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Thread: Some tips on Gondor ...

  1. #1

    Default Some tips on Gondor ...

    Gondor - tips and tricks from game experience

    After my 3rd Gondor campaign has finished at turn 132 I thought to share some experience. Note that finished means there is NO Mordor unit or settlement left, although the game does not acknowledge that and thus I am unable to fulfill the campaign win prerequisites. This seems to be persistent - had the same with Isengard and Mordor as High Elves.

    Summary

    Gondor has to face 2 enemies more or less alone (Mordor and Harad) but MUST still develop the economy before it can successfully launch major attack campaigns. Some practical experience feedback (hard/hard, I am not in for masochism :-)). Gondor is the only "good" campaigner able to fulfill the long campaign targets without having to attack another "good" faction - Mordor, Harad and parts of Rhun provide enough expansion space. In the first ca. 30 to 80 turns always remind yourself that a successful fight against Mordor is your by far prime target, no matter if Rohan slowly dies or Harad grows strong as long as you steadily wear down Mordor.

    Economy

    First - change capital to Tarnost, the difference will be a desperately needed 1,000 Florins. Per turn.

    Second, decide early on which towns to develop fast and which not. The fast developers should be on normal or even low taxes, else on high or very high. Target is to have about 4,000 Fl. as available money per turn up to roughly turn 20. My suggestion for fast developers would be Linhir and/or Pelargir, they can make you awesome money midgame when ports and trade infrastructure has been developed.

    Third, make it a rule to dedicate 2/3rd of each turns income to development on average (emergency cases excluded of course). This means the faction comparison will have you in 5th place or below on turn 20 with 50% of the strongest factions strength in military, which is just fine :-).

    Fourth - after securing Minas Morgul, Cair Anros etc. switch capital to Linhir for some 200 Florins plus again.

    Fifth - build all militia buildings (including stables) anywhere midterm. The garrison allowance for up to 5 free units can spare you enormous amounts of money while parking units in towns and forts for various reasons.

    Target order

    First - secure E. and W. Osgiliath by gathering and using all available forces as fast as possible from Lossarnach, Pelargir, Minas Tirith, Erech etc. These cities alone are worth 600 Fl. each without a Fl. invested, have huge stone walls already built and serve as your main staging stations (or a dedicated place of defence) for the next 30 to 50 turns. Partly developed (and manpower filled again) they can easily make you a 2,500 Florins each by turn 60. Target: Turn 6 for both latest.

    Second - secure Annulond in the outer west as fast as possible by gathering forces from Lond Galen etc. The town is defended by 6 bandit militia, which means, 5 units + General is more than enough if 2+ militia archers are included. Target (long distances): Between turn 8 and 12.

    Third - in between the inevitable Orc incursions into Ithilien from Minas Morgul try to snatch Emyn Arnen (target: turn 12) and a bit later (or earlier depending on circumstances) Cair Andros. Between Emyn Arnen, Osgiliath and Cair Andros you can exchange units so fast that one full stack distributed between these three can easily hold the equivalent of 2,5 stacks invading from which side ever (this is without Hennen Amun if that proves too dangerous). Make paved roads a priority for West Osgiliath and Minas Tirith. If you are able to conquer Hennen Amun beore turn 20 to 30 - DO SO. At that time it still has a fairly large Dunedain population, you may build units right away.

    Fourth - get spies at exactly 2 places: Just behind the fort behind Minas Morgul, at the spot where the Morgul pass widens and the road turns north. Ideal place to have a loook on forces in Morgul and anything approaching. The second spy should be placed just a bit over the river pasing north of Hennen Amun, again the perfect place to have an eye on anything approaching from Black Gate and surrounding.

    Fifth - build watchtowers along your coast (starting to the south of Linhir where the Anduin may be passed), preferably with Generals you want to use in battle (they may acquire the logistics traits which is near a necessity for any army with siege equipment later).

    Done at turn 20? Congrats. And now - if you are really bold, good at field battles AND siege defences - catch Minas Morgul! Sequence of events - win a field battle against the latest Mordor army between Osgiliath and Minas by leaving NO survivors and sustaining minimal losses. Now either attack the little stack the AI may stupidly have placed just before Minas to enforce a field battle with the Morgul garrison (preferred) and kill the Nazghul General at ALL costs. OR (more likely) siege Minas (yes, that means the garrison script will provide Mordor with x units plus inside) and make sure your stack is full the next turn. Wait for the inevitable reinforcement to force you into a field battle (forcing the Minas garrison OUT at the same time) and win this battle. Minas is yours. Now you ONLY (!) have to survive the first sieges by the reinforcement spawn of elite Mordor units including 2 battle trolls 2 turns later. I did it with militia alone and I am not a genius in battles. After that you of course have to prepare for series of sieges until you are ready to counterattack.

    BUT from now on it´s just a matter of time. Continue to build forces and economy steadily, your main goal is to have at least one full (spare) attack stack to invade Mordor further and another one to either harrass or conquer in Harad. By turn 60 to 80 already you should feel the inevitable win, no matter how long the execution (due to march times) still will need. If Harad gets annoying in between, gather a stack of 8 to 10 units including one catapult, load on boats, sail along Harads coast and sack any city there (selling EVERYTHING sellable in it). After that spee (especially if applying that on Harads major city Umbar) you will really feel the pressure diminishing.

    Hope for an early crusade call. Against Rohans Edoras, that is :-). And refrain from attacking Harad stacks which pass Erech as the easiest road of advance. Rohan AI receives a garrison script as well and will absorb enormous amounts of enemy troops before Edoras is conquered. If you spot more than 2 enemy stacks arriving more or less the same turn, position a small force next to Edoras to help out. It really helps autocalc in Rohans favour for reasons I never fully understood :-).

    Tactical tips

    Gondors main strength is its strong militia. And its key for winning battles is a mix of militia archers on fire and militia cavalry/Generals bodyguards. Most battles will be won by just harrassing the approaching enemy constantly with fire arrows, charge cavalry in (and immediately out again), distract full Mordor stacks letting them chase cavalry and commit infantry only when absolutely necessary.

    Gondor has counters to Mumakils and Trolls on militia level. First one - Pelargir Marines, second one - Axemen of Lossarnach supported by archers. Conclusion? Build them early (and enough) to gain experience, although the travel time to reinforce damaged units may be a real pain.

    As long as you have (how exhausted ever) militia archers still with arrows AND at least one unit of cavalry/General (if badly damaged) on the battlefield never regard a battle as lost. I won (to my complete surprise) battles deep in Mordor after 2/3rd of my units routed or were destroyed (damned trolls) by just exhausting the Mordor units chasing my archers and using the remaining cavalry sparsely for charges into diminished units. The key in those battles is the skirmishing mode for archers!

    Against Mordor early you can take on odds up to 2:5 as long as you have sufficient archers and cavalry. BUT you MUST conduct each battle yourself. Depending on your skill the only exception is siege attacks if you (as me) suck at it - when your forces are superior autocalc may provide better results. Against Harad early the same applies (with the same force composition), you may even accept worse odds. Against Mordor late full stacks (including between 2 and 5 troll units) a full Gondor stack (with some professionals in) can still take on a battle confident to win.

    Due to my experience the Harad AI switches from Corsars (light infantry) to spearmen accompanied by ballistas around the time you won the fifth battle against it. If by accident or to counter your battle winner (cavalry!) does not matter - things get EASIER afterwards as spearmen are a much worse counter to archer militia and the ballistas (mostly left alone) are easy prey for cavalry.

    Trolls can be pretty easy prey IF you manage to pin them down (sacrifice a militia infantry) and either use Gondor archers (without fire turned on) or Axemen to kill them. Arrows ARE efective against trolls (remember - they ignore defence skill, which is the bulk of Trolls defence rating), if you harrass them some time they might all be still alive but after engaging infantry will suddenly unexpectedly start dying fast.

    Siege defence with TW rules is really a pain in the ass, only preferred to field battles against cavalry heavy armies actually. Here comes why:
    Archers - which should be the most effective def unit - fire high in the air because they miss a line of sight from the walls. They waste ammo on fire at will against already thinned out units far away. Some figures of units retreating into defence layers get stuck at gates and thus leave them open for the enemy. After units have passed (completely) gates stay open for no apparent reason. And so forth. So the only rules of thumb I found working are:
    - Put most archers on fire (to save ammo), place them on walls only behind infantry (you can remove the infantry later) so at least the first line realizes it HAS a line of sight. Watch for the first salvos - if they only hit from above nigh vertical stop firing at that target and look for a better one
    - Shoot from inside walls (or opposite walls in fortresses) against enemies fighting (or just standing idle) ON these walls. Retreat early into next defence layer (in fortresses and citadels that is) but as long as possible (including death of the unit) keep one unit above the gateway for the burning oil and the towers firing. Use catapults ONLY in between 2 defence layers OR on city plazas to ONLY shoot straight along streets where the enemy is channeled and forced to advance
    - Use the mobility of cavalry to harrass already scattered armies after they are breaking the walls, to chase away the usual lone siege equipment unit advancing your gate waaaay before the main army etc. DON´T get them caught in prolonged melee, no matter the situation
    - Always ensure that at least one unit is alive and guarding the gateway of the last defence layer - if you´re not good at siege defence use one unit from the start of battle
    - Sally against a besieging force especially if you are heavy on archers and the enemy is heavy on infantry (and does NOT have trolls). Exploit the AI stupidity to ignore archers advancing from one side firing along the line and just answer with available archers (if and as long as available)
    - Always establish the battle timer. Otherwise a standoff situation in sieges (the enemy can´t enter the next defence layer but your archers are out of ammo and your forces overall to week to chase the invader away) can NOT be ended and exiting in this situation you will lose (battle and town) regardless of loss ratio before
    Taking all that into account you can still take on odds of 1:3 and WIN or odds worse and still manage to hold the fortress.

    There is a bridge northwest of Hennen Amun. This bridge is the only entry point into Ithilien on the east side of the Anduin from the north. It defends Hennen Amun AND Cair Andros reliably from any incursion. Settle an army (archer heavy) on that bridge. Deal with any approaching army in the same fashion: Put all archers to your left in a position to fire into a crowd on the bridge (they will fire into the shieldless right side of any unit thus ensuring a high shot/kill ratio). Force enemy units to crowd on the bridge by pushing a sturdy unit (militia infantry if nothing else available) a bit into the bridge from your side. Have one infantry unit directly behind and minimum one cavalry for last minute pushes and mop up. Pair with a General directly behind infantry to prevent early routs. And enjoy the kill show :-). You can secure the complete northern Gondorian border with just between 7 to 10 units for a long time with this setup, if you circle and replenish units with Cair Andros and Hennen Amun if repeatedly attacked (you´re most likely not - Mordor will waste its armies against Minas Ithil instead).

    The fort into Mordor just behind Minas Morgul (Ithil) can buy you a turn or two for reinforcements if just held by the most badly damaged unit. An enemy MUST conquer it before it can advance on Minas Ithil. As you sacrifice one unit this way, only do it in real emergency cases.

    There is a ridge just southeast of the Black Gate citadel. If you managed to conquer Black Gate but for a reason or another reinforcements are far away (like you have to get them in from Cair Andros, which is a march of 4+ turns) settle on exactly this ridge leaning close to the mountains to the west. As a defender the terrain is so steep and rough that you may fight defensive battles with minimal losses against ANY odds. I once acheived a heroic victory with a partly damaged 2/3rd stack (mostly militia, including 2 catapults though) against no less than 2 full Mordor stacks including 5 troll units and did not lose more than 200 men in the fight (Mountains. I like them).

    Against Mordor always (always) siege with less units than inside the target, but archer heavy. The enemy WILL sally the same turn you started the siege. Great. So you have a number of mindlessly storming units channeled by a small opening running into heavy archer fire arrows and repeatedly charged by cavalry :-). Result - an easy win without a real siege battle and with minimal losses (example: 2,500 Orcs against 1,000 Gondorians, Orcs 0 and Gondorians 750 at battle conclusion). In these cases end the battle as soon as you get the question to end or continue. The same rules apply as for an actual siege - you win the battle means the enemy is exterminated. Use the same setup against bandit towns for similar results.

    Gondors unit selection:
    1) Useful
    All Militia (especially cavalry militia), Pelargir Marines (only against Mumakils, else slightly worse than infantry militia), Axemen of Lossarnach (good against trolls AND cavalry), Fountain Guards (late, your second reliable Troll killer), Gondor Infantry (as a longer surviving infantry militia replacement), Catapults (the BEST unit Gondor can field against high number Orc stacks which make extremely good targets for flaming ammunition).
    2) Limited uses
    Gondor archers (slower rate of fire with minimal more punch than militia archers, lack of shields limits their use as hybrid infantry, stakes rarely of any use except against late Harad armies). Gondor spearmen - you will not encounter enough cavalry to justify the build in numbers and against plain infantry they fare worse than sword infantry, the same (to my surprise) against Trolls. Citadel guards - only slightly better than spearmen but in shield wall able to pin down Trolls and survive.
    3) Useless. Gondor cavalry (at availability actually worse than silver or gold chevron militia cavalry you should already have in numbers, needs investment in else useless stable upgrades). Ballista - you need a straight line of sight against a densely packed enemy unit. The moment you may have this (usually) the enemy is upon you. Build catapults instead. Swan knights mounted or dismounted - when you can build them you are most likely better off without (I received some for late missions only) as your frontline should be ages away. Ithilien rangers - again your frontline will be ages away and they only can be built and replenished in Ithilien and need an additional and otherwise useless investment in archer range upgrades. Trebuchets - price and investment (in siege workshops) too high for their range advantage over catapults.
    In fact Gondors militia will be the bulk of your forces even at turn 150. For four reasons - they are just good enough even then, they are the first to be built or replenished in newly "acquired" cities, their alternate professional counterparts are not THAT much better and Gondor wins or loses the first 50 turns.

  2. #2

    Default Re: Some tips on Gondor ...

    uff... a lot to read.
    but I don't like the tactic with rushing Minas Morgul at turn 20. It's much more challenging if you don't rush the AI.
    for your problem with mordor not dying: there is a fix in the bug-reports-forum for this.

  3. #3
    kynes's Avatar Foederatus
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    Default Re: Some tips on Gondor ...

    some really good tips, thanks for taking the time to write them up. i've been playing a long game as gondor on VH/VH. i got off to bad start in the game, even lost minas tirith at one point but luckily recaptured it. i'm around turn 200 now - the war continues to see-saw back and forth for the control of west & east osigiliath. i'm facing mordor army stacks that often have 3-4 units of trolls, plus 1-2 troll catapults in each stack. isengard wiped out rohan even though i was recapturing cities and gifting them back to rohan. harad flares up now and then and needs to be beaten back with vigour. anyways i like the challenge ....

    my capital changed to dol amroth when minas tirith fell - i noticed a big jump in income per turn. i switched the capital back to minas tirith when i recaptured it. i didn't feel right for me for the capital to not be minas tirith (and certainly not from a LotR lore point of view).

    i've found swan knights to be quite useful though. i seem to have a chronic shortage of generals. (is that just me or typical for gondor ?). so swan knights, albeit expensive, seem to substitute well for generals bodyguard.

    cheers
    Kynes
    Last edited by kynes; August 03, 2009 at 02:06 AM.

  4. #4
    jản's Avatar █ kept in suspense █
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    Default Re: Some tips on Gondor ...

    well my decission is clear: first 1.2 game is a VH/VH gondor campaign

  5. #5
    kynes's Avatar Foederatus
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    Default Re: Some tips on Gondor ...

    yeah, gondor is very challenging on VH/VH, but can be a lot of fun. so much so that i will probably play gondor again in v1.2. as gandalf said - here the hammer stroke will fall the hardest. i like the idea of fighting the number one enemy on the main front.

    first time mumakil showed up and i didn't have any ballistas caused some serious problems ..... hehehe. reminded me of the first few times i ran into trolls .... that was even more crazy. but now i can counter both fairly well. one thing i will do different next game is try harder to capture Osgiliath and cair andros early. i didn't make that enough of a priority in my current game.

    i do want to try the other races but i'm finding it hard to let go of gondor - their numenorean history, farmir, the white city of minas tirith. some of my favourite things in LotR.
    Last edited by kynes; August 03, 2009 at 07:14 PM.

  6. #6

    Default Re: Some tips on Gondor ...

    Gondor is A great campain Defeating harad and mordor and stil help rohan vs isengard is a great challenge And defeating trolls and mumaks is really fun but it destroys your herioc victories

  7. #7

    Default Re: Some tips on Gondor ...

    I'm enjoying Gondor so far, and like (apparently) most peoples' games, Rohan is struggling in mine as well. I might try them next, but first I'm going to finish off this Gondor campaign. I never picked a specific target to be my capital; I just tried to have it in the center of my territory, like with vanilla M2:TW. I'll try some of the tips you suggested.

  8. #8

    Default Re: Some tips on Gondor ...

    I have a question. When playing as Gondor, should I leave my army in Minas Morgul or in the stupid fort just down the road? I'm thinking Minas Morgul, but perhaps both are just as good. Minas Morgul definitely has better walls though.

  9. #9
    STELLover's Avatar Senator
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    Default Re: Some tips on Gondor ...

    Turn 12- Mordor spawns 5 Full stacks in front of Osgiliath in SS Overhaul Mod

    I am like Oh!~!!

    ROME 2 Mod: More Cities and Settlements on Campaign Map:
    http://steamcommunity.com/sharedfiles/filedetails/?id=194761024

  10. #10

    Default Re: Some tips on Gondor ...

    What i found my self doing was; having quite a few generals units, and the Cavalry Milita's and just charging and retreating. from the Castle in Ititlien... Emyn ... or something, just have a army of ± 10 cavalry units... and a milita in case the cavalry is away to do battle, and the castle is besieged. but what you do:

    1. you pin the army with a head on charge, with ± 2units (general/milita cav.) then you should have positioned the rest of the cav along side the flanks (left AND right) and when the army is recovering from the frist charge (they should reform) you attack from both left and right, 1 charge, then retreat. repeat this progress 3 times.. and they'll usually rout some units and kill loads.repeat after that and you will have ± 100 casualties from killing a full stack. + your milita's / generals gain huge exp.

    2. you also can divert a small section of the orcs from the rest of the army, and harrass it with you gereral (should have ± 2 golden bars) req. some tactics and attention, since you fight on ± 3 fronts. (you can split the army up into as much targets as you like, just lure them away from the main force, untill they are all scatterd, then you can charge away). just as much as you can handle. real art is doing it with out pausing the game ofcourse.

    Units get huge exp and before you realise you have 10 units with round about 7 exp and thus unbeatable by poor orc heavy inf.

    ofcource... the trolls won't be beaten with this statagy, so only really helpfull in first phase of the campaign.
    Last edited by DirkBig; October 16, 2009 at 04:22 AM.

  11. #11

    Default Re: Some tips on Gondor ...

    Quote Originally Posted by ThorHa View Post
    Gondor has counters to Mumakils and Trolls on militia level. First one - Pelargir Marines, second one - Axemen of Lossarnach supported by archers.
    I haven't fought against mumakils yet, but are you sure that marines counter them? Marines get a -10 penalty against elephants.

    I've found archer heavy armies to be less effective against Harad. Harad has good archers as well so if it turns into a shootout, my archers suffer heavy casualty as well. Even if I have more archers, the kill/death ratio is not high enough to win the war of attrition. And more importantly, Harad has cavalry which means relying on skirmish mode will not be enough.

    I've had more success against both Mordor and Harad with infantry heavy armies. They are cheap and easy to retrain. The AI tends to match the width of my infantry line. So if I have a short infantry line, their second line tends to fan out block off my cavalry's flanking moves. Having a longer line stretches them out to create more room for my cavalry to operate.

    That was my experience on VH/VH.

    Another useful trick that I've learned is that against infantry generals, especially against non-uruk bodyguards, if you get off a good charge against the unit's left flank, there is a good chance of killing the general. You can "assassinate" the enemy's general early in the battle this way.

  12. #12
    Muffer Nl's Avatar Praefectus
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    Default Re: Some tips on Gondor ...

    I haven't fought against mumakils yet, but are you sure that marines counter them? Marines get a -10 penalty against elephants.
    Where does it say that? There is no specific penalty against Cavalry (Elephants) Just a bonus multiplier.


  13. #13

    Default Re: Some tips on Gondor ...

    Quote Originally Posted by Muffer Nl View Post
    Where does it say that? There is no specific penalty against Cavalry (Elephants) Just a bonus multiplier.
    In the export_descr_unit.txt for marines, there is a line that says

    mount_effect elephant -10

  14. #14

    Default Re: Some tips on Gondor ...

    Thanks for the guide. Using it I managed to go all the way to Minas Morgul and captured it. However the new Mordor stack with 2 olog-hai kicked me out and destroyed my army.

  15. #15

    Default Re: Some tips on Gondor ...

    Anyone got gondor tips specifically for 1.4? Ps loved this guide. The most in depth faction specific guide I've seen, so thanks!
    One does not simply walk into Pakistan!

  16. #16

    Default Re: Some tips on Gondor ...

    I don't think there are any significant differences between versions.

    Something ThorHa said that was wrong was putting all your archers on your left side in a bridge battle. In M2 THERE IS NO UNSHIELDED SIDE. The shield value is 100% from the front, 50% from BOTH sides, and 0 from behind.

  17. #17
    Dwarven Berserker's Avatar Campidoctor
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    Default Re: Some tips on Gondor ...

    Nice guide man
    Only I don't completely agree with this little part:

    Quote Originally Posted by ThorHa View Post
    Gondors unit selection:
    1) Useful
    All Militia (especially cavalry militia), Pelargir Marines (only against Mumakils, else slightly worse than infantry militia), Axemen of Lossarnach (good against trolls AND cavalry), Fountain Guards (late, your second reliable Troll killer), Gondor Infantry (as a longer surviving infantry militia replacement), Catapults (the BEST unit Gondor can field against high number Orc stacks which make extremely good targets for flaming ammunition).
    2) Limited uses
    Gondor archers (slower rate of fire with minimal more punch than militia archers, lack of shields limits their use as hybrid infantry, stakes rarely of any use except against late Harad armies). Gondor spearmen - you will not encounter enough cavalry to justify the build in numbers and against plain infantry they fare worse than sword infantry, the same (to my surprise) against Trolls. Citadel guards - only slightly better than spearmen but in shield wall able to pin down Trolls and survive.
    3) Useless. Gondor cavalry (at availability actually worse than silver or gold chevron militia cavalry you should already have in numbers, needs investment in else useless stable upgrades). Ballista - you need a straight line of sight against a densely packed enemy unit. The moment you may have this (usually) the enemy is upon you. Build catapults instead. Swan knights mounted or dismounted - when you can build them you are most likely better off without (I received some for late missions only) as your frontline should be ages away. Ithilien rangers - again your frontline will be ages away and they only can be built and replenished in Ithilien and need an additional and otherwise useless investment in archer range upgrades. Trebuchets - price and investment (in siege workshops) too high for their range advantage over catapults.
    In fact Gondors militia will be the bulk of your forces even at turn 150. For four reasons - they are just good enough even then, they are the first to be built or replenished in newly "acquired" cities, their alternate professional counterparts are not THAT much better and Gondor wins or loses the first 50 turns.
    I'd say:
    1) Usefull: All millitia, pelargir marines, lossarnach axemen, fountain guard (very stong and early available infantry, good vs trolls, deadly vs cavalry and very good at holding walls), catapults. AND Ithilien rangers (NOTE that you can recruit these in osgiliath and cair andros as well. Reasonably available archer unit with huge range and good damage and fire speed.), gondor spearmen (your most expendable professional unit, stronger then your millitia, powerfull against cavalry and very good availability) Ballista (more accurate then catapults and thus more deadly against trolls and mumakil. Also more available)
    2) Limited uses: Gondor archers and infantry and citadel guards (all of them require a high-level building and have a low availability, usually they come in handy to take modor, but if you are marching into harad it's just not worth the effort to retrain them)
    3) useless: Yep. the gondor cavalry. (only slightly stronger then millitai cav, but need an expensive building. Their lack of shields makes them crappy) Blackroot vale archers (ithilien rangers are MUCH more available and have a compare-able powerlevel. these guys? nope, not much good) Swan knights (Dol amroth isn't quite the front line city. By the time the swans come available (turn 100ish), the front line is even further away. They're cool, but not very usefull) Dismounted swan knight (in order to learn how to dismount, it is neccecairy for the swan knights to fully upgrade their city and build an armoury. I love logic. They are better then gondor infantry, but the front is just too far)
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