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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

Thrall
The basic worker units for Morgoth are his Thralls, which perform all manual chores that their Dark Master orders them, from burrowing huge strongholds into bare rock to constructing fortifications as well as mining for mineral deposits and gathering wood. They fate is a tragic one, driven by fear of the stronger and the anguish of the whip they live out their miserable existence at the whims of their peers. It is not uncommon that a small mishap of a Thrall will have dire consequences for him – if he is lucky he will only be thrown into the Prison – if not so lucky he may pay his failure with his life.

Abilities: Attack (Melee), Repair, Build, Gather, Garrison

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Male Citizen

Spy
As masters of disguise, the spies of Morgoth are able to pass deep into the enemy territory undetected and do the bidding of their peers. They can blend perfectly into the local populace without drawing attention to themselves unless trespassing into Guard Areas with assigned Guards which might detect their presence.

Generally scout units in TLA have the important task of being explorers and surveyors. Using their “Survey” skill they can increase their line of sight and thus spotting otherwise obscured details far earlier (such as enemy troops) but this also forces them to stand still.

Abilities: Attack (Melee), Disguise, Survey

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Male Citizen

Vampire
Winged messengers of Morgoth are they, some say they are also of the Lesser Spirits become incarnate in bat-shape that followed Morgoth down his path into the dark. Whatever may be true, in TLA they have the vital role to act as the Diplomatic Unit of the Forces of Morgoth. Their presence can intimidate friend and foe alike – friends into fulfilling their promises and secret oaths upon the Dark Lord and fooling foes into a sense of false security and at the same time telling them tales of deceit and lies. This unit can be used to make contact with other civilisations and to establish Embassies, so that the will of Morgoth can be heard without any further delay. But the player must take into account that any civilisation with a hostile relationship will not even open an Embassy for him, so the natural choices of allies for the Dark Lord are rather slim.

Abilities: Conduct Diplomacy, Establish Embassy

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Male Citizen

Slave
Any enemy unit that gets captured and by the Hunter is turned into a hopeless Slave for the malicious war-machine of the Dark Lord. Confined into the Slave Prison or set to do their master’s bidding their existence is even more miserable than that of the Thralls. Especially sought for their skill, Morgoth’s Hunters in particular looked for Dwarven or Noldorin captives, seeking to employ their skill and setting them on more important tasks than the Orcish Thralls. Sometimes a Slave can escape (or is released on purpose) but their will is still chained to that of Morgoth and even if they make it past the Guards and in time return to their brethren they are often met with distrust and hostility, making them outcast for the rest of their live under the shadow of Morgoth’s will.

Abilities: Attack (Melee), Repair, Build, Gather, Garrison

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Male Citizen

Hunter
Yet another incarnate form of one of Morgoth’s Lesser Spirits, the Hunter already roamed the vast reaches of Middle-earth around the time when the Eldar awoke on the shores of Lake Cuiviénen. These malicious spirits followed Morgoth’s example and chose an incarnate form, though with far less power but nonetheless willingly to do his evil bidding. They were sent into the vast reaches of Middle-earth to look for the Children of Ilúvatar and to corrupt any living beast they might come across. In TLA the Hunter is a powerful unit that has a large line of sight, can corrupt the (more) aggressive animals and also enslave other units.

Abilities: Corrupt Animal, Enslave Unit

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Male Citizen Flag Carrier
Holding aloft the black banners of Morgoth, the Flag Carrier plays a vital part in creating the military formations in TLA. When grouped together with a Captain and other military units the player can access the advanced formations which TLA offers. Every formation grants a different bonus to the grouped units and the Flag Carrier raises the Morale of his assigned formation as well. When not in formation, a Flag Carrier just boosts Morale in a defined area; multiple Orcish Flag Carriers combine the effect on Morale, but only up to a certain maximum value. Flag Carriers also have a “Rally Troops” skill that further boosts Morale in the surrounding area for a limited time. Protecting Flag Carriers from harm should be one of the topmost priorities.

Abilities: Rally Troops

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Male Citizen Wolf
Wolves were first found in the vast reaches of Middle-earth by Morgoth’s sinister Hunters and quickly corrupted to his uses. They can be bred quickly and cheaply from the Hold and basically serve as Guard units for Morgoth’s strongholds and places of importance, as well as guarding important caravan shipments. Wolves are quite useful when manually assigned to so-called Guard Areas but severely lack any kind of offensive capability. They can also sniff out (detect) hidden units when trespassing into their assigned Guard Area.

Abilities: Attack (Melee), Guard, Patrol, Garrison, Detect Hidden Units (in Guard Area)

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Male Citizen Swordsman
The basic infantry unit among Morgoth’s forces is the Orcish Swordsman. Armed with cruel scimitars and wearing heavy armor, they were at first a force unmatched in the Wars of Beleriand when their iron-clad feet trampled southward through fair Beleriand. Their later chief-adversaries, the Noldor, outclassed them in almost every aspect, but the countless numbers of the Orcs more than evened the score.

In TLA the Orcish Swordsman is a unit that can be trained in huge numbers because of their moderate price as well as their short training time.

Abilities: Attack (Melee), Garrison

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