LOTR: Battle for Middle-Earth 2 Isengard Guide (walkthrough)
LOTR: Battle for Middle-Earth Isengard Guide
Table of content
Intro...................... [INT]
Units...................... [UNT]
Unit Upgrades.............. [UPG]
Heroes..................... [HRO]
Buildings.................. [BLD]
Powers..................... [PWR]
Strategy................... [STG]
Copyright.................. [CPR]
Thanks-n-Other............. [TNO]
Version:
V1.0: Base document
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=Intro= [INT]
Hey guys! I was playing LOTR: BFME2 and thought: "let's write
a FAQ about this game." I like playing Isengard so the choice
was pretty clear.
So, Isengard. Yes the evil faction that actually looks like a
regular army, except for the fact that they have a worse
dental plan. These guys are pretty though and can travel over
the map pretty quickly. Our Uruk friends have everything you
want: swordsmen, pikemen, crossbows and cavalry. Not only
that; they are the only faction with an explosive.
It's a pretty versatile bunch and so are their heroes. Lurtz
and Sharku wreak havoc pretty good and have some handy
abilities. Saruman is a choice for the wizardly types.
All in all, a good army to crush the forces of good with!
Want to E-mail me? Here you go:
the.earth.dies.screaming@gmail.com
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=Units= [UNT]
Since you play Isengard, the backbone of your army consists of
Uruk-Hai and Warg Riders. These are though critters and if
upgraded can take a whole lot of punishment as well as dishing
it out.
Unit Explanation Build-Up:
Name: Indicates unit's name
Class: Shows the unit's class
Cost: Indicates Unit's cost
Command Points: Indicates the amount of CP the unit needs
Pre-requisite: Shows what is needed to build this unit.
Abilities: Explains all abilities of the unit
Upgrades: Explains all the upgrades of the unit
Usage: Shows what the unit is for
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Name: Uruk Warrior
Class: Swordsman
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1
Abilities:
=Switch to shield formation=
-40% speed, +25% armor
Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)
=Forged Blades=
+25% damage
=Heavy Armor=
+25% armor
Usage: Your run-of-the-mill uruks. They are good against pikes
and fast too. After upgrading them with heavy armor, they
become quite durable. If there defending, you should switch
them to shield formation for some additional armor. A decent
cheap and expandable unit.
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Name: Crossbow Uruks
Class: Archer
Cost: 300
Command Points: 60
Pre-requisite: Uruk Pit; level 1
Abilities:
=Switch to Pincushion formation=
-Can't be flanked
Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)
=Fire Arrows=
+25% damage and arrow becomes fire source
=Heavy Armor=
+25% armor
Usage: Isengard's archer unit. It does more damage than
standard archery units, but has less range than them as well.
This doesn't mean their useless! On the contrary; they are
very good. They take down most enemies in a couple of salvos.
Upgrading them with fire arrows makes them a real thread. It's
also good to slap some heavy armor on them for extra
durability.
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Name: Uruk Pikemen
Class: Pikemen
Cost: 400
Command Points: 60
Pre-requisite: Uruk Pit; level 1
Abilities:
None
Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)
=Forged Blades=
+25% damage
=Heavy Armor=
+25% armor
Usage: The remedy for all your cavalry problems. These guy go
through does horses like there is no tomorrow! They hold their
own when fighting swordsmen, but should be backed up with
archers! These Uruks are very durable and suited well for base
defense.
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Name: Berserkers
Class: Swordmen
Cost: 300
Command Points: 20
Pre-requisite: Uruk Pit; level 2
Abilities:
=Ignite Mine=
Forget this! Use fire arrows or a fireball!
Upgrades:
None
Usage: These strong, wacked-out Uruks are good at killig, but
I hardly use then. The command points are better used else
where. It's ability to detonate mines is also useless, since
every fire source can do the same.
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Name: Warg Riders
Class: Cavalry
Cost: 500
Command Points: 60
Pre-requisite: Warg Pen; level 1
Abilities:
=Howl=
+25% damage for a short period of time
Upgrades:
=Banner-carriers=
Unit instantly becomes level 2 (self healing)
=Forged Blades=
+25% damage
=Heavy Armor=
+25% armor
Usage: Warg Riders are your cavalry and you should use them as
such. They excel at trampling infantry (except pikemen!) and
tearing down buildings. The beauty is that the Uruks have
Sharku; a warg riding hero. He beefs the wargs around him with
some good bonuses, making Warg Riders more valuable. And of
course they have the howl ability for even MORE damage.
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Name: Battering Ram
Class: Siege equipment
Cost: 400
Command Points: 25
Pre-requisite: Siege Works; level 1
Abilities:
None
Upgrades:
None
Usage: It knocks down buildings quick, but is also destroyed
pretty easily. I rather use ballista.
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Name: Explosive Mine
Class: Siege equipment
Cost: 500
Command Points: 10
Pre-requisite: Siege Works; level 2
Abilities:
=Deploy=
Deploys the mine. Ready to get blown up! ;-)
Upgrades:
None
Usage: If you like blowing up stuff, well this is the way to
do it. It's also the only explosive in the game. It works
better for ambushing enemies, then base assault though. Lay
one in a bottleneck where they don't see it. If you see a big
army coming your way detonate it to thin them down.
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Name: Siege Ballista
Class: Siege equipment
Cost: 300
Command Points: 25
Pre-requisite: Siege Works; level 3
Abilities:
None
Upgrades:
None
Usage: This is THE siege equipment of choice. It has huge
range and tears down buildings really fast. You have to guard
it well though. Nobody is going to let you thrash there base
without a fight. Screen them with units and you'll be fine
mostly.
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=Unit upgrades= [UPG]
Unit upgrades are a important part of any strategy game. In
LOTR: BFME2 it's no different. They beef up your units quite
nicely. Isengard has a nice edge though: the Burning Forges.
If you install this sucker in your Fortress, it will reduce
the price of upgrading your units. (not the upgrades it's
self)
Name: Name of upgrade
Cost: Costs of upgrade
Pre-requisite: What is needed to purchased upgrade
Effect: Effect of the upgrade
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Name: Banner-Carriers
Cost: 1000
Pre-requisite: Armory; level 1
Effect: Horde is level 2 (Auto-heal)
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Name: Heavy Armor
Cost: 1000
Pre-requisite: Armory; level 2
Effect: Horde gets +25% armor
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Name: Forged Blades
Cost: 1000
Pre-requisite: Armory; Level 2
Effect: Horde gets +25% damage
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Name: Fire Arrows
Cost: 1000
Pre-requisite: Armory; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source
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=Heroes= [HRO]
Isengard does not have the amount of heroes that the Elves or
the Men of the West have, but still has plenty of goodness to
go around. All the heroes are support mostly, with leadership
abilities and other abilities that profit your uruk-hai. All
in all, they are pretty well crafted.
Hero Explanation Build-Up:
Name: Hero's name
Class: Hero's class
Cost: Hero's cost
Command Points: Number of CP the hero costs
Abilities: Abilities the hero has
Usage: Hero's uses
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Name: Wormtongue
Class: Swordsman
Cost: 800
Command Points: 50
Abilities:
=Escape=
Gained at level 1
Wormtongue becomes stealth and can't be attacked.
=Venomous Words=
Gained at level 3
Significantly reduces enemy armor and damage
=Back Stab=
Gained at level 6
High damage melee attack with poison damage
=Corrode Allegiance=
Gained at level 10
Gain control over target enemy hero
Usage: If you look at his abilities you'd think he's pretty
damn good. Well, he lacks the strength to fight his way up the
levels. He mostly just dies a lot and that wastes money. If
you do manage to get him leveled up he becomes a decent hero,
but I wouldn't put that much effort in it. Rather use the
other heroes.
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Name: Lurtz
Class: Archer/Swordsman
Cost: 1200
Command Points: 50
Abilities:
=Toggle Weapon=
Gained at level 1
Switch between bow and sword
=Cripple=
Gained at level 1
Pins a enemy hero in it's place, while doing decent damage
(bow only)
=Carnage=
Gained at level 3
Lurtz temporarily gets +100% damage and +50% armor (sword
only)
=Leadership=
Gained at level 5
Allied units near to Lurtz get +50% damage, armor and gain
experience at twice as fast
=Pillage=
Gained at level 6
Gains cash for killed enemies
Usage: Lurtz is a good hero indeed! He has good abilities on
low levels. Toggle Weapon and Cripple from level 1 is a great
plus. Carnage on level 3 makes you a melee animal and
leadership and pillage help your fellow units and gain kills
and cash. Use him for support and hero killing.
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Name: Sharku
Class: Cavalry
Cost: 1200
Command Points: 50
Abilities:
=Tame The Beast=
Gained at level 2
Take control of target group of wargs/Warg Riders
=Blood Hunt=
Gained at level 5
Near ally wargs and Warg Riders get +50% armor and damage
=Man Eater=
Gained at level 10
Sharku eats target enemy infantry/cavalry unit, fully healing
him and giving him a temporal boost to his damage and armor of
50%
Usage: While not as versatile as Lurtz, Sharku is a good hero
in his own right. He's is Isengard's captain of the Warg
Riders and has abilities to match. While Tame The Beast is
only moderately useful, Blood Hunt is very good. It gives a
nice boost and Sharku can keep up with his fellow Warg Riders.
Man Eater makes him a killing machine and way more durable. He
has the same allergy for pikes as normal cavalry though!
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Name: Saruman
Class: Wizard
Cost: 3000
Command Points: 75
Abilities:
=Wizard Blast=
Gained at level 1
Saruman fires off a short-range energy burst
=Fireball=
Gained at level 2
Saruman fires off a Fireball
=Wormtongue=
Gained at level 4
Take control of target units
=Speechcraft=
Gained at level 6
Target units gain experience
=Thunderbolt=
Gained at level 10
Saruman summons a thunderbolt upon target area
Usage: Ok, the top dog. Well, he is suppose to be. He is has
some good abilities, that work wonders. There is just one
problem: his level 10 ability. Thunderbolt is just puny in
comparison to Word of Power. So I rather use Lurtz and Sharku.
But if you have money to burn go ahead.
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=Buildings= [BLD]
Buildings are the hart of your war effort. Isengard is the
only evil faction with a wall, but that is not a big deal. The
other buildings are akin to that of other races.
Building Explanation Build-Up:
Name: Name of building
Cost: Costs of building
Ability: Show what building does
Upgrades: Shows building upgrades
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Name: Fortress
Cost: 5000
Ability:
=Train Builders=
Trains builders (of course)
=Train Heroes=
Trains hero of choice
=Thunderbolt=
(Usable after purchase of Wizard Tower upgrade)
Cast a thunderstorm over target area
Upgrades:
=Murder of Crows=
Cost: 500
Increases line of sight of the Fortress and nullifies stealth
=Burning Forges=
Cost: 500
Reduces costs of upgrading hordes (accumulative)
1 BF: 10%
2 BF: 20%
3 BF: 25%
4 BF: 30%
5+ BF: 35%
=Excavation=
Cost: 500
Reduces costs of buildings (accumulative)
1 Ex: 10%
2 Ex: 20%
3 Ex: 25%
4 Ex: 30%
5+ Ex: 35%
=Orcfire Munitions=
Cost: 1500
Fortress is armed with fire arrows
=Iron Plating=
Cost: 2000
Increases Fortress health, pre-requisite for Wizard Tower
=Wizard Tower=
Cost: 2500
Grants the ability to cast a thunderstorm
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Name: Furnace
Cost: 300
Ability:
=Generate funds=
(passive)
Upgrades:
None
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Name: Lumber Mill
Cost: 450
Ability:
=Train worker=
Trains worker
=Generate funds=
Activated when worker brings lumber
Upgrades:
None
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Name: Uruk Pit
Cost:
Ability:
=Train Units=
Uruk warrior
Uruk Crossbow
Uruk Pikemen
Berserker
Upgrades:
=Upgrade Uruk Pit=
Level 2: +10% building-speed, unlocks Berserker
Level 3: +25% building-speed
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Name: Warg Pit
Cost: 500
Ability:
=Train Units=
Warg Rider
Upgrades:
=Upgrade Warg Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed
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Name: Siege Works
Cost: 800
Ability:
=Train Units=
Battering Ram
Explosive Mine
Siege Ballista
Upgrades:
=Upgrade Siege Works=
Level 2: +10% building-speed, unlocks Explosive Mine
Level 3: +25% building-speed, unlocks Siege Ballista
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Name: Lookout
Cost: 700
Ability:
=Garrison units=
Garrison units inside building
Upgrades:
None
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Name: Warg Sentry
Cost: 400
Ability:
=Release Warg=
Releases warg to attack freely
Upgrades:
None
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Name: Armory
Cost: 1000
Ability:
=Purchase Unit Upgrades=
Banner-Carriers
Forged Blades
Heavy Armor
Fire Arrows
Upgrades:
Level 2: +10% building-speed, unlocks Forged Blades and Heavy
Armor
Level 3: +25% building-speed, unlocks Fire Arrow
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Name: Wall Hub
Cost: 150
Ability:
=Build Wall=
Build a wall from hub
Upgrades:
None
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=Powers= [PWR]
As you duke it out with you opponent, you will slowly gain
points. They are displayed on the lower left side of the
screen. Special powers can be bought here for a price. The
more powerful, the more points it costs.
Most are activated abilities to beef up your Uruks or better
your economy. They get activated, the power recharges and it's
usable again. Others are passive, meaning that they are always
in effect.
You should always think about your pick. What strategy do you
want to play and what power suits that.
Power Explanation Build-Up:
Name: Indicates the name of the power
Description: Indicates what the power does
Usage: Indicates the powers uses
Level I
(5 Points)
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Name: Vision of the Palantir
Description: It cuts through quite a bit of fog.
Usage: You use this to scan for enemy movement and to look for
a weakness in the enemy's defense. The good thing is that the
opponent never knows when your using this one. (Not a huge
plus though)
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Name: War Chant
Description: All units within the circle of effect get +50%
armor and damage.
Usage: This one is pretty versatile. It is handy for both
offense and defense. It beefs up your uruks, so they can hold
there own longer and doing extra damage at the same type. It
also recharges quite quickly. GOOD!
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Name: Crebain
Description: Reveals a area and reduces enemy armor and damage
by 75%.
Usage: It scans decently, but that's not why you pick this
one! You pick this for the -75% armor and damage. This is a
very good effect for it's price. Like the War Chant, it can be
used both offensively and defensively.
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Level II
(10 Points)
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Name: Devastation
Description: All trees in the area of effect are turned into
resources instantly.
Usage: I'm not a big fan of this one. The effect can't be used
as frequent as I feel it should to make it useful. Other than
that the ability is good. Don't pick this one if your in a map
with hardly any trees, of course! (snowy terrain and such)
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Name: Tainted Land
Description: Corrupts a large chunk of land. All your units
that are on that land get +50% armor and damage.
Usage: This one is solid. It's area of effect is rather big
and it lasts way longer than War Chant. It's a pity that it's
rather useless for assaults, since it is unable to move. Good
for defense!
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Name: Summon Wildman of Dunland
Description: A large group of men with clubs appear to wreak
havoc.
Usage: After you summon this group of Neanderthals they start
smacking the crap out of everything in sight. They work as
ordinary units, in that they can be given orders to attack or
move. After a while they disappear (if there not killed before
that). The are not incredibly strong, but can aid a attack
quite well. They can only be summoned within your line of
sight.
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Name: Industry
Description: Target building generates 300% of what it
normally generates. (effect is permanent!)
Usage: This rocks! It gives you a heap of extra cash to spend
on what ever you feel is needed. It's as simple as that. Let
me do the math for you:
Normal furnace output (100% productivity): 24
24*300%= 72
'Nuff said.
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Level III
(15 Points)
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Name: Summon the Watcher
Description: The Watcher (the giant squid from "Fellowship of
the Ring") appears to kill some enemies
Usage: It looks cool, that's for sure, but for the points you
invest in this guy you'd expect more. Yes, it kills a lot of
infantry, but it can't move. A smart player can even knock
this guy out from a distance. It's a crying shame!
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Name: Freezing Rain
Description: It starts raining (duh!) and all enemy heroes
lose there "leadership"-ability.
Usage: Ok, in all honesty, I must say that it's not always as
useful. Against the Men of the West, it's a huge plus as most
heroes have leadership. Against Mordor it doesn't work well.
It's your choice, but remember, points are hard to come by.
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Name: Fuel the Fires
Description: Resources gained from trees are increase with
100%. (Passive power)
Usage: This is a good power to boost your economy. If you have
a map with a load of trees and your harvesting them, why not
double the money you get for it! Extra funds work wonders to
get out a army. Needless to says, it's rather useless in a map
without trees.
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Level VI
(25 Points)
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Name: Summon Dragon
Description: A huge dragon lands in the area you selected.
Usage: The dragon come out to play. Like all 25 point
creatures, it wreaks havoc on everything! It often becomes the
center of attention, soaking up most of the damage. In other
words, your army can do what it wants. Just a great power!
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Name: Dragonstrike
Description: A huge dragon flies to the designated area and
engulfs it in a sea of fire.
Usage: I personally like this better than "Summon Dragon"
because:
-Low chance of getting shot down
-Destroys everything (except the fortress) within that area
Many have claimed that it is far less versatile than "Summon
Dragon", but I beg to differ. It can take out armies just as
easily and is better at base destruction.
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=Strategy= [STG]
Ok, here is my strategy:
-Build 3 Furnaces and a Uruk Pit.
-Pump out some Crosbows and Warriors for defense
-Build a Warg Pit and recruit some Warg Riders
-Build some two more Furnaces or one Furnace and a Lumber Mill
(depends on the terrain)
-Build a Armory and research the Banner-Carrier
Ok, your on a roll now. You should recruit a hero to aid your
cause. Start sending attack waves to keep him from building
up. Remember, if your going to go on a upgrade frenzy, to buy
the Burning Forges first. It saves you a bundle!
If the battle drags on, build a Siege Works and get that
sucker upgraded to level 3. Build a couple of Siege Ballista
(click on Halt Auto-Acquire; it often causes friendly fire)
and an army to shield it. Now bombard their buildings. That'll
teach 'em!