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    FAQ/Strategy Guide by PoPPiP

    Version: 1.0 | Updated: 12/30/06 | Search Guide | Bookmark Guide

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

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