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Archer
The
Orcs that served as Archers in Morgoth’s forces are
of a smaller breed, more nimble and sharp-eyed but not
less ferocious than their larger brethren. Quick to
attack and quicker to retreat the Orcish Archers are
well suited for an ambush but keeping them out of any
form of close-quarter combat might be sensible. They
lack any kind of heavy armor but there are several upgrades
to be researched which not only improve their damage
being delt, but also the range and power of their Horned
Bows. Additionally the Orcish Archers are one of the
few units in the game, that can shoot Poisoned Arrows.
Abilities:
Attack (Ranged), Volley, Flaming Arrows, Poison Arrows
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Wolf
Rider
After
taming and breeding the Wolves for his dark plans, Morgoth
chose an elite few of his Orcs to become his Wolf Riders,
a lethal and ferocious force of shock troops that alone
with their appearance on the battlefield can dismay
their advesaries. Besides their carnivorous mount the
Wolf Rider himself is armed with a spear that he can
wield with great accuracy. They excel at quick hit-and-run
tactics that leave the defenders behind in a chaotic
state. Nonetheless the Wolf Rider is not as a common
unit as others, due to their higher cost and their longer
training timel.
Abilities:
Attack (Melee)
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Captain
For
leading his multitudes of Orcs, Morgoth was in need
of trustworthy Captains – sometimes it was normal (mortal)
Orcs that have proven their worth (as strange as that
may be) or it was some of Morgoth’s Lesser Spirits that
again took physical form – in this case – that of Great
Orcs who were not slain, and who reappeared in battle
through years far longer than the span of the lives
of Men. In TLA Orc Captains are fierce warriors, armed
with mighty scimitars and shields, whose prowess upon
the field of battle is unmatched among their fellow
Orcs. They can also sound their big Horn rallying their
troops into a frenzy and causing fear amongst their
enemies.
Abilities:
Attack (Melee), Horn of Terror, Carry
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Troll
The Trolls of the First Age were Morgoth’s mockery of
the Ents – although dumb-witted and slow to learn –
they were powerful and fearsome advesaries. Wielding
a wide range of weapons, to be exactly any kind of club-like
weapons (e.g. tree trunks and the like) they were feared
alike by friend and foe. Trolls are among the few ‘living’
units that possess the ability to directly harm buildings
– similar to siege equipment. Their thick and scaly
hide makes them mostly immune to arrows – but surrounding
a Troll with sturdy warriors will eventually wear him
down and quick hit and run tactics outright confuse
them.
Abilities:
Attack (Melee), Attack (Crush)
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Werewolf
The next step up from common wolves are the Werewolves
– originally first created by by Sauron Gorthaur when
he imprisoned dreadful spirits into the bodies of these
fell animals. Driven by their foul spirits they by far
surpassed the mundane wolves – both in aggressiveness
as well as wickedness. Werewolves in TLA are not restricted
to just the Guard Areas like their lesser brethren,
they can be sent far afield and work alongside the regular
forces of Morgoth. Their ability to sniff out hidden
units is even better than that of the normal wolves,
which makes them even more valuable when teamed with
other not as perceptive units.
Abilities:
Attack (Melee), Patrol, Garrison, Detect Hidden Units
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Worm
The mighty Worms of Glaurung’s brood are among Morgoth’s
most dreadful servants – their immense power is only overcome
by their viciousness. In TLA these Worms come in two flavours
– first as ‘Cold’ Worms – meaning they cannot breath fire
and after researching an upgrade as ‘Fire Dragons’ or
‘Urulóki’. These ‘Fire Dragons’ are extremely lethal for
large formations, since their glaring fire will wither
anything from armor, weapons, flesh and bone. Worms do
have their weak spots, but it might prove difficult searching
for one while having to avoid being roasted alive or bitten
in two by their razor-sharp teeth. All Dragon kinds also
have the unique ability to directly occupy enemy buildings
with not having to wait for a unit like a Captain, who
can capture enemy buildings as well.
Abilities: Attack (Melee), Attack (Fire – if Urulóki),
Roost
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Winged
Drake
Morgoth’s foul experiments had altered some of his dragon
brood into growing gigantic wings that could support their
massive body. This dreadful new brood he kept secret until
the War of Wrath, but their sudden appearance even drove
back the hosts of the Valar. TLA of course features these
dreadful variants of the basic Worm – again both Cold
and Fire Dragons. The Winged Drakes are not only able
to breath fire on enemy units below them when flying but
can also swoop down and cause further damage with their
claws or tail.
Abilities: Attack (Melee), Attack (Fire – if Urulóki),
Roost
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Balrog
The Demons of Might – primordeal spirits of fire that
had allied themselves already with Morgoth even before
the world was made and became his most feared servants.
With fire streaming from their manlike figure and enveloped
in a dark shadow of fear they induce great terror in friends
and foes alike. Balrogs in TLA do have an inherent ‘Aura
of Terror’ that can weigh heavily on the morale of surrounding
units. Usually they are armed with flaming whips and sometimes
as well with other melee weapons. Although they chose
an incarnate form, these fallen Maiar still possess great
power and might, so confronting these monstrosities should
be weighed heavily. TLA has an in-game cap of seven Balrogs
in standard games, so the player had better use these
powerful units wisely..
Abilities: Attack (Melee), Fireball, Carry, Aura
of Terror, Shroud of Darkness
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The
Last Alliance | Wildfire
Games | 0 A.D.
| Rome At War
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