DCI: Last Alliance is the independent sequel to Dúnedain Counter Invasions: Tôl Acharn and is a WIP (Work In Progress) submod to Third Age: Total War.
For faction previews, see below (click READ MORE)
Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance, at the end of the Second Age.
The counter-invasion Tôl Acharn, 'Vengeance Comes', allow you to move mighty hosts against the Dark Lord.
Strenghten the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm or as the brave riders of Rhovanion (using DCI mechanic).
Unless you instead fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.
Will the Men of the Mountain be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.
The "Tôl Acharn" is a 'counter invasion', the M2 Jihad-feature renamed; just as TATW have the "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will. The uniqe DCI mechanics allow factions of other cultures [religions] to temporary join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.
League members that can call and join the Tôl Acharn
Non-League members (can join the Tôl Acharn if player)
Sauron's followers (can call Invasions)
Invasion, Tôl Acharn or neither depending on player choice (Oathbreaker, Oathkeeper or neutral Middle-men)
Active team: Ngugi, Witwhnar, Araval, Earl of Memory, Veteraan, xHolyCrusader and misteed
As for all our esteemed former companions, the freelancers and other contributors, see our official page.
For previous settlement previews, browse the Articles. For larger images, click on the images.
Some new campaign map models.
New castle models, uniquely Elven, for all three Elf factions. No settlement begins as Elf-built Motte & Bailey; no M&B model is needed for Elves, only these three: Wooden Castle, Castle and Fortress.
(Nevermind the pink roads, they won't be that way in the mod.)
Also seen here is the Stone of Erech.
As the battle map is inside a mountain (Leo's Goblin Town custom settlement), so now also is its strat map model.
Retextured and the addition of the entrance to Sammath Naur - the "Chambers of Fire" - where the Ring must be taken to be destroyed (on the northeast shoulder of Mt Doom).
Also seen here is the Eye-less Barad-dur.
A castle, and an unusual one at that; this is Leo's Dunharrow with some additions.
A gate leads to the castle proper within the mountain, containing the living quarters and other structures that a castle requires. (In battle this cannot be entered and its internals cannot be seen, just as normal keeps in castles cannot.)
Outside are more structures: bowyer, garrison quarters, stables, etc., depending on what buildings are currently constructed here.
To the north lies the chasm which one may walk through to eventually reach the under-mountain pass that was later to be known as the Paths of the Dead. The chasm is part of this battle map, the Paths of the Dead are not - there is no battle map for those. The gate mentioned above is not the entrance to the Paths of the Dead.
So this is a castle mostly hidden from view within the mountain rock.
The Hill-men of the North may have access to Orcs, Trolls and Wolves but even a fool would not let them live within the settlement walls. No, they have their own place...
Orcs Camps and Troll Camps are buildings that provide their recruitment. If constructed then they are present on the battle map*.
* Maybe. It depends on the settlement model. They are available to all HotN-built settlement types, and many types for some other factions. But no custom settlements will show them, nor some factions. e.g. An Elf-built settlement will not show them even when HotN has captured it and constructed the Camps there.
The first image is an Orc Camp. The second a Troll Camp. The rest are both combined.
Preview 1 shows Umbar, the huge city that is the Black Númenórean capital. It is also a major port. Umbar just got even bigger...
This battle map port cannot be entered at all by armies. If the port building is destroyed on the campaign map then it will be absent in the battle map; rebuilding the port brings it back.
leo.civil.uefs - for Dunharrow from his Alternative Patch.
Red_Devil - for kindly donating the wheel winches and ship sails for Umbar Port.
xHolyCrusader - for some efforts and advice.
Wilddog & Makanyane - for the IWTE tool and their shared knowledge and help in the Workshop.
TATW for various bits and pieces used in the strat and battle models.
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