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The Last Alliance : Features : Showcases - First Age : FA Morgoth Units


The Noldor

The Forces of Morgoth
First Age Civilization
Units (1 2)
Buildings (1 2)
Equipment (1)

Back to Civilization Showcases: First Age of the Sun

Male Citizen

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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Male Citizen

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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Male Citizen

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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Male Citizen

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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Male Citizen

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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Male Citizen 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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Male Citizen 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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Male Citizen 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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