind of a cavalry lover, so I was
kind of apprehensive at first. But these bugger work quite
well! These bugger beat the crap out of anything without
pikes. Grabbing a tree makes them even mightier, BUT (and
this is a big but) you can eat Orcs anymore to heal up!
Since they do not gain auto heal when they reach level 2
(or at any level) this makes them much less long lived.
They also lose there ranged attack, so it simply not worth
it. Rather keep them as you get them and they will serve
you well. (allergic for pikes like all monsters)
-----------------------------------------------------------
Name: Drummer Troll
Class: Monster
Cost: 750
Command Points: 25
Pre-requisite: Troll Cage; level 2

Abilities:
=Leadership=
Gives leadership to surrounding units

=Roar=
Scares off nearby enemies

Upgrades:
None

Usage: Giant trolls with drums might seem rather odd at
first, but your going to love these guys! These guys come
out of the cage beating those drumstick on there drums.
This generates a aura of leadership (+50% armor and damage
and +200% experience gain) and that is always a good thing.
These guys should be in the middle of a assault group to
boost everyone. If the troll is attacked it can hit the
crap out of most attackers, but then he doesn’t beat his
drums, losing leadership until it’s free to beat again. In
problem situation where he is attacked just use “Roar” to
scare them off. (allergic for pikes like all monsters)
-----------------------------------------------------------
Name: Attack troll
Class: Monster
Cost: 1000
Command Points: 50
Pre-requisite: Troll Cage; level 3

Abilities:
=Control Troll=
Take control of target cave troll

Upgrades:
None

Usage: These huge troll are armored up and have a big
spiked club. As you might expect they are good at stomping
on anything that moves and isn’t holding a pike. So use the
that way and back them up with some archers for those
Pikemen. There is one small con to this one: No auto heal
at level 2.
-----------------------------------------------------------
Name: Battering Ram
Class: Siege Equipment
Cost: 400
Command Points: 25
Pre-requisite: Siege Works; level 1

Abilities:
None

Upgrades:
None

Usage: The Battering Ram does what it was design for:
knocking down buildings. And it does that rather well. For
early assaults these are useful to wreck some of there key
buildings. As you move to mid game, I’d advise you to
switch to catapults.
-----------------------------------------------------------
Name: Catapult
Class: Siege Equipment
Cost: 300
Command Points: 25
Pre-requisite: Siege Works; level 2

Abilities:
=Switch Ammunition=
Toggle between flaming rock and bones(causes fear)

Upgrades:
None

Usage: Well, I think you know where this is going right?
You use these to smash a enemy base with minimal
retaliation. This works quite well if you protect it with
some Easterlings and Haradrim Archers. Line them in front
of your catapults to screen them from any unwanted visitor.
The alternative ammo (skulls and bones) scare enemies. This
is useful to scare off groups of archers, who are (if use
by a sensible player) knocking out Easterlings. Very
versatile for a piece of siege equipment.
-----------------------------------------------------------
Name: Mumakil
Class: Monster
Cost: 1600
Command Points: 100
Pre-requisite: Mumakil Pen; level 1

Abilities:
=Trample=
The Mumakil executes a charge attack

Upgrades:
=Banner-Carrier=
Unit instantly becomes level 2 (self healing)

=Fire Arrows=
+25% damage and arrow becomes fire source

Usage: I see you thinking: “100 CP, this must be one hell
of monstrosity!” Well, no. It isn’t and it will probably
die off so quick, that you’ll be insulted. WAY to
expensive!

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Unit upgrades= [UPG]

Unit upgrades are a important part of any strategy game. In
LOTR: BFME2 it’s no different. They beef up your units
quite nicely. Mordor has a nice edge though: upgrading
hordes costs 250 instead of 300. This gives you cash to
burn on other things.

Name: Name of upgrade
Cost: Costs of upgrade
Pre-requisite: What is needed to purchased upgrade
Effect: Effect of the upgrade
-----------------------------------------------------------
Name: Banner-Carriers
Cost: 1000
Pre-requisite: Orc Pit; level 2
Effect: Horde is level 2 (Auto-heal)
-----------------------------------------------------------
Name: Heavy Armor
Cost: 1000
Pre-requisite: Tavern; level 1
Effect: Horde gets +25% armor
-----------------------------------------------------------
Name: Forged Blades
Cost: 1000
Pre-requisite: Tavern; Level 2
Effect: Horde gets +25% damage
-----------------------------------------------------------
Name: Fire Arrows
Cost: 1000
Pre-requisite: Tavern; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Heroes= [HRO]



Hero Explanation Build-Up:

Name: Hero’s name
Class: Hero’s class
Cost: Hero’s cost
Command Points: Number of CP the hero costs
Abilities: Abilities the hero has
Usage: Hero’s uses

-----------------------------------------------------------
Name: Nazgul [3 available]
Class: Swordsman/Cavalry
Cost: 1000
Command Points: ???

Abilities:
=Mount/Dismount=
Gained at level 1
The Nazgul mounts/dismounts his horse

=Dread Visage=
Gained at level 2
Cancels enemy leadership and causes fear

=Morgul Blade=
Gained at level 6
Causes high damage and cripples enemy temporarily

=Screech=
Gained at level 10
Causes enemies to flee in terror

Usage: These guys are kind of weak at first, but when they
reach level 2 (and gain Dread Visage) this changes. They
weaken the enemies quite well and can take on most
hordes/battalions. When they reach level 6, they gain
Morgul Blade. This when things get really interesting! They
become good at hero killing. A good, cheap hero.
-----------------------------------------------------------
Name: Mouth of Sauron
Class: Swordsman/Cavalry
Cost: 1500
Command Points: ???

Abilities:
=Mount/Dismount=
Gained at level 1
The Mouth of Sauron mounts/dismounts his horse

=Doubt=
Gained at level 4
Cancels enemy leadership and causes demoralization

=Dissent=
Gained at level 6
Target units become hostile to every one

=Evil Eye=
Gained at level 10
Fires a strong fireball

Usage: Well, what to say here. The Mouth of Sauron has good
potential, but you have to level it to level 4 before it
really starts to get useful. At level 10 he gains a
powerful fireball, which is highly useful for killing big
boys. But I feel its all a little to late.
-----------------------------------------------------------
Name: Fell Beast
Class: Monster
Cost: 3000
Command Points:

Abilities:
=Screech=
Gained at level 1
Causes enemies to flee in terror

Usage: I feel that this beast are rather useless. It’s
basically just a bug monster for wreaking havoc, nothing
more. No elaborate skills to gain. Paying 3000 credits for
it? I think not!
-----------------------------------------------------------
Name: Witch-King
Class: Monster/Swordsman
Cost: 5000
Command Points: 75

Abilities:
=Mount/Dismount=
Gained at level 1
The Witch-King mounts/dismounts his Fell Beast

=Dread Visage=
Gained at level 2
Cancels enemy leadership and causes fear

=Screech=
Gained at level 6
Causes enemies to flee in terror

=Hour of the Witch-King=
Gained at level 10
Target enemies special abilities’ recharge timers are reset

Usage: The Witch-King is the man if you have the money. It
kicks everybody around, certainly with Dread Visage. He’s
the superpowered Nazgul that comes to wreck your day! If
you have cash and CP get him! His level 10 is pure insane:
knocking out a hero’s abilities for a while.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Buildings= [BLD]

Buildings are the hart of your war effort. Mordor uses have
your standard building setup, except for the Battle Tower;
it can’t be garrisoned.

Building Explanation Build-Up:

Name: Name of building
Cost: Costs of building
Ability: Show what building does
Upgrades: Shows building upgrades
-----------------------------------------------------------
Name: Fortress
Cost: 5000

Ability:
=Train Builders=
Trains builders (of course)

=Train Heroes=
Trains hero of choice

=Fireball=
(Usable after purchase of Gorgoroth Spire upgrade)
Cast a fierce explosion over target area

Upgrades:
=Doom Pyres=
Cost: 500
-10% costs and training time of heroes
-20% training time Builders

=Lava Moat=
Cost: 1000
Reduces melee damage done to Fortress

=Flaming Munitions=
Cost: 1500
Barricades are armed with fire arrows

=Magma Cauldrons=
Cost: 500
Enables the Fortress to throw magma over nearby enemies

=Morgul Sorcery=
Cost: 2000
Increases Fortress health, pre-requisite for Gorgoroth
Spire

=Gorgoroth Spire=
Cost: 2500
Grants the ability to cast a huge fireball
-----------------------------------------------------------
Name: Slaughter House
Cost: 300

Ability:
=Generate funds=
(passive)

Upgrades:
None

-----------------------------------------------------------
Name: Lumber Mill
Cost: 450

Ability:
=Train worker=
Trains worker

=Generate funds=
Activated when worker brings lumber

Upgrades:
None

-----------------------------------------------------------
Name: Orc Pit
Cost:

Ability:
=Train Units=
Orc Warrior
Orc Archer

=Purchase Unit Upgrades=
Banner-Carrier

Upgrades:
=Upgrade Orc Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Haradrim Palace
Cost: 500

Ability:
=Train Units=
Easterlings
Haradrim Archers

Upgrades:
=Upgrade Haradrim Palace=
Level 2: +10% building-speed, unlock Haradrim Archers
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Great Siege Works
Cost: 800

Ability:
=Train Units=
Battering Ram
Catapult

Upgrades:
=Upgrade Siege Works=
Level 2: +10% building-speed, unlocks Catapult
Level 3: +25% building-speed

-----------------------------------------------------------
Name: Battle Tower
Cost: 700

Ability:
None

Upgrades:
None
-----------------------------------------------------------
Name: Troll Cage
Cost: 750

Ability:
=Train Units=
Cave Troll
Drummer Troll
Attack Troll

Upgrades:
=Upgrades Troll Cage=
Level 2: +10% building-speed, unlocks Drummer Troll
Level 3: +25% building-speed, unlocks Attack Troll
-----------------------------------------------------------
Name: Tavern
Cost: 500

Ability:
=Purchase Unit Upgrades=
Forged Blades
Heavy Armor
Fire Arrows

Upgrades:
Level 2: +10% building-speed, unlocks Forged Blades
Level 3: +25% building-speed, unlocks Fire Arrow
-----------------------------------------------------------
Name: Mumakil Pen
Cost: 1000

Ability:
=Train Units=
Mumakil

Upgrades:
Level 2: +10% building-speed
Level 3: +25% building-speed

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Powers= [PWR]

As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.

Mordor’s powers mostly helps with base destruction and
beefing up your units. Powers as Barrage, Awaken Wyrm, Rain
of Fire and Summon Balorg devastate most buildings and are
good investments.

You should always think about your pick. What strategy do
you want to play and what power suits that.

Power Explanation Build-Up:

Name: Indicates the name of the power
De******ion: Indicates what the power does
Usage: Indicates the powers uses

Level I
(5 Points)
-----------------------------------------------------------
Name: Tainted Land

De******ion: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.

Usage: This one is solid. It’s area of effect is rather big
and it lasts way longer than War Chant. It’s a pity that
it’s rather useless for assaults, since it is unable to
move. Good for defense!

-----------------------------------------------------------
Name: War Chant

De******ion: All units within the circle of effect get +50%
armor and damage.

Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your units, so they can
hold there own longer and doing extra damage at the same
type. It also recharges quite quickly. GOOD!

-----------------------------------------------------------
Name: Eye of Sauron

De******ion: Reveals a area and gives allies +50% armor and
damage

Usage: It scans the map pretty good, being able to move
around. The boost it gives is also a nice edition. The area
of effect is rather small though.

-----------------------------------------------------------

Level II
(10 Points)
-----------------------------------------------------------
Name: Barricade

De******ion: A barricade with archers rises from the ground
(Orc Archers)

Usage: This is a good power. It’s the evil version of Lone
Tower. It helps with defense of certain key areas. The
additional firepower is always welcome, right?

-----------------------------------------------------------
Name: Untamed Allegiance

De******ion: Convert target lair on the map (and the
creatures that belong to it) to your cause.

Usage: Rather useless. When you see a lair you best destroy
it for the cash and experience. It’s not useful to “own” a
lair.

Ryan Butcher notes:
You can use the critters to assault the enemy. A bit useful
but these occasions are rare.

-----------------------------------------------------------
Name: Arrow Volley

De******ion: A arrow is fired at the designated area,
followed up by a huge amount of arrows.

Usage: Shear deadly if used right. If you see infantry
marching towards your base, heading for a bottleneck, then
your in business. This power takes about 2 seconds to hit,
so you learn to time this right. But when it hits, it
annihilates most infantry. Don’t use it on open ground;
enemies will just dodge it.

Ryan Butcher notes:
Friendly fire is none existing and human player frequently
miss the waning shot.

-----------------------------------------------------------
Name: Industry

De******ion: Target building generates 300% of what it
normally generates. (effect is permanent!)

Usage: This rocks! It gives you a heap of extra cash to
spend on what ever you feel is needed. It’s as simple as
that. Let me do the math for you:

Normal Slaughter House output (100% productivity): 24
24*300%= 72

‘Nuff said.

-----------------------------------------------------------

Level III
(15 Points)
-----------------------------------------------------------
Name: Awaken Wyrm

De******ion: Call upon a fire breathing, subterranean wyrm
from deap within the earth.

Usage: You got to love this one. This huge wyrm rises from
the ground, knocking the enemies around. Then the wyrm
starts to breath fire on everything and anything that
moves. It takes down building and enemies alike. You just
can’t go wrong with this one! If it’s in your plotted path,
pick it!

-----------------------------------------------------------
Name: Darkness

De******ion: The whole map turns to darkness and all ally
units +50% damage and armor.

Usage: Darkness is a good power. It’s a War Chant for
everyone! You can’t go wrong with that right. When you go
for a all-out attack, you activate this sucker, to give
everybody an extra punch. I should note that Cloud Break (a
power owned by good factions) nullifies Darkness, making
this rather useless.

Ryan Butcher notes that if you pick this one, you’ll have
both top tier powers to chose from. This saves you 15
point.

-----------------------------------------------------------
Name: Barrage

De******ion: In the selected area, it starts to rain
burning stone.

Usage: This power is for base destruction, plain and
simple. It has a wide area and most building will end up
destroyed or severely damage. It can also be used to crush
stationary forces, but I feel that is rather a waste of
potential.

-----------------------------------------------------------

Level VI
(25 Points)
-----------------------------------------------------------
Name: Summon Balrog

De******ion: Summon the Big Daddy himself!

Usage: If you have seen the first movie (“Fellowship of the
Ring), then you know who this guy. He is the tower of
power, the domain of pain and just plain BADASS! He has a
bunch of special abilities, that make even more damaging
than he normally is. He attracts most firepower, giving the
rest of your army room to do what they want.

Ryan Butcher suggested that I put up all it’s abilities,
thanks for your time Ryan!

=Balrog Abilities=

Breath Fire
Flattens all buildings (save Fortress) within the range.
Target Barracks, Archery Ranges and such. The cooldown is
huge though.

Ignite
Doubles damage done by sword-attacks.

Fly
The Balrog fly to designated area.

Whip
As Ryan put it: the Balrog’s bitch-slap. Good knock-back,
but nothing else.

Roar
Scares off all basic enemies (not heroes).

-----------------------------------------------------------
Name: Rain of Fire

De******ion: In the designated area a hail of molten fire
rains down on the ground, causing a huge explosion

Usage: If you want to destroy everything in a big radius
(except the Fortress) this is your thing. The explosion
starts within 2 seconds. This delay doesn’t really matter
since your probably not going to waste this move on enemy
units.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Strategy= [STG]

Ok, here is my strategy:

-Build 3 Slaughter Houses and a Orc Pit
-Pump out Orc Archers to for base protection
-Build the Haradrim Palace and build Easterlings for
fending off cavalry
-Build 2 more Slaughter Houses and a Lumber Mill
-Upgrade the Orc Pit and research the Banner-Carrier

Now the basics are here start sending waves of Orcs at the
opponent. At mid-game, start changing these waves of Orcs
in waves of Haradrim. And keep climbing that tech tree.

At the end game you can force a victory with Catapults
screened by Haradrim Archers and some Attack Trolls.

++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++
=Thanks-n-Other= [TNO]

Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
EA for getting it right this time.

Special Thanks:
Ryan Butcher

Copyright 2006 A-J Buwalda

m.darwazeh
05-21-2006, 09:01 AM
مشكووور يا أخي

a-r
05-21-2006, 07:04 PM
لا شكر علي واجب

elropaa
02-08-2007, 06:03 PM
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