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
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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.
--------------------------------------------------------------
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.
--------------------------------------------------------------
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.
--------------------------------------------------------------
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.
--------------------------------------------------------------
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.
--------------------------------------------------------------
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.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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
--------------------------------------------------------------
Name: Banner-Carriers
Cost: 1000
Pre-requisite: Armory; level 1
Effect: Horde is level 2 (Auto-heal)
--------------------------------------------------------------
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
--------------------------------------------------------------
Name: Fire Arrows
Cost: 1000
Pre-requisite: Armory; level 3
Effect: Horde gets +25% damage, arrow becomes a fire source
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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

--------------------------------------------------------------
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.
--------------------------------------------------------------
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.
--------------------------------------------------------------
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!
--------------------------------------------------------------
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.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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
--------------------------------------------------------------
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
--------------------------------------------------------------
Name: Furnace
Cost: 300

Ability:
=Generate funds=
(passive)

Upgrades:
None

--------------------------------------------------------------
Name: Lumber Mill
Cost: 450

Ability:
=Train worker=
Trains worker

=Generate funds=
Activated when worker brings lumber

Upgrades:
None

--------------------------------------------------------------
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

--------------------------------------------------------------
Name: Warg Pit
Cost: 500

Ability:
=Train Units=
Warg Rider

Upgrades:
=Upgrade Warg Pit=
Level 2: +10% building-speed
Level 3: +25% building-speed

--------------------------------------------------------------
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

--------------------------------------------------------------
Name: Warg Sentry
Cost: 400

Ability:
=Release Warg=
Releases warg to attack freely

Upgrades:
None

--------------------------------------------------------------
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

--------------------------------------------------------------
Name: Wall Hub
Cost: 150

Ability:
=Build Wall=
Build a wall from hub

Upgrades:
None

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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)
--------------------------------------------------------------
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)

--------------------------------------------------------------
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!

--------------------------------------------------------------
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.

--------------------------------------------------------------

Level II
(10 Points)
--------------------------------------------------------------
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)

--------------------------------------------------------------
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!

--------------------------------------------------------------
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.

--------------------------------------------------------------
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.

--------------------------------------------------------------

Level III
(15 Points)
--------------------------------------------------------------
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!

--------------------------------------------------------------
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.

--------------------------------------------------------------
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.

--------------------------------------------------------------

Level VI
(25 Points)
--------------------------------------------------------------
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!

--------------------------------------------------------------
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.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
=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!

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