
Their ranged attack is mediocre, but they can be equipped with Poison Shafts, which deals enemies poison damage. Haradrim Lancers: Haradrim light cavalry that can either throw spears or charge directly. " Berserker" ability that allows them to sacrifice health for more attack. Variag Axemen: Elite Infantry, can only be trained at a level 2 Barracks. Can be equipped with either the Fire Arrows or Poison Arrows upgrades Because they fulfill the role of both spearmen and swordsmen, they are substantially more expensive than other basic units.Įasterling Longbowmen: Standard bowmen, with good range and power.

Temple to Morgoth: Trains Priests of Morgoth, and also acts as an MoE Blacksmith: Gives Banner Carrier, Forged Scimitars, Khand Chainmail(Like Heavy Armor), Poison Shafts, and Fire Arrows.Įasterling Warriors: Easterling soldiers that can switch between pike and sword. It's basically like having two of Gandalf)Ĭitadel-A basic Fortress: It would look kind of like a Japanese castleĮastern Stables-Train horse-mounted cavalry They can be summoned as a pair, but are two distinct heroes. Men of the East: Alatar and Pallando(The Blue Wizards, who went to the East and got corrupted like Saruman. Goblins: Smaug(I'll remove Drogoth)/Balrog Gondor(Yeah, I'm splitting Men in two): Elendil So here's an idea for my new faction, the Men of the East: Tell me if its good!įirst I'm going to give every faction a Ring Hero: Since that's probably not going to happen, I'm going to satisfy myself by posting my ideas here. It's pretty obvious when it happens, so make a separate save there if you want to see both versions.Like a lot of fellow newbs out there, I've been really hoping for a BFME 3. You'll eventually hit a story branch (on the fourth map in both of the original campaigns) which affects how the story, ending and last couple of maps will play out. Your leader hero often changes between scenarios which also resets all the skill points on both heroes affected, remember to reassign them. Keep an eye out for a spell that allows you to summon random mount eggs as it's the most reliable source for them. Try to get flying mounts such as wyverns for as many of your heroes as you can, having a squad of flying heroes speeds things up immensely. Especially useful if you want to stick to one race.īeing aggressive tends to work better than turtling as the enemy usually starts with more cities and will out-produce you in the long run if you don't even the odds in time.ĭon't immediately reload if an essential hero dies in battle, all of your heroes have Resurgence in the campaigns, meaning they'll auto-revive at low health after every battle for as long as you win.Īrtifacts and levels carry over so getting as many as possible before finishing a map is a good idea. Some specializations have spells that change terrain so you can avoid disliked terrain penalties, such as Cleanse Lands in the Creation Adept tree. You can use Migration to change the race of a city to something more appropriate. Try to avoid placing a city for a race in disliked/hated terrain as its economy will tank badly. You can see what they like by mousing over the race's name in the unit panel. Faster healing = More fighting = More loot.Įach race likes one or more types of terrain and dislikes/hates two. It takes time for your units to heal from battle damage, but there are two ways to speed this up: Hero Skills (Archdruid and Theocrat have them) and having units in your army with healing abilities (like the human priest).

If you plan to make use of a race's units and cities, it pays to be nice to their independent cities so you can earn more governance points. The game tracks your relationship with each race separately. It's most efficient to give each hero their own army as the army-wide buffs they can give do not stack with other heroes.


You're not playing Civilization where you hit end turn until something happens, you should be constantly moving your armies around killing independents to earn EXP and collect resources.ĭon't forget to have scouts (you start with 1 or 2 units you can use for this) who can grab unguarded pickups, locate potential new city building sites and find independent cities for you to conquer/bribe.
