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
| Territory | Bonuses |
| 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
| Territory | Bonuses |
| 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
| Territory | Bonuses |
| 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
| Territory | Bonuses |
| 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
| Territory | Bonuses |
| 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
| Territory | Bonuses |
| 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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