“Clap! Snap! the black crack! Grip, grab! Pinch, nab! And down, down to Goblin-town You go, my lad! Clash, crash! Crush, smash! Hammer and tongs! Knocker and gongs! Pound, pound, far underground! Ho, ho! my lad! Swish, smack! Whip crack! Batter and beat! Yammer and bleat! Work, work! Nor dare to shirk, While Goblins quaff, and Goblins laugh, Round and round far underground Below, my lad!” - Goblin prisoner song
Campaign Features
Dwarven Expedition (V3)
Balin’s Expedition is determined to retake Moria from your control. They are not guaranteed to attack you but they have stopped to prepare in Erui, East of Moria for their assault on Moria. You may decide to hold them off or attack them first but they will continue to take back Moria until they are destroyed.
Sauron’s Will (V3)
As an instrument of the Dark Lord Sauron, you start with an Inquisitor from Mordor and can recruit Black Uruk units from a few cities. Sauron also wants you to capture and sack various capitals of the Free Peoples. If you sack at least two of them and you have an alliance with Sauron, you will be able to recruit Sauron’s Will from your barracks. If you sack at least three of them, you will be able to recruit Troll Catapults. If you sack all four of them, you will be able to recruit Olog-Hai. Each time you sack a settlement, your kings purse will increase.
Rise of the Goblins (V3)
Take control of the Misty Mountains for all goblins and drive out the orcs of Gundabad and the stinkin Dwarves! Capture and hold Moria East, Moria West, Zagh Khala, Mt. Gundabad, Gorathul and Goblin Town to be able to become the ‘Goblins of the Misty Mountains’ and construct a unique building in the Misty Mountains.
These warriors are amongst the largest and strongest of the Misty Mountain breed of Orcs, and as such make far better soldiers than their lesser kin. Armoured with heavy metal plate and jagged shields, they make very good warriors on the battlefield. While not as skilled as an Elf or as hardy as a Dwarf, in true Goblin style they compensate with vast numbers, swarming the enemy ranks in a fast-moving, glinting tide, hacking and slashing viciously at their foes with wicked blades and shrill war-cries. In large numbers, these troops can overwhelm enemies, wearing them down until all resistance is ultimately quashed. Adding further to their destructive capability is the presence of a Goblin commander, who can whip his hordes into a frenzy while being protected by the most ferocious of Goblins. It is only when isolated that these troops are ineffective, and in such cases they are easily destroyed.
Unlike their lesser brethren, the Defiler's are far more dangerous than their mounts could ever be and the two combined are one of the most fierce warriors that pour forth from the three peaks of Moria. Azog was one of the greatest Orcs that ever lived and he reigned over Moria for many years. He was a formidable warrior and had a retinue of extremely tough and hardy warriors. Although Azog is long since dead, his ruthless and hardy defenders live on in the ranks of the Defiler's. On the battlefield, these warriors don the heavy black armour of their Mountain Uruk kin and wield sturdy spears. They are a force of speed, terror and skill and should be feared by all those who dare oppose the will of Sauron.
Not all cave trolls are built for war. There are many who are too stupid and underdeveloped to even comprehend basic orders. Despite this, they will still have a purpose. For these particular trolls, their purpose is twofold. Deep inside Moria, their enourmous strength enables them to beat the Great Drums which are used as a primitive form of communication by the Goblins. On the battlefield, they carry smaller versions of these drums around their necks, deafening their enemies and instilling a fervour into their allies the people of the West could only hope to conjure against the neverending tide of rust and decay the Goblins of Moria spread across the lands.
Generally formed from the weakest and most-stunted Orcs within Moria, these troops have little value as individual soldiers. Lightly armoured, poorly equipped, and bad marksmen to boot, their main strengths lie in the swift movement and sheer numbers typical of the Goblin race. Able to traverse any battlefield with speed and bring a hail of arrows down upon their foes, these archers are a huge asset to any army, despite their physical drawbacks. Though they are highly vulnerable to enemy attack and hardly competent with a bow, when amassed in large numbers they can bring down most enemies, loosing thousands of black arrows with every deadly volley.
The mountains of northern Middle-earth have always been a refuge for orcs when the tides of history turned against them. Whether it was after the fall of Morgoth or the flight of the Witch King, it were always the dark places below the mountains where the survivors were hiding and no victory of the free peoples was ever so complete that all these lairs and tunnels could be conquered and cleaned. Towards the end of the Third Age they have grown in numbers and they feel the call of their dark lord far in the south and once again they prepare to pour out of their subterraneous cities and outposts and overrun the plains of the north, defiling the lands with their presence and bringing a new darkness over Middle-earth. Orc Bands are equipped with everything that they can find, mostly parts of leather and chain armour and crude spears, a weapon both cheap and not needing much talent or training to do some damage. Don’t expect heroic deeds or acts of bravery from them, but as long as they are in a position of strength their pure masses can have a devastating effect.
Drawn from the immense population within Moria, these Orcs make up the rank and file of any Goblin army. With keen eyesight and incredible speed, they are able to cross great distances quickly and make excellent scouts. In combat they wield a motley assortment of hand weapons and shields, usually scavenged from enemy corpses or bolted together from whatever various materials can be found within the Misty Mountains. Due to their poor equipment, stunted physiques, and cowardly nature, Goblin Infantry make below-par soldiers, and cannot always be relied upon during a prolonged melee. They are best when used en masse, or for catching routing enemies with their superior speed.
Better-clad and stronger than other Goblin bowmen, Black Pit Archers are the best long-ranged unit available to an Orc commander. With their thick plate armour and superior numbers, these troops are able to take a large amount of damage on the battlefield, giving them the advantage in nearly all prolonged ranged engagements. While not incredibly accurate, as with all Goblin units their main strength is in the huge numbers they are able to field in battle, vastly outnumbering the enemy with rank after rank of armoured soldiers. Able to move quickly and hit hard at range with large numbers, Black Pit Archers are best when used to soften, distract and separate enemy units using hit and run tactics, where their decent armour and superior speed provides them with a huge advantage.
The goblins were said to be second only to the Dwarves in their technical mastery and are said to be unmatched in their creation of torture devices. This mastery has been put to use in a more personal form and they have outfitted some of their heaviest warriors with crude crossbows. With their thick plate armour and superior numbers, these troops are able to take a large amount of damage on the battlefield, giving them the advantage in nearly all prolonged ranged engagements. While not incredibly accurate, as with all Goblin units their main strength is in the huge numbers they are able to field in battle, vastly outnumbering the enemy with rank after rank of armoured soldiers. Able to move quickly and hit hard at range with large numbers, Black Pit Crossbowmen are best when used to soften, distract and separate enemy units using hit and run tactics, where their decent armour and superior speed provides them with a huge advantage.
Most high-class Goblin soldiers are typically stronger and larger than average, none more so than Halberdiers, who simply would not be able to wield their halberds effectively otherwise. Clad in sturdy Goblin-forged plate, these troops are also able to inflict massive amounts of damage with their highly versatile weapons, and can counter both horses and infantry very effectively. As Halberdiers are the only Goblin infantry unit effective against cavalry, they form constant contingents within the armies that march forth from the Misty Mountains. Black Pit Halberdiers are best used defensively and in large numbers to support other Goblin troops, with whom they are better protected from harm and can take enemies entrenched in melee by surprise.
These warriors are amongst the largest and strongest of the Misty Mountain breed of Orcs, and as such make far better soldiers than their lesser kin. Armoured with heavy metal plate and jagged shields, they make very good warriors on the battlefield. While not as skilled as an Elf or as hardy as a Dwarf, in true Goblin style they compensate with vast numbers, swarming the enemy ranks in a fast-moving, glinting tide, hacking and slashing viciously at their foes with wicked blades and shrill war-cries. In large numbers, these troops can overwhelm enemies, wearing them down until all resistance is ultimately quashed. It is only when isolated that these troops are ineffective, and in such cases they are easily destroyed.
Don’t let the name fool you - Hilltrolls don’t live on hills. They favor the low, wet places ringed by hills - fens, bogs, deep swamps where the ground is soft and the air hangs heavy with rot. That’s where they thrive, buried in mud, gnawing on bone, half-covered in moss and lichen that clings to their skin like mold.
They’re bigger than cave trolls, and stronger too. Smarter, but only just. A Hilltroll can understand orders, follow a plan, and - stunningly - recognize when it’s losing a fight - something a cave troll never quite figures out. If a battle turns sour, a Hilltroll won’t die for pride. It’ll turn and flee, dragging its wounded bulk back into the muck - and it’ll remember, and hold a grudge.
What sets them apart isn’t just size or brains. It’s cruelty. Hilltrolls don’t just kill - they hurt. They rip arms off for sport, stomp the half-dead flat, and laugh in a low, bubbling rumble when someone screams the right way. They don’t need much reason to lash out. Hunger is enough. Boredom works too.
Orcs from Moria and Gundabad sometimes lure them in with promises of meat and plunder. The dark powers in Dol Guldur have their own ways to raise them from the muck and mire. Those that serve the iron crown in the north have been known to strike grim bargains with Hilltrolls. They fight with whatever’s on hand - tree trunks, boulders, even uprooted fences or the remains of old wagons. Their skin is like wet stone, hard to pierce and quick to heal. And when they charge, there’s not much that stands in their way.
You’ll smell one before you see it. And by the time you see it, you’d best be hoping it doesn’t see you
Black Uruks are a vile race from Mordor, stronger and more intelligent than orcs, they can overwhelm most enemies with their almighty power. Some years ago, Sauron sent a contingent of Uruks to Moria to rouse the lowly goblins to serve him and to secure the southern reaches of the Hithaeglir. Overtime, these uruks came to command the goblin tribes and took the best armour that the armouries of the caverns could supply. They became the best warriors that the High Chieftain could field. Dominating any battlefield, they cut through their enemy with their giant two handed swords with ease. It is a brave soul who stands his ground against these vile abominations.
With the growing power of the Dark Lord in the south, the Orcs are multiplying once again, and the different tribes have put aside their differences to stand united. From the shadowy clan known only as the Mountain-Orcs come the fearsome Hunters. These hunters are among the most dreaded orcs of the Misty Mountains and many of them are veterans of years of skirmishes with the men of the Anduin Vale. They carry a two handed sword and possess great strength, which is rare amongst the goblins of the mountains. To counter the men of the Vale and the Elves of Imladris, these Orcs forgo heavy armour and instead rely on ambush and raw power to beat their neighbours at their own games. Whilst these fearsome warriors can hide almost anywhere and have crippling armour piercing attacks, they are very susceptible to cavalry and arrow fire and having no armour at all means they will fall quickly if left alone.
Slaves and prisoners of the Moria Orcs, Snaga Archers are malnourished, poor troops who are little more than conscripts. Wearing naught but the mottled skin on their backs, these archers are given only a small bow and sent out to battle alongside a Goblin host. As such, they are commonly used as meat shields for other Goblin units, especially archer groups, with whom they are also able to at least deal some damage at the same time. Isolated, Snaga Archers are extremely easy prey, vulnerable to any enemy attacks and incapable of holding out in melee against even the weakest assaults. Cowards all, these slave troops are only effective as combat units when deployed in large numbers, but are a cheap and highly-renewable resource to any Goblin commander.
"Snaga" is a term meaning "slave" in the Goblin tongue, used when referring to those classed as "lesser Orcs". Being a Goblin prisoner is not an enviable position, as they are either put to work within the tunnels, sent to battle, or worse. These slaves are those dredged up to fight, equipped with light, armour-piercing throwing spears and given no armour whatsoever. On the battlefield, they are expected to close with the enemy and deliver medium-ranged volleys into their ranks, an extremely dangerous task that more often than not is intended to merely distract the enemy while the main Goblin force marches unmolested. Few Skirmishers survive their first battle, but they are little missed by their commanders. Cowardly and extremely vulnerable to enemy attack, Snaga Skirmishers cannot be relied upon during a prolonged engagement, and are best utilised as close support for other units, or simply as fodder.
Snaga means slave in orcish and Snaga are the most disdained members of orcish society. They are a feeble and cowardly lot, avoid open battle as long as they can and prefer riskless bloodshed, murder of the helpless in the cover of the night and plundering without defence. The Snaga of the north often leave the security of their underground homes to go on long raids, mostly under the leadership of a few superior orcs. They roam the dark woods and hills of the barren wilderness of Eriador to burn down remote hamlets and farms, hiding from the daylight, travelling only at night with relentless stamina. Snaga Stalkers have become very familiar with the wild lands and are well capable of hiding and ambushing. They are barely armoured and their arms would be considered as rubbish by most people, but now that they have grown numerous and bold again in their old strongholds in the north they might even dare to show in the open – as long as they know the whips of their masters behind them.
Gnarled and beaten, Cave Trolls can be found hiding in the dark crevices of Middle-earth. They exist to serve as a true mockery of the Ents, one without light and beauty. Like so many others that serve the Dark Lord, they lack the intelligence to offer anything other than their raw strength and brutality. In the build up to war they exist as nothing more than slaves but when war finally comes, they serve as brutal heavy shock infantry. Wielding large, crude, blunt weapons they are able to break through any defense and wreak havoc throughout the opposing army. Their thick skin provides them enough protection that they can survive most attacks that would split an Orc in half. When the battle is over, the remaining trolls are rounded up and cast once again, back into chains, to serve the Dark Lord once again.
Ever since the evil denizens of the Misty Mountains united under a single chieftain and the influence of Sauron has been increasing, a couple of the Uruks under the command of the warlords of these great peaks have been equipped with the best armour the goblins could scavenge and given the most sturdy of weapons. These Uruks who were now designated as the hand of the chieftain were dubbed their overseers, used most widely as troops that rarely see combat despite their weaponry and armour. Instead these fierce warriors were employed to intimidate their brethren into bravery. Their very presence serves as an extension of the High-chieftain's power, and none dare run under the watchful eye of their masters. Additionally these Uruks have been taught how to raise their voice especially well, leaving them vulnerable in battle yet the incessant shouting of commands and insults they produce in such a state is enough to drive even the weakest and most cowardly Snaga into giving their lives for Sauron.
Warg Riders are one of the rare examples of cavalry where the mount is more dangerous than the rider. Wargs, intelligent demonic wolves, have a long standing relationship with orcs and goblins, riding into battle together to bring terror to the free peoples of Middle-earth. Not as fast as a horse in full gallop, Warg mounts nevertheless possess many advantages. They are much more dexterous and sure-footed and can traverse forests and difficult terrain with ease. Also, as predatory beasts, Wargs are formidable foes even without their riders. Their snarling visage instils paralysing fear into the Wargs' enemies just before they sink their large dripping fangs into the victim's flesh. All but the most battle conditioned horses fear them and Wargs consider them nothing more than food. The Wargs' weaknesses lie in their fear of fire and relatively bulky frame that makes them easy targets for arrows and spears.
Warg Riders are one of the rare examples of cavalry where the mount is more dangerous than the rider. Although, these orcs have opted for firing crude crossbows from the saddle over melee their hit and run tactics are well known and feared. Wargs, intelligent demonic wolves, have a long standing relationship with orcs and goblins, riding into battle together to bring terror to the free peoples of Middle-earth. Not as fast as a horse in full gallop, Warg mounts nevertheless possess many advantages. They are much more dexterous and sure-footed and can traverse forests and difficult terrain with ease. Also, as predatory beasts, Wargs are formidable foes even without their riders. Their snarling visage instils paralysing fear into the Wargs' enemies just before they sink their large dripping fangs into the victim's flesh. All but the most battle conditioned horses fear them and Wargs consider them nothing more than food. The Wargs' weaknesses lie in their fear of fire and relatively bulky frame that makes them easy targets for arrows and spears
"It is not unlikely that the goblins invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels, engines and explosions always delighted them". These ballistae, forged deep in the depths of Moria are not quite a match for the Dwarven craft but the ingenuity of the Goblins cannot be underestimated. Manned not by meer snaga and firing more accurately than other ballistae forged by Humans and Dwarves, the bolts of these war machines will pierce even the finest Elven or Dwarven armour.
Goblins have always been cunning, clever and demonic but this has usually caused them to do little more than fight amongst themselves. Now however they have turned their attention to war and their most vile souls have put together a weapon of pure death, representing the pinnacle of goblin devilry and ingenuity: The Flame Wrangler. These monstrous machines hurl flaming barrels of oil across the plains of Middle-earth. The substances inside are highly volatile and frequently erupt in a torrent of flame and destruction in mid-air. If that is the case then the poor folk who are blanketed by this flaming rainstorm stand little chance. Should the barrels reach their targets intact then the impact with the ground causes a violent explosion that can claim 40 souls in a single shot. The only saving grace for the free peoples is that these machines are virtually useless against structures.