NOTE: THIS IS FOR VANILLA CAMPAIGN AND DOESN'T TAKE ANY SUB-MODS INTO CONSIDERATION
A new power is rising, its victory.........is at hand!
So you want to prove Sauron wrong, show him that Isengard is not just a mere mockery of the greatness of Bara-Dur. Your road is not an easy one, as you mean to claim dominion over the forces of good and evil, and force them all to bow down before your power!
No, this is not an in-depth guide to hold your hand turn-by-turn. This guide aims to have you use Sarumans greatest strength to put yourself into a position to build the war machine you'll use to claim dominion over all.
As Saruman of the White Hand, you are not without your..........resources. Your greatest tool is your position of trust in both circles. All believe you to support them, rather than your own devices.
Your first move should be to take Grima, your diplomat, and hurry down to Gondor. When you initiate diplomatic relations with them, offer them your map as a gift, then after it's accepted immediately offer trade rights, then after that offer an alliance. This worked in my campaign, and hopefully will in yours.
Once this is done, Rohan will immediately cease-fire with you, since they are allies of Gondor as well. Now move Grima back into Rohan, gift them your map, offer trade rights and then ally.
Then move on to the High Elves and then Eriador, rinse and repeat.
Look man, I'm not here to argue timelines with you, I don't know all the exact dates that came into play in the book. What I do know is that even after Sarumon was revealed a traitor, he tried to manipulate Theoden and Gandalf for his own purpose. He's a smooth-talker, a master-manipulator, and that is how I recommend you play him.But, but.......the lore!
That's why it's called deception man, Saruman was playing both sides to his own ends. The good races didn't know he was corrupted and building an evil army of Uruk-hai. It's not like the Elves are sending UN inspectors to check out your nuclear facility here. You convince them you only have men in your garrisons and keep the orcs hidden until you're ready to reveal your treachery.But elves and dwarves would NEVER ally with orcs!
Your position puts you at risk of too many good factions, so manipulate the situation and keep them off your back. Now you can proceed forward, capturing the rebel settlements to your West and North to establish a foothold, build your economy without fear of attack and muster your forces to unleash where YOU wish.
Let the rest of the rabble weaken themselves while you grow in strength, directing their conflicts with other nations so that all your foes are weakened for it.
Perhaps when the time is right you can turn elf against man, because in the end everyone shall benefit from the leadership and order you bring to Middle Earth.
I leave you with one last tip: When in combat, try to position your archer and javelin units at multiple angles to the enemy. For instance, when assaulting a rebel village, I place archers to the right of an entrance, and snaga skirmishers to the left, with my main infantry in the center of this setup.
When enemy infantry sally out, you are forcing them to choose to reveal their flanks to someone. They get all confuzzled (yeah, I'm using that word, no, it's probably not real) and wind up taking fire on their flanks or back, which can negate shield advantages, increasing your kill rates and routing them faster.
The deck is stacked against you to start, but with the right skills you can be holding all the cards in the end.
Go forth now and conquer, chosen of Melkor!