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| Mordor Guide |
| for |
|LOTR: Battle for Middle-Earth|
| |
| By A-J Buwalda |
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Table of content
Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]
Version:
V1.0: Base document
V1.1: Contribution added
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=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:
[email protected]
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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.
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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.
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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)
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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)
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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.
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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.
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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.
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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
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Name: Banner-Carriers
Cost: 1000
Pre-requisite: Orc Pit; level 2
Effect: Horde is level 2 (Auto-heal)
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Name: Heavy Armor
Cost: 1000
Pre-requisite: Tavern; level 1
Effect: Horde gets +25% armor
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Name: Forged Blades
Cost: 1000
Pre-requisite: Tavern; Level 2
Effect: Horde gets +25% damage
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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.
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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.
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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!
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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
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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
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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
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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
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Name: Battle Tower
Cost: 700
Ability:
None
Upgrades:
None
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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
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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
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Name: Mumakil Pen
Cost: 1000
Ability:
=Train Units=
Mumakil
Upgrades:
Level 2: +10% building-speed
Level 3: +25% building-speed
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=Powers= [PWR]
As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.
Mordor’s powers mostly helps with base destruction and
beefing up your units. Powers as Barrage, Awaken Wyrm, Rain
of Fire and Summon Balorg devastate most buildings and are
good investments.
You should always think about your pick. What strategy do
you want to play and what power suits that.
Power Explanation Build-Up:
Name: Indicates the name of the power
Description: Indicates what the power does
Usage: Indicates the powers uses
Level I
(5 Points)
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Name: Tainted Land
Description: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.
Usage: This one is solid. It’s area of effect is rather big
and it lasts way longer than War Chant. It’s a pity that
it’s rather useless for assaults, since it is unable to
move. Good for defense!
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Name: War Chant
Description: All units within the circle of effect get +50%
armor and damage.
Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your units, so they can
hold there own longer and doing extra damage at the same
type. It also recharges quite quickly. GOOD!
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Name: Eye of Sauron
Description: Reveals a area and gives allies +50% armor and
damage
Usage: It scans the map pretty good, being able to move
around. The boost it gives is also a nice edition. The area
of effect is rather small though.
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Level II
(10 Points)
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Name: Barricade
Description: A barricade with archers rises from the ground
(Orc Archers)
Usage: This is a good power. It’s the evil version of Lone
Tower. It helps with defense of certain key areas. The
additional firepower is always welcome, right?
-----------------------------------------------------------
Name: Untamed Allegiance
Description: Convert target lair on the map (and the
creatures that belong to it) to your cause.
Usage: Rather useless. When you see a lair you best destroy
it for the cash and experience. It’s not useful to “own” a
lair.
Ryan Butcher notes:
You can use the critters to assault the enemy. A bit useful
but these occasions are rare.
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Name: Arrow Volley
Description: A arrow is fired at the designated area,
followed up by a huge amount of arrows.
Usage: Shear deadly if used right. If you see infantry
marching towards your base, heading for a bottleneck, then
your in business. This power takes about 2 seconds to hit,
so you learn to time this right. But when it hits, it
annihilates most infantry. Don’t use it on open ground;
enemies will just dodge it.
Ryan Butcher notes:
Friendly fire is none existing and human player frequently
miss the waning shot.
-----------------------------------------------------------
Name: Industry
Description: Target building generates 300% of what it
normally generates. (effect is permanent!)
Usage: This rocks! It gives you a heap of extra cash to
spend on what ever you feel is needed. It’s as simple as
that. Let me do the math for you:
Normal Slaughter House output (100% productivity): 24
24*300%= 72
‘Nuff said.
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Level III
(15 Points)
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Name: Awaken Wyrm
Description: Call upon a fire breathing, subterranean wyrm
from deap within the earth.
Usage: You got to love this one. This huge wyrm rises from
the ground, knocking the enemies around. Then the wyrm
starts to breath fire on everything and anything that
moves. It takes down building and enemies alike. You just
can’t go wrong with this one! If it’s in your plotted path,
pick it!
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Name: Darkness
Description: The whole map turns to darkness and all ally
units +50% damage and armor.
Usage: Darkness is a good power. It’s a War Chant for
everyone! You can’t go wrong with that right. When you go
for a all-out attack, you activate this sucker, to give
everybody an extra punch. I should note that Cloud Break (a
power owned by good factions) nullifies Darkness, making
this rather useless.
Ryan Butcher notes that if you pick this one, you’ll have
both top tier powers to chose from. This saves you 15
point.
-----------------------------------------------------------
Name: Barrage
Description: In the selected area, it starts to rain
burning stone.
Usage: This power is for base destruction, plain and
simple. It has a wide area and most building will end up
destroyed or severely damage. It can also be used to crush
stationary forces, but I feel that is rather a waste of
potential.
-----------------------------------------------------------
Level VI
(25 Points)
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Name: Summon Balrog
Description: Summon the Big Daddy himself!
Usage: If you have seen the first movie (“Fellowship of the
Ring), then you know who this guy. He is the tower of
power, the domain of pain and just plain BADASS! He has a
bunch of special abilities, that make even more damaging
than he normally is. He attracts most firepower, giving the
rest of your army room to do what they want.
Ryan Butcher suggested that I put up all it’s abilities,
thanks for your time Ryan!
=Balrog Abilities=
Breath Fire
Flattens all buildings (save Fortress) within the range.
Target Barracks, Archery Ranges and such. The cooldown is
huge though.
Ignite
Doubles damage done by sword-attacks.
Fly
The Balrog fly to designated area.
Whip
As Ryan put it: the Balrog’s bitch-slap. Good knock-back,
but nothing else.
Roar
Scares off all basic enemies (not heroes).
-----------------------------------------------------------
Name: Rain of Fire
Description: In the designated area a hail of molten fire
rains down on the ground, causing a huge explosion
Usage: If you want to destroy everything in a big radius
(except the Fortress) this is your thing. The explosion
starts within 2 seconds. This delay doesn’t really matter
since your probably not going to waste this move on enemy
units.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=Strategy= [STG]
Ok, here is my strategy:
-Build 3 Slaughter Houses and a Orc Pit
-Pump out Orc Archers to for base protection
-Build the Haradrim Palace and build Easterlings for
fending off cavalry
-Build 2 more Slaughter Houses and a Lumber Mill
-Upgrade the Orc Pit and research the Banner-Carrier
Now the basics are here start sending waves of Orcs at the
opponent. At mid-game, start changing these waves of Orcs
in waves of Haradrim. And keep climbing that tech tree.
At the end game you can force a victory with Catapults
screened by Haradrim Archers and some Attack Trolls.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=Thanks-n-Other= [TNO]
Me for writing this!
CJAYC, for being a gracious host.
Everybody that I know for backing me.
EA for getting it right this time.
Special Thanks:
Ryan Butcher
Copyright 2006 A-J Buwalda