Mordor guide for TATW 3.2, VH/VH 'We've destroyed the enemy!'
How to edit mdb files. Third Age - Total War 3.2. Play with all important factions of the Third Age, including Gondor, Rohan, High and Silvan Elves, Dwarves, Eriador, Dale, Isengard, Mordor, Rhun, Harad and the Orcs of the Misty Mountains. Every faction has its own strengths and weaknesses, benefits and disadvantages on the battle as well as the campaign map.
There is no guide for this version, so I decided to make one. It will very much be a work in progress as I will add more content in the future. If I make any mistakes, I will be happy to correct them as soon as I can. I intend also to add pictures in the future.
Building orders: prioritize economy structures, and of those build the quickest ones to make first. The one exception is mines, build them ASAP. Lower taxes everywhere to promote growth. You start with a decently-sized force so you can wait to upgrade unit recruitment buildings, so you will have to rely mostly on 'rabble' units in the opening stages. But it will be worth it, with a good economy will come a good military. I usually give the Black Gate and Minas Morgul a military focus, as troops built there will be able to be quickly deployed as needed. Attack plans: at the beginning, get everyone out of Mordor. Leave one general and a few units at the Black Gate and Minas Morgul just in case, and get everyone else outside to start conquering. Make 3-4 armies of one general, 3-4 melee units and 1-2 missile units and send:
one to the southwest to conquer Emyn Arnen
one to the west towards Henneth Annun (wait for Gondor to fail capturing it, then siege them out, Gondor may attack you in the meanwhile so make sure you're prepared but they're usually small armies without a general), and remember this will be Gondor's butchery if you put your troops on the slope near the main square and have a Nazgul at the head of your army
one to the north to take Thoronburg
a few units to reinforce East Osgiliath in case Gondor gets funny ideas. Just leave one Orc Band in every other settlement you have, they will be safe. Siege the rebels out, you should not be bothered.
Also, there are a few factors that would make expanding a bit methodically rather than rampaging more desirable. First, your enemy is going to get more time to build things like paved roads and ports, second you are going to incur in pretty hefty losses (at least at the beginning) unless you overwhelm or mass-rout the enemy, and finally culture (but you can think ahead and have reinforcements ready en route to your latest conquests). Agents: you start with two spies. Make the one near Dol Guldur keep an eye on the Silvans (they should not come too soon as rebel settlements divide your two realms, I suggest staying inside Dol Guldur as it is pretty good to defend, it may be a waste of troops and money to try to take the other little towns around it) and use the other in the Osgiliath-Cair Andros area to keep an eye on Gondor. When you can recruit a diplomat, send him out to get at least Trade Rights from every other evil faction (except Harad and Rhun, you already have Trade Rights, Alliance and mutual Military Access). You can also take a throwaway settlement (like a village) and gift it to the Silvan Elves for peace while you focus your efforts elsewhere.
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So folks, stay tuned for more. Pretty much every section will be expanded, more will be added and things will be made tidier and prettier.