Isengard is an industrial powerhouse that draws most of its strength in the late game. At first, you'll have little aside from scouts, wargs, and some Dunlendings for an army, but as time passes and you expand your economy and army, you unlock useful upgrades that augment your power on the map. At the beginning of the game, your priority is to protect your territory as much as you can with what little you have. Expansion and conquest comes later when you have more options of attack and access to your formidable siege weapons and fully-upgraded Uruk-Hai.
Isengard's fortress provides nothing but fences for defense, with eight build plots and defense plots. Its focus is on defense and economy in the early game, expansion and development mid-game, and aggressive destruction in the late game. Isengard has the greatest number of siege weapons for devastating enemy defenses, and their fully-upgraded Uruk-hai are among the most powerful late-game soldiers in all of Arda. Essentially, the longer that Isengard holds out in a battle, the stronger it becomes.
Strategic Points Edit
Isengard castles have small walls, barely visible, with multiple entrances, and 8 build plots and defense plots which can be mounted with small towers. The central fortress can be enhanced with various upgrades boosting buildings or Saruman.
The camp has no walls and only 6 build plots and defense plots, but the fortress can still be upgraded normally.
On the outpost Isengard can build a Steelworks to purchase advanced boosts to unit upgrades, receive a high production of resources, and to defend the area with two small arrow towers which come included. Isengard can also go with a regular outpost which allows it to build the various buildings from the castle and camp selection.
On the settlements Isengard can choose to build a mineshaft to produce resources, a Clan Steading to produce units from Isengard's sub-faction, Dunland: Wildmen, Wildmen Axe Throwers, and Wulfgar, or a lumber mill, lowering building cost and gathering wood resources through orc laborers.
|Name/Shortcut||Buildable at||Cost in Resources||Life Points||Description||Price Reductor|
|Citadel (N/A)||Castle, Camp, Outpost||N/A||4000||The citadel is the central building of a fortress or a camp. Isengard heroes can be recruited there. Can research Murder of Crows, Excavations, Burning Forges and Wizard's Tower.||N/A|
|Mineshaft (X)||Castle, Camp, Outpost, Settlements||400/200||2500||Generates resources and increases the command point limit by 30.||Reduces the cost of Tier 2 and Tier 3 Uruks:
|Furnace (Y)||Castle, Camp, Outpost||400||2500||Generates resources and increases the command point limit by 30.||Once it has reached level 3 lowers the cost of unit upgrades:
|Uruk Pit (C)||Castle, Camp, Outpost||300||6500||Trains Isengard Scouts, Uruk-Hais, Uruk Crossbowmen, Uruk Pikemen, Shield Uruks and Uruk Berserkers. Can research War Machinery LV1 and War MachineryLV2.||N/A|
|Warg Pit (V)||Castle, Camp, Outpost||600||7500||Trains Warg Riders and researches the Blood Warg Upgrade.||N/A|
|Siege Works (B)||Castle, Camp, Outpost||600||6500||Trains Battering Rams, Siege Ladders, Siege Ballistae, Mine Berserkers and Explosive Mines.||N/A|
|Armory (N)||Castle, Camp, Outpost||1000||4500||Researches Banner Carrier, Forged Blades, Heavy Armor, Uruk Captain and Steel Bolts.||N/A|
|Warg Sentry (A)||Castle, Camp, Outpost||500||1500||Defensive wargs that attack nearby enemies.||N/A|
|Lookout Tower (S)||Camp, Castle, Outpost||500||3000||Defensive tower that fires arrows at enemies. Can be garrisoned with troops and upgraded with Steel Bolts||N/A|
|Name||Type||Where to recruit/ requires||Cost||CP Cost||Strong vs.||Shortcut|
|Isengard Scouts||Swordsmen, Archer||Uruk Pit||250||90||Depends||Y|
|Uruk-Hai||Swordsmen||Uruk Pit, War Machinery LV1||300||60||Pikemen||X|
|Uruk Crossbowmen||Archer||Uruk Pit, War Machinery LV1||500||90||Range||C|
|Uruk Pikemen||Pikemen||Uruk Pit, War Machinery LV1||400||60||Cavalry||V|
|Shield Uruks||Support||Uruk Pit, War Machinery LV2||500||30||N/A||B|
|Uruk Berserker||Single||Uruk Pit, War Machinery LV2||350||45||Swordmen, Pikemen, Heroes||N|
|Warg Riders||Cavalry||Warg Pit||400||90||Archers,Swordsmen||Y|
|Battering Ram||Siege||Siege Works||240||20||Structures||Y|
|Siege Ladder||Support||Siege Works||160||10||N/A||X|
|Siege Ballista||Siege||Siege Works, War Machinery LV1||560||40||Structures, Siege||C|
|Mine Berserker||Siege||Siege Works, War Machinery LV2||280||15||Units, Structures||V|
|Explosive Mine||Siege||Siege Works, War Machinery LV2||720||30||Structures, Units||B|
|Dunland Spearmen||Pikemen||Spears from Dunland
|Umbar Transport||100||25||N/A||Can transport up to two battalions or heroes across bodies of water, very weak. If it dies with units inside the units will also die.||Y|
|Corsair Black Ship||750||50||At Range, VS Ships||Basic ships that shoot at any troops nearby, can be upgraded with improved armor and improved damage.||X|
|Corsair Bombardment Ship||3000||100||Structures||Mighty Siege ship which deals huge damage. Can take down a building in just a couple of hits||C|
|Mordor Doom Ship||500||25||Ships||Will explode when nearby to the target ship, dragging other nearby ships with it.||V|
Bill Ferny was a man of Bree and an agent of Saruman. He would do anything to gain a profit from a situation and sold information on the Hobbits to Saruman and the Nazgul. In the Edain Mod, he wields his club and will sell his services to the player if they pay for it.
Grima Wormtongue was an advisor of King Theoden of Rohan who was later revealed to be an agent of Saruman. He worked as a spy in Edoras and tried to weaken Theoden and his kingdom. Following the ruin of Isengard, Grima killed Saruman with a dagger after his ill-treatment went too far. In the Edain Mod, he wields the knife that can be seen in the movies and uses his abilities to weaken his enemies before he can kill them.
Lurtz was the first of the Uruk-Hai to be bred successfully and was smarter and stronger than most of the others. He led the Uruk scouts to attack the Fellowship at Amon Hen, where he killed Boromir with his bow. Lurtz then fought and was killed by Aragorn soon after. In the Edain Mod, he is recruited on foot from the citadel and can switch between his bow to attack from far away and his sword if the enemy gets too close. He can use his abilities to slow and slay enemy heroes.
Ugluk was one of the strongest Uruk-Hai and was a commander of the Uruk scouts who kidnapped Merry and Pippin. He was loyal to Saruman and made sure that they only took the Hobbits to Isengard, not Mordor as Grishnákh demanded (and made sure Merry and Pippin weren't eaten either!). He was later killed by Eomer when the Uruks were ambushed near Fangorn Forest. In the Edain Mod, he wields a blade with deadly accuracy and his uruk endurance can take many hits.
Sharku was a veteran orc who was in command of Saruman's warg riders. He led the attack on the Rohirrim who were retreating to Helm's Deep. During the battle, he had a short skirmish with Aragorn in which he was stabbed in the chest. He died while taunting Legolas and Gimli over Aragorn's fall off the cliff. In the game, Sharku is a crazy warg rider who excels in combat when paired up with other warg riders.
Saruman was the greatest of the Istari in Middle Earth and the chief of the White Council. His studies of the Rings of Power led to him desiring the One Ring for himself. He believed that he could work with Sauron and then betray him with the power of the Ring, causing him to ally Isengard with Mordor. In the game, Saruman is your main hero as well as Isengard's Ring Hero. He is a powerful wizard with an arsenal of magical abilities to support your main troops in the thick of battle. He wields his staff and knocks back enemy units.
External Buildplots Edit
|Name/Shortcut||Buildable at||Cost in Resources||Life Points||Description||Price Reductor|
|Mineshaft (X)||Castle, Camp, Outpost, Settlements||400/200||2500||Generates resources||Reduces the cost of Tier 2 and Tier 3 Uruks:
|Clan Steading (C)||Settlements||300||2500||Can train Wildmen of Dunland, Wildmen Axe Throwers and recruit Wulfgar.||N/A|
|Lumber Mill (Y)||Settlements||200||2500||Generates resources by cutting down nearby trees, can train Orc Laborers||Reduces the cost of buildings:
|Steelworks (Y)||Outpost||3500||6000||Generates resources and researches of Hardened Weapons, Hardened Bolts and Hardened Weapons.||N/A|
|Name||Type||Where to recruit/ requires||Cost||CP Cost||Strong vs.||Shortcut|
|Wildmen of Dunland||Swordsmen||Clan Steading||150||60||Pikemen, Structures||Y|
|Wildmen Axe Throwers||Archer||Clan Streading||350||90||Range||X|
|Orc Laborer||Other||Lumber Mill||30||0||N/A||B|
Wulfgar was a chieftain of the Dunlendings. He swore allegiance to Saruman and led raids on Rohan's villages in order to reclaim their old land. In the game, Wulfgar is trained from the Clan Steading, and he excels in combat when teamed up with groups of wildmen of Dunland.
Isengard's spellbook is comprised of spells that are balanced between supporting your soldiers and strengthening your economy. Early on, you'll have few options except for spying and empowering your soldiers, but as the game progresses, your powers will cause your economic gains to skyrocket, building up your momentum in research and development. The two endgame spells are some of the most devastating--one against enemy armies, and the other against enemy structures.
Vision of the Palantir
|Taint an area of terrain. All ally units gain +25% armor. Left click icon then left click on target area. Does not stack.||Spy on enemy forces. Left click icon then left click target area.||The War Chant begins. +25% damage and fear resistance for allied units. Left click icon then left click on target units.|
Saruman of Many Colours
|Selected structure's resource outputs is temporarily raised to 300%. Left click on icon then left click on target resource structures.||Trees are instantly turned into resources. Left click icon then left click on target forest.||Grishnákh and 3 battalions of orcs have been sent from Mordor to Isengard for a short time. Left click on icon then left click on accessible area.||Saruman of Many Colours is a puppet of Sauron. He directs all his wrath against the free people of Middle-earth. Permanently gains +50% magic damage and resistance against magic and -25% cool-down on all skills. /Passive Ability/|
Warg Archers of Isengard
Fuel the Fires
|Temporarily summon 4 battalions of Warg Archers on the battlefield. Left click on the target location.||Temporarily covers the map in rain. All enemy units lose their leaderships bonuses. Left Click to activate||+100% resources from harvesting trees. /Passive ability./|
Fires of Isengard
|Places a cache of mines which will be detonated after six seconds. Deals heavy damage to structures in a wide area and decreases their defense by up to 50% the closer they are to the explosion.||Unleash the power of Isengard. Summon a mighty army of Isengard. Left click on target area. Summons 2 battalions of pikemen, two battalion of swordsmen, two battalion of crossbowmen, two berserkers.|
|Name||Cost of Research||Cost of Equipping||Effect||Requirement|
|Banner Carrier||400||200||Promotes battalions to rank two allowing them to replace fallen units while out of combat. Only available at level 1.||Researched at the Armory|
|Heavy Armor||600||300||Gives the battalion additional htipoints to the unit and increased armor against ranged attacks.||Researched at the Armory|
|Forged Blades||600||300||Increases the damage of the battalion against:
||Researched at the Armory|
|Steel Bolts||800||400||Increases damage and ignores heavy armor upgrades||Researched at the Armory|
|Uruk Captain||800||400||Promotes battalion to level 5 and fear resistance||Researched at the Armory, battalion must be level 2|
|Machinery of War Level 1||1000||0||Unlocks Tier 2 units.||Researched at a units recruitment building (apart from the Clan Steading)|
|Machinery of War Level 2||1500||0||Unlocks Tier 3 units.||Researched at a units recruitment building (apart from the Clan Steading)|
|Blood Wargs||400||200||Warg Riders regenerate health when they attack||Researched at Warg Pit|
|Shields||0||300||Gains +50% damage resistance against elemental, magic attacks and ranged attacks.
Each attack now reduces the damage of enemy units by 50% for 3 seconds and of enemy heroes by 35% for 3 seconds.
|Ugluk is on the battlefield|
|Hunt Leader||0||300||Promotes the Isengard Scouts to level 2. Hunting Arrow now lower armor by an additional 50% for units and 25% for heroes.||Lurtz is on the battlefield|
|Hardened Armor||1000||0||Increases the armor of units equipped with heavy armor.||Researched at Steelworks|
|Hardened Weapons||1000||0||Increases the damage of units equipped with forged blades.||Researched at Steelworks|
|Hardened Bolts||1000||0||Increases the damage of units equipped with steel bolts.||Researched at Steelworks|
|Murder of Crows||400||0||Allows the player to call Crebain to the battlefield for a short time.||Citadel|
|Excavations||1000||0||Reduces the cost of siege engines:
|Burning Forges||750||0||Doubles the production of resources of the citadel.||Citadel|
|Wizard's Tower||1500||0||Erects a Wizard's Tower which Saruman can stand atop: allows him to use his abilities regardless of level when he is garrisoned within it.||Citadel|
Isengard is generally slow and defensive at the beginning but picks up speed and momentum as the game progresses. By the end, it becomes a devastating super-power on the battlefield. If it is attacked early in the game, it could take a blow that it would not easily recover from.
ISENGARD VS ROHAN
Rohan will naturally dominate your warg riders in combat with their variety of super-strong cavalry, and they will always have a militia of peasants to protect their lands from your attacks. Naturally, your response should be to produce Uruk Pikemen to halt the charge of cavalry, and Uruk Crossbowmen to shoot down the peasants. All will seem well, until you remember that Rohan also has siege weapons and archers... Don't worry. Rohan's siege weapons are mediocre compared to yours, and you should have no problem shooting down their onagers and battering rams with your ballistae. As for their archers, you have two options—send out your warg riders to trample the Archers and avoid the spearmen, or just purchase heavy armor to protect your own troops while your ballistae out-gun the enemy archers.
ISENGARD VS LOTHLORIEN
As the Elves have the best Archers in Middle-Earth, it comes as no surprise that they will utilize them to the best of their ability. In any case, it is safe to assume that they may have the option of rushing with Archers while using Cavalry and infantry to keep your own from reaching them. If such is the case, all of the heavy armor and steel weapons in the world can do you no good. What you need against the Elves is speed and power, which can only be granted by the Warg Riders from the Warg Pit. However, being that the Warg Pit is so expensive, it may be tempting to build an Uruk pit instead so that you can pump out hordes of Uruk scouts. This may give you the illusion of an advantage in great numbers, but that mentality will only reward you with pain and suffering. Elven Archers are legendary—they will shoot down any infantry unit battalion with their arrows, regardless of their armor rating or their quantity. If you send foot soldiers after a group of archers, they will mow your forces down with their arrows like an armada of machine guns. You are much better off with warg riders in this respect—they are more expensive, but they are stronger and faster than uruk scouts and can do much more damage. They also respond to alert signals much more quickly.
ISENGARD VS MORDOR
Isengard cannot withstand a rush—in the early game, their army is small, weak, and expensive, their defenses are mediocre, and their economy is pitiful. Mordor, on the other hand, can instantly conjure up a force of orcs straight from the get-go and swarm your fortress before you can so much as amass a defense militia. If you are up against Mordor, just consider yourself defeated!
But, if you somehow manage to be either brave or stupid and actually want to test your might against the Dark Lord's forces, just remember a few things. Firstly, Mordor's main forces are laughably weak, and your Uruk-hai can stomp on them like insects once you survive long enough to produce them in great numbers. Secondly, the forces of Mordor lack cavalry, while the Warg Riders actually happen to be one of your best battalions. Using Warg Riders against orc Archers and other slow units like their catapults should prove to be helpful. Next, Mordor relies heavily on monsters, which can be easily killed by Uruk Pikemen and squadrons of crossbows. Finally, Mordor actually has even worse defensive measures than Isengard, as their miniature arrow towers can't even get fire arrows, while your own miniature arrow towers can purchase steel bolts for added range and damage. Plus, with your advantage in the areas of technology, you can easily destroy a Mordor camp with siege weapons such as rams, ballistae, and bombs.Just remember though—it's not your fault if you lose to Mordor. Just because they can amass an army and crush you in the beginning of the game does not mean you're bad. Remember; Mordor is super-aggressive, with super-cheap swarms of soldiers. Isengard is a late-game powerhouse that needs to wait until it grows strong enough to fight back. Naturally, Mordor will win unless you are an expert Isengard player.