- Fill it with Dark Rangers Hwaldar's Army - Fill it with Hillmen or Rangers Rogash's Army - Fill it with Hill and Snow Trolls
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(Pow) Powers. Note: Powers are read from left to right.
Tier 1 Powers (5 points) Blight - Halves the enemies resource gathering. Fell Wind - Sweep the enemy towards a central point. War Chant - +50 Attack to the units in target area.
Tier 2 Powers (10 points) Untamed Allegiance - Gives you controll over the targeted Lair. Frozen Land - +50% Attack and Defense. Summon Orcs - Summons 3 Gundabad Warrior Hordes under your control. Snow Bind - Stop all construction etc in the target area.
Tier 3 Powers (15 points) Summon Giants - Summons 2 Mountain Giants under your control. Freezing Rain - All enemy leadership bonuses disappear. Summon Wights - Summons 4 Barrow-Wights under your control.
Tier 4 Powers (25 points) Avalanche - A powerfull avalanche heavily damages everything in its path. Summon Shade of Wolf - Summons a wolf which wreaks havoc under your enemies.
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Additions to the 6 other Factions.
Men of the West. Rohan Spearman Type - Basic Pikemen Where - Barracks level 1 Cost - Resources, CP Upgrades - Forged Weapons, Heavy Armor, Banner Carrier
Knights of Dol Amroth Type - Elite Cavalry Where - Stables level 2 Cost - 1500 Resources, 100 CP Upgrades - None Special Powers: Level 2: Inspiration - 50% Attack and Defense to surrounding friendly units. Level 7: Charge of Glory - Knights gain 50% Damage and 50% Armor boost.
Elves Noldor Warriors Type - Elite Archers Where - Elven Barracks level 3 Cost - 1500 Resources, 97 CP. Upgrades - None Special Powers: Level 1: Toggle Weapons - Switch between Sword and Bow & Arrow Level 1: Bombard - Fires a continues volley of arrows on an area of the map. Level 7: Weapon Song - Gives 50% Attack and Defense to the units.
Lindon Archers Type - Basic Archers Where - Green Pasture level 2 Cost - 450 Resources, 80 CP Upgrades - Silverthorn Arrows, Elven Armor, Banner Carrier
Dwarves Captain Brand - 1200 - 25 CP Level 2: Slam Shot - Does splash damage, units that are hit are backfired. Level 4: Train Archers - Free experience for Good Factions Archers Level 7: Monster Arrow Shot - Heavy Damage and backfires enemy.
Dwarven Zealots Type - Elite Swordsmen Where - Hall of Warriors level 3 Cost - 1500 Resources, 120 CP Upgrades - None Special Powers: Level 1: Throw Axes - Throws axes to the enemy just like Gimli Level 7: Berzerkergang - 150% Damage and Armor increase
Isengard Uruk Deathbringers Type - Hero Unit Where - Uruk Pit level 2 Cost - Resources, CP Upgrades - None Special Abilities: Level 2: Stone Wall - Deathbringers get additional defense and stop trampling enemies. They cannot be trampled. Level 7: Deathwish - Deathbringers get 250% Attack, but their Defense drops dramatically.
Wildmen Axethrowers Type - Elite Archers Where - Clan Steading level 2 Cost - 250 Resources, 48 CP Upgrades - Banner Carrier
Warg Pack Type - Basic Cavalry Where - Warg Pit level 1 Cost - 250 Resources, 60 CP Upgrades - Banner Carrier
Mordor Gothmog - 1200 - 25 CP Level 2: Iron Hand - Grants immunity to fear. Level 4: Fury - Gives 100% Damage and 50% Armour boost to Gothmog. Level 6: Day of the Orc - Gives a boost to Damage and Armour for Orc Warriors, Archers and Black Orcs
Black Riders Type - Hero Unit Where - Great Siegeworks level 3 Cost - 2000 Resources, 150 CP Upgrades - None of course Special Powers: Level 2: Dread Visage - Reduces enemies Armor and Defense Level 4: Morgul Blade - Target gets poisoned and becomes wight when dead Level 10: Screech - Enemy flees in fear
Haradrim Lancers Type - Basic Cavalry Where - Haradrim Palace Level 2 Cost - 500 Resources, 50 CP Upgrades - Banner Carrier, Heavy Armor, Forged Blades
Black Orcs Type - Basic Swordsmen Where - Orc Pit level 2 Cost - 400 Resources, 60 CP Upgrades - Banner Carrier, Heavy Armor, Forged Blades
Morgomir (Fellbeast 1) - - CP Level 1: Scream - Send the enemy on the run. Level 1: Mount/Unmount - When unmounted he has same powers as the Black Riders.
??? (Fellbeast 2) - - CP (See Morgomir)
Goblins Azog - ? - CP Level ?: Brigandage - Units steal resources when dealing damage. Level ?: Great Battle Rage - Azog gets a boost to Armor, Damage and Attack Speed Level ?: Crack the Whip - Gives goblins and half-trolls free experience.
Half Troll Swordsmen Type - Elite Swordsmen Where - Fissure level 2 Cost - 500 Resources, 88 CP Upgrades - Banner Carrier
Fire Drake Brood Type - Hero Unit Where - Cost - 1500 Resources, 72 CP Upgrades - None Special Powers: Level 7: Inferno - Breathes fire over an area
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(WRC) War of the Ring - Changes
Historical - Scenario - Elimination - Follows the War of the Ring during the end of the Third Age - Factions are: Men, Elves, Dwarves, Mordor, Isengard and Goblins - Strongholds are: Isengard, Rivendell, Dol Guldur, Erebor, Minas Tirith, Minas Morgul and Helm's Deep
Description: This sets you at the moment that Gandalf and Aragorn arrive at Theoden. Isengard marches towards Helm's Deep, and Mordor is building up forces for the assault on Minas Tirith and the West.
Tactics: The best way is to focus on setting up defenses and placing Garrison Armies on special spots. Having enough Farms is a must, as grand armies must be kept up with the resources. Do not attack territories if you think the enemy can overrun you. For example, Lurtz and Sharkû attack the Gap of Rohan, and if Aragorn attacks the region to, Aragorn will retreat automatically. This results in a loss of movement.
Fall of Arnor - Scenario - Elimination - Follows the Angmar Campaign for the most part. - Factions are: Men, Elves, Angmar. - Strongholds are: Rivendell, Fornost, Carn Dum
Description: Let the Elves and Men work together to destroy Angmar, or let Angmar conquer all of the lands west of the Misty Mountains, alongside several territories east and northward.
Tactics: Elves/Men: Secure all lands that are not connected to the large part of Angmar to the north. Then push upwards, destroying the lands of Angmar one by one. Angmar: Take all lands east of your starting territories, then take out either Men or Elves.
Strategic and Tactical Changes - You can move armies trough 2 territories at once, if they do not enter enemy territory. - All buildings and units cost Resources, which are generated PER TURN by Farms. - You will have a maximum of 4 Hero Armies, instead of 3.
RTS Changes - Trained units can be taken to the Stragetic/Tactical Map. This does cost resources.
Miscellanious Changes - 52 Territories - Fornost and Carn Dum Strongholds - Territories have 1, 2 or 3 build plots. - Armories now can build Siege Units.
Fortress - 1500 Resources - Trains Heroes in 1 turn. Barracks - Resources - Trains all units in 1 turn. Armory - Resources - Upgrades all units, constructs Siege Units. Farm - 0 Resources - Generates 300 Resources at the beginning of each turn.
Angmar Region Bonus: Eriador Region Bonus: Arnor Region Bonus: Rhovanion Region Bonus: Gondor Region Bonus: Rhûn Region Bonus: Mordor Region Bonus:
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