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The Battle for Middle-earth 2: The Rise of the Witch-king review

AT A GLANCE
  • The look, the feel, the accuracy
  • The Angmar faction
  • Literally everything's been improved
  • Splayed, dynamic resource management
  • Witchy-boy being afraid of girls
  • Fighting against Angmars in multiplayer

Still, it’s the Angmar faction that sells this one almost by itself, and they’re easily the most satisfying to play of the seven armies. Their unprecedented Thrall Master units: cheap as Goblins, but able to summon one of four melee types on the fly (warriors, wolf-riders, pikemen, axe-throwers), make them perfect as attack-scouts or simply outlying defenders able to react dynamically to enemy attacks. You also get elite Numenorean infantry and archers, dire wolves (good for rear charges), and both hill and snow trolls - strong against cavalry and footmen respectively.



The new spell-slinging sorcerers are tougher to wield effectively. They’re really support units that topple like bowling pins when attacked, but if you hotkey shrewdly, they can be decisive sideliners, converting enemy units into wights or raining major damage down by unleashing avalanches of exploding cadavers. That’s right, cadavers.

More Info

Release date: Nov 28 2006 - PC (US)
Available Platforms: PC
Genre: Strategy
Published by: Electronic Arts
Developed by: EA Los Angeles, Electronic Arts
Franchise: Lord of the Rings
ESRB Rating:
Teen: Fantasy Violence

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