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1.06 to BT2:DC Transition Guides

By Forlong - 27th December 2010 - 21:53 PM

Men 1.06 to BT2:DC Transition Guide


Balance changes to many of Men of the West units and heroes have evened the faction out and made it one of the most diverse in the game. A nerf to Soldiers is counterbalanced by much more useful Gondor Archers, while buffs to Theoden, Faramir, Eowyn, and Eomer come with a much less powerful Aragorn and Boromir combo. These changes make Men armies and strategies the most varied in the game. A Men player can seamlessly transition from offensive to defensive, go for a cavalry focused army or an infantry based one, upgrade to tier two units or build more powerful heroes. The numerous options available make Men of the West the most adaptable and unpredictable faction in the game.

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Elves 1.06 to BT2:DC Transition Guide


The Elves of BT2:DC have been tailored around the idea that they are elite in every way. Their units deal devastatingly high damage and their heroes are fast and powerful, but they are also quite expensive. With the Eagle, Glorfindel, and the 15 power point powers balanced so that they are no longer overpowered, Elves have become a very micro-oriented faction. Fighting each battle with extreme tactical precision, preserving your units, and making good use of stealth will make the Elven army the deadliest in the game. However, the skill required to play this faction well on BT2:DC is immense, for even the slightest mistake can cost you heavily.

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Dwarves 1.06 to BT2:DC Transition Guide


The Dwarves have probably changed the least of any faction from patch 1.06 to the current version of BT2:DC. They still rely on overwhelming their enemies with their slow but strong units, and on the tried and true methods of forward mines, creeping, and infantry pushes. However, Gimli and Earthquake have been nerfed, the Battle Wagons in mines bug has been fixed, and King Dain and hobbits are much more useful than they once were. This makes Dwarven play more varied.

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Isengard 1.06 to BT2:DC Transition Guide


Fast, elite, and aggressive, Isengard is one of the most intimidating factions in the game. Buffs to Uruks, Crossbows, and Berserkers make Isengard's ground forces some of the most dominant offensive in the game, and numerous buffs to Sharku and Wormtoungue have added new heroes to its arsenal. This, combined with nerfs to Saruman and many Isengard Powerpoints, means Isengard must be played very aggressively to unlock its full, powerful potential.

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Mordor 1.06 to BT2:DC Transition Guide


Instead of relying on a few overpowered and bug-abusable units, Mordor of BT2:DC can use all of its vast array of units and heroes to overwhelm its enemies. Nazgul and Corsairs have been nerfed and can no longer be exploited, and Industry can no longer affect multiple buildings. However, Orcs, Haradrim Archers and Lancers, Trolls, and Mumakil have all been buffed significantly. With the largest offensive arsenal in the game now fully available, Mordor can keep its enemy constantly on the defensive with crushing waves of troops and unpredictable harassment from every direction.

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Goblins 1.06 to BT2:DC Transition Guide


Intended to rely on fast and unpredictable harassment early game and then transition into massive armies and powerful monsters, the Goblin faction on 1.06 was handicapped by a power point bug in Goblin Warriors, weak Goblin Archers, and sub-par pikemen. However, with a large number of balance changes on BT2:DC, a Goblins player is no longer forced to rely on the ridiculously powerful Wildmen Summon to win him the game. Agile hit-and-run harassment from every angle with skillful offensive and defensive use of the tunnel system is the key for Goblins now. Buffs to Shelob and Drogoth (and a fix to the Gorkil attack exploit) also give the faction full access to its terrifyingly powerful heroes.

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