Bfme Reborn faction info - Lotrfan This file is meant to describe the armies in the game and how to play them. It is also meant to list the perks of each army. This list is currently in beta stage. The information listed below is how the mod should function by the official release. Beta Testers and coders should use this as a guideline for what to look for. If you have any additional suggestions, please bring it up in the forums. ----------------------------------------------------------------- Known issues for gameplay: - when buying a farm/outpost, make sure that you kill all neutural units near them or else the farm/outpost wont unpack properly. You can still keep the cave though, but units should be dead. - currently the main base for castles can not repair itself once destroyed. For this reason, extra armor was added to the main base. It can start repairing itself if damaged. - Damage done by buildings to units do not increase spell points. This is a native problem in bfme2, and we are trying to fix this. If anyone knows how to fix any of the above issues, please send me a pm, or post in the forums. ------------------------------------------------------------------ Gondor: - basic men faction - good infantry/cavalry - good armor - excellent pikes - great archers (Ithilien Rangers); can go invis near trees when not moving. Also can periodically hit units anywhere on the map - can get Gandalf and other nice heroes - have excellent resources; especially with market place upgrade - excellent defences - decent siege Rohan: - weak peasants/archers - yeomen archers slow unit speed - Elven archers - one of the longest unit ranges in game - good damage, armor, etc. - not too many leadership for these units at this point (Legalos moved to elven faction, but we might add a good archer hero for rohan) - toggle weapons - a lot of population - Rohirim/ Rohirim Archers - Strongest cavalry of middle earth - Theodens charge has them only take %10 damage. - decent armor - Radagast/ other good mounted heroes - Low resource gathering (but eomer's outlaw leadership grants resources for kills) - Ent Siege, powerful and long range Elves: - decent infantry - great archers; furthest range in game - amazing extra damage with silverthorn upgrades - mirkwood archers can go invisible like hobbits - mirkwood archers have more range, but no upgradable armor - fast elven cavalry - mounted archers have less damage and range than regular archers, but more speed * wall climbing infantry (might add a unit that was removed which can climb walls like corsairs and brigands of rhun. These infantry units would hold two daggers. Up for discussion in the forums). - Siege unit - purchased from the shrine of illuvatar. - currently they are individual units. By the first release, I want them to be a horde of three (like their combo horde) - fire, water, and wind. - this horde will do great damage and leave fires where the attack and do great damage to units. They can also damage walls, but not as powerful compared to other siege (especially those with upgrades) - in addition, this combo horde should have the ability to douse fires (like the porter) and maybe an ability to cast a small tornado to better deal with units immediately around them. - these units should be a siege type of unit in terms of damage, but act like infantry in terms of how they take damage (can be ran over by horses, etc.) - this is up for discussion in the forums - Largest selection of heroes in game (along with mordor) Dwarves: - Excellent resource gathering (maybe the best in game) - Excellent fortifications (maybe the best in game) - Excellent Mithril Mail armor - Best catapult/ballista (and battering ram) in game which fires two projectiles. - Strong infantry (very slow, but fast over short distances) - Good infantry (like gondor, but slightly better armor) - Axe throwers (strong ranged damage over short distance). - Men of Dale great 2nd level fire archers - very strong black arrow special - Slow beast who pulls around cart that can recieve various upgrades - No real cavalry - Least amount of heroes in game. - Tunnel system which allows easy transport of units around map Arnor: - Decent infantry and archers - No pikes (hobbit pitchforks weak pikes; elven pikes might be left in for now) - Ally with elves and dunedain upgrades unlock more powerful units and upgrade fortress - Beorings siege monster units that transform into bears (not yet in mod) - I need to add more unique perks to Arnor by official release. Ideas welcome in the forums. Mordor: - free, spammable orcs; weak archers. What they lack in strength they make up for in numbers - perhaps 2nd best catapult siege - Attack trolls have strong attack, defense, building damage, and speed. Perhaps the single best unit in the game. - Corsairs have good building damage and can climb walls and throw explosives (currently purchased from seige building. This will probably be changed in future) - Good soldiers of rhun pikemen (currently purchased from seige building. This will probably be changed in future) - great resource generation - largest arsenal of units in game (along with elves) Isengard: - Great overall infantry - decent siege - warg riders great cavalry (great attack with howl). - decent siege - Beserkers and Explosive mine - large population and great units - Lurtz great hero and easy to get early game - Worm Tongue can take over heroes - Saruman can take over units Goblins: - Cheap, spammable, fast, huge numbers, low population goblin infatry - can recieve upgrades - have poison which damage enemies over time - very fast and strong spider cavalry - can get trolls for relatively cheap and low population. Trolls are a bit weak compared to other units like them - Mauraders great infantry and pikemen, but less number of units - Mountain Giants strong siege with long range and great health. slow moving unit - Dragon units are very strong and can tear apart armies - The Goblin's dragon heroes are perhaps the toughest in game Angmar: - fast wolves - thrall masters can summon a variety of units. Can be used for excellent strategy (I'm not revealing here0 - Good pikes and building damaging troll units - excellent infantry and archers - huge support with casters - basic siege unit - ice upgrades slow units, and faction can reduce resources from buildings - can get Witch King Mote (Men of the East): - Good infantry - can get brigands who can climb walls - decent siege - Can get 2 istari heroes and hero who gives leadership to mumakil - can get mumakil (which can rip heroes and buildings, but cost a lot of pop; haradrium lancers included in purchase of mumakil) - powerful casters who can change the tides of war - illusionist horde; can transform to look like other units; they might be changed around a bit in the future. Please feel free to contribute ideas to make all factions balanced/unique. Enjoy!