Chapter 6 - War of the Ring

The Battle for Middle-earth II features an all-new War of the Ring mode, a turn-based strategy game (though with real-time battles should you choose to use them) that uses similar units, heroes, and structures on a "living map" of Middle Earth.

Territories

The following chart lists all of the War of the Ring territories and their bonuses. Table titles feature the territories’ region followed by the bonus provided from unifying the region under your control.

Eriador - +15% Attack Bonus

TerritoryBonuses
Forlindon+60 Command Points, +5% Attack Bonus
Grey Havens+5% Defense Bonus, +10 Power Points
Harlindon+60 Command Points, +5% Experience Bonus
Minhiriath+5% Attack Bonus, +10 Power Points
Enedwaith+5% Defense Bonus, +10% Resource Multiplier
Dunland+5% Experience Bonus, +10% Resource Multiplier

Arnor - +20% Experience Bonus

TerritoryBonuses
Arnor+5% Experience Bonus, +10 Power Points
Ettenmoors+60 Command Points, +5% Attack Bonus
Tower Kills+5% Attack Bonus, +10% Resource Multiplier
The Shire+60 Command Points, +5% Defense Bonus
Buckland+5% Experience Bonus, +10% Resource Multiplier
Rivendell+5% Defense Bonus, +10 Power Points

Rhovanion - +20% Defense Bonus

TerritoryBonuses
High Pass+5% Attack Bonus, +10% Resource Multiplier
Redhorn Pass+60 Command Points, +5% Attack Bonus
Mirkwood+60 Command Points, +5% Experience Bonus
Lorien+5% Defense Bonus, +10% Resource Multiplier
Fangorn+60 Command Points, +5% Experience Bonus
Dol Guldur+5% Attack Bonus, +10 Power Points
Isengard+5% Defense Bonus, +10 Power Points

Rhun - +15% Attack Bonus

TerritoryBonuses
Erebor+5% Defense Bonus, +10 Power Points
Iron Hills+60 Command Points, +5% Attack Bonus
Celeduin+5% Experience Bonus, +10% Resource Multiplier
Dagorland+60 Command Points, +5% Attack Bonus
Rhun+5% Defense Bonus, +10% Resource Multiplier
Dead Marshes+5% Experience Bonus, +10 Power Points

Gondor - +20% Defense Bonus

TerritoryBonuses
Gap of Rohan+60 Command Points, +5% Experience Bonus
Helm’s Deep+5% Attack Bonus, +10 Power Points
Gondor+60 Command Points, +5% Attack Bonus
Rohan+5% Defense bonus, +10% Resource Multiplier
Cair Andros+5% Attack Bonus, +10% Resource Multiplier
Minas Tirith+5% Defense Bonus, +10 Power Points
Osgiliath+60 Command Points, +5% Experience Bonus

Mordor - +20% Experience Bonus

TerritoryBonuses
Black Gate+60 Command Points, +5% Defense Bonus
Minas Morgul+5% Attack Bonus, +10 Power Points
Mount Doom+5% Experience Bonus, +10% Resource Multiplier
Mordor+5% Attack Bonus, +10 Power Points
Harad+60 Command Points, +5% Experience Bonus
Ithilien+5% Defense Bonus, +10% Resource Multiplier

War of the Ring Tips

If you want something done right, do it yourself! Although it can be exclusively a turn-based game, War of the Ring does allow you to "RTS" battles, which play out like skirmish games. The territory in question becomes the map; plus you receive any bonuses for that territory (such as resource multiplier). You have the chance to choose Evenstar or One Ring powers and can even create more units and structures to aid your cause. Usually it’s best to auto-resolve battles only when you have a huge battalion numbers advantage or you have an upgrade advantage.

Keep in mind though that even if you create dozens more battalions during the RTS skirmish mode you won’t be able to take them with you on the turn-based map screen. You are also limited to your hero leader and any hero that hasn’t been acquired thus far. Upgrading your hero and battalions on the battlefield does carry over, though; get your hero as high as possible during an RTS battle and keep the battalions brought with you alive and get them experience. You aren’t required to win battles quickly. Gain the upper hand and continue to pile experience onto your hero.

Heroes are needed to assume control of neutral territory, so it’s wise to use a Fortress to create additional heroes as soon as possible (Fortress also provides defense to the territory). As you construct barracks and train units, add battalions to each of your heroes beginning with heroes that are on the "front line" or along territories that are near enemy controlled lands that may soon be infiltrated by enemy heroes and their armies. You’ll also want to start assuming control of territories behind your start position.

Barracks are important in almost every single region so you can strength your hero armies with additional units. The AI seems to go for the "control every neutral territory" route without much concern for region unification. Attempt to gain control of the closest region to your start point to receive a significant boost to the ability to defend that area.

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