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 Post subject: The Rise of the Witch King
PostPosted: October 22nd, 2006, 12:29 pm 
Vala
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Are any of you guys exited about this? I'm really looking forward to it coming out, even if I don't have BfME 2....I love to read all the strategies and how players of different factions try to counter each other.

Anyways, for those who don't know about it:

The Rise of the Witch King is the new Expansion Pack for The Lord of the Rings: The Battle For Middle Earth II. It will contain an entirely new faction, and at least two new units for each existing faction, along with additional heroes for certain ones, at least (Mordor, Goblins, and Dwarves, for sure).

Angmar (the Witch-king's faction) will be a slower, more dwarvish faction, with slow but powerful units.

The currently known units for Angmar are:

Gundabad Warriors: Orcs/Goblins from Gundabad in the Misty Mountains, who fight for the Witch King. They are the basic infantry.

Rhudaur Spearmen: Evil hillmen of the kingdom of Rhudaur, which allies itself with Angmar. They are the basic anti-cavalry.

Rhudaur Axethrowers: Evil hillmen of the kingdom of Rhudaur. They act as the basic ranged unit.

Wolf Riders: Presumably weaker than Warg Riders, Wolf Riders ride on Wolves, which are generally light-colored, and smaller than Wargs. They are the basic cavalry.

Thrall Master: A new, unique unit, the Thrall master has the ability to summon a horde of troops to the battle, but only once. The units available to him are Gundabad Warriors, Rhudaur Spearmen, Rhudaur Axethrowers, and Wolf Riders. Presumably he is the only way to obtain those units.

Sorcerer: Another unique unit, the Sorcerer has the ability to cast three spells (two minor, one powerful), each of which costs the life of one of the ten-or-so acolytes around him, that eventually respawn. If all the acolytes are dead, he's supposedly easy to kill.

Dire Wolves: A unit seemingly a lot like Spiderlings, the Dire Wolves don't have any riders, though in screenshots they are roughly the same size as the mounts of the Wolf Riders.

Dark Dunedain/Black Numenorians: The elite infantry for Angmar, these swordsmen were former Numenorians who fight for the Witch-king, against their brethren.

Dark Rangers: The elite archers of Angmar, not much is known about these units except that they are former Numenorians who fight for the Witch-king, and have a unique upgrade - ice-tipped arrows.

Snow Trolls: These will be the Elite cavalry of Angmar, with mattocks and small shields. It can be assumed that they will have reasonable speeds, too.

Pike-trolls (name unknown): The elite pikemen of Angmar, these trolls have long-handled mattocks which they can use to great effect to knock horsemen off their mounts and crush them.

---Heroes---

The Witch-king: It has been confirmed that the Witch-king will now be a hero for both Angmar and Mordor, though how that will play out is yet to be known, though they supposedly are drastically different in use. The Angmar version wields a mace, though it is not on a chain, like the Mordor version.

Known Powers:
Mount/Dismount - lvl1? The Witch-king mounts or dismounts his horse.

Rhogash: A Troll general of the Witch-king's army. Massive in size, this brute wields a large, single-edged sword.

Known Powers:
Leap Attack - lvl? A larger version of Gimli's attack, Rhogash can use this to great effect.

There are three other heroes, with unknown powers: Hwaldar, a chieftain of Rhudaur; Morgomir, one of the Nazgul, who rides with the Witch-king; and the Whisperer, a formerly-celebrated Captain of Arnor, who was stabbed by Morgomir and turned into a wraith.

-----Known Powerpoint Spells----

Avalanche - causes an avalanche of snow and rocks to fall on a specific target. It is strong enough to destroy a fortress easily.

Shade of Wolf - summons a giant blue werewolf to fight for your army, with several powers including 'Call the pack' which is very short, but summons a small pack of wolves briefly, which rip through any enemies in front of the Wolf. It also has a power with which it can eat enemies to replenish its health.

Fell Wind - draws all the enemies inside the radius into a small area, where they are ripe for a spell like Avalanche or Rhogash's Leap Attack.

----------Units for Other Factions----------

MotW:

Rohirrim Spearmen - not much is known about these guys beyond the name and the fact that MotW is getting them.

Knights of Dol Amroth - Coming in Battalions of five, these heavily-armored knights are the elite cavalry for MotW, and maybe the entire game, as well.


Elves:

Noldor Warriors - Dressed in the armor of the Prologue (in FotR), these units come in battalions of five, and will be the elves elite units. They have bows at least, and possibly swords, too. They have a special ability to heal themselves when not in combat.

Mounted Bowmen - In the full battalion size, these elves are on horses and with their greatest weapon - the bow. This unit should pwn the dwarves, especially when paired with Lancers and Arwen.

Mordor:

Black Orcs - Mordor's new elite infantry unit. I don't know anything about them except the name and their group.

Haradrim Cavalry - Full battalion size, these will presumably be light cavalry, and definately look Haradric (they are in a few screenshots).

Gothmog - Mordor finally gets him! w00t!

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

That's about all I know so far, that's really worth disclosing. All I have time for, anyways. Enjoy, and be exited!!!!!!!!!!

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 Post subject:
PostPosted: October 25th, 2006, 12:01 pm 
Vala
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SKoDA? Is that something-Knights of Dol Amroth? They look pretty sweet.

I really like the look of the Noldor Warriors. They look sweet. Got any ideas for an elite 5-soldier Dwarven unit?

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 Post subject:
PostPosted: October 26th, 2006, 6:55 am 
Vala
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I had thought of like, Iron Hill's Shieldbreakers or something - really strong, trample-resistant, with two-handed axes (sort of like what the Khazad Guards have). For their special ability they could have "Weapon Volley" (they throw their axes for high damage). Then they would have a response to faster units like the Mounted Bowmen that the elves are going to get.

I can't think of a new normal-sized unit for the dwarves, though. A lot of archer ones have been suggested on various forums, but nothing really great-sounding.

I haven't got a clue about what units the Goblins and Isengard are going to get, though. That's a tough one.

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 Post subject:
PostPosted: October 29th, 2006, 10:02 pm 
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RoWK looks pretty interesting....The Witch King gets a really interesting specter.

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 Post subject:
PostPosted: November 9th, 2006, 3:18 am 
Vala
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This is info from the GameReplays.org forums (note - it was translated from a german website, so not everything is in understandable English):

Urai Fen wrote:

Units of Angmar:




Name: Thrall Master
Cost: 100+
CP: 40
Health: 500 (Summoned units have different health)
Shortcut: M
Description: Can summon different units to aid him
Upgrades: Can summon 4 different unit types
Gundabad warrior (Cost: 50) - Strengths: Pikes
Wolfriders (Cost: 400) - Strengths: Archers
Rhudaur-Spearthrowers (Cost: 150) - Strengths: Cav
Rhudaur-Axethrowers (Cost: 50) - Strengths: Ranged attacks
Built in: Hall of the King


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

Black Numenoreans
Cost: 400
CP: 80
HP: 400
Shortcut: K
Description: Requires Hall of the King lvl 2
Powers: Bullrush (Level 2), Deathmask (Level 4)
Upgrades: Bannercarrier, FB, HA
Built in: Hall of the King
Strengths: Pikes


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

Dark Rangers
Cost: 500
CP: 72
Health: 250
Shortcut: R
Description: Requires Hall of the King lvl 3
Powers: Bombard, Archer volley
Upgrades: Bannercarrier, Ice arrows
Built in: Hall of the King
Stengths: Ranged attacks


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

Sorcerer
Cost: 500
CP: 40
Health: 500
Shortcut: R
Description: Fighting Sorceror
Powers: Black ice, Fell Strength
Upgrades: Soul Ban, Soul Spring, Corpse Rain
Built in: Temple of Twilight


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


Dire Wolf Pack
Cost: 250
CP: 40
Health: 250
Shortcut: D
Upgrades: Choke Chains, BC
Built in: Troll- and Wolfsden
strengths: pikes


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


Hill Trolls
Cost: 600
CP: 80
Health: 1000
Shortcut: L
Description: requires: Troll- and Wolfsden lvl 2
Powers: porcupine-formation
Upgrades: HA, FA, BC
Built in: Troll- and Wolfsden
Strengths: Cavalry


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

Snow Trolls
Cost: 750
CP: 78
Health: 1000
Shortcut: W
Description: Requires Troll- and Wolfsden lvl 2
Powers: Bullrush
Upgrades: HA, FB, BC
Built in in: Troll- and Wolfsden
Strengths: Swordsmen, Archers


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


Troll Stone Thrower
Cost: 600
CP: 25
Health: 800
Shortcut: S
Description: Trollbetriebene Belagerungswaffe
Powers: Bombard
Upgrades: Ice shot
Built in: Smith
Strengths: Buildings

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 Post subject:
PostPosted: November 9th, 2006, 3:22 am 
Vala
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And more:

Urai Fen wrote:

Heroes of Angmar:



The Witch-king
Cost: 4000
CP: 75
Health: 8400
Shortcut: W
Description: Recrut the Ruler of Angmar. The relentless attacks of the WK damages ALL units nearby.
Powers: Mount (horse), Death fury (Level 2), Morgul vitiation (Level 5), Terrible Fury (Level 8), Hour of the WK (Level 10)


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


Rogash, Troll of the North
Cost: 3000
CP: 75
Health: 3120
Shortcut: G
Description: Recruit the mightiest Troll of the North
Powers: Domiate Troll (lvl1), Jump (Level 4), Wrath of the North (Level 8 )


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

Morgomir
Cost: 1500
CP: 25
Health: 3300
Shortcut: M
Description: Recruit the Leutnant of Carn Dûm.
Powers: Hell grimace , Morgul-Blade (Level 4), Dark fame (Level 8 ), Decay (Level 10)


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

Karsh
Cost: 1500
CP: 50
Health: 3200
Shortcut: K
Description: Recruit the Whispering Terror of Angmar
Powers: Soul Chill, Eyelash beat (Level 7), Death Whisper (Level 8 )


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

Hwaldar
Cost: 1200
CP: 50
Health: 2520
Shortcut: L
Description: Recruit the traitor of Rhudaur.
Powers: Hill-men LD (passiv), brigandage (passiv, Level 3), Summon Hillmen (Level 5)

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

Angmars powers:

5 PP:

Blight: Halves the income of all RB in the area of effect
Death Breeze: Sucks all units in the area of effect together to the center and deal minial damage
WC: BFME2


10PP:

Untamed Allegiance: Converts neutral units (like wild Wargs and Cave trolls) to your side
Frosted Land: Gives a debuff to enemy units, and buffs your own
Summon orcs: Summon and commands several battalions of orcs
Power of the snow: All buildings in the area of effect cannot produce, but are invulnerable to damage


15PP:

Summon Giants: Summon and command several Giants
Ice rain: BFME2
Summon Wraiths: Summon and command several wraiths


25PP:
Avalanche: Causes an avalanche to fall on specified area
Shade of Wolf: Summons a Giant Blue Werewolf


And now we know the names and relative abilities of the new Elite Units (w00t!).

Urai Fen wrote:

MOTW

Rohan Spearmen
Cost: 300
CP: 60
Health: 200
Shortcut: P
Powers: Porcupine-formation
Upgrades: FB, HA, BC
Recruited in: Barracks
Strengths: Cavalry


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


Knights of Dol Amroth
Cost: 1500
CP: 100
Health: 800
Max. Level: 10
Shortcut: D
Description: requires stables lvl 3. Max 3 battalions of this unit are allowed at the same time on the battlefiled
Powers: Inspiration (Level 2, passiv) - All mounted units get a
Glorious Charge (Level 7) - The Knights of Dol Amroth recieve a 50% damage and armour bonus
Recruited in: Stables
Strenghts: All normal troops

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

Elves


Lindon Horse Archers
Cost: 450
CP: 80
Health: 300
Shortcut: R
Description: requires stables lvl 2
Upgrades: HA, ST, BC
Recruited in: Stables
Strenghts: ranged attacks

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

Noldor Warriors
Cost: 1500
CP: 96
Health: 500
Max. Level: 10
Shortcut: N
Description: requires barracks lvl 3. Max 3 batts at once, (starts FU)
Powers: Toggle weapons, Bombard ( no powers )
Upgrades: Weapon song (Level 7) - Noldor warriors get a 50% armour and damage bonus
Recruited in: Rax
Stärke: All normal troops


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

Dwarves

Prince Brand, Captain of Dale
Unit type: Hero
Cost: 1200
CP: 50
Health: 2000
Max Level: 10
Shortcut: P
Powers: Dashshot (Level 2) - Damages enemies and throws them back
Archer experience (Level 4) - Gives nearby archers XP
Monster-Killer (Level 7) - Damages mosters heavily
Recruited in: Fortress


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


Dwarven Zealots
Cost: 1500
CP: 120
Health: 1000
Max Level: 10
Shortcut: D
Description: requires all of warriors lvl 3. max 3 batts at once.
Powers: Axethrow - Effective ranged attack on a single target
Berserkerband (Level 7) - Zealtos deal +150% damage and attack twice as fast
Strenghts: all normal troops


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

Isengard

Wildmen Axe Throwers
Cost: 250
CP: 48
Health: 150
Shortcut: T
Upgrades: BC
Recruited in: Clanhut lvl 2
Strenghts: ranged attacks


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

Uruk Deathbringers
Cost: 1000
CP: 75
Health: 1000
Max Level: 10
Shortcut: T
Upgrades: Stonewall (Level 2) - Deathbringers are very resistant to trample, but are slower than normal , Deathwish (Level 7) - Deathbringers deal 250% damage, but loose during 20 seconds 20% of their health
Recruited in: Uruk Pit lvl 3, max 3 batt at once
Strengths: all normal troops


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

Mordor

Black Orc Warriors
Cost: 400
CP: 60
Health: 300
Shortcut: K
Powers: Bloodthirst
Upgrades: HA, FB, BC
Recruited in: Orc Pit lvl 2
Strenghts: Pikemen


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

Black Riders
Cost: 2000
CP: 150
Health: 2000
Max Level: 10
Shortcut: K
Powers: Same as BFME2 Nazgul
Recruited in: Seigeworks lvl 3, max 1 batt at once
Strenghts: all normal units except pikemen


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


Goblins

Hero: Azog of Moria
Cost: 1200
CP: 25
Health: 2400
Max Level: 10
Shortcut: M
Powers: Pillage (passiv) - Goblins near the hero steal resources when they damage enemy units ( , ownage Goblin ecnomoy with 10PP power that gives money for killing units AND you steal resources from the enemy for DAMAGING his units )
Mighty Battlefirenzy (Level 4) - Azogs armour, attack and attack speed increases enormously
Wield Wip (Level 6) - Increases XP of Goblins and half-trolls
Recruited in: Fortress


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

Half-Troll Swordsmen
Cost: 500
CP: 88
Health: 600
Shortcut: D
Möglichkeiten: Bullrush (Level 2) - +50% damage and armour, and throw enemies back
Upgrades: FB, HA, BC
Recruited in: Fissure lvl 2
Strengths: pikemen

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

Fire Drake Brood
Cost: 1500
CP: 72
Health: 1500
Max Level: 10
Shortcut: R
Powers: Inferno (Level 2) - Standard drake power
Terrible fury (Level 7) - fear
Recruited in: Fissure lvl 3, max 2 batt at once
Strength: All normal troops except pikes


I think the Elves and Dwarves units look awesome.

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 Post subject:
PostPosted: November 10th, 2006, 3:10 am 
Vala
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Lol....Dark Rangers don't sound very creative. They look like Ithilien Rangers, but with red helmets.

The Black Numenorians are a cool idea, though, even if they should really have been fighting against Arnor (there weren't that many of them....).

Thrall Masters are a cool idea, too, but so far, it seems as though Angmar has no weaknesses besides their speed. They've got a counter for everything, it seems.

I noticed one thing, though - now Mordor will be the only evil faction without a 'riderless' cavalry unit, like spiderlings, or Dire Wolves, or Riderless Wargs. Kind of odd.

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