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The Lord of the Rings, The Battle for Middle-earth II - Game Guide
System: PC
Rated: T
Shop: Buy It Cheap · Get The Guide

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(IWR)
Introduction on War of the Ring

War of the Ring is a lot like Risk, but with a twist. Instead of receiving units
based on how much territory you have, you train them in the barracks. By
building fortresses you have the abbility to train heroes. By constructing Farms
you gain additional Command Points, which are needed to be able to build more
troops and heroes. Last, there is the armory. If your units can be upgraded,
put them in a territory with an armory and they will receive all upgrades
possible, with exception to Siege Hammers for the Dwarfs.

There are several territories which have already a stronghold. You can build one
additional building here. These territories are Rivendell (Elrond's House),
Isengard (Orthanc), Helm's Deep (the Hornburg), Minas Tirith (a keep on
the second 'floor'), Erebor (Throne of Erebor), Dol Guldur and Minas Morgul.
More informaion can be found in chapter (SME).

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(Mo)
The Modes

(Mo1)
War of the Ring

- Uses all territories.
- Maximum of 6 players.
- No set starting positions.
- No given territories.

Basic game really. You start out with only your Capital territory. To eliminate
players capture the Capital. All their territories will become neutral and their
armies will be destroyed.

(Mo2)
Sole Survivor

- Uses all territories.
- Maximum of 6 players.
- No set starting positions.
- No given territories.

A harder version of War of the Ring. Everything is the same, except that you
have to capture all the territories of a player to eliminate him from the game.

(Mo3)
- Uses all Northern Territories.
- Maximum of 2 players.
- No set starting positions.
- No given territories.

Same as War of the Ring. Capturing the enemy Capital wins you the game. A good
tactic is to put the enemy on a territory that does not give Evenstar/One Ring-
points, without any Drake or Wight lairs, and without a stronghold.
Features:
- 3 Strongholds; Rivendell in the West, Dol Guldur and Erebor in the East.
- 2 places to cross the mountains; Caradhras and High Pass/Rivendell.
- Lots of territories with Wights and Drakes (free level-ups for heroes in RTS).
  - When in the final stages of the game, put all your hero armies in Rhun.
    Let the enemy take over the Iron Hills (2 Drakes) and Dagorlad (2 Drakes)
    and recapture them in RTS-mode. Continue doing so until all your heroes are
    level 10. Place fully upgraded troops in all surrounding territories so the 
    enemy can't break through.

(Mo4)
War in the South.
- Uses all Southern Territories.
- Maximum of 2 players.
- No set starting positions.
- No given territories.

Same as War of the Ring. Capturing the enemy Capital wins you the game. A good
tactic is to put the enemy on a territory that does not give Evenstar/One Ring-
points, without any Drake or Wight lairs, and without a stronghold.
Features:
- 4 Strongholds; Isengard, Helms Deep, Minas Tirith and Minas Morgul.
- Gondor, Gap of Rohan, Helms Deep and Isengard are a strong defensive line if
   starting in the Western part. If East, it's Gondor, Minas Tirith,
   Dead Marshes.
- Cair Andros is a good place to level your heroes (3 wight lairs) and Dead
  Marshes isn't bad to. (1 in the south-west, 1 in the south-east, 1 at the
  Signal Fires, 3 total).

(Mo5)
One to rule them All.
- Uses all territories.
- Maximum of 6 players.
- No set starting positions.
- No given territories.

Same as Sole Survivor. Capture all territories of a player to eliminate him. To
win the game, capture a set amount of territories.

(Mo6)
Additional information.

- For fast building & upgrading of units, have 2 or 3 territories with a 
  barracks and an armory. When an unit is ready, wait one turn with moving, and
  they are upgraded instantly.
- Always have your troops fully equiped if they battle. Exception is a territory
  that produces and upgrades units.
- Before assaulting a capital or the last territory of a player, make sure
  you have as many troops as possible in an army. A good mix is 1 or 2
  additional heroes, with the strongest units a faction can muster.
- Defensive territories should always have a Fortress, a farm, and at least 1 
  archer unit, 1 cavalry unit and 1 sword unit in it. All units must be fully
  upgraded for the best results.

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