Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Third Age Middle Earth
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Callistonian  [developer] 4 Jul, 2015 @ 10:57pm
Guide to Mordor
Synopsis

The region of Mordor is a natural fortress. Protected on three sides by mountains and on the fourth by the edge of the known world (edge of the map), there are only four narrow passes into Mordor which are easily walled off (two of which, the Morannon and the Morgul Pass, are walled at the start of the game). However, Mordor is almost devoid of any natural resources other than gold. You have enough resources to make Classical but then will be forced to expand beyond the Morgul Vale. The inland Sea of Nurn has some fish but not enough to supply your armies. Your first task as Mordor is to eliminate Gondor. Claiming the resource rich region to the west will allow rapid expansion and conquest of the rest of Middle Earth.

Mordor's orc infantry are very weak but cost next to nothing and can be spammed easily. Remember that Orc Infantry (Ulfsark) can't do damage in the Archaic Age. The trick to Mordor is to rush Classical and spam Gondor into submission with Orc Infantry and Orc Archers (Toxotes). You can supplement your force with the slightly more powerful Morannon Guard if you want. Remember when fighting Gondor that Mordor can train siege towers and catapults at their Siege Camp near Barad-Dur.

Remember that Mordor has arguably the most powerful myth units in the scenario. Olog-hai (Cyclops) can pummel their way through enemy troops and you will have Fellbeast in the Heroic Age. Fellbeast are a terrifying sight to behold but they lack the hitpoints of dragons (like Smaug). They are best used for raiding and harassing as they are difficult to respond to given their speed and flying ability. Rohan is particularly vulnerable to Fellbeasts as they lack ranged units and have only ranged buildigns for defense.

Faction Difficulty

Easy

Faction Details

Strengths
- cheap infantry and ranged
- orc infantry and archers cost only 1 population
- good siege and myth units
- many allies

Weaknesses
- lacks cavalry
- very weak infantry and ranged

Palantir: yes

Starting Settlement: Barad-Dur

God Powers
- Eclipse (1)
- Spider Lair (1)
- Chaos (2)
- Ancestors (3) (spawns Nazgul shades)

Diplomacy

Allies: Isengard, Harad, Gundabad, Rhun
Neutral: none
Enemies: Gondor, Eriador, Silvan Elves, High Elves, Dwarves of the West, Dwarves of Erebor

Units


- Orc Infantry (Ulfsark)

- Orc Archer (Bogsveigir)

- Siege Tower
- Catapult

- Olog-hai (Eldar Cyclops)
- Fellbeast (Nidhogg)
- Balrog (Hekagigantes)
Last edited by Callistonian; 13 Dec, 2016 @ 12:54am