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Post news Report RSS Nations & Playing Game Style in LOTR: The Strategy Game (Free People)

First version of the advantages&disadvantages; of different nations in LOTR: The Strategy Game game. Free People.

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Available Nations and Playing Game Style

This is a list of the main advantages and disadvantages of choosing one or another nation in the main scenario of the Lord of the Rings: the Strategy Game. Each nation has its own game style, its advantages and disadvantages. Using them well could lead you to the victory.


Free people

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The Woodmen:

  1. Starting Place: Mirkwood
  2. Economy: Bad economy
  3. Characters: Average, but periodically they get the support of Radagast
  4. Armies: Weak
  5. Magic: Low knowledge
  6. Game style: Survival
  7. Advantages:
    • Good resources
    • Skin-changing ability for some characters
    • A good coordination with Elves and Northmen can win the Mirkood area
  8. Disadvantages:
    • Permanent at war in Mirkwood and the Great River
    • Average potential
  9. Difficulty: Hard


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The Northmen of Rhovanion:

  1. Starting Place: Rhovanion
  2. Economy: Good economy
  3. Characters: Average
  4. Armies: Average
  5. Magic: Low knowledge
  6. Game style: Economic support of allies
  7. Advantages:
    • Gold surplus
    • Good resources
    • Not in the center of the war
    • A good coordination with Elves and Northmen can win the Mirkood area
  8. Disadvantages:
    • Attacked from the North (Witch King) and the South / Mirkwood (Dragon Lord)
    • Average potential
  9. Difficulty: Average


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Rohan:

  1. Starting Place: Rohan
  2. Economy: Average
  3. Characters: Good commanders
  4. Armies: Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Horses surplus
    • Good cavalry armies
    • Good commanders
    • Great potential
  8. Disadvantages:
    • Leads the negotiations with 2 neutral nations (Dunlendings and White Wizard)
    • Could be hard if surrounding neutral nations go Dark
    • Must support Gondor
  9. Difficulty: Hard - Average


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The Lost Realm of Arnor:

  1. Starting Place: Eriador
  2. Economy: Average
  3. Characters: Good
  4. Armies: Average - Weak
  5. Magic: Average
  6. Game style: Militaristic
  7. Advantages:
    • Good characters (Aragorn, Elladan, Elrohir - sons of Elrond)
    • Far from war
    • Some fortified centers
  8. Disadvantages:
    • Weak armies or armies with low levels of weapon / armour
  9. Difficulty: Easy - Average


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The Wood Realm (Silvan Elves)

  1. Starting Place: Mirkwood
  2. Economy: Average
  3. Characters: Good (Thranduil, Legolas...)
  4. Armies: Average - Weak
  5. Magic: Good
  6. Game style: Support
  7. Advantages:
    • Good characters
    • Some hidden pop.centers
    • Good level of army weapons/armour
  8. Disadvantages:
    • Low number of troops
    • Close to war in Mirkwood
  9. Difficulty: Average


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North Gondor:

  1. Starting Place: North gondor
  2. Economy: Good
  3. Characters: Good
  4. Armies: Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Large and well-provided armies
    • Good economy
    • Big fortified pop. centers
    • Good cities infrastructure (fortifications)
  8. Disadvantages:
    • Permanent aim of almost all enemies
    • Must coordinate with allies to survive
  9. Difficulty: Hard


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South Gondor:

  1. Starting Place: South Gondor
  2. Economy: Good
  3. Characters: Good
  4. Armies: Good
  5. Magic: Low
  6. Game style: Militaristic (Navies)
  7. Advantages:
    • Good characters
    • Large navies
    • Good cavalry units
    • Good cities infrastructure (fortifications, ports)
  8. Disadvantages:
    • Permanent at war
    • Must cope with surrounding neutrals
    • Must coordinate well with North Gondor
  9. Difficulty: Easy - Average


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Dwarves:

  1. Starting Place: Dispersed (Blue, Grey Mountains...)
  2. Economy: Good
  3. Characters: Average
  4. Armies: Average - good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Surplus to gold obtained in Dwarven mines
    • Well-supplied armies (mithril)
    • Far from war
  8. Disadvantages:
    • Low movement
    • Dispersed
  9. Difficulty: Average


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Sinda Elves:

  1. Starting Place: Grey Havens & Valley of Imladris
  2. Economy: Good
  3. Characters: Very good
  4. Armies: Good
  5. Magic: Good
  6. Game style: Militaristic & Character support
  7. Advantages:
    • Good characters (Galadriel, Celeborn...)
    • Several high-level artifacts
    • Well-provided units
    • Some hidden pop. centers
  8. Disadvantages:
    • Permanent at war at Mirkwood and The Great River
  9. Difficulty: Average


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Noldo Elves:

  1. Starting Place: Grey Havens & Valley of Imladris
  2. Economy: Good
  3. Characters: Very good
  4. Armies: Good but low numbers
  5. Magic: Good
  6. Game style: Character & Economic support
  7. Advantages:
    • Good characters (Elrond, Cirdan, Arwen, Glorfindel...)
    • Several high-level artifacts
    • Well-provided units
    • Average army
    • Far from war
    • Some hidden pop. centers
  8. Disadvantages:
    • Low number of troops
  9. Difficulty: Easy




Dark servants

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The Witch King (Murazor, the 1st Nazgul):

  1. Starting Place: Angmar & Minas Morgul
  2. Economy: Average-Low
  3. Characters: Good
  4. Armies: Average
  5. Magic: Good
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Start with some magic artifacts
    • Has pop. centers outside Mordor
  8. Disadvantages:
    • Permanent at war
    • Bad provided and trained troops
    • Direct confrontation with Gondor and Dunadan Rangers
  9. Difficulty: Hard


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The Black Easterling (Khamul, the 2nd Nazgul)

  1. Starting Place: Mirkwood
  2. Economy: Average
  3. Characters: Good
  4. Armies: Average
  5. Magic: Average
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Good resources
    • Has pop. centers outside Mordor
  8. Disadvantages:
    • Permanent at war
    • Bad provided and trained troops
    • Direct confrontation with Woodmen, Elves and possibly Rohan
  9. Difficulty: Hard


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The Dark Marshal (Dendra-Dwar, the 3rd Nazgul)

  1. Starting Place: Dagorlad
  2. Economy: Average-Low
  3. Characters: Good
  4. Armies: Average-Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Average armies with some mounted troops
    • Some pop. centers outside mordor
  8. Disadvantages:
    • Close to war
    • Bad provided and trained troops
    • Must negotiate actively with surrounding Rhun Easterlings
  9. Difficulty: Average - Hard


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The Black Assassin (Ji Indur, the 4th Nazgul)

  1. Starting Place: Mountains of Shadow (Ephel Duath)
  2. Economy: Average
  3. Characters: Good
  4. Armies: Average-Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Average armies with some mounted troops
  8. Disadvantages:
    • Close to war
    • Bad provided and trained troops
    • Inside of Mordor
  9. Difficulty: Average - Hard


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The Gloom of Nurn (Akhorahil, the 5th Nazgul)

  1. Starting Place: Nurn
  2. Economy: Average-Good
  3. Characters: Mainly mages
  4. Armies: Low
  5. Magic: Very good
  6. Game style: Magic support
  7. Advantages:
    • Good mages
    • Good resources
    • Several magic artifacts
    • Access to lost spells
  8. Disadvantages:
    • Small armies
    • Bad provided and trained troops
    • Must negotiate actively with Khand Easterlings
  9. Difficulty: Easy


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The Black Threat (Hoarmurath, the 6th Nazgul)

  1. Starting Place: North Ithilien - Isenmouth
  2. Economy: Bad
  3. Characters: Good
  4. Armies: Average
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Several armies
    • Good characters
  8. Disadvantages:
    • Permanent at war
    • Bad provided and trained troops
    • Direct confrontation with Gondor
    • Bad economy
  9. Difficulty: Hard


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The Dark Messanger (Adunaphel, the 7th Nazgul)

  1. Starting Place: Poros & Near Harad
  2. Economy: Average
  3. Characters: Good
  4. Armies: Low
  5. Magic: Average
  6. Game style: Diplomatic
  7. Advantages:
    • Pop. centers outside Mordor
    • Good characters (emissaries and agents)
  8. Disadvantages:
    • Small armies
    • Bad provided and trained troops
    • Must be in constant negotiations with neutrals (Corsairs, Harad, Khand Easterlings)
    • Its survival depend on the negotiations with Neutral Nations
  9. Difficulty: Average - Hard


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The Unclean (Ren, 8th Nazgul)

  1. Starting Place: Cirith Ungol
  2. Economy: Low
  3. Characters: Good
  4. Armies: Average
  5. Magic: Average
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Average armies
  8. Disadvantages:
    • Permanent at war
    • Bad economy
    • Direct confrontation with Gondor
  9. Difficulty: Hard


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The Horseman (Uvatha, 9th Nazgul)

  1. Starting Place: Rhun, Rhovanion & Khand
  2. Economy: Average
  3. Characters: Good
  4. Armies: Average (mainly mounted)
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Mounted troops
  8. Disadvantages:
    • Permanent at war and surrounded by Free Peoples
    • Bad economy
    • Must be in constant negotiations with Khand & Rhun Easterlings
    • Direct confrontation with Northmen, Dwarves and Elves
  9. Difficulty: Hard


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The Lieutenants of Sauron (Gothmog & the Mouth of Sauron)

  1. Starting Place: Gorgoroth
  2. Economy: Average
  3. Characters: Very good
  4. Armies: Average - Good
  5. Magic: Good
  6. Game style: Militaristic
  7. Advantages:
    • Good characters
    • Good armies
    • Several magic artifacts
    • Not directly exposed to Free People's attack
  8. Disadvantages:
    • Bad economy
    • Inside Mordor
    • Controls Mt. Doom and must protect it
  9. Difficulty: Hard



Neutral nations

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The Corsairs:

  1. Starting Place: Umbar
  2. Economy: Good
  3. Characters: Average
  4. Armies: Good (navy)
  5. Magic: Low
  6. Game style: Militaristic (sea attack) / Diplomatic
  7. Advantages:
    • Good fleet
    • Good economy
    • Isolated from war
    • Start not aligned
  8. Disadvantages:
    • Close to Dark Servants but at 1-turn distance of South Gondor fleet
    • Must be in constant negotiations with neutral neighbors (Khand, Harad)
  9. Difficulty: Easy


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Rhun Easterlings:

  1. Starting Place: Rhun & Rhovanion
  2. Economy: Average - Good
  3. Characters: Average
  4. Armies: Average - Good (mounted)
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good mounted armies
    • Not bad economy
    • Start not aligned
  8. Disadvantages:
    • Dispersed
    • Surrounded by both Free People and Dark Servants
  9. Difficulty: Average


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Dunlendings:

  1. Starting Place: Dunland
  2. Economy: Average
  3. Characters: Average - Low
  4. Armies: Average - Low (mainly men-at-arms)
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good position in map
    • Bonus to stealth
    • Start not aligned
  8. Disadvantages:
    • Surrounded only by FP
    • Must be in constant negotiations with the White Hand
  9. Difficulty: Easy


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The White Hand:

  1. Starting Place: Gap of Rohan / Dunland / Misty Mountains
  2. Economy: Low
  3. Characters: Good
  4. Armies: Average
  5. Magic: Good
  6. Game style: Militaristic
  7. Advantages:
    • Good characters (Saruman, Wormtongue, Bill Ferny...)
    • Magic artifacts (Palantir of Orthanc...) and lost spells
    • Starts not aligned
  8. Disadvantages:
    • Surrounded mostly by FP
    • Must be in constant negotiations with the Dunlendings
    • Movement partially blocked by Rohan
  9. Difficulty: Average


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Khand Easterlings:

  1. Starting Place: Khand
  2. Economy: Average-Good
  3. Characters: Average
  4. Armies: Average-Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good resources and economy
    • Good army size
    • Start not aligned
  8. Disadvantages:
    • Surrounded by Dark Servants
    • Must be in constant negotiations with the neighbor neutrals (Harad, Corsairs, Rhun Easterlings)
  9. Difficulty: Average


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Harad:

  1. Starting Place: Near Harad
  2. Economy: Average
  3. Characters: Average
  4. Armies: Average-Good
  5. Magic: Low
  6. Game style: Militaristic
  7. Advantages:
    • Good mounted units (Mumakils)
    • Starts with a navy
    • Average economy
  8. Disadvantages:
    • After choosing an alignment, will be permanently at war
    • Direct confrontation with Gondor or Dark Servants
    • Must be in constant negotiations with neutral neighbors (Khand, Harad)
  9. Difficulty: Average
Post comment Comments
cacaouete33370
cacaouete33370 - - 45 comments

wow. Nice project. He is alive ?

Reply Good karma Bad karma+1 vote
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