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Guardians of the White City

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"In the south the realm of Gondor endured, and for a time its splendor grew, until it recalled the wealth and majesty of Númenor ere it fell."
The Silmarillion: Of the Rings of Power and the Third Age

Guardians of the White City are the most select and mighty of the warriors of Gondor, chosen specifically by Boromir. They can only be recruited while Boromir wears the One Ring. They are classified as Heroic units, making only 3 battalions recruitable at one time.

In addition, 2 battalions can also be summoned permanently by Ring Hero Boromir's upgraded Summon Veterans ​ability. This ability has a shorter cooldown than Boromir's life timer with the One Ring, making it possible to summon over the typical 3 heroic unit cap (3 built at Barracks + 6 by summon).

Abilities Edit

Leadership Honor Guard - The men who were promoted by Boromir inspire the men of Gondor. Fellow units around them will become resistant to fear. (Passive ability)

Upgrades Edit

No Upgrades
This unit has no upgrades. This means that this unit can not gain any sort of permanent boost from upgrades found in either its palantir or from other units/heroes. If this is not the case, fill in the section following the policy.

Strategy Edit

An Alternative strategy with Boromir is to allow him to die at your Fortress under the influence of the One Ring and ensure that he is safe to summon the maximum possible number of Guardians of the White City. The only reason Boromir would need to be kept back is if the player feels the need to intently watch Boromir's cooldown timer for summoning more Guardians far away from battlefront lines out of concern that a heavy melee could distract them from building up a force of Guardians taking advantage of the most possible casts of the ability. One you have a force of 9 battalions of Hero Units, if you held the lines you started with before giving Boromir the Ring, you now have a force of Champions that aren't chained to a death timer and may be able to be more effective to your particular battle's needs than sending Boromir to the front would have been.

This strategy can decidedly be referred to as ''conservative'', not "opportunistic", so it's best applied in somewhat entrenched sieges where the enemies armies aren't the problem so much as their fortifications or the distances on the map itself you need to cover, or any situation where the chief resource that matters to you is time and the timer for Boromir's own combat ability is just not going to be enough and it becomes actually worth it and preferable to use him entirely just to summon units to replace him. As a conservative strategy, there will *always be some chance* that taking more risk could have paid out in your favor, but then you have to assess for yourself whether you're willing to take on that risk or not. General strategy advice can't really hope to accurately the correct choice in a gambling situation because the first assumption of a gamble either to defense or offense is that you don't have enough information to make a positive certain analysis.

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