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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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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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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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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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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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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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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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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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The
Last Alliance | Wildfire
Games | 0 A.D.
| Rome At War
The TLA Site Design and Original Content is reserved for Wildfire
Games. 2002-2004. If you would like to use original artwork or other
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Last Alliance is protected under the fair use clause of the United
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