The Battles of Gondor aim is to try to bring back the fun that bfme1 made. This mod is for Rise of the Witch King. Factions: Rohan - Plenty of cavalry units, with some infantry support and strong heros to lead them. Minas Tirith - A well balenced side, with heavily armoured infantry. Souther Fiefdoms - A huge seletion of infantry with limited but strong cavalry. Elves - Plenty of archer units with some skilled swordsmen. Mordor - Plenty of orc and troll units, numbers is their strength. Isengard - Orcs and wild men are now isengards early game units, with plenty of uruks for late gameplay. Evil Men - Plenty of stealth and assasins make up part of their army. the rest is taken up by their huge infantry devisions. As this is a war in the south mod, Dwarves, Goblins and Angmar have been replaced. So you could call this a total conversion. Every faction has plenty of new units and heros and reskins. i have given everything a "makeover".

RSS Reviews  (0 - 10 of 41)

cool

10

One of the best mod played.

9

An excellent mod :D no bugs for me :) only giving 9 and not 10 because i would like to see other factions like Arnor, Gundabad, Erebor, Lothlorien, Rivendell and many more factions :)

sounds like a great mod, but i can't install it correctly :/ it says it installs fine but when i go to play it, the game crashes

8

chalix says

Agree Disagree

Very good

1

variag says

Agree Disagree

I don't like to give such poor scores to mods, but I also don't like playing poorly made mods. It strikes me as mind blowing to see low scores given to mods such as 'The Last Hope...', because this mod is as fundamentally unbalanced and ridiculous as any I've played.

'Southern Fiefdoms' faction is a complete joke - loads of extremely strong defensive capabilities (including long range ballista), and a special defense building with 3000 health that contains both ballista and archers. The ranger style bowmen should have just been given full map range, because it's close enough to being that ******* stupid anyway, and basic pike units can quickly raze a camp, so don't sip your drink.

In contrast to Rhun/Harad, it's beyond idiotic. No long range defense from the fortress, let alone a special building designed to only house ballista and archers. Rhun's elite units, like their heroes, are easily taken down by archers with ridiculous range.

It's not that this mod is hard to win, it's that it suffers every pitfall of the original game and more. There's no point spending your time reskinning units and making new units when the entire game is dedicated to a combination of rush tactics and defending structures that fall in a few seconds, whether your fortress has no fire arrows or a full set of them.

As such, it has absolutely no feeling of being a game set in Middle Earth.

Typical build/rush mod with little consideration for anything, and an in my most humble opinion, obvious factional preference comes through.

I would only retract this vote if a new version came out that addressed all of the above issues, because the frightening southern and eastern lands of Middle Earth are badly represented here and the mod plays like ****.

7
10

holioszi says

7

FĂ«anor. says

10

nori1995 says