Unlike its predecessor, which split time between Good and Evil, this expansion’s core campaign is a single, unrelenting march of darkness. You command the Witch-king from the foundation of his realm in Angmar through half a millennium of war against the Dúnedain.
The "War of the Ring" mode also saw a massive overhaul. For the first time, units persisted between battles, and the living world map gained a functioning economy—turning the mode into a true "Risk-style" grand strategy experience. A Legacy That Won't Fade Angmar Campaign | The Wiki for Middle-Earth | Fandom The Battle for Middle-earth II: The Rise of the...
While many remember the epic sieges of Minas Tirith or the tactical skirmishes of Helm’s Deep, the most die-hard fans of Middle-earth strategy often point toward a darker, frost-bitten corner of Tolkien’s lore: the rise of the Witch-king and the tragic fall of the northern kingdom of Arnor. Unlike its predecessor, which split time between Good
For those who prefer skirmishes and multiplayer, every existing faction received reinforcements. From the who can swap between swords and bows, to Mordor’s Haradrim Lancers filling a vital cavalry gap, the balance of power was shifted across the board. For the first time, units persisted between battles,
: The expansion introduced the Angmar faction, bringing the total playable races to seven.