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* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned only a few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'' (with supplemental texts offering only a little more in the way of details), are full-fledged factions here.

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* AdaptationExpansion: The realm of Dorwinion and the fisher-folk of Enedwaith and the kingdom of Dorwinion, Enedwaith, who were mentioned only a few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'' (with supplemental texts offering only a little more in the way of details), are full-fledged factions here.
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* TechTree: In general, the Dwarves, High Elves, and Númenóreans have the most extensive upgrade options, while the Wild Men have the most restricted (though the latter do get the benefit of being able to recruit ''all'' their units from just one building line). Additionally, Bree has a particularly unique recruitment method; most of their units require various economy buildings instead of the standard Barracks/Stables/etc. Also, like in vanilla ''Third Age'', more elite units can not be recruited until the automated Barracks Event script kicks in.
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* MercenaryUnits: Like in any other ''VideoGame/TotalWar'' game, local mercenaries can be recruited, with the two best probably being the Sellswords (two-handed swordsmen) and the Sons of the Fallen (elite Dwarven spearmen).

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* MercenaryUnits: Like in any other ''VideoGame/TotalWar'' game, local mercenaries can be recruited, hired, with the two best probably being the Sellswords (two-handed swordsmen) and the Sons of the Fallen (elite Dwarven spearmen).spearmen). Bree in particular can eventually recruit mercenaries as part of their mainline roster if they take the "Isolationist" path.


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** From V2 onward, only a handful of elite units (generally one per faction) can place sharpened stakes, in an effort to prevent players from taking too much advantage of the battle AI's stupidity.
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** Dale begins with relatively weak units and an economy that's still recovering from the devastation wrought by Smaug. However, by the time they hit the late game, Dale will be quite capable of holding the line in a straight fight, and rolling in money to boot.

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** Similarly to the original mod, Dale begins with relatively weak units and an economy that's still recovering from the devastation wrought by Smaug. However, by the time they hit the late game, Dale will be quite capable of holding the line in a straight fight, and rolling in money to boot.
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* MagikarpPower: Dorwinion starts off with a weak roster that will be handily outclassed by their likely foe Rhûn, but once they hit the late game, they'll be able to recruit elite units that can more than hold their own against their counterparts from the Lôke-Khan's armies.

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* MagikarpPower: MagikarpPower:
**
Dorwinion starts off with a weak roster that will be handily outclassed by their likely foe Rhûn, but once they hit the late game, they'll be able to recruit elite units that can more than hold their own against their counterparts from the Lôke-Khan's armies.armies.
** Dale begins with relatively weak units and an economy that's still recovering from the devastation wrought by Smaug. However, by the time they hit the late game, Dale will be quite capable of holding the line in a straight fight, and rolling in money to boot.
* MercenaryUnits: Like in any other ''VideoGame/TotalWar'' game, local mercenaries can be recruited, with the two best probably being the Sellswords (two-handed swordsmen) and the Sons of the Fallen (elite Dwarven spearmen).
Is there an issue? Send a MessageReason:
None


* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned only a few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'', are full-fledged factions here.

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* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned only a few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'', ''Literature/TheLordOfTheRings'' (with supplemental texts offering only a little more in the way of details), are full-fledged factions here.

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* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned very few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'', are full-fledged factions in the mod.

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* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned very only a few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'', are full-fledged factions in the mod.here.



* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 onward, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' in general); their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.

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* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 V2 onward, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' in general); their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.



* BowsVersusCrossbows: In keeping with the trope, crossbows tend to have a much worse range and firing rate than bows, and are particularly terrible at arcing shots, but compensate with armor-piercing (and usually higher base damage to begin with). As such, they are generally favored by factions with more wealth than fighting skill, namely Bree, Dorwinion, Moria, and (by Dwarven standards) Ered Luin; even in the case of the Ar-Adûnâim's and Rhûn's more professional armies, their crossbowmen are very much low-tier units, with their more elite ranged units being bowmen instead. In fact, the only crossbowmen that can match rangers in terms of accuracy are the Broadbeam Marksmen of Ered Luin. Like in [[Film/TheLordOfTheRings the films]], Isengard's heavy usage of crossbows reflects the industrialized brutishness of its armies, with the actual archery skill of Uruk-hai crossbowmen paling in comparison to most post-Barracks Event bowmen.

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* BowsVersusCrossbows: BowsVersusCrossbows:
**
In keeping with the trope, crossbows tend to have a much worse range and firing rate than bows, and are particularly terrible at arcing shots, but compensate with armor-piercing (and usually higher base damage to begin with). As such, they are generally favored by factions with more wealth than fighting skill, namely Bree, Dorwinion, Moria, and (by Dwarven standards) Ered Luin; even in the case of the Ar-Adûnâim's and Rhûn's more professional armies, rosters, their crossbowmen are very much low-tier units, with their more elite ranged units being bowmen instead. In fact, the only crossbowmen that can match rangers in terms of accuracy are the Broadbeam Marksmen of Ered Luin.
**
Like in [[Film/TheLordOfTheRings the films]], Isengard's heavy usage of crossbows reflects the industrialized brutishness of its armies, with the actual archery skill of Uruk-hai crossbowmen paling in comparison to most post-Barracks Event bowmen.



* StartingUnits: Most factions start off with at least a few generals who have a late game unit as their bodyguard instead of their faction's standard bodyguard. A couple of generals even have as bodyguards units that otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards. Additionally, a handful of generals come with unique (and ''very'' powerful) bodyguards that are 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), Balin has (of course) Balin's Guard (hammer-and-shield infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shield-and-mace pseudo-wraiths.

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* StartingUnits: StartingUnits:
**
Most factions start off with at least a few generals who have a late game unit as their bodyguard instead of their faction's standard bodyguard. A couple of generals even have as bodyguards units that otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
**
Additionally, a handful of generals come with unique (and ''very'' powerful) bodyguards that are 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), Balin has (of course) Balin's Guard (hammer-and-shield infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shield-and-mace pseudo-wraiths.

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* AdaptationExpansion: The fisher-folk of Enedwaith and the kingdom of Dorwinion, who were mentioned very few times in ''Literature/TheHobbit'' and the appendices of ''Literature/TheLordOfTheRings'', are full-fledged factions in the mod.



* BowsVersusCrossbows: In keeping with the trope, crossbows tend to have a much worse range and firing rate than bows, and are particularly terrible at arcing shots, but compensate with armor-piercing (and usually higher base damage to begin with). As such, they are generally favored by factions with more wealth than fighting skill, namely Bree, Dorwinion, Moria, and (by Dwarven standards) Ered Luin; even in the case of the Ar-Adûnâim's and Rhûn's more professional armies, their crossbowmen are very much low-tier units, with their more elite ranged units being bowmen instead. In fact, the only crossbowmen that can match rangers in terms of accuracy are the Broadbeam Marksmen of Ered Luin.
** Like in [[Film/TheLordOfTheRings the films]], Isengard's heavy usage of crossbows reflects the industrialized brutishness of its armies, with the actual archery skill of Uruk-hai crossbowmen paling in comparison to most post-Barracks Event bowmen.

to:

* BowsVersusCrossbows: In keeping with the trope, crossbows tend to have a much worse range and firing rate than bows, and are particularly terrible at arcing shots, but compensate with armor-piercing (and usually higher base damage to begin with). As such, they are generally favored by factions with more wealth than fighting skill, namely Bree, Dorwinion, Moria, and (by Dwarven standards) Ered Luin; even in the case of the Ar-Adûnâim's and Rhûn's more professional armies, their crossbowmen are very much low-tier units, with their more elite ranged units being bowmen instead. In fact, the only crossbowmen that can match rangers in terms of accuracy are the Broadbeam Marksmen of Ered Luin.
**
Luin. Like in [[Film/TheLordOfTheRings the films]], Isengard's heavy usage of crossbows reflects the industrialized brutishness of its armies, with the actual archery skill of Uruk-hai crossbowmen paling in comparison to most post-Barracks Event bowmen.



** Dorwinion: Very much an Economist faction (thanks in large part to its highly valuable wine), their early game roster is relatively Spammy for a non-orc faction, being well-rounded and cheap but rather low quality. After the Barracks Event, Dorwinion's roster can either become significantly more Balanced in terms of quality, or take a much more archer/ambush-focused Ranger/Guerilla playstyle, depending on whether they choose the Human or Elven path respectively.

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** Dorwinion: Very much an Economist faction (thanks in large part to its highly valuable wine), their early game roster is relatively Spammy for a non-orc faction, being well-rounded and cheap but rather low quality. After the Barracks Event, Dorwinion's roster can either become significantly more Balanced in terms of quality, or take a much more archer/ambush-focused Ranger/Guerilla playstyle, depending on whether they choose the Human Man or Elven path respectively.



** Númenóreans: The four factions in this group are sort of a mix of Generalist and Elitist; their troops generally have well-rounded stats and tend to be better than equivalent units from other human factions, if also more expensive. The Númenórean factions also all have impressive economic capabilities (at least potentially), including far more building/upgrade options than other human factions, making them sort of Economist/Research factions as well.

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** Númenóreans: The four factions in this group are sort of a mix of Generalist and Elitist; their troops generally have well-rounded stats and tend to be better than equivalent units from other human Mannish factions, if also more expensive. The Númenórean factions also all have impressive economic capabilities (at least potentially), including far more building/upgrade options than other human Mannish factions, making them sort of Economist/Research factions as well.



*** Dol Amroth: Definitely the Elitist of the human factions, particularly after the Barracks Event. While their infantry lineup is already an even better version of Gondor's mainline roster for the most part, their real strength is their cavalry, which man-for-man are the best human horsemen in the entire game. Their one weak spot is their archers, and even those are still around average.

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*** Dol Amroth: Definitely the Elitist of the human Mannish factions, particularly after the Barracks Event. While their infantry lineup is already an even better version of Gondor's mainline roster for the most part, their real strength is their cavalry, which man-for-man are the best human Mannish horsemen in the entire game. Their one weak spot is their archers, and even those are still around average.



** Wild Men: In general, Middle-earth's three most primitive human factions are Guerilla Spammers whose greatest strengths are numbers and stealth. Though they may not be ''quite'' as quantity-over-quality as the orcs, the wild men are definitely solid runner-ups; in particular, they arguably have the worst late-game rosters in all of Middle-earth, since the relative quality of their units starts to really fall behind once the Barracks Event hits.

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** Wild Men: In general, Middle-earth's three most primitive human Mannish factions are Guerilla Spammers whose greatest strengths are numbers and stealth. Though they may not be ''quite'' as quantity-over-quality as the orcs, the wild men are definitely solid runner-ups; in particular, they arguably have the worst late-game rosters in all of Middle-earth, since the relative quality of their units starts to really fall behind once the Barracks Event hits.



*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own even against those of Dale and the Northern Dúnedain, and their Beorning axemen, who can quickly fell even the mightiest of dwarves and elves.
** Pre-V3 Angmar was very much a Brute/Spammer faction that focused on overwhelming the enemy in close combat, which was reinforced by their wide array of armor-piercing units from top to bottom (and their rather mediocre-to-the-point-of-almost-nonexistent ranged capabilities). In fact, their post-Barracks Event units were actually relatively Elitist by orc standards, being able to hold their own against most non-Númenórean human counterparts.

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*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is Valesmen are something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own even against those of Dale and the Northern Dúnedain, and their Beorning axemen, who can quickly fell even the mightiest of dwarves and elves.
** Pre-V3 Angmar was very much a Brute/Spammer faction that focused on overwhelming the enemy in close combat, which was reinforced by their wide array of armor-piercing units from top to bottom (and their rather mediocre-to-the-point-of-almost-nonexistent ranged capabilities). In fact, their post-Barracks Event units were actually relatively Elitist by orc standards, being able to hold their own against most non-Númenórean human Mannish counterparts.



* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but it will also cause Mordor, Harad, Rhûn, the Ar-Adûnâim, ''and'' a significant portion of Khand's own population to all instantly turn on the player with a vengeance, to the point where it's common for a good-aligned Khand player to initially lose ''all'' of their starting settlements.

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* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Orocarni Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but it will also cause Mordor, Harad, Rhûn, the Ar-Adûnâim, ''and'' a significant portion of Khand's own population to all instantly turn on the player with a vengeance, to the point where it's common for a good-aligned Khand player to initially lose ''all'' of their starting settlements.



* OurElvesAreBetter: Besides the woodcraft-focused Silvan Elves and the straight-up elite High Elves most predominately featured in most Middle-earth media, there's also the Avari, who are exclusive to Dorwinion. They make excellent archers, but are relatively lacking in melee prowess compared to the Eldar (or even some of the more elite human units).

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* OurElvesAreBetter: Besides the woodcraft-focused Silvan Elves and the straight-up elite High Elves most predominately featured in most Middle-earth media, there's also the Avari, who are exclusive to Dorwinion. They make excellent archers, but are relatively lacking in melee prowess compared to the Eldar (or even some of the more elite human Mannish units).



* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, Angmar, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.

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* {{Ranger}}: Several factions (namely, the majority of human Mannish factions[[note]]Gondor, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, Angmar, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.



* StartingUnits: Most factions start off with at least a few generals who have a late game unit as their bodyguard instead of their faction's standard bodyguard. A couple of generals even have as bodyguards units that otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
** Additionally, a handful of generals come with unique (and ''very'' powerful) bodyguards that are 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), Balin has (of course) Balin's Guard (hammer-and-shield infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shield-and-mace pseudo-wraiths.

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* StartingUnits: Most factions start off with at least a few generals who have a late game unit as their bodyguard instead of their faction's standard bodyguard. A couple of generals even have as bodyguards units that otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
**
Wards. Additionally, a handful of generals come with unique (and ''very'' powerful) bodyguards that are 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), Balin has (of course) Balin's Guard (hammer-and-shield infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shield-and-mace pseudo-wraiths.
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* JavelinThrower: Many faction have at least one unit of javelinmen, who will likely be your best counter against mûmakil and other elephant-derived units like chariots and Sauron himself. Enedwaith in particular is built around javelins; despite being as cheap as dirt, their javelinmen as a whole have the highest ammo count, damage output (armor-piercing javelins, anyone?), range, and accuracy out of all the factions, and even their most elite unit are javelinmen.

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* JavelinThrower: Many faction have at least one unit of javelinmen, who will likely be your best counter against mûmakil and other elephant-derived units like chariots and Sauron himself.chariots. Enedwaith in particular is built around javelins; despite being as cheap as dirt, their javelinmen as a whole have the highest ammo count, damage output (armor-piercing javelins, anyone?), range, and accuracy out of all the factions, and even their most elite unit are javelinmen.
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* Wutai: In the earliest versions of [=DaC=], Khand's unit designs had a lot of Chinese and Japanese elements, with the default bodyguard straight up looking like samurai. However, V2 gave their roster a drastic redesign that eliminated most of the Wutai elements in favor of a more uniformly "Central Asian" aesthetic; nowadays, the only remaining Japanese/Chinese elements are the small banners worn on the backs of most Khandish units and the {{wuxia}}-inspired look of the Variag Nobles.

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* Wutai: {{Wutai}}: In the earliest versions of [=DaC=], Khand's unit designs had a lot of Chinese and Japanese elements, with the default bodyguard straight up looking like samurai. However, V2 gave their roster a drastic redesign that eliminated most of the Wutai elements in favor of a more uniformly "Central Asian" aesthetic; nowadays, the only remaining Japanese/Chinese elements are the small banners worn on the backs of most Khandish units and the {{wuxia}}-inspired look of the Variag Nobles.

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* AnimatedArmor: The Castellans of Dol Guldur are basically suits of armor possessed by evil spirits.



* AnAxeToGrind: The most common armor-piercing weapon, with Erebor in particular favoring their use, with even their ''ranged'' weapons being primarily throwing axes.

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* AnAxeToGrind: The most common armor-piercing weapon, with Erebor in particular favoring their use, with use to the point where even their primary ''ranged'' weapons being primarily are throwing axes.



* BowsVersusCrossbows: In keeping with the trope, crossbows tend to have a much worse range and firing rate than bows, and are particularly terrible at arcing shots, but compensate with armor-piercing (and usually higher base damage to begin with). As such, they are generally favored by factions with more wealth than fighting skill, namely Bree, Dorwinion, Moria, and (by Dwarven standards) Ered Luin; even in the case of the Ar-Adûnâim's and Rhûn's more professional armies, their crossbowmen are very much low-tier units, with their more elite ranged units being bowmen instead. In fact, the only crossbowmen that can match rangers in terms of accuracy are the Broadbeam Marksmen of Ered Luin.
** Like in [[Film/TheLordOfTheRings the films]], Isengard's heavy usage of crossbows reflects the industrialized brutishness of its armies, with the actual archery skill of Uruk-hai crossbowmen paling in comparison to most post-Barracks Event bowmen.



** Isengard: Similar to the original ''Third Age'', Isengard has a Brutish infantry-focused roster. However, even though Uruk-hai units ''are'' better than equivalent orc units at each tier, Isengard is still pretty Spammy pre-Barracks Event, with only a few standouts like the half-orcs and the Berserkers. However, once the late game hits, Isengard becomes a lot more Elitist, gaining heavily-armored Uruk-hai who can outmatch even the descendants of Númenor in direct combat.

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** Isengard: Similar to the original ''Third Age'', Isengard has a Brutish infantry-focused roster. However, even though Uruk-hai units ''are'' better than equivalent orc units at each tier, Isengard is still pretty Spammy pre-Barracks Event, with only a few standouts standout units like the half-orcs and the Berserkers. However, once the late game hits, Isengard becomes a lot more Elitist, gaining heavily-armored Uruk-hai who can outmatch even the descendants of Númenor in direct combat.



* HorseArcher: Many factions have at least one unit of such, but Khand in particular have this trope as one of their hats; their default bodyguard unit, the Variag Nobles, fires ''armor-piercing'' arrows, and the Warlord's Kataphract Archers have an even higher missile attack than standard human rangers.

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* HorseArcher: Many factions have at least one unit of such, but Khand in particular have this trope as one of their hats; main hat, with their default bodyguard unit, the Variag Nobles, fires firing ''armor-piercing'' arrows, arrows. Also, Angmar has two types of ''warg'' archers, and the Warlord's Kataphract Archers have an even higher missile attack than standard human rangers.Dorwinion and Moria get low-tier mounted crossbowmen/goblins.


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* OurWightsAreDifferent: Angmar can train Barrow-wights in locations where there are, well, barrows. They're just as powerful and implacable as one would expect, being arguably Angmar's best unit.
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* ArmorPiercingAttack: Besides the usual crossbows, axes, maces, hammers, javelins, etc., there's also a handful of AP archers[[labelnote:list]]Dúnedain Bodyguard and Steelbowmen, Dale's Royal Guardsmen and Hearthguard, Khand's Variag Nobles, Lothlórien's Gûrveleg, and Mordor's Temple Marksmen[[/labelnote]], swordsmen[[labelnote:list]]Harad's Troll-men Champions, Imladris's Tulkas' Faithful, Isengard's Berserkers and Nazg-hai, and Mordor's and Dol Guldur's Uruk Bodyguard[[/labelnote]], and [[TheLastOfTheseIsNotLikeTheOthers stone-throwing hobbits]][[labelnote:list]]The Vale of Anduin's Stoor Shirriffs and Bree-land's Watch Shirriffs[[/labelnote]].

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* ArmorPiercingAttack: Besides the usual crossbows, axes, maces, hammers, javelins, etc., there's also a handful of AP archers[[labelnote:list]]Dúnedain Bodyguard and Steelbowmen, Dale's Royal Guardsmen and Hearthguard, Khand's Variag Nobles, Lothlórien's Gûrveleg, and Mordor's Temple Marksmen[[/labelnote]], swordsmen[[labelnote:list]]Harad's swordsmen[[labelnote:list]]Angmar's Barrow-wights, Harad's Troll-men Champions, Imladris's Tulkas' Faithful, Isengard's Berserkers and Nazg-hai, and Mordor's and Dol Guldur's Uruk Bodyguard[[/labelnote]], and [[TheLastOfTheseIsNotLikeTheOthers stone-throwing hobbits]][[labelnote:list]]The Vale of Anduin's Stoor Shirriffs and Bree-land's Watch Shirriffs[[/labelnote]].



** Angmar: A very Balanced faction in terms of unit quality, the Hill-men have a well-rounded roster that contains a a lot of armor-piercing and Warg units.

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** Angmar: A very Balanced faction in terms of unit quality, faction, the Hill-men have a well-rounded roster that contains a a lot of armor-piercing and Warg units.Warg-riding units, but otherwise tends to be more middle-of-the-road in terms of quality.


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* Wutai: In the earliest versions of [=DaC=], Khand's unit designs had a lot of Chinese and Japanese elements, with the default bodyguard straight up looking like samurai. However, V2 gave their roster a drastic redesign that eliminated most of the Wutai elements in favor of a more uniformly "Central Asian" aesthetic; nowadays, the only remaining Japanese/Chinese elements are the small banners worn on the backs of most Khandish units and the {{wuxia}}-inspired look of the Variag Nobles.
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** Angmar: A very Balanced faction, the Hill-men's roster is well-rounded but doesn't have much in the way of standout features outside of their above-average prevalence of armor-piercing units and their skirmish Wargs.

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** Angmar: A very Balanced faction, faction in terms of unit quality, the Hill-men's roster is Hill-men have a well-rounded but doesn't have much in the way of standout features outside of their above-average prevalence roster that contains a a lot of armor-piercing units and their skirmish Wargs.Warg units.
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* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but it will also cause Mordor, Harad, Rhûn, the Ar-Adûnâim, ''and'' a significant portion of Khand's own population to all instantly turn on the player with a vengeance, to the point where it's common for a good-aligned Khand player to initially lose ''all'' of their settlements.

to:

* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but it will also cause Mordor, Harad, Rhûn, the Ar-Adûnâim, ''and'' a significant portion of Khand's own population to all instantly turn on the player with a vengeance, to the point where it's common for a good-aligned Khand player to initially lose ''all'' of their starting settlements.
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** There are also units that the head modder has described in some way or another as being quasi-rangers, like Dúnedain Steelbowmen and Mordor's Temple Marksmen (armor-piercing archers who are also deadly swordsmen), Ered Luin's Broadbeam Marksmen (basically dwarven rangers with crossbows), Enedwaith's Elder Guildsmen (stealthy archer bodyguards who have slightly better defensive stats than most rangers, but slightly worse range, accuracy, and ammo capacity), the Lôke-Nar Rim of Rhûn (who have lower archery stats than rangers and no stealth capabilities, but fire high-damage flaming arrows), and the Dúnedain Bodyguards (basically roided-up Dúnedain Rangers with armor-piercing arrows who also make formidable axemen in a pinch).

to:

** There are also units that the head modder has described in some way or another as being quasi-rangers, like Dúnedain Steelbowmen and Mordor's Temple Marksmen (armor-piercing archers who are also deadly swordsmen), Ered Luin's Broadbeam Marksmen (basically dwarven rangers with crossbows), Enedwaith's Elder Guildsmen (stealthy archer bodyguards who have are slightly better defensive stats tankier than most rangers, but slightly worse range, accuracy, and ammo capacity), less adept with the bow), the Lôke-Nar Rim of Rhûn (who have lower archery stats than rangers and no stealth capabilities, but fire high-damage flaming arrows), and the Dúnedain Bodyguards (basically roided-up Dúnedain Rangers with armor-piercing arrows who also make formidable axemen in a pinch).
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** Dol Guldur: Ranger-focused Spammers whose roster is reliant on archery, skirmish, and stealth, to the point of being the only orc faction with a only "true" Ranger unit. They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes.

to:

** Dol Guldur: Ranger-focused Spammers whose roster is reliant on archery, skirmish, and stealth, to the point of being the only orc faction with a only "true" Ranger unit. They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes.
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** Bree-land: A primarily Economist faction with a strong focus on trade, Bree's early game roster has a relatively Guerilla orientation thanks to their stealthy hobbit and woodland units, but is otherwise pretty mediocre by "good guy" standards, outside of the occasional Greenway or Dúnedain unit. They actually become ''more'' of a Spammer faction after the Barracks Event, since their late game units are among the worst (and cheapest) in the entire game, though this is slightly compensated for by being able to recruit the occasional foreign mercenary or Dúnedain-associated unit (depending on whether the player picks the even more Economist "Isolationist" option or the slightly more Elitist "Friends of the Dúnedain" path respectively).

to:

** Bree-land: A primarily Economist faction with a strong focus on trade, Bree's early game roster has somewhat of a relatively Guerilla Guerilla/Ranger orientation thanks to their stealthy (and surprisingly good) hobbit and woodland units, but is otherwise pretty fairly mediocre by "good guy" standards, outside of the occasional Greenway or Dúnedain unit. They actually become ''more'' of a Spammer faction after the Barracks Event, since their late game units are among the worst (and cheapest) in the entire game, though this is slightly compensated for by being able to recruit the occasional foreign mercenary or Dúnedain-associated unit (depending on whether the player picks the even more Economist "Isolationist" option or the slightly more Elitist "Friends of the Dúnedain" path respectively).



** Low-tier "Berserker-type" infantry are capable of inflicting even more damage than many elite units, but will melt away the moment their enemy hits back. This is perhaps best exemplified by Mountain-Orc Hunters of Moria and Gundabad; they can cut through even Dwarven armor with ease, but will instantly fall even to a single 1-damage arrow.

to:

** Low-tier "Berserker-type" infantry are capable of inflicting even more damage than many elite units, but will melt away the moment their enemy hits back. This is perhaps best exemplified by the Mountain-Orc Hunters of Moria and Gundabad; they can cut through even Dwarven armor with ease, but will instantly fall even to a single 1-damage arrow.arrow.
** The Woodland Hunters, despite being an early game unit, are just as deadly with their bows as many post-Barracks Event archers. However, they will start dying the moment an enemy so much as sneezes on them.



* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but massive rebel armies will suddenly appear in Khand's home provinces, and Mordor, Harad, Rhûn, and the Ar-Adûnâim will all be instantly gunning for them.

to:

* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but massive rebel armies it will suddenly appear in Khand's home provinces, and also cause Mordor, Harad, Rhûn, and the Ar-Adûnâim will Ar-Adûnâim, ''and'' a significant portion of Khand's own population to all be instantly gunning turn on the player with a vengeance, to the point where it's common for them.a good-aligned Khand player to initially lose ''all'' of their settlements.



** Besides being one of [=DaC=]'s best shock infantry units, the Nazg-hai of Isengard also throw firebombs.



* {{Nerf}}: Archers that used to have armor-piercing arrows, but now no longer do, include Khazad-Dûm's Hithaeglir Beast Hunters, Dale's Barding Marksmen, and Khand's Warlord's Kataphract Archers.

to:

* {{Nerf}}: {{Nerf}}:
** Because of how powerful heavy cavalry is in the ''Medieval II'' engine, particularly against the majority of early game units, most factions no longer have default cavalry bodyguards, with only Khand, Rohan, Dol Amroth, and Harad retaining them from V2 onward.
**
Archers that used to have armor-piercing arrows, but now no longer do, do for balance reasons, include Khazad-Dûm's Hithaeglir Beast Hunters, Dale's Barding Marksmen, and Khand's Warlord's Kataphract Archers.
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** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]).

to:

** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]). The Muhad are more sophisticated, but still go into battle half-naked.



* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, Dol Amroth, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, Angmar, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.

to:

* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, Dol Amroth, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, Angmar, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.



** There are also units that the head modder has described in some way or another as being quasi-rangers, like the Dúnedain Steelbowmen and Mordor's Temple Marksmen (the two best recruitable human archers in the entire game), Enedwaith's Elder Guildsmen (stealthy archer bodyguards who have slightly better defensive stats than most rangers, but slightly worse range, accuracy, and ammo capacity), the Lôke-Nar Rim of Rhûn (who have lower archery stats than rangers and no stealth capabilities, but fire high-damage flaming arrows), and the Dúnedain Bodyguards (basically roided-up Dúnedain Rangers with armor-piercing arrows who also make formidable axemen in a pinch).

to:

** There are also units that the head modder has described in some way or another as being quasi-rangers, like the Dúnedain Steelbowmen and Mordor's Temple Marksmen (the two best recruitable human (armor-piercing archers in the entire game), who are also deadly swordsmen), Ered Luin's Broadbeam Marksmen (basically dwarven rangers with crossbows), Enedwaith's Elder Guildsmen (stealthy archer bodyguards who have slightly better defensive stats than most rangers, but slightly worse range, accuracy, and ammo capacity), the Lôke-Nar Rim of Rhûn (who have lower archery stats than rangers and no stealth capabilities, but fire high-damage flaming arrows), and the Dúnedain Bodyguards (basically roided-up Dúnedain Rangers with armor-piercing arrows who also make formidable axemen in a pinch).



* SkeletonsInTheCoatCloset: Harad's Troll-men Champions wear horned skulls as masks, and other troll-men units do the same when given an armor upgrade.

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* SkeletonsInTheCoatCloset: Harad's Troll-men Champions wear horned skulls as masks, part of their helmet, and other troll-men units do the same get skull masks when given an armor upgrade.

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** While melee and archer cavalry all get an attack bonus versus other cavalry, ''all'' of Khand's horsemen fight better against other cavalry, befitting their in-universe status as master horsemen.

to:

** While melee and archer cavalry all in general get an attack bonus versus other cavalry, ''all'' of Khand's horsemen fight better against other cavalry, befitting their in-universe status as master horsemen.



* AnAxeToGrind: The most common armor-piercing weapon, with the Dwarven factions in particular favoring their use. Erebor take it even further, as even their ''ranged'' weapons are primarily throwing axes.

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* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 onward, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' in general); their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.
* AnAxeToGrind: The most common armor-piercing weapon, with the Dwarven factions Erebor in particular favoring their use. Erebor take it even further, as use, with even their ''ranged'' weapons are being primarily throwing axes.axes.
* BackFromTheDead:
** If Gandalf the Grey falls, he'll eventually come back as Gandalf the White, with an even more powerful bodyguard.
** Whenever a Nazgûl dies, they will eventually revive. Additionally, if Dol Guldur is defeated, their three Nazgûl will respawn in Mordor.
* BadWithTheBone: According to their unit description, the Troll-men Champions of Harad are rumored to create their swords from the tusks of mûmakil.
* BarbarianTribe:
** The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.
** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]).
* BearsAreBadNews: The Vale of Anduin's standard bodyguard unit are Skin-Changers, men who can transform into bears in the lore. While technical limitations have so far prevented the modders from implementing actual bears on the battlefield, the Skin-Changers are still one of [=DaC's=] most powerful units, possessing both multiple HP and the highest attack by far of any non-monster unit in the game, with their only weakness being their relatively low armor.
* BeefGate:
** Some factions will spawn a giant elite-tier army to kick your ass if you take their capital without dealing with the rest of their territories.
** If you're playing as Rohan, Isengard will get a starting horde of late game units so you can't just overwhelm their relatively weak starting units with your cavalry.
* CavalryOfTheDead: The Aragorn Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.



** Dol Guldur: Ranger-focused Spammers whose roster is reliant on archery, skirmish, and stealth, to the point of being the only orc faction with a only "true" Ranger unit. They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes (while Moria also gets plenty of poison arrows, Dol Guldur's archers will actually be able to hit their targets).

to:

** Dol Guldur: Ranger-focused Spammers whose roster is reliant on archery, skirmish, and stealth, to the point of being the only orc faction with a only "true" Ranger unit. They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes (while Moria also gets plenty of poison arrows, Dol Guldur's archers will actually be able to hit their targets).foes.



** Mordor: If it wasn't for the existence of the Misty Mountains, Mordor's main roster would be the Spammer par excellence of the entire game, with a relatively Brute-like focus on hordes of cheap orc infantry due to their mostly mediocre archery and complete lack of mainline cavalry outside of a few units they can recruit from the Men of the East. However, Mordor's ''non-Orc'' elites are on the complete opposite end of the quality-vs-quality scale, being some of Middle-earth's very best.

to:

** Mordor: If it wasn't for the existence of the Misty Mountains, Moria, Mordor's main roster would be the Spammer par excellence of the entire game, with a relatively Brute-like focus on hordes of cheap orc infantry due to their mostly mediocre archery and complete lack of mainline cavalry outside of a few units they can recruit from the Men of the East. However, Mordor's ''non-Orc'' elites are on the complete opposite end of the quality-vs-quality scale, being some of Middle-earth's very best.



*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own (at least in terms of overall damage output) even against those of Dale and the Northern Dúnedain, and their Beorning axemen, who can quickly fell even the mightiest of dwarves and elves.

to:

*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own (at least in terms of overall damage output) even against those of Dale and the Northern Dúnedain, and their Beorning axemen, who can quickly fell even the mightiest of dwarves and elves.



* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 onward, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' in general); their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.
* BackFromTheDead:
** If Gandalf the Grey falls, he'll eventually come back as Gandalf the White, with an even more powerful bodyguard.
** Whenever a Nazgûl dies, they will eventually revive. Additionally, if Dol Guldur is defeated, their three Nazgûl will respawn in Mordor.
* BadWithTheBone: According to their unit description, the Troll-men Champions of Harad are rumored to create their swords from the tusks of mûmakil.
* BarbarianTribe:
** The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.
** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]).
* BearsAreBadNews: The Vale of Anduin's standard bodyguard unit are Skin-Changers, men who can transform into bears in the lore. While technical limitations have so far prevented the modders from implementing actual bears on the battlefield, the Skin-Changers are still one of [=DaC's=] most powerful units, possessing both multiple HP and the highest attack by far of any non-monster unit in the game, with their only weakness being their relatively low armor.
* BeefGate:
** Some factions will spawn a giant elite-tier army to kick your ass if you take their capital without dealing with the rest of their territories.
** If you're playing as Rohan, Isengard will get a starting horde of late game units so you can't just overwhelm their relatively weak starting units with your cavalry.
* CavalryOfTheDead: The Aragorn Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.

to:

* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 onward, DropTheHammer: Maces and hammers are another common armor-piercing weapon, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' Khazad-dûm in general); particular favoring their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.
* BackFromTheDead:
** If Gandalf the Grey falls, he'll eventually come back as Gandalf the White, with an even more powerful bodyguard.
** Whenever a Nazgûl dies, they will eventually revive. Additionally, if Dol Guldur is defeated, their three Nazgûl will respawn in Mordor.
* BadWithTheBone: According to their unit description, the Troll-men Champions of Harad are rumored to create their swords from the tusks of mûmakil.
* BarbarianTribe:
** The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.
** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]).
* BearsAreBadNews: The Vale of Anduin's standard bodyguard unit are Skin-Changers, men who can transform into bears in the lore. While technical limitations have so far prevented the modders from implementing actual bears on the battlefield, the Skin-Changers are still one of [=DaC's=] most powerful units, possessing both multiple HP and the highest attack by far of any non-monster unit in the game, with their only weakness being their relatively low armor.
* BeefGate:
** Some factions will spawn a giant elite-tier army to kick your ass if you take their capital without dealing with the rest of their territories.
** If you're playing as Rohan, Isengard will get a starting horde of late game units so you can't just overwhelm their relatively weak starting units with your cavalry.
* CavalryOfTheDead: The Aragorn Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.
use.



** Low-tier "Berserker-type" infantry are capable of inflicting even more damage than many elite units, but will melt away the moment their enemy hits back. This is perhaps best exemplified by Mountain-Orc Hunters of the Misty Mountains; they can cut through even Dwarven armor with ease, but will instantly fall even to a single 1-damage arrow.
* GrimUpNorth: Starting from V3, the mightiest orcs are those of Mount Gundabad in Middle-earth's frigid north.

to:

** Low-tier "Berserker-type" infantry are capable of inflicting even more damage than many elite units, but will melt away the moment their enemy hits back. This is perhaps best exemplified by Mountain-Orc Hunters of the Misty Mountains; Moria and Gundabad; they can cut through even Dwarven armor with ease, but will instantly fall even to a single 1-damage arrow.
* GrimUpNorth: Starting from V3, the The mightiest orcs of Sauron's forces are those the snow-orcs of Mount Gundabad in Middle-earth's frigid north.



** The Goblins of the Misty Mountains have the Flame Wrangler, a catapult that flings barrels filled with explosive oil.

to:

** The Goblins of the Misty Mountains Moria have the Flame Wrangler, a catapult that flings barrels filled with explosive oil.



* MoraleMechanic: For each basic tier of morale (Low, Average, Good, etc.), Orcs have the lowest, Elves and Dwarves have the highest, and Men are in between. Enedwaith and the Misty Mountains in particular have such low morale that they each have a unit specifically dedicated to maintaining morale(the Warchanters[[note]]which Dunland also gets[[/note]] and the Uruk Taskmasters respectively).

to:

* MoraleMechanic: For each basic tier of morale (Low, Average, Good, etc.), Orcs have the lowest, Elves and Dwarves have the highest, and Men are in between. Enedwaith and the Misty Mountains Moria in particular have such low morale that they each have a unit specifically dedicated to maintaining morale(the Warchanters[[note]]which Dunland also gets[[/note]] and the Uruk Taskmasters respectively).



* PoisonedWeapons: Poison arrows drastically reduce the morale of any unit they hit, with Dol Guldur's archers and the Drúedain Hunters favoring their use.



* SavageWolves: Warg-riding units tend to do incredibly high damage for their tier, particularly on the charge, and are especially effective against other cavalry. In fact, the Misty Mountains' Bolg's Champions have the highest attack stats out of all of [=DaC's=] horse-sized mounted units.
* SiegeEngines: Besides the default catapults, ballistae, battering rams, etc. that basically every faction gets, there's also a few faction-exclusive siege engines; Gondor and Dol Amroth get trebuchets, the dwarves get a special catapult that can fire both grapeshot and mortar shots, and the Misty Mountains get the firebomb-flinging Flame Wrangler.

to:

* SavageWolves: Warg-riding units tend to do incredibly high damage for their tier, particularly on the charge, and are especially effective against other cavalry. In fact, the Misty Mountains' Bolg's Champions Moria's Azog's Defilers have the highest attack stats out of all of [=DaC's=] horse-sized mounted units.
* SiegeEngines: Besides the default catapults, ballistae, battering rams, etc. that basically every faction gets, there's also a few faction-exclusive siege engines; Gondor and Dol Amroth get trebuchets, the dwarves get a special catapult that can fire both grapeshot and mortar shots, and the Misty Mountains get Moria gets the firebomb-flinging Flame Wrangler.



* StartingUnits: Most factions start off with at least a few generals who have late game units as their bodyguard. A few also get bodyguards who otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
** Additionally, a handful of generals come with a unique (and ''very'' powerful) bodyguard that is 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shielded mace-armed pseudo-wraiths.

to:

* StartingUnits: Most factions start off with at least a few generals who have a late game units unit as their bodyguard instead of their faction's standard bodyguard. A few also get couple of generals even have as bodyguards who units that otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
** Additionally, a handful of generals come with a unique (and ''very'' powerful) bodyguard bodyguards that is are 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), Balin has (of course) Balin's Guard (hammer-and-shield infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shielded mace-armed shield-and-mace pseudo-wraiths.

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** Gundabad: Despite being orcs, they are the most overall Elitist of the evil factions, with only the Elves and Dwarves able to outmatch them in a direct fight. Tactically, Gundabad has a Brutish roster that is focused around quickly getting into melee with the enemy, as it is comprised mostly of lightly-armored but hard-hitting infantry.

to:

** Gundabad: Despite being orcs, they are the most overall Elitist of the evil factions, with only the Elves and Dwarves able to outmatch them in a direct fight. Tactically, Gundabad has a Brutish roster that is focused around quickly getting into melee with the enemy, as it is being comprised mostly of lightly-armored but hard-hitting infantry.infantry. However, they can become more Balanced/Spammy with the "Subjugation" system, which allows them to recruit units from other orc factions (and Angmar) as they expand their territories.


Added DiffLines:

* BackFromTheDead:
** If Gandalf the Grey falls, he'll eventually come back as Gandalf the White, with an even more powerful bodyguard.
** Whenever a Nazgûl dies, they will eventually revive. Additionally, if Dol Guldur is defeated, their three Nazgûl will respawn in Mordor.


Added DiffLines:

** Gundabad represents what's left of the northern orcs after their brutal losses in both the War of the Dwarves and Orcs ''and'' the Battle of the Five Armies; the player starts off with literally just Mt. Gundabad.


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* StartingUnits: Most factions start off with at least a few generals who have late game units as their bodyguard. A few also get bodyguards who otherwise are exclusive to other factions; of particular note is Angmar's faction leader Agandaûr, who is guarded by the otherwise Mordor-only Temple Wards.
** Additionally, a handful of generals come with a unique (and ''very'' powerful) bodyguard that is 100% unrecruitable otherwise; Aragorn gets the Grey Company (melee infantry armed with a variety of weapons), Saruman has the Guard of the Hand (shielded crossbow/mace infantry), Elrond and his two sons get Noldorin Guard (shielded bow/sword infantry), and Sauron (should Mordor manage to recover the Ring) is protected by shielded mace-armed pseudo-wraiths.
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** Gundabad: Despite being orcs, they are the most overall Elitist of the evil factions, with only the Elves and Dwarves able to outmatch them in a direct fight. Tactically, Gundabad has a Brutish roster that is focused around quickly getting into melee with the enemy, as it is comprised mostly of lightly-armored but hard-hitting infantry.

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** While several factions gain horsemen with anti-cavalry bonuses after the Barracks Event, ''all'' of Khand's horsemen fight better against other cavalry, befitting their in-universe status as master horsemen.

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** While several factions gain horsemen with anti-cavalry bonuses after the Barracks Event, melee and archer cavalry all get an attack bonus versus other cavalry, ''all'' of Khand's horsemen fight better against other cavalry, befitting their in-universe status as master horsemen.



* ACommanderIsYou: With twenty-six highly varied factions to choose from, chances are a player will be able to find at least one that fits their specific playstyle, with the roster as of V2.2 being:

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* ACommanderIsYou: With twenty-six highly varied factions to choose from, chances are a player will be able to find at least one that fits their specific playstyle, with playstyle:
** Angmar: A very Balanced faction,
the Hill-men's roster as is well-rounded but doesn't have much in the way of V2.2 being: standout features outside of their above-average prevalence of armor-piercing units and their skirmish Wargs.



** Dol Guldur: Ranger-focused Spammers whose roster is reliant on archery, skirmish, and stealth, to the point of being the only orc faction with a only "true" Ranger unit. They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes (while Moria also gets plenty of poison arrows, Dol Guldur's archers will actually be able to hit their targets).



** Dwarves (Erebor, Ered Luin, Khazad-Dûm): Like in the original ''Third Age'', these three factions are an Elitist take on the Turtle/Brute options; from top-to-bottom, their melee infantry can outfight, outtough, and simply outlast almost every non-Elven counterpart. They are also very much Economist factions, as their economies (even that of the initially nomadic Khazad-Dûm) will be blessed with an embarrassment of riches once they get their mines going, helping to compensate for how expensive and small their units tend to be. However, the Dwarves have no native cavalry options, few and generally rather average archers (though Erebor at least gets excellent crossbowmen), and the slowest movement speed out of all the races.

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** Dwarves (Erebor, Ered Luin, Khazad-Dûm): Dwarves: Like in the original ''Third Age'', these three factions are an Elitist take on the Turtle/Brute options; from top-to-bottom, their melee infantry can outfight, outtough, and simply outlast almost every non-Elven counterpart. They are also very much Economist factions, as their economies (even that of the initially nomadic Khazad-Dûm) will be blessed with an embarrassment of riches once they get their mines going, helping to compensate for how expensive and small their units tend to be. However, the Dwarves have no native cavalry options, few and generally rather average archers (though Erebor at least gets excellent crossbowmen), and Dwarven armies are the slowest movement speed in all of [=DaC=] and are relatively lacking in archery.
*** Erebor: Takes the Brute approach to the max; they hit even harder than their brethren, but have slightly lower defense compared to Khazad-Dûm and almost no ranged capability outside of throwing axes.
*** Ered Luin: Something of a Technical/Turtle hybrid, they'll need to rely on keeping the enemy at bay with their pikes while maneuvering their crossbows to get the best shot, as their units tend to have slightly lower stats than those of the other two Dwarven factions.
*** Khazad-Dûm: Takes the Turtle approach to the max, with the highest armor and shield values
out of all the races. their brethren, but slightly lower attack compared to Erebor.



** Isengard: Similar to the original ''Third Age'', Isengard has a Brutish infantry-focused roster. However, even though Uruk-hai units ''are'' better than equivalent orc units at each tier, Isengard is still pretty Spammy pre-Barracks Event, with only a few standouts like the half-orcs and the Berserkers. However, once the late game hits, Isengard becomes a lot more Elitist, gaining heavily-armored Uruk-hai who can outmatch even the descendants of Númenor in direct combat.



** Mordor: If it wasn't for the existence of the Misty Mountains, Mordor's main roster would be the Spammer par excellence of the entire game, with a relatively Brute-like focus on hordes of cheap orc infantry due to their mostly mediocre archery and complete lack of mainline cavalry outside of a few units they can recruit from the Men of the East. However, Mordor's ''non-Orc'' elites are on the complete opposite end of the quality-vs-quality scale, being some of Middle-earth's very best.
** Moria: The Spammiest faction in all of [=DaC=], with their goblin mainstays being even cheaper, weaker, and more cowardly than regular orcs. Indeed, their roster generally has the largest unit sizes for each tier in the entire game. Which isn't to say that the goblins are ''all'' about CannonFodder; their roster is probably the tactically diverse of the orcs and includes some fairly unique special units.



** Orcs: Outside of late-game Isengard, these five factions are very much Spammers who rely on drowning their foes in a sea of bodies, as even their elite units tend to focus more on quantity over quality. Which isn't to say there isn't quality either; the orc factions also all get access to mighty trolls and other special units that will give even the Elves some pause.
*** Angmar: Like their Gundabad predecessors from the original ''Third Age'', they are very much a Brute faction that focuses on overwhelming the enemy in close combat, which is reinforced by their wide array of armor-piercing units from top to bottom (and their rather mediocre-to-the-point-of-almost-nonexistent ranged capabilities). In fact, their post-Barracks Event units are actually relatively Elitist by orc standards, being able to hold their own against most non-Númenórean human counterparts.
*** Dol Guldur: Somewhat more Ranger-focused than the others, with the best overall ranged lineup among their brethren (including the orc factions' only "true" Ranger unit). They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes (while the Misty Mountains also get plenty of poison arrows, Dol Guldur's archers will actually be able to hit their targets).
*** Isengard: Similar to the original ''Third Age'', Isengard has a Brutish infantry-focused roster that is also the most Elitist of the orcs. However, even though Uruk-hai units ''are'' better than equivalent orc units at each tier, Isengard is still pretty Spammy pre-Barracks Event, with only a few standouts like the half-orcs and the Berserkers. However, once the late game hits, Isengard gets access to heavily-armored Uruk-hai who can outmatch even the descendants of Númenor in direct combat.
*** Misty Mountains: Even more Spammy than the other orcs, with their goblin mainstays being even cheaper, weaker, and more cowardly than regular orcs. Indeed, the Misty Mountains roster generally has the largest unit sizes for each tier in the entire game. Which isn't to say that the goblins are ''all'' about CannonFodder; their roster is probably the tactically diverse of the orcs and includes some fairly unique special units.
*** Mordor: If it wasn't for the existence of the Misty Mountains, Mordor's main roster would be the Spammer par excellence of the entire game, with a relatively Brute-like focus on infantry hordes due to their mostly mediocre archery and complete lack of mainline cavalry outside of a few units they can recruit from the Men of the East. However, Mordor's ''non-Orc'' elites are on the complete opposite end of the quality-vs-quality scale, being some of Middle-earth's very best.



** Pre-V3 Angmar was very much a Brute/Spammer faction that focused on overwhelming the enemy in close combat, which was reinforced by their wide array of armor-piercing units from top to bottom (and their rather mediocre-to-the-point-of-almost-nonexistent ranged capabilities). In fact, their post-Barracks Event units were actually relatively Elitist by orc standards, being able to hold their own against most non-Númenórean human counterparts.



* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, Dol Amroth, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.

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* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, Dol Amroth, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, Angmar, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.

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''Divide and Conquer'' (or [=DaC=] for short) is an extensive sub-mod of ''VideoGame/ThirdAgeTotalWar'' (a ''Literature/TheLordOfTheRings''-based mod of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''). This entirely campaign-focused sub-mod not only adds a massive amount of new content (such as units, factions, scripts, maps, etc.), but substantially overhauls pretty much everything inherited from the original ''Third Age''. Currently, ''Divide and Conquer'' is on Version 2.2.

to:

''Divide and Conquer'' (or [=DaC=] for short) is an extensive sub-mod of ''VideoGame/ThirdAgeTotalWar'' (a ''Literature/TheLordOfTheRings''-based mod of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''). This entirely campaign-focused sub-mod not only adds a massive amount of new content (such as units, factions, scripts, maps, etc.), but substantially overhauls pretty much everything inherited from the original ''Third Age''. Currently, ''Divide and Conquer'' is on Version 2.2.
3.



Unless noted otherwise, all tropes pertain to Version 2.2.

to:

Unless noted otherwise, all tropes pertain to Version 2.2.
3.



* ArmorPiercingAttack: Besides the usual crossbows, axes, maces, hammers, javelins, etc., there's also a handful of AP archers[[labelnote:list]]Dúnedain Bodyguard, Dale's Royal Guardsmen and Hearthguard, Khand's Variag Nobles, Lothlórien's Gûrveleg, and Khazad-Dûm's Hithaeglir Beast Hunters, with the Dúnedain Steelbowmen and Mordor's Temple Marksmen slated to join the group in V3[[/labelnote]], swordsmen[[labelnote:list]]Harad's Troll-men Champions, Imladris's Tulkas' Faithful, Isengard's Berserkers and Nazg-hai, and Mordor's Uruk Bodyguard[[/labelnote]], and [[TheLastOfTheseIsNotLikeTheOthers stone-throwing hobbits]][[labelnote:list]]The Vale of Anduin's Stoor Shirriffs and Bree-land's Watch Shirriffs[[/labelnote]].
* AnAxeToGrind: The most common armor-piercing weapon, with the Dwarven factions in particular favoring their use. The upcoming V3 has Erebor take it even further, as even their ''ranged'' weapons will primarily be throwing axes.
* ACommanderIsYou: With twenty-six highly varied factions to choose from, chances are a player will be able to find at least one that fits their specific playstyle:

to:

* ArmorPiercingAttack: Besides the usual crossbows, axes, maces, hammers, javelins, etc., there's also a handful of AP archers[[labelnote:list]]Dúnedain Bodyguard, Bodyguard and Steelbowmen, Dale's Royal Guardsmen and Hearthguard, Khand's Variag Nobles, Lothlórien's Gûrveleg, and Khazad-Dûm's Hithaeglir Beast Hunters, with the Dúnedain Steelbowmen and Mordor's Temple Marksmen slated to join the group in V3[[/labelnote]], Marksmen[[/labelnote]], swordsmen[[labelnote:list]]Harad's Troll-men Champions, Imladris's Tulkas' Faithful, Isengard's Berserkers and Nazg-hai, and Mordor's and Dol Guldur's Uruk Bodyguard[[/labelnote]], and [[TheLastOfTheseIsNotLikeTheOthers stone-throwing hobbits]][[labelnote:list]]The Vale of Anduin's Stoor Shirriffs and Bree-land's Watch Shirriffs[[/labelnote]].
* AnAxeToGrind: The most common armor-piercing weapon, with the Dwarven factions in particular favoring their use. The upcoming V3 has Erebor take it even further, as even their ''ranged'' weapons will are primarily be throwing axes.
* ACommanderIsYou: With twenty-six highly varied factions to choose from, chances are a player will be able to find at least one that fits their specific playstyle: playstyle, with the roster as of V2.2 being:



* GrimUpNorth: In the upcoming V3, the mightiest orcs will come from around Mount Gundabad in Middle-earth's frigid north.

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* GrimUpNorth: In the upcoming Starting from V3, the mightiest orcs will come from around are those of Mount Gundabad in Middle-earth's frigid north.


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* {{Nerf}}: Archers that used to have armor-piercing arrows, but now no longer do, include Khazad-Dûm's Hithaeglir Beast Hunters, Dale's Barding Marksmen, and Khand's Warlord's Kataphract Archers.
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* GrimUpNorth: In the upcoming V3, the mightiest orcs will come from the Middle-earth's frigid north.

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* GrimUpNorth: In the upcoming V3, the mightiest orcs will come from the around Mount Gundabad in Middle-earth's frigid north.
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* GrimUpNorth: In the

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* GrimUpNorth: In the upcoming V3, the mightiest orcs will come from the Middle-earth's frigid north.

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''Divide and Conquer'' is an extensive sub-mod of ''VideoGame/ThirdAgeTotalWar'' (a ''Literature/TheLordOfTheRings''-based mod of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''). This entirely campaign-focused sub-mod not only adds a massive amount of new content (such as units, factions, scripts, maps, etc.), but substantially overhauls pretty much everything inherited from the original ''Third Age''. Currently, ''Divide and Conquer'' is on Version 2.2.

to:

''Divide and Conquer'' (or [=DaC=] for short) is an extensive sub-mod of ''VideoGame/ThirdAgeTotalWar'' (a ''Literature/TheLordOfTheRings''-based mod of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''). This entirely campaign-focused sub-mod not only adds a massive amount of new content (such as units, factions, scripts, maps, etc.), but substantially overhauls pretty much everything inherited from the original ''Third Age''. Currently, ''Divide and Conquer'' is on Version 2.2.



* AntiCavalry:
** Factions like Dunland and Harad that will likely have to fight against lots of high-quality horsemen tend to have a particularly strong anti-cavalry focus. A few units even get a bonus against specific horse breeds; for example, Isengard's Uruk-hai Infantry get a special bonus against Rohirric cavalry, despite being regular swordsmen otherwise.
** While several factions gain horsemen with anti-cavalry bonuses after the Barracks Event, ''all'' of Khand's horsemen fight better against other cavalry, befitting their in-universe status as master horsemen.
** Several High Elven units, even those who aren't otherwise anti-cavalry, get a bonus specifically against Wargs.



*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own (at least in terms of overall damage output) even against those of Dale and the Northern Dúnedain.

to:

*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own (at least in terms of overall damage output) even against those of Dale and the Northern Dúnedain.Dúnedain, and their Beorning axemen, who can quickly fell even the mightiest of dwarves and elves.



* BarbarianTribe: The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.

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* BarbarianTribe: BadWithTheBone: According to their unit description, the Troll-men Champions of Harad are rumored to create their swords from the tusks of mûmakil.
* BarbarianTribe:
**
The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.manner.
** The troll-men of Far Harad are even more barbaric, going into battle with little more than a {{Loincloth}} and a wicker shield, which they compensate for with their sheer hardiness (being one of only a few multiple-HP infantry in [=DaC=]).



* GrimUpNorth: In the



* KillItWithFire: A specialty of Rhûn's; besides their fire arrows, they also have the firebomb-throwing Udege Marines.

to:

* KillItWithFire: KillItWithFire:
**
A specialty of Rhûn's; besides their fire arrows, they also have the firebomb-throwing Udege Marines.Marines.
** The Goblins of the Misty Mountains have the Flame Wrangler, a catapult that flings barrels filled with explosive oil.



* TheRemnant: The Ar-Adûnâim are the descendants of Númenórean colonists who settled in Middle-earth's far south and thus survived the sinking of Númenór. Unlike the descendants of the Faithful or even Sauron's own Númenórean followers, the Ar-Adûnâim maintain the ideology of the King's Men who ruled Númenór in its final millennia.

to:

* TheRemnant: TheRemnant:
**
The Ar-Adûnâim are the descendants of Númenórean colonists who settled in Middle-earth's far south and thus survived the sinking of Númenór. Unlike the descendants of the Faithful or even Sauron's own Númenórean followers, the Ar-Adûnâim maintain the ideology of the King's Men who ruled Númenór in its final millennia.millennia.
** As indicated by their faction name, the Remnants of Angmar are the surviving vestiges of the evil kingdom that destroyed Arnor before being destroyed in turn by the Gondorians and High Elves; the game starts with Sauron sending one of his Black Númenórean generals to reestablish Angmar, since the Witch-king is too busy with matters in the south to return to his former domain.


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* SavageWolves: Warg-riding units tend to do incredibly high damage for their tier, particularly on the charge, and are especially effective against other cavalry. In fact, the Misty Mountains' Bolg's Champions have the highest attack stats out of all of [=DaC's=] horse-sized mounted units.
* SiegeEngines: Besides the default catapults, ballistae, battering rams, etc. that basically every faction gets, there's also a few faction-exclusive siege engines; Gondor and Dol Amroth get trebuchets, the dwarves get a special catapult that can fire both grapeshot and mortar shots, and the Misty Mountains get the firebomb-flinging Flame Wrangler.
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* CavalryOfTheDead: The Aragon Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.

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* CavalryOfTheDead: The Aragon Aragorn Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.
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* AmazonBrigade: A handful of units comprise of all females, namely Dunland and Enedwaith's Warchanters, Khand's Uushixià Stormriders, Harad's Hasharii Shadows, and Lothlórien's Yavanna's Chosen.

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* AmazonBrigade: A handful of units comprise of all females, namely Dunland and Enedwaith's Warchanters, Khand's Uushixià Stormriders, Harad's Hasharii Shadows, and Lothlórien's Yavanna's Chosen.Chosen, and (of course) the Shieldmaidens of Rohan.
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* AmazonBrigade: A handful of units are made of all females, namely Dunland and Enedwaith's Warchanters, Khand's Uushixià Stormriders, Harad's Hasharii Shadows, and Lothlórien's Yavanna's Chosen.

to:

* AmazonBrigade: A handful of units are made comprise of all females, namely Dunland and Enedwaith's Warchanters, Khand's Uushixià Stormriders, Harad's Hasharii Shadows, and Lothlórien's Yavanna's Chosen.
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Added DiffLines:

''Divide and Conquer'' is an extensive sub-mod of ''VideoGame/ThirdAgeTotalWar'' (a ''Literature/TheLordOfTheRings''-based mod of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''). This entirely campaign-focused sub-mod not only adds a massive amount of new content (such as units, factions, scripts, maps, etc.), but substantially overhauls pretty much everything inherited from the original ''Third Age''. Currently, ''Divide and Conquer'' is on Version 2.2.

It can be found [[https://www.moddb.com/mods/divide-and-conquer here]]. For more information, there's also [[http://www.twcenter.net/forums/forumdisplay.php?1955-Divide-and-Conquer its official forums]] and the Website/YouTube [[https://www.youtube.com/channel/UC8HWk4BpT_AP4tTGjF4O4GA/ channel]] of the sub-mod's current head.

Unless noted otherwise, all tropes pertain to Version 2.2.

Not to be confused with [[DivideAndConquer the trope of the same name]].
----
!!''Divide and Conquer'' provides examples of:
* AmazonBrigade: A handful of units are made of all females, namely Dunland and Enedwaith's Warchanters, Khand's Uushixià Stormriders, Harad's Hasharii Shadows, and Lothlórien's Yavanna's Chosen.
* ArmorPiercingAttack: Besides the usual crossbows, axes, maces, hammers, javelins, etc., there's also a handful of AP archers[[labelnote:list]]Dúnedain Bodyguard, Dale's Royal Guardsmen and Hearthguard, Khand's Variag Nobles, Lothlórien's Gûrveleg, and Khazad-Dûm's Hithaeglir Beast Hunters, with the Dúnedain Steelbowmen and Mordor's Temple Marksmen slated to join the group in V3[[/labelnote]], swordsmen[[labelnote:list]]Harad's Troll-men Champions, Imladris's Tulkas' Faithful, Isengard's Berserkers and Nazg-hai, and Mordor's Uruk Bodyguard[[/labelnote]], and [[TheLastOfTheseIsNotLikeTheOthers stone-throwing hobbits]][[labelnote:list]]The Vale of Anduin's Stoor Shirriffs and Bree-land's Watch Shirriffs[[/labelnote]].
* AnAxeToGrind: The most common armor-piercing weapon, with the Dwarven factions in particular favoring their use. The upcoming V3 has Erebor take it even further, as even their ''ranged'' weapons will primarily be throwing axes.
* ACommanderIsYou: With twenty-six highly varied factions to choose from, chances are a player will be able to find at least one that fits their specific playstyle:
** Bree-land: A primarily Economist faction with a strong focus on trade, Bree's early game roster has a relatively Guerilla orientation thanks to their stealthy hobbit and woodland units, but is otherwise pretty mediocre by "good guy" standards, outside of the occasional Greenway or Dúnedain unit. They actually become ''more'' of a Spammer faction after the Barracks Event, since their late game units are among the worst (and cheapest) in the entire game, though this is slightly compensated for by being able to recruit the occasional foreign mercenary or Dúnedain-associated unit (depending on whether the player picks the even more Economist "Isolationist" option or the slightly more Elitist "Friends of the Dúnedain" path respectively).
** Dale: A very Ranger-oriented faction, with some of Middle-earth's finest archers from top to bottom. They also become more of a Tank faction after the Barracks Event, gaining a particularly big boost in their units' armor and shield stats, as well as a solid core of polearm infantry. However, the rest of Dale's roster is fairly mediocre, though still relatively well-rounded in terms of tactical variety. They also become something of a Economist faction once they finish rebuilding their core regions, thanks to Dale's mercantile orientation.
** Dorwinion: Very much an Economist faction (thanks in large part to its highly valuable wine), their early game roster is relatively Spammy for a non-orc faction, being well-rounded and cheap but rather low quality. After the Barracks Event, Dorwinion's roster can either become significantly more Balanced in terms of quality, or take a much more archer/ambush-focused Ranger/Guerilla playstyle, depending on whether they choose the Human or Elven path respectively.
** Dwarves (Erebor, Ered Luin, Khazad-Dûm): Like in the original ''Third Age'', these three factions are an Elitist take on the Turtle/Brute options; from top-to-bottom, their melee infantry can outfight, outtough, and simply outlast almost every non-Elven counterpart. They are also very much Economist factions, as their economies (even that of the initially nomadic Khazad-Dûm) will be blessed with an embarrassment of riches once they get their mines going, helping to compensate for how expensive and small their units tend to be. However, the Dwarves have no native cavalry options, few and generally rather average archers (though Erebor at least gets excellent crossbowmen), and the slowest movement speed out of all the races.
** Harad: Probably one of the most Technical factions in the game, as their units move fast and hit hard, but have very low defensive stats and are particularly vulnerable to missile fire. Good micromanagement becomes particularly key after the Barracks Event, as their late game units have low troop counts and high costs even compared to Dúnedain counterparts, but are still less durable than even many equivalent orc and wild men units. Even the mighty mûmakil will require some finesse to achieve their full effectiveness in battle.
** High Elves (Imladris, Lindon): These two well-rounded factions go all the way with the Elitist philosophy, with their units being the absolute best in the entire game at each tier, but incredibly expensive and low in number.
** Khand: Very much a Ranger faction, Khand's lineup is designed to favor hit-and-run tactics, with their main strength being an extensive roster of swift and hard-hitting cavalry that includes the finest horse archers in all of [=DaC=]. However, while Khand's non-mounted roster has some reasonably hard-hitting units, it's very thin (to the point where they have almost no polearms whatsoever) and simply lacks the sturdiness to be able to hold a line for long; they'll need to ally with the Blue Wizards if they want any units that can truly duke it out in an extended slugfest.
** Númenóreans: The four factions in this group are sort of a mix of Generalist and Elitist; their troops generally have well-rounded stats and tend to be better than equivalent units from other human factions, if also more expensive. The Númenórean factions also all have impressive economic capabilities (at least potentially), including far more building/upgrade options than other human factions, making them sort of Economist/Research factions as well.
*** Ar-Adûnâim: Very much the Númenórean Brute, victory will mostly hinge on their infantry's ability to crush their foes in a head-on clash, especially since the Ar-Adûnâim's core roster has ''zero'' cavalry until the late game. There's even an element of Spammer to their gameplay, since unlike their nobler kindreds, the lowest tier of the Ar-Adûnâim's core roster includes a few cheap CannonFodder units to support a lineup that is otherwise roughly on par with those of the other Númenorean factions. They can also take a more Balanced approach by recruiting other factions' units through the [[SlaveMooks auxiliary system]] (in particular, it'll be their chief means of getting cavalry).
*** Dol Amroth: Definitely the Elitist of the human factions, particularly after the Barracks Event. While their infantry lineup is already an even better version of Gondor's mainline roster for the most part, their real strength is their cavalry, which man-for-man are the best human horsemen in the entire game. Their one weak spot is their archers, and even those are still around average.
*** Gondor: Their roster is something of a jack-of-all-trades, as they can recruit a wide variety of very good region-exclusive units from their various fiefdoms to supplement a reasonably solid mainline. Gondor's only real weakness is that their cavalry will be outclassed by almost everyone else's (though this is slightly compensated for by being able to train some Amrothian cavalry); as such, Gondorian tactics will often tend towards defensive turtling, especially since the majority of their most elite units are spear/polearm infantry.
*** Northern Dúnedain: They tend to have a very Ranger/Guerilla playstyle in the early/mid-game, with some of the finest non-Elven archers in all of Middle-earth and a core pre-Barracks Event roster well-suited to pulling off devastating hit-and-run tactics in the forests of Eriador. Additionally, they ''also'' boast some excellent melee infantry and cavalry which makes them arguably the most tactically diverse of their kin. That said, while the core Dúnedain roster remains Elitist throughout, most of it can only be recruited in the former heartlands of Arnor, meaning that if the Northern Dúnedain want to expand beyond Eriador, they'll have to adopt a more Balanced roster made up of whatever local troops they can recruit through the "Beacon of Hope" system.
** Orcs: Outside of late-game Isengard, these five factions are very much Spammers who rely on drowning their foes in a sea of bodies, as even their elite units tend to focus more on quantity over quality. Which isn't to say there isn't quality either; the orc factions also all get access to mighty trolls and other special units that will give even the Elves some pause.
*** Angmar: Like their Gundabad predecessors from the original ''Third Age'', they are very much a Brute faction that focuses on overwhelming the enemy in close combat, which is reinforced by their wide array of armor-piercing units from top to bottom (and their rather mediocre-to-the-point-of-almost-nonexistent ranged capabilities). In fact, their post-Barracks Event units are actually relatively Elitist by orc standards, being able to hold their own against most non-Númenórean human counterparts.
*** Dol Guldur: Somewhat more Ranger-focused than the others, with the best overall ranged lineup among their brethren (including the orc factions' only "true" Ranger unit). They're also a bit of a Gimmick faction, as a key tactic will be using their poison arrows to break the morale of their foes (while the Misty Mountains also get plenty of poison arrows, Dol Guldur's archers will actually be able to hit their targets).
*** Isengard: Similar to the original ''Third Age'', Isengard has a Brutish infantry-focused roster that is also the most Elitist of the orcs. However, even though Uruk-hai units ''are'' better than equivalent orc units at each tier, Isengard is still pretty Spammy pre-Barracks Event, with only a few standouts like the half-orcs and the Berserkers. However, once the late game hits, Isengard gets access to heavily-armored Uruk-hai who can outmatch even the descendants of Númenor in direct combat.
*** Misty Mountains: Even more Spammy than the other orcs, with their goblin mainstays being even cheaper, weaker, and more cowardly than regular orcs. Indeed, the Misty Mountains roster generally has the largest unit sizes for each tier in the entire game. Which isn't to say that the goblins are ''all'' about CannonFodder; their roster is probably the tactically diverse of the orcs and includes some fairly unique special units.
*** Mordor: If it wasn't for the existence of the Misty Mountains, Mordor's main roster would be the Spammer par excellence of the entire game, with a relatively Brute-like focus on infantry hordes due to their mostly mediocre archery and complete lack of mainline cavalry outside of a few units they can recruit from the Men of the East. However, Mordor's ''non-Orc'' elites are on the complete opposite end of the quality-vs-quality scale, being some of Middle-earth's very best.
** Rhûn: Perhaps the most Balanced faction, the Easterlings have a very well-rounded roster that holds up reasonably well in terms of both quality and numbers. Like in vanilla ''Third Age'', Rhûn in the early game is more Ranger-focused with a plethora of ranged units, but becomes more of a Brute/Tank faction once they can start training the heavily-armored Lôke-Khan units. However, while most Rhûnnic units are at least solid for their tier, their roster doesn't particularly excel at anything either, outside of their fire-based Gimmicks.
** Rohan: The Men of the Riddermark are definitely a Ranger-focused faction thanks to their varied and well-rounded plethora of solid-to-excellent cavalry, but this is balanced by the non-mounted part of their roster being fairly mediocre for the most part (being particularly lacking in ranged units), if still better suited for holding a line than Khand's.
** Silvan Elves (Lothlórien, The Woodland Realm): These Elves are masters of the Ranger/Guerilla approach, with their plethora of excellent missile troops and mastery of forest-based stealth. But don't assume they're helpless in a straight fight; their rosters compensate for their high cost and low unit sizes by being almost just as Elitist as the High Elves', with their only hole being their relative lack of cavalry. In general, the Woodland Realm's units tend to be more focused on dealing damage, while Lórien's are generally more defensively-oriented.
** Wild Men: In general, Middle-earth's three most primitive human factions are Guerilla Spammers whose greatest strengths are numbers and stealth. Though they may not be ''quite'' as quantity-over-quality as the orcs, the wild men are definitely solid runner-ups; in particular, they arguably have the worst late-game rosters in all of Middle-earth, since the relative quality of their units starts to really fall behind once the Barracks Event hits.
*** Dunland: Very much a Brute faction that relies on overwhelming the enemy in close combat, Dunland actually has some of [=DaC's=] better mid-tier melee units (though they still lack any real "elite"-caliber ones). However, their roster has rather pitiful ranged capabilities and is not quite as stealthy as the other wild men's, though this can be somewhat compensated for if Dunland manages to complete the "Unite the Clans" script and starts recruiting from Enedwaith's more skirmish-oriented roster.
*** Enedwaith: Victory here will require a Ranger playstyle, since Enedwaith's units will almost always be outclassed in a straight fight. Instead, their primary strength is their skirmishers; any unit that finds itself the recipient of an Enedwaith javelin volley is not going to be existing for much longer. Their weakness in close combat can be somewhat compensated for by completing the "Unite the Clans" script, which allows them to recruit from Dunland's sturdier roster.
*** Vale of Anduin: The "jack-of-all-trades" of the wild men, the Anduin is something of a Technical/Specialist faction; they can't spam units on the level of the other wild men, and while their roster as a whole is tactically versatile, their units individually tend to be rather specialized to the point where none of them can really fill the role of an all-around mainline unit, making victory particularly reliant on carefully coordinated tactics. That said, if they do have a strength, it would be their archers, who can hold their own (at least in terms of overall damage output) even against those of Dale and the Northern Dúnedain.
* ArrowsOnFire: For a number of reasons, this ability was taken away from almost every archer unit from V2.0 onward, with only two of Rhûn's units (the Lôke-Nar Rim and the Süri'ut Chariots) retaining it. However, Rhûnnic fire arrows work quite differently from the fire arrows of vanilla ''Third Age'' (and indeed ''Medieval II'' in general); their fire arrows retain the damage buff of standard fire arrows ''without'' suffering any of the rate of fire and accuracy debuffs present in the base game. Rhûn's Darïtaï Hunters also shoot fire arrows, but unlike the missiles of their higher-tier counterparts, these flames are purely cosmetic and don't actually burn their targets.
* BarbarianTribe: The men of Enedwaith and Dunland are fierce savages with little in the way of civilization, which is reflected in the campaign by their relative lack of economic and technological capabilities, and on the battlefield by their relatively undisciplined nature and low armor compared to more civilized men (though the Dunlendings do get a boost in the latter thanks to their alliance with Isengard). The aforementioned features also apply to early game Anduin, though in a more NobleSavage manner.
* BearsAreBadNews: The Vale of Anduin's standard bodyguard unit are Skin-Changers, men who can transform into bears in the lore. While technical limitations have so far prevented the modders from implementing actual bears on the battlefield, the Skin-Changers are still one of [=DaC's=] most powerful units, possessing both multiple HP and the highest attack by far of any non-monster unit in the game, with their only weakness being their relatively low armor.
* BeefGate:
** Some factions will spawn a giant elite-tier army to kick your ass if you take their capital without dealing with the rest of their territories.
** If you're playing as Rohan, Isengard will get a starting horde of late game units so you can't just overwhelm their relatively weak starting units with your cavalry.
* CavalryOfTheDead: The Aragon Quest script ends with the Northern Dúnedain getting an army of undead Oathbreakers, who can be used for three battles before disappearing.
* FightingForAHomeland: Given that Khazad-Dûm and the Ar-Adûnâim don't even start off holding any settlements to begin with, this trope is very much in force with them at least in a gameplay sense, especially if they end up losing whatever settlements they do conquer and are forced to wander the proverbial wilderness once more.
* GlassCannon:
** The Haradrim are this as a faction; their units have very aggressive stats even compared to their Númenórean counterparts, but tend to be very fragile thanks to their relative lack of armor.
** Low-tier "Berserker-type" infantry are capable of inflicting even more damage than many elite units, but will melt away the moment their enemy hits back. This is perhaps best exemplified by Mountain-Orc Hunters of the Misty Mountains; they can cut through even Dwarven armor with ease, but will instantly fall even to a single 1-damage arrow.
* HeelFaceTurn: Around turn 40-50, Khand will get the option to turn against Sauron by allying with the Blue Wizards. Doing so will net them two powerful armies commanded by the Blue Wizards themselves and allow them to recruit Orocani Dwarves and the Uushixià Stormriders (powerful chariot-mounted crossbow[wo]men), but massive rebel armies will suddenly appear in Khand's home provinces, and Mordor, Harad, Rhûn, and the Ar-Adûnâim will all be instantly gunning for them.
* HorseArcher: Many factions have at least one unit of such, but Khand in particular have this trope as one of their hats; their default bodyguard unit, the Variag Nobles, fires ''armor-piercing'' arrows, and the Warlord's Kataphract Archers have an even higher missile attack than standard human rangers.
* JavelinThrower: Many faction have at least one unit of javelinmen, who will likely be your best counter against mûmakil and other elephant-derived units like chariots and Sauron himself. Enedwaith in particular is built around javelins; despite being as cheap as dirt, their javelinmen as a whole have the highest ammo count, damage output (armor-piercing javelins, anyone?), range, and accuracy out of all the factions, and even their most elite unit are javelinmen.
* KillItWithFire: A specialty of Rhûn's; besides their fire arrows, they also have the firebomb-throwing Udege Marines.
* LastStand: If a faction goes below a certain number of provinces, they will spawn a full stack of high-tier troops in order to repel the invaders and retake their lands; the script is even called "Last Stand"!
* LethalJokeCharacter: Hobbit Shirriffs may have hilariously low stats, but the ridiculous amount of armor-piercing throwing stones they carry means that they'll often have the highest kill count of your entire army.
* MagikarpPower: Dorwinion starts off with a weak roster that will be handily outclassed by their likely foe Rhûn, but once they hit the late game, they'll be able to recruit elite units that can more than hold their own against their counterparts from the Lôke-Khan's armies.
* MightyGlacier: Dwarves in general are extremely resilient, with the best overall armor, stamina, and morale out of all the races. On top of that, they also hit hard, thanks in part to a plethora of excellent armor-piercing units. However, they will invariably have the slowest armies in the game.
* MoraleMechanic: For each basic tier of morale (Low, Average, Good, etc.), Orcs have the lowest, Elves and Dwarves have the highest, and Men are in between. Enedwaith and the Misty Mountains in particular have such low morale that they each have a unit specifically dedicated to maintaining morale(the Warchanters[[note]]which Dunland also gets[[/note]] and the Uruk Taskmasters respectively).
* OurElvesAreBetter: Besides the woodcraft-focused Silvan Elves and the straight-up elite High Elves most predominately featured in most Middle-earth media, there's also the Avari, who are exclusive to Dorwinion. They make excellent archers, but are relatively lacking in melee prowess compared to the Eldar (or even some of the more elite human units).
* PragmaticAdaptation: As the modders themselves admit, various liberties are taken with the lore in order to facilitate gameplay, particularly in terms of unit and faction variety.
* {{Ranger}}: Several factions (namely, the majority of human factions[[note]]Gondor, Dol Amroth, the Northern Dúnedain, the Ar-Adûnâim, Dale, Dorwinion, Bree, the Vale of Anduin, Enedwaith, and Harad[[/note]], both Silvan Elf factions, and Dol Guldur) have a "ranger"-type unit; basically, a lightly-armored foot archer that can hide anywhere and usually has the highest accuracy, missile damage, range, and ammo count out of all the archers in their faction. Rangers also usually have better melee stats than most pre-Barracks Event mainline troops, making them particularly useful for factions that can recruit them early on.
** For a mounted version that can at least still hide in woods, there's the elite Imladris Rangers. While the Dúnedain Scouts are conceptually basically mounted Dúnedain Rangers, their relatively low stats precludes them from fully qualifying for the trope.
** There are also units that the head modder has described in some way or another as being quasi-rangers, like the Dúnedain Steelbowmen and Mordor's Temple Marksmen (the two best recruitable human archers in the entire game), Enedwaith's Elder Guildsmen (stealthy archer bodyguards who have slightly better defensive stats than most rangers, but slightly worse range, accuracy, and ammo capacity), the Lôke-Nar Rim of Rhûn (who have lower archery stats than rangers and no stealth capabilities, but fire high-damage flaming arrows), and the Dúnedain Bodyguards (basically roided-up Dúnedain Rangers with armor-piercing arrows who also make formidable axemen in a pinch).
* TheRemnant: The Ar-Adûnâim are the descendants of Númenórean colonists who settled in Middle-earth's far south and thus survived the sinking of Númenór. Unlike the descendants of the Faithful or even Sauron's own Númenórean followers, the Ar-Adûnâim maintain the ideology of the King's Men who ruled Númenór in its final millennia.
* RockBeatsLaser: The Stoor Shirriffs of the Anduin and the Watch Shirriffs of Bree are stone-throwing hobbits, and though each rock's base damage is only one, they're also armor-piercing, making them surprisingly effective against even elite troops.
* SkeletonsInTheCoatCloset: Harad's Troll-men Champions wear horned skulls as masks, and other troll-men units do the same when given an armor upgrade.
* StoneWall: Though this applies to several spear units with high defense but relatively low attack, perhaps the epitome of this trope in the early game are Bree's sword-and-shield Merchant units, who have even better armor than most late game mainline troops, but a pathetically low attack (they also have ''zero'' defense skill, making them particularly vulnerable to armor-piercing units).
* ZergRush: Orc and Wild Men factions are very much built around the principal of drowning your foes in a sea of disposable bodies.

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