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This game has received thefollowing rating from the ESRB

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Page 2: LOTR III eguide cvr · 2019. 1. 8. · Prima’s Official Strategy Guide David “Zeb” Cook David Friedland Brett Levin Prima Games A Division of Random House, Inc. 3000 Lava Ridge

Prima’s Official Strategy Guide

David “Zeb” Cook

David Friedland

Brett Levin

Prima GamesA Division of Random House, Inc.

3000 Lava Ridge CourtRoseville, CA 95661

1-800-733-3000www.primagames.com

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The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House,Inc., registered in the United States.

© 2004 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in anyform or by any means, electronic or mechanical, including photocopying, recording, or by any informationstorage or retrieval system without written permission from Prima Games. Prima Games is a division ofRandom House, Inc.

Associate Product Manager: Damien WaplesSenior Project Editor: Brooke N. HallEditorial Assistant: Kate Pastoor

© Sierra Entertainment, Inc. All rights reserved. Sierra, the Sierra logo, Lords of the Realm, and theImpressions Games logo are trademarks or registered trademarks of Sierra Entertainment, Inc. in the U.S. and other countries. Vivendi Universal Games and the Vivendi Games logo are trademarks of Vivendi Universal Games, Inc. All other trademarks are property of their respective owners.

All products and characters mentioned in this book are trademarks of their respective companies.

Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and “RP” are copyrighted works and certification marks owned by the Entertainment Software Association and the EntertainmentSoftware Rating Board and may only be used with their permission and authority. Under no circumstancesmay the rating icons be self-applied or used in connection with any product that has not been rated by the ESRB. For information regarding whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936. Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to the content of this book.

Important:Prima Games has made every effort to determine that the information contained in this book is accurate.However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannotprovide information regarding game play, hints and strategies, or problems with hardware or software.Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-4280-9Library of Congress Catalog Card Number: 2003108370

AcknowledgementsPrima Games thanks Rozita Tolouey, David Nathanielsz, and Impressions Dev Support for their help in the creation of this guide.

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ContentsChapter 1: Introduction . . . . . . . . . . . . . . . . . . . . . . . . . .1

In the Beginning.... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

Chapter 2: How the Game Works . . . . . . . . . . . . . . . . . .2Resource Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2

Parcel Growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Parcel and Estate Level (Minimum Number of Cultivated Tiles per Level) . . . . . . . . . . . . . . . .2

Recruitment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Recruitment Frequency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Strategic Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Force Marching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3

Supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Battle Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Supply Stage State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4Combat Ratios and Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Combat Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

Overwhelming Odds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

Morale Class Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Morale Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

Rout, Surrender, and Desertion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6Withdrawal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Desertion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7

Diplomatic Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7Rating Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Changing Your Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8

Christianity Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8Chivalry Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9Honor Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9

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Chapter 3: Your Kingdom . . . . . . . . . . . . . . . . . . . . . .10Part and Parcel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Farms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Manor Houses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10Towns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11Churches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Cathedrals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12Fiefs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13Castles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13

Chapter 4: Lords and Vassals . . . . . . . . . . . . . . . . . . . .15Understanding Your Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

Power Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Lesser Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15

Lesser Vassal Penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Common Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15Regional Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16Kingdom Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16

Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17“Splash” Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Special Ability Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17

Accuracy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17Additional Company/Siege Engine . . . . . . . . . . . . . . . . . . . . . . . . . .17Architect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Armorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Bravery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Builder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Chivalrous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Consumption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Crusade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18Devotion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Diplomatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Engineering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Farmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Ferocity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19

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Financier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Good Employer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Honorable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Industrious . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19Loot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Loyalty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Luck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Mobility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Negotiator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Piety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20Quartermaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Raider . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Renown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Saintly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Scrounger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Seneschal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Tenacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21Ratings Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22Action Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23Ownership Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23Order and Guild Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23Military Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24Endgame Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .25

Chapter 5: The Soldiers of the Realms . . . . . . . . . . . .26Soldier Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26

Heavy Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Masterpiece Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Armor Piercing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26First Strike . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Counterstrike . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Ranged Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Flame Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Mobility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26

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Peasants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27Footmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Crossbowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28Light Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Polearmsmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29Bowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30Swordsmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Cavalry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31Nobles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Chevaliers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32Gallowglass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33Genoese Crossbowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34Godendag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34Highlanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .35Swiss Pikemen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36Teutonic Knights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36Welsh Longbowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Garrison Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Garrison Spearmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38Garrison Footmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38Garrison Swordsmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Garrison Crossbowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Garrison Bowmen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40

Chapter 6: Knights of the Realms . . . . . . . . . . . . . . . .41Knight Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41

Chapter 7: Siege Weapons . . . . . . . . . . . . . . . . . . . . . . .42Battering Ram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42Siege Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42Ballista . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43Catapult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43Mangonel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43Trebuchet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44

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Chapter 8: Mercenaries . . . . . . . . . . . . . . . . . . . . . . . .45Mercenary Tips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45

Mercenary Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45Siege Engineers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45Renown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45Good Employer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46Mercenary Replenishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46Mercenary Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46

Retainers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Alewife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47Artists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Holy Scholars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Mason . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Mediator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Merchant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48Swordmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .48

Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49Assassin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49Corrupt Cardinal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Destitute Monks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Disillusioned Peasantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Fair Maiden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50Minstrels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Saboteur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Spy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Thieves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51Traveling Troupe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51

Chapter 9: Castles . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52Castle Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52Default Castles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53

Chapter 10: The Conquest Scenarios . . . . . . . . . . . . . .54Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54

High King of Ireland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54General Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55

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Boru Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55Sechnaill Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56

The High King of Ireland Vassals . . . . . . . . . . . . . . . . . . . . . . . .56The English Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58

William the Conqueror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58General Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .58Initial Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .59Defensive Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60William Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Edric Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60Hereward Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61Edgar Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61Malcolm Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .61Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62

William the Conqueror Vassals . . . . . . . . . . . . . . . . . . . . . . . . . .62Simon de Montfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64

Vassal Usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65Defending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66Your Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66De Montfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66Plantagenet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66

Simon de Montfort’s Rebellion Vassals . . . . . . . . . . . . . . . . . . . .67King Edward’s Wars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68

General Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Plantagenet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68Boru Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69Bruce Specifics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .69

King Edward’s Wars Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70The Black Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74

General Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74

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House of Plantagenet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74House of Capet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .76

The Black Prince Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .77Albion Forever . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79

Set Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .79Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80Defensive Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81Percy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81Stafford . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81Llywellyn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81Neville . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Mowbray . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82Beaufort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82

Albion Forever Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .83The German Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87

Barbarossa in Italy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87Barbarossa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .87Italian Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88

Frederick Barbarossa in Italy Vassals . . . . . . . . . . . . . . . . . . . . . .89A Gathering of Wolves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92

House Avesnes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92House Dampierre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92House Valois . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93

A Gathering of Wolves Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . .94Henry the Lion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99

Armies and Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99Diplomatic Relations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100

Henry the Lion Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .101The Golden Bull . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105

Initial Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .105Luxembourg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106Dillenburg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106Wiesbaden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106Wettin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106Wittelsbach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107

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Frankfurt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107Hapsburg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107

The Golden Bull Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107The French Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114

Albigensian Crusade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114House of Toulouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115House of Montfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .115

The Albigensian Crusade Vassals . . . . . . . . . . . . . . . . . . . . . . . .116Angevin Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118

Armies and Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .118Defending . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .119Diplomacy and Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120

The Angevin Empire Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . .120Maid of Orleans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126

Armies and Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .126Defensive Tactics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127Diplomacy and Ratings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .127Lancaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128Burgundy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128Capet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .128

The Maid of Orleans Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . .129Vive le Roi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132

Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132Early Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132Mid/Late Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134Plantagenet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134Blois . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134Flanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .134Champagne . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135Burgundy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135Poitiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135De Montfort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135St. Giles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135

Vive le Roi Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .136

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Chapter 11: Historical Battles . . . . . . . . . . . . . . . . .144Abernethy, 1072 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .144

William the Conqueror . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145King Malcolm III of Scotland . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145

Agincourt, 1415 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Henry V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147Charles VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148

Bannockburn, 1314 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149Robert the Bruce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .149Edward III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150

Bouvines, 1214 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151Phillip II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151

Courtrai, 1302 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152Count of Flanders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153King Philip IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154

Crecy, 1346 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154Edward III . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155Philip VI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156

Falkirk, 1298 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156William Wallace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157Edward II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158

Faughart, 1318 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158Edward Bruce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159John de Bermingham . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159

Flint Castle, 1282 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160Dafydd ap Gruffydd . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160Edward I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162

Hastings, 1066 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .162King Harold of Wessex . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163William of Normandy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164

Legnano, 1176 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165Lombard League . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166Frederick Barbarossa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166

Muret, 1213 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167Simon de Montfort IV . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167

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Peter II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168Poitiers, 1356 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .169

Edward, the Black Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170King Jean II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .170

Stamford Bridge, 1066 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171Harold Godwinson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172Harold Sigurdsson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .172

Stirling Bridge, 1297 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .173William Wallace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174Earl of Surrey . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174

Appendix 1: Master Order Table . . . . . . . . . . . . . . .175Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175Guild and Order Vassals w/Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . .175

Appendix 2: Special Vassal Master Table . . . . . . . .186Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186Special Vassals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186

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In the Beginning….It has been a few years since the last Lords of theRealm game. Lords of the Realm II earned a repu-tation as an innovative turn-based game, combiningthe strategy of managing a medieval empire withthe challenge of fighting real-time battles.

Lords of the Realm III continues that traditionand brings it up to date. Turn-based has beenreplaced by real-time, two dimensions havebecome three, and multiplayer stands alongsidesingle-player games. These new ideas have redefined the experience, making Lords of theRealm III different from its predecessors.

Although labeled a real-time strategy (RTS)game, Lords of the Realm III is unlike other RTSgames. The strategies of resource-gathering, base-building, production queues, and more eitherdon’t apply or are different enough to seem new.

What hasn’t changed is the combination ofstrategy and tactics, and the need to manage yourkingdom well, lead boldly on the battlefield, andhave fun. Lords of the Realm III is all about fun—this is no painful simulation of every pig and everygrain of wheat. This is not the dreary historian’sview of that time. Instead the game plunges youinto the colorful world of noble warriors, ruthlessmercenaries, and fast-paced sieges. The game letsyou focus on one thing: being lord of your realm.

But to do that and to win, you need to understand how to wisely use the elements ofLords of the Realm III. That’s what this guide isfor. Here you will learn how to get the most out of your lands, how production works, and thestrengths and weaknesses of each combat unit.You’ll learn the secrets of your vassals—whatvassals you have per scenario, who has the bestratings, and what you have to do to attract andkeep them. You’ll also be given detailed strategiesfor every conquest and battle, no matter whetheryou’re playing against the computer or onlineagainst live opponents.

Finally, as you read through this, remember:This is only a guide. Lords of the Realm III is anopen-ended game. Experiment with new strategiesand new approaches to the various challenges.Perhaps the strategies described here will work for you—or maybe you’ll discover an even betterpath to victory.

Chapter 1: Introduction

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Lords of the Realm III is filled with choicescreated by interlocking systems—agents,retainers, orders, and special abilities layered ontop of the basic systems. To get the most out ofthose choices, it pays to get under the hood andlearn how the basic systems work.

Resource LevelThe resource level has the most going on underthe hood. This level contains the production and strategic planning the game has to process.The formulas for production, recruitment,construction, supply, and morale are constantlyrunning while you’re leading your armies.Knowing what those formulas are doing lets you get the most out of your lands and speeds you along your path of conquest.

Parcel GrowthEvery time you assign a vassal to an empty parcel,you start the production process. After the mainbuilding appears, small fields and buildings popup all over the parcel. That’s a signal that yourparcel production is growing. When you remove a vassal from the land, parcel production andgrowth stop.

Parcel growth is measured in levels rangingfrom one to five, with one being the least productive and five the most. A parcel’s level isdetermined by the number of cultivated tiles ithas. A single field or a building on the resourcelevel is one tile. If you could add up the tiles, youwould know what the parcel level is. However, it’seasier to look at a parcel’s Detailed Information.The parcel’s current level is listed right below theicon for parcel type.

However, not all parcels are equal. They varyin the number of cultivatable tiles, ranging from200 tiles or fewer to 700 or more. You can culti-vate all tiles, except swamp, river, coastline, androads. The table here shows the range of tiles for

each parcel level. As parcels increase in level, thetime needed to change a tile from wild to unculti-vated decreases, but the number of cultivated tilesneeded to reach the next level also increases.

PARCEL AND ESTATE LEVEL(MINIMUM NUMBER OF CULTIVATEDTILES PER LEVEL)LEVEL PARCEL ESTATE

1 0 0

2 65 72

3 150 146

4 235 319

5 241 336

Parcel level affects many things throughoutthe game—food, crown, and recruitment produc-tion; the recovery of morale; and more. Later we’lltranslate these parcel levels into specific effects foreach parcel type—farm, fief, town, and church.

Not all parcels have enoughtiles to reach the higherproduction levels. Estateparcels are larger than otherparcels in the same region.Examine the map and assignyour vassals with your besttroops to the largest parcels.Higher level parcels generatemore of the points needed toreplace losses.

RecruitmentWhenever you place a knight, he raises a companyof soldiers. However, this company is not thelargest he can command. All knights have amaximum company size beyond their startingnumbers. This is noted in the numbers thatappear beneath the troop icon on the Info panel.The first number is the company’s current size,the second is the company’s maximum size.

Chapter 2: How the Game Works

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To gain a larger company and to replace lossesfrom combat, the knight must recruit additionalmen and add them to his company.

Recruiting is done by gaining recruitmentpoints. The knight’s fief or castle generates a set of points, the amount increasing with level (see“Your Kingdom”). You can see how many recruit-ment points a parcel castle or fief produces bychecking the Parcel tab on the Detailed Informa-tion panel for that fief or castle.

With these points, the knight “buys” soldiersfor his company. Every soldier and siege enginehas a point cost. If the knight has not earnedenough points or there are excess points, these are saved and added to the next interval.

The knight’s situation determines thefrequency recruitment points are given. Thegreater distance from his home and the worse hissupply status, the slower the knight recruits newsoldiers, as shown on the table here.

RECRUITMENT FREQUENCYLOCATION FREQUENCY (SECONDS)

In Fief/Castle 15

In Friendly Territory 30

In Enemy Territory 60

Out of Supply —

Garrison 30

If you take a knight off his parcel and sendhim to the vassal pool, his company size graduallyreturns to its original size.

To replace your losses,

make sure your knight

is in supply and in

friendly territory.

For the fastest growth,

send your knight to

his home parcel, where

he has his best recruit-

ment rate.

Strategic MovementAfter you raise your armies, you need to movethem to the front. On the strategic level this iskept simple, so you can focus on more importanttasks. All armies—whether a single company ofpeasants, two companies of light cavalry, or a 10-company mixture of infantry, cavalry, and siege weapons—move at the same speed whenmarching from parcel to parcel. The base move-ment rate for an army is measured in the time it takes to cross a single tile.

Certain things affect movement rate. Forstarters, armies cannot enter swamp tiles, so youhave to plan your moves around any swamps.Second, moving along roads is faster than movingcross-country. But most importantly, armies thatare foraging or out of supply march at slower-than-normal rates.

Force MarchingSometimes an army has to be there as quicklypossible. For such times you need to force march.When you issue a force march command, thearmy speed increases by 33 percent. However,every company in the army loses five points ofmorale for every 15 seconds of force marching.This morale loss can add up quickly, especially if the army is out of supply or foraging at thesame time!

MOVEMENTSITUATION SECONDS PER TILE

In Supply 2

Foraging 3

Out of Supply 6

Road 33% bonus

Force March 33% bonus

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SupplyTo get the most out of your armies, it’s importantfor them to have food. Lords of the Realm IIImakes supply more than matching food points to companies raised.

Farms and manors generate food points. Theexact number depends on the parcel level (see“Your Kingdom”). These points are totaled anddisplayed in the menu bar at the top of the screen.Every knight’s company requires one point of food(this number is displayed on the menu bar, too). Ifyou produce more food than you have companies,extra food is stored in manor houses (if you haveno manor houses, the food is lost). If you don’thave enough food for all your companies, some or all will suffer penalties, depending on yourfood-to-companies ratio.

So, as long as your company’s total is less thanyour food total, no problems, right? It’s not thatsimple. Even if you are producing enough food,there can be times when your troops still will beout of supply.

Having enough food points is not enough; thefood has to reach the army. Lords of the Realm IIIdetermines this by a two-step process. First, to bein supply, your armies must be within five parcelsof a friendly estate. The actual path to the estatedoes not matter; your army can be in the heart of enemy territory provided it is within the rangeabove. If the army is farther than five parcelsaway, it is automatically out of supply.

Now it gets tricky. Even if your army is inrange of a friendly estate, it still can be affected. It depends on whether you are in friendly orenemy territory and how short of food you are.The Supply State shows what happens to yourarmies based on their locations and your shortfallpercentage. Food points equal companies in the field.

SUPPLY STAGE STATEPERCENTAGE OF COMPANIES FED

ARMYLOCATION 100% 99–75% 74–50% <50%

Friendly In In Foraging OutTerritory

Enemy Foraging Out Out OutTerritory

Out of Out Out Out OutEstate Range

When an army is in supply, everything isnormal. When an army is foraging, its movementslowed because the troops must spend timeraiding for food. When an army is out of supply,its movement is reduced and it loses morale.

A strong enemy is a bigproblem, especially if he isinvading. You need to weakenhim and buy yourself moretime. One way to do this is to destroy his farms, leavinghim without enough food forhis men. As his armies enteryour parcels, they are out ofsupply, which slows his troopsand lowers their morale.

Battle LevelOf all the systems in Lords of the Realm III, noneis more important than combat. Without fightingand winning battles there is no hope of winningthe game. While the troops are described else-where in this guide, it helps to understand thebasics of how the combat system works.

Every soldier has at least three ratings:Offense, Defense, and Health. (Archers and cross-bowmen have a Ranged Offense rating, too.) TheOffense and Defense numbers vary by soldier type,but Health is always 500. When soldiers fight (andthey fight as individuals even though you give

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orders to whole companies), both sides automati-cally damage each other. The amount of damage is determined by the ratio of Offense to Defenseratings, as shown on the table here.

COMBAT RATIOS AND DAMAGEOFFENSE:DEFENSE DAMAGE SECONDSRATIO PER ROUND TO DEATH

1:5 20 50

1:4 25 40

1:3 33 32

2:5 40 26

1:2 50 20

3:5 60 18

2:3 67 16

3:4 75 14

4:5 80 14

1:1 100 10

5:4 125 8

4:3 133 8

3:2 150 8

5:3 166 8

2:1 200 6

5:2 250 4

3:1 300 4

4:1 400 4

5:1 500 2

For example, Brett (Soldier A) has an Offenseof 75 and a Defense of 50. Jesse (Soldier B) has anOffense of 150 and a Defense of 75. In this caseBrett’s ratio (attacking Jesse) is 75 to 75 or 1:1;Jesse’s ratio (attacking Brett) is 150 to 50 or 3:1.Brett does 100 points of damage each combatround, while Jesse does 300 back. Jesse will winthe fight in two rounds, although he will bewounded. (Each round is two seconds.)

All this assumes Brett and Jesse are otherwiseequal. However, at times one or the other soldierhas an advantage. A man standing on the top ofthe wall has an easier time than his enemy who is climbing the ladder. A soldier’s location, theformation he is in, his special abilities, or even the orders he has been given can all increase or

decrease the Offense or Defense rating. All themodifiers that apply to a situation are calculatedto come up with the final ratio.

COMBAT MODIFIERSMODIFIER OFFENSE DEFENSETYPE MODIFIER MODIFIER

SituationsAttacking Enemy Flank +25 —

Attacking Enemy Rear +50 —

Charging, Cavalry x5 -20

Charging, Infantry x3 -20

Men on Gate/Tower/Keep — x81

Men on Wall vs. x1.5 x1.4Ladder/Siege Tower

Men on Wall vs. — x4Ranged Combat

Men on Wall vs. x.5 x1Tower/Gatehouse

Siege Engine on — x21

Gate/Tower/Keep

Under Ranged Attack -15 -5

Special AbilitiesCounterstrike x32 —

First Strike x33 —

Heavy Armor — x 2

Masterpiece Armor — x 2.5

Ranged Defense — x21

FormationsColumn — +5

Dense — -101

Line +5 —

Loose — +101

Mantlet -10/+54 -5/+81

Phalanx +10/x35/x56 +5

Schiltrom +5/x35/x56 +5

Shield Wall -15 +15/x25/x36

Skirmish — -20

Stakes –/+54 +5/+1007

1 vs. ranged attack2 vs. polearmsmen3 vs. cavalry4 Ranged Offense5 vs. charging infantry6 vs. charging cavalry7 vs. all charges

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Overwhelming OddsYour knights are brave, not suicidal. There aretimes when the enemy is so strong that victory isnot possible. If forced into battle when the oddsare roughly 10 to 1 against it, an army automati-cally surrenders instead of fighting. These oddsare figured by looking at the unit costs (raised orlowered by the morale class of each unit) andcomparing the total to that of the opposing force.Because morale is factored in, sometimes a singlecompany of brave men will face off against amighty army!

MoraleFrom the above, it’s clear that morale is an impor-tant factor. It affects how vigorously your compa-nies fight on the battlefield and how long you cankeep them away from their fiefs before they startto desert. Units with the highest morale arecapable of feats of extraordinary bravery. Those atthe other end of the spectrum are good for littlemore than cannon fodder.

Every company has a base morale class fromthree to seven. The average morale class is four,and the higher the rating the better. Ratings aboveseven or below three are possible.

Morale class determines how much morale aunit gains or loses due to events and the maximummorale possible for the unit. The better themorale class, the less morale is lost due to badthings happening.

Those things that can modify the morale classare shown here.

MORALE CLASS MODIFIERSMORALE

KNIGHT LEVEL CLASS BONUS

Bravery Special Ability -3 to +10

Chivalry 1 -2

Chivalry 2 -1

Chivalry 6 +1

Chivalry 7 +2

Company Leader Dead -1*

Defending Church Land +1*

Knight in Engage Mode +2*

Knight, Kingdom +2

Knight, Lesser -1

Knight, Regional +1

Knight, Special +1

No Quarter Declared by Opponent +2*

On Crusade +1*

* For that battle

On the battlefield, events can raise or lower a company’s morale. These events apply to thatbattle, although a company may see its morale go up or down overall at the end of the battle.

MORALE EVENTSEVENT MODIFIER

Company Leader Killed -25

Destroy Enemy Siege Weapon +10

Enemy Company Routs +10

Enemy Company Surrenders +15

Kill Enemy Knight +10

Rallying (per 3 seconds) +4Soldiers Killed -1/Total # in

Company x 100

Rout, Surrender, and DesertionWhen a company’s morale drops too low, it’sforced to make a break check. If the check fails,bad things happen. Just what happens depends onwhether the unit is in battle or marching acrossthe strategic map.

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TIPOn the battlefield, when a unit’s morale fails,it will rout or surrender. Companies rout in openfield battles and when they are the attacker duringsieges—provided there is a clear path for fleeing.If a company cannot find a safe location to rout to,usually because it is surrounded by enemy units,it surrenders instead. Surrendered companiesimmediately disappear from the battlefield.

When routing, the company moves at thefastest possible speed to a safe location away fromenemy units. Once there it begins rallying,regaining four points of morale every threeseconds. When the company’s morale is above 33,it re-forms and is ready for battle. However, if anenemy comes too close to the routed company, itflees until it is at a safe distance.

For defenders in a castle, there is no safe placeto flee. When their morale breaks, they surrender.

WithdrawalWhen you order a withdrawal from battle, youmay take additional losses to your troops. Itdepends on whether your opponent is fightinghonorably, neutral, or with no quarter. When youropponent is fighting honorably, you can withdrawwithout additional losses. If your opponent has a neutral attitude toward you, your companieslose 25 percent of their men when retreating.However, if the opponent has declared no quarter,all withdrawing companies automatically suffer anadditional 40 percent loss.

DesertionOn the strategic map, companies do not rout orsurrender (except if faced by overwhelming odds).Instead, when a company’s morale drops below 33,men begin to desert. How fast men desert dependson the company size—the larger the company, themore men desert at one time. When there are fewerthan five men left in the company, it disbands.

If your men arestarting to desert, move that company orarmy back into yourregions or, better yet,back to their home fief. Not only willtheir morale improve,but they replace theirlosses quicker.

Diplomatic LevelAlthough you can’t place them on the map or usethem to attack your enemy, your politicalratings—Chivalry, Christianity, and Honor—arevery important tools in shaping your realm. Therating level and the combinations of thoselevels—a high Chivalry score combined with ahigh Christianity, for example—affects whichspecial vassals are attracted to your side. Specialvassals have the most powerful companies andspecial abilities, so you really want them.

The trick to manipulating your ratings is tounderstand how the political rating system works,in terms of how the numbers are set up and whatactions and events can change those numbers.

Fig. 2-1. Your ratings display

All three ratings are ranked from one (worst)to seven (best). On the display (Fig. 2-1), yourcurrent rating is to the left and the next target is to the right, with a bar separating the twonumbers. This is a 100 point scale and yourprogress along it shows how close you are togoing up or down a level. When a rating goes

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up or down, the bar immediately moves to thecenter. So, if your Honor rating goes up one fromthree to four, the bar immediately sets to 50(essentially a rating of 450).

Rating EffectsHigh ratings (six and seven) and low ratings (oneand two) affect several game factors. Most notice-ably, you see different vassals come to your bannerbased a single high or low rating or on a combina-tion of ratings. More details about these vassalscan be found in Chapter 4: Understanding YourVassals, and in Chapter 11: The ConquestScenarios. The other effects are detailed here.

Christianity• 1: Heretic (can be crusade target)• 2: Excommunicated

Chivalry• 1: -2 Morale class to all units• 2: -1 Morale class to all units• 6: +1 Morale class to all units• 7: +2 Morale class to all units

Honor• 1: +25% to mercenary, castle, and ransom costs• 2: +10% to mercenary, castle, and ransom costs• 6: -10% to mercenary, castle, and ransom costs• 7: -25% to mercenary, castle, and ransom costs

Changing Your RatingsDecisions you make and events that occur willchange your ratings. Knowing what drives yourratings up and down is the key to shaping yourvassal pool. The tables here list things that changeyour ratings and by how much.

CHRISTIANITY EVENTSEVENT EFFECT

Battle at Enemy Cathedral -20*

Battle in Enemy Territory -25*

Battle on Enemy Cathedral Region -5*

Battle on Enemy Church Parcel -7.5*

Conquer Region on Crusade +25

Holy Scholars +1

Pillage Church Land x2 pillage penalty

Pillage Land -.25 per tile

Pillage Own Land x2 pillage penalty

Raze Cathedral -50

Raze Church -25

Raze Farm -12.5

Raze Manor House -25

Own 1–2 Churches +3.33 per minute

Own 3–5 Churches +5 per minute

Own 6–9 Churches +6.66 per minute

Own 10–14 Churches +10 per minute

Own 15+ Churches +15 per minute

Own Cathedral +2.5 per minute

Win Battle at Friendly Church Parcel +5

* Cumulative with other battle conditions

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CHIVALRY EVENTSEVENT EFFECT

Battle, Lose Varies*

Battle, Lose Fighting Honorably Lose x.5

Battle, Win Varies**

Battle, Win Fighting Honorably Gain x1.5

Become King +50

Conquer Region +10

Conquer Region Fighting Honorably +15

Hire Mercenary -10

Knight Returns to Fief Due to Low Morale -15

Pay Ransom (Common Knight) +5

Pay Ransom (Kingdom Knight) +25

Pay Ransom (Lesser Knight) +2.5

Pay Ransom (Regional Knight) +12.5

Pay Ransom (Special Knight) +25

Refuse to Ransom (Common Knight) -10

Refuse to Ransom (Kingdom Knight) -50

Refuse to Ransom (Lesser Knight) -5

Refuse to Ransom (Regional Knight) -25

Refuse to Ransom (Special Knight) -50

Set No Quarter -50

* The bigger the battle or the worse the odds, the greater the loss.

** The bigger the battle or the worse the odds won against, the more Chivalry gained.

HONOR EVENTSEVENT EFFECT

Attack Ally -50 (additional)

Battle Ally’s Enemy +5 per battle

Break Alliance -50

Declare War -30

Execute Common Knight -5

Execute Kingdom Knight -25

Execute Lesser Knight -2.5

Execute Regional Knight -12.5

Execute Special Knight -25 to base

Fight Honorably Through Entire War +100

Grant Honorable Withdrawal* +10

Hire Mercenary +2

Make Alliance +25

Make Peace +10

Offer Common Knight for Ransom +5

Offer Kingdom Knight for Ransom +25

Offer Lesser Knight for Ransom +2.5

Offer Regional Knight for Ransom +12.5

Offer Special Knight for Ransom +25 to base

Raze City -50

Raze Town -25

* Enemy withdraws while your attitude is set to Fight Honorably

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Part and ParcelIt’s all about land. To raise armies, cash, and food,you need land—parcels, regions, and kingdoms.Even then you need to make sure you get themost from what you have. This chapter breaksdown each parcel by type and shows you what itproduces and how much at each level.

FarmsUnless you are playing an all-mercenary game, farms are thelifeblood of your realm. Theyproduce the food for yourarmies and provide the labor

to speed castle building and repair. While all thefood produced in your realm is totaled at the topof the screen, construction points are limited to regions. When building a castle, the totalconstruction points of all the farms in the sameregion are used to determine the building time(see Chapter 9: Castles). The Farm Productiontable shows the amount of food and laborproduced at each level.

FARM PRODUCTIONFARM LEVEL FOOD PTS. CONSTRUCTION PTS.

1 1 1

2 1.5 2

3 2 3

4 2.5 6

5 3 12

Manor Houses

Manors have the same func-tions as farms. In addition,manor houses store excessfood you produce. Excessfood happens when you have more food points than

companies on the map. The greater the differencebetween your food and troops, the faster yourmanor houses fill. Finally, a manor house allowsyou to apply the total construction pointsproduced in the same region to construction inany adjacent region. Thus, a manor house “lends”its labor pool to its neighbors for castle building.

MANOR HOUSE PRODUCTIONMANOR LEVEL FOOD PTS. CONSTRUCTION PTS. FOOD STORAGE

1 3 2 50

2 4.5 3 100

3 6 6 200

4 7.5 12 400

5 9 25 800

To get the most food from theleast land, look for vassals withthe Farmer and Seneschal specialabilities and concentrate them in one region. Farmers increasethe points of food grown, and a Seneschal speeds the produc-tivity of a parcel or region.

To speed up castle construction,look for vassals with theIndustrious special ability.

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Towns

An empire does not live on its stomach alone. Lordsneed cash to build castles,hire mercenaries, andransom hapless knights

from the clutches of the enemy. To gain crowns(generated once every 15 seconds, and added toyour treasury), you need to charter towns.

Towns are also the center of mercenaryactivity. Every town you create increases the totalnumber of mercenaries you can hire, as shown bythe Mercenaries column in the Town Productiontable. This number is also the number of merce-naries available for hire at that town.

TOWN PRODUCTIONTOWN LEVEL CROWNS MERCENARIES

1 5 0

2 10 1

3 20 2

4 30 2

5 40 3

Cities

Cities are one of the mostvaluable parcel types. Notonly do they produce crownsand provide mercenaries,they come equipped with

walls and garrison troops at no cost to you. Whilecity fortifications are not as powerful as a castle’s,they make good mid-field defenses. In addition tocrowns and mercenaries, the City Productiontable shows the recruitment points produced toreplace garrison losses, the rate for recoveringmorale of garrison units, and the garrison compa-nies present at each parcel level.

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CITY PRODUCTIONGARRISON

CITY GARRISON MORALE GARRISONLEVEL REVENUE MERCENARIES RECRUITMENT RECOVERY COMPANIES

1 12 1 9 1 1 of Spearmen

2 25 2 18 2 1 of Crossbowmen, 1 of Spearmen

3 50 3 37 3 1 of Footmen, 2 of G. Crossbowmen

4 75 4 75 4 1 of G. Crossbowmen,1 of Spearmen, 1 of Footmen, 1 of Bowmen

5 100 5 150 5 1 of Swordsmen, 1 of Footmen, 1 of Crossbowmen, 1 of Bowmen

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Churches

It’s easy to overlook churchesbecause they don’t producefood, crowns, or troops. In asmaller scenario, you may notfeel like you have a parcel tospare. However, churches havea powerful effect that shouldnot be overlooked.

Churches do three basic things. First, theyproduce Christianity points. Second, they providea productivity bonus to all other parcels in theregion. Third, they speed parcel growth in theregion, making your parcels rise in levels faster.However, only the bonus for the highest-levelchurch in a region has any effect, so you can’tload up a region to make it a super producer.

CHURCH PRODUCTIONCHURCH LEVEL PRODUCTIVITY BONUS GROWTH INCREASE

1 5% 0

2 10% 1

3 25% 2

4 33% 3

5 50% 4

Cathedrals

Just as churches are easy tooverlook, cathedrals may seemlike a losing proposition, butthey can give a significantboost to an entire region. Likechurches, cathedrals provide a productivity bonus and agrowth increase. However,

a cathedral’s benefits are in addition to those ofany churches in the area, up to the maximum forthe cathedral’s level.

CATHEDRAL PRODUCTIONCATHEDRAL PRODUCTIVITY GROWTH STAGE MAXIMUMLEVEL BONUS INCREASE PRODUCTIVITY BONUS

1 10 1 25

2 25 2 50

3 33 3 100

4 50 4 200

5 100 5 400

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Using your vassal special abilities,you can make more money andinfluence mercenaries. Financierraises crown production. Renownincreases the number of merce-naries you can hire, while GoodEmployer draws them to thatparticular location and Negotiatorreduces the cost to hire them. Forbest effect, look for vassals whocan affect all the towns and citiesin a region.

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A well-placed combination of church and cathedral canturn a large region into apowerhouse. Look for clergy-men with the Devotionspecial ability to increaseyour production bonus. Thecathedral bonus, applied in a food- or crown-producingarea, can turn the region intoa production dynamo.

Fiefs

While fiefs don’t producecrowns or food, they domake men—the bread andbutter of your conquest.They also provide theresources needed for yourtroops to replace losses andregain morale after hard

battles, resources that are vital to sustaining yourrealm in the long run. Recruitment points aregenerated by the fief to replace company losses (or siege weapons). Morale recovery points do thesame for a company’s morale rating. Fiefs alsoprovide defense. They have fortifications andgarrisons that grow with the parcel level.

FIEF PRODUCTIONFIEF RECRUITMENT SIEGE MORALE GARRISONLEVEL PTS. ENGINE PTS. RECOVERY COMPANIES

1 30 2 1 —

2 40 4 2 —

3 60 6 4 1 of Crossbowmen

4 90 9 6 1 of Crossbowmen,1 of Spearmen

5 135 13.5 8 1 of Footmen, 1 of Bowmen

Castles

Of all the parcel types,castles are by far your mostimpressive. Like fiefs, theyprovide troops and theresources needed to refitthem in both equipmentand spirit. In addition,

castles have their own labor force, reflected intheir construction points. These are used to makerepairs and upgrades even when you have nofarms in the region to supply manpower.

Castle parcels don’t have fixed garrisons as do fiefs, because that is determined by the castleyou build. Instead, the parcel generates a separateset of recruitment and morale recovery points to replace and refit the castle’s garrison. This is in addition to the points used for a knight’sregular company.

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Place your knights with the mostexpensive troops (cavalry, nobles, orchevaliers, for example) into estateparcels. Not only do castles generatemore recruitment points than fiefs atall levels, estate parcels are normallylarger than other parcels, so higherparcel levels are possible. Finally,adding an Armorer to the castle addseven more recruitment points. Bygenerating more points, your bestcompanies grow (and replace losses)faster than if they had been assignedto a lowly fief.

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CASTLE PRODUCTIONRECRUITMENT SIEGE ENGINE CONSTRUCTION GARRISON GARRISON

PARCEL LEVEL PTS. PTS. MORALE RECOVERY PTS. RECRUITMENT PTS. MORALE RECOVERY

1 40 4 2 2 9 1

2 60 6 4 3 18 2

3 90 9 6 6 37 3

4 135 13.5 8 12 75 4

5 200 20 10 25 150 5

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NOTEUnderstandingYour VassalsUnderstanding your vassals is one of the mostimportant secrets of Lords of the Realm III.Vassals are the muscle and bone of your realm.You may be the brains, but without loyal men on the ground, your plans and ambitions meannothing. By choosing the right men for the joband exploiting their special abilities, you cangenerate a significant edge over your opponents.And with more than a thousand vassals in thegame, you have a lot to choose from!

Power LevelsVassals come in four power levels: lesser, common,regional, and kingdom. As an extra, a vassal of anypower level also may have unique properties thatmake him a special vassal.

Lesser VassalsLesser vassals are always available. Place a lesservassal on the map and a new one is added to yourvassal pool. You can never run out. However,lesser vassals have penalties that make them lessdesirable. You can recognize when your opponentis using lesser vassals because lesser vassals haveonly given names and not surnames.

LESSER VASSAL PENALTIESVASSAL TYPE PENALTIES

Knight Armorer -1, Loyalty -1

Burgher Financier -1, Renown -1

Clergymen Devotion -1, Seneschal -1*

Serf Farmer -1, Industrious -1

* Affects entire region

Because a new lesser is created whenever you place one, you canassign and remove lesser knights until you get one with a troop typeyou want. Lesser knights can havepeasants, crossbowmen, footmen, light cavalry, and warriors. This is a good way to add some cross-bowmen or warriors into an army.

Because lesser knights cost few Chivalry points or crowns to ransom when captured, they make for good suicide armies, or work well to scout out castle defenses or enemy army numbers.

If you’re running low onknights, protect your betterknights by throwing “junk”armies of lesser knights at your opponent to weaken him. Such a strategy is usefulif you combine it with vassals(such as Legates or RoyalStewards) who assign addi-tional companies to the same region.

Common VassalsCommon vassals form the backbone of your vassalpool, especially in the early to middle stages whenyou are still collecting other, more powerfulvassals. Although he can only be in one player’spool at a time, common vassals are shared by allplayers. When he leaves your vassal pool, the

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common vassal is assigned to another player atrandom. If he is captured and not ransomed, heenters the pool of his captor. As such, the commonvassals are among the most fluid in the game.

Common knights aren’t worth

executing. Ransom them and

take the money. An alternate

strategy is to execute every

common knight you capture,

hoping to starve your oppo-

nents for troops. However,

every common you execute is

one who could serve you, so

wisely use this tactic!

Regional VassalsRegional vassals belong to specific regions. If you own the region, you own the regional vassalsassociated with it. If they are in another player’spool, they leave his or her pool and enter yours. If they are assigned lands in another player’srealm, they abandon the parcel and enter yourpool. The same happens if another player takesone of your regions.

Regional vassals are more powerful thancommon vassals. They start with larger companies(for knights) and more special abilities. They areoften the most powerful vassals available in thegame’s early and middle stages. Keep an eye outfor regional vassals and make sure they stay inplay. Regional vassals are to the left of anycommon vassals of their type in the vassal pools.

To weaken your enemy, execute regional knights. Ofcourse, that means when yousucceed in taking their regions,those knights won’t be there for you, either! If you knowyour opponent is using aspecific regional vassal, conquer the region and claimthe vassal. From the other side,ransom a regional knight.

Kingdom VassalsKingdom vassals are among the game’s mostpowerful vassals. You get them by controllingkingdoms. (A “kingdom” could be a kingdom,duchy, county, or any collection of politically independent regions.) As with regional vassals,kingdom vassals can change sides as kingdomschange hands.

Kingdom knights have larger companies withmore powerful knights leading them. Kingdomvassals are powerful enough to change the flow of gameplay, so you want them to defeat yourenemies. Kingdom vassals appear on the far left of their type in your vassal pool. Kingdom vassalscan have a wide variety of special abilities, but allfall into one of the categories here.

• Two extra companies, one individual special ability

• Two abilities affecting an entire region or army, one siege weapon

• Extra siege weapons, one ability that increases a knight’s combat

• Six individual special abilities

A kingdom vassal is a formidable force!

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Unless you are about to lose your kingdom, ransomkingdom knights if you canafford it. On the other hand, if you capture and execute akingdom knight, it is a hugeblow to your enemy. If you are strong enough to claim the crown, show mercy so he will join your pool when the time comes.

Special AbilitiesSpecial abilities raise vassals above the ordinary.With special abilities your men gain extra troops,better combat ability, siege weapons, moreproduction, protection from crusades, and more.

Most special abilities have a ranking rangingfrom -1 to 5. Negative scores are penalties, andplacing the vassal reduces the effectiveness ofwhatever that special ability affects. Most of thetime penalties are on lesser vassals, which is allthe more reason to avoid using them.

“Splash” AbilitiesHow skillfully you use your vassals’ special abilities is the secret to building a mighty realmand breaking your enemies. These powers makeyour knights rise above the ordinary, and turnyour burghers into merchant princes and yourclergymen into divines of the first order. Beforewe discuss the specific abilities, you should under-stand how abilities are applied. Knowing what anability can affect helps you get the most out of a vassal’s power.

Special abilities are applied to the vassal, hiscompany, or his parcel. Ferocity, for example,affects the knight’s company; Industrious appliesto the parcel where the vassal is assigned. Theseabilities are listed by their names on the DetailedInformation panel.

Sometimes the ability applies to more thanone thing, however. A knight’s Ferocity abilitymay apply to all companies in the same army; aserf’s Industrious ability may extend to all parcelsin the same region. It’s called “splashing” whenthe special ability affects not only the vassal butalso all other vassals in the same region or army.A vassal whose special power can be “given” toothers is a tremendous advantage. A clergymanwho provides an extra company of garrison troopsto every castle, city, and fief in a region has a lotof value. A knight who makes all the companies inan army attack and defend better is a valuable asset.

When an ability splashes to other parcels orcompanies, it is identified in the Detailed Infor-mation panel for that vassal by an icon before itsname. The building icon means it splashes to otherparcels in the same region. The soldier icon meansit applies to other companies. As you place vassalsonto your lands, pay attention to which ones havesplashing abilities, and strategically place them. Bycombining splashing (and normal) abilities, youcan work miracles throughout your realm. Withthe right men in the right positions, you’ll out-produce, out-defend, and out-fight your opponents.

Special AbilityDescriptionsAccuracyThis increases the ranged attack value of thecompany by the number shown in the DetailedInformation panel for the vassal.

Additional Company/Siege EngineThis gives an extra company of troops or siegeengines to a knight. These do not have to be of the same type as the knight’s first company. In the case of siege engines, the knight may gainone or multiple weapons (one trebuchet or threeballistae, for example).

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ArchitectThis lowers (or raises) the construction costs for castles.

COST CHANGE PER LEVEL-1 1 2 3 4 5

+50% -5% -10% -25% -50% -100%

You can use a vassal with Architect ability as a “wandering specialist,”assigning him to parcels where you intend to build or upgrade castles. Place him and pay for the castle atreduced cost. When the job isdone, swap the Architect outfor another knight with moretroops and combat ability.

ArmorerVassals with the recruitment ability reduce thecost to add and replace soldiers to a company. The cost for any given soldier type is in Chapter 5.

COST CHANGE PER LEVEL-1 1 2 3 4 5

+50% -5% -10% -25% -50% -100%

BraveryBravery increases (or decreases) the company’sbase morale class by the amount shown on thevassal’s Detailed Information panel. However, no company can have a morale class greater than 10 or less than 1.

BuilderBuilder vassals add points to the defensive healthof castle components. Wall sections becomestronger and towers mightier, making them better able to withstand siege weapons. Theamount added is shown on the vassal’s DetailedInformation panel.

If you have a vassal withBuilder ability that splashes to all parcels of a region, place him on your front where the enemy is likely toattack. That way his abilitystrengthens the defenses of thatregion’s fortifications, makinglife harder for your enemy.

ChivalrousVassals with this ability generate Chivalry pointsevery minute. These points are added to yourcurrent rating. Such vassals are useful if you aretrying to attract knights who require you to have(and keep) a high Chivalry rating.

ConsumptionThis is a particularly useful special ability, becauseit reduces the number of companies who requirefood points. At each level, the number shows thedifference you can have between companies youraise and those you must feed. However, thatdifference cannot be more than the number ofcompanies in the vassal’s army. Thus, a vassal withan ability of five who leads an army of two compa-nies can feed only those two companies for free.The remaining three points of his ability are notused until more companies are added to his army.

COMPANIES IN EXCESS OF FOOD POINTS-1 1 2 3 4 5

-3 +1 +2 +3 +4 +5

CrusadeGood for warlike players, a vassal with the Crusadeability lets you change any war you fight into acrusade, regardless of the Christianity ratings onboth sides. The effect is not automatic; you stillmust declare a crusade against your opponent.

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DevotionThis ability increases the productivity bonusgained from a church or cathedral. The amountvaries with the level as shown.

BONUS INCREASE PER LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +50% +100%

DiplomaticDiplomatic vassals reduce the penalties to yourratings for your actions. You can fight on churchland, declare war, and even backstab your allieswith less damage to your standings. A given abilityaffects only one of your ratings, as noted in thespecial vassal tables found later in this guide.

EngineeringThis special ability is useful for those whofrequently storm castles. Vassals with the abilityhave field siege equipment with longer range,more offensive power, and a better Defense rating.Engineering has only three levels.

SIEGE WEAPON ENGINEERING BONUSESABILITY LEVEL RANGE OFFENSE BONUS DEFENSE BONUS

1 +5 +10% +10%

2 +10 +25% +25%

3 +20 +50% +50%

FarmerThe Farmer ability adds bonus food points tofarms and manor houses.

ADDITIONAL FOOD POINTS PER LEVEL-1 1 2 3 4 5

-1 +.5 +1 +1.5 +2 +3

FerocityFerocity adds to the Offense rating of combatunits. The amount added is shown on the vassal’sDetailed Information panel.

FinancierThe Financier ability increases the money produc-tion of a town or city.

CROWN INCREASE PER ABILITY LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +50% +100%

If you have a Financier vassalwho splashes the ability to a region’s parcels, turn one of your regions into a cash-producing powerhouse. Build a city and as many towns as you can spare in the sameregion as the vassal, and crown production will soar.

Good EmployerVassals with the Good Employer ability have soundreputations in the mercenary world. These vassalsattract more mercenaries to their town or city. Thisdoes not increase the number of mercenaries youcan hire at any time, but if there is an empty slot,new mercenaries are more likely to appear wherea Good Employer is placed. The higher the specialability level, the greater the chance they will appear.

HonorableVassals with the Honorable ability generate Honorpoints once every minute. This is useful if you areplaying a mercenary-oriented game and want toattract powerful burghers for your cities.

IndustriousIndustrious vassals are found among serfs. Thisability increases the number of constructionpoints a farm, manor, or castle produces.

CONSTRUCTION POINT INCREASEPER LEVEL-1 1 2 3 4 5

+50% -5% -10% -25% -50% -100%

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Before starting a major castle upgrade, place one ormore Industrious serfs ofhigher levels in the sameregion. The extra constructionpoints they generate help getyour fortress up and running in a much shorter time. Plus, include a vassal with Architect ability to make theprocess faster and cheaper.

LootAt the end of any victorious battle, your men automatically gather the spoils of victory. Vassalswith the Loot ability are better at scavenging theenemy dead.

LOOT BONUS PER LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +50% +100%

LoyaltyVassals with this ability inspire their men, even in the face of disaster. The ability gives a bonus to morale recovery as shown here.

MORALE RECOVERY BONUS PER LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +50% +100%

LuckBeing a knight is a perilous business. With everybattle there is a chance of capture or death.Throughout history there have been those knightswho manage to escape even the most hopelesssituations. The Luck ability reflects this, byimproving the odds that the knight will escapedeath and capture at the end of any battle.

Nor does the knight need to be lucky. Thereare clergymen who, through prayer, can improvethe luck of all knights based in their region. There

are also burghers who, through coin and favors,can accomplish the same thing.

However, Luck is an uncertain thing. Havingthe ability does not guarantee a knight’s safety.Taunt fate too many times and grim results stillmay befall your men.

MobilitySome knights have a natural knack for movingtheir men on the battlefield. They pick the rightformations and get them moving faster thannormal. The Mobility special ability increases the speed a knight and his company move on the battlefield.

NegotiatorThis ability reduces the cost of mercenaries hired.In most cases this applies to the burgher of anindividual town or city, in which case the savingsapplies only to the mercenaries who appear at thatlocation. In rare instances the ability may affect allparcels in a region.

Combining this ability with Good Employer and Renown canturn a city into a major musteringpoint. More mercenaries will beavailable there, empty spots willfill faster, and the mercenarieshired will be cheaper thannormal. Create this combinationwhen you have a crucial city that must be defended (as in theGathering of Wolves scenario).

COST REDUCTION PER LEVEL-1 1 2 3 4 5

+50% -5% -10% -25% -50% -100%

PietyThis ability generates Christianity for the playeronce every minute.

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QuartermasterThe Quartermaster ability allows a knight toreduce the penalty applied to an army for a poorsupply situation. Armies that might normally beout of supply suffer only foraging penalties. Thoseforaging may be treated as if they are in supply.Knights with an exceptional degree of talent inthis ability can even ignore all supply penalties!

RaiderVassals with this ability have a talent for destruc-tion. When pillaging, they destroy cultivated tilesat a faster rate than normal (and add crowns toyour coffers at a faster pace because of it).

PILLAGE SPEED INCREASE PER LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +50% +100%

RenownThis ability is popular with burghers, because itincreases the total number of mercenaries you can hire. Normally this total is set by the numberof towns and cities you have in play. Renown addsmore mercenary job openings to this number. The extra mercenaries appear at the parcel wherethe vassal is assigned.

ADDITIONAL MERCENARIES PER LEVEL-1 1 2 3 4 5

-2 +1 +2 +3 +4 +5

SaintlyThis unique and powerful special ability is onlyheld by the most pious of clergymen (and a fewknights). Those vassals who possess it have a high Christianity requirement they must meet forthem to enter your vassal pool. A Saintly vassalmakes your realm immune to crusades and thedevastating effects of a Corrupt Cardinal.

ScroungerKnights with this special ability are able to lessenthe penalties of foraging. Movement penalties andmorale loss are eased, although not eliminated.

FORAGING PENALTY REDUCTION-1 1 2 3 4 5

+50% -5% -10% -25% -33% -50%

SeneschalThis ability increases the speed at which a parceldevelops, allowing the parcel to reach its fulldevelopment faster. The higher the rating thefaster the growth rate will be.

Speed All armies on the Strategic Level move at thesame speed. With this ability, the knight can drivehis men faster, increasing their movement on theStrategic Level. The ability applies to all compa-nies in the knight’s army, so none are left behind.

SPEED INCREASE PER LEVEL-1 1 2 3 4 5

-50% +5% +10% +25% +33% +50%

TenacityThis ability increases a company’s Defense rating,giving them greater staying power on the battle-field. The amount of increase is shown on theDetailed Information panel for the vassal.

Special VassalsTo get the right men in the right positions, youneed special vassals. Special vassals are thosevassals—common, regional, and kingdom—whohave unique requirements they must meet beforethey appear in your vassal pool. Because of this,special vassals have special abilities equal to theirrequirements; i.e., the more difficult the vassal isto acquire, the more powers he is likely to have.Special vassals are frequently historical characterssuch as Joan of Arc, William the Conqueror, or Henry II.

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Many of the special vassals are grouped intocategories of requirements. There are knights and clergymen who require you to have a highChristianity rating (some knights serve only if youhave a low Christianity rating). Some vassals enterplay only if you have built a certain number ofcastles or have won a set number of battles. Youcan divide special vassals into sets you can manip-ulate, after you know the requirements, to get themen you want into your pool. The breakdown thatfollows outlines these sets.

Some special vassals, particularly the militaryand holy orders, form chains. You start with low-power special vassals, Templars for example.Unlocking more powerful members of the chainrequires you to have a certain number of thelesser members in play. After you have placed four Templars, a more powerful member of the chain enters your pool, a Templar Master. Afteryou have two Templar Masters placed, a TemplarGrandmaster appears.

A breakdown of some of the special vassal setsare described here. However, there are more than2,000 vassals to draw from, so check Chapter 10:Campaign Scenarios for detailed information.

Ratings Vassals

Ratings vassals are the vassals who enter yourpool because you have either high or low ratings.Most often this is a single rating (high or lowChristianity, for example), but in some cases is a combination of two or more ratings.

These vassals are the easiest to collect in thatall you have to do to get them is have your rating(s)in the range they want. The downside is that thesevassals leave if your ratings drop below (or above)their set range. Get hit by Corrupt Cardinal, forexample, and your Christianity rating drops. Ifyou’ve attracted a lot of high Christianity vassals,they’ll go with it. (In this case, you need a Saintlyvassal to protect you from this atom bomb.)

There are vassals for all three ratings andsome that require multiple ratings to boot.Furthermore, there are rating vassals for bothhigh and low values of each rating. The higher or lower the value that must be maintained, themore powerful that vassal is. A burgher with aseven Honor requirement is more powerful thanone that needs only a five or better Honor.

Vassals that need high ratings are morepowerful than low-rating vassals, especially thoseusing Christianity rating. It is easier, after all, to drive your ratings down than to keep a givenrating high, especially if you have smart opponentswho try to force your ratings down. High-ratingvassals also have more abilities that improve anddefend your parcels and regions; low-ratingvassals are more destructive and combat-oriented.

One strategy is to concentrate on oneor two ratings, trying to keep themhigh (or low) to get the vassals youwant. In multiplayer games, chooseyour play strategy early, so you canattract the special vassals before theother players do. Conversely, if yoususpect other players of going for thehigh-ratings vassals, shoot low your-self. While they fight over the high-rating vassals, you have more of thelow-rating ones all to yourself.

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Action Vassals

Action vassals are special vassals you get bycompleting specific actions. They appear becauseyou’ve done things they like, whether it is adevout clergyman attracted by your buildingchurches or a godless knight attracted by yourburning them down. In the first case, the clergy-man is likely to strengthen your productivity andboost your Christianity, while the knight is just as likely to be good at pillaging and looting.Knowing what deeds you have to do lets you fillyour realm with the men you want.

Action vassals sometimes have other ratingrequirements as well, which in turn means thevassal will be more powerful. An example of thistype are the vassals who appear after you fightseveral sieges or have won a certain number of battles. These vassals have special abilitiescentered around your soldiers and stormingcastles, giving you a better chance to furthersteamroll your opponents.

Ownership VassalsThe third set of specialvassals are ownershipvassals. These vassals showup because you own theright things, such asregions, kingdoms, castles, farmer, crowns, or other vassals.

The most common of these are the minor officials—treasurers, reeves, and sheriffs. Theyappear because you own specific regions or acertain number of regions. Major officials—thecardinals, chancellors, and king’s champions—join your pool by owning kingdoms.

There are also vassals associated with buildingthings. Stewards and Royal Guardsmen arepowerful vassals who show up to help when youbuild manor houses. Likewise, the Legate andHoly Guardsmen vassals perform the same func-tion where your cathedrals are concerned. Whilemost of these vassals have other requirements aswell to give them variety and depth, the key tohaving them is owning the right stuff.

Order and Guild VassalsAnother important set of vassals are the order andguild vassals. These are the orders from history:the monks and holy knights of the orders, theburghers of the crafts guilds of the time. Thesegroups were so important that the DetailedInformation panel has an icon when a vassal is a member of one of these groups.

All vassals within the same order/guild havethe same basic requirements, be it a rating oraction you must fulfill. Meeting the requirementsadds vassals of the guild or order. However, youcan attract more powerful guild members. As youplace more men of that order or guild, more andbetter members show up.

For guilds and monastic orders, you mustplace three members to attract the higher-rankedorder leaders and Guildmasters. These powerfulvassals have special abilities that affect entirekingdoms or, in some cases, every parcel you have(across multiple kingdoms).

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TIP

The leaders of the monasticorders have the Saintly andCrusader special abilities.These together protect you fromthe Corrupt Cardinal and theChristianity losses that occurwhen you wage war. This, inturn, lets you play a high-Christianity game with lessfear that your high-ratingvassals will depart en masse.

The crusading ordersare the Knights Templar,Knights Hospitalier, andthe Teutonic Knights. The Knights Templar are charged to keep theroads free for trade andpilgrimage to the HolyLand. In the game, theirspecial abilities deal with

improving money production and movementrates. The Hospitaliers are dedicated to the careand protection of pilgrims, providing shelter andmedicines as needed. In the game, Hospitaliershave special abilities having to do with increasedChristianity and soldier recruitment. The TeutonicKnights were a military order that fought crusadesagainst the Slavic tribes in eastern Europe. In the game, Teutonic Knights are all about battlesand winning them.

When four members of the same militaryorder are placed, a Master is added to your vassalpool. He is more powerful than a regular memberof the order. When eight knights of the sameorder are placed, you gain the services of theorder’s Grandmaster. This powerful knight canchange the face of any game.

Military Knights

Military knights are vassals who provide your armieswith extra firepower and abilities. These knightshave the ranks of Captain, Lieutenant, Marshal, andConstable. The Captains, the least powerful of thisgroup, come with a variety of troop types andsiege weapons, so not all are alike. The higherranks are all identical within their own rank.

The military vassals appear in a pyramidfashion similar to the orders. When you placemembers of the lower ranks, members of thehigher ranks show up. For every two Captains you place, a Lieutenant appears; for every twoLieutenants, a Marshal; and for two Marshalsplaced, a Constable arrives.

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Templar

Teutonic Knight

Hospitalier

Captain Lieutenant

Marshal Constable

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The requirements to obtain Captains arevaried—possession of land, victories achieved, etc.The higher-ranked knights share these require-ments, but because you have already fulfilled themfor the Captains, you have met the requirementsfor the Lieutenants and greater. However, militaryknights require high Chivalry, and the higherranks also require Honor.

In any game there are a limitednumber of military knights. If another player is trying togather them, gather and placethem too, to deny your oppo-nent these powerful knights. If you gain enough Captainsand Lieutenants, you can keepyour opponent from getting thenumbers needed to summon the Marshals and Constables.

The military knights are among the mostdesirable. Not only are the Captains andLieutenants good vassals in their own right (withgood troops and siege weapons), but the Marshalsand Constables are also powerful one-man armieswith multiple companies and abilities. Further-more, they add extra companies of troops to allknights based in the same region. One or two ofthese knights can transform a region into a military stronghold.

The risk is a collapse of the pyramid. Whenyou lose Captains, your Lieutenants leave,followed by the Marshals, then the Constables. So keep as many Captains in the field as you can,and be careful in situations where you might lose them. If you face a player using militaryknights, his Captains are good targets for assassi-nation or execution.

Endgame Vassals

The last set of vassals are the powerful endgameknights. These are the vassals that show up aftertwo or three hours of play (depending upon thesize of the map). They are designed to break stalemates and to help conclude a game that hasbeen going on a long time.

The endgame vassals are split into “good” and “evil” sides represented by the Archangels and the Four Horsemen of the Apocalypse. Whilethe Horsemen are individually more powerfulthan the Archangels, no more than two or threecan be merged into a single army. The Archangelscan be combined into one group, creating an armythat is unbeatable.

Getting these vassals is not automatic. Besideshaving a game that lasts the required amount of time, your political ratings must also be appro-priately high or low. Only the most pious andgood-hearted (i.e., Christian and Chivalrous) earnthe services of the Archangels. Conversely, it takesa villain to attract the Horsemen.

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One of the FourHorsemen of theApocalypse

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Soldier SpecialAbilitiesSome soldiers have inherent special abilitiesregardless of the knight that commands them.These abilities give them an edge against othersoldier types or in particular combat conditions.

Heavy ArmorSoldiers with heavy armor are more resistant todamage. Their base defensive value is doubledagainst all non–armor piercing attacks.

Masterpiece ArmorSoldiers with masterpiece armor are toughcombatants. Masterpiece armor grants them twoand a half times their normal base defense againstnon–armor piercing attacks.

Armor PiercingSoldiers with armor-piercing weapons negate thedefensive bonus of the heavy armor special abilityand reduce the masterpiece armor defensivebonus by half.

First StrikeAll polearm-wielding soldiers possess the firststrike ability. When facing cavalry, soldiers withfirst strike multiply their offensive value by three.

CounterstrikeCounterstrike is an ability possessed by irregularsoldiers, such as warriors, highlanders, andgallowglass, who use their heavy two-handedweapons to cleave the hafts of enemy polearms.When facing soldiers with first strike, soldierswith counterstrike multiply their offensive value by three.

Ranged DefenseRanged defense grants shield-wielding infantryand some knights a defensive bonus against thebolts and arrows of enemy archers. Their defen-sive value is doubled against these ranged attacks.Ranged defense offers no bonus against enemysiege weapons.

Flame ArrowsFlame arrows allow bowmen and Welsh long-bowmen to launch flaming arrows at burnablestructures, such as enemy siege weapons andwooden castle components. These attacks lightthe target on fire, causing it to take additionaldamage over time.

MobilitySoldiers with the Mobility special ability gain abonus to their base movement rating that offsetsthe penalties from difficult terrain, such asswamps and mud. Mobility does not make thesoldiers faster over normal terrain.

PeasantsPeasants are lightmelee troops. Theirhigh casualty ratesare offset by the ease

with which they are replacedbetween battles, relative tobetter trained soldiers. Peasantshave low morale and canperform only the most rudi-mentary formations.

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PEASANTS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

30 — 40 500 3

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

15 23 — — 8

Peasants Formations• Column

• Line

• Skirmish

Peasants SpecialAbilitiesNo Special Abilities

Peasants TacticsPeasants may seem underpowered, but they havetheir uses. Peasant companies are numerous and, when purchased as mercenaries, cheap. They also regain lost soldiers faster than the moreexpensive companies.

On the battlefield, peasants move quickly forinfantry. And while their offense is weaker thanmany of the garrison troops, they have enoughdefense to hold their own for a while. This makesthem good emergency blockers. Keep them incolumn formation and they often survive longenough for better troops to come to their aid.Peasants are also excellent siege assault fodder.With their large company size and fast movement,it’s difficult for the enemy to kill them all beforethey can gain the walls.

Peasants also make great airbags when toughenemy troops are about to crash into you. Forcethe enemy to expend their charge on the peasantsand while they are engaged, send in the bettersoldiers to mop up.

WarriorsWarriors are fiercefighters drawn fromrural or barbariantribes. They have

excellent morale but are weakon defense.

WARRIORS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

55 — 30 500 6

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 15

Warriors Formations• Column

• Line

• Skirmish

Warriors SpecialAbilities• Counterstrike

• Mobile

Warriors TacticsWarriors are all about fast offense. They diequickly but can do a lot of damage before they go, especially if you send them against enemypolearmsmen or archers. Keep your warriors onthe outer edges of your army and wait for theenemy to engage your tougher soldiers, thencharge in, picking and choosing your targets. Lure the enemies onto muddy or swampy terrainand take advantage of the warrior’s mobility tooutmaneuver them.

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FootmenFootmen are basicuntrained soldiers,the backbone of anarmy. Footmen are

lightly armored and havemoderate attacking power.Footmen also carry shields to protect against archers.

FOOTMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

50 — 35 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 15

Footmen Formations• Column

• Line

• Skirmish

Footmen SpecialAbilities• Armor Piercing

• Ranged Defense

Footmen TacticsFootmen are the workhorse units of any army.They are not as tough as swordsmen or any of thecultural units, but they are not weak.

Footmen are best employed against enemieswith heavy armor, where their greater numbersand armor piercing attacks can wear down thoseenemies. Footmen are also shield units, so theytake less damage from arrows and bolts. If youneed to storm a wall and are going to be underarcher fire, footmen are an excellent choice.

CrossbowmenCrossbowmen areuntrained troopsequipped with heavycrossbows. While

they wear heavier armor thanbowmen, they are weak inmelee combat. Crossbowmencarry mantlets, large shieldsthat provide extra protection

from ranged attacks at the expense of mobility.

CROSSBOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

25 40 35 500 3

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 14 120 6 20

CrossbowmenFormations• Column

• Line

• Mantlets

• Skirmish

Crossbowmen Special Abilities• Armor Piercing

Crossbowmen TacticsCrossbowmen need protection to survive morethan a few seconds on the battlefield. Set them upbehind a shield of infantry and move them up inconcert with the front lines. Their crossbow boltsare armor-piercing attacks, so pick targets withthe heavy armor ability.

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The greatest danger to crossbowmen is enemybowmen, who have a longer range and faster firerate. Going toe-to-toe with bowmen, or worse,Welsh longbowmen, gets you killed fast. However,if you fight static enemy archers, such as bowmenor crossbowmen on walls, you can deploy yourmantlets and gain a significant advantage, raisingyour defense against the enemy’s volleys.

Light CavalryLight cavalry aredrawn from amongthe lord’s wealthiervassals. While not

nobles, they own their ownmounts and have light buteffective weapons and armor.No soldier type moves faster,and they use this speed and

maneuverability to their advantage. They canengage an enemy, do some damage, and thenmove quickly away before they are overwhelmed.

LIGHT CAVALRY STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

40 — 45 500 4

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

24 36 — — 25

Light CavalryFormations• Column

• Line

• Skirmish

Light Cavalry Special Abilities• Mobile

Light Cavalry TacticsLight cavalry are the game’s fastest soldiers. Theirspeed, combined with their mobility over poorterrain, makes them the ultimate skirmishers.

Always keep your light cavalry apart from your main force, either behind the lines or off on the flanks, until the right moment comes tostrike. Then charge in and kill the hapless enemyarchers or hit an already engaged enemy companyfrom behind, racking up a nice offensive bonus in the process.

Light cavalry are a vital unit for siege defense.When a siege begins they start in the open field,outside the castle walls, allowing them to strikebehind enemy lines before the enemy gets organized. Use them to destroy the enemy’s siege weapons before they get in range.

PolearmsmenPolearmsmen arelightly armored butcan be devastating onoffense. Wise cavalry

steer clear of polearmsmen, notwishing to impale their mountsin a foolish charge. Enemyarchers are the biggest threat to polearmsmen, who have

little defense against their projectiles.

POLEARMSMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

55 — 35 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 14 — — 20

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Polearmsmen Formations• Column

• Line

• Phalanx

• Schiltrom

Polearmsmen Special Abilities• First Strike

Polearmsmen TacticsPolearmsmen are moderate-to-poor infantry units,unless correctly deployed. Place them in phalanxformation to optimize their power vs. cavalry andcharges, and then position them on your frontlines where they can do the most good. If you aremounting a static defense, switch them toschiltrom formation.

If the enemy is not hitting you with cavalry,allow tougher soldiers, such as swordsmen, totake the initial impact, and then send thepolearmsmen in as support.

Polearmsmen are not the best choice forstorming a castle, but they protect your siegeweapons against attacks by fast-moving enemytroops, such as cavalry.

BowmenBowmen are trainedprofessionals whohave grown upwielding the bow.

Bowmen wear little armor,preferring to stay light andmaneuverable. When forced to engage in melee combat,they are no match for trained

men at arms or cavalry. When holding position,bowmen can plant stakes in the ground todissuade enemy cavalry from charging.

BOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

25 40 30 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 180 4 30

Bowmen Formations• Column

• Line

• Skirmish

• Stakes

Bowmen SpecialAbilities• Flame Arrows

Bowmen TacticsBowmen are a deadly force when you can keepthem alive. Concentrate your fire by groupingyour bowmen companies and placing a protectivewall of heavy troops between them and the enemy.If you are in danger of being engaged in melee,move the knights in charge of your bowmencompanies to the front of the formation, wherethey can slow down the enemy attack.

The bowmen’s greatest asset in a siege is their flaming arrows, which fire automaticallywhen targeting a wooden structure. A singlecompany of bowmen is often enough to bring a wooden fortress to its knees by igniting an undefended wall and then letting the flamesspread. Setting enemy siege engines on firedestroys them quickly.

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SwordsmenSwordsmen areheavy infantry. Theirheavier armor makesthem slower, but

once they engage, they are aforce to be reckoned with. Theyalso use their shields to defendagainst volleys of arrows andbolts, or to form shield walls to repel charges.

SWORDSMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

65 — 65 500 6

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 11 — — 35

Swordsmen Formations• Column

• Line

• Shield Wall

• Skirmish

Swordsmen Special Abilities• Heavy Armor

• Ranged Defense

Swordsmen TacticsSwordsmen are some of the toughest soldiers inthe game, possessing no weakness other thanrunning into someone tougher, such as nobles,chevaliers, or Teutonic Knights. Their greateststrength comes from their shield wall formation.While in shield wall, they can brush off attacks byarchers and can stand up to a cavalry chargewithout folding.

Swordsmen are usually your best choice as thefirst company to engage the enemy. When theenemy soldiers are committed to fighting theswordsmen, send in your high-attack but low-defense companies to finish them off.

On a siege assault, swordsmen have thestrength to make it to a wall under archer fire, butthis is often offset by their slow movement rate.On siege defense, swordsmen make excellentreplacement walls. Use them to plug any breachescreated by enemy siege weapons.

CavalryCavalry are swift-moving, hard-hittingmelee units. Dressedin full chain hauberks

and armed with lances and warhammers, cavalry are perfect forcharging lightly armed soldiers.Cavalry should be wary of pole-armsmen, who can set their

long weapons against the cavalry charge.

CAVALRY STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

85 — 70 500 6

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

18 27 — — 70

Cavalry Formations• Column

• Line

• Skirmish

Cavalry Special Abilities• Armor Piercing

• Heavy Armor

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Cavalry TacticsDeployed correctly, cavalry will end a battle inseconds. Because they move fast and hit hard, it’stempting to have cavalry ride out ahead of theinfantry and archers. Smart commanders avoidthis mistake, especially if the enemy has compa-nies with first strike.

Keep your cavalry on your flanks and try tocircle around the enemy as the battle is joined.Avoid polearmsmen, nobles, godendag, and Swisspikemen at all costs, unless they are alreadyengaged with your other companies. When you arein position, charge in with line formation and adda flank or rear bonus to your devastating offense.

On siege defense, use your cavalry to circlearound the attacking force and destroy theirarchers and siege weapons. You can even waituntil the bulk of the attacker’s infantry arecommitted to climbing the walls, leaving hisranged units defenseless.

NoblesNobles are elitesoldiers, drawn fromwealthy landholdersin times of war. They

are highly trained in combatand formation movement, wearonly the best plate armor, andcarry heavy polearms that dealdevastating blows.

NOBLES STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

75 — 90 500 7

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 11 — — 90

Nobles Formations• Column

• Line

• Phalanx

• Schiltrom

Nobles Special Abilities• Armor Piercing

• First Strike

• Heavy Armor

Nobles TacticsNobles are tough customers, both on offense anddefense. There are few things they are afraid of,other than enemy siege weapons. They spell deathto any enemy cavalry foolish enough to attackthem. Place your nobles in phalanx formation andcut down the opposition in short order.

Their drawbacks are that they are few innumber and are expensive to train and replace.Use them sparingly on the battlefield; they are toovaluable to use as throwaway troops.

ChevaliersThe flower of Frenchchivalry, the cheva-liers ride into battlewith the best arms

and armor their noble wealthcan provide. They have betteroffense, defense, and style thanthe typical heavy cavalrysoldier. A charge of chevaliers

is a fearsome thing to behold, even for thoseformations designed to defeat cavalry.

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CHEVALIERS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

85 — 80 500 7

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

18 27 — — 100

Chevaliers Formations• Column

• Line

• Skirmish

Chevaliers Special Abilities• Armor Piercing

• Masterpiece Armor

Chevaliers TacticsThe chevalier charge is the single most devas-tating open-field attack in the game, powerfulenough to allow chevaliers to plow through lessercompanies with ease.

Chevaliers do have their weaknesses, however.If they get slowed down by a shield wall or aswarm of lesser troops, they can be picked off byconcentrated archer fire. Additionally, if thechevaliers can be lured into range of first strikeunits, they can be dispatched. As with all cavalry,be patient. Keep moving and commit to thecharge only when the right target presents itself.

GallowglassDescended fromfierce Viking stock,the gallowglass areknown to be fearless

and ruthless. They wear chainarmor and carry huge battleaxes called sparths. Gallowglassare most often found in theemploy of Irish lords or

working as mercenaries in the Scottish highlands.

GALLOWGLASS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

50 — 50 500 6

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 40

Gallowglass Formations• Column

• Line

• Skirmish

Gallowglass Special Abilities• Armor Piercing

• Counterstrike

• Heavy Armor

Gallowglass TacticsBecause of their long-handled axes, the gallow-glass might be confused with polearm soldiers. In fact, gallowglass are anti-polearm soldiers.Possessed of both armor-piercing and counter-strike abilities, gallowglass are the ultimate noble killers, and are as good against most othersoldiers. Where the gallowglass fall short is infacing archers and cavalry, who can pick them off at range or run them down with a charge.

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For a devastating combination, combinegallowglass with cavalry or chevaliers. Use yourgallowglass to engage and destroy enemies withfirst strike, then send the cavalry charging in to mop up.

GenoeseCrossbowmen

While most crossbowmen areuntrained withshoddy equipment,

Genoese crossbowmen areconsummate professionals.More heavily armored thantypical crossbowmen, theytrain extensively with mantlets

and use finely crafted, accurate heavy crossbows.

GENOESE CROSSBOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

30 75 40 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 14 150 5 50

Genoese CrossbowmenFormations• Column

• Line

• Mantlets

• Skirmish

Genoese CrossbowmenSpecial Abilities• Armor Piercing

• Heavy Armor

Genoese CrossbowmenTacticsGenoese crossbowmen are harder-hitting, longer-range versions of regular crossbowmen, andshould be used in a similar fashion. Despite theirheavy armor, they’re still no match for mostinfantry and need protection to survive. Withhard-hitting, armor-piercing bolts, Genoese cross-bowmen should seek out enemy units with heavyarmor, especially those that lack shields, such asnobles, gallowglass, cavalry, and chevaliers.

During sieges, move Genoese crossbowmenwithin firing range of walls and set up theirmantlets, then use them to sweep the walls clearof enemy archers.

GodendagThe godendag was a uniquely Flemishinvention, a deadlytwo-handed club,

iron-shod with a long spikeaffixed to the end. Thegodendag was popular bothwith the Flemish regular armyand the town militias due to its

inexpensive cost and ease of use. The godendagwas very effective against both cavalry and heavilyarmored infantry.

GODENDAG STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

60 — 40 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 14 — — 40

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Godendag Formations• Column

• Line

• Phalanx

• Schiltrom

Godendag Special Abilities• Armor Piercing

• Heavy Armor

• First Strike

Godendag TacticsGodendag are some of the game’s toughest anti-cavalry units, easily surpassing polearmsmen andmore heavily armored than Swiss pikemen. Withtheir heavy armor and armor-piercing attacks,godendag can be employed as front-line fighters as well as cavalry killers. They do a ton of damagewhile in phalanx formation.

The godendag’s biggest drawbacks are theirslow speed and lack of shields. Against armor-piercing ranged attacks they fall quickly. This makesthem a poor choice for storming castle walls.

HighlandersThe fierce high-landers of Scotlandare rugged warriors,famous for their

large two-handed swords. Fast-moving, they have more offensive than defensivecapability.

HIGHLANDERS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

85 — 45 500 7

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

15 23 — — 30

Highlanders Formations• Column

• Line

• Skirmish

Highlanders Special Abilities• Counterstrike

• Mobile

Highlanders TacticsHighlanders, while lacking in defense, are one ofthe game’s best offensive units. Their fast groundspeed and ability to shrug off terrain modifiersallows them great freedom in choosing theirtargets. Lure the enemy onto poor terrain, such as swamps and mud, where your highlanders canexploit this advantage.

Highlanders will tear polearm-wieldingcompanies to shreds in a matter of seconds,though they usually take casualties along the way.If you lack cavalry, highlanders are the next bestchoice for flanking and destroying enemy archersand siege weapons. On a siege assault, they canmake it to the walls quickly, then deal devastatingharm to garrison defenders and siege weapons in towers.

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Swiss PikemenThe Swiss pikemenspurn armor in favorof mobility. Theirskill with the

phalanx formation and theirarmor-piercing pikes meansonly the most suicidal cavalrywould charge them.

SWISS PIKEMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

55 — 35 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 35

Swiss PikemenFormations• Column

• Line

• Phalanx

• Schiltrom

Swiss Pikemen Special Abilities• Armor Piercing

• Counterstrike

• First Strike

Swiss Pikemen TacticsSwiss pikemen are among of the most versatileand deadly combatants. They are the only soldierspossessed of both the first strike and counterstrikeabilities, making them equally deadly to bothcavalry and other polearm companies. Toss in theirfast ground speed and their armor-piercing attacksand there are few enemies they cannot destroy.

Be warned, however: The lightly armoredSwiss pikemen have one of the weakest defenses.This makes them fodder for archers, as well as anytough infantry that their pikes cannot kill in oneor two hits. Keep Swiss pikemen in reserve if youare not countering a cavalry charge, especially if the enemy still has archers picking off yourtroops. Using Swiss pikemen to assault castlewalls is usually a waste. Use them wisely, however,and they are one of the most effective fightingforces you can deploy.

Teutonic KnightsModeled after theTemplars and the Hospitaliers,members of this

German order of knighthoodhire themselves out throughoutEurope to causes andcampaigns they deem just andchivalrous. Well-funded

and professional, the Teutonic Knights are thetoughest infantry on the battlefield, capable offighting companies of lesser soldiers that greatlyoutnumber them, or walking through a storm of arrows to get to a castle wall.

TEUTONIC KNIGHTS STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

75 — 75 500 7

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 11 — — 60

Teutonic KnightsFormations• Column• Line• Shield Wall

• Skirmish

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Teutonic Knights Special Abilities• Heavy Armor

• Ranged Defense

Teutonic Knights TacticsTeutonic Knights are the ultimate tanks. Short ofthe knights that lead companies, there are notougher soldiers. Deployed in shield wall forma-tion, they can ignore archers and stop cavalrycharges in their tracks. They often can scale adefended wall without taking casualties.

Teutonic Knights do have their disadvantages.Companies are small and casualties are slow toreplace. Their slow marching speed means theycan be unintentionally left behind as the rest ofthe army charges forward, leaving them isolated.

Welsh LongbowmenPractitioners of thelongbow spend yearslearning their craft.No place has the

art of the bow been taken togreater heights than among theWelsh, who are credited withfirst using the longbow in warand later perfecting the tactics.

Welsh longbowmen are often found serving lordsin England or as highly paid mercenary bands inother countries. They are deadlier than any otherarchers of their time.

WELSH LONGBOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

30 60 30 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 180 4 50

Welsh LongbowmenFormations• Column

• Line

• Stakes

• Skirmish

Welsh LongbowmenSpecial Abilities• Armor Piercing

• Flame Arrows

Welsh LongbowmenTacticsWelsh longbowmen are the ultimate archers, withgood range, devastating damage, and armor-piercing attacks. Place multiple companies ofWelsh longbowmen in your army, pack the forma-tions closely together, and concentrate on a singletarget, and few companies short of TeutonicKnights survive for long. Of course, to use thistactic, your Welsh longbowmen need protection.Companies with shield wall are the best choice forthis, but any tough infantry that keeps the enemyaway from your elite archers does the job.

Welsh longbowmen are excellent for siegewarfare as well, both on attack and defense. Onattack, use them to sweep enemies off walls, out ofthe range of everything but ballistae. On defense,place them in towers, with regular troops guardingthem to either side on the walls, and be safe fromnearly anything but long range siege fire.

Garrison SoldiersGarrison soldiers are the troops assigned tocastles, fiefs, and walled cities. Garrison soldierscannot be moved on the Strategic Level. Typicallydrawn from the local population and receiving

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mediocre training and equipment, garrisonsoldiers have weaker statistics than their counter-parts in regular armies.

Garrison soldiers, when deployed properly in a siege defense, often hold off a moderately sizedattacking force, but they are no match for a largeforce of attackers with top-grade soldiers andnumerous siege weapons. Reinforce garrisonswith companies of regular troops, or barring that,fight a defensive battle and hold out until an armyin the field comes to your rescue.

Your castle or city does not fall until all thesoldiers defending it are vanquished. If you getanother army into the parcel before the garrisoncompanies fall, you can force the attackers into anopen field battle.

Garrison SpearmenThe weakest of thegarrison meleesoldiers, garrisonspearmen are basi-

cally untrained peasants givenpointy sticks and ordered todefend a castle, keep, or city.

GARRISON SPEARMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

35 — 30 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 5

Garrison SpearmenFormations• Column

• Line

Garrison SpearmenSpecial Abilities• First Strike

Garrison FootmenGarrison footmen areuntrained soldiers,drawn from localvillages and given

shoddy weapons and armor.They might succeed againstattacking peasants or lessernumbers of enemy footmen,but they’re no match fortrained soldiers.

GARRISON FOOTMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

50 — 25 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 — — 10

Garrison FootmenFormations• Column

• Line

Garrison FootmenSpecial Abilities• Armor Piercing

• Ranged Defense

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GarrisonSwordsmen

Garrison swordsmenare the most heavilyarmed garrisonsoldiers. Equipped

with swords, shields, and goodarmor, they are a legitimateobstacle for enemy soldiersstorming a wall or tower.

GARRISON SWORDSMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

55 — 55 500 5

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 11 — — 25

Garrison SwordsmenFormations• Column

• Line

Garrison SwordsmenSpecial Abilities• Ranged Defense

GarrisonCrossbowmen

Garrison cross-bowmen areuntrained peasantswho have been

handed a crossbow and orderedto defend their castle, keep, orcity. The crossbow, being easyto use and deadly at closerange, makes these soldiers

a threat, but they are easily brushed aside ifengaged in melee.

GARRISON CROSSBOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

15 30 25 500 4

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 14 120 6 10

Garrison CrossbowmenFormations• Column

• Line

Garrison CrossbowmenSpecial Abilities• Armor Piercing

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Garrison BowmenBetter trained thangarrison cross-bowmen, garrisonbowmen are nearly

as skilled in the bow as theircousins in the field. However,they are weaker against a melee assault.

GARRISON BOWMEN STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

15 30 20 500 4

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 18 180 5 15

Garrison BowmenFormations• Column

• Line

Garrison BowmenSpecial Abilities• Flame Arrows

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The knights that lead companies of soldiers comein varying strengths, from lesser knights, whoare not much better than a common cavalrysoldier or noble, to champions who can single-handedly take on smaller companies. Strongerknights have special abilities that can providebonuses to their companies, and in some cases,an entire army.

Knights are mounted or on foot, depending onthe composition of the company they lead. Theknights’ movement rates, formation choices, andmorale also are based upon their company type. Allother statistics are based on the knight’s strength.

Garrison companies and mercenary companiesare led by garrison captains and mercenarycaptains respectively. These leaders are weakerthan true knights.

Chapter 6: Knights of the Realms

KNIGHT STATISTICSNAME OFFENSE DEFENSE HEALTH

Garrison Captain 70 70 750

Regular Mercenary Captain 70 100 750

Veteran Mercenary Captain 100 100 750

Elite Mercenary Captain 130 100 750

Lesser Knight 70 100 1,000

Common Knight 70 130 1,000

Regional Knight 100 130 1,000

Kingdom Knight 130 130 1,000

Champion 250 130 1,500

Grand Champion 500 160 2,000

Templar 100 130 1,000

Templar Master 130 130 1,000

Templar Grand Master 250 130 1,500

Teutonic Knight 100 130 1,000

Teutonic Knight Master 130 130 1,000

Teutonic Knight Grand Master 250 130 1,500

Hospitalier 100 130 1,000

Hospitalier Master 130 130 1,000

Hospitalier Grand Master 250 130 1,500

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Troops are important, but when you’re faced withstone walls and fortified towers, there’s nothinglike having real firepower on the ground. Siegeweapons are the heavy artillery of the Middle Ages,capable of hurling stones or bolts great distancesand bringing down even the most powerful walls.

Battering RamUse the battering ram to destroy gates.Battering rams cannot attack enemytroops and are not powerful enough tobatter down walls. To use a ram, target

the gate. The ram moves into position andbatters away.

BATTERING RAM STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

1,000 — 500 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 — — — 10

Battering Ram TacticsBattering rams are cheap and easy to acquire, sodon’t be afraid to lose a few to accomplish yourgoals. A ram is a great way to lead off a castlesiege, especially if the defender does not have any troops in the open field. Have the ram chargeto the gatehouse while the rest of your army waits out of the enemy siege’s range. Unless thedefender has multiple archer companies guardingthe gate, or catapults and mangonels withinrange, your ram will reach the door and batter it down before the defender can destroy the ram.

If the gate is too well defended, send a secondram to trail the first one. The defenders concen-trate their fire on the leading ram, allowing thetrailing ram to make it most of the way to thegatehouse unharmed.

Rams are small enough to slip though brokengatehouse doors, so if you are attacking a double-walled castle, have your ram dash for the innergatehouse when the first gatehouse is breached.

Siege TowerMove siege towers to castle walls toallow men access to the parapets. Load foot soldiers into the tower andthey move with it. When the tower

reaches the wall, the soldiers automatically exitand fight normally.

SIEGE TOWER STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

— — 1,666 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 — — — 15

Siege Tower TacticsSiege towers are the toughest objects in the game.They are also plentiful from siege mercenaries. If you have them in your army, use them insteadof scaling ladders. Siege towers are also a greatway to get your archer companies onto an enemywall, allowing them to snipe on the defenders inthe courtyard.

Be warned though: Siege towers, like all siegeweapons, can burn, and if your tower is burning,so are the soldiers inside it.

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BallistaBallistae are giant siege crossbows,firing large bolts that can tear throughlines of troops and destroy enemy siegeengines. Use them to attack enemy

soldiers within castles, or have castle defendersfire them into massed formations of troops withlethal results.

BALLISTA STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

— 2,726 62 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

9 — 240 7 40

Ballista TacticsBallistae are the game’s deadliest antipersonnelweapons, capable of cutting a swath through atightly packed company. Ballistae bolts kill every-thing in their path, including friendly troops, sobe careful when assaulting a castle with infantrywhile firing on its walls.

On siege defense, ballistae work well to takedown enemy catapults and mangonels before they can get into range. When attacking enemytroops with ballistae, target the most denselypacked group you can find. Target enemy troopson your own walls and towers, usually with devastating results.

CatapultThe catapult uses a torsion engine tohurl stones at enemy soldiers, siegeengines, and fortifications. Along withtrebuchets and mangonels, catapults

are the primary weapons for taking out structures.The catapult is a direct-fire weapon and cannothurl stones over walls.

CATAPULT STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

— 911 250 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 — 160 7 40

Catapult TacticsCatapults are great for knocking down walls, buttheir range and defense limitations need to betaken into account. Unless you can find an unpro-tected section of wall, sweep the walls clear witharchers or ballistae or have multiple catapultsattack a single wall section.

On defense, use catapults to counter enemysiege weapons that stray within range. A stonefrom a catapult can take out battering rams, andthis is often the best way to stop them before theyget to your gatehouse.

MangonelThe mangonel is similar to the catapult,but it hurls a heavier, more damagingprojectile over a shorter range. Themangonel is a direct-fire weapon andcannot hurl stones over walls.

MANGONEL STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

— 1,300 250 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

12 — 100 5 40

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Mangonel TacticsMangonels use the same tactics as catapults.However they move and fire faster and have ashorter range. This makes them well-suited for hit-and-run tactics. Move your mangonels to theside of the castle or city you are assaulting, awayfrom your main attacking force. After the enemy isdistracted, send in the mangonels to hammer downa wall or tower before the enemy can respond.

On defense, mangonels in towers are limitedby their short range, but their fast fire rate makesthem effective against enemy troops scalingnearby walls. If enemy troops have breached yourcastle, target and knock down your walls to killthe enemy soldiers occupying them.

TrebuchetTrebuchets are the largest of siegeengines, the “atom bomb” of theirtime, capable of flinging huge stonesthrough the air by use of counter-

weights. They take longer to load and fire buthave a powerful impact.

TREBUCHET STATISTICSMELEE RANGEDOFFENSE OFFENSE DEFENSE HEALTH MORALE

— 3,325 125 500 —

MOVEMENT CHARGE RELOADRATE RATE RANGE TIME COST

7 — 360 17 10

Trebuchet TacticsIf you can keep enemy soldiers in the field fromreaching your trebuchets, there is nothing adefender can do about them. The only drawback tothe trebuchet is its slow speed. A smart defendercan play cat and mouse, moving his troops off oftargeted walls and towers and forcing you to enterthe castle to fight. Do not lose sight of the rest ofthe war as your trebuchet slowly demolishes theenemy castle.

As a defender, there is only one thing you cando about a trebuchet. Go outside the castle anddestroy it! Cavalry is the most effective way to go about this, but fast-moving companies such as highlanders or even peasants can work too.Trebuchets are rare and expensive, so any sacrificeof soldiers you make to destroy the enemy’strebuchets is worth it; your only other choice is to sit and wait for the inevitable.

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Mercenaries are one of the most fluid gameaspects of Lords of the Realm III. Much of theiruse depends upon situation and timing. A lord cangain advantage by using them wisely, and squan-dering them is throwing money to the wind.

Mercenary TipsThe following sections contain some hints andtricks for using mercenaries well.

Mercenary GameOne viable game style is the mercenary game. Inthis game style, the lord places as many cities andtowns as he can. Making this style work requires a lot of money and less time spent managingbattles. In this game your soldiers are expendable,and it’s all about overwhelming your opponentwith volume.

While a 10-company mercenary army isweaker overall then a 10-company knight army,two or three 10-company mercenary armies willwear down even the toughest knights, especiallywhen used in rapid succession to prevent theknight from regenerating soldiers.

When playing in this style, you have highHonor and low Chivalry. Christianity is a swingrating—you can play it high or low dependingupon what your opponents are doing. With lowChivalry you won’t get any of the Chivalry-basedvassals who help to protect cathedrals, so do thiswith mercenary companies.

Because cities are more weakly defended thencastles, defend your cities with a few mercenarycompanies as well. Allow your mercenaries tobuild up in the cities, then move them out whentheir army is full.

You will spend a lot of time on the Mercenarytab of the interface. Pay attention to what citiesyour mercenaries are going to, for ease of collec-tion after you go on a hiring spree. Use the HireMercenary hotkey (H ) to save time. Finally, hireall veteran and elite mercenary companies that

come your way, as they give you more bang foryour buck. Elite mercenaries are good becausethey grant you multiple companies for the cost ofone against your maximum hirable mercenaries.

You’ll never find yourself lacking for siegeweapons, and you have access to devastatingtrebuchets that a knight-oriented player has aharder time acquiring.

One of the biggest advantages of the merce-nary game is that you don’t need farms or food.Mercenaries don’t require support, so you candevote more of your land to towns and cities andmoney production to support the mercenaries.Your opponent also cannot squeeze your foodproduction to hurt your strategy.

You can interweave aspects of the mercenarygame with a knight strategy to get a nice mix, butyou won’t have the sheer volume of mercenarieswith which to overwhelm your enemies when you do this.

Siege EngineersWhen hiring siege engineers, remember that they are defenseless until they join one of yourarmies. This means that any enemy army candestroy them if they are engaged. Have your siegeengineers wait in a castle for one of your armiesto pick up.

RenownOne of the keys to good mercenary strategy istaking advantage of the Renown special ability.Renown pushes up your maximum mercenarylimit. You want this as high as possible both tokeep troops in the field and to keep mercenariescoming to serve you at a good rate. If you have the good fortune to acquire vassals that splashRenown to their region, use them to splash asmany burghers as you can. Multiple burghers inone region hurts their overall gold production,but it’s worth it if you can make a big gain inmaximum mercenaries in the process.

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Good EmployerWhen playing the mercenary game, your merce-naries show up all over the place. This makesgathering them into viable armies frustrating. The Good Employer special ability is the best wayto manage where your mercenaries go. A burgherwith this ability gets first dibs at any mercenarythat shows up. Use this to funnel mercenarieswhere you want them. A good strategy is to keepthese burghers on the battlefront so you can getyour reinforcements into play.

Mercenary ReplenishmentMercenaries replenish in your mercenary pool at arate based upon how many mercenaries are in thepool and employed as compared to your maximum.So the higher the maximum, the more mercenariesshow up. Agents and retainers don’t count asmaximum mercenaries, though they take up spacein your pool. To get mercenaries to arrive morequickly, hire out available agents and retainers.Mercenaries show up once a minute.

MERCENARY REPLENISHMENTPERCENTAGE OF TOTAL NEW MERCENARIESMERCENARIES HIRED/IN POOL PER REPLENISHMENT

0–20% 12

21–40% 8

41–65% 6

66%+ 4

Mercenary GenerationWhat type of mercenary shows up is determinedfor each mercenary upon creation, based upon thefollowing percentages.

MERCENARY TYPE GENERATIONTYPE PERCENTAGE

Mercenary Captains 55%

Siege Engineers 25%

Agents 10%

Retainers 10%

MERCENARY STRENGTH GENERATIONTYPE PERCENTAGE

Irregular 40%

Regular 35%

Veteran 25%

Elite 5%

MERCENARY CAPTAIN TYPEDETERMINATIONTYPE PERCENTAGE NUMBER BASE COST

Irregular Peasants 7.2% 40 500

Irregular Footmen 7.2% 25 569

Irregular Light Cavalry 6.4% 25 881

Irregular Crossbowmen 12% 25 725

Irregular Warriors 7.2% 25 569

Regular Bowmen 10.5% 20 850

Regular Swordsmen 7% 15 756

Regular Polearmsmen 10.5% 25 725

Regular Cavalry 5.25% 15 1,412

Regular Nobles 1.75% 10 1,225

Veteran Welsh Longbowmen 1% 20 1,350

Veteran Highlanders 2% 20 850

Veteran Gallowglass 2% 20 1,100

Veteran Chevalier 1% 15 1,975

Veteran Goedendag 3% 20 1,100

Veteran Teutonic Knights 1% 20 1,600

Veteran Swiss Pikemen 3% 20 975

Veteran Genoese Crossbowmen 3% 20 1,350

Veteran of Player’s Culture 4% 20 Varies

Elite Bowmen 0.75% 2x30 2,450

Elite Swordsmen 0.75% 2x25 2,387

Elite Polearmsmen 0.5% 2x35 1,950

Elite Cavalry 0.5% 2x25 4,575

Elite Nobles 0.5% 2x20 4,700

Elite Welsh Longbowmen 0.25% 2x25 3,325

Elite Highlanders 0.25% 2x25 2,075

Elite Gallowglass 0.25% 2x25 2,700

Elite Chevalier 0.25% 2x20 5,200

Elite Goedendag 0.25% 2x25 2,700

Elite Teutonic Knights 0.25% 2x25 3,950

Elite Swiss Pikemen 0.25% 2x25 2,387

Elite Genoese Crossbowmen 0.25% 2x25 3,325

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SIEGE ENGINEER TYPE DETERMINATIONADDITIONAL

BASE TYPE NUMBER TYPES PERCENT COST

Irregular Ballista 1 — 8% 800

Irregular Catapult 1 — 8% 800

Irregular Mangonel 1 — 8% 800

Irregular Siege Tower 1 — 8% 550

Irregular Battering Ram 1 — 8% 500

Regular Battering Ram 2 — 7% 900

Regular Siege Tower 2 — 7% 950

Regular Mangonel 2 — 7% 1,200

Regular Catapult 2 — 7% 1,200

Regular Ballista 2 — 7% 1,200

Veteran Trebuchet 1 — 2% 3,200

Veteran Catapult 3 — 3.60% 1,600

Veteran Ballista 3 — 3.60% 1,600

Veteran Battering Ram 3 — 3.60% 1,300

Veteran Siege Tower 3 — 3.60% 1,350

Veteran Mangonel 3 — 3.60% 1,600

Elite Trebuchet 2 — 0.80% 3,600

Elite Trebuchet 1 2 Catapults 0.35% 3,600

Elite Trebuchet 1 2 Mangonels 0.35% 3,600

Elite Trebuchet 1 2 Siege Towers 0.35% 3,600

Elite Ballista 2 2 Battering Ram 0.35% 2,000

Elite Siege Tower 1 2 Catapult, 0.35% 1,7501 Battering Ram

Elite Trebuchet 1 2 Ballistae 0.35% 3,600

Elite Catapult 4 — 0.35% 2,000

Elite Siege Tower 4 — 0.35% 1,750

Elite Mangonel 2 2 Ballistae 0.35% 2,000

Elite Ballista 4 — 0.35% 2,000

Elite Trebuchet 1 1 Siege Tower, 0.35% 3,6001 Battering Ram

Elite Trebuchet 1 1 Mangonel, 0.35% 3,6001 Ballista

RetainersWhen properly used, retainers can give you aneconomic edge over your opponents by increasingthe output of your regions. When hired, retainersdo not count against your maximum mercenarycount. The chance that a generated retainer will be of a specific type is determined on a perscenario basis.

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RETAINER FREQUENCY BY SCENARIO(PERCENTAGES)

SWORD- HOLYSCENARIO MERCHANT ALEWIFE MASTER ARTIST SCHOLAR MASON MEDIATOR

Albigensian 15 15 25 15 0 30 0Crusade, The

Albion Forever 10 10 20 10 20 10 20

Angevin Empire 13 13 13 13 13 13 22

Barbarossa 10 20 20 10 20 10 10in Italy

Black Prince, 10 15 10 10 10 10 35The

Gathering 25 10 15 5 5 15 25of Wolves, A

Golden Bull, 10 5 15 20 10 20 20The

Henry the Lion 10 20 20 10 10 20 10

High King 15 15 25 0 35 0 10of Ireland

King Edward’s 25 20 10 10 5 25 5Wars

Maid of 10 15 10 10 10 10 35Orleans, The

Simon de 17 17 17 17 16 16 0Montfort

Vive le Roi 13 13 13 13 13 13 22

William the 15 15 15 15 10 15 15Conqueror

Alewife (base cost: 1,500)You can attach an Alewifeto an estate parcel manorhouse. When in place, shegrants a bonus of +1 foodto every serf in the region.Use an Alewife if you haveconcentrated your farmsinto one region.

Alewife

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Artists (base cost: 1,500)You can attach Artists to a cathedral or the estateparcel of a region containinga church. Their inspira-tional art increases thenatural production bonusof such a building by 10 percent. Artists are agood choice in low-levelchurch parcels that you are using to increase yourChristianity level.

Holy Scholars (base cost: 3,000)You can attach HolyScholars only to a cathedral.Their spiritual discoveriesincrease the Christianitygenerated by a cathedral byone point per minute—a 50 percent increase and a worthy addition to anyhigh-Christianity play style.

Mason (base cost: 1,500)You can place Masons onlyon castles. The Masonincreases the castle’s rate ofconstruction by 20 percent.This boost is useful whenyou need to get a castlebuilt quickly, or when youwant to build a castle on asmall parcel in a reasonableamount of time.

Mediator (base cost: 2,000)You can place Mediatorsonly in castles, and theywork only once. They givethe knight in the castle towhich they are attached a“get out of jail free” card.Such a knight automati-cally escapes capture as hisMediator’s silver tonguetalks him to freedom. Place

Mediators on powerful knights whom you don’twant to risk getting captured. Use Mediators onknights whose death is an opponent’s win condition.

Merchant (base cost: 5,000)You can attach a Merchantto a city or town parcel and increase moneyproduction in that regionby 10 percent. Only use aMerchant if you can makeback the money you spenton him in bonuses.

Swordmaster (base cost: 2,000)You can attach a Sword-master to a castle estateparcel or an estate with afief parcel. The Swordmasterincreases the speed atwhich a knight replenisheshis soldiers by 20 percent,due to his superior trainingtechniques. As such, aSwordmaster is a good

choice for lower-level parcels that need a boost, orfor increasing the recruitment of expensive trooptypes such as nobles and cavalry.

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Swordmaster

Merchant

MediatorArtists

Holy Scholars

Mason

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AgentsAgents are one of the major ways to decisivelymanipulate the game environment. This behind-the-scenes manipulation is not without cost, asagents also hurt a player’s political ratings becausetheir actions fall outside the realm of “fair play.”Proper use of agents can devastate an opponent,so be careful!

Agents are generated randomly based uponfrequencies set in each scenario, and not allagents are available in all scenarios.

AGENT FREQUENCY BY SCENARIO (PERCENTAGES)FAIR DESTITUTE TRAVELING CORRUPT DISILLUSIONED

SCENARIO SPY SABOTEUR ASSASSIN MAIDEN MINSTRELS MONKS TROUPE THIEVES CARDINAL PEASANTRY

Albigensian Crusade, The 25 5 5 5 10 10 10 15 0 15Albion Forever 10 10 10 10 10 10 10 10 10 10Angevin Empire 12 12 5 11 11 11 11 11 5 11Barbarossa in Italy 10 0 5 20 15 10 10 15 10 5Black Prince, The 18 10 2 5 15 15 15 10 5 5Gathering of Wolves, A 10 15 15 5 15 10 10 5 5 10Golden Bull, The 15 10 0 15 10 10 10 10 10 10Henry the Lion 10 5 5 20 10 10 10 10 10 10High King of Ireland 0 0 0 0 25 25 25 25 0 0King Edward’s Wars 10 15 10 10 10 10 10 5 10 10Maid of Orleans, The 18 10 2 5 15 15 15 10 5 5Simon de Montfort 13 13 0 13 12 12 12 12 0 13Vive le Roi 10 10 5 10 13 14 13 10 5 10William the Conqueror 5 10 15 8 9 8 10 15 5 15

Assassin (base cost: 4,000, -150 Honor)

The Assassin is one of themost powerful agents in the game, capable of killingany vassal instantly. Thiscan win you the game if the Assassin targets a vassal your opponent has to keep alive.

An Assassin is also particularly good atremoving pesky vassals with good splashingspecial abilities. For example, when used on aRoyal Steward or Legate vassal, an Assassin caninstantly eliminate several companies of men inarmies that have taken advantage of those vassal’ssplashed companies. Similarly, if a player isprotecting a high-Christianity game by using aSaintly vassal, assassinate the vassal and hit with aCorrupt Cardinal to ruin your opponent’s strategy.Assassins make capturing a city parcel simple bykilling the burgher, leaving the parcel empty of a city’s defenses.

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Whether or not an Assassin succeeds in histask is based upon the power of the vassal that heis attacking.

ASSASSINATION CHANCES (PERCENTAGES)VASSAL POWER LEVEL KILL CHANCE

Lesser 100Common 75Regional 50Kingdom 25Has Special Requirement -50 to base

Corrupt Cardinal (base cost: 10,000)

The Corrupt Cardinal is oneof the game’s most devas-tating agents, as he drops thetarget’s Christianity to onepoint and thus allows allopponents to declare crusadesagainst the player. This attackis particularly dangerouswhen used against a playerwho is playing a high-

Christianity game. Such a player probably has a lot ofvassals with high-Christianity requirements who willdisappear. This an excellent technique to sow discordin the enemy’s ranks immediately preceding anattack. The only defense against a CorruptCardinal is a vassal with Saintly special ability.

Destitute Monks (base cost: 2,000, +50 Christianity)

Destitute Monks boost a player’s Christianity.They’re a good way to getahead early in the game,getting a jump-start onhigh-Christianity vassalswithout having to wait forchurches and cathedrals to naturally raise your

Christianity. They are also nice for recoveringfrom Corrupt Cardinal strikes.

Disillusioned Peasantry(base cost: 1,000, -25 Honor)

Disillusioned Peasantrystop all productivity ontheir target parcel for fiveminutes. It’s similar to aSaboteur, but less perma-nent. Use them to disruptenemy food supply, to stopan enemy knight fromregaining soldiers after a big battle, or to stop theconstruction of a castle.

Fair Maiden (base cost: 3,000)Fair Maidens can stopentire armies of knights as they work their wilesupon the gallant knights’unsuspecting hearts. A Fair Maiden’s effect lasts for five minutes. UseMaidens toslow anenemy

thrust into your territories, givingyou time to better prepare bybringing in more soldiers, hiringmercenaries, or waiting for acastle to complete construc-tion. Or use Fair Maidens onthe offensive, catching enemyarmies away from estateparcels for easier capture.

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Fair Maiden

DisillusionedPeasantry

Corrupt Cardinal

Destitute Monks

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Minstrels (base cost: 2,000, +50 Honor)

Minstrels are the quick andeasy way to boost yourHonor. They are a good wayto balance out using other,more-dastardly agents in anagent-intensive game.

Saboteur(base cost: 1,600, -50 Honor)

The Saboteur instantlydestroys 50 percent of itstarget parcel’s cultivatedtiles. In most cases thisdrops the parcel one ormore levels. Because parceldefense is often linked to aparcel’s level, the Saboteuris a good choice to weakena city or fief parcel beforeyou lay siege to it.

The other use for a Saboteur is to destroyanother player’s production. When used insequence on a player’s farms, a Saboteur forcesanother player’s armies into foraging, or to go out of supply. This is useful when you are beinginvaded. This technique also is effective atreducing a player’s mercenary maximum, keepinghim or her from rehiring slain mercenary compa-nies, and reducing crown income. When used oncastles, it slows their construction and repair,giving you an edge when attacking a castle that is being upgraded.

Spy (base cost: 400)Hiring a Spy is the onlyway to get a glimpse of anarea of the map that isunder the fog of war. Itseffects last for five minutesand are useful in planningout where you want toattack next, or seeingdeeper into enemy territoryto determine where he isgathering his armies.

Thieves (base cost: 500, -100 Honor)If you aren’t worried aboutlowering your Honor, andneed quick cash to hiremore mercenaries or builda castle, Thieves are anexcellent source. Thievesautomatically steal moneyfrom another player up to a maximum as determinedby this formula:

Amount stolen = 1,000 + (4,000 × [0–100% +{target’s crowns ÷ 500}%]) (maximum 5,000)

Traveling Troupe (base cost: 2,000, +50 Chivalry)

Traveling Troupes quicklyraise a player’s Chivalry.They’re a good choice whenyou’ve lost an importantbattle and you need torecoup your lost Chivalryto maintain your Captainand Lieutenant vassals’loyalty. The Troupe is also good for playing a

mercenary game, keeping Chivalry from goinginto the chamber pot.

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Thieves

Minstrels

Saboteur

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Castles are the cornerstones of a lord’s offense and defense throughout the game. Placing castlesgets more knights into the game under the lord’scommand. Upgrading the castles strengthens the lord’s defenses and ensures that even a largeenemy force will have a tough fight if they attemptto capture a lord’s territory.

Players can choose to use the default castlesbuilt into the scenarios, or they can use the CastleEditor to construct their own.

Castle ComponentsUse the Castle Components table to help youdesign your own castles or evaluate the strengthof the default castles. The table lists the name of the item, its cost in crowns, the number ofconstruction points needed to build that component, the points needed to repair it when damaged, the durability (health), and thedefensive value.

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Chapter 9: Castles

CASTLE COMPONENTS

COMPONENT NAME COST CONSTRUCTION PTS. REPAIR PTS. DURABILITY DEFENSIVE VALUE

Ballista 400 4 800 750 62Catapult 300 4 600 3,000 250Garrison Barracks, Bowmen 350 4 700 200 500Garrison Barracks, Crossbowmen 300 4 600 200 500Garrison Barracks, Footmen 200 4 400 200 500Garrison Barracks, Spearmen 100 4 200 200 500Garrison Barracks, Swordsmen 400 4 800 200 500Gatehouse Door, Stone — — — 600 500Gatehouse Door, Wooden — — — 400 500Mangonel 200 4 400 3,000 250Oil Cauldron 25 1 200 100 500Stone Gatehouse 1, Large 150 12 300 3,000 500Stone Gatehouse 1, Small 100 8 200 2,000 500Stone Gatehouse 2, Large 150 12 300 3,000 500Stone Gatehouse 2, Small 100 8 200 2,000 500Stone Keep, Mighty 325 26 650 6,500 500Stone Keep, Primitive 100 8 200 2,000 500Stone Keep, Standard 150 12 300 3,000 500Stone Keep, Strong 225 18 450 4,500 500Stone Round Tower 1, Large 169 14 338 3,375 500Stone Round Tower 2, Large 169 14 338 3,375 500Stone Square Tower 1, Large 112 9 224 2,250 500Stone Square Tower 2, Large 112 9 224 2,250 500Stone Tower 1, Small 75 6 150 1,500 500Stone Tower 2, Small 75 6 150 1,500 500Stone Wall Double, Large 75 6 150 2,000 500Stone Wall Double, Small 50 4 100 1,000 500Stone Wall Single, Large 62 5 124 1,500 500Stone Wall Single, Small 25 2 50 500 500Wooden Gatehouse 50 4 100 1,000 500Wooden Keep 50 4 100 1,000 500Wooden Tower 37 3 74 750 500Wooden Wall 12 1 24 250 500

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Default CastlesThe table below lists the various default castlesavailable in the conquest scenarios. Each has itsown strengths and weaknesses to weigh against itscost. Castle selection also depends upon play style.Some players build the largest castles possible,while others find compact castles easier to defend.The base costs listed on the table below are forlords who have an Honor rating of four and nospecial vassals modifying their construction costs.These prices fluctuate in each scenario as thestatus of a lord and his vassals changes.

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DEFAULT CASTLESBASE GARRISON GARRISON GARRISON GARRISON GARRISON

CASTLE NAME COST OUTER WALL INNER WALL SPEARMEN FOOTMEN SWORDSMEN CROSSBOWMEN BOWMEN BALLISTAE CATAPULTS MANGONELS CAULDRONS

Outpost, 3,696 Wooden Small Single Stone — 2 — 2 2 — — — 4Heavily Defended

Outpost, 1,630 Wooden — 1 1 — 1 1 — — — —Lightly Defended

Outpost, — Wooden — 1 — — 1 — — — — —Poorly Defended

Outpost, 3,007 Wooden Wooden — 2 — 2 2 — — — —Well-Defended

Stone Castle, 11,767 Large Double Stone Large Double Stone — — 4 — 4 4 — 4 —Gargantuan

Stone Castle, 5,881 Small Single Stone Small Double Stone — — 2 2 2 4 — — —Impressive

Stone Castle, 6,714 Small Single Stone Small Double Stone 2 2 — 2 2 4 — — —Mighty

Stone Castle, 9,764 Large Single Stone Large Double Stone — 2 2 2 2 4 — 4 —Towering

Stone Fortress, 6,836 Small Double Stone — — 2 2 2 2 4 — — 4Exceptional

Stone Fortress, 4,189 Small Single Stone Large Double Stone 2 2 — — 2 2 — — —Strong

Stone Fortress, 5,933 Large Double Stone — — 2 2 — 2 4 2 — —Tough

Stone Fortress, 1,479 Small Single Stone — 2 — — 2 — — — — —Weak

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IntroductionIn this chapter, we provide the strategies for winning, lists of the special vassals available, and tips for dealing with your opponents online.

High King of IrelandThe High King of Ireland is a small map withlimited land resources and multiple houses vyingfor control. Two houses represent the primary

competition: the House of Boru and the House of Sechnaill. To the sides of these two houses arethe weaker and less organized Irish houses, theSouthern Tribes and the Northern Tribes. Finally,in the center is the lone remnant of the Vikinginvasion, the House of Silkenbeard, with a fullydeveloped city and a kingdom vassal who canswing the game in either direction.

It’s a race to chew up the smaller houses andtake the middle kingdom before your opponentdoes the same.

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Chapter 10: The Conquest Scenarios

High King of Ireland

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General StrategyNo matter what position you play, when the gamestarts, place your strongest vassals along yourregion’s borders, then build enough farms tosupport them in the field. Because little land isavailable early in the game, you probably can’tafford churches. Instead, build one or two townsto get a jump-start on money production andmercenary slots. (These mercenaries come inhandy due to the shortage of land for fiefs.Purchase mercenaries as your money allows.)Build a church when you take your first region,and you’ll want a city after you have three regions.

You want a single army that contains most of your troops, with a few left behind for defense.Make your first target either the Northern orSouthern Tribes, as they put up the least resist-ance. See which one is either attacking or beingattacked by another noble house. Watch as thenoble house gathers troops for an attack, andattack his estate after he reaches his target’s lands.

As the scenario goes on and your opponentstake regions and hire mercenaries, you notice thesize of their armies increasing. Cavalry are betterfor open field, and siege weapons are necessary forstorming castles. Always take your siege vassalsand engineers along with your primary army.

With so little land, losing a farm or two toraiders is disastrous. To defend, always leave anarmy in your estate parcels, preferably a commonor regional knight you won’t miss in your offen-sive army. Always keep enough cash on hand for at least one mercenary captain. If an army entersyour land while your main army is away in battle,buy mercenary captains and use them to slow theadvancing army. After a battle, leave your army insupply on your lands until at least your primaryknight (see “Mercenaries”) has replenished histroops. Use this time to hire agents or retainers if money allows.

Mercenaries play an important role in thisscenario because land for fiefs is hard to come by.

Also, if any of your original siege vassals die or get captured, you need to rely on mercenaries foritems such as catapults. To make sure you have adecent store of crowns and mercenary slots, haveat least two towns after you take your first region.Use mercenary captains as backfield defenders ifany enemy armies slip by while you’re busy, andpurchase mercenaries captains as soon as you loseknights, because enemy noble houses often try toexploit your weakness. Defending smaller holdingsis easy even with a single army, but there isn’tmuch margin for error, so if you lose your armyand you have no money for mercenaries it couldmean the end of your bid for the throne.

Chivalry isn’t important in this scenario, sohold on to captured knights rather than ransomthem. This depletes your opponent’s store of goodknights, and with each victory you have an easiertime with the next one.

Second, the House of Silkenbeard represents atempting target, but hold off on attacking him. Heis defensive by nature, and will leave you alone ifnot provoked. Wait for your opponent to attackhim, then exploit his temporary lack of defense.Although it is tempting to team up with Silken-beard when he offers you an alliance, turn itdown. He needs you more than you need him, andin any case, you have to attack him at some pointto win the scenario.

Boru SpecificsAs the house of Boru, your greatest asset is yourvassal Brian Boru. He has two additional footmancompanies, which means even by himself he fieldsa moderately sized army. Murrough ó Brian isyour second best vassal; he fields two ballistae and a catapult, making him your main source for siege equipment. He starts enfeoffed at youronly estate, so replace him with a more sedentaryvassal and put him on your front lines where he isof more use. These two vassals form the backboneof your army.

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THE HIGH KING OF IRELAND VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Leinster947 Donal ó Briain Kn R — Swordsmen N Y956 Dub Essa Amhalgadha Bu Rr — — N Y992 Ailill ó Súilleabháin Se R — — N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

Munster965 Áine ingen Diarmada Bu R — — N Y441 Brian Connolly Kn R — Footmen N N1094 Abbess Margaret Home Cl R Cistercians — N Y1908 Abbot Albertus Magnus Cl R Dominicans — N Y1909 Abbot Thomas Aquinas Cl R Dominicans — N Y

Meath993 Áengus ó Ceallaigh Se R — — N Y141 Abbot Christopher Cl R Franciscans — N Y967 Sáerbrethach Ua Cellaig Bu R — — N N

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You start within easy striking distance of the estates of both the Northern Tribes and theHouse of Silkenbeard. Because the NorthernTribe’s estate is a mostly undefended cathedral,this is your best bet. Keep an eye on the House ofSechnaill however, because he may try the samething, turning Connacht into a massive battlefield.The Southern Tribes are also possible targets, butwith their estate parcel on the eastern coast, itwill be a while before you can reach it.

Sechnaill SpecificsThe House of Sechnaill’s main knight is the houseleader, Máel Sechnaill mac Domnaill. Like BrianBoru, he begins with two additional companies,but instead of footmen he has warriors as hispersonal guard. Sechnaill’s siege strength comesfrom two different vassals, Aedh mac Ceallach and

Dailfind ingen Bracáin, who bring with them asiege tower and a catapult respectively. Thesethree vassals form the backbone of your army.

The House of Sechnaill begins play close tothe estates of the Southern Tribes and the Houseof Silkenbeard. Due to Silkenbeard’s defensivenature, it’s safe to cross through the edges of hislands on your way south. The Northern Tribes alsopresent a juicy target with a mostly unguardedcathedral in their estate parcel, but your army will be out of supply if you travel that far.

Special VassalsBecause High King of Ireland is a small map, ituses a reduced set of special vassals. The order andmilitary vassals (see the Master Order table) arenot used. Other special vassals appearing in thescenario are listed in the table here.

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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THE HIGH KING OF IRELAND VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Connacht948 Finn Mac Gorman Cl R — — N Y942 Hugh O’Hession Cl R — — N N707 Abbot Evermore Cl R Cistercians — N Y952 Abbot Donogh ó Briain Cl R Franciscans — N Y929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Tirowen825 Olaf the Black Kn R — Warriors N Y988 Fergus Breathnach Kn R — Gallowglass N Y439 Ryann Hurley Kn R — Warriors N N401 Abbot Arnaud-Amaury Cl R Cistercians — N Y175 Abbess Heloise Cl R Benedictines — N Y93 Abbot Gauzlin Cl R Benedictines — N Y

Northern Counties997 Máel mac Domnaill Kn K — Gallowglass N Y

Southern Counties931 Brian Boru Kn K — Swordsmen N Y

Norman Realms807 O’Roric of Meath Kn K — Peasants N N

Scenario-Specific Vassals2075 Cumhal mac Airt Kn C — Warriors N Y

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y

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The EnglishCampaignThe English campaign is the game’s first fullcampaign, best played after winning the introduc-tory Irish scenario. It consists of three historicalscenarios—William the Conqueror, The BlackPrince, and Simon de Montfort—plus a final free-for-all scenario, Albion Forever.

William the ConquerorIn the fall of 1066, Duke William of Normandyinvaded England. After defeating King Harold at the battle of Hastings, William marched onLondon and in a short time seized the throne ofEngland. But the Saxon lords did not surrender soeasily, and although he was crowned king, Williamstill had to bring the countryside to heel. In thisscenario, players take the roles of William and therebellious lords who faced him.

William the Conqueror offers more of a challenge than Ireland because you have fouropponents who are all well-established and ofreasonable size. Any one of the five kingdoms iseasily playable and any one has a good chance to win. Victory requires controlling only 9 out

of the 13 regions, so ally with one of the otherkingdoms, preferably a neighbor, to avoid fightinga two-front war.

General StrategiesMore land is available in this scenario than in theIreland campaign, so put down a church or twoas well as a town to start the revenue coming in.Put the churches along your borders, becausefighting in their territory increases yourChristianity. After taking a couple of regions,place a cathedral or manor house, but only if you have enough knights (or mercenaries) fordefense. Both buildings help with production and unlock more powerful vassals later.

In a scenario such as this, with a lot of wooden forts andcastles, place knightswith bowmen. Theirfire arrows can levelthese castles withoutthe need for fancysiege weapons.

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THE HIGH KING OF IRELAND VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y

TIP

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Initial AttackBecause the computer opponents aren’t as aggres-sive at the beginning, you have time to group allyour companies into one army and take them onthe offensive. Aside from a few minor incursions,there is little to defend against early on, so one ortwo companies left behind (or mercenaries youcan buy when the need arises) will keep yourhome territories safe.

Your first major decision is to choose whichneighbor to attack. See who’s under attack fromanother kingdom, then strike either the attackeror defender while their armies are fighting on the other front. After you have a target, select thenearest estate parcel and send in your army. Don’tworry about bringing siege equipment if you haveample bowmen among your troops, because yourfirst target will be made of wood. As the scenarioprogresses, this will change, so keep a few goodsiege engines with your main army.

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William the Conqueror

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Defensive TacticsAfter you take your first territory, place severalmore vassals, most of which should be knights.Use these knights to form another standing army,one you can use for defense. Keep this defensivearmy centrally located so it can intercept invadersbefore they do too much damage. It’s also worththe money to improve your castles to stone walls,as this slows your enemy’s assaults enough thatyou can move your defensive army into the estateparcel to prevent the enemy from taking it over.Even if your castle falls, the enemy cannot claimyour estate if you still have an army there.

Have extra forces available for estate defensebefore putting down a cathedral or manor house.Those are helpless without an army to defendthem, and you can’t count on being able to movean army into the parcel if an army attacks.

MercenariesMercenaries aren’t as important in this scenariobecause land for knights is plentiful. However, you can use mercenaries to fill out armies withspecific unit types, especially good siege weapons(which are often hard to come by). The morecities and towns you have, the more mercenariesthere are to choose from. You don’t want to haveonly a couple of siege engineers to pick fromwhen the enemy is attacking your castle.

OtherIn this scenario, it’s easy to play either the high or low ratings game, but decide early. HighChristianity and high Chivalry are easy to get ifyou place a lot of churches and don’t use manymercenaries. High Honor is harder, but ransomingall captured knights helps. The high ratings areharder to maintain, but the vassals you can get are more powerful. On the other hand, executingcaptured knights and burning farms and churchescan be fun in its own right. There are plenty ofspecial vassals available with low ratings as well,although it’s best to keep Chivalry high.

The best strategy is to rush. Strike quicklybefore your opponents upgrade their castles and build defending armies. Form an army of8–10 companies and storm a series of keeps. If youstrike quickly, your opponents never have time torecover and mount an assault. Just keep units in reserve for defense in case a company startsburning your farms.

William SpecificsWilliam of Normandy is your best vassal. WithArmorer, Loyalty, and Architect all at three, he isspecial enough, but add a company of bowmenand a trebuchet and he’s someone to watch outfor. Let him form the backbone of your offensivearmy, along with as many cavalry and bowmenvassals you can find. The House of William startswith a two-bowman company knight placed, andanother bowman company waits in the vassalpool. Use these bowmen to take out wooden keeps,and save the trebuchet for the big stone fortressesyou may encounter later.

The easiest path to take is to attack House ofEdric first because he has two estates next to eachother that are close to your border. The western-most one is a good spot for a cathedral or manorhouse. Build a castle next to it and have lots ofparcels to place good knight vassals on to defendthe cathedral.

After taking out Edric’s two castles, move east-ward into House of Edgar’s territory. There shouldbe a city nearby for the taking. When it falls,continue working your way east then north tohave little trouble getting the nine territoriesneeded to win.

Edric SpecificsYour main knight here is Edric the Wild. He has a good-sized unit of Welsh longbowmen and some nice bonus abilities. Form your first armyaround him, and load it up with archers to takeadvantage of his Accuracy 2 ability. Use the severalknights with Welsh longbow units, too. Include

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a few gallowglass and warriors to protect thevulnerable archers.

A big problem early on is your lack of priestand burgher vassals. You start with one each anddon’t get any more until you’ve conquered a fewterritories. Put the burgher down right awaybecause he’s your only reliable source of money in the early game. This lack of money is a hugefactor in your ability to defend because yourstarting castles are both made of wood, and theone in Hereford is as small as they get. As soon as you can afford it, upgrade them both to thecheapest stone structure. That gives them moredefenders and walls that don’t burn. Mercenariesare a luxury you can’t afford for a while.

The priest is useful if you plan to play thehigh-Christianity game, but do without him ifthat’s not important. If you’re desperate, you canuse burghers and priests from the lesser vassalpool, but their penalties make them unattractive.

Overall, this is a much harder startingkingdom than William’s, and you must pay carefulattention to defense. Take castles using smallerarmies of four or five companies while keeping therest back to defend. Otherwise you’ll spend halfyour time reclaiming castles and rebuilding armies.

Hereward SpecificsHereward plays similarly to Edric, with limitedvassal selections and the powerful William as your aggressive neighbor. However, he has a fewbenefits Edric does not. Hereward starts withthree territories instead of two, plus a few moreburghers in the vassal pool, one of which isalready placed as a city. There are fewer and lessinteresting knights to choose from, but the goldproduction from the city and any towns you place lets you choose from a wide selection ofmercenaries to bolster your forces.

To tackle this scenario, collect units into adecent-sized army (don’t forget the bowmen) andattack Hampshire. It will be easy to win, and givesyou access to more and better vassals. Bolster

your army with the best of the new vassals andmarch on Sussex. This is William’s home castleand capturing it takes William out of the gamequickly. Getting rid of him is important becausehe hauls a trebuchet and can take out woodencastles all by himself. When William is gone, therest of the kingdoms will be easy prey.

Edgar SpecificsEdgar, the lead knight for the House of Edgar, isnothing terribly special—a company of nobles withan attached swordsmen unit. Edgar has the sameproblems with limited burgher and priest vassalsas Edric and Hereford. The good news is thatEdgar’s neighbor to the north, Malcolm, is poorlydefended and easy to take over. After defeatingMalcolm, several more vassals become available.With them and the land you gain, build sufficientarmies to take over the more powerful opponentsto the south. Look for small wooden castles toattack, and bypass the stone ones until later.

Malcolm SpecificsMalcolm offers the most challenging position inthe scenario. He has limited food production, onepriest, and only two burghers in his normal vassalpool. Either dip into the lesser vassal pool orquickly make a foreign conquest. Thankfully, the choice of knight vassals isn’t bad, and thepresence of several highlander units boosts yourfirst army’s offensive potential.

With no opponents at the back door, consoli-date your units into one army and immediatelyattack House Edgar in Yorkshire. It’s a largewooden castle, so a few companies of bowmenshould bring the walls down quickly, letting thehighlanders clean up defenders struggling outpast the burning walls. This first conquest lets you place more burghers and priests, and providesenough troops for a defensive army to guard thehome estates. When the infrastructure anddefense are in place, the main army can selectpoorly defended castles and attack at will.

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WILLIAM THE CONQUEROR VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Devon349 Walter Brentley Kn R — Bowmen N N1938 Thomas Mason Bu R Stonemason — N Y

Sussex788 Leofwin of Kent Kn R — Footmen Y N1944 Wilbrand Brewer Bu Rx Brewer — N Y

Hampshire334 Henry Bergersh Cl R — — N N1936 Vincent Mason Bu R Stonemason — N Y

Wales837 Llywelyn the Last Kn R — Warriors Y N392 William Braose Kn R — Welsh Longbowmen N N929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Hereford1921 Aedh Carpenter Bu C Carpenter — Y Y952 Abbot Donogh ó Briain Cl R Franciscans — N Y

Suffolk1843 Hereward the Wake Kn R — Cavalry Y Y

Norfolk393 Roger Mortimer Kn R — Swordsmen N N1922 Clemens Carpenter Bu R Carpenter — Y Y

Lincolnshire289 Henry FitzAilwyn Bu R — — N N1094 Abbess Margaret Home Cl R Cistercians — N Y

Yorkshire1841 Edgar Aetheling Kn R — Nobles N Y426 Saher Quincy Bu R — — N N1928 Patrick Smith Bu R Blacksmith — N Y

Warwick408 Thomas Dagforth Kn R — Swordsmen N N1942 Gunther Brewer Bu R Brewer — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

Special VassalsIn addition to the vassals listed below, William the Conqueror makes full use of the military andorder vassals listed in the Master Order table.

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WILLIAM THE CONQUEROR VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Northumbria812 Alan de Galloway Kn R — Highlanders N N1926 Duncan Smith Bu R Blacksmith — N Y

Cumberland1042 Robert de Erskine Kn R — Highlanders N N1929 Robert Wright Bu R Wainright — N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

Lancashire1930 Engelbert Wright Bu R Wainright — N Y

Wales1842 Edric the Wild Kn K — Welsh Longbowmen N Y

Northern England2180 Chancellor Prendergast Bu K — — Y Y2185 Chamberlin Talbot Se K — — N Y2191 Cardinal Byrne Cl K — — N Y2202 Champion Aidan Kn K — Swordsmen N Y1844 Malcolm of Scotland Kn K — Nobles Y Y

Southern England2182 Chancellor Roemer Bu K — — Y Y2186 Chamberlin Mallery Se K — — N Y2190 Cardinal Rousseau Cl K — — N Y2196 Champion Anselm Kn K — Swordsmen N Y2342 William of Normandy Kn K — Chevalier Y Y

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1923 William Smith Bu C Blacksmith — N Y1924 Guildmaster Albrecht Bu C Blacksmith — N Y1945 Guildmaster Brian Brewer Bu C Brewer — N Y1946 Donald Brewer Bu C Brewer — N Y

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WILLIAM THE CONQUEROR VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1917 Guildmaster Arnold Carpenter Bu C Carpenter — Y Y1920 Egbert Carpenter Bu C Carpenter — Y Y1937 Guildmaster Hugh Mason Bu C Stonemason — N Y1940 John Mason Bu C Stonemason — N Y1932 Guildmaster Wright Bu C Wainright — N Y1933 Anton Wright Bu C Wainright — N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

Simon de MontfortSimon de Montfort is a medium map with a fairamount of land resources available. Armies arepreformed and close to each other at the start,giving this scenario a “deathmatch” feel. The twofactions, House de Montfort and House Plantagenet,have goals that roughly mirror one another: killthe other’s important vassals, or conquer all oftheir territory.

Vassal UsageBeginning this scenario as either house, all yourparcels are assigned by default. For the most partthese vassals have been placed optimally; the onlyexception being that for House de Montfort,Simon IV remains in your pool. He’s very goodand it’s worth replacing another knight with him.

Your vassal usage in this scenario is highlydependent on whether you play aggressively or

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defensively. As the aggressor, achieve an earlytroop advantage by replacing some of your townsand churches with knights from your pool. If youwish to defend, stick with your opening layout andconcentrate instead on mercenaries.

AttackingNo matter what side you play, your enemy’scastles are heavily fortified, and their armies arelarge and formidable. Marshal the largest fieldarmy possible. You could use smaller groups of

units for razing and pillaging the outlying areas,but a small company can never assault an estateparcel or pose a serious threat to the enemy.

If you target vassals, plan immediately for a large battle in the center of the map. Edwardand Richard are on the Plantagenet side; Simon V, Robert de Ferrars, and Gilbert of Clareare among the two armies in Derby and Leicester.You need a considerable force for any attack,although the Plantagenet player should keep theMonfort armies from merging. The risks are great!

Simon de Montfort

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This battle involves a very large number andvariety of troops. You gamble as much as yourenemy—the vassals of yours that he needs to win are also on the field. If the battle goes sour,retreat. You take further losses, but it’s better thanlosing your key vassals. If you are successful, youhave only one or two more vassals to track downand destroy.

DefendingMuch of the defense is taken care of. The castlesstart with impressive strengths. There are holes in your defense, however. With either house, youbegin with one city and one cathedral. While therewards for these are high, the risks are equallyhigh. A safe tactic is to replace your cathedral witha castle, and immediately upgrade it. You could dothis with your city, but you’ll be short on cash andwill lose the crown production the city provides.

Whether you choose to spend your money oncastle upgrades early on or not, put everythingelse toward mercenaries. Both parties begin withthe same amount of land, so whomever makesbest use of mercenaries tips things in his favor.Center your mercenary purchases on heavycavalry and archers. Don’t neglect Fair Maidens!With such large, lumbering armies, a single FairMaiden can lock down an entire opposing force,sparing your lands and allowing you to attack with impunity. Likewise, watch for good siegeengineers. You need heavy equipment to siege the strong castles. The more siege equipment you augment your troops with, the easier timeyou will have.

Your RatingsIn Simon de Montfort, forget Honor. Change yourstance toward the enemy house to No Quarter.Your Honor will plummet, but you cannot allowenemy knights to escape for any reason. Rememberyour victory conditions! In addition, attritionplays a real factor on this map; killing enoughknights of any kind eventually forces your opponent

to use lesser knights, which is a great disadvan-tage. As for Chivalry and Christianity, there arequality knights available for either path, so it’s a matter of personal choice and play style.

De MontfortTo conquer land, start in the north. The cathedralin York falls to a fast-moving assault from yourarmies in Derby and Leicester. Use mercenarieshired from Derby to slow any rescue force. For a riskier move, Plantagenet also has a city vulner-able to attack in Hampshire. You could combineyour defenders in Middlesex and Kent to make a formidable siege force, but this leaves thoseregions undefended. Use mercenaries to defendthese territories until you conquer Hampshire.

When these regions are in your grasp, HousePlantagenet is small and scattered. Keep yourlarge forces intact and move methodically, takingone region at a time. Fortify newly capturedregions, and should you lose one of your regions,counterattack swiftly before the enemy regroups.

PlantagenetDe Montfort has a city and a cathedral in south-eastern England. If your large starting army inOxford begins moving in this direction, there islittle de Montfort can do to stop you. His strategymost likely will be to stall you long enough tohave his central armies catch up. Foil this strategyby using your secondary force in the March ofWales. Use Edmund to harass de Montfort’s forcesin the center of the map; don’t over-commit, justdo enough to buy yourself time to crush anyresistance in Kent/Middlesex.

Special VassalsThis scenario contains a number of hidden vassals,as well as special regional vassals you can acquireonly when you own a combination of regions.Watch the game messages to see when you’veacquired a new vassal, and as the game progresses,swap out your common vassals with the betterregional vassals that you’re acquiring.

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SIMON DE MONTFORT’S REBELLION VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

March of Wales19 William de Valence Kn R — Cavalry Y Y

Oxford1930 Engelbert Wright Bu R Wainright — N Y

Nottingham118 Henry Lacy Kn R — Cavalry Y N

York420 Geoffrey of Ludham Cl R — — N N859 John Penyngton Se R — — N N1918 Gregorio Carpenter Bu R Carpenter — Y Y

Kent258 Stephen Langton Cl R — — N N

Middlesex260 Thomas Fitz-Thomas Bu R — — N N1931 Laurence Wright Bu R Wainright — N Y

East Anglia263 Humphrey Bohun Kn R — Cavalry N N282 Henry de Wingham Cl R — — N N

Gloucester431 Gilbert of Gaunt Bu R — — N N1919 Rainald Carpenter Bu R Carpenter — Y Y

Leicester279 Richard of Wych Cl R — — N N

Derby283 John de Vescy Kn R — Footmen N N284 Hugh Despenser Kn R — Welsh Longbowmen Y N

Kingdom of England416 Henry III Plantagenet Kn K — Cavalry Y Y17 Richard Plantagenet Kn K — Cavalry Y Y22 Edward Plantagenet Kn K — Cavalry N Y2180 Chancellor Prendergast Bu K — — Y Y2185 Chamberlin Talbot Se K — — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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SIMON DE MONTFORT’S REBELLION VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Kingdom of England continued2191 Cardinal Byrne Cl K — — N Y2196 Champion Anselm Kn K — Swordsmen N Y

Scenario-Specific Vassals21 Edmund Plantagenet Kn C — Footmen Y Y264 Robert de Ferrars Kn C — Cavalry N Y266 Simon de Montfort V Kn C — Nobles Y Y273 Simon de Montfort VI Kn C — Bowmen N Y274 Henry de Montfort Kn C — Bowmen N Y275 Peter de Montfort Kn C — Bowmen N Y276 Peter de Montfort Younger Kn C — Footmen N Y277 Guiotz de Montfort Kn C — Footmen N Y421 Gilbert of Clare Kn C — Nobles Y Y

Order Vassals1917 Guildmaster Arnold Carpenter Bu C Carpenter — Y Y1920 Egbert Carpenter Bu C Carpenter — Y Y1921 Aedh Carpenter Bu C Carpenter — Y Y1932 Guildmaster Wright Bu C Wainright — N Y1933 Anton Wright Bu C Wainright — N Y

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King Edward’s Wars King Edward’s Wars is a large map with two mainislands (Britain and Ireland). Resources are plen-tiful, especially for the English. Here we have threemain rivals competing against each other forcontrol over Britain.

Although the Irish and the Scots were historically no match for the power of the English,united against their common enemy, they canrewrite history in Lords of the Realm III!

General StrategyThe terrain, in this case water, affects all houses.It’s easy to surprise your enemies with ships, sowatch out. A 10-company army could suddenlyappear at any of your ports.

The key to winning this scenario is to conquer the computer players bordering yourkingdom first. After that, Plantagenet dictates the flow of the game. If he attacks Ireland,

Bruce has to choose between attacking Percy orallying with Boru to repel the English invasion.Should Plantagenet go to Scotland, the choice is Boru’s.

Plantagenet First take over Wales. After conquering Wales,move on to Ireland or Scotland. Keep in mindwhat a kingdom means in the game. You needn’tactually conquer all of Scotland or Ireland, youjust need to conquer Boru’s lands in Ireland orBruce’s in Scotland. Move quickly, because if Bruceor Boru expands, it means more work for you.

If you choose Ireland, strike Meath first. Thisprevents Boru from buying mercenaries there.After that, look for lightly defended castles orcities to attack. A similar strategy applies toattacking Scotland. Send a large army by ship toLothian to surprise Bruce. When you gain controlthere, expand!

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Boru SpecificsThe House of Boru is designed for the low-ratingsgame. Most of their knights have special abilities,such as Raider and Loot, which maximize gainsfrom pillaging enemy lands. Do not bother placingclergy if you are playing the low-ratings game, but do so if you aren’t.

Ireland is the most frequently invadedkingdom, so make peace or ally with all housesyou can at the beginning of the game. Later in

the game, if things go well, your best choice is toattack Percy for your victory conditions. However,Bruce may beat you to the punch, in which casehe becomes the next best target.

Bruce SpecificsYour knights fight fiercely and move quickly, soyour strength lies in their ability to strike fast.Gather the strongest knights and waste no timetaking out the lands to the north. Then wait to see what Plantagenet does. He could send an army

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or two to attack you. However, most of the timehe concentrates his attacks on Ireland. Keep a close eye out for this, and lend support to yourIrish brothers if Plantagenet is winning the war in Ireland.

If you are not under attack, you should haveno problems conquering Percy before Boru can.

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

KING EDWARD’S WARS VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Leinster932 Murrough ó Brian Kn R — Polearmsmen Y N966 Gadra mac Dúnadaig Bu R — — N N

Munster945 Cormac MacCarthy Kn R — Light Cavalry N N929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Meath441 Brian Connolly Kn R — Footmen N N946 Donal O’Hullican Cl R — — N N141 Abbot Christopher Cl R Franciscans — N Y

Tirowen999 Domnall mac Ardgar Kn R — Bowmen N N952 Abbot Donogh ó Briain Cl R Franciscans — N Y

Kent393 Roger Mortimer Kn R — Swordsmen N N10 Geoffrey Plantagenet Cl R — — N N1938 Thomas Mason Bu R Stonemason — N Y

Galloway435 Alexander Denton Kn R — Warriors N N1862 Armond de Perigord Kn R Templar Cavalry N Y

Northwest Highlands1036 Duncan of Mar Kn R — Polearmsmen Y N1103 Davy Loncastell Bu R — — N N

Northeast Highlands1042 Robert de Erskine Kn R — Highlanders N N1084 John Eochy Cl R — — N N

Gwynedd832 Owain Gwynedd Kn R — Footmen N N427 Gerald of Barry Cl R — — N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

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KING EDWARD’S WARS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Gloucestershire392 William Braose Kn R — Welsh Longbowmen N N858 William Moore Se R — — N N

Lincolnshire394 Robert fitz Walter Kn R — Polearmsmen N N407 Simon Theobald Cl R — — N N

Northumberland429 Hugh Neville Kn R — Swordsmen N N334 Henry Bergersh Cl R — — N N

Straffordshire405 John of Gaunt Kn R — Light Cavalry N N426 Saher Quincy Bu R — — N N

Yorkshire428 Richard Percy Kn R — Bowmen N N431 Gilbert of Gaunt Bu R — — N N1927 Maximilian Smith Bu R Blacksmith — N Y1860 William de Chartres Kn R Templar Cavalry N Y

Middlesex284 Hugh Despenser Kn R — Welsh Longbowmen Y N345 William de Bohun Bu R — — N N1928 Patrick Smith Bu R Blacksmith — N Y

Lothian436 John McDonough Kn R — Light Cavalry N1101 William Leith Bu R — — N N93 Abbot Gauzlin Cl R Benedictines — N Y

Devonshire391 Tom Foote Kn R — Cavalry N N

Cumberland430 Kevin Lacy Kn R — Warriors N N1936 Vincent Mason Bu R Stonemason — N Y

Brecon837 Llywelyn the Last Kn R — Warriors Y N1926 Duncan Smith Bu R Blacksmith — N Y

Argyllshire1045 James Douglas Kn R — Polearmsmen N N1118 Amery the Sowlis Se R — — N N

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KING EDWARD’S WARS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Aberdeenshire434 Edward Balliol Kn R — Swordsmen Y N1082 James Kennedy Cl R — — N N175 Abbess Heloise Cl R Benedictines — N Y

Connacht439 Ryann Hurley Kn R — Warriors N N992 Ailill ó Súilleabháin Se R — — N N

Kingdom of Scotland433 William Wallace Kn C — Highlanders N Y1033 Robert the Bruce Kn K — Light Cavalry N N1081 Bernard de Linton Cl K — — N N1098 Lowrens of Abernethy Bu K — — Y N2182 Chancellor Roemer Bu K — — N Y2186 Chamberlin Mallery Se K — — N Y2190 Cardinal Rousseau Cl K — — N Y2202 Champion Aidan Kn K — Swordsmen N Y437 Iain Tillerman Kn K — Highlanders Y N

Kingdom of Ireland2401 Brian Boru Kn K — Swordsmen N Y1002 Donnchad MacBrian Kn K — Warriors N N994 Mór ingen Cearbhaill Se K — — N N936 Cellach of Armagh Cl K — — N N2183 Chancellor Gottschalk Bu K — — Y Y2187 Chamberlin Gothardus Se K — — N Y2191 Cardinal Byrne Cl K — — N Y2198 Champion Boyle Kn K — Swordsmen N Y

Kingdom of England425 Gilbert de Clare Kn K — Bowmen Y N816 John Marshal Kn K — Nobles Y N860 John Ryder Se K — — N N798 Thomas Becket Cl K — — N N870 Simon de Quixley Bu K — — N N2180 Chancellor Prendergast Bu K — — Y Y2185 Chamberlin Talbot Se K — — N Y2192 Cardinal Hohenwart Cl K — — N Y2196 Champion Anselm Kn K — Swordsmen N Y

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y

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KING EDWARD’S WARS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y811 Master Aymeric Kn C Templar Cavalry N Y1849 Geoffrey Bisol Kn C Templar Cavalry N Y1854 Bertrand de Blanchefort Kn C Templar Cavalry N Y1855 Philip de Milly Kn C Templar Cavalry N Y1859 Philip de Plessiez Kn C Templar Cavalry N Y1863 Richard de Bures Kn C Templar Cavalry N Y1864 Reynald de Vichiers Kn C Templar Cavalry N Y1865 Thomas Berard Kn C Templar Cavalry N Y1869 Master Brian deJay Kn C Templar Cavalry N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y

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KING EDWARD’S WARS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

The Black PrinceThe Black Prince scenario covers the area ofFrance around Aquitaine. The two principalhouses in this scenario are the House of Capet and the House of Plantagenet. Yet in the wingslies the House of Toulouse, which has allied itselfwith House of Capet and is seeking to enlarge itsregions at the expense of House Plantagenet. The House of Capet, through its alliance with theHouse of Toulouse, must rid France of the Englishto fully secure its hold on the kingdom. TheHouse of Plantagenet, at the same time, seeks to reclaim the lands in Aquitaine that were lostunder previous kings.

General StrategiesThe theme for this campaign is one of strongdefense and precision strikes at your opponent’sweak points. Undercut their strength whileconserving your forces. Given that the houses areat each other’s doorsteps, there is little time forthe luxury of building your strength before anattack is upon you. Instead, organize your troopsto hold off attacks until you can set out toconquer your opponents’ lands.

Vassals In this campaign, it is important to know yourvassals, not only those in your pool, but also thosealready at work for you. Do not hesitate to switchvassals at the start of the campaign to fit your ownneeds and play style. Numerous special vassals areavailable throughout this scenario.

House of PlantagenetAs the House of Plantagenet, you are far fromEngland and alone in enemy territory. You face a particular challenge, because the lands youcontrol are cut off from each other. You mustsucceed in conquering those regions between yourtwo borders to consolidate your power. You maybe facing two houses, but the House of Capet isyour greatest danger.

The northern Kingdom of Southern Brittanyis your greatest weakness at the start of the game.Merge Guion de Monfort with Arthur de Brittanyin the estate parcel in Anjou; they are your firstinvasion force. While Guion moves there, replacethe farm in Anjou with Dafydd ab Owain so he cangarrison Anjou’s estate when Arthur’s army movesout. Place at least one knight with archers inNantes to garrison your city there. Supplementthe garrison forces with another knight.

In the southern half of your territories, place Ferri de Brunaye and Thomas Dagforth inGuyenne and merge them with the Black Prince.His army is your second invasion force. Assignanother knight to a parcel in Armagnac so he cangarrison the estate there.

To bulk out your forces, remove the serf fromthe northern half of your territory, and replacehim with a knight to leave as a defense. To supplymore food for your army, replace this uprootedserf elsewhere. Your best choice is RichardAcherton, because he produces more food thanthe other serfs in your pool. After he’s placed, youshould have enough food to supply your troops

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with none to spare. Capture new land quickly so your food supply is not cut off.

Burghers are your best source of garrisontroops as well as reinforcements to help hold a newly conquered region. Spread out yourburghers to keep your towns and cities fromcompeting with each other, and have well-placedhiring locations. Given that you are going to beaggressive, be prepared to see your Christianityrating go down. Thus, clergy are your least

critical vassals. Accept that you will have a lowChristianity rating and get on with it. Still, keepan eye on the clergy for their special abilities thatmay help you in other ways.

After your forces are set, focus your efforts onthe House of Capet. Begin your conquest whenArthur de Brittany’s army is near full strength, andmove quickly. Make your first strike at the manorhouse in Berry. While this region is not needed towin, it’s a strategic target. It’s easier to take than

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other regions and will significantly weaken Capet.Not only does the enemy lose valuable land,you’ve also seized his major food source.

Meanwhile, open another front with the BlackPrince’s army. An attack on the castle at Saintongetakes it out before any upgrade is done. If it looksas if Capet is going to fight tooth and nail to keep you from claiming this region by amassingnumerous armies on the estate, consider justrazing the estate. While this affects your ratings, it forces Capet to start out with a simple fort ifyou lose any of the ensuing battles for control.From there it’s to your advantage to conquerPoitou, linking your territories.

When you take these two estates, move on toPerigord or Limousin. Push the House of Capet tothe breaking point by seizing both estates at once.Then it’s on to House of Toulouse and victory.

House of CapetAs the rightful heir to the throne of France, youmust drive the House of Plantagenet out of thecountry. Ever mindful of the rival houses andfactions in France, you have allied yourself withthe House of Toulouse. However, this alliance is byno means absolute. Toulouse will not commit fullyto this struggle. Don’t expect the House ofToulouse to rush to your aid in a time of need.

At the beginning of the war, Plantagenet willstrike from both sides at once. He is also likely totarget your greatest weakness, the manor house atBerry. It is tempting to replace this with a knight(and his castle), but the food stockpiled there letsyou supply the number of troops you need todefend yourself and capture new territory. Start byplacing knights on the parcels around the manorhouse, and gather them on the estate to protectyour food supply. If you think you can hold theregion, consider replacing the serf on the manorhouse with Basyle de Blois, who produces threeextra food points.

After this is done, replace some of your vassalsin Limousin and Touraine with knights. Try tobring Bertran du Guesclin and William Longswordinto play. Merge these knights into an army thatwill be your invasion force.

To help, you have the burgher Quent Guérat, a regional vassal of Marche. Although he does nothave companies of troops, Quent Guérat adds acatapult to every knight in the same region. This is important because you have more cavalrycompanies than foot troops, which hampers yourability to storm castles. Put together armies thatare not composed solely of cavalry units, becausethis is a severe handicap in conquering estates.

Expect that the English will focus theirassaults not on Toulouse but on you. Keep thebulk of your forces within your borders to fend off the English hordes. Attack with your army in Toulouse. Anjou is a good first target. Eventhough it is an exceptional castle, your armyshould have an abundance of catapults fromQuent Guérat. After the castle falls, place either a knight or burgher in the estate and garrisonthat estate. The loss of this region breaksEngland’s power in the north. From therecontinue your march onto Nantes. Keep yourother regions fortified and buy mercenaries if you need to fend off the Black Prince.

With the fall of Anjou and Nantes, you canattack the Black Prince in his base. Either thecastle at Armagnac or the city of Gascony makegood targets. Taking Gascony deprives your opponent of crowns. Taking Armagnac, his largestregion, cripples his armies. It is easier to movethrough allied lands to reach your goal.

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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THE BLACK PRINCE VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Armagnac166 Symonne la Converte Bu R — — N N121 Geraud d’Armagnac Kn R — Cavalry N N

Foix327 Philippe Goloin Kn R — Light Cavalry N N690 Olivier d’Orleans Se R — — N N

Toulouse119 Hugues Raymond d’Alfaro Kn R — Cavalry N N306 Jean de Brienne Bu R — — N N

Rouergue103 Pierre de Wiessant Bu R — — N N397 Guy d’Auvergne Kn K — Polearmsmen N N

Agenais403 Guillaume de Geneve Kn R — Crossbowmen Y N387 Talleyrand de Périgord Cl R — — N N

Perigord149 Savary de Mauleon Kn R — Chevalier N N

Limousin380 Jeanne de Penthievre Se R — — N N50 Pierre de Dreux Kn R — Cavalry N N

Berry382 Olivier de Clisson Kn R — Swordsmen N N689 Basyle de Blois Se R — — N N

Marche411 Bertran du Guesclin Kn R — Polearmsmen N N150 Quent Guérat Bu R — — Y N

Touraine386 Etienne Marcel Bu R — — N N409 Maurice de Berkeley Kn R — Cavalry Y N

Anjou858 William Moore Se R — — N N309 Guichard de Beaujeu Kn R — Cavalry N N

Nantes59 Jean de Beaumont Kn R — Chevalier N N110 Jean de Fiennes Bu R — — N N

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THE BLACK PRINCE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Poitou388 Philip de Rouvre Kn R — Swordsmen Y N385 Robert Le Coq Cl R — — N N

Saintonge346 Robert of Artois Kn R — Welsh Longbowmen N N

Guyenne408 Thomas Dagforth Kn Re — Swordsmen N N344 John Chandros Kn R — Bowmen N N

Gascony342 Walter Manny Kn R — Welsh Longbowmen N N289 Henry FitzAilwyn Bu R — — N N859 John Penyngton Se R — — N N348 The Black Prince Kn K — Nobles Y N404 Henry of Grosmont Kn K — Bowmen N N

Southern Brittany216 Arthur de Brittany Kn K — Swordsmen Y N

La Marche160 Bertrand de Goth Cl K — — N N384 Bertrand de I’Isle Kn K — Chevalier N N389 Jean de Normandie Kn K — Swordsmen N N692 Galeren de Guyenne Se K — — N N

Aquitaine129 Andrieu d’Andres Bu K — — N N381 Charles de Blois Kn K — Cavalry Y N36 Gautier de Coutances Cl K — — N N

Toulouse251 Raymond-Roger de Foix Kn K — Chevalier Y N296 Raymond de Trencavel Kn K — Chevalier N N691 Thomas de Toulouse Se K — — N N257 Aymeric de Narbonne-Lara Bu K — — N N247 Guy Foulques Cl K — — N N

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y

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THE BLACK PRINCE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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Albion ForeverAlbion Forever is a battle royale, a six-player free-for-all to become King of England. Thevictory condition of total conquest makes itcertain that alliances will be formed and broken,making for an ever-shifting scenario where change is inevitable and defeat is the only reward for the timid.

Set UpMoney and production win wars, and Albion is no exception. If your estates contain no towns

or cities, change vassals immediately to have atleast one city estate, bolstered by the presence of an adjoining church. Place this city on theestate parcel farthest from your immediate neighbors. Add secondary towns if they don’treduce the presence of essential combat units.

Refrain from buying siege engines at the start;your first priority is to build a suitable defense torepel attacks. Place several armies in the parcelsalong your borders. Give preference to units withstrong defensive attributes (swordsmen, nobles,heavy horse) but include at least one ranged unit(archers or crossbowmen) if available.

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AttackingTwo main considerations should determine whichestates you attack: size and strategic location.York and Warwick are prime examples of large,centrally located estates, allowing the player withoffensive strategies to attack in any direction.Norfolk and Devon are appealing to the defensiveplayer, with their backs to the sea and longstretches of friendly land between the estate parceland the county border. Examine your play styleand attack accordingly.

It’s tempting to follow up an early victory withadditional attacks, but this can lead to disasterwith your main army stranded in distant enemylands. Keep a steady rhythm and avoid haste.Make sure the estate you are leaving can defenditself long enough for you to respond.

Defensive TacticsDefend estate castles with a two-tier strategy. Keepa field army of 2–4 companies in the estate parcel.Start with the one closest to your enemies, andadd ones to each estate as resources become

Albion Forever

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available, working your way back to the rear areas.An army of that size is large enough not to beoverwhelmed by even the largest host, while smallenough not to drain your campaigning forces. Usethis army to engage and delay attackers, givingyou time to bring in larger reinforcements,upgrade the castle, or both.

No single purchase is better than upgradingyour castles. When possible, choose vassals thathave production bonuses, so you can upgrade atless cost. Upgrade castles from the rear areasforward; this creates a progressively more difficultseries of targets to attacking armies. Your innerlands are a hard core of defensive works, whileyour outer areas should have armies for mobileresponse. Be careful not to spend all your moneyat once! Keep at least 1,000 crowns on hand at all times to make emergency purchases ofmercenaries or to ransom captured knights.

MercenariesMercenaries are essential for victory in Albion.They factor heavily in both offensive and defensivestrategies. On the attack, mercenaries can travelfarther than normal units because they have nosupply issues. Use them to drive deep into enemyterritory. Furthermore, certain mercenary types,such as Teutonic Knights, aren’t affected by fluc-tuations in ratings as their vassal kin are. Themercenary downside is their inability to recruitand replenish their ranks; when appropriate, keep mercenary units in reserve, or use them to outflank or overwhelm an enemy defender.Siege engines are available, but elite units andheavier types such as trebuchets are costly andsubject to damage. No attacking force is completewithout them, but keep them out of harm’s way orbe prepared to buy more.

For defense, any castle or town benefits fromthe presence of additional units, especially archers.

PercyHouse Percy is the northernmost region, composedof two modest estates bordered only by House

Neville to the south. This position is a two-edgedsword; while it reduces the chance of other housesattacking early in the game, it also prevents youfrom attacking them without dealing with Nevillein some fashion.

House Percy’s first objective should be to takeYork from Neville. York begins as a city estate, buta human player is likely to convert it to a castleand/or reinforce it with field units, while the AIplayer tends to keep it as a city but with severalarmies of varying strengths nearby. Taking Yorkrequires you to build a sizable force that cansuccessfully besiege the city and deal with one or more combat units afterward.

After York, Lancaster is the next most likelytarget. Although small, Lancaster stands betweenthe western powers and Cumberland, and servesas an excellent launch point to invade Gwynedd.House Llywelyn (when played by AI) tends to keepthe manor house assigned here. While you mayhave to engage one or more field units, a sizable andwell-balanced force can take this estate with ease.

StaffordHouse Stafford is well-located to attack HouseMowbray, but it’s equally vulnerable to theirattack. Make sure Middlesex and Hampshire have strong castles with at least one modest fieldarmy available for defense before venturing intoMowbray. Take Essex immediately and place a cityon its estate to raise the resources you need totake Norfolk.

Watch for opportunistic attacks from HouseBeaufort. An alliance with Beaufort at the earliestopportunity nullifies his threat. You can alwaysbreak it later when you’re ready to deal with him.

LlywellynHouse Llywellyn has three modest estates that areeffective when used properly, but the loss of evenone can topple the house. It is especially vulner-able at the start of the game, when the estate ofGwynedd is a manor house. Change that immedi-ately to a city and place a church nearby to boost

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production. Then place a town in the adjoiningparcel in Carmarthen. Because House Beaufortattacks quickly from Gloucester, move the bulk ofyour troops into the castle at Hereford as a deter-rent. Changing the castle at Carmarthen to a cityincreases revenue and mercenary availability.

The two most tempting targets are Gloucesterand Warwick, but other houses have an interest inWarwick, so go for Gloucester first. Place a castlein Gloucester and upgrade it early. Leave yourfield army in the estate to repel potential attacksby Beaufort from Devon.

Neville Neville’s strength is also its weakness; it is a large,strong house, but it’s in the center of the mapsurrounded by every other house. Neville’s landswill become a battlefield unless you act quickly to prevent it. First reduce the number of potentialenemies. Use diplomacy to establish alliances with as many houses as will accept. Meanwhile,reinforce your castles at Warwick and Lancaster at the earliest opportunity. Likewise, upgradeWarwick to the strongest castle you can afford.

Depending on your alliances, House Percymakes a tempting target. Taking it eliminates anythreat from the north and places you two estatesaway from your other rivals. Strengthen yoursouthern parcels with strong units, reinforcedwith one or two mercenaries per estate. (Consideradding one or two towns into York and Warwickto boost revenue.) Keep your forces in the moreremote portions of York to leave your enemiesguessing your intent. March north to Cumberlandor Northumberland (if Cumberland is too heavilydefended) and strike quickly.

Lincoln, in House Mowbray’s lands, is anotherimmediate choice. Taking it reduces the threat onyour flank and adds a modest county to your lands.If you decide to attack here, keep a field force of4–6 units in York, to guard against opportunistswho might strike while your back is turned.

MowbrayHouse Mowbray is in a good position for thecautious player. Norfolk’s remoteness makes it easier to defend, and it provides an excellentstaging ground for your plans. Immediatelychange Norfolk to a city estate, with a church toits west; then change Lincoln to a castle with atown to the south and a knight vassal to the west.

House Stafford presents two tempting targetsin Kent and Middlesex. Kent is the easier of thetwo, as it starts as a cathedral, but a human playermay change that.

On defense, Lincoln is often the target ofHouse Neville. Try to establish an alliance withNeville as soon as possible to delay this attack. A more adventurous tactic is to ally with bothNeville and Stafford, creating a buffer betweenyour house and your enemies. You can then crossallied lands freely and strike at more distanttargets. Of course, Neville or Stafford might getnervous with your armies on their lands, so bewary of betrayal.

BeaufortHouse Beaufort has its work cut out for itself.Stretched out through Devon, it can have itsoffensive strength at Gloucester lopped off quiteeasily. Conversely, Devon’s estate is possibly thegame’s best defensive position.

Start by switching Gloucester to a castle andDevon to a city. Gloucester needs defenses; Devonis safer for production. Consider a church to boostproduction, and purchase several mercenaries.Send them to garrison the castle at Gloucester to deter Llywellyn from attack.

Carmarthen and Hereford are the closesttargets and are weak early on. A quick buildup of forces at Gloucester should be balanced withupgrades to that estate castle. Pick the easier ofthe two and attack.

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ALBION FOREVER VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Hereford1862 Armond de Perigord Kn R Templar Cavalry N Y707 Abbot Evermore Cl R Cistercians — N Y1943 Jeanne Brewer Bu R Brewer — N Y

Gloucester426 Saher Quincy Bu R — — N N1851 Everard des Barres Kn R Templar Cavalry N Y2044 Chancellor Ralf Stapleton Bu R — — N Y1948 Valentina Banker Bu R Banker — N Y1930 Engelbert Wright Bu R Wainright — N Y1944 Wilbrand Brewer Bu R Brewer — N Y

Warwick283 John de Vescy Kn R — Footmen N N282 Henry de Wingham Cl R — — N N2046 Peter Barry Bu R Wainright — N Y294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y1929 Robert Wright Bu R Wainright — N Y

Northumberland428 Richard Percy Kn R — Bowmen N N858 William Moore Se R — — N N2029 Percy D’Auton Kn R — Highlanders Y Y1927 Maximilian Smith Bu R Blacksmith — N Y

York429 Hugh Neville Kn R — Swordsmen N N345 William de Bohun Bu R — — N N1891 Gerard Tum Kn R Hospitalier Cavalry N Y288 William of York Kn R — Nobles Y Y2041 Holy Guard of York Kn R — Swiss Pikemen N Y2043 Pierre Lyons Kn R — Cavalry N Y1094 Abbess Margaret Home Cl R Cistercians — N Y1926 Duncan Smith Bu R Blacksmith — N Y1949 Theobald Banker Bu R Banker — N Y

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

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ALBION FOREVER VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Cumberland432 John fitz Robert Kn R — Swordsmen Y N1887 Dieudonne De Gozon Kn R Hospitalier Cavalry N Y141 Abbot Christopher Cl R Franciscans — N Y1928 Patrick Smith Bu R Blacksmith — N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

Lancaster1885 Helion De Villeneuve Kn R Hospitalier Cavalry N Y952 Abbot Donogh ó Briain Cl R Franciscans — N Y401 Abbot Arnaud-Amaury Cl R Cistercians — N Y

Lincoln431 Gilbert of Gaunt Bu R — — N N1884 Guillaume de Chateuneuf Kn R Hospitalier Cavalry N Y1918 Gregorio Carpenter Bu R Carpenter — Y Y

Norfolk391 Tom Foote Kn R — Cavalry N N1486 Hendrick van Alckemade Kn R Teutonic Teutonic Knights N Y2030 Mowbray du Val Kn R — Swordsmen Y Y2045 Abbot Fulk de Cashel Cl R Benedictines — N Y1919 Rainald Carpenter Bu R Carpenter — Y Y

Essex789 Gyrth of Essex Kn R — Peasants Y N1850 Robert de Craon Kn R Templar Cavalry N Y175 Abbess Heloise Cl R Benedictines — N Y1922 Clemens Carpenter Bu R Carpenter — Y Y

Middlesex2031 Thomas Mandeville Kn R — Polearmsmen Y Y2040 Constable Jean Keating Kn R — Swordsmen N Y2047 Champion John Landy Kn R — Nobles N Y1909 Abbot Thomas Aquinas Cl R Dominicans — N Y1947 Herman Banker Bu R Banker — N Y

Kent788 Leofwin of Kent Kn R — Footmen Y N334 Henry Bergersh Cl R — — N N1866 William de Beaujeu Kn R Templar Cavalry N Y2042 Holy Guard of Canterbury Kn R — Swiss Pikemen N Y93 Abbot Gauzlin Cl R Benedictines — N Y1908 Abbot Albertus Magnus Cl R Dominicans — N Y

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ALBION FOREVER VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Hampshire25 Hubert of Burgh Kn R — Bowmen N N1931 Laurence Wright Bu R Wainright — N Y1942 Gunther Brewer Bu R Brewer — N Y

Devon393 Roger Mortimer Kn R — Swordsmen N N27 William FitzRobert Kn R — Bowmen Y N2032 Beauford de Welton Kn R — Swordsmen Y Y1938 Thomas Mason Bu R Stonemason — N Y

Carmarthen837 Llywelyn the Last Kn R — Warriors Y N836 Llywelyn the Great Kn R — Welsh Longbowmen Y Y929 Abbot Donat O’Haingly Cl R Benedictines — N Y1939 Ludolf Mason Bu R Stonemason — N Y

Gwynedd832 Owain Gwynedd Kn R — Footmen N N859 John Penyngton Se R — — N N2057 Geoffrey of MonMouth Cl R — — N Y1936 Vincent Mason Bu R Stonemason — N Y

Scenario-Specific Vassals2033 Alan Logan Se C — — N Y2034 Isaac de Pipard Bu C — — N Y2035 Baptiste Francis Cl C — — N Y2036 Denis Mortimer Kn C — Nobles N Y2037 Keith Milam Kn C — Nobles Y Y

Order Vassals1950 Guildmaster Borgianni Bu C Banker — N Y1951 Hubert Banker Bu C Banker — N Y1952 Colin Banker Bu C Banker — N Y1923 William Smith Bu C Blacksmith — N Y1924 Guildmaster Albrecht Bu C Blacksmith — N Y1925 Napoleon Smith Bu C Blacksmith — N Y1941 Witte Brewer Bu C Brewer — N Y1945 Guildmaster Brian Brewer Bu C Brewer — N Y1946 Donald Brewer Bu C Brewer — N Y1917 Guildmaster Arnold Carpenter Bu C Carpenter — Y Y1920 Egbert Carpenter Bu C Carpenter — Y Y1921 Aedh Carpenter Bu C Carpenter — Y Y1935 Gerard Mason Bu C Stonemason — N Y1937 Guildmaster Hugh Mason Bu C Stonemason — N Y

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ALBION FOREVER VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1940 John Mason Bu C Stonemason — N Y1932 Guildmaster Wright Bu C Wainright — N Y1933 Anton Wright Bu C Wainright — N Y1934 Kuno Wright Bu C Wainright — N Y46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1894 Master Arnold de Comps Kn C Hospitalier Cavalry N Y1897 Hughes de Revel Kn C Hospitalier Cavalry N Y1865 Thomas Berard Kn C Templar Cavalry N Y1869 Master Brian deJay Kn C Templar Cavalry N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y

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ALBION FOREVER VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2337 Marshall Zeit Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

The GermanCampaignThis campaign has four scenarios of medium difficulty and presents interesting challenges formultiplayer games.

Barbarossa in ItalyBarbarossa in Italy is a mid-sized map with largeregions at your disposal. Both houses start withmany regions and numerous parcels to populatewith vassals. To achieve a successful campaign inItaly, Barbarossa must capture and hold six partic-ular cities in Italy, pushing the Italian forces tothe southern end of the country. To successfullyhold off Barbarossa’s assault, the Italian Citiesmust hold three of six cities while maintaining100,000 crowns in their treasury or eliminateBarbarossa from Italy.

BarbarossaYou have nine empty parcels in which to placevassals. Using the knights from the vassal poolwith strong companies, such as nobles, archers,and swordsmen, increase the strength of yourarmies. Placing a burgher or two allows you toaccrue crowns for upgrading castles and hiringmercenaries to further support your armies.

Send Frederick Barbarossa and Henry theLion to besiege Verona and Milan respectively.(Henry will leave your service if your Chivalryrises to seven!) Meanwhile, put together armiesfrom the knight vassals you placed in the initialempty parcels. William Monferrat and HenryWeller are in good positions to merge othercompanies to support an offensive push into Italy.

Most importantly, you need to defend themanor house in Bavaria. Use any knights placed in the bordering parcels to guard it. Another weakspot is the castle in Carinthia, which is a PoorlyDefended Outpost (the weakest castle in thegame). Upgrade this castle, on the border of your territory.

After taking Verona and Milan, place a burgheron each of the seized estate parcels. This allowsyou to increase the size of your treasury and havetwo places to create both offensive and defensivemercenary armies. By this time, Henry Weller andWilliam Monferrat will have a sizable complementof companies in their armies. Send Henry Wellerto siege Aquilea, while Monferrat is in an excellentposition to attack Alessandria. Barbarossa canquickly reach the Piacenza. Henry the Lion ispoised for an assault of Cremona. Managingmultiple sieges is complicated. Launch only oneor two sieges at any given time, and have theremaining armies perched on the doorsteps of the other estate parcels.

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Italian CitiesYou have eight empty parcels at the start.Numerous cities and towns are generating incomeand mercenaries, so place some of the knightsfrom your vassal pool to lead your mercenariesinto battle. Place a clergyman or two in your back-field to increase productivity in those regions.

The Italian Cities are not poised for an earlyoffensive. Start with a defensive posture until you

have enough money for a few modest mercenaryarmies. Take your mercenary armies, merge a few knights with them, and counterattackBarbarossa’s lesser-guarded estates, such as Savoy,Carinthia, and the manor house in Bavaria.Conquer them to reduce the number of compa-nies Barbarossa can use against you.

Defense as the Italian Cities is dependent onusing mercenary armies. Use your few availableknights on the offensive, as they have better

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morale and fight more fiercely for your cause. Yourcathedral in Florence should be the first regionthat receives defending armies. It’s also a good ideato place a few mercenaries within each of yourcities for added support of your garrison troops.

To achieve victory as the Italian Cities, youneed to retain three regions and ensure that you have a steady income of crowns. Ideally,however, you don’t want to fight a defensivebattle. Barbarossa’s armies grow stronger overtime. If you attacked early and sustained onlyminor losses, move quickly to strike again, furthercrippling your enemies’ empire. The castle estatein Swabia is a Poorly Defended Outpost, an easytarget for even a small army to attack. Seizecontrol of three or four regions to have a mucheasier time defending. You also have more land at your disposal for placing knights who come to your aid over time.

Keep a special eye on the agents who appear in your mercenary pool. Fair Maidens, CorruptCardinals, and Saboteurs are effective againstBarbarossa. If you are fortunate enough to startwith a Fair Maiden in your mercenary pool, useher against Barbarossa or Henry the Lion as soonas possible. It proves beneficial to buy time tofortify your estates.

Christianity is the most important rating tokeep an eye on. A high Christianity rating yieldsstrong vassals as time goes on. High Honor andChristianity draw powerful vassals to your court.

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

FREDERICK BARBAROSSA IN ITALY VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Burgundy1628 Eberhard Schappert Kn R — Crossbowmen N N1486 Hendrick van Alckemade Kn R Teutonic Teutonic Knights N Y

Swabia576 Otto von Wittelsbach Kn R — Swordsmen N Y1761 Bebelina Leuprechtinger Se R — — N N1488 Günther von Schwarzenburg Kn R Teutonic Teutonic Knights N Y

Bavaria594 Ulrich von Traven Kn R — Swiss Pikemen N N

Carinthia1787 Hildegarda John Ernest Se R — — N N1720 Philip Voglreiter Kn R — Polearmsmen Y N1492 Antonius van Printhagen Kn R Teutonic Teutonic Knights N Y

Savoy591 William Monferrat Kn R — Nobles N N1484 Poppo von Osterna Kn R Teutonic Teutonic Knights N Y

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FREDERICK BARBAROSSA IN ITALY VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Alessandria3 Giovanni Boccanegra Kn R — Genoese Crossbowmen N N595 Alberto Reginer Bu R Lombard — N Y

Genoa1182 Giovanni di Murta Bu R — — N N2247 Gerd Volker Hagen Kn R — Crossbowmen N Y

Milan6 Paganus Della Torre Bu R Lombard — N Y2238 Gilberto Alamanni Kn R — Bowmen N Y2246 Ernst von Dannenberg Kn R — Swiss Pikemen N Y2253 Marchisio Kn R — Footmen Y Y

Cremona1284 Theresa Adorno Se C — — N N1268 Pilgrim di Promontorio Kn R — Genoese Crossbowmen Y N2240 Tirone Padovani Kn R — Polearmsmen Y Y

Piacenza592 Obizzo d’Este Bu R Lombard — N Y5 Matilda Contessa Se R — — N N2239 Alberto Monaldi Kn R — Genoese Crossbowmen N Y

Parma4 Lanfreco Cassini Bu R Lombard — N Y2237 Drago Stefani Kn R — Genoese Crossbowmen N Y

Verona1 Ezzolino Da Romano Bu R Lombard — N Y2236 Franciscus Vacanti Kn R — Nobles N Y2248 Fritz Torsten Reiter Kn R — Light Cavalry Y Y

Aquilea2 Hubert Pelavicino Cl R — — N N2244 Michael Pancheri Kn R — Crossbowmen N Y

Carniola1723 Henry Weller Kn R — Footmen Y N1493 Dierik van Wevelhoven Kn R Teutonic Teutonic Knights N Y

Bologna590 Matilda Spoleto Se R — — N N

Florence7 Umberto da Pirovano Cl R — — N N2249 Hans Otto Schmidt Kn R — Bowmen Y Y2245 Fredrick Ventura Cl R — — N Y

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FREDERICK BARBAROSSA IN ITALY VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Ancona1283 Antonia de Alencon Se C — — N N593 Pandulf Radelchi Bu R — — N Y294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

Kingdom of Germany574 Frederick Barbarossa Kn K — Cavalry Y Y575 Henry the Lion Kn K — Cavalry Y Y573 Heinrich Jasomirgott Se K — — N N2183 Chancellor Gottschalk Bu K — — Y Y2187 Chamberlin Gothardus Se K — — N Y2192 Cardinal Hohenwart Cl K — — N Y2201 Champion Kahn Kn K — Swordsmen N Y

Kingdom of Italy1183 Giovanni di Valenti Bu K Lombard — N Y1184 Gregorio di Montelongo Bu K Lombard — N Y1227 Umberto da Arsago Cl K — — N N1186 Octo Pagonini Bu K — — N N2241 Antonio di Lombard Bu K — — N Y2184 Chancellor Hillenbrand Bu K — — Y Y2188 Chamberlin Drasche Se K — — N Y2189 Cardinal Donatello Cl K — — N Y2200 Champion Rocca Kn K — Swordsmen N Y1257 Marquard von Randeck Kn K — Genoese Crossbowmen Y N

Scenario-Specific Vassals2242 Horatio Falconi Kn C — Nobles N Y2243 Colombo Tanaglia Kn C — Cavalry N Y2250 Agost Sternberg Kn C — Warriors N Y2251 Thomas Quint Kn C — Nobles N Y2252 Stephan Obermoser Kn C — Cavalry Y Y

Order Vassals1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1902 Master Heinrich Walpot Kn C Teutonic Teutonic Knights N Y

von Bassenheim

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y

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A Gathering of Wolves In A Gathering of Wolves, you must keep an eyeon all your opponents. House Avesnes needs to expand its borders while Valois needs only tobecome king of Flanders. Dampierre is trying to survive for 45 minutes, and Plantagenet’s goalis to expand its holdings on the continent.

It’s wise for Plantagenet, Valois, and Artois toband together and eliminate Dampierre before the45-minute timer is up, but how much can youtrust your allies?

House AvesnesYours is the biggest kingdom. Due to its size and the fact that it only has one border to dealwith, House Avesnes easily can be converted into a mercenary, low-stat, or high-stat game.Concentrate on populating your regions anddefending your two manor houses and threecathedrals. The boost to Christianity unlockspowerful vassals later. Protect Utrecht, Holland,and Friesland from invasion, as their ports andcathedrals present tempting early-game targets.

Assemble a force and lay siege to Ghent,House Dampierre’s easternmost region. Fromthere, push south into Lille and lay siege to it. In the meantime, assemble another 10-companyarmy and move it toward Champagne. Put pressure on House Valois at this point. After your army takes Lille and your second army ismarching on Champagne, move the army in Lilleto St. Omer and help defend against Valois. Don’tlet him take this parcel and get a cheap win. If itlooks like the 45 minutes will run out before youtake Champagne and Reims, switch allegiance andattack St. Omer to remove Dampierre.

House DampierreYou can take two main strategies. Fortify yourcastles and cities with mercenaries and wait outthe coming storm, or send your armies out toattack, reducing your opponents’ strength andincreasing your own. In either case, buy yourselftime and hold on to at least one of your startingregions at the end of the 45 minutes.

Swap out Matthew de Boulogne for Baldwin de Pieux in the castle at St. Omer. Matthew de

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FREDERICK BARBAROSSA IN ITALY VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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Boulogne is a strong vassal, but Baldwin’s reducedfood consumption rates help more if you arebesieged. Place Philip de Flanders on a borderparcel where you are planning to attack. His three companies of godendag are ideally suited to dealing with the French, and his trebuchet cantake down the French border castles. Johanna ofFlanders is a good knight to pair with Philip, asshe comes with siege equipment and she fields alarge company of crossbowmen. You may want toeither swap out the city at Lille for a castle and

upgrade it, or swap Rogues Tyrel for Gautier Tyrel.Gautier has better special abilities.

House ValoisYou have to defend on all fronts, as the port inNormandy grants access to your largely unpro-tected rear, and House Avesnes waits on the otherside to take advantage of any show of weakness.The French cavalry are almost unrivaled in open-field combat. Unfortunately, horses can’tstorm the walls.

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Bertrand de l’Isle is your best knight to startwith. His 40 chevaliers, while slow to grow to fullsize, can take on and defeat fairly substantialarmies single-handedly (through careful use ofcharging). Guillaume le Marechal and Thibault deBar are also powerful knights. Place either Simonde Brion or William de Melleun (both of whomhave the Armorer special ability) in the sameregion as Bertrand, thus increasing the rate atwhich he recruits soldiers. Assemble an army ofchevaliers, cavalry, and swordsmen and sendthem, set on Engage Enemy, over to keep out anywho might take the manor houses in Normandyand Rouen.

As House Valois be aware of the control shiftson the Strategic Level. Your victory condition is toseize the throne of Flanders. This can be done byas little as taking one region, so long as it is thelast in the kingdom held by the Flemish king. Ifanother house has taken all three regions ofFlanders, and thus the throne, you must take back all three regions to win.

House PlantagenetGiven its starting position, House Plantagenet hasthe most leisurely opening game. The north ofEngland is set up as a breadbasket at game start,with the manor house to provide if supply is cut

off. The strength of your knights lies in thebowmen and Welsh longbowmen that you possessalmost exclusively.

William Braose and John de Vescy are yourmost powerful knights at the start. Use them todefend Suffolk while you hire mercenaries.Sending weak mercenary armies at undefendedestate parcels is a great tactic in the early game, as your opponents are trying to get their produc-tion up and running to defend on all fronts. In the chaos, it’s often possible to take a region ortwo. Initially, if a force can be mustered in Calaisor quickly shipped over, an attack on Artois will be successful.

It may be advantageous to ally with HouseAvesnes, depending on which regions of Flandersit has taken. If it means you get to claim thekingdom by taking St. Omer (which they don’tneed to win), then you’ll have gained powerfulkingdom vassals with which to take Ghent, theonly area that you need fight House Avesnes over.

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

A GATHERING OF WOLVES VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Champagne410 William de Melleun Cl R — — Y N1884 Guillaume de Chateuneuf Kn R Hospitalier Cavalry N Y1929 Robert Wright Bu R Wainright — N Y1488 Günther von Schwarzenburg Kn R Teutonic Teutonic Knights N Y

Orleanais61 Jacques de Wiessant Bu R — — N N883 Abbot Walter Malclerk Cl R Dominicans — N Y707 Abbot Evermore Cl R Cistercians — N Y

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A GATHERING OF WOLVES VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Nassau401 Abbot Arnaud-Amaury Cl R Cistercians — N Y1325 Damian von Leyen Bu R — — N N

Normandy214 Hugh of Chester Kn R — Swordsmen N N1908 Abbot Albertus Magnus Cl R Dominicans — N Y

Grier1801 Harduuih von Königseck Se R — — N N175 Abbess Heloise Cl R Benedictines — N Y

Cobane1326 Frederick Christian Bu R — — N N

Munster1358 Thun von Neuenburg Cl R — — N N

Friesland443 Gregory Haugh Kn R Teutonic Teutonic Knights N Y

Reims1889 Pierre De Corneillan Kn R Hospitalier Cavalry N Y1939 Ludolf Mason Bu R Stonemason — N Y

Ile de France249 Simon de Brion Cl R — — N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

Rouen1909 Abbot Thomas Aquinas Cl R Dominicans — N Y

Picardy329 Thibault de Bar Kn R — Cavalry Y N1942 Gunther Brewer Bu R Brewer — N Y

Ghent704 Johanna of Flanders Kn R — Crossbowmen Y N744 Erambald le fries Se R — — N N1927 Maximilian Smith Bu R Blacksmith — N Y1948 Valentina Banker Bu R Banker — N Y

Calais1926 Duncan Smith Bu R Blacksmith — N Y1944 Wilbrand Brewer Bu R Brewer — N Y

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A GATHERING OF WOLVES VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Lincolnshire283 John de Vescy Kn R — Footmen N N345 William de Bohun Bu R — — N N1938 Thomas Mason Bu R Stonemason — N Y

Kent19 William de Valence Kn R — Cavalry Y Y282 Henry de Wingham Cl R — — N N141 Abbot Christopher Cl R Franciscans — N Y

Middlesex431 Gilbert of Gaunt Bu R — — N N858 William Moore Se R — — N N1930 Engelbert Wright Bu R Wainright — N Y

Metz1430 Arnulf Meffridus Kn R — Nobles N N93 Abbot Gauzlin Cl R Benedictines — N Y

Luxembourg561 Rupert Sonnenberg Se R — — N N929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Holland578 Konrad von Wittelsbach Cl R — — N N1949 Theobald Banker Bu R Banker — N Y

Brabant442 Mathias Dahlbeck Kn R — Swordsmen Y N

Utrecht1359 Charles Frederick William Cl R — — N N952 Abbot Donogh ó Briain Cl R Franciscans — N Y

Norfolk859 John Penyngton Se R — — N N1094 Abbess Margaret Home Cl R Cistercians — N Y1947 Herman Banker Bu R Banker — N Y

Suffolk392 William Braose Kn R — Welsh Longbowmen N N1922 Clemens Carpenter Bu R Carpenter — Y Y1918 Gregorio Carpenter Bu R Carpenter — Y Y

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A GATHERING OF WOLVES VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Artois28 Guillamue le Marechal Kn R — Nobles N N1928 Patrick Smith Bu R Blacksmith — N Y1486 Hendrick van Alckemade Kn R Teutonic Teutonic Knights N Y

St. Omer188 Matthew de Boulogne Kn R — Godendag N N208 Gautier Tyrel Bu R — — N N1943 Jeanne Brewer Bu R Brewer — N Y1931 Laurence Wright Bu R Wainright — N Y

Lille209 Rogues Tyrel Bu R — — N N376 Michel de Warenghien Cl R — — N N1936 Vincent Mason Bu R Stonemason — N Y1919 Rainald Carpenter Bu R Carpenter — Y Y

Holy Roman Empire1597 Eberhard von Stein Cl K — — N N2183 Chancellor Gottschalk Bu K — — Y Y2187 Chamberlin Gothardus Se K — — N Y2192 Cardinal Hohenwart Cl K — — N Y2201 Champion Kahn Kn K — Swordsmen N Y

County of Flanders726 Theoderic Ricwald Bu K — — N N187 Philip de Flanders Kn K — Godendag Y N699 Baldwin de Pieux Kn K — Swordsmen Y N2184 Chancellor Hillenbrand Bu K — — Y Y2188 Chamberlin Drasche Se K — — N Y2189 Cardinal Donatello Cl K — — N Y2199 Champion Weyn Kn K — Swordsmen N Y

Kingdom of France384 Bertrand de l’Isle Kn K — Chevalier N N2182 Chancellor Roemer Bu K — — Y Y2186 Chamberlin Mallery Se K — — N Y2190 Cardinal Rousseau Cl K — — N Y2197 Champion Laroche Kn K — Swordsmen N Y

Kingdom of England860 John Ryder Se K — — N N2180 Chancellor Prendergast Bu K — — Y Y2185 Chamberlin Talbot Se K — — N Y2196 Champion Anselm Kn K — Swordsmen N Y2191 Cardinal Byrne Cl K — — N Y

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A GATHERING OF WOLVES VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1950 Guildmaster Borgianni Bu C Banker — N Y1951 Hubert Banker Bu C Banker — N Y1952 Colin Banker Bu C Banker — N Y1923 William Smith Bu C Blacksmith — N Y1924 Guildmaster Albrecht Bu C Blacksmith — N Y1925 Napoleon Smith Bu C Blacksmith — N Y1941 Witte Brewer Bu C Brewer — N Y1945 Guildmaster Brian Brewer Bu C Brewer — N Y1946 Donald Brewer Bu C Brewer — N Y1917 Guildmaster Arnold Carpenter Bu C Carpenter — Y Y1920 Egbert Carpenter Bu C Carpenter — Y Y1921 Aedh Carpenter Bu C Carpenter — Y Y1935 Gerard Mason Bu C Stonemason — N Y1937 Guildmaster Hugh Mason Bu C Stonemason — N Y1940 John Mason Bu C Stonemason — N Y1932 Guildmaster Wright Bu C Wainright — N Y1933 Anton Wright Bu C Wainright — N Y1934 Kuno Wright Bu C Wainright — N Y1880 Guerin de Montaigu Kn C Hospitalier Cavalry N Y1881 Bertrand de Thessy Kn C Hospitalier Cavalry N Y1882 Bertrand de Comps Kn C Hospitalier Cavalry N Y1894 Master Arnold de Comps Kn C Hospitalier Cavalry N Y1896 Geofroy le Rat Kn C Hospitalier Cavalry N Y1441 Johan van Hoenhorst Kn C Teutonic Teutonic Knights N Y1444 Dietrich von Altenburg Kn C Teutonic Teutonic Knights N Y1458 Hanno von Sangershausen Kn C Teutonic Teutonic Knights N Y1472 Gijsbert van den Goye Kn C Teutonic Teutonic Knights N Y1483 Burkhard von Schwanden Kn C Teutonic Teutonic Knights N Y1497 Rutger van Kaldenberg Kn C Teutonic Teutonic Knights N Y

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Henry the LionThe Henry the Lion conquest scenario is a battlebetween two powerful noble houses in Germany,each trying to destroy the other. Caught in theshuffle are six other, smaller nobles’ houses whoseallegiances vary. In this scenario, go after yourmain foe, but also manage relations with the othernoble houses so your foes don’t outnumber you.

Armies and AttackingAt the start, you want as many of your mostpowerful knight vassals in play as you cansupport. Place them as close to the enemy lines as possible, and keep all supporting farms awayfrom the borders. Group the more powerfulknights to create an army that can overwhelmthose opposing it. Use your better burghers tokeep a steady supply of mercenaries to supplementyour knight armies.

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A GATHERING OF WOLVES VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1899 Grandmaster Hermann Von Salza Kn C Teutonic Teutonic Knights N Y1901 Master Gottfried von Hohenlohe Kn C Teutonic Teutonic Knights N Y1903 Master Konrad of Thuringia Kn C Teutonic Teutonic Knights N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Goedendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles N Y2194 Marshall Granier Kn C Marshall Nobles N Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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Welf lands are spread apart, with the largeDuchy of Saxony occupying the north and the smaller Duchy of Bavaria in the south.Hohenstaufen lands are concentrated in themiddle of the map. Because of this, Welf territoriesare harder to defend, and sharing armies between the duchies is difficult, but it also gives Welf two different directions for attacking the lands of Hohenstaufen. Finding a balance betweenattacking, defending, and allying with other noblehouses will determine your success in this scenario.

The quicker you win battles and sieges, thebetter. Also, always pay the ransom on knightscaptured in combat. Knights, especially goodones, are at a premium, so hold on to them aslong as you can.

Diplomatic RelationsIf you can afford it, send gifts to the noble housesmost likely to side with your enemy to influencethem. The northwestern houses of Pribeslaw,Ascanian, Schauenburg, and Piast are all allied

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with each other, and have a favorable stancetoward Hohenstaufen and a negative stanceagainst Welf. Henry should try to appease thembefore they ally with Hohenstaufen. This protectshis eastern border from the attack that wouldotherwise result. Avoid invading their lands unlessyou see a chance to gain land. Attacking onehouse makes the other allied houses moredisposed against you. Conversely, Hohenstaufenshould use its favorable stance with the alliance toits favor, and try to gain these houses as allies asquickly as possible.

The House of Przemysl in Bohemia in thesoutheast has a favorable stance toward Welf and anegative stance toward Hohenstaufen. Here Henryshould definitely try to gain an alliance if anopportunity arises, as Przemysl has powerfulknights at its disposal. Conquest of this house byeither Welf or Hohenstaufen also works, but don’tleave a hole in your defense to do so.

The House of Ardennes occupies the map’swhole western edge and is neutral toward bothWelf and Hohenstaufen. Ardennes is the thirdmost powerful house in the game. It may be bestto ignore this house and concentrate on theothers, but if you’re running out of land and needto expand to the west, the regions of Cologne andTrier hold cathedrals that aren’t difficult to take.However, open hostilities with Ardennes only as alast resort, as they will ally with your opponent ifyou start a war against them.

When you form a confederation, turn you atten-tion to your final goal—destroying your opponent.Let your AI allies distract and weaken him whileyou press for the kill. If he is besieged on severalfronts, you should be able to take him down.

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HENRY THE LION VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Worms580 Frederick Conrad Kn R — Swiss Pikemen N N1359 Charles Frederick William Cl R — — N N

Friesland2254 Edmond Schaeffer Kn R — Nobles Y Y2272 Joachim Ulrich Bu R Hansaetic — N Y

Bremen587 Matilda Welf Se R — — N N

Lubeck584 Adolph Schauenburg Kn R — Crossbowmen N N1327 Louis Frederick Bu R — — N N561 Rupert Sonnenberg Se R — — N N2269 Heinke Torsten Bu R Hansaetic — N Y

Mecklenburg583 Nicholas Pribeslaw Bu R — — N N399 Francis Haugh Kn R — Cavalry N Y443 Gregory Haugh Kn R Teutonic Teutonic Knights N Y2270 Jaan Meintetus Bu R Hansaetic — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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HENRY THE LION VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Pomerania1494 Gerhard Malberg Kn R Teutonic Teutonic Knights N Y1419 Henry Fridericus Kn R — Light Cavalry N N585 Walram Wiesbaden Kn R Teutonic Teutonic Knights N Y

Brandenburg582 Albert Wikerus Kn Rg — Nobles Y N2271 Jorg Kulbart Bu R Hansaetic — N Y1467 Frederick Hermannus Kn R — Crossbowmen Y N

Goslar1431 Philip Wigandus Kn R — Cavalry N N

Osnabruck1581 Otto Tanner Bu R Hansaetic — Y Y1492 Antonius van Printhagen Kn R Teutonic Teutonic Knights N Y

Cologne577 Rainald von Dassel Cl R — — N N1491 Joachim von Gravenegg Kn R — Nobles N N

Trier1374 Louis Mengotus Kn R — Cavalry N N2255 Erdemir Heinzjorg Kn R — Bowmen N Y

Frankfurt578 Konrad von Wittelsbach Cl R — — N N586 Ruprect Laurenberg Se R — — N N

Thuringia589 Louis IV Kn R — Nobles Y N1490 Karl Bessart Kn R Teutonic Teutonic Knights N Y1360 Eberhard Sifridus Cl R — — N Y

Meissen579 Otto Dimarus Kn R — Polearmsmen N N581 Leopold Babenberg Bu R — — N N

Bamburg2078 Otto von Wittelsbach Kn R — Swordsmen N Y1442 John Meingotus Kn R — Crossbowmen N N

Bavaria1373 Henry Fridebraht Kn R — Cavalry Y N

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HENRY THE LION VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Saxony2077 Henry the Lion Kn K — Nobles N Y2258 Filiberht Irnfried Kn K — Cavalry Y Y

Holstein2260 Franz Jelderk Bu K — — N Y

Mecklenburg1321 Albert Wernerus Bu K — — N N1322 Henry Fridebertus Bu K — — N N

Lower Lotharingia1355 Albert Reinboldus Cl K — — N N1357 William Theodericus Cl K — — N N

Upper Lotharinia1418 Louis Wecelo Kn K — Light Cavalry N N

Franconia2076 Frederick Barbarossa Kn K — Cavalry N Y1548 Alberta Cunradus Se K — — N N2259 Franz Albrecht Krieger Kn K — Cavalry Y Y

Bavaria573 Heinrich Jasomirgott Se K — — N N2413 Johann Wellinstein Kn K — Cavalry N N2274 Luifriedus Reynfred Kn K — Nobles N Y

Bohemia1716 Henry das Schwartz Kn K — Swiss Pikemen Y N2261 Ranulf von Bohemia Kn K — Genoese Crossbowmen N Y

Scenario-Specific Vassals2256 Rudiger Heidenrich Cl C — — N Y2257 Ernst Reginald Kn C — Warriors Y Y2262 Hans Jindrich Kn C — Swordsmen N Y2263 Axel Sprague Kn C — Cavalry N Y2264 Gideon Thaud Kn C — Bowmen N Y2265 Giesbert Thiedrich Kn C — Nobles N Y2266 Gunter Winald Kn C — Polearmsmen N Y2267 Gustaaf Wulf-Erich Kn C — Cavalry N Y2268 Hartel Jochen Kn C — Nobles N Y

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HENRY THE LION VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals2273 Liefdei Northberht Bu C Hansaetic — N Y1441 Johan van Hoenhorst Kn C Teutonic Teutonic Knights N Y1454 Herman van Rijkel Kn C Teutonic Teutonic Knights N Y1472 Gijsbert van den Goye Kn C Teutonic Teutonic Knights N Y1482 Diederik Guldenhoofd Kn C Teutonic Teutonic Knights N Y1497 Rutger van Kaldenberg Kn C Teutonic Teutonic Knights N Y1899 Grandmaster Hermann Von Salza Kn C Teutonic Teutonic Knights N Y1900 Master Adolf of Holstein Kn C Teutonic Teutonic Knights N Y1901 Master Gottfried von Hohenlohe Kn C Teutonic Teutonic Knights N Y1904 Walter van Papenhoven Kn C Teutonic Teutonic Knights N Y1905 Werner Von Orselen Kn C Teutonic Teutonic Knights N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles N Y2194 Marshall Granier Kn C Marshall Nobles N Y2337 Marshall Zeit Kn C Marshall Nobles N Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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The Golden BullGolden Bull is a large map with eight starting posi-tions to choose from and plenty of land resourcesto take advantage of. The first house to secure fiveof the seven electoral regions will be crowned theHoly Roman Emperor, thus achieving victory. TheElectors reside in Cologne, Trier, Mainz, Palatinate,Brandenburg, Saxony, and Bohemia. Withnumerous enemies after the crown, each housemust work quickly to secure the Electors’ votes bycontrolling the regions they occupy.

Initial MovesAt the start, place your toughest knights andbegin to merge a strong army to prepare forcombat. Also make sure that your food and moneyproduction is taken care of. Look for special abili-ties of certain vassals, and place them to enhanceboth the offensive and defensive capabilities oftroops and garrisoned castles or towns. Constructan army for open-field combat as well as an armyto besiege castles. Open-field combat attacks aremore effective with fast and mobile troops, such as

The Golden Bull

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different types of cavalry and foot soldiers. Siegecombat requires siege weapons such as catapults,trebuchets, mangonels, and ballistae, as well asarchers and cavalry troops. Look for vassals withsiege weapons for your fights against castles andgarrisoned towns.

The most effective way to gain land is to attackthe poorly defended cathedrals, if they are inreach. Cologne, Trier, and Mainz are great initialtargets. Not only are these regions fundamental toyour goal, but they also begin as relatively weakregions. Use your open-field army to attack theseestate parcels and take them out before the housesbecome too strong. Gain as much territory asquickly as possible to have more land to createstronger and larger armies.

Use mercenaries defensively due to the vastamount of land available (for placing betterknights). Purchase mercenaries to garrison castlesand towns. Bowmen and crossbowmen also do agreat job of defending castles from troops andincinerating siege weapons with flaming arrows.

The high-Christianity game is effective in thisscenario, due to the strong vassals who come toserve a pious lord. In addition, Legates appear,adding troops to all armies in the same region.Cologne, Trier, and Mainz also provide specialvassals when clergy are placed in their estates.These special vassals add troops and siege weaponsto knights placed in their region, as well asincrease money and food production. As for theother electoral estates, placing knights on theseunlocks further vassals.

LuxembourgAs the House of Luxembourg you are in a greatposition to quickly take over three of the essentialterritories: Cologne, Trier, and Mainz. All three arecathedrals and potentially easy victories. Merge astrong open-field army with cavalry and mobilefoot soldiers for these open-field battles. Purchaseas many mercenaries as possible. Start out byattacking Cologne with this newly made army.

After you capture Cologne, place a cathedral there,wait until the Elector at Cologne appears in yourvassal pool, and replace the cathedral with theElector. This Elector splashes troops to yourarmies in that region. Then move your army toTrier and Mainz and repeat the process. Finally,besiege the castle at Palatinate with an army fittedfor a siege. The House of Luxembourg has aconsiderable army, and the votes of four of the five Electors.

DillenburgThe House of Dillenburg’s strategy is similar toLuxembourg’s. Merge a sizeable open-field armyand attack the electoral regions with cathedralsfirst: Cologne, Trier, and Mainz. Attack the closest electoral regions first to gain as much land as quickly as possible. Begin with Mainz and Trier, while looking out for Luxembourg andWiesbaden’s troops. Your house has good cavalryunits, which are an asset in open-field battles.

WiesbadenThe House of Wiesbaden’s strategy is similar toLuxembourg’s and Dillenburg’s, except for theorder in which regions should be seized. Due to Wiesbaden’s location, attack the electoralregion at Trier or Mainz first, while watching forattackers from Dillenburg and Luxembourg withthe same goals.

WettinThe House of Wettin’s location makes Mainz anatural target. Gather a large open-field army toinvade Mainz. After you conquer Mainz, move toTrier and Cologne to fight for control of the regions.

Wettin is at a disadvantage due to its centrallocation, surrounded by enemies. Ally yourselfwith some of your neighbors. Free yourself from worrying about attacks on your home-lands. Because diplomacy is effective only whenyou are strong, upgrade your castles whenpossible, and defend your lands with garrisonedmercenary troops.

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WittelsbachAs the House of Wittelsbach, the situation issimilar to the House of Wettin. Being neighbors toMainz, gather a strong open-field army to take thecathedral. Wittelsbach’s central location requiresyou to be on the lookout for incoming forcestrying to attack your estates. Make peace andalliances with surrounding neighbors to reducethe number of attacks on your home regions.Wittelsbach is at even more of a disadvantage thanWettin because it begins with only two regions.Act fast to take over regions.

Frankfurt The House of Frankfurt has a greater disadvantagethan those territories on Germany’s western side,because you must win sieges to control territoriesinstead of winning only open-field battles. Don’tbesiege the House of Bohemia first. It is strongand will attack your troops with what seems likean endless supply of soldiers. Instead attack yoursurrounding neighbors to gain more land andsoldiers. Slowly increase your strength andnumbers by taking over regions until you’restrong enough to head west and take over thecathedral electoral regions, as well as besiegingSaxony, Brandenburg, and finally Bohemia.

HapsburgThe House of Hapsburg is the most difficult housewith which to win. The best strategy is to merge

a strong army of troops and mercenaries andattack the House of Wittelsbach first. Attack theweak castle at Upper Palatinate, but be wary ofenemy troops waiting to strike after the siege.Next, finish taking over the rest of the House of Wittelsbach by besieging the weak castle atNuremburg. If all goes well and you controlWittelsbach, attack Wiesbaden. After obtaining a sizeable amount of land and troops, begin yourconquest of the electoral regions. Bohemia istough, and going on the offense here might not beworth the time and attention required. Go for theopen-field battles at the cathedral electoralregions of Cologne, Trier, and Mainz.

The mercenary game is a good strategy for thishouse, due to the fact that Hapsburg starts with onlytwo regions. The town in Austria is a great help forproviding the necessary mercenaries. Form a quick6–8 company army at the beginning, providingthe essential troops to begin your offensive.

Special VassalsOf the special vassals in this scenario, the mostimportant are by far the Electors. Not only do you need them to win, but their special abilitiesgreatly help your cause.

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KeyKn Knight C CommonBu Burgher R RegionalCl Clergy K KingdomSe Serf

THE GOLDEN BULL VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Mittelmark1430 Arnulf Meffridus Kn R — Nobles N N1949 Theobald Banker Bu R Banker — N Y

Brandenburg1431 Philip Wigandus Kn R — Cavalry N N1368 Frederick Ludewicus Kn R — Crossbowmen N N1327 Louis Frederick Bu R — — N N2279 Elector at Brandenburg Kn R Elector Teutonic Knights N Y1947 Herman Banker Bu R Banker — N Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Lausitz1324 Bernhard Gustav Bu R — — N N1948 Valentina Banker Bu R Banker — N Y1493 Dierik van Wevelhoven Kn R Teutonic Teutonic Knights N Y

Saxony2280 Elector at Saxony Kn R Elector Nobles Y Y1432 Frederick Eberhardus Kn R — Nobles N N1374 Louis Mengotus Kn R — Cavalry N N929 Abbot Donat O’Haingly Cl R Benedictines — N Y1494 Gerhard Malberg Kn R Teutonic Teutonic Knights N Y

Meissen1419 Henry Fridericus Kn R — Light Cavalry N N93 Abbot Gauzlin Cl R Benedictines — N Y1878 Geoffroy de Duisson Kn R Hospitalier Cavalry N Y

Bohemia1740 Louis Jaufenthaler Kn R — Polearmsmen N N2281 Elector at Bohemia Kn R Elector Swiss Pikemen N Y175 Abbess Heloise Cl R Benedictines — N Y1885 Helion De Villeneuve Kn R Hospitalier Cavalry N Y

Austria1664 Frederick Herzog Kn R — Light Cavalry N N1928 Patrick Smith Bu R Blacksmith — N Y1887 Dieudonne De Gozon Kn R Hospitalier Cavalry N Y

Bavaria1677 Henry die Wild Kn R — Nobles Y N1927 Maximilian Smith Bu R Blacksmith — N Y

Upper Palatinate1708 Louis das Pious Kn R — Swordsmen Y N1801 Harduuih von Königseck Se R — — N N1926 Duncan Smith Bu R Blacksmith — N Y1889 Pierre De Corneillan Kn R Hospitalier Cavalry N Y

Nuremburg1670 Herman Eisenhauer Kn R — Light Cavalry N N1943 Jeanne Brewer Bu R Brewer — N Y

Thuringia1942 Gunther Brewer Bu R Brewer — N Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Anhalt1944 Wilbrand Brewer Bu R Brewer — N Y1930 Engelbert Wright Bu R Wainright — N Y1489 Lothar von Brunswick Kn R Teutonic Teutonic Knights N Y

Magdeburg1442 John Meingotus Kn R — Crossbowmen N N1922 Clemens Carpenter Bu R Carpenter — Y Y1490 Karl Bessart Kn R Teutonic Teutonic Knights N Y

Brunswick1919 Rainald Carpenter Bu R Carpenter — Y Y

Bremen1918 Gregorio Carpenter Bu R Carpenter — Y Y1931 Laurence Wright Bu R Wainright — N Y

Osnabruck707 Abbot Evermore Cl R Cistercians — N Y

Westphalia1407 Henry Johannes Kn R — Footmen N N1094 Abbess Margaret Home Cl R Cistercians — N Y

Nassau401 Abbot Arnaud-Amaury Cl R Cistercians — N Y1908 Abbot Albertus Magnus Cl R Dominicans — N Y1850 Robert de Craon Kn R Templar Cavalry N Y

Hesse1468 Henry Cunradus Kn R — Swordsmen N N1909 Abbot Thomas Aquinas Cl R Dominicans — N Y

Mainz1624 John Schafer Kn R — Bowmen N N1608 Johann Willibald Schenk Cl R — — N N2277 Elector at Mainz Cl R Elector — Y Y2400 Guard at Mainz Kn R — Bowmen N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

Burgau1575 Rudolf von Rechberg Bu R — — N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

Breisgau141 Abbot Christopher Cl R Franciscans — N Y1866 William de Beaujeu Kn R Templar Cavalry N Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Palatinate1672 Ernest Steinhauer Kn R — Nobles N N1603 Gerwig von Sulmentingen Cl R — — N N1583 Sebastian von Breitenstein Bu R — — N N1787 Hildegarda John Ernest Se R — — N N2278 Elector at Palatinate Kn R Elector Swordsmen N Y952 Abbot Donogh ó Briain Cl R Franciscans — N Y

Trier1491 Joachim von Gravenegg Kn R — Nobles N N1361 Adolf von Hoheneck Cl R — — N N1326 Frederick Christian Bu R — — N N2276 Elector at Trier Cl R Elector — N Y2399 Guard at Trier Kn R — Cavalry N Y1936 Vincent Mason Bu R Stonemason — N Y

Cologne2275 Elector at Cologne Cl R Elector — N Y2398 Guard at Cologne Kn R — Nobles N Y1938 Thomas Mason Bu R Stonemason — N Y1862 Armond de Perigord Kn R Templar Cavalry N Y

Munster1325 Damian von Leyen Bu R — — N N1939 Ludolf Mason Bu R Stonemason — N Y1860 William de Chartres Kn R Templar Cavalry N Y

Utrecht1487 Albert Heinricus Kn R — Warriors N N1929 Robert Wright Bu R Wainright — N Y

Brunswick1381 Louis Ortwinus Kn K — Cavalry N N1357 William Theodericus Cl K — — N N1323 Louis Hartmannus Bu K — — N N

Saxony1548 Alberta Cunradus Se K — — N N

Lausitz2203 Champion Lustig Kn K — Swordsmen N Y

Brandenburg2201 Champion Kahn Kn K — Swordsmen N Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Thuringia1418 Louis Wecelo Kn K — Light Cavalry Y N1394 Frederick Lentfridus Kn K — Crossbowmen N N1322 Henry Fridebertus Bu K — — N N1549 Albert Ludoldus Se K — — N N

Bohemia1725 John Schreiner Kn K — Swiss Pikemen N N2187 Chamberlin Gothardus Se K — — N Y

Austria1565 Charles von Carolingian Bu K — — N N

Bavaria1673 William Ruprecht Kn K — Nobles N N2192 Cardinal Hohenwart Cl Ka — — N Y

Breisgau1721 Frederick Müller Kn K — Swiss Pikemen N N1579 Konrad von Überlingen Bu K — — N N

Nuremburg1718 John Stock Kn K — Nobles Y N1597 Eberhard von Stein Cl K — — N N

Palatine of the Rhine1626 Louis das Schüchterne Kn K — Cavalry N N

Cologne1466 Frederick Wilhelmus Kn K — Polearmsmen Y N1485 William Rudegerus Kn K — Swordsmen N N1356 Frederick Everwinus Cl K — — N N2184 Chancellor Hillenbrand Bu K — — Y Y

Munster1481 Otto Ditmarus Kn K — Polearmsmen Y N1429 Otto Harpernus Kn K — Nobles Y N1321 Albert Wernerus Bu K — — N N2188 Chamberlin Drasche Se K — — N Y

Westphalia2183 Chancellor Gottschalk Bu K — — Y Y

Nassau1372 John Gelfradus Kn K — Cavalry Y N

Scenario-Specific Vassal2282 Master Imperial Elector Kn C Elector Chevalier Y Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1950 Guildmaster Borgianni Bu C Banker — N Y1951 Hubert Banker Bu C Banker — N Y1952 Colin Banker Bu C Banker — N Y1923 William Smith Bu C Blacksmith — N Y1924 Guildmaster Albrecht Bu C Blacksmith — N Y1925 Napoleon Smith Bu C Blacksmith — N Y1941 Witte Brewer Bu C Brewer — N Y1945 Guildmaster Brian Brewer Bu C Brewer — N Y1946 Donald Brewer Bu C Brewer — N Y1917 Guildmaster Arnold Carpenter Bu C Carpenter — Y Y1920 Egbert Carpenter Bu C Carpenter — Y Y1921 Aedh Carpenter Bu C Carpenter — Y Y1935 Gerard Mason Bu C Stonemason — N Y1937 Guildmaster Hugh Mason Bu C Stonemason — N Y1940 John Mason Bu C Stonemason — N Y1932 Guildmaster Wright Bu C Wainright — N Y1933 Anton Wright Bu C Wainright — N Y1934 Kuno Wright Bu C Wainright — N Y1881 Bertrand de Thessy Kn C Hospitalier Cavalry N Y1882 Bertrand de Comps Kn C Hospitalier Cavalry N Y1883 Pierre de Vielle-Bride Kn C Hospitalier Cavalry N Y1886 Nicolas Lorgne Kn C Hospitalier Cavalry N Y1892 Grand Master Morel Kn C Hospitalier Cavalry N Y1894 Master Arnold de Comps Kn C Hospitalier Cavalry N Y1895 Master Gilbert D’Assaily Kn C Hospitalier Cavalry N Y1845 Grand Master Dubois Kn C Templar Cavalry N Y1847 Payen de Montdidier Kn C Templar Cavalry N Y1848 Archambaud de St. Agnan Kn C Templar Cavalry N Y1849 Geoffrey Bisol Kn C Templar Cavalry N Y1859 Philip de Plessiez Kn C Templar Cavalry N Y1868 Master Jacques de Molay Kn C Templar Cavalry N Y

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THE GOLDEN BULL VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1869 Master Brian deJay Kn C Templar Cavalry N Y1434 Ludolf van Bun Kn C Teutonic Teutonic Knights N Y1437 Lodewijk van Kinswilre Kn C Teutonic Teutonic Knights N Y1441 Johan van Hoenhorst Kn C Teutonic Teutonic Knights N Y1444 Dietrich von Altenburg Kn C Teutonic Teutonic Knights N Y1899 Grandmaster Hermann Von Salza Kn C Teutonic Teutonic Knights N Y1901 Master Gottfried von Hohenlohe Kn C Teutonic Teutonic Knights N Y1903 Master Konrad of Thuringia Kn C Teutonic Teutonic Knights N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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The FrenchCampaignThis last campaign you unlock includes the mostdifficult scenarios. It also has the game’s onlysingle-player scenario. Although things startsimply with the Albigensian Crusade, they escalateto the full-scale madness of the eight-player Vive le Roi.

Albigensian CrusadeThere are only two possible starting positions inthe Albigensian Crusade, the House of Toulouseand the House of Montfort. In this scenario, theHouse of Toulouse must either survive (that is,own at least one estate parcel) for 60 minutes, or control all regions on the map. The House ofMontfort, on the other hand, must eliminate theHouse of Toulouse before 60 minutes have passed.

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House of ToulouseUpon beginning the scenario, notice that youbegin with less food than is necessary to supplyyour armies. This is of less concern than it mightseem. Soon, your food production will increase by virtue of the churches. If you plan on placingseveral new army vassals, however, monitor yourfood. You don’t want your armies dying of starva-tion. Also notice that most of your castles arestrong. Your opponent will focus his attacks onyour city at Narbonne in the early stages, soreplace the city with a knight, then upgrade hiscastle. Also, even though you may be at war withthe House of Capet, you can ignore them. Theyare not as dangerous as the House of Montfort.

The House of Montfort is aggressive early, somake it as difficult as possible for him to captureyour estate parcels. Adequately garrison yourcastles, perhaps replacing some of the existingvassals with stronger ones—some good archer andfoot soldiers are available. Consider buying somemercenary units, as some good mounted units areavailable. Don’t bother with siege weapons. Youwon’t be laying siege to anything anyway. Usingtoo many mercenaries can cause your Chivalry todrop, making you lose vassals, so either go easy onhiring or be prepared to frequently replace vassals.

Your opponent may attempt to starve you outby razing your farm parcels. Assemble a mobilearmy of six or so companies that can respond tohis razing attempts. Don’t move any units out of your estate castles, though. It’s paramount that those castles be defended. You should haveenough empty parcels to use for military purposesanyway. A mobile army also stops the pesky tacticof stationing enemy armies on your parcels toprevent you from using them.

This scenario’s later stages are an attempt tomaintain the starting position. Take control ofbattles whenever possible, especially on estateparcels. Your chances of survival are higher if youdirect the defense. Don’t panic if you lose some

regions. You don’t need to re-capture lost land,and doing so may leave your remaining regionstoo thinly defended. Remember, it’s easier todefend lands already yours than to take lands from someone else.

House of MontfortBecause the House of Montfort’s goal is the oppo-site of Toulouse’s, their general strategy is alsoopposite. Where Toulouse needs to concentrate ondefense, Montfort needs to attack. Time manage-ment is important, not only because the scenariois timed, but also to keep Toulouse from organ-izing a defense. If you go slowly, it will be difficultto take control of Toulouse lands. Think aboutlittle but attacking and taking castles.

Toulouse’s starting castles are quite formidable,so attack them before he reinforces them. Guy deMontfort has three powerful companies of nobles,so form an army around him. Because siegeweapons are important, place the knights in thevassal pool who have these weapons attached. Also place a few towns to gain enough gold to buy additional siege weapons. (You probably don’tneed both of those churches in the eastern side ofDauphine.) When you assemble an army of around6–8 units, move into Toulouse and lay siege to hisestate parcels.

A good choice for a first attack is the city atNarbonne to the south. Cities are more thinlydefended than castles. Your starting army shouldbe adequate to overcome Narbonne’s defenses.After you succeed, establish a castle at Narbonneand sweep north and west, attacking castles as youcome across them. Capet, your ally to the north,will attack Toulouse as well and can tie up hisforces there, so concentrate your attacks in thesouth. Such a tactic helps thin Toulouse’sdefenses. As you win more battles, watch yourvassal pool to see if more powerful knightsbecome available, and use them to reinforce your army (or form a second army).

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You may want to send a small or mediumarmy to help defend Capet’s cathedral at Lyonaisse.Capet’s army there is weak. If Toulouse takes thatregion, your job becomes harder. You cannot winif any trace of Toulouse remains on the map!Fortunately, Toulouse will be too occupied withdefense to be a threat. Press your attack. Still,leave some troops on defense to prevent Toulouse

from stealing one of your regions. Trading yourlands for those of Toulouse accomplishes little.Finally, although razing farms and trying to starveout Toulouse is tempting, it ties up your forces fortoo long.

With strong enough armies, rapidly deployed,the House of Toulouse will fall. Just don’t forget to watch the clock!

THE ALBIGENSIAN CRUSADE VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Narbonne253 Ratier de Castelnau Kn R — Cavalry N N400 Pierre de Castelnau Cl R — — N N1884 Guillaume de Chateuneuf Kn R Hospitalier Cavalry N Y

Garonne332 Simon de Neauphle Kn R — Light Cavalry N N331 Jean de Chalon Kn R — Cavalry N N

Quercy254 Vivien de Lomagne Kn R — Nobles N N256 Arnaud Othon de Lomagne Kn R — Cavalry Y N

Gevauden123 Seguin de Balenx Kn R — Bowmen N N385 Robert Le Coq Cl R — — N N

Nimes252 Gaston de Gontaut Kn R — Polearmsmen N N119 Hugues Raymond d’Alfaro Kn R — Cavalry N N707 Abbot Evermore Cl R Cistercians — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

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THE ALBIGENSIAN CRUSADE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Provence310 Robert de Courtenay Cl R — — N N305 Lambert de Thury Cl R — — N N304 Milon de Bar-Seine Bu R — — N N1094 Abbess Margaret Home Cl R Cistercians — N Y1489 Lothar von Brunswick Kn R Teutonic Teutonic Knights N Y

Lyonaisse1677 Henry die Wild Kn R — Nobles Y N1358 Thun von Neuenburg Cl R — — N N329 Thibault de Bar Kn R — Cavalry Y N1874 Foulques de Villaret Kn R Hospitalier Cavalry N Y

Limousin180 Isabel of Angouleme Se R — — N N311 Adhemar de Poitiers Cl R — — N N442 Mathias Dahlbeck Kn R — Swordsmen Y N

Foix166 Symonne la Converte Bu R — — N N387 Talleyrand de Périgord Cl R — — N N124 Bernard de Comminges Kn R Templar Cavalry N Y

Dauphine399 Francis Haugh Kn R — Cavalry N Y327 Philippe Goloin Kn R — Light Cavalry N N403 Guillaume de Geneve Kn R — Crossbowmen Y N401 Abbot Arnaud-Amaury Cl R Cistercians — N Y

Auvergne1555 Franz von Rhine Palatinate Bu R — — N N150 Quent Guérat Bu R — — Y N149 Savary de Mauleon Kn R — Chevalier N N

Toulouse689 Basyle de Blois Se R — — N N306 Jean de Brienne Bu R — — N N292 Henri de Rodez Kn R Templar Cavalry N Y

County of Toulouse296 Raymond de Trencavel Kn K — Chevalier N N251 Raymond-Roger de Foix Kn K — Chevalier Y N120 Pierre Bermond d’Anduze Kn K — Swordsmen Y N257 Aymeric de Narbonne-Lara Bu K — — N N

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Angevin EmpireThe Angevin Empire is unique in that it’s thegame’s only single-player conquest. You playHouse Plantagenet and your goal is to eliminateHouse Capet—the only house standing in yourway to the throne. Because others are at war withCapet, you can choose a defensive strategy and letother people do your dirty work, but where is theglory in that?

In this scenario, you could be facing manyopponents at once. The key is to weather theinitial storm and, as attacks become less frequent,strike out. Maintain your Christianity. St. Gileshas some serious firepower in its line-up and ifyour Christianity dips, you’ll know the wrath of a crusading house.

Armies and AttackingWhen the game starts, place William de Roches(and his three companies of cavalry) on thenorthern region of Normandy. With him and theother assembled forces, you should be able todefend your weak castle until it upgrades. Whenyou are ready to go on the offensive, make sureHenry II Plantagenet and his trebuchet are part of your attacking force. Leave behind one or morefive-company armies to defend your lands, andaugment your forces with mercenaries.

Wait for the initial surge of enemies beforeyou attack. If you go east into Brittany, avoidunnecessary battles because you don’t want yourChristianity dropping. The castles at Nantes andRennes are weak and fall easily. Claiming Nantes

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THE ALBIGENSIAN CRUSADE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Ecclesiastical Lands53 Jean d’Aire Bu K — — N N302 Eudes de Burgundy Kn K — Footmen Y N299 Guy de Montfort Kn K — Nobles Y N1493 Dierik van Wevelhoven Kn R Teutonic Teutonic Knights N Y

Order Vassals402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1895 Master Gilbert D’Assaily Kn C Hospitalier Cavalry N Y811 Master Aymeric Kn C Templar Cavalry N Y1846 Geoffrey de St. Omer Kn C Templar Cavalry N Y1847 Payen de Montdidier Kn C Templar Cavalry N Y1857 Robert de Sable Kn C Templar Cavalry N Y1454 Herman van Rijkel Kn C Teutonic Teutonic Knights N Y1477 Gerard van Loon Kn C Teutonic Teutonic Knights N Y1902 Master Heinrich Walpot Kn C Teutonic Teutonic Knights N Y

von Bassenheim1906 Winrich von Kniprode Kn C Teutonic Teutonic Knights N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y

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gives you an excellent breadbasket to feed yourgrowing armies. It’s far enough out of the waythat houses wanting to strangle your food supplymust cross your entire lands to get there.

DefendingLeave an army in your estate parcels, preferably a common or regional knight you won’t miss inyour offensive army. Secondly, keep enough cashon hand for one mercenary captain. If an armyenters your land while your main army is away inbattle, buy mercenary captains and use them to

slow the advancing army. After a battle, leave yourarmy in supply on your lands until your primaryknight has replenished his troops. Use this time to hire agents or retainers if money allows.

MercenariesMercenaries play an important role in the openingof the scenario because land for fiefs is hard tocome by. Also, if any of your original siege vassalsdie or are captured, you need to rely on merce-naries for items such as catapults. Have a decentstore of crowns and mercenary slots available. Use

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mercenary captains as backfield defenders if anyenemy armies slip by while you’re busy. Defendingsmaller holdings is easy even with a single army,but there isn’t much margin for error, so if you loseyour army and have no money for mercenaries itcould mean the end of your bid for the throne.

Diplomacy and RatingsNot garnering the ire of St. Giles is paramount.This house will launch a crusade against you ifyour Christianity drops too low. Fight honorablywith all of the houses. You want to gain Honor, so you can sue for peace and form alliances,thereby narrowing the number of invading armies on your land.

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THE ANGEVIN EMPIRE VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Gevaudan61 Jacques de Wiessant Bu R — — N N

Beziers110 Jean de Fiennes Bu R — — N N

Foix252 Gaston de Gontaut Kn R — Polearmsmen N N

Toulouse386 Etienne Marcel Bu R — — N N127 Raymond Trencavel Kn R — Cavalry N N

Quercy690 Olivier d’Orleans Se R — — N N2045 Abbot Fulk de Cashel Cl R Benedictines — N Y

Bearn290 Raymond de Narbonne Kn R — Crossbowmen N N

Gascony103 Pierre de Wiessant Bu R — — N N

Auvergne243 Dauphin d’Auvergne Kn R — Swordsmen N N87 Guillaume d’Auvergne Kn Re — Chevalier N N1094 Abbess Margaret Home Cl R Cistercians — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Limousin398 Bertrand de Gourdon Kn R — Polearmsmen Y N1860 William de Chartres Kn R Templar Cavalry N Y

Perigord149 Savary de Mauleon Kn R — Chevalier N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

Guyenne122 Centule d’Astarac Kn R — Polearmsmen N N

Lusignans181 Hugh de Lusignan Kn R — Chevalier N N

Poitou124 Bernard de Comminges Kn R Templar Cavalry N Y1862 Armond de Perigord Kn R Templar Cavalry N Y

Nevers309 Guichard de Beaujeu Kn R — Cavalry N N233 Tescelin of Fontaines Kn R — Footmen Y N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y707 Abbot Evermore Cl R Cistercians — N Y

Burgundy235 Guichard le Grand Kn R — Chevalier N N234 William of Champeaux Cl R — — N N1490 Karl Bessart Kn R Teutonic Teutonic Knights N Y401 Abbot Arnaud-Amaury Cl R Cistercians — N Y

Champagne165 Gaucher de Chatillion Kn R — Nobles Y N168 Geoffroy de Villehardoiun Kn R — Polearmsmen N N304 Milon de Bar-Seine Bu R — — N N443 Gregory Haugh Kn R Teutonic Teutonic Knights N Y

Coucy163 Henry le Jeune Kn R — Light Cavalry N N306 Jean de Brienne Bu R — — N N179 Blessed Hugh of Macon Cl R — — N N1489 Lothar von Brunswick Kn R Teutonic Teutonic Knights N Y

La Marche300 Bouchard de Marly Kn R — Polearmsmen N N74 Mathieu le Grande Kn R — Cavalry N N301 Payen de Corbeil Kn R — Crossbowmen N N96 Guillaume Blanches Mains Cl R — — N N175 Abbess Heloise Cl R Benedictines — N Y

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Blois56 Louis of Blois Kn R — Cavalry N N55 Theobald de Blois Kn R — Nobles Y N95 Grand Abbot Suger Cl C Benedictines — N Y59 Jean de Beaumont Kn R — Chevalier N N689 Basyle de Blois Se R — — N N1876 Ermengard d’Asp Kn R Hospitalier Cavalry N Y1851 Everard des Barres Kn R Templar Cavalry N Y1908 Abbot Albertus Magnus Cl R Dominicans — N Y

Sancerre97 Guillaume de Donjeon Cl R — — N N305 Lambert de Thury Cl R — — N N54 Geoffrey de Gatinais Kn R — Warriors N N52 William de Gatinais Kn R — Polearmsmen N N1889 Pierre De Corneillan Kn R Hospitalier Cavalry N Y141 Abbot Christopher Cl R Franciscans — N Y

Ile de France51 Phillip de Dreux Cl R — — N N50 Pierre de Dreux Kn R — Cavalry N N49 Robert de Dreux Kn R — Chevalier N N72 Amaury de Montfort Kn R — Cavalry N N310 Robert de Courtenay Cl R — — N N71 Simon de Montfort IV Kn R — Chevalier Y N1887 Dieudonne De Gozon Kn R Hospitalier Cavalry N Y1909 Abbot Thomas Aquinas Cl R Dominicans — N Y

Picardy191 Guillaume de Ponthieu Kn R — Polearmsmen N N192 Renaud van Dammartin Kn R — Bowmen N N585 Walram Wiesbaden Kn R Teutonic Teutonic Knights N Y

Artois193 Baldwin de Hainaut Kn R — Nobles Y N209 Rogues Tyrel Bu R — — N N175 Abbess Heloise Cl R Benedictines — N Y929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Flanders208 Gautier Tyrel Bu R — — N N188 Matthew de Boulogne Kn R — Godendag N N

Normandy28 Guillame le Marechal Kn R — Nobles N N25 Hubert of Burgh Kn Ry — Bowmen N N952 Abbot Donogh ó Briain Cl R Franciscans — N Y

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Norman-Vexin150 Quent Guérat Bu R — — Y N93 Abbot Gauzlin Cl R Benedictines — N Y1850 Robert de Craon Kn R Templar Cavalry N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

Maine27 William FitzRobert Kn R — Bowmen Y N

Anjou14 Amaury de Craon Kn R — Swordsmen Y N43 Blessed Geoffroy de Loudun Cl R — — N N

Touraine34 William of Tancarville Kn R — Swordsmen N N37 Gilles de Perche Cl R — — N N

Rennes214 Hugh of Chester Kn R — Swordsmen N N166 Symonne la Converte Bu R — — N N1878 Geoffroy de Duisson Kn R Hospitalier Cavalry N Y93 Abbot Gauzlin Cl R Benedictines — N Y

Nantes213 Ralph of Fougeres Kn R — Footmen N N141 Abbot Christopher Cl R Franciscans — N Y

County of Toulouse294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y257 Aymeric de Narbonne-Lara Bu K — — N N101 Raymond VI de Toulouse Kn K — Nobles Y N102 Raymond VII de Toulouse Kn K — Nobles N N296 Raymond de Trencavel Kn K — Chevalier N N691 Thomas de Toulouse Se K — — N N2202 Champion Aidan Kn K — Swordsmen N Y691 Thomas de Toulouse Se K — — N N

Duchy of Aquitaine151 Eleanor of Aquitaine Kn Ke — Nobles Y N160 Bertrand de Goth Cl K — — N N2198 Champion Boyle Kn K — Swordsmen N Y692 Galeren de Guyenne Se K — — N N

County of Poitou129 Andrieu d’Andres Bu K — — N N2189 Cardinal Donatello Cl K — — N Y2201 Champion Kahn Kn K — Swordsmen N Y30 Eustache de Saint-Pierre Bu K — — N N

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Duchy of Burgundy302 Eudes de Burgundy Kn K — Footmen Y N232 Hugh de Burgundy Kn K — Light Cavalry N N2192 Cardinal Hohenwart Cl K — — N Y2203 Champion Lustig Kn K — Swordsmen N Y

County of Champagne402 Saint Bernard de Clairvaux Cl C Cistercians — N Y162 Henry le Liberal Kn K — Polearmsmen Y N164 Theobold le Chanteur Kn K — Cavalry N N172 William des Mains Blanche Cl K — — N N2200 Champion Rocca Kn K — Swordsmen N Y53 Jean d’Aire Bu K — — N N

Domaine Royal247 Guy Foulques Cl K — — N N397 Guy d’Auvergne Kn K — Polearmsmen N N299 Guy de Montfort Kn K — Nobles Y N47 Louis VII Capet Kn K — Chevalier N N48 Philip II Augustus Kn K — Chevalier Y N2182 Chancellor Roemer Bu K — — Y Y2186 Chamberlin Mallery Se K — — N Y2190 Cardinal Rousseau Cl K — — N Y2197 Champion Laroche Kn K — Swordsmen N Y

County of Flanders189 Baldwin de Flanders Kn K — Godendag Y N190 Ferrand de Portugal Kn K — Cavalry Y N2199 Champion Weyn Kn K — Swordsmen N Y2183 Chancellor Gottschalk Bu K — — Y Y

Duchy of Normandy2414 Henry II Plantagenet Kn K — Cavalry Y N36 Gautier de Coutances Cl K — — N N2415 John Lackland Kn K — Cavalry N Y2416 Richard I the Lionheart Kn K — Chevalier N Y

Duchy of Brittany216 Arthur de Brittany Kn K — Swordsmen Y N212 Geoffrey II of Brittany Kn K — Swordsmen Y N2188 Chamberlin Drasche Se K — — N Y2184 Chancellor Hillenbrand Bu K — — Y Y

County of Anjou42 Hildebert de Lavardin Cl K — — N N12 William de Roches Kn K — Cavalry N N2185 Chamberlin Talbot Se K — — N Y

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

County of Anjou continued2191 Cardinal Byrne Cl K — — N Y2196 Champion Anselm Kn K — Swordsmen N Y2180 Chancellor Prendergast Bu K — — Y Y2187 Chamberlin Gothardus Se K — — N Y

Order/Guild Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y93 Abbot Gauzlin Cl R Benedictines — N Y175 Abbess Heloise Cl R Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y141 Abbot Christopher Cl R Franciscans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1886 Nicolas Lorgne Kn C Hospitalier Cavalry N Y1888 Odon de Pins Kn C Hospitalier Cavalry N Y1890 Guillaume de Villaret Kn C Hospitalier Cavalry N Y1893 Master Augen de Balben Kn C Hospitalier Cavalry N Y1897 Hughes de Revel Kn C Hospitalier Cavalry N Y1847 Payen de Montdidier Kn C Templar Cavalry N Y1848 Archambaud de St. Agnan Kn C Templar Cavalry N Y1858 Gilbert Erail Kn C Templar Cavalry N Y1865 Thomas Berard Kn C Templar Cavalry N Y1868 Master Jacques de Molay Kn C Templar Cavalry N Y1900 Master Adolf of Holstein Kn C Teutonic Teutonic Knights N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Goedendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y

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THE ANGEVIN EMPIRE VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

Maid of OrleansThe Maid of Orleans is a medium map with a fairamount of land resources and multiple housesvying for control. Three houses are in competition:the houses of Lancaster, Capet, and Burgundy.Additionally, the Merchants of Flanders appear,and while they own less land than their competi-tors, they have a great capacity for moneymakingand can marshal formidable mercenary forces on short notice.

Most interesting to note on this map are thestarkly different goals of the competing houses.Lancaster desires territory in Capet, Capet seeks to wrest control of Champagne from Burgundy,and Burgundy cares only that it controls theriches of Flanders. As such, there are a number of different ways to play, and one must be vigilanton both offense and defense.

Armies and AttackingStarting as either Capet or Lancaster, you havesufficient regions at the outset that you can addsome towns and churches. There are plenty ofgood vassals for players who maximize theirChristianity and Honor.

For this scenario you want one large armythat contains most of your troops, and a medium-sized force left behind for defense. It is alsopossible for Lancaster and Capet, who can fieldlarger armies at the outset, to split their mainassault force into two smaller forces and attemptto make faster progress in this way.

Whichever house you begin with, make yourfirst targets regions where the estate is a city or a poorly upgraded castle. Keep an eye on yournearest player enemy (Merchant of Flanders willnot attack outside its own boundaries). You doalmost as much defense as offense on this map.

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Defensive TacticsEnemy attacks come from many directions, soremain dynamic. Muster your defensive regimentsand keep them positioned where they can defendtwo or three regions. Compose defensive forceswith plenty of ranged units and cavalry. Theformer helps you defend fortified structures, andthe latter lets you mop up infantry and destroyenemy siege weapons. Keep an eye on your merce-nary pool as well. Cheap but expendable troopscan slow enemies until you can get your main

force into place, and a well-timed Fair Maiden is worth her weight in gold.

Diplomacy and RatingsChivalry is important in this scenario, so ransommost captured knights. This also gives you anextra source of income, allowing you to allocatefewer parcels for cities and towns and more forfiefs. Build a few churches because they speedtroop recovery. Furthermore, you need a goodChristianity rating to grab the plentiful goodChristian knights available.

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LancasterThere are two keys to this scenario. First, use themaneuverability the sea gives you. You are a threatto almost any coastal region, and your ability tomove more quickly by sea than by land gives you adistinct advantage. Gather a large force in Englandand ship it to the mainland to attack. If resistance istoo stiff in one area, pick up and attack somewhereelse. Secondly, make sure to hold any gains youmake. Without a solid foothold on the mainland,your cause is lost. To this end, upgrade your castlesand use more defensive vassals (sheriffs are ideal).

In Rouen, marshal your pre-placed knightsinto a single force to defend Rouen castle fromearly attacks by Capet or, if these fail to materi-alize, to attack Capet lands in the east. Yourbeginning vassals are diverse, letting you go anynumber of ways. At the outset, however, you’remost likely doing more defending than attacking,so heavy cavalry and archers are your best bets.After you secure a foothold on the mainland,switch your vassals to include more heavyinfantry, as you’ll be doing a lot more besieging.

Keep your eyes on Burgundy. Don’t focus soheavily on subduing House Capet that you blindyourself to Burgundy’s progress.

Burgundy From the outset, you have two strategies: Eitherfortify your defenses and repel/conquer Capet, orleave only a light defense in place and make a rushon your scenario goals. Because the Merchants of Flanders are benign and will not invade yourlands, this scenario comes down to when and withhow much force you conquer them.

It’s possible to marshal your forces and assaultthe Merchants. Capet’s first priority is to stabilize itssituation against Lancaster, so there is a window ofopportunity to make serious gains without conse-quence. It’s a calculated risk, but one that might payoff well enough to carry you to victory, as you gainmomentum with every region you conquer.

The other tactic is to assault Capet directlyand address the Merchants of Flanders only whenyou have eliminated or neutralized other threats.It’s possible to ally yourself with Lancaster againstyour common enemy Capet. Capet likely cannotwithstand your combined might, but don’t get toocomfortable. Lancaster starts with more land andbetter knights than you. You must capitalize onCapet’s weakness swiftly or Lancaster will turn itsgaze your way and seek to disrupt you.

Though it does not further your scenariogoals, it’s worthwhile to take Hainault from Capet.It’s lightly defended, and it bridges the gapbetween your other regions. This also removes a key Capet staging area, slowing any incursionsfrom that direction.

CapetHouse Capet is the most difficult starting position,sandwiched between two houses that can onlybenefit from its demise. The key to playing Capetis awareness: You have to respond to a lot ofthreats and keep tabs on all aggressive parties ifyou want to retain what you have and expand.Getting caught unaware is the surest way to losethis scenario. Line the border with fiefs; they actas a first line of defense and spare your otherparcels from razing or pillaging.

First, Capet should focus its attentions onLancaster. Stabilizing the western territories isessential before completing the larger scenariogoals. As quickly as you can, muster your forcesand march on Rouen; split your forces into twogroups—one to siege Rouen castle and the other toclear up any defenders nearby. If you move quicklyenough, reinforcements from England will notarrive in time and you’ll have set Lancaster back.

After you take Rouen, place a church there tohelp your troops regenerate more quickly. Thetroops Lancaster sends will be numerous andtough. If you made two armies at the beginning,reorganize to make a solid three-sphere army ofonly your strongest knights.

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THE MAID OF ORLEANS VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Bruges301 Payen de Corbeil Kn R — Crossbowmen N N1948 Valentina Banker Bu R Banker — N Y

Troyes309 Guichard de Beaujeu Kn R — Cavalry N N310 Robert de Courtenay Cl R — — N N

Calais209 Rogues Tyrel Bu R — — N N193 Baldwin de Hainaut Kn R — Nobles Y N1851 Everard des Barres Kn R Templar Cavalry N Y1949 Theobald Banker Bu R Banker — N Y

Brabant373 Simon de Vermandois Cl R — — N N704 Johanna of Flanders Kn R — Crossbowmen Y N

Holland744 Erambald le fries Se R — — N N1947 Herman Banker Bu R Banker — N Y

Sussex832 Owain Gwynedd Kn R — Footmen N N

Rouen391 Tom Foote Kn R — Cavalry N N282 Henry de Wingham Cl R — — N N1939 Ludolf Mason Bu R Stonemason — N Y149 Savary de Mauleon Kn R — Chevalier N N

Dorset428 Richard Percy Kn R — Bowmen N N431 Gilbert of Gaunt Bu R — — N N

Hampshire858 William Moore Se R — — N N

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KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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THE MAID OF ORLEANS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Kent788 Leofwin of Kent Kn R — Footmen Y N859 John Penyngton Se R — — N N

Middlesex284 Hugh Despenser Kn R — Welsh Longbowmen Y N426 Saher Quincy Bu R — — N N1938 Thomas Mason Bu R Stonemason — N Y

Picardy233 Tescelin of Fontaines Kn R — Footmen Y N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y93 Abbot Gauzlin Cl R Benedictines — N Y

Reims329 Thibault de Bar Kn R — Cavalry Y N166 Symonne la Converte Bu R — — N N175 Abbess Heloise Cl R Benedictines — N Y

Ile de France59 Jean de Beaumont Kn R — Chevalier N N249 Simon de Brion Cl R — — N N

Maine119 Hugues Raymond d’Alfaro Kn R — Cavalry N N311 Adhemar de Poitiers Cl R — — N N

Hainault213 Ralph of Fougeres Kn R — Footmen N N689 Basyle de Blois Se R — — N N1866 William de Beaujeu Kn R Templar Cavalry N Y929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Caen87 Guillaume d’Auvergne Kn R — Chevalier N N690 Olivier d’Orleans Se R — — N N1850 Robert de Craon Kn R Templar Cavalry N Y

Orleanis165 Gaucher de Chatillion Kn R — Nobles Y N304 Milon de Bar-Seine Bu R — — N N1936 Vincent Mason Bu R Stonemason — N Y

Kingdom of England870 Simon de Quixley Bu K — — N N860 John Ryder Se K — — N N1842 Edric the Wild Kn K — Welsh Longbowmen N Y

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THE MAID OF ORLEANS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Duchy of Normandy12 William de Roches Kn K — Cavalry N N816 John Marshall Kn K — Nobles Y N

County of Flanders697 Jacques van Artevelde Bu K — — N N700 Charles le Bon Kn K — Godendag N N

County of Champagne692 Galeren de Guyenne Se K — — N N42 Hildebert de Lavardin Cl K — — N N302 Eudes de Burgundy Kn K — Footmen Y N

Kingdom of France30 Eustache de Saint-Pierre Bu K — — N N307 Pierre Bermond d’Anduze Kn K — Nobles N N691 Thomas de Toulouse Se K — — N N383 Joan of Arc Kn K — Nobles Y N247 Guy Foulques Cl K — — N N

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y1950 Guildmaster Borgianni Bu C Banker — N Y1951 Hubert Banker Bu C —Banker — N Y1952 Colin Banker Bu C Banker — N Y1935 Gerard Mason Bu C Stonemason — N Y1937 Guildmaster Hugh Mason Bu C Stonemason — N Y1940 John Mason Bu C Stonemason — N Y1853 Master Andre de Montbard Kn C Templar Cavalry N Y1855 Philip de Milly Kn C Templar Cavalry N Y1861 Pedro de Montaigu Kn C Templar Cavalry N Y1865 Thomas Berard Kn C Templar Cavalry N Y1867 Tibald de Gaudin Kn C Templar Cavalry N Y

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y

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Vive le RoiVive le Roi is a vast scenario with a full 16 housesvying for control of France. There are eight majorplayers: House Plantagenet, House Poitiers, Houseof Champagne, House of Burgundy, House Blois,House of Flanders, House St. Giles, and House de Monfort. In addition, there are eight minorhouses: Normandy, Brittany, Sancerre, Lusignans,Auvergne, Rodez, Foix, and the House of the Widow.

In this scenario, each house has separatevictory conditions involving expanding theirrealms enough to claim the throne. Some housesvie for control of Ile de France, while otherspursue ancient feuds.

OverviewThis scenario is large, so set yourself up for apowerful vassal strategy down the road. At thesame time, the starting lands given to each houseare limited, and many of the houses start withstrong vassals. Strike a balance between expansionand getting started on a vassal track. Find a softtarget nearby that you can take with minimalforces. Alternately, you could go the mercenaryroute. If so, wait to fill an entire army.

Early GameSmall starting lands with large amounts of AI-controlled territory to take mean that expansion

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THE MAID OF ORLEANS VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals continued2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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is key. Each parcel needs to contribute to yourstrategy by providing additional mercenaries,housing knights, or producing food. Extraneouschurches, farms, or towns limit your ability tokeep up pressure toward your win conditions, so choose a vassal strategy and stick with it.

With the large number of AI houses, push for either a manor house strategy or a nearly all-mercenary strategy. The AI houses harry yourfarms and attack with small armies. A small armyprotects a manor house, which in turn allows you

to acquire the manor house–based vassals whilestill attacking with a decent army. In addition,both manor house and mercenary strategies areless vulnerable to farm attacks. The downside ofthe mercenary strategy is that many of the houseshave Chivalry requirements, which are tough toachieve if you hire a lot of mercenaries. In multi-player games, others may try the manor housestrategy, in which case it may be worth going forsomething else. This isn’t a problem in single-player mode.

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Mid/Late GameAs the game progresses, keep working towardyour victory conditions. There is little reason to attack regions that don’t get you closer towinning. Exceptions to this are the houses thathave to take Ile de France, which is guarded bystrong knights, and may require an attack fromseveral armies at once.

If the vassals in your chosen strategy are not coming to your pool, another house may be following the same strategy and “stealing” your vassals. If you are using a manor house or cathedral and get neither a Guardsman nor aLegate/Steward in the first 10 minutes, switch to a captain-based strategy, a low-ratings game, or amercenary strategy. If you’ve chosen a mercenarystrategy to begin with, acquire low-ratings vassalsbecause your Chivalry will be low anyway.

PlantagenetHouse Plantagenet has several strong vassals tostart with in John Lackland, Henry II Plantagenet,and William Marshall. These vassals help youdefend a cathedral or manor house while takingyour first region. An army composed of WilliamMarshall, John Lackland, and Juhel de Mayenne is sufficient for early defense, because the cavalry is strong in open-field battles.

Form your attacking army around Henry IIPlantagenet, Hubert of Burgh, and Maelgwyn abOwain. Hopefully, you acquire Royal StewardSeamus after five minutes, and can bolster yourforces with peasants, but if you get only RoyalGuardsman Cuthbert, leave him to defend withWilliam Marshall while the rest of the forces attack.

Norman-Vexin is good for your first target. Itis a small wooden castle that is easy to take andfulfills one of your win conditions. From therestrike at either Normandy or Blois. You needpowerful vassals to take Ile de France and aSaintly vassal to maintain Christianity whilefighting. Because you have no ratings require-

ments for victory, low ratings or mercenary (orboth) strategies are also viable.

BloisHouse Blois is the most difficult house to play. It’s between several major houses. Its regions arespread out, with few parcels, and it has no stronghouse or kingdom vassals. In addition, it requiresyou to take Ile de France, a hard target. On the plusside, it does have the fewest regions to take (besidesFlanders). Because your house doesn’t have anyratings requirements (survival is hard enough), a low-ratings or mercenary strategy is an option.

Make Touraine your first target. Strike quicklybefore it is reinforced. From there, strike atSancerre. Even after this, you still face the difficultIle de France, so further expansion may be neces-sary. One tactic is to put together a single strongarmy and raze the fiefs of the House of the Widow’sstrong knights, then leave single knights on thoseparcels to prevent her from replacing the vassals.

Flanders Flanders is the merchant house, concerned primarily with money, but if they want to ruleFrance, they have to control some key regions.The quality of the burghers that Flanders startswith, combined with the dearth of knight vassals,leads naturally to a mercenary strategy, but it isdifficult to maintain Chivalry (as Flanders must)and buy lots of mercenaries. Playing Flandersrequires balancing victories in battle againstpurchasing new forces. Any Traveling Troupes or Chivalrous vassals you can acquire will help.Because you have to take Ile de France, you needconsiderable strength, so take all of Normandy(not just Norman-Vexin) to increase your powerbase. This and a careful mercenary strategy netsyou a large number of forces.

Flanders needs to watch out for Champagne.This house may try to steal Picardy and take Ile de France from you. Keep something on hand todiscourage these moves.

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ChampagneChampagne is stuck between two major houses,both of which it must attack. Few of Champagne’svassals stand out, but you can remedy that bychoosing a strong vassal path. On the other hand,this is the one house that is best off delaying itsfirst attack. If using a manor house or cathedral,see to their defense. It takes time to build adecent-sized attacking army. A delay also may giveyour neighbors time to move their forces awayfrom you, allowing Champagne to strike hard atrelatively undefended territory.

BurgundyBurgundy has straightforward victory conditions,making it one of the easiest houses to play.Building a manor house in Burgundy frees a largeamount of land for vassals early on. In addition,two strong vassals, Guichard le Grand and Hughde Burgundy, supply a large cavalry force, perfectfor defending a manor house or cathedral. Theremaining vassals include Eudes de Burgundy andTesceline de Fontaines, both of whom have siegeequipment that makes it easier to take castles early.

Burgundy should concentrate on HouseAuvergne early on, because they have half of thevictory condition regions and are relatively easy toattack. Taking the region of Auvergne right awayputs you in a good position to continue aroundthrough Limousin. Keep an eye on Champagne,who needs to take Burgundy, because it would bedevastating to lose that region.

PoitiersWith many of the other houses vying for controlof Ile de France, Poitiers can take advantage byattacking them from behind. Though its startingset-up is a bit strange, with disconnected regions,the alliance with Lusignans is probably not worthbreaking. Touraine is an easy target early on, beinga cathedral, but be careful of losing Christianity by

fighting at the cathedral, because you have tomaintain high ratings. You have powerful vassalsearly, but they’re mainly polearmsmen or nobles.Your starting vassals, especially Eleanor vonRechberg, have strong units for sieges, includingEleanor’s trebuchet.

Because your ratings must be high to win,commit to the high-ratings game to acquire aSaintly vassal. This way, you can attack whomeveryou want and avoid any potential aggravationfrom Corrupt Cardinals. Making peace with HouseFoix and taking Gascony gives you a good localefor a cathedral, allowing you to quickly get theMartyr vassal.

De MontfortHouse de Montfort has vowed to exterminate theCathar heretical sect in Toulouse. If it can do sowithout resorting to less-than-noble tactics, thethrone of France may be within its grasp. Theelimination of House St. Giles is your primarygoal, but that goal may be aided by first grabbingsome land from House Foix, which has allied itselfwith the heretics.

Building a manor house is risky from thisposition, but it could pay off well if others are not using manor houses, giving you access to the manor house vassals. A cathedral is risky, because you don’t need to worry aboutChristianity when fighting heretics; however, itmay pay off if no one else has one. You cannot use mercenaries to any great extent, as you mustbe careful to maintain your Chivalry. All of thismeans that attracting military vassals (Captainsand more) is the best way to go.

St. GilesHouse St. Giles starts with only one region, butseveral strong vassals. The vassals Raymond VI de Toulouse, Raymond VII de Toulouse, ArnulfMeffridus, Raymond Trencavel, and Vivien deLomagne are all strong, as is the burgher Quent

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Guérat, who gives two catapults to each knight in his region. This makes taking a territory earlyfairly easy, which can help stave off de Montfortlong enough to turn the tide. Quercy is theobvious target, because it is part of your victoryconditions to begin with and can be taken by oneor two strong vassals.

Until you have accomplished serious expan-sion, you are reliant on your supply of kingdomknights. After you have a few regions, a Captain-based vassal strategy best complements yourforces. It’s difficult to use mercenaries and stillkeep your Chivalry up, which is necessary for yourvictory conditions.

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VIVE LE ROI VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Nantes214 Hugh of Chester Kn R — Swordsmen N N407 Simon Theobald Cl R — — N N553 Maître de Templars Kn R Templar Cavalry N Y

Rennes213 Ralph of Fougeres Kn R — Footmen N N345 William de Bohun Bu R — — N N124 Bernard de Comminges Kn R Templar Cavalry N Y

Touraine25 Hubert of Burgh Kn R — Bowmen N N1862 Armond de Perigord Kn R Templar Cavalry N Y

Anjou33 William Marshall Kn R — Chevalier N N166 Symonne la Converte Bu R — — N N1860 William de Chartres Kn R Templar Cavalry N Y93 Abbot Gauzlin Cl R Benedictines — N Y

Maine57 William of Reims Cl R — — N N1851 Everard des Barres Kn R Templar Cavalry N Y

Norman-Vexin334 Henry Bergersh Cl R — — N N408 Thomas Dagforth Kn R — Swordsmen N N1850 Robert de Craon Kn R Templar Cavalry N Y883 Abbot Walter Malclerk Cl R Dominicans — N Y

KeyKn Knight C Common

Bu Burgher R Regional

Cl Clergy K Kingdom

Se Serf

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VIVE LE ROI VASSALSID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Normandy346 Robert of Artois Kn R — Welsh Longbowmen N N859 John Penyngton Se R — — N N292 Henri de Rodez Kn R Templar Cavalry N Y952 Abbot Donogh ó Briain Cl R Franciscans — N Y

Flanders208 Gautier Tyrel Bu R — — N N373 Simon de Vermandois Cl R — — N N1489 Lothar von Brunswick Kn R Teutonic Teutonic Knights N Y

Artois193 Baldwin de Hainaut Kn R — Nobles Y N929 Abbot Donat O’Haingly Cl R Benedictines — N Y

Picardy209 Rogues Tyrel Bu R — — N N707 Abbot Evermore Cl R Cistercians — N Y1488 Günther von Schwarzenburg Kn R Teutonic Teutonic Knights N Y

Ile de France49 Robert de Dreux Kn R — Chevalier N N74 Mathieu le Grande Kn R — Cavalry N N234 William of Champeaux Cl R — — N N313 Pierre de Courtenay Kn R — Swordsmen Y N390 Jacob van Artevelde Bu R — — N N410 William de Melleun Cl R — — Y N1103 Davy Loncastell Bu R — — N N1117 Forveleth Kynlouch Se R — — N N1118 Amery the Sowlis Se R — — N N1909 Abbot Thomas Aquinas Cl R Dominicans — N Y

Sancerre175 Abbess Heloise Cl R Benedictines — N Y411 Bertran du Guesclin Kn R — Polearmsmen N N1193 Wolfger von Leibrecht Bu R — — N N141 Abbot Christopher Cl R Franciscans — N Y

Blois301 Payen de Corbeil Kn R — Crossbowmen N N305 Lambert de Thury Cl R — — N N1931 Laurence Wright Bu R Wainright — N Y1866 William de Beaujeu Kn R Templar Cavalry N Y1908 Abbot Albertus Magnus Cl R Dominicans — N Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

La Marche55 Theobald de Blois Kn R — Nobles Y N56 Louis of Blois Kn R — Cavalry N N689 Basyle de Blois Se R — — N N

Coucy165 Gaucher de Chatillion Kn R — Nobles Y N1486 Hendrick van Alckemade Kn R Teutonic Teutonic Knights N Y

Champagne163 Henry le Jeune Kn R — Light Cavalry N N211 William of Mâcon Cl R — — N N690 Olivier d’Orleans Se R — — N N1484 Poppo von Osterna Kn R Teutonic Teutonic Knights N Y

Burgundy233 Tescelin of Fontaines Kn R — Footmen Y N581 Leopold Babenberg Bu R — — N N585 Walram Wiesbaden Kn R Teutonic Teutonic Knights N Y707 Abbot Evermore Cl R Cistercians — N Y

Nevers103 Pierre de Wiessant Bu R — — N N235 Guichard le Grand Kn R — Chevalier N N1492 Antonius van Printhagen Kn R Teutonic Teutonic Knights N Y175 Abbess Heloise Cl R Benedictines — N Y1094 Abbess Margaret Home Cl R Cistercians — N Y

Poitou122 Centule d’Astarac Kn R — Polearmsmen N N161 Gérard de Mallemort Cl R — — N N

Lusignans181 Hugh de Lusignan Kn R — Chevalier N N329 Thibault de Bar Kn R — Cavalry Y N409 Maurice de Berkeley Kn R — Cavalry Y N743 Agatha la frank Se R — — N N858 William Moore Se R — — N N

Guyenne124 Bernard de Comminges Kn R Templar Cavalry N Y380 Jeanne de Penthievre Se R — — N N1884 Guillaume de Chateuneuf Kn R Hospitalier Cavalry N Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Perigord243 Dauphin d’Auvergne Kn R — Swordsmen N N590 Matilda Spoleto Se R — — N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y

Limousin87 Guillaume d’Auvergne Kn R — Chevalier N N400 Pierre de Castelnau Cl R — — N N443 Gregory Haugh Kn R Teutonic Teutonic Knights N Y

Auvergne123 Seguin de Balenx Kn R — Bowmen N N1211 Francesco da Parma Cl R — — N N1490 Karl Bessart Kn R Teutonic Teutonic Knights N Y401 Abbot Arnaud-Amaury Cl R Cistercians — N Y

Gascony59 Jean de Beaumont Kn R — Chevalier N N110 Jean de Fiennes Bu R — — N N1885 Helion De Villeneuve Kn R Hospitalier Cavalry N Y

Bearn50 Pierre de Dreux Kn R — Cavalry N N744 Erambald le fries Se R — — N N1878 Geoffroy de Duisson Kn R Hospitalier Cavalry N Y

Quercy97 Guillaume de Donjeon Cl R — — N N385 Robert Le Coq Cl R — — N N1876 Ermengard d’Asp Kn R Hospitalier Cavalry N Y2045 Abbot Fulk de Cashel Cl R Benedictines — N Y

Toulouse107 Hugues d’Alfaro Kn R — Footmen N N127 Raymond Trencavel Kn R — Cavalry N N150 Quent Guérat Bu R — — Y N254 Vivien de Lomagne Kn R — Nobles N N294 Abbot Arnaud de Roquefeuil Cl R Franciscans — N Y298 Bertrand de Cardaillac Cl R — — N N306 Jean de Brienne Bu R — — N N1430 Arnulf Meffridus Kn R — Nobles N N1887 Dieudonne De Gozon Kn R Hospitalier Cavalry N Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Foix61 Jacques de Wiessant Bu R — — N N521 Roger de Foix Kn R — Cavalry N N1889 Pierre De Corneillan Kn R Hospitalier Cavalry N Y

Beziers304 Milon de Bar-Seine Bu R — — N N327 Philippe Goloin Kn R — Light Cavalry N N1874 Foulques de Villaret Kn R Hospitalier Cavalry N Y

Gevaudan309 Guichard de Beaujeu Kn R — Cavalry N N310 Robert de Courtenay Cl R — — N N1891 Gerard Tum Kn R Hospitalier Cavalry N Y

County of Toulouse101 Raymond VI de Toulouse Kn K — Nobles Y N102 Raymond VII de Toulouse Kn K — Nobles N N160 Bertrand de Goth Cl K — — N N257 Aymeric de Narbonne-Lara Bu K — — N N2189 Cardinal Donatello Cl K — — N Y2200 Champion Rocca Kn K — Swordsmen N Y

Duchy of Aquitaine151 Eleanor of Aquitaine Kn K — Nobles Y N2202 Champion Aidan Kn K — Swordsmen N Y

Duchy of Burgundy129 Andrieu d’Andres Bu K — — N N232 Hugh de Burgundy Kn K — Light Cavalry N N302 Eudes de Burgundy Kn K — Footmen Y N2192 Cardinal Hohenwart Cl K — — N Y2188 Chamberlin Drasche Se K — — N Y2184 Chancellor Hillenbrand Bu K — — Y Y2203 Champion Lustig Kn K — Swordsmen N Y

County of Champagne164 Theobold le Chanteur Kn K — Cavalry N N172 William des Mains Blanche Cl K — — N N2190 Cardinal Rousseau Cl K — — N Y2201 Champion Kahn Kn K — Swordsmen N Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Domaine Royal30 Eustache de Saint-Pierre Bu K — — N N247 Guy Foulques Cl K — — N N691 Thomas de Toulouse Se K — — N N2186 Chamberlin Mallery Se K — — N Y2182 Chancellor Roemer Bu K — — Y Y2197 Champion Laroche Kn K — Swordsmen N Y

County of Flanders697 Jacques van Artevelde Bu K — — N N2187 Chamberlin Gothardus Se K — — N Y2183 Chancellor Gottschalk Bu K — — Y Y2199 Champion Weyn Kn K — Swordsmen N Y

Duchy of Normandy53 Jean d’Aire Bu K — — N N389 Jean de Normandie Kn K — Swordsmen N N2191 Cardinal Byrne Cl K — — N Y2185 Chamberlin Talbot Se K — — N Y2180 Chancellor Prendergast Bu K — — Y Y2196 Champion Anselm Kn K — Swordsmen N Y

County of Anjou11 Henry II Plantagenet Kn K — Cavalry Y N13 John Lackland Kn K — Cavalry N N

Duchy of Brittany216 Arthur de Brittany Kn K — Swordsmen Y N860 John Ryder Se K — — N N2198 Champion Boyle Kn K — Swordsmen N Y

Order Vassals46 Abbot Ordericus Vitalis Cl C Benedictines — N Y95 Grand Abbot Suger Cl C Benedictines — N Y242 Abbot Peter the Venerable Cl C Benedictines — N Y402 Saint Bernard de Clairvaux Cl C Cistercians — N Y941 Abbot Felix O’Ruadain Cl C Cistercians — N Y949 Abbot Ailbe O’Molloy Cl C Cistercians — N Y1910 Abbess Catherine di Siena Cl C Dominicans — N Y1912 Saint Dominic Cl C Dominicans — N Y1913 Abbot Jordan of Saxony Cl C Dominicans — N Y1810 Abbot Roger Bacon Cl C Franciscans — N Y1915 Saint Francis di Assisi Cl C Franciscans — N Y1916 Abbot Peter da Cattaneo Cl C Franciscans — N Y1920 Egbert Carpenter Bu C Carpenter — Y Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Order Vassals continued1935 Gerard Mason Bu C Stonemason — N Y1877 Garnier de Naplous Kn C Hospitalier Cavalry N Y1879 Jacques de Milli Kn C Hospitalier Cavalry N Y1886 Nicolas Lorgne Kn C Hospitalier Cavalry N Y1888 Odon de Pins Kn C Hospitalier Cavalry N Y1890 Guillaume de Villaret Kn C Hospitalier Cavalry N Y1892 Grand Master Morel Kn C Hospitalier Cavalry N Y1893 Master Augen de Balben Kn C Hospitalier Cavalry N Y1894 Master Arnold de Comps Kn C Hospitalier Cavalry N Y1896 Geofroy le Rat Kn C Hospitalier Cavalry N Y1897 Hughes de Revel Kn C Hospitalier Cavalry N Y1898 Richard Caracciolo Kn C Hospitalier Cavalry N Y1845 Grand Master Dubois Kn C Templar Cavalry N Y1847 Payen de Montdidier Kn C Templar Cavalry N Y1848 Archambaud de St. Agnan Kn C Templar Cavalry N Y1858 Gilbert Erail Kn C Templar Cavalry N Y1859 Philip de Plessiez Kn C Templar Cavalry N Y1863 Richard de Bures Kn C Templar Cavalry N Y1864 Reynald de Vichiers Kn C Templar Cavalry N Y1865 Thomas Berard Kn C Templar Cavalry N Y1867 Tibald de Gaudin Kn C Templar Cavalry N Y1868 Master Jacques de Molay Kn C Templar Cavalry N Y1869 Master Brian deJay Kn C Templar Cavalry N Y1454 Herman van Rijkel Kn C Teutonic Teutonic Knights N Y1458 Hanno von Sangershausen Kn C Teutonic Teutonic Knights N Y1477 Gerard van Loon Kn C Teutonic Teutonic Knights N Y1482 Diederik Guldenhoofd Kn C Teutonic Teutonic Knights N Y1483 Burkhard von Schwanden Kn C Teutonic Teutonic Knights N Y1899 Grandmaster Hermann Von Salza Kn C Teutonic Teutonic Knights N Y1900 Master Adolf of Holstein Kn C Teutonic Teutonic Knights N Y1902 Master Heinrich Walpot Kn C Teutonic Teutonic Knights N Y

von Bassenheim1904 Walter van Papenhoven Kn C Teutonic Teutonic Knights N Y1905 Werner Von Orselen Kn C Teutonic Teutonic Knights N Y1906 Winrich von Kniprode Kn C Teutonic Teutonic Knights N Y

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VIVE LE ROI VASSALS CONTINUEDID/ SIEGE SPECIALREGION NAME TYPE POWER ORDER/GUILD TROOP TYPE WEAPON REQUIREMENTS

Military Vassals2168 Captain Teeling Kn C Captain Welsh Longbowmen Y Y2169 Captain van Campen Kn C Captain Godendag Y Y2170 Captain de Villiers Kn C Captain Chevalier Y Y2171 Captain Breathnach Kn C Captain Gallowglass Y Y2172 Captain Borgo Kn C Captain Genoese Crossbowmen Y Y2173 Captain Gerung Kn C Captain Teutonic Knights Y Y2174 Captain Makartane Kn C Captain Highlanders Y Y2175 Captain Schwarzenberger Kn C Captain Swiss Pikemen Y Y2323 Captain Black Kn C Captain Footmen Y Y2324 Captain Boyde Kn C Captain Warriors Y Y2325 Captain Cuilennáin Kn C Captain Light Cavalry Y Y2326 Captain Santiago Kn C Captain Crossbowmen Y Y2327 Captain Fock Kn C Captain Peasants Y Y2328 Captain Scherer Kn C Captain Polearmsmen Y Y2329 Captain Wilhelm Kn C Captain Swordsmen Y Y2330 Captain Buisson Kn C Captain Cavalry Y Y2331 Captain Harding Kn C Captain Bowmen Y Y2332 Captain Faust Kn C Captain Nobles Y Y2176 Lieutenant Davidson Kn C Lieutenant Swordsmen Y Y2177 Lieutenant Pierpont Kn C Lieutenant Swordsmen Y Y2178 Lieutenant Goldwin Kn C Lieutenant Swordsmen Y Y2179 Lieutenant Koubek Kn C Lieutenant Swordsmen Y Y2333 Lieutenant Godscalck Kn C Lieutenant Swordsmen Y Y2334 Lieutenant Taidg Kn C Lieutenant Swordsmen Y Y2335 Lieutenant Rossi Kn C Lieutenant Swordsmen Y Y2336 Lieutenant Maknab Kn C Lieutenant Swordsmen Y Y2193 Marshall John Butler Kn C Marshall Nobles Y Y2194 Marshall Granier Kn C Marshall Nobles Y Y2337 Marshall Zeit Kn C Marshall Nobles Y Y2338 Marshall Vitalis Kn C Marshall Nobles Y Y2195 Constable David Wyse Kn C Constable Chevalier N Y2339 Constable Lorens Bachellier Kn C Constable Chevalier N Y2340 Constable Hans Schroder Kn C Constable Chevalier N Y

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Abernethy, 1072With King William of Normandy tied up puttingdown rebellions to the south, King Malcolm ofScotland saw a chance to expand his holdings byinvading England via Northumbria. The campaignlasted for two years, until William, launching acounterstrike by land and sea, drove Malcolm’sforces back to Scotland. At Abernethy in 1072,William forced Malcolm to submit to his rule.

Abernethy, 1072 StrategiesAbernethy is a classic castle siege, with strongforces on both sides. If either side makes a mistakeor does not press an advantage when it appears, it can lose the battle. A great deal depends on thedefender at the battle’s start, who can choose toaccept the siege and fight a long defensive battle,

or go on the offensive to knock out the enemy’ssiege equipment early. It is up to the attacker toadjust to the defender’s opening moves.

The MapThe Abernethy map allows for an assault on thecastle from any direction, should the attackingplayer maneuver around to the sides or rear of the castle. However, doing so allows the defendermore time to set up his defenses or to make anattack of his own. The attacker needs to keep inmind that the defender has forces in front of thecastle that can strike quickly, and reinforcementsbehind the castle that can flank an attack. Thecastle has a low stone outer curtain wall that doesnot take long to breach. The inner, double thickwalls around the keep, as well as the taller roundstone towers, take more punishment.

Chapter 11: Historical Battles

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KEYA PeasantsB WarriorsC FootmenD PolearmsmenE SwordsmenF NoblesG Light CavalryH CavalryI CrossbowmenJ BowmenK HighlandersL GallowglassM ChevalierN Teutonic KnightsO GodendagP Swiss PikemenQ Welsh LongbowR Genoese CrossbowS Garrison SpearmenT Garrison FootmenU Garrison SwordsmenV Garrison CrossbowW Garrison BowX Battering RamY BallistaZ Catapultaa Mangonelbb Trebuchetcc Siege Tower

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William the ConquerorYour forces are smaller in number than thedefender’s, but well-suited for taking the castle. In addition to your troops, you have multiple siegeweapons, most of which have ranged attacks. Thedeadly trebuchets can win the battle for you if youprotect them and use them right.

Keep some things in mind during the battle:Your bowmen have greater range than the

garrison bowmen on the castle walls, but theenemy ballista outrange your archers.

Siege weapons are not just for knocking holesin walls and towers. Ranged siege weapons aredeadly against targets in the open field, especiallythe ballista. Stop firing after your melee troopsengage the target or you may slaughter your own troops!

Early in the BattleDefend your siege engines! Your opponent maynot press the attack from the beginning, but if hedoes, his soldiers outside the gatehouse can get toyour lines, especially his highlanders. If you losetoo many of your siege engines, your opponentcan hole up in the castle and force you to attackwith scaling ladders, which are costly and may notsucceed. So first, get your infantry between yoursiege engines and the enemy.

After beating back any initial attack, yourenemy will go on the defensive. Now you need toget into the castle to fight him. Get your trebuchetsinto position and take out the ballistae on thetowers. Don’t move your other companies or siegeweapons into range of these ballistae until youdestroy them. Watch for the enemy’s light cavalry.They start on the map’s opposite side but cansneak up to assault your siege weapons.

After you deal with the ballistae, move up your other ranged siege weapons along with yourarchers and clear out the walls. Move up siegetowers and load them with troops.

As the Battle ProgressesLaying siege to a castle takes time, and thingsneed to be done step by step. Pull back andrearrange the positions of your forces as differentsoldier types and siege weapons become importantduring different battle stages.

Your cavalry is your best defense against asurprise attack in the open field. Don’t squanderthem by using them to force your way into thecastle. Use them to roam outside, challenging anyenemies that get too close to your siege weapons.Keep them out of range of enemy archers andsiege weapons. Later in the battle you may needthem to take on the enemy’s nobles if they leavethe safety of the towers and venture into thecourtyard or the open field.

If your siege weapons survive the enemy’scounterstrikes, move them in close and use them to soften up companies hiding behind or on top of walls and towers. If you cause enoughcasualties, he has to come out and fight, then you can polish him off.

King Malcolm III of ScotlandDefending your castle from the enemy’s siegerequires as much offense as defense. You cannotsimply sit back and wait for them. They willoutrange you with their trebuchets and theirarchers are superior to yours. If they are patientand you do nothing to stop them, they will defeat you.

You must find a way to take out the enemy’sranged siege weapons. This is your key to victory.Fortunately you have the right tools for the job—light cavalry and highlanders, some of thegame’s fastest companies. Use their speed to get to the enemy siege weapons. If they die in theprocess but succeed in their mission, it’s a smallprice to pay.

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Early in the BattleThe enemy is weak on his right flank, with asingle group of slow-moving swordsmen to defendhalf his siege weapons and archers. Move yourfrontline troops quickly and engage the enemyhere before he can set up defenses to gain anadvantage. Move too slowly and you lose thechance to pull off this maneuver.

Your reserve forces on the map’s opposite side are also critical to victory. While these lightcavalry and highlanders are not your strongesttroops, they are your fastest. Circle them aroundthe castle and strike his trebuchets from the sideor rear, bypassing any defending soldiers. Take out his ballista as well.

If the enemy gets siege weapons and archersinto range of your defenders on the walls, andyour ranged attacks are unable to reach them, pull them back to a safer location within thecastle. Tempt the enemy to assault your walls,then, when they make the attempt, move onto the walls and engage them.

As the Battle ProgressesYou have four companies of troops inside yourwalls. Use them, but keep some in reserve forbreaches in your defenses. You can outnumberand swarm any single company trying to gain thecourtyard from a wall breach or tower door. If theenemy moves his siege equipment or archers tooclose to your walls, open the gatehouse or chargethrough a wall breach with your reserves andsurprise him.

Your nobles are one of your most powerfulweapons, and one the enemy often overlooks. Do not lose them to siege or archery fire! Thesenobles can make a wall impossible to take vialadders or siege towers and they can devastate any enemy company foolish enough to enter thecourtyard. If the enemy cavalry gets too close, put your nobles into phalanx and destroy them.

If your ballistae survive the enemy’s trebuchets,rip into enemy companies within range. Do nothit your own troops in the process!

In the end, seize every chance you can get tooutnumber the enemy and your castle will stand.

WILLIAM OF NORMANDYKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

William of Normandy Kingdom Cavalry 25Odo de Bayeux Regional Polearmsmen 40Robert of Mortain Common Swordsmen 30Radulph Basset Common Bowmen 25Roder St. John Common Bowmen 25Emory de Welton Common Footmen 40Robert of Quincy Common Footmen 40Isaac of Norfolk Common Footmen 40Gilles Staunton Siege Engineer Trebuchet 1Robert de Logan Siege Engineer Trebuchet 1Mason Fleming Siege Engineer Ballista 1Stephen Baptiste Siege Engineer Mangonel 1Gilbert of Kent Siege Engineer Catapult 1John Tyrrell Siege Engineer Siege Tower 1Ralph Tobin Siege Engineer Siege Tower 1Thomas Stewart Siege Engineer Battering Ram 1

MALCOLM IIIKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Malcolm III Kingdom Nobles 10Carson Macphearson Common Highlanders 40Bean Macbain Common Highlanders 20Kenneth Mackenzie Common Highlanders 40Garvie Maclean Common Light Cavalry 30Stark Robertson Common Light Cavalry 30Clark Cameron Common Polearmsmen 40Moodie Stewart Common Polearmsmen 30Colyear Robertson Common Polearmsmen 20John Sinclair Garrison Captain Garrison Bowmen 20Darby Macrae Garrison Captain Garrison Bowmen 20Robert of Galway Garrison Captain Garrison Bowmen 20James Gordon Garrison Captain Garrison Bowmen 20Ballista Commander Siege Engineer Ballista 1Ballista Commander Siege Engineer Ballista 1

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Agincourt, 1415Toward the close of the 100 Years War, Henry V’ssmall army of 6,000 was caught near the village ofAgincourt by a French army of 20,000–30,000.Henry stretched his archers between woods at theend of a muddy field and opened fire. The Frenchcavalry charged and became mired in the hip-deepmud. They were easy targets for the Englisharchers. The result was a crushing defeat for theflower of French nobility.

Agincourt, 1415 StrategiesAgincourt is a classic historical match-up ofEnglish longbow vs. French cavalry. On paper, the French seem to have the advantage, with fast-moving forces that can plow though archerunits in seconds. But the terrain is not in their

favor, and if the English exploit this, they willachieve victory.

The MapA series of large, muddy fields that slow move-ment to a crawl dominate the map of Agincourt.Even charging cavalry’s movement rate slows.Attacking companies have two options: Gothrough the mud or go around it. The first optionkills any chance of maneuvering, the secondoption takes a long time and gives the enemy the chance to set up for your arrival.

Henry VVictory at Agincourt is all about using the terrainto your advantage and protecting your archers.You have four companies of Welsh longbowmen,the game’s deadliest archers, as well as three

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KEYA PeasantsB WarriorsC FootmenD PolearmsmenE SwordsmenF NoblesG Light CavalryH CavalryI CrossbowmenJ BowmenK HighlandersL GallowglassM ChevalierN Teutonic KnightsO GodendagP Swiss PikemenQ Welsh LongbowR Genoese CrossbowS Garrison SpearmenT Garrison FootmenU Garrison SwordsmenV Garrison CrossbowW Garrison BowX Battering RamY BallistaZ Catapultaa Mangonelbb Trebuchetcc Siege Tower

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companies that can counterstrike against theattacking cavalry. But to win, the archers have to survive long enough to do their jobs.

Early in the BattleYour companies start spread out along the edgesof the farm fields. Your first task is to bring themtogether. Leaving light troops spread out in theface of charging cavalry is suicide! Group yourbowmen and use the nobles and polearmsmen asshields in front of them. You want every ounce ofdefense you can get to slow the enemy, so use boxand schiltrom formations. Keep an eye on theenemy and reposition your army so the infantryare always facing the enemy.

As the Battle ProgressesIf the enemy attempts to circle around the mud,move your army into the fields and let them cometo you, denying them the advantage they hopedfor. When your bowmen fire on the enemy, moveyour nobles and polearmsmen up and engage theenemy cavalry first. Have all four companies ofarchers pick a single target, preferably the oneengaged with the nobles, and mow it down, thenmove onto the next target and repeat. If it looks asif the enemy is going to breach your defenses andget to your bowmen, have their knights move upto the formation’s front to slow the enemy whileyour archers fire.

Charles VIPatience is the key to success at Agincourt. Youmust not fall into the trap the French did in 1415by charging straight at the enemy. Your cheva-liers, nobles, and other troops are more thanenough to destroy the English forces, but only ifthey can get to the English lines without losinghalf their strength along the way.

Early in the BattleThe English would like nothing more than to haveyour chevaliers charge straight at them. You mustnot give them this satisfaction! Regardless of yourdirection of attack, lead off with your swordsmenin a shield wall formation, followed by yournobles, polearmsmen, and crossbowmen. Keepyour chevaliers off to the flanks, one company oneither side, and force the enemy archers to fire on your swordsmen first. Their shields absorb thedamage from the arrows.

As the Battle ProgressesOnly after forcing the enemy to engage yourinfantry should the chevaliers charge in. Widesweeping maneuvers around the enemy flanks arethe best bet here. If the English archers are firingon your infantry, you will be able to get thembefore they switch targets.

Don’t overlook the threat of the enemy nobles! They are a small but powerful company.Concentrate your infantry and your crossbow-men on them while your chevaliers deal with the archers.

HENRY VKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Henry V Kingdom Nobles 20Duke of Glouchester Regional Welsh Longbowmen 20Duke of York Regional Polearmsmen 30Thomas Erpingham Common Welsh Longbowmen 20Earl of Oxford Common Welsh Longbowmen 20Earl of Kent Common Welsh Longbowmen 20Lord Camoys Common Polearmsmen 30

CHARLES VIKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Charles d’ Albret Kingdom Nobles 30Jean Boucicaut Kingdom Chevalier 30Duc de Alencon Regional Chevalier 30Count de Marle Common Swordsmen 40Seigneur de Dampiere Common Polearmsmen 40Seigneur de Rambures Common Crossbowmen 20

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Bannockburn, 1314As part of his rebellion for an independentScotland, Robert the Bruce lay siege to StirlingCastle. Learning of this, King Edward II raced hisarmy to Stirling where the two met in battle.Bruce made his stand at Bannockburn—a boggyfield that favored his dense thickets of spearmen.When the English cavalry charges were broken,Bruce routed the English and became foreverScotland’s great warrior king.

Bannockburn, 1314 StrategiesBannockburn is a multilayered battle that canswing either way, depending on how each side usesits forces. Both sides have units that grant them

tremendous advantages over the enemy if they arecorrectly deployed. Neutralizing this advantage inyour opponent is the key to winning the battle.

The MapThe Bannockburn map is straightforward, withterrain that gives little advantage to either of thesides involved. While it’s possible for the Englishforces to retreat to the swampy land to their rear,they would be giving Scotland’s mobile high-landers an advantage by doing so.

Robert the BruceWith three good-sized companies of polearmsmen,you have a force that can cut the English cavalryto ribbons. The trick is making certain that thepolearmsmen get to their targets alive. You lack

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KEYA PeasantsB WarriorsC FootmenD PolearmsmenE SwordsmenF NoblesG Light CavalryH CavalryI CrossbowmenJ BowmenK HighlandersL GallowglassM ChevalierN Teutonic KnightsO GodendagP Swiss PikemenQ Welsh LongbowR Genoese CrossbowS Garrison SpearmenT Garrison FootmenU Garrison SwordsmenV Garrison CrossbowW Garrison BowX Battering RamY BallistaZ Catapultaa Mangonelbb Trebuchetcc Siege Tower

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any heavy units, but you make up for this withspeed and mobility. Use this to close quicklybecause the English have a deadly threat in theWelsh longbowmen.

Early in the BattleGet together your companies of polearmsmen andform a protective wall for your archers. You canmove the polearmsmen forward or wait for theenemy to attack as you see fit, but do not let theindividual companies get isolated. Move yourhighlanders and light cavalry off to the flanks,keeping them away from the enemy’s initialattack. You will need them later.

As the Battle ProgressesThe enemy’s cavalry may seem like the mainthreat, but your polearmsmen can easily counterthem. The real danger comes from the enemy’sWelsh longbowmen, who can tear you to shredsfrom a distance. Your bowmen cannot win anyarchery duel with them, and lacking shield-usinginfantry, your soldiers will fall quickly unless youtake action. This is where your highlanders andlight cavalry come in. Use them to maneuveraround the English flanks and directly attack thearchers. Charge after you get into position to closethe distance before the enemy can react. It doesnot matter if these light units survive, only thatthey accomplish their mission.

After you deal with the archers, the next bigthreat is the enemy swordsmen. While tough, theyare slow, and the combined efforts of your infantryand archers will be enough to wear them down.

Edward IIIYou have a powerful army at your disposal,including three companies of cavalry, a company ofswordsmen, and a company of Welsh longbowmen.This alone would seem enough to destroy mostenemy forces lacking equally heavy units, butappearances can be deceiving. You must use yourcavalry wisely or it will die against the enemy’s

polearms. Your archers, while powerful, need to beprotected and your swordsmen, while tougher thanany of the enemy infantry, are slow to respond.The key to winning this battle is patience!

Early in the BattleDo not rush in with your cavalry. Hold thesepowerful units in reserve. Your first goal is towear down the enemy with your Welsh long-bowmen, who should be protected behind yourswordsmen. Force the enemy to come to you.

As the Battle ProgressesAfter the battle heats up, send in the footmen andpeasants. Use them to engage the enemy pole-armsmen. After they engage the polearmsmen, thecavalry can flank and charge in for a devastatingattack, taking fewer casualties than if they attackedalone. If the enemy leaves the bowmen exposed,one of your three cavalry companies can destroythem in a matter of seconds. Use the swordsmen to guard your Welsh longbowmen, moving them toblock any attempt by the enemy’s foot soldiers toreach them. After you neutralize any threat to yourarchers, the swordsmen can wade in to mop up.

ROBERT THE BRUCEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Robert the Bruce Kingdom Highlanders 50Edward Bruce Regional Polearmsmen 40James Douglas Regional Polearmsmen 40John Airth Common Bowmen 20Robert Keith Common Light Cavalry 20Randolf of Moray Common Polearmsmen 40

EDWARD II KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Edward II Kingdom Cavalry 20Henry de Bohun Regional Swordsmen 30Clifford Common Cavalry 20Beaumont Common Cavalry 20Dafydd ab Owain Common Welsh Longbowmen 20William of Mallet Common Footmen 25Robert fitz Walter Common Peasants 30

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Bouvines, 1214In 1214, Philip II of France was at war with theHoly Roman Emperor Otto IV. After a campaign of cat and mouse, the Imperial army caught Philip as he was crossing the river near Bouvines.Although the Imperial army caught Philip’s armyon both sides of the river, Philip reacted swiftly,and Otto, expecting an easy victory, was shockedto see the French forces drawn up in formation,ready for combat. The battle was frenzied, withmultiple cavalry and infantry charges. In the end,Otto IV fled the field and most of his commanderswere captured.

Bouvines, 1214 StrategiesBouvines is a single-player map where you takethe role of Philip II, who is caught in an ambush

while his army is crossing a bridge. How thisbattle unfolds depends on the first decision youmake, where to assemble your army. The battlehas a different feel to it, and requires differentstrategies, depending on this decision.

The MapThe map of Bouvines is cluttered with obstacles,including scrub-filled forests, swampy riverbanks,and bridge crossings. None of these make life easyfor Philip’s army, which relies on cavalry.

Philip IIHalf of your army is mounted, consisting of heavycavalry and chevaliers. Unfortunately, the enemy’sarmy is full of polearm-wielding companies,including nobles and Swiss pikemen. Charging in will not work, and your non-mounted units,

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KEYA PeasantsB WarriorsC FootmenD PolearmsmenE SwordsmenF NoblesG Light CavalryH CavalryI CrossbowmenJ BowmenK HighlandersL GallowglassM ChevalierN Teutonic KnightsO GodendagP Swiss PikemenQ Welsh LongbowR Genoese CrossbowS Garrison SpearmenT Garrison FootmenU Garrison SwordsmenV Garrison CrossbowW Garrison BowX Battering RamY BallistaZ Catapultaa Mangonelbb Trebuchetcc Siege Tower

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a group of swordsmen, some peasants, and a fewcrossbowmen, are an unimpressive fighting force.Your only hope of victory is to force the enemyonto a battleground of your choosing.

Early in the BattleDecision time. Are you going to fight Otto in the open field or force a bottleneck at one of thebridges? Historically, Philip brought his forcesover the bridge and directly faced Otto. You,however, should bring all your forces to the river’sopposite side and wait for Otto to advance.

Set up your swordsmen as a barrier in front ofthe bridge in shield wall formation and give thema Hold order so they stay put. Place the cross-bowmen to the side and let them snipe across thenarrow river. Keep your cavalry and chevaliers inreserve, as well as your peasants.

As the Battle ProgressesYour swordsmen take the brunt of the enemyattack. Don’t leave them alone for long! As theswordsmen engage the enemy on the bridge, have your horsemen charge in to help. The enemy polearms aren’t as big a threat after yourswordsmen engage them. After each charge, backthe cavalry off and do it again.

If the swordsmen falter, move up your peasantsas another blocker, or choose one company ofcavalry to sacrifice. Maintain the enemy gridlock atthe bridge. Have your crossbowmen concentrateon whichever enemy company is engaged withyour swordsmen, to help wear them down faster.

PHILIP II KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Philip II Kingdom Chevalier SizeViscount de Melun Regional Cavalry 20Guerin de Senlis Regional Cavalry 30Bishop de Beauvias Common Swordsmen 50Duc de Burgundy Common Crossbowmen 30Duc de Bourgogne Common Peasants 50

OTTO IV KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Otto IV Kingdom Nobles 20Count of Flanders Regional Cavalry 40Earl of Salisbury Common Swiss Pikemen 50Count de Boulonge Common Polearmsmen 50Bernard of Ostmale Common Footmen 40Count of Dortmund Common Crossbowmen 20

Courtrai, 1302In 1302, the relationship between the King ofFrance and his vassal the Count of Flanders was a tense one. Flanders was one of the wealthiestregions in Europe, and King Philip coveted it. It was also independent, so when political ploysfailed, the king sent in his army. Flanders’sdefenders were militiamen drawn from the localcities and townships. Opposing them was thefinest army France has ever fielded, with thou-sands of well-armored knights on horseback.Confident of victory as the forces gathered outsidethe city of Courtrai, the French prepared for adecisive battle.

Courtrai, 1302 StrategiesCourtrai features a large powerful cavalry forcepitted against an infantry army well-suited to dealwith them. Both armies start with their compa-nies scattered on a map that provides many anglesof attack. Whether the battle becomes an openfield rumble, a war of attrition at a river crossing,or a big melee in a town depends on the maneu-vers both players conduct at the beginning.

The MapManeuvering on the Courtrai map is tricky. Thereare numerous rivers with strategically placedbridges and fords. There is also a large town well-suited for a defensive battle. It is easy to lose one’ssense of direction, so watch for an enemy companytrying to flank you at an alternate river crossing.

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Count of FlandersMore than half of the count’s army consists ofgodendag, a polearm-wielding soldier perfect fordefeating cavalry. A moderate sized company ofswordsmen and two small companies of cross-bowmen support the godendag. These supportingcompanies may not have as large a role in victory,but do not squander them.

The enemy has three more companies thanyou do, so do not let one or more of them slipthrough the cracks. Be prepared at all times forattack from any direction.

Early in the BattleThe French have a fearsome four companies ofchevaliers, enough to wipe out in a heartbeat anysingle company they catch alone. To counter this,

move your godendag in one place. Gather them,either near a bridge crossing or near the town,and place them in phalanx formation. Form thecompanies into a wedge or square so they don’texpose their flanks. Keep your swordsmen inreserve and the crossbowmen nearby, and throwthem into the fight as needed.

As the Battle ProgressesYour godendag are on a search-and-destroymission. If the enemy cavalry does not come toyou, you must go to them. Avoid letting yourgodendag companies get bogged down with enemyinfantry until you deal with the chevaliers. Useyour swordsmen to counter enemy infantry andback them up with crossbow fire.

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King Philip IVYour army is heavy on the cavalry, light on theinfantry. However, the infantry is key to yoursurvival! As powerful as four companies of cheva-liers are, they are no match on their own for fourcompanies of godendag. This means your infantryshould lead the way, and sacrifice themselves, sothat the chevaliers can do their job.

Early in the BattleDo not rush into the fray. The last thing you want is for the enemy to pin you down at a bridgecrossing early into the encounter. Watch youropponent and see how he sets up his defense. If he chooses to guard one of the crossings, pickaway at his soldiers with your crossbows whileyour main force crosses at a different location.

Let your footmen lead the way if undercrossbow fire, or your polearmsmen in phalanxformation if not. Gather your chevaliers into two groups of two, and wait for the opportunity to strike.

As the Battle ProgressesIf you can pick off the enemy crossbowmen orswordsmen with your chevaliers, do so, but do notget caught in melee too near the enemy godendag.

Engage the godendag with your footmen andpolearmsmen first. They are no match for thegodendag in the long run, but all you need to dois get them to commit. After the godendag areengaged in melee, your cavalry can charge inunharmed, delivering a crippling blow.

COUNT OF FLANDERSKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

William van Julich Regional Godendag 50John de Renesse Regional Swordsmen 30Guy van Namur Common Godendag 50John Borluut Common Godendag 50Pieter de Coninck Common Godendag 50Henry van Lontzen Common Crossbowmen 20Guillaume Tyrel Common Crossbowmen 20

KING PHILIP IV KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Robert de Artois Kingdom Chevalier 20Jacques de Chatillon Common Chevalier 20Raoul de Clermont Common Chevalier 20Guy de Clermont Common Chevalier 20Thomas de Coucy Common Crossbowmen 30Robert de Boulgne Common Polearmsmen 20Jean de Brulats Common Crossbowmen 30Godfrey de Boulgne Common Polearmsmen 20Oliver de Termes Common Footmen 50Hugh le Brun Common Footmen 50

Crecy, 1346In the early days of the 100 Years War, anoutnumbered English army made a stand againstthe knights of King Philip near the small village of Crecy. Eager for victory, Philip sent his army to attack, into the steel rain of the English longbowmen. The French cavalry became disorganized, while the longbows continued theirdeadly harvest, cutting down Genoese mercenariesand French knights with equal ease. The endresult was a massacre and the legend of theEnglish longbow began.

Crecy, 1346Crecy is one of the most open-ended battlefields in the game, with the forces within close strikingrange of one another. Like Agincourt, Crecy is a fight between bowmen and cavalry, but theEnglish do not have the luxury of muddy fieldsbetween themselves and the enemy.

The MapCrecy is straightforward. There are few obstacles,other than the town and some farmsteads, andthose are off to the sides. Because of this, the map favors cavalry, who can maneuver and flankwithout getting bogged down.

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Edward IIIYour army starts in a long line facing the enemy.Three full companies of 50 bowmen are at yourdisposal. Two companies each of nobles andswordsmen and a company of polearmsmenprotect your bowmen.

Defending against the enemy cavalry chargesand protecting your archers are the keys tovictory. However, because of the easy terrain andenemy’s proximity from the start, you have littletime to get set up. Hesitate and you may find theenemy crashing headlong into an unprotectedcompany of archers.

Early in the BattleThe enemy cavalry is closer than you think, sodon’t leave those archers unprotected! Move allthree companies toward the center of your lines

and behind your infantry. Close up the ranks ofyour nobles and swordsmen, forming a tight wall.

Your polearmsmen are your least valuablecompany. Use them up front to slow the enemycavalry or to shore up whichever flank the enemychooses to attack while the rest of your army isgetting set up.

As the Battle ProgressesAfter you build your wall, let the enemy’s forcescome to you, or if they refuse, move up the armywhile maintaining the wall. Have the swordsmen,with their shield wall in place, be the first compa-nies to meet any cavalry charge.

Your three companies of bowmen should actas a single unit, focusing their fire on one enemycompany at a time. Even the best soldiers in thegame wither under a volley of 150 arrows at once!

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Philip VIYour force is split evenly between infantry andcavalry, and also has a small but powerful contingent of archers. The battlefield and startingpositions of the enemy companies are well-suitedto your troops and if you are willing to take achance, you might be able to quickly end the battle.

Early in the BattleSend one or more of your cavalry companiescharging across the map in the battle’s openingmoments. Don’t worry about your other compa-nies until you set this in motion. If you plan thisattack well, you may catch the enemy’s archersout of position with no protection, and mow themdown. Without their archers, the English standlittle chance of winning the battle.

Regardless of whether you use the cavalrygambit or not, your next step is setting up yourremaining companies. Have swordsmen andfootmen, with their shields, take the front ranks.Place the Genoese crossbowmen behind theinfantry but prepared to move with them. Keepany chevaliers or cavalry that were not committedto an opening charge on the flanks, far enoughaway that an enemy who is watching your mainforce will miss them by.

As the Battle ProgressesAny cavalry you sent in on the initial charge arelikely dead by this point, but if they took out someof the enemy archers, their sacrifice was not invain. It’s time to get the rest of your army into the fray.

One key to victory now is your Genoese crossbowmen. While outnumbered by the Englishbowmen, they can move into range and deploytheir mantlets, protecting them from enemy fire.They can then concentrate on the enemy noblesor the remaining archers.

Tie up the enemy with your footmen andpolearmsmen, then have the remaining cavalrycompanies hit them from the flanks with chargesto sweep them from the field.

EDWARD III KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Edward III Kingdom Nobles 20Earl of Northhampton Regional Nobles 20Edward, Prince of Wales Regional Swordsmen 30Maurice Fitzgerald Common Swordsmen 30Godfrey de Harcourt Common Bowmen 50Walter de Manny Common Bowmen 50Roder St. John Common Bowmen 50Henry de Hastings Common Polearmsmen 30

PHILIP VI KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Philip VI Kingdom Chevalier 30John of Bohemia Regional Swordsmen 40Charles de Alencon Regional Cavalry 30Robert de Coucy Common Cavalry 30Odone Doria Common Genoese Crossbowmen 50Carlo Grimaldi Common Polearmsmen 30Odo de Muntiun Common Footmen 50Hugh le Brun Common Footmen 50

Falkirk, 1298After his success at Stirling Bridge, WilliamWallace continued his attacks on the English,even raiding into England, until King Edwarddecided to personally deal with the problem.Wallace’s peasant army was well-trained, but therewas no defensible bridge at Falkirk, and the forcesopposing him were larger and more heavilyarmored than he had ever faced. Although hismen held off the English cavalry, his densecompanies of spearmen were helpless against thewithering flights of arrows from Edward’s archers.Wallace’s army was devastated, and although heescaped, he never again regained his former glory.

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Falkirk, 1298 StrategiesFalkirk can be an ugly, slow-paced battle for bothsides, thanks to the swampy river separating thetwo sides at the battle’s start. Each side has but asingle company that can navigate this terrain well,so the element of surprise is difficult to achieve.Each side needs to play to the strengths of theircompanies and try for the best match-ups theycan when the fighting begins.

The MapThe river that separates the armies has two fords,allowing a commander to split his forces and try tocross both. No matter how they advance however,both sides become mired in the swamplands.

William WallaceYour army, while possessed of good anti-cavalryunits, lacks heavy infantry or protection fromranged fire. This combination is deadly on theslow, swampy terrain. Worry more about theenemy’s archers, especially the Welsh longbow,then about their cavalry.

Early in the BattleMove your companies up toward the river, butdon’t cross it. Let the enemy come to you. Stayout of bow range as long as you can, but be readyto mix it up after ranged fire is exchanged.

As the Battle ProgressesYour highlanders are your most mobile companyin the swamps. Use them to outflank the enemyand hit their archers. Back them up with your

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peasants, who make good disposable troops forsuch actions.

Keep the polearmsmen focused on the enemycavalry while your archers assist them far to the rear.

Edward IIYour three companies of cavalry are formidable,but when faced with swamps and enemy polearms,they can be quickly routed if you are not careful.Your army’s greatest asset is the Welsh long-bowmen, against whom the enemy has no defense.Keeping them alive as you advance on the enemyis essential.

Early in the BattleMove up your army in stages, judging the enemyreactions. Break off at least one company ofcavalry to cross the river at an alternate ford,either to catch the enemy by surprise or to makethem divide their forces.

At all costs, protect your Welsh longbowmen,as they are the most serious threat to the enemy.Watch the enemy highlanders, as they can crossthe terrain faster then any of the other enemyunits. Counter them with your own mobile forcesby hitting them with a light cavalry charge.

As the Battle ProgressesManeuver your Welsh longbowmen into range ofthe enemy and mow them down, with your cross-bowmen moving up to help. Protect the archerswith footmen and cavalry and charge any enemythat gets too close.

WILLIAM WALLACEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

William Wallace Kingdom Highlanders 40John “the Red” Cormyn Regional Polearmsmen 40Enrick Gunn Common Bowmen 20Wilson Innes Common Bowmen 20John Stewart Common Polearmsmen 40John the Grahame Common Peasants 50Earl of Fife Common Peasants 50

EDWARD II KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Edward II Kingdom Cavalry 20Maitre de Templars Regional Cavalry 20Earl Marshal Regional Cavalry 20Earl of Lancaster Common Welsh Longbowmen 30Guy of Warwick Common Light Cavalry 30Earl of Pembroke Common Crossbowmen 20Bishop of Durham Common Footmen 30

Faughart, 1318Edward Bruce of Scotland was an ambitious manwho desired a kingship of his own. One year afterthe triumph at Bannockburn, Edward set hissights on Ireland. He invaded in 1315, under thepretense of uniting the Celtic peoples of Scotlandand Ireland. What followed was a destructivecampaign that saw Edward crowned the HighKing of Ireland and the country facing famine andruin. While some of the Irish clans joined Edward,most fought fiercely, finding an unlikely ally inthe hated English. In 1318 the Anglo-Irish forces,lead by John de Bermingham, confronted Edwardin the fields near Faughart. In the resultingmelee, Edward was killed.

Faughart, 1318 StrategiesFaughart is a wide open, fast paced battleinvolving lots of light, maneuverable troops withhigh morale. Because of this, players have moreopportunities to jockey for position than theymight have in battles with heavier, slower movingsoldiers. Flanking and rear attacks are possibili-ties, and protecting archers becomes that muchmore difficult. The high morale of many of thetroops means there will be little rallying of brokencompanies. Most will fight to the death, leading tohigh casualties on both sides.

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The MapFaughart is an open, hilly map. There are nochoke points or areas of concern. You can easilyaccomplish wide, sweeping maneuvers here.

Edward BruceYou have a good mix of light troops. The key isprotecting them. The enemy cavalry is a bigthreat, one you need to counter with yourpolearmsmen, and that means not committingthese troops until they are needed.

Early in the BattleAlternate your polearmsmen with highlanders orgallowglass, and have these light troops engageany approaching enemies first. Use your swiftcavalry as blockers. Their job is to intercept any

enemy companies heading toward your archers oryour polearmsmen.

As the Battle ProgressesTrapping and eliminating the enemy cavalry is a two-step process. Engage them with fast units,such as your highlanders. While these soldiers are no match for the enemy cavalry, they can pinthem in place long enough for the polearmsmento charge in and destroy them. The enemy’spolearmsmen can eliminate your light cavalry in seconds. Counter them with your highlandersand gallowglass.

John de BerminghamYour cavalry are the top predators. The enemy hasnothing to match their killing power, especiallywhen they are charging. However, they can fall prey

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to the enemy polearmsmen if you are not careful.Use them wisely and the battle will be yours. Wastethem and victory becomes more unlikely.

Early in the BattleDouble-team the enemy polearmsmen with yourwarriors to eliminate the threat to the cavalry.Protect your archers and get to the enemy’s. Hold your cavalry in reserve and wait for the right opening.

As the Battle ProgressesAfter the enemy is engaged and unable tomaneuver, send in the cavalry and attack theirsoftest flank. With bonuses for position and forcharging, you can destroy the enemy’s light troopsin seconds.

EDWARD BRUCEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Edward Bruce Regional Polearmsmen 30Felim O’Connor Regional Gallowglass 50Balfour Campbell Common Cavalry 30Glaissini mac Uisseni Common Gallowglass 50Thomas West Common Bowmen 30Carson Macphearson Common Highlanders 50Thomas Randolph Common Highlanders 50Clark Cameron Common Polearmsmen 30

JOHN DE BERMINGHAMKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

John de Bermingham Regional Cavalry 25Edmund le Botiller Regional Warriors 50William Not Common Cavalry 25Muriartach O’toole Common Gallowglass 40Esegar of Middlesex Common Bowmen 30Guichard d’Angle Common Polearmsmen 40Oalf the Red Common Warriors 50Godred the Black Common Warriors 50

Flint Castle, 1282When Llewellyn the Last, the Prince of Wales,refused to recognize newly crowned English KingEdward I in 1277, Edward ordered the Welsh to bedealt with once and for all. Flint Castle was to bethe English doorway into North Wales, a strong-point from which the Welsh could be subjugated.By 1282, the castle was nearly completed whenDafydd ap Gruffydd, Llewellyn’s brother, launcheda surprise attack. Defended by a light garrison andfew knights, Flint made an inviting target for thedetermined Welsh prince.

Flint Castle, 1282 StrategiesFlint Castle is more of a castle storming than acastle siege. There are few siege weapons involved,with only a pair of battering rams in the attacker’sforce. This means scaling ladders have to do mostof the dirty work, a dangerous proposition withtwo ballistae aiming down at the attackers fromthe forward towers.

The MapFlint Castle has a set of low forward walls forminga courtyard, and taller walls surrounding the keep.The strength of these walls does not play a factorin the battle, as the attackers have no way ofbattering them down. The ballistae on the otherhand, play a major role. Should the attackerscircle to the rear of the castle, they find it easierto do on the left flank, as the right flank has acoastline that would leave attacking troops withinrange of one of the ballistae.

Dafydd ap GruffyddWith the exception of the enemy cavalry, yourarmy is far superior to the defender’s, who has onlygarrison troops within the castle walls. However,overlooking the enemy’s field companies, or the

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danger posed by their ballistae, would be amistake. Deal with the cavalry first, the ballistaesecond, then worry about the rest of the battle.

Early in the BattleLacking ranged siege weapons, your Welshlongbow companies are your only way to sweepthe walls clear of enemies from a distance, sokeeping them alive is vital. The enemy’s cavalrystarts too close for comfort to your front lines, soform up quickly, with swordsmen and footmen inthe front ranks, and prepare to deal with thecavalry should they charge.

Your next decision is how to approach the castle.A front assault can work, but it is costly. Send inyour battering rams first and knock down the firstgatehouse door, assuming the enemy’s cavalry andpolearmsmen are not still blocking the way.

If the enemy is determined to defend the frontof the castle, loop around to the left side, stayingout of ballista range and being wary of a cavalrycharge. Keep your infantry between the enemyand your archers as your perform this maneuver.

As the Battle ProgressesAs you begin your assault, focus on the ballistaefirst. Have your archers, protected by one infantrycompany, open fire with flaming arrows on theballistae. As this is going on, have your fast-moving warrior companies scale the walls. Your peasants can follow as well, scaling anyundefended walls. When each company gains thewalls, send them to attack enemy troops and the ballistae, and systematically sweep the walls.

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Edward IWith the exception of your cavalry and pole-armsmen, your defensive force consists ofgarrison companies. Your goal is to soften up theenemy as much as possible before your garrisontroops are forced to engage.

Early in the BattleHave your polearmsmen block the gatehouse tokeep the enemy from running his rams forward inthe opening minutes of battle. Your cavalry’s goalis to trounce the enemy archers before they get inrange of the walls. You can attempt an early firststrike against them, but chances are, the enemy’sswift moving warriors will counter you. Your besthope is to move the cavalry away from the castleand await the perfect time to strike.

Set up your garrison bowmen inside the gatehouse and buffer them on either side withinfantry. Without siege weapons to bash down thegate, the enemy has to go through your infantryto get to your archers, allowing them more time to strike.

As the Battle ProgressesAs the enemy moves within range of your ballistae,concentrate on their toughest companies first,such as their swordsmen. Swordsmen are a toughfight for garrison troops, but easy pickings for a ballista.

After the archers are within striking distance,send in the cavalry. You’ll either crush the archersor force the enemy to tie up one or more compa-nies defending them.

Have all four garrison bowmen companieswork in concert and focus fire on the enemyarchers if they stray into range, or on any enemycompany that has gained the wall. Their concen-trated fire, backed by garrison infantry, shouldmake short work of the enemy.

DAFYDD AP GRUFFYDDKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Dafydd ap Gruffydd Kingdom Welsh Longbowmen 15Owain ap Gruffydd Common Welsh Longbowmen 15Llywelyn ap Seisyll Common Swordsmen 20Iago ap Idwal Common Footmen 20Trahern ap Caradog Common Warriors 30Calaeryn ap Euyn Common Footmen 20Gavan ab Owain Common Warriors 30Olwydd ap Nes Common Peasants 30Glyndwr ap Tryffin Common Peasants 30Cadwy ap Gwythawg Siege Engineer Battering Ram 1Terynon ap Garwyn Siege Engineer Battering Ram 1

EDWARD I KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Robert de Ferrars Common Cavalry 20Thurkill of Berkshire Common Polearmsmen 50Henry Cooper Garrison Captain Garrison Bowmen 10Thomas of Warwick Garrison Captain Garrison Bowmen 10Walter fitz Walter Garrison Captain Garrison Bowmen 10Andrew Barry Garrison Captain Garrison Bowmen 10William Boyd Garrison Captain Garrison Footmen 20Richard Yorke Garrison Captain Garrison Footmen 20Randall Percy Garrison Captain Garrison Spearmen 20John Stark Garrison Captain Garrison Spearmen 20Ballista Commander Siege Engineer Ballista 1Ballista Commander Siege Engineer Ballista 1

Hastings, 1066In 1066, Harold of Wessex, having claimed theEnglish throne, was invaded north and south. Inthe north, King Harald of Norway landed nearYork. To the south, Duke William of Normandythreatened. With a hastily assembled army, Haroldrushed north and crushed the Viking threat.Harold mustered his loyal housecarls and fyrdmenand rushed south toward the Channel. He set up a defensive position on a hillside near the villageof Hastings and waited. Can his battle-wearytroops crush the Norman threat or will his foe beremembered forever as William the Conqueror?

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Hastings, 1066 StrategiesHastings is a battle between two types of forces.On one side you have King Harold, who has a mixof heavy and light infantry and no missile supportunits. While Harold has a numerical advantage,William’s army is more versatile and includesinfantry, cavalry, and archers. Both sides canachieve victory if they wisely use their forces.

The MapThe Hastings map gives a slight advantage toHarold’s forces, as the swamp on either side of thebattlefield cuts down on William’s ability toconduct flanking maneuvers with his cavalry.

King Harold of WessexYour options seem limited. You have no cavalrycompanies for speed and no archer companies forranged attacks, while your opponent has both.However, you have all the tools you need to win. Letthe enemy bring the fight to you, then counterattackhis key companies with overwhelming numbers.

Early in the BattleGet your heavy hitters up front and prepare forWilliam’s cavalry. Put your polearmsmen andnobles into phalanx formation and face toward anyoncoming cavalry charge. Put swordsmen intoshield wall formation to increase their defense, as well. Save the peasants as reserves and don’tspread yourself too thin.

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As the Battle ProgressesWherever the enemy cavalry goes, have pole-armsmen or nobles to counter them. For a goodone-two punch, tie up the enemy cavalry withswordsmen in shield wall formation, then hit fromthe flank with your polearmsmen.

Taking out the enemy archers is essential, asthey can pick off scores of your troops if you letthem do their dirty work unmolested. Your peasants and footmen are prime candidates forthis job. They are your fastest infantry and are toolight to tangle with William’s heavier units. Afteryou clear the archers, use your surviving peasantsand footmen to support your heavier troops wherever they are struggling.

Don’t forget to rotate routed companies intothe battle after they rally. Your front lines getchewed up badly and may retreat, but they shouldbe ready for more action before the battle isresolved. Get them into the action instead ofletting them stand around.

William of NormandyYou have a diverse force of varying strengths. Thecenter of your army is the strongest, containingWilliam’s seasoned cavalry and your heavy infantryin the form of swordsmen. Your left flank is theweakest, with light cavalry and footmen, but theyare also the fastest. Your right flank has morecavalry as well as polearmsmen, who are useful for protecting your archers.

Early in the BattleAdvance on Harold before he can set up a strongdefensive posture. Get your light cavalry aroundhis flank and mow down his peasants. At the sametime, resist the temptation to have your heavycavalry get too far out ahead of your infantry. Theywill get overwhelmed if they go it alone.

String out your polearmsmen in line forma-tion to form a shield for your archers, then bringyour three companies of archers together behindthe polearmsmen and advance.

As the Battle ProgressesThe enemy outnumbers you, but you can crushthem if you wisely use your troops. Move yourarchers into range and target enemy companieswithout shields. You can drop Harold’s nobles by concentrating your bowmen on them. Use your cavalry against non–polearm wieldingcompanies, such as the enemy’s peasants,footmen, and swordsmen.

Shield your archers from melee combat. Putyour swordsmen into shield wall formation. Whatthey lose on offense they make up on defense, andwhile they are holding the enemy in place, yourarchers can make short work of them. If theenemy tries to flank you, use your cavalry’s fasterspeed to beat them to the punch.

HAROLD OF WESSEXKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Harold Godwinson Kingdom Nobles 20John de Vescy Regional Footmen 30Peter fitz Herbert Common Swordsmen 20Gyrth Godwinson Common Swordsmen 20Leofwine Godwinson Common Swordsmen 20Robert Tregos Common Polearmsmen 40Thurkill of Berkshire Common Polearmsmen 40Geoffrey of Say Common Peasants 40William of Huntingfield Common Peasants 40

WILLIAM OF NORMANDYKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

William of Normandy Kingdom Cavalry 15Roger of Montgomery Regional Cavalry 15Renaud van Dammartin Regional Bowmen 25Seguin de Balenx Regional Bowmen 25Odo de Bayeux Regional Polearmsmen 30Robert of Mortain Common Swordsmen 25Hugues Tyrel Common Bowmen 25Alan of Britanny Common Light Cavalry 25Richard fitz Gilbert Common Footmen 30

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Legnano, 1176In 1176, the Lombard League, a collection ofItalian city-states, put aside their differences toface the threat from their nominal liege FrederickBarbarossa, Emperor of the Holy Roman Empire.The emperor made a pact with German forces inthe area to crush these rebels. Events came to ahead near the village of Legnano, with Frederick’sknights facing the city militias. The battle beganin favor of the Imperialists, but the tide turnedafter the city militias unhorsed Frederick and toredown his banner. His men, believing he had beenslain, fled the field. Although Frederick escaped,his plans to dominate Italy were crushed.

Legnano, 1176 StrategiesLegnano is a fast-moving melee. Both sides havemounted units and neither side has archers. Fewobstacles stand in the way of maneuvering byeither side, allowing for flanking and rearguardactions by both sides.

The MapLegnano is possessed of gentle rolling hill and farm-land with open grass. You could not ask for betterterrain for cavalry to fight on. The advantage goes toBarbarossa’s forces, who have greater numbers ofcavalry, but the light cavalry of the Lombard Leaguemakes good use of the terrain as well.

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Lombard LeagueWith the exception of your nobles, your army is made up of light troops. With these you mustface off against the enemy’s heavy cavalry.Maneuverability is your key to victory. Your lightcavalry need to hit at the right time from theright direction to have a chance at victory.

Early in the BattleThe enemy cavalry can close on your positionquickly, so be prepared. Link up your pole-armsmen companies and get them into phalanxformation. Back them up with your nobles, butdon’t have these valuable units in front to take theinitial charge.

Keep your footmen and peasants in reserve and send them in where they are most needed.Consider using the peasants as “airbags” to cushionthe initial force of the enemy cavalry charge.

Have your light cavalry companies sticktogether and stay out of range of the enemy untilthey engage your main force.

As the Battle ProgressesAfter the enemy engages your infantry, it’s timefor the light cavalry to strike. Maneuver thembehind the engaged enemy cavalry, then chargethem. Light cavalry can take down their tougherbrethren if they are attacking unopposed.

Frederick BarbarossaWith the exception of a single company ofpolearmsmen, your army consists of light andheavy cavalry. This is a deadly force for any enemyinfantry, even the polearmsmen of the LombardLeague. However, exercise caution so you theLombard League doesn’t lure you into a trap. Your companies move at different speeds, andhaving them all charge forward at once will causesome of them, such as your polearmsmen, to beleft behind.

Early in the BattleGroup your cavalry into a single force and yourlight cavalry into a second force and spread outthe two groups on the map. Move them forward in steps, along with your polearmsmen.

Adjust your position to counter the enemylight cavalry if they get daring and charge one of your companies.

As the Battle ProgressesYour light cavalry companies are fewer innumbers then the enemy’s but they still can keep them busy while your cavalry get to work.

Have all four of your cavalry companies chargeat the same time, in as concentrated a mass as you can. You will take casualties, but nothingcompared to the devastation you will rain uponthe enemy’s light troops.

Use your polearmsmen to engage the enemynobles. They won’t last long, but they can tie upthe noble’s attacks long enough for your cavalry to finish them off.

LOMBARD LEAGUEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Arrigo Regional Nobles 15Rolando Regional Light Cavalry 40John Galeazzo Common Light Cavalry 40Gerard Primiero Common Polearmsmen 40Antonio Del Corno Common Polearmsmen 40Luchino Visconti Common Footmen 50Ludwig von Thurn Common Peasants 50

FREDERICK BARBAROSSAKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Frederick Barbarossa Kingdom Cavalry 20Francis Joseph Common Cavalry 20Wolfgang Schutzbar Common Cavalry 20Hartmann von Kirchberg Common Cavalry 20Luitgard von Bickenem Common Light Cavalry 20John Louis Common Light Cavalry 20George William Common Polearmsmen 40

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Muret, 1213In the early 1200s, Simon de Montfort waged waron the heretics of southwestern France. Alarmedby de Montfort’s growing power, King Peter II ofAragon led an army across the border to the townof Muret and besieged the garrison there. Whenword reached Simon, he marched on Muret. AsSimon drew near, the besieged garrison sallied forthfrom town and caught the Aragonese forces unpre-pared. In the resulting slaughter, King Peter II waskilled and the French victory was overwhelming.

Muret, 1213 StrategiesMuret is an unusual battlefield that is half siege,half open field. Depending on the initial actions of Aragonese forces, either side can become theattacker or defender, and those roles can switch as the battle progresses.

The MapMuret has varied terrain. In addition to the walledkeep in the corner, there is a town, river, andplentiful swampland to make maneuvering trickyfor both sides.

Simon de Montfort IVYou are in the unusual position of having yourforces divided between your army in the field anda small group of defenders in the walled keep. Theactions you take are dependent on how Peter II’sforces engage you.

The keep defenders are no match for enemyarmy if they concentrate on the keep, nor willyour army in the field fare well if the enemyattacks them first, bringing their siege weapons to bear.

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KEYA PeasantsB WarriorsC FootmenD PolearmsmenE SwordsmenF NoblesG Light CavalryH CavalryI CrossbowmenJ BowmenK HighlandersL GallowglassM ChevalierN Teutonic KnightsO GodendagP Swiss PikemenQ Welsh LongbowR Genoese CrossbowS Garrison SpearmenT Garrison FootmenU Garrison SwordsmenV Garrison CrossbowW Garrison BowX Battering RamY BallistaZ Catapultaa Mangonelbb Trebuchetcc Siege Tower

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Early in the BattleIf the enemy decides to attack the keep, drag outthe battle as long as possible. Move the garrisontroops off the wall if they bring their catapult andballista to bear, and force them to come in and getyou. Your nobles, backed by the garrison troops,can put up a good fight, especially if the enemy isstreaming through a small choke point such as a wall breach.

If the enemy ignores the keep and goes afteryour army in the field, have your companies in thekeep, even the garrison troops, sally forth and waitfor the right moment to hit the enemy from behind.

As the Battle ProgressesWhile the keep is engaged, move up your army in the field, looping around the swamp terrain tospeed up the attack. Hit the enemy siege weaponsfirst with your chevaliers, then move in yourswordsmen, backed by your nobles.

If the enemy engages you in the open field,bide your time and hit him from the front and the rear at the same time, bringing in the keep’sforces to help the main army. Keep your cheva-liers out of the main fight and use them to pickoff enemy siege weapons and archers.

Peter IIFrom your starting position outside of the enemykeep, you dictate the direction the battle will take.Decide if you are going to concentrate on theenemy keep or ignore it until you deal with theenemy’s army in the field.

Early in the BattleIf you decide to take the enemy keep first, hit itfast with everything you have. Get the door openwith your battering ram. Rake the walls with yourballista. If needed, make a breach with the catapult.

The nobles in the keep are formidable, but you can take them down if you force them intoengaging your infantry first, then follow up with a cavalry charge.

If you decide to go after the enemy in the fieldfirst, move swiftly to intercept them, leading withyour infantry and keeping the cavalry on one flankand the siege weapons on the other. Get in someshots with the ballista at long range, but becareful not to take out your own soldiers.

Keep an eye out for the enemy companies fromthe keep. Turn away from the keep as a feint to drawthem out, then catch them outside of the walls.

As the Battle ProgressesAfter the keep falls, get some of your troops up onthe walls and force the enemy to retake it. He hasno siege weapons and will be forced to send menup on the walls.

After you engage the main force, use yourcavalry and light cavalry to charge on their flanks.If they are still functioning, use your siege ballistaand catapult to soften up the enemy. Have yourpeasants engage the enemy chevaliers or nobles,then fire at the melee. You’ll kill some of yourown, but they are much less valuable troops.

SIMON DE MONTFORT IV KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Simon de Montfort IV Kingdom Chevalier 30Guy de Montfort Regional Swordsmen 30Cleofred de Cruys Common Nobles 20Bouchard de Marly Common Swordsmen 30Guillamue de Barres Common Polearmsmen 30Guillamue de Contres Common Polearmsmen 30Alain de Roucy Common Crossbowmen 30Janis le Forstal Garrison Captain Garrison Footmen 10Nicholas de Nogent Garrison Captain Garrison 10

CrossbowmenRobin le Wyse Garrison Captain Garrison 10

CrossbowmenDuran de Broy Garrison Captain Garrison 10

Crossbowmen

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PETER II KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Peter II Kingdom Cavalry 25Roger de Foix Regional Cavalry 25Bernard de Comminges Common Swordsmen 40Raymond de Toulouse Common Light Cavalry 30Gomez de Luna Common Crossbowmen 25Paques de Burgo Common Footmen 30Sebastiano de la Haye Common Footmen 30Bernard de Castelbisbal Common Peasants 50Huges de Mataplana Common Peasants 50Cecilio de Buch Siege Engineer Ballista 1Aldino Martin Siege Engineer Catapult 1Domenico de Bran Siege Engineer Battering Ram 1

Poitiers, 1356In 1356, Edward, the Black Prince of England,launched a raid into French lands to loot andburn. When the French forces under King Jean IIcaught up with Edward, the prince Jean cut offEdward’s army near Poitiers. Outnumbered andwith no escape, he deployed his archers andprepared to fight. Although the fighting wasfierce, the French attack was unable to breach theEnglish defenses and the French nobles broke andran. Outraged by his countrymen, the chivalrousKing Jean charged, only to be caught in a trap.Outflanked and outfought, the English capturedJean. The French lost the battle.

Poitiers, 1356 StrategiesPoitiers is another engagement between archersand cavalry, but on a smaller scale then eitherCrecy or Agincourt. However, the same strategies

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apply, with the English trying to protect theirarchers while the French attempt to destroy them.

The MapPoitiers is a hilly map that is split down themiddle by a river. The English, with the river toone side and scrub to the other, are in a gooddefensive position. The French have few optionsother than a direct assault.

Edward, the Black PrinceYou have a small army, just five companies, withonly one company of polearmsmen to dissuade theenemy cavalry. However, your two companies ofWelsh longbowmen can wreak havoc with theenemy, if you can keep them alive long enough to do so.

Early in the BattleThe hill on which your forces start the battle is a perfect place to defend from, but you need tomove your companies around. Survivability is thekey to victory, so keep your companies in boxformation so that as few as possible engage theenemy at one time. This slows down the rate atwhich they die, allowing them to shield thearchers longer.

If the enemy refuses to engage and you decideto bring the battle to them, arrange your compa-nies in the same defensive formation, and slowlybring them forward, turning to counter anyflanking maneuvers by the enemy chevaliers.

As the Battle ProgressesThe enemy chevaliers are powerful but few. Youwill lose some infantry to their initial charge, butthen your archers will make short work of them.Surviving the enemy’s two large companies ofswordsmen would be more difficult. It’s a war ofattrition, with your swordsmen and polearmsmensacrificing themselves so the archers can do their work.

Don’t overlook the fact that the enemy hasarchers too. Counter the enemy crossbowmenwith your footmen, bringing them around theright flank and hitting them after they are set up and firing on your troops.

King Jean IIWhile your chevaliers are certain to draw atten-tion and distract the enemy, they are merelysupport units in this battle. The bulk of your force is concentrated in two large companies ofswordsmen. These soldiers stand up best to theenemy archers and will lead your attack.

Early in the BattleLead the attack with your swordsmen in shieldwall formation, with your polearmsmen andGenoese crossbowmen behind. The chevaliersshould stay on the flanks until the enemy archersand infantry engage the swordsmen. March intothe heart of the enemy. You will lose a fewswordsmen along the way, but not many. Once in range, charge the enemy lines.

As the Battle ProgressesAfter your swordsmen engage the enemy, have the chevaliers loop around and get to the enemyarchers. If they are too well-protected, charge theengaged front lines instead and add your might to that of the swordsmen.

While this is going on, have your secretweapon, the Genoese crossbowmen, advance intorange and set up their mantlets. They can fire on the enemy archers in safety. Hold your pole-armsmen back to protect this valuable asset.

EDWARD, THE BLACK PRINCEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Prince Edward Kingdom Swordsmen 40Earl of Kent Regional Welsh Longbowmen 30Earl of Salisbury Regional Welsh Longbowmen 30Earl of Oxford Regional Polearmsmen 40Captal de Buch Common Footmen 25

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JEAN II KNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Jean II Kingdom Swordsmen 50Le Dauphin Kingdom Swordsmen 50Clermount Regional Chevalier 10Audrehem Regional Chevalier 10Duc de Orleans Common Polearmsmen 40Antonio Panciera Common Genoese Crossbowmen 15

Stamford Bridge,1066In 1066, Harold of Wessex, having claimed theEnglish throne, was invaded from both the northand the south. In the south, Duke William wasraising an army in Normandy, but the immediatethreat came from the north. In the last gasp of theViking age, King Harald of Norway landed an armyof Norsemen near York. With his army, Harold

rushed north to crush the Viking threat andsurprised the Vikings resting near StamfordBridge. It was a hard fought battle, but the tideturned when an arrow killed King HaraldSigurdsson. Never again would the Vikings be a threat to England.

Stamford Bridge, 1066StrategiesStamford Bridge centers around the river dividingthe map and the bridges that cross it. The battlecomes down to these choke points and who canmanage them the best. The strategy for each sideis different.

The MapThe Stamford bridge map has open, easy-to-navigate terrain, other than the river. There aretwo options for crossing the river: a series of two

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bridges with a small island in the center of themap or a shorter bridge farther down the river.

Harold GodwinsonYour army, while possessed of superior infantryand archers, is smaller by two companies. To takeaway this size advantage, attempt to force thebattle resolution by the bridges. Do not cross andface the faster, more numerous enemy forceswithout this terrain advantage.

Early in the BattleKeep an eye on the enemy and see which bridgethey move toward. If the enemy holds back, waithim out. If he divides his forces, focus yourdefense on the largest body of enemy troops.

After the enemy begins to cross, set up yourswordsmen as a blockade on your side of thebridge. Keep your nobles nearby to help againstthe lead enemy company after you engage them.

As the Battle ProgressesKeep your swordsmen and nobles engaged withthe enemy as they try to cross, with your archersusing their superior range to pick off the enemycrossbowmen.

Keep your footmen and peasants on guard tohalt the advance of any enemy companies crossingat the second bridge. Keep them in reserve for this purpose until you are certain all the enemycompanies have been engaged, then send thesereservists in to mop up.

Harald SigurdssonThe enemy has good troops, but you have thembeat both in numbers and in speed. Use both toyour advantage by hitting the enemy from twosides at once.

Early in the BattleMove the bulk of your army up to the centerbridge and wait for a while on your side. Give theenemy the chance to come to you and if they do,

crush them with your superior numbers as theycross the bridge.

Assuming they do not take the bait, cross over,with your swordsmen in the lead, backed by yournobles and crossbowmen.

Meanwhile have at least two companies ofwarriors dash for the smaller bridge and prepareto hit the enemy from behind. Do not fully engagethe enemy on the main bridge until these warriorcompanies are ready to cross.

Hit the enemy front ranks with your swords-men and nobles while your crossbowmen set upon the center island with their mantlets andsoften up the enemy front lines.

After you engage the enemy, send yoursecondary force of warriors in to flank the enemy,targeting their bowmen first and the engagedenemy swordsmen second.

HAROLD GODWINSONKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Harold Godwinson Kingdom Nobles 10John de Vescy Regional Footmen 40Peter fitz Herbert Common Swordsmen 25John de Warrenne Common Swordsmen 25Radulph Basset Common Bowmen 15William of Huntingfield Common Peasants 40

HARALD SIGURDSSONKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Harald Sigurdsson Kingdom Nobles 10Tostig Godwinson Regional Swordsmen 30Esytein Orri Regional Warriors 50Heinrich von Kraluck Common Crossbowmen 15Henry Jasomirgott Common Crossbowmen 15Andobald Jobst Common Warriors 30Frederick Rontooth Common Warriors 30Ferdinand Albert Common Warriors 30

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Stirling Bridge,1297Stirling Bridge was the first and greatest militaryvictory of the legendary Scotsman WilliamWallace, when he faced an English army led by theEarl of Surrey. When the two armies came withinsight of one another, they were on opposite sidesof the Stirling Bridge. Overconfident to the pointof arrogance, the earl ignored a large ford fartherdown river and ordered his men to attack acrossthe narrow bridge. When half the English forceshad crossed the bridge, Wallace charged downupon them. The Scots, using long spears, impaledthe hapless English riders. In the aftermath,Scotland nearly drove off the English forces. Thewar was not over, but Stirling Bridge was the firstvictory in the road to Scottish independence.

Stirling Bridge, 1297StrategiesStirling Bridge can be a deadly map for eitherarmy if it makes a mistake or allows its movementsto be countered. The long winding river thatdivides the map has only two crossing points andeither can become a trap if not correctly negoti-ated. While this battle may seem like a stalematewith both sides refusing to commit, someone hasto make the first move, so plan carefully!

The MapUnless one player chooses to allow the other tocross safely, the battle for Stirling Bridge centersalong the riverbanks. Armies can cross at eitherthe bridge or the ford. Each has its drawbacks.The bridge is narrower, but the terrain around it

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is clear. The ford allows more units to cross at one time but has swampland on one side, whichslows movement.

William WallaceWith a combination of anti-cavalry polearmsmenand a large force of fast moving highlanders, youdo your best fighting on the open field. You have a two-company advantage, so make use of it, posi-tioning yourself to hit the enemy when they areleast ready for it. That may mean an ambush asthey cross the bridge or ford or it may mean aquick maneuver to cross whatever choke pointthey ignore. The important thing is to not getsucked into a head-to-head battle.

Early in the BattleEither hold your ground or move toward one ofthe choke points. Do not wander into range of theenemy’s Welsh longbowmen. Keep the enemyguessing by moving your highlanders around, andwait for a chance to strike at his archers. If youcatch a single company away from the main armyduring a river crossing, rush in and take them out.

As the Battle ProgressesYour polearmsmen need to maneuver to counterthe enemy cavalry wherever they go. He’s going totry to use his cavalry to wipe out your highlandersand bowmen. Lure his cavalry to your pole-armsmen by baiting them with your highlanders.

Earl of SurreyThe enemy has two more companies than you do,but you have all the power you need to defeat him.It’s all a matter of keeping your cavalry on themove and one step ahead of the enemy.

Early in the BattleHave your cavalry dash for the ford and cross. You should beat the enemy to the crossing. Afteryou are in the open field, maneuver your cavalryto strike at the enemy’s highlanders and bowmenwhile avoiding the slower-moving polearmsmen.

As the Battle ProgressesHow you play out the battle depends on youropponent’s strategy. If he is aggressive, use yourcavalry to outflank him, cutting down his high-landers and bowmen while your swordsmen,protected by the Welsh longbowmen, deal with the polearmsmen. If the enemy keeps his armybunched together and waits for your assault, holdthe cavalry in reserve and move the swordsmenforward in a shield wall formation with the Welshlongbowmen behind. Keep at a distance andpepper the enemy with arrows until he engagesyou. Then, after he is committed, send in yourcavalry on the flanks to finish the work.

WILLIAM WALLACEKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

William Wallace Kingdom Highlanders 50Andrew de Moray Regional Polearmsmen 30Doles Mackintosh Common Bowmen 30James Stewart Common Highlanders 50Earl of Lennox Common Polearmsmen 30Colyear Robertson Common Polearmsmen 30

EARL OF SURREYKNIGHT COMPANY

NAME LEVEL SOLDIER TYPE SIZE

Earl of Surrey Regional Cavalry 30Hugh de Cressingham Regional Cavalry 30Owain ap Gruffydd Common Welsh Longbowmen 30John de Warrenne Common Swordsmen 50

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GUILD AND ORDER VASSALS W/ REQUIREMENTSGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1947 Herman Banker Bu R Banker’s Guild — Financier (2/K), Negotiator: Retainers (3/P), Honor > 4, 5,000 CrownsNegotiator: Retainers (4/P)

1948 Valentina Banker Bu R Banker’s Guild — Financier (2/K), Negotiator: Retainers (3/P), Honor > 4, 5,000 CrownsNegotiator: Retainers (4/P)

1949 Theobald Banker Bu R Banker’s Guild — Financier (2/K), Negotiator: Retainers (3/P), Honor > 4, 5,000 CrownsNegotiator: Retainers (4/P)

1950 Guildmaster Borgianni Bu Co Banker’s Guild — Financier (4/All), Negotiator: Retainers (3/P), Honor > 5, 5,000 Crowns,Negotiator: Retainers (4/P) Place 3 Bankers

1951 Hubert Banker Bu Co Banker’s Guild — Financier (2/K), Negotiator: Retainers (3/P), Honor > 4, 5,000 CrownsNegotiator: Retainers (4/P)

1952 Colin Banker Bu Co Banker’s Guild — Financier (2/K), Negotiator: Retainers (3/P), Honor > 4, 5,000 CrownsNegotiator: Retainers (4/P)

1923 William Smith Bu Co Blacksmith’s Guild — Armorer (2/K), Negotiator: Retainers (1/P) Honor > 4, Control 15 Fiefs

1924 Guildmaster Albrecht Bu Co Blacksmith’s Guild — Armorer (4/All), Negotiator: Retainers (1/P) Honor > 5, Control 15 Fiefs,Place 3 Blacksmiths

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Appendix 1: Master Order Table

The Master Order Table lists all order vassals thatappear in the scenarios. Each entry presentscomplete information about the listed vassalincluding special abilities and requirements.

Vassals listed in the scenario tables can befound here by ID number.

Special Abilities This column lists all of the vassal’s special abili-ties. When the vassal has additional companies or siege weapons, these are listed by type. Theinformation in parentheses after the unit type

gives the company’s starting size, maximum size,and whether this is a splash ability. For other abil-ities, the information in parentheses is the abilitylevel and, again, the splash extent of the ability.

Splash is noted as:

A—affects all companies in the same army

P—affects one parcel

C—affects one company

K—affects all parcels in one kingdom

R—affects all parcels in one region

All—affects all parcels owned by the player

VASSAL KEY

A Army All All Owned Parcels

P Parcel Kn Knight

C Company Cl Clergy

K Kingdom Bu Burgher

R Region Co Common

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1925 Napoleon Smith Bu Co Blacksmith’s Guild — Armorer (2/K), Negotiator: Retainers (1/P) Honor > 4, Control 15 Fiefs

1926 Duncan Smith Bu R Blacksmith’s Guild — Armorer (2/K), Negotiator: Retainers (1/P) Honor > 4, Control 15 Fiefs

1927 Maximilian Smith Bu R Blacksmith’s Guild — Armorer (2/K), Negotiator: Retainers (1/P) Honor > 4, Control 15 Fiefs

1928 Patrick Smith Bu R Blacksmith’s Guild — Armorer (2/K), Negotiator: Retainers (1/P) Honor > 4, Control 15 Fiefs

1941 Witte Brewer Bu Co Brewer’s Guild — Loyalty (2/K), Financier (3/P) Honor > 4, Place 7 Farms

1942 Gunther Brewer Bu R Brewer’s Guild — Loyalty (2/K), Financier (3/P) Honor > 4, Place 7 Farms

1943 Jeanne Brewer Bu R Brewer’s Guild — Loyalty (2/K), Financier (3/P) Honor > 4, Place 7 Farms

1944 Wilbrand Brewer Bu R Brewer’s Guild — Loyalty (2/K), Financier (3/P) Honor > 4, Place 7 Farms

1945 Guildmaster Bu Co Brewer’s Guild — Loyalty (4/All), Financier (3/P) Honor > 5, Place 7 Farms,Brian Brewer Place 3 Brewers

1946 Donald Brewer Bu Co Brewer’s Guild — Loyalty (2/K), Financier (3/P) Honor > 4, Place 7 Farms

1917 Guildmaster Bu Co Carpenter’s Guild — Negotiator: Siege Engineers (4/All), Honor > 5, Survive 5 Sieges, Arnold Carpenter Trebuchet (1/R) Place 3 Carpenters

1918 Gregorio Carpenter Bu R Carpenter’s Guild — Negotiator: Siege Engineers (2/K), Honor > 4, Survive 5 SiegesBattering Ram (1/R)

1919 Rainald Carpenter Bu R Carpenter’s Guild — Negotiator: Siege Engineers (2/K), Honor > 4, Survive 5 SiegesSiege Tower (1/R)

1920 Egbert Carpenter Bu Co Carpenter’s Guild — Negotiator: Siege Engineers (2/K), Honor > 4, Survive 5 SiegesMangonel (1/R)

1921 Aedh Carpenter Bu Co Carpenter’s Guild — Negotiator: Siege Engineers (2/K), Honor > 4, Survive 5 SiegesBallista (1/R)

1922 Clemens Carpenter Bu R Carpenter’s Guild — Negotiator: Siege Engineers (2/K), Honor > 4, Survive 5 SiegesCatapult (1/R)

1935 Gerard Mason Bu Co Stonemason’s Guild — Architect (1/K), Builder (2/K) Honor > 4, Place 4 Castles

1936 Vincent Mason Bu R Stonemason’s Guild — Architect (1/K), Builder (2/K) Honor > 4, Place 4 Castles

1937 Guildmaster Bu Co Stonemason’s Guild — Architect (3/All), Builder (3/All) Honor > 5, Place 4 Castles,Hugh Mason Place 3 Stonemasons

1938 Thomas Mason Bu R Stonemason’s Guild — Architect (1/K), Builder (2/K) Honor > 4, Place 4 Castles

1939 Ludolf Mason Bu R Stonemason’s Guild — Architect (1/K), Builder (2/K) Honor > 4, Place 4 Castles

1940 John Mason Bu Co Stonemason’s Guild — Architect (1/K), Builder (2/K) Honor > 4, Place 4 Castles

1929 Robert Wright Bu R Wainright’s Guild — Farmer (1/K), Industrious (1/K) Honor > 4, Place 6 Towns

1930 Engelbert Wright Bu R Wainright’s Guild — Farmer (1/K), Industrious (1/K) Honor > 4, Place 6 Towns

1931 Laurence Wright Bu R Wainright’s Guild — Farmer (1/K), Industrious (1/K) Honor > 4, Place 6 Towns

1932 Guildmaster Wright Bu Co Wainright’s Guild — Farmer (3/All), Industrious (3/All) Honor > 5, Place 6 Towns,Place 3 Wainrights

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1933 Anton Wright Bu Co Wainright’s Guild — Farmer (1/K), Industrious (1/K) Honor > 4, Place 6 Towns

1934 Kuno Wright Bu Co Wainright’s Guild — Farmer (1/K), Industrious (1/K) Honor > 4, Place 6 Towns

46 Abbot Ordericus Cl Co Benedictine Monk — Financier (1/K), Luck (1/R) Christianity > 4, Vitalis Control a Level 4 City

93 Abbot Gauzlin Cl R Benedictine Monk — Financier (1/K), Luck (1/R) Christianity > 4, Control a Level 4 City

95 Grand Abbot Suger Cl Co Benedictine Monk — Financier (3/All), Luck (1/K), Saintly Christianity > 5, Control a Level 4 City, Place 3 Benedictines

175 Abbess Heloise Cl R Benedictine Monk — Financier (1/K), Luck (1/R) Christianity > 4, Control a Level 4 City

242 Abbot Peter Cl Co Benedictine Monk — Financier (1/K), Luck (1/R) Christianity > 4, the Venerable Control a Level 4 City

929 Abbot Donat O’Haingly Cl R Benedictine Monk — Financier (1/K), Luck (1/R) Christianity > 4, Control a Level 4 City

401 Abbot Arnaud-Amaury Cl R Cistercian Monk — Farmer (1/K), Seneschal (1/R) Christianity > 4, Control a Level 4 Manor House

402 Saint Bernard Cl Co Cistercian Monk — Farmer (3/All), Seneschal (2/K), Saintly Christianity > 5, de Clairvaux Control a Level 4 Manor House,

Place 3 Cistercians

707 Abbot Evermore Cl R Cistercian Monk — Farmer (1/K), Seneschal (1/R) Christianity > 4, Control a Level 4 Manor House

941 Abbot Felix O’Ruadain Cl Co Cistercian Monk — Farmer (1/K), Seneschal (1/R) Christianity > 4, Control a Level 4 Manor House

949 Abbot Ailbe O’Molloy Cl Co Cistercian Monk — Farmer (1/K), Seneschal (1/R) Christianity > 4, Control a Level 4 Manor House

1094 Abbess Margaret Home Cl R Cistercian Monk — Farmer (1/K), Seneschal (1/R) Christianity > 4, Control a Level 4 Manor House

883 Abbot Walter Malclerk Cl R Dominican Monk — Industrious (1/K), Devotion (2/P) Christianity > 4, Control a Level 4 Cathedral

1908 Abbot Albertus Magnus Cl R Dominican Monk — Industrious (1/K), Devotion (2/P) Christianity > 4, Control a Level 4 Cathedral

1909 Abbot Thomas Aquinas Cl R Dominican Monk — Industrious (1/K), Devotion (2/P) Christianity > 4, Control a Level 4 Cathedral

1910 Abbess Catherine Cl Co Dominican Monk — Industrious (1/K), Devotion (2/P) Christianity > 4, di Siena Control a Level 4 Cathedral

1912 Saint Dominic Cl Co Dominican Monk — Industrious (3/All), Devotion (2/K), Christianity > 5, Crusader Control a Level 4 Cathedral,

Place 3 Dominicans

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1913 Abbot Jordan of Saxony Cl Co Dominican Monk — Industrious (1/K), Devotion (2/P) Christianity > 4, Control a Level 4 Cathedral

141 Abbot Christopher Cl R Franciscan Monk — Diplomatic Christianity (1), Piety (1) Christianity > 4, Control a Level 4 Church

294 Abbot Arnaud Cl R Franciscan Monk — Diplomatic Christianity (1), Piety (1) Christianity > 4, de Roquefeuil Control a Level 4 Church

952 Abbot Donogh ó Briain Cl R Franciscan Monk — Diplomatic Christianity (1), Piety (1) Christianity > 4, Control a Level 4 Church

1810 Abbot Roger Bacon Cl Co Franciscan Monk — Diplomatic Christianity (1), Piety (1) Christianity > 4, Control a Level 4 Church

1915 Saint Francis di Assisi Cl Co Franciscan Monk — Diplomatic Christianity (1), Piety (5), Christianity > 5, Saintly Control a Level 4 Church,

Place 3 Franciscans

1916 Abbot Peter Cl Co Franciscan Monk — Diplomatic Christianity (1), Piety (1) Christianity > 4, da Cattaneo Control a Level 4 Church

1870 Adam de Ireys Kn Co Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1871 Roger de Moulins Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1872 Master Alfonso Kn Co Knight Hospitalier Cavalry 17/35 Loyalty (4/R), Armorer (4/R), Piety (3), Christianity > 5, Honor > 3, of Portugal Diplomatic Christianity (1), Luck (3/A) Place 3 Hospitaliers,

Survive 20 Minutes

1873 Jean de Villiers Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1874 Foulques de Villaret Kn R Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1875 Gaston de Murols Kn Co Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1876 Ermengard d’Asp Kn R Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1877 Garnier de Naplous Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1878 Geoffroy de Duisson Kn R Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1879 Jacques de Milli Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1880 Guerin de Montaigu Kn Co Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1881 Bertrand de Thessy Kn Co Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1882 Bertrand de Comps Kn Co Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1883 Pierre de Kn Co Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Vielle-Bride Survive 10 Minutes

1884 Guillaume de Kn R Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Chateuneuf Survive 10 Minutes

1885 Helion De Villeneuve Kn R Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1886 Nicolas Lorgne Kn Co Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1887 Dieudonne De Gozon Kn R Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1888 Odon de Pins Kn Co Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1889 Pierre De Corneillan Kn R Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1890 Guillaume Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,de Villaret Survive 10 Minutes

1891 Gerard Tum Kn R Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1892 Grand Master Morel Kn Co Knight Hospitalier Cavalry 20/40 Loyalty (5/R), Armorer (5/R), Piety (5), Christianity > 6, Honor > 4, Diplomatic Christianity (2), Place 8 Hospitaliers, Luck (4/A), Saintly Control 8 Regions,

Survive 30 Minutes

1893 Master Augen Kn Co Knight Hospitalier Cavalry 5/40 Loyalty (4/R), Armorer (4/R), Piety (3), Christianity > 5, Honor > 3, de Balben Diplomatic Christianity (1), Luck (3/A) Place 3 Hospitaliers,

Survive 20 Minutes

1894 Master Arnold Kn Co Knight Hospitalier Cavalry 30/30 Loyalty (4/R), Armorer (4/R), Piety (3), Christianity > 5, Honor > 3, de Comps Diplomatic Christianity (1), Luck (3/A) Place 3 Hospitaliers,

Survive 20 Minutes

1895 Master Gilbert Kn Co Knight Hospitalier Cavalry 17/35 Loyalty (4/R), Armorer (4/R), Piety (3), Christianity > 5, Honor > 3, D’Assaily Diplomatic Christianity (1), Luck (3/A) Place 3 Hospitaliers,

Survive 20 Minutes

1896 Geofroy le Rat Kn Co Knight Hospitalier Cavalry 5/30 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

1897 Hughes de Revel Kn Co Knight Hospitalier Cavalry 20/20 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1898 Richard Caracciolo Kn Co Knight Hospitalier Cavalry 12/25 Loyalty (3/R), Armorer (3/R), Piety (1) Christianity > 4, Honor > 2,Survive 10 Minutes

124 Bernard de Kn R Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Comminges Financier (2/R) Survive 10 Minutes

292 Henri de Rodez Kn R Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

553 Maître de Templars Kn R Knight Templar Cavalry 10/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

811 Master Aymeric Kn Co Knight Templar Cavalry 17/35 Speed (4/A), Quartermaster (3/A), Honor > 5, Christianity > 3, Financier (3/R), Diplomatic Honor (1), Place 3 Templars, Mobility (4/A) Survive 20 Minutes

1845 Grand Master Dubois Kn Co Knight Templar Cavalry 20/40 Speed (5/A), Quartermaster (4/A), Honor > 6, Christianity > 4, Financier (4/R), Diplomatic Honor (2), Place 8 Templars, Mobility (5/A), Financier (2/K) Control 8 Regions,

Survive 30 Minutes

1846 Geoffrey de St. Omer Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1847 Payen de Montdidier Kn Co Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1848 Archambaud de Kn Co Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, St. Agnan Financier (2/R) Survive 10 Minutes

1849 Geoffrey Bisol Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1850 Robert de Craon Kn R Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1851 Everard des Barres Kn R Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1852 Bernard de Trmelai Kn Co Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1853 Master Andre Kn Co Knight Templar Cavalry 17/35 Speed (4/A), Quartermaster (3/A), Honor > 5, Christianity > 3, de Montbard Financier (3/R), Diplomatic Honor (1), Place 3 Templars,

Mobility (4/A) Survive 20 Minutes

1854 Bertrand Kn Co Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, de Blanchefort Financier (2/R) Survive 10 Minutes

1855 Philip de Milly Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1856 Arnold de Toroga Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1857 Robert de Sable Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1858 Gilbert Erail Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1859 Philip de Plessiez Kn Co Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1860 William de Chartres Kn R Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1861 Pedro de Montaigu Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1862 Armond de Perigord Kn R Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1863 Richard de Bures Kn Co Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1864 Reynald de Vichiers Kn Co Knight Templar Cavalry 12/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1865 Thomas Berard Kn Co Knight Templar Cavalry 5/30 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1866 William de Beaujeu Kn R Knight Templar Cavalry 20/20 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1867 Tibald de Gaudin Kn Co Knight Templar Cavalry 12/25 Speed (3/A), Quartermaster (2/A), Honor > 4, Christianity > 2, Financier (2/R) Survive 10 Minutes

1868 Master Jacques Kn Co Knight Templar Cavalry 5/40 Speed (4/A), Quartermaster (3/A), Honor > 5, Christianity > 3, de Molay Financier (3/R), Place 3 Templars,

Diplomatic Honor (1), Mobility (4/A) Survive 20 Minutes

1869 Master Brian deJay Kn Co Knight Templar Cavalry 30/30 Speed (4/A), Quartermaster (3/A), Honor > 5, Christianity > 3, Financier (3/R), Place 3 Templars, Diplomatic Honor (1), Mobility (4/A) Survive 20 Minutes

443 Gregory Haugh Kn R Teutonic Knight Teutonic Knights 10/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

585 Walram Wiesbaden Kn R Teutonic Knight Teutonic Knights 10/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1434 Ludolf van Bun Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1437 Lodewijk van Kn Co Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Kinswilre Survive 10 Minutes

1441 Johan van Hoenhorst Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (5/1/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1444 Dietrich von Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Altenburg House Is Northern Germanic,

Survive 10 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1454 Herman van Rijkel Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1455 Siegfried von Kn Co Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Feuchtwangen Survive 10 Minutes

1458 Hanno von Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Sangershausen Survive 10 Minutes

1472 Gijsbert van den Goye Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1477 Gerard van Loon Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1482 Diederik Guldenhoofd Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1483 Burkhard von Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Schwanden Survive 10 Minutes

1484 Poppo von Osterna Kn R Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1486 Hendrick van Kn R Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Alckemade Survive 10 Minutes

1488 Günther von Kn R Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Schwarzenburg Survive 10 Minutes

1489 Lothar von Brunswick Kn R Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1490 Karl Bessart Kn R Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1492 Antonius van Kn R Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Printhagen Survive 10 Minutes

1493 Dierik van Wevelhoven Kn R Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1494 Gerhard Malberg Kn R Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1497 Rutger van Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Kaldenberg House Is Northern Germanic,

Survive 10 Minutes

1499 Nicolaas van Horne Kn Co Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1899 Grandmaster Kn Co Teutonic Knight Teutonic Knights 20/40 Ferocity (25/A), Bravery (3/A), Chivalry > 6, Christianity > 4, Hermann Von Salza Teutonic Knights (15/30/C), Place 8 Teutonic Knights,

Crusader, Chivalrous (3) Control 8 Regions, Survive 30 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

1900 Master Adolf Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (10/A), Bravery (2/A), Chivalry > 5, Christianity > 3, of Holstein Teutonic Knights (15/30/C), Place 3 Teutonic Knights,

Chivalrous (1) Survive 20 Minutes

1901 Master Gottfried Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (10/A), Bravery (2/A), Chivalry > 5, Christianity > 3, von Hohenlohe Teutonic Knights (25/25/C), Place 3 Teutonic Knights,

Chivalrous (1) House Is Northern Germanic,Survive 20 Minutes

1902 Master Heinrich Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (10/A), Bravery (2/A), Chivalry > 5, Christianity > 3, Walpot von Bassenheim Teutonic Knights (15/30/C), Place 3 Teutonic Knights,

Chivalrous (1) Survive 20 Minutes

1903 Master Konrad Kn Co Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A), Chivalry > 5, Christianity > 3, of Thuringia Teutonic Knights (5/35/C), Place 3 Teutonic Knights,

Chivalrous (1) House Is Northern Germanic,Survive 20 Minutes

1904 Walter van Kn Co Teutonic Knight Teutonic Knights 5/35 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Papenhoven Survive 10 Minutes

1905 Werner Von Orselen Kn Co Teutonic Knight Teutonic Knights 15/30 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

1906 Winrich von Kniprode Kn Co Teutonic Knight Teutonic Knights 25/25 Ferocity (5/A), Bravery (2/A) Chivalry > 4, Christianity > 2,Survive 10 Minutes

2168 Captain Teeling Kn Co Captain Welsh Longbowmen Bravery (1/A), Siege Tower (1/C), Chivalry > 3, Control 10 Fiefs, 10/20 Luck (3/C), Chivalrous (1) Survive 10 Minutes

2169 Captain van Campen Kn Co Captain Goedendag 12/25 Bravery (1/A), Mangonel (1/C), Chivalry > 3, Control 4 Regions, Luck (3/C), Chivalrous (1) Survive 10 Minutes

2170 Captain de Villiers Kn Co Captain Chevalier 7/15 Bravery (1/A), Chivalry > 3, Battering Ram (1/C), Control 1 Kingdom, Luck (3/C), Chivalrous (1) Survive 10 Minutes

2171 Captain Breathnach Kn Co Captain Gallowglass 12/25 Bravery (1/A), Mangonel (1/C), Chivalry > 3, Luck (3/C), Chivalrous (1) Control a Level 5 Castle,

Survive 15 Minutes

2172 Captain Borgo Kn Co Captain Genoese Crossbowmen Bravery (1/A), Siege Tower (1/C), Chivalry > 3, Win 5 Battles, 10/20 Luck (3/C), Chivalrous (1) Survive 15 Minutes

2173 Captain Gerung Kn Co Captain Teutonic Knights 10/20 Bravery (1/A), Siege Tower (1/C), Chivalry > 3, Survive 2 Sieges, Luck (3/C), Chivalrous (1) Survive 15 Minutes

2174 Captain Makartane Kn Co Captain Highlanders 12/25 Bravery (1/A), Mangonel (1/C), Chivalry > 3, 5,000 Crowns, Luck (3/C), Chivalrous (1) Survive 15 Minutes

2175 Captain Kn Co Captain Swiss Pikemen 12/25 Bravery (1/A), Catapult (1/C), Chivalry > 3, Schwarzenberger Luck (3/C), Chivalrous (1) Control a Level 4 Manor House,

Survive 10 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2323 Captain Black Kn Co Captain Footmen 20/40 Bravery (1/A), Trebuchet (1/C), Chivalry > 3, Control 20 Fiefs, Luck (3/C), Chivalrous (1) Survive 20 Minutes

2324 Captain Boyde Kn Co Captain Warriors 20/40 Bravery (1/A), Trebuchet (1/C), Chivalry > 3, Control 8 Regions, Luck (3/C), Chivalrous (1) Survive 20 Minutes

2325 Captain Cuilennáin Kn Co Captain Light Cavalry 20/40 Bravery (1/A), Ballista (1/C), Chivalry > 3, Control 2 Kingdoms,Luck (3/C), Chivalrous (1) Survive 20 Minutes

2326 Captain Santiago Kn Co Captain Crossbowmen 20/40 Bravery (1/A), Ballista (1/C), Chivalry > 3, Win 15 Battles, Luck (3/C), Chivalrous (1) Survive 20 Minutes

2327 Captain Fock Kn Co Captain Peasants 25/50 Bravery (1/A), Trebuchet (1/C), Chivalry > 3, Survive 5 Sieges, Luck (3/C), Chivalrous (1) Survive 20 Minutes

2328 Captain Scherer Kn Co Captain Polearmsmen 20/40 Bravery (1/A), Ballista (1/C), L Chivalry > 3, 15,000 Crowns, uck (3/C), Chivalrous (1) Survive 30 Minutes

2329 Captain Wilhelm Kn Co Captain Swordsmen 12/25 Bravery (1/A), Catapult (1/C), Chivalry > 3, Control 30 Fiefs, Luck (3/C), Chivalrous (1) Survive 30 Minutes

2330 Captain Buisson Kn Co Captain Cavalry 10/20 Bravery (1/A), Battering Ram (1/C), Chivalry > 3, Control 12 Regions,Luck (3/C), Chivalrous (1) Survive 30 Minutes

2331 Captain Harding Kn Co Captain Bowmen 15/30 Bravery (1/A), Catapult (1/C), Chivalry > 3, Control 3 Kingdoms,Luck (3/C), Chivalrous (1) Survive 30 Minutes

2332 Captain Faust Kn Co Captain Nobles 7/15 Bravery (1/A), Battering Ram (1/C), Chivalry > 3, 10,000 Crowns, Luck (3/C), Chivalrous (1) Survive 30 Minutes

2176 Lieutenant Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Mangonel (2/C), Chivalry > 4, Place 2 Captains,Davidson Mobility (3/A), Speed (3/A), Control 10 Fiefs, Win 5 Battles,

Bravery (1/A), Chivalrous (3) Survive 20 Minutes

2177 Lieutenant Pierpont Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Siege Tower (2/C), Chivalry > 4, Place 2 Captains,Mobility (3/A), Speed (3/A), Control 8 Regions,Bravery (1/A), Chivalrous (3) Survive 10 Minutes

2178 Lieutenant Goldwin Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Chivalry > 4, Place 4 Captains,Catapult (2/C), Mobility (3/A), Control a Level 4 Manor House,Speed (3/A), Bravery (1/A), Survive 2 Sieges,Chivalrous (3) Survive 10 Minutes

2179 Lieutenant Koubek Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Ballista (2/C), Chivalry > 4, Place 4 Captains,Mobility (3/A), Speed (3/A), Win 10 Battles, Bravery (1/A), Chivalrous (3) Survive 20 Minutes

2333 Lieutenant Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Trebuchet (1/C), Chivalry > 4, Place 6 Captains,Godscalck Mobility (3/A), Speed (3/A), 5,000 Crowns, Control 4 Regions,

Bravery (1/A), Chivalrous (3) Survive 40 Minutes

2334 Lieutenant Taidg Kn Co Lieutenant Swordsmen 17/35 Bowmen (15/30/C), Mangonel (2/C), Chivalry > 4, Place 6 Captains, Mobility (3/A), Speed (3/A), Control 1 Kingdom, Bravery (1/A), Chivalrous (3) Survive 30 Minutes

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GUILD AND ORDER VASSALS W/ REQUIREMENTS CONTINUEDGAME POWER

ID FIRST NAME CLASS LEVEL ORDER TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2335 Lieutenant Rossi Kn Co Lieutenant Swordsmen Bowmen (15/30/C), Catapult (2/C), Chivalry > 4, Place 8 Captains, 17/35 Mobility (3/A), Speed (3/A), Survive 5 Sieges,

Bravery (1/A), Chivalrous (3) Survive 40 Minutes

2336 Lieutenant Kn Co Lieutenant Swordsmen Bowmen (15/30/C), Ballista (2/C), Chivalry > 4, Place 8 Captains, Maknab 17/35 Mobility (3/A), Speed (3/A), Control 12 Regions,

Bravery (1/A), Chivalrous (3) Survive 30 Minutes

2193 Marshall Kn Co Marshall Nobles 40/40 Welsh Longbowmen (40/40/C), Chivalry > 5, Honor > 3, John Butler Chevalier (20/20/C), Swordsmen (20/20/R), Place 2 Lieutenants,

Trebuchet (3/C), Diplomatic Chivalry (3), Control 1 Kingdom, Bravery (2/A), Quartermaster (4/A), Survive 20 MinutesSpeed (4/A)

2194 Marshall Granier Kn Co Marshall Nobles 40/40 Welsh Longbowmen (40/40/C), Chivalry > 5, Honor > 3, Chevalier (20/20/C), Swordsmen (20/20/R), Place 2 Lieutenants, Trebuchet (3/C), Diplomatic Chivalry (3), Control 8 Regions, Bravery (2/A), Quartermaster (4/A), Win 15 Battles, Speed (4/A) Survive 40 Minutes

2337 Marshall Zeit Kn Co Marshall Nobles 40/40 Welsh Longbowmen (40/40/C), Chivalry > 5, Honor > 3, Chevalier (20/20/C), Place 4 Lieutenants, Swordsmen (20/20/R), Trebuchet (3/C), Control 20 Fiefs, Diplomatic Chivalry (3), Bravery (2/A), Survive 30 MinutesQuartermaster (4/A), Speed (4/A)

2338 Marshall Vitalis Kn Co Marshall Nobles 40/40 Welsh Longbowmen (40/40/C), Chivalry > 5, Honor > 3, Chevalier (20/20/C), Swordsmen (20/20/R), Place 4 Lieutenants, Trebuchet (3/C), Diplomatic Chivalry (3), Control 12 Regions, Bravery (2/A), Quartermaster (4/A), Survive 5 Sieges, Speed (4/A) Survive 40 Minutes

2195 Constable Kn Co Constable Chevalier 50/50 Welsh Longbowmen (50/50/C), Chivalry > 6, Honor > 4, David Wyse Nobles (20/20/R), Teutonic Knights (50/50/C), Place 2 Marshalls,

Diplomatic Chivalry (4), Bravery (3/A), Survive 35 MinutesQuartermaster (5/A), Speed (5/A), Armorer (3/K)

2339 Constable Kn Co Constable Chevalier 50/50 Welsh Longbowmen (50/50/C), Chivalry > 6, Honor > 4, Lorens Bachellier Nobles (20/20/R), Teutonic Knights (50/50/C), Place 2 Marshalls,

Diplomatic Chivalry (4), Bravery (3/A), Constable David Wyse Is DeadQuartermaster (5/A), Speed (5/A), Armorer (3/K)

2340 Constable Kn Co Constable Chevalier 50/50 Welsh Longbowmen (50/50/C), Chivalry > 6, Honor > 4, Hans Schroder Nobles (20/20/R), Teutonic Knights (50/50/C), Place 2 Marshalls,

Diplomatic Chivalry (4), Bravery (3/A), Constable Lorens BachellierQuartermaster (5/A), Speed (5/A), Is DeadArmorer (3/K)

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The Special Vassal Master Table lists all specialvassals that appear in the scenarios. Each entrypresents complete information about the listedvassal, including special abilities and requirements.

Vassals listed in the scenario tables are here by ID number.

Special Abilities This column lists the vassal’s special abilities.When the vassal has additional companies or siegeweapons, these are listed by type. The informationin parentheses after the unit type gives the

company’s starting size, maximum size, andwhether it is a splash ability. For other abilities,the information in parentheses is the ability leveland the splash extent of the ability.

Splash is noted as:

A—affects all companies in the same army

P—affects one parcel

C—affects one company

K—affects all parcels in one kingdom

R—affects all parcels in one region

All—affects all parcels owned by the player

Appendix 2: Special Vassal Master Table

SPECIAL VASSALSGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2101 Hendrick the Pious Kn Co Teutonic Knights 15/30 Genoese Crossbowmen (7/15/C), Christianity > 5, Luck (5/C) Survive 25 Minutes

2102 Hubert the Pious Kn Co Teutonic Knights 17/35 Bowmen (15/30/C), Farmer (2/R), Christianity > 6, Luck (5/C) Survive 40 Minutes

2103 Cristo the Pious Cl Co — Armorer (3/R), Luck (2/R) Christianity > 5, Survive 25 Minutes

2104 Larlaith the Pious Cl Co — Diplomatic Christianity (2), Christianity > 6, Farmer (3/R), Luck (2/R) Survive 40 Minutes

2105 Bernhard the Pious Se Co — Industrious (3/R), Farmer (1/P) Christianity > 5, Survive 25 Minutes

2106 Dillon the Pious Se Co — Farmer (2/R), Christianity > 6, Garrison Spearmen (20/20/R), Survive 40 MinutesGarrison Crossbowmen (20/20/R)

2107 Walter the Fair Kn Co Swiss Pikemen 17/35 Luck (2/A), Mobility (3/A) Honor > 6, Survive 45 Minutes

VASSAL KEY

A Army Co Common

P Parcel Ki Kingdom

C Company Kn Knight

K Kingdom Cl Clergy

R Region Bu Burgher

All All Owned Parcels Se Serf

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2108 Ross the Fair Kn Co Godendag 15/30 Accuracy (20/A) Honor > 5, Survive 30 Minutes

2109 Gerwyn the Fair Bu Co — Diplomatic Honor (2), Architect (3/R) Honor > 6, Survive 45 Minutes

2110 Manovelli the Fair Bu Co — Renown (3/R) Honor > 5, Survive 30 Minutes

2111 Dreux the Valiant Kn Co Nobles 12/25 Gallowglass (10/20/C), Tenacity (5/A) Chivalry > 6, Survive 45 Minutes

2112 Alain the Valiant Kn Co Highlanders 15/30 Ferocity (10/A) Chivalry > 5, Survive 30 Minutes

2113 Arthur the Just Kn Co Nobles 15/30 Crossbowmen (17/35/C), Chivalry > 6, Honor > 6, Armorer (4/R), Trebuchet (1/C) Survive 50 Minutes

2114 Chandler the Just Kn Co Chevalier 12/25 Speed (3/A), Industrious (2/R) Chivalry > 4, Honor > 6, Survive 35 Minutes

2115 Dominic the Just Kn Co Cavalry 15/30 Ferocity (25/C), Tenacity (50/C), Chivalry > 6, Honor > 4, Bravery (4/C), Catapult (1/C) Survive 35 Minutes

2116 Victor the Just Kn Co Swiss Pikemen 17/35 Loot (2/A), Tenacity (20/A) Chivalry > 5, Honor > 5, Survive 20 Minutes

2117 Antolin the Righteous Kn Co Genoese Crossbowmen 20/40 Swordsmen (12/25/C), Tenacity (60/C), Chivalry > 6, Christianity > 6,Accuracy (40/C), Mobility (5/C), Survive 45 MinutesTrebuchet (1/C), Luck (5/C)

2118 Aoghgan the Righteous Kn Co Cavalry 15/35 Light Cavalry (17/35/C), Ferocity (15/C), Chivalry > 4, Christianity > 6,Architect (3/P), Luck (5/C) Survive 30 Minutes

2119 Omar the Righteous Kn Co Teutonic Knights 17/35 Chevalier (7/15/R), Armorer (3/P), Chivalry > 6, Christianity > 4, Mobility (3/C), Luck (5/C) Survive 30 Minutes

2120 Bartley the Righteous Kn Co Swiss Pikemen 20/40 Garrison Swordsmen (20/20/P), Chivalry > 5, Christianity > 5, Garrison Bowmen (20/20/P), Survive 15 MinutesBuilder (4/P), Ferocity (10/C), Catapult (1/C), Luck (5/C)

2121 Jacob the Pure Bu Co — Financier (4/R), Devotion (4/R), Christianity > 6, Honor > 6, Garrison Swordsmen (20/20/P), Survive 45 MinutesGarrison Swordsmen (20/20/P)

2122 Oscar the Pure Bu Co — Industrious (3/R), Armorer (2/R) Christianity > 6, Honor > 4,Survive 30 Minutes

2123 Hagan the Pure Bu Co — Negotiator: Retainers (5/R), Christianity > 4, Honor > 6, Renown (2/R) Survive 30 Minutes

2124 Martin the Pure Bu Co — Diplomatic Christianity (2), Christianity > 5, Honor > 5, Diplomatic Honor (2) Survive 15 Minutes

2125 Jonas the Pure Cl Co — Devotion (5/P), Chevalier (10/10/R) Christianity > 6, Honor > 6,Survive 45 Minutes

2126 Kent the Pure Cl Co — Seneschal (2/R), Financier (3/R) Christianity > 6, Honor > 4,Survive 30 Minutes

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2127 Edouard the Pure Cl Co — Garrison Bowmen (20/20/R), Christianity > 4, Honor > 6, Industrious (2/R) Survive 30 Minutes

2128 Shay the Pure Cl Co — Piety (3), Honorable (3) Christianity > 5, Honor > 5, Survive15 Minutes

2129 Henry the True Kn Co Nobles 20/40 Chevalier (10/20/C), Chivalry > 6, Christianity > 6, Welsh Longbowmen (12/25/C), Honor > 6, Survive 50 MinutesTeutonic Knights (12/25/C), Luck (5/C)

2130 Corwin the True Kn Co Welsh Longbowmen 20/40 Accuracy (30/A), Industrious (5/P), Chivalry > 5, Christianity > 5, Goedendag (12/25/C), Luck (5/C) Honor > 5, Survive 35 Minutes

2131 Gerard the True Kn Co Highlanders 22/45 Gallowglass (12/25/C), Ferocity (25/A), Chivalry > 6, Christianity > 4, Mangonel (1/C), Luck (5/C) Honor > 4, Survive 20 Minutes

2132 Welf the True Kn Co Teutonic Knights 20/40 Tenacity (50/A), Chivalry > 4, Christianity > 6, Swiss Pikemen (12/25/P), Honor > 4, Survive 20 MinutesBuilder (5/P), Luck (5/C)

2133 Benno the True Kn Co Chevalier 17/35 Mobility (4/A), Chivalry > 4, Christianity > 4, Genoese Crossbowmen (10/20/C), Honor > 6, Survive 20 MinutesTrebuchet (1/C), Luck (5/C)

2134 Nigel the Knave Kn Co Gallowglass 15/30 Warriors (15/30/C) Honor < 3, Survive 35 Minutes

2135 Sully the Knave Kn Co Highlanders 17/35 Light Cavalry (17/35/C), Honor < 2, Survive 50 MinutesCrossbowmen (17/35/C), Luck (-1/A)

2136 John the Craven Kn Co Genoese Crossbowmen 12/25 Crossbowmen (15/30/C) Chivalry < 3, Survive 35 Minutes

2137 Roan the Craven Kn Co Welsh Longbowmen 15/30 Bowmen (12/25/C), Chivalry < 2, Survive 50 MinutesBowmen (12/25/C), Loot (-1/A)

2138 Klaus the Wicked Kn Co Warriors 22/45 Loot (3/A) Christianity < 3, Survive 35 Minutes

2139 Grazino the Wicked Kn Co Warriors 25/50 Ferocity (30/C), Tenacity (50/C), Christianity < 2, Survive 50 MinutesMobility (5/C), Bravery (3/C), Luck (3/C)

2140 Emery the Wicked Cl Co — Devotion (4/P), Industrious (3/R) Christianity < 2, Survive 50 Minutes

2141 Toran the Wicked Cl Co — Armorer (3/R), Christianity < 2, Survive 50 MinutesGarrison Spearmen (20/20/R)

2142 Marcel the Wicked Cl Co — Renown (3/R) Christianity < 3, Survive 35 Minutes

2143 Malfred the Wicked Cl Co — Financier (3/R) Christianity < 3, Survive 35 Minutes

2144 Nicolai the Knave Bu Co — Financier (5/P), Seneschal (-1/R) Honor < 3, Survive 35 Minutes

2145 Shaw the Knave Bu Co — Garrison Bowmen (20/20/R), Honor < 2, Survive 50 MinutesGarrison Spearmen (20/20/R), Renown (-1/R)

2146 Herbert the Devious Kn Co Light Cavalry 50/50 Light Cavalry (17/35/C), Christianity < 2, Honor < 2, Light Cavalry (17/35/C), Speed (5/C) Survive 55 Minutes

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2147 Reinhard the Devious Kn Co Cavalry 15/30 Swordsmen (10/20/C), Christianity < 3, Honor < 3, Bowmen (12/25/C), Survive 25 MinutesQuartermaster (-1/A)

2148 Nicolas the Devious Kn Co Swordsmen 17/35 Polearmsmen (17/35/C), Christianity < 2, Honor < 3, Crossbowmen (17/35/C), Survive 40 MinutesConsumption (-1/C)

2149 Xavier the Devious Kn Co Genoese Crossbowmen 15/30 Nobles (5/10/C), Warriors (17/35/C), Christianity < 3, Honor < 2, Scrounger (-1/A) Survive 40 Minutes

2150 Rioghbhardan Kn Co Gallowglass 20/40 Highlanders (10/20/C), Chivalry < 3, Christianity < 3, the Barbaric Welsh Longbowmen (7/15/C), Honor < 3, Survive 45 Minutes

Raider (4/A), Luck (-1/A)

2151 Geovani the Barbaric Kn Co Cavalry 20/40 Highlanders (12/25/C), Chivalry < 2, Christianity < 2, Genoese Crossbowmen (10/20/C), Honor < 2, Survive 60 MinutesRaider (5/A), Luck (-1/A)

2152 Treasurer Hamo Walsh Bu Co — Financier (3/R), Diplomatic Honor (1) Honor > 3, Control 4 Regions,Control a Level 4 City, Survive 10 Minutes

2153 Treasurer Amati Bu Co — Financier (3/R), Diplomatic Honor (1) Honor > 3, Control 4 Regions, Place 4 Towns, Survive 15 Minutes

2154 Treasurer Stochove Bu Co — Financier (3/R), Diplomatic Honor (1) Honor > 3, Control 4 Regions, 5,000 Crowns, Survive 20 Minutes

2156 Sheriff Jean Darley Kn Co Polearmsmen 30/30 Garrison Crossbowmen (20/20/R), Chivalry > 3, Control 4 Regions, Garrison Footmen (20/20/R) Control a Level 4 Castle,

Survive 10 Minutes

2157 Sheriff Simon Bodkin Kn Co Footmen 30/30 Garrison Swordsmen (20/20/R), Chivalry > 3, Control 4 Regions, Garrison Bowmen (20/20/R) Control a Level 4 Castle,

Survive 15 Minutes

2158 Sheriff van den Dale Kn Co Crossbowmen 30/30 Garrison Spearmen (20/20/R), Chivalry > 3, Control 8 Regions, Garrison Crossbowmen (20/20/R) Control a Level 4 Castle,

Survive 20 Minutes

2159 Sheriff John Lawless Kn Co Swordsmen 20/20 Garrison Bowmen (20/20/K), Chivalry > 3, Control 12 Regions,Diplomatic Honor (1) Control a Level 4 Castle,

Survive 25 Minutes

2160 Tax Collector Gautfrid Kn Co Goedendag 15/30 Genoese Crossbowmen (5/10/C), Honor < 4, Place 4 Towns, Raider (3/A), Loot (3/A), Financier (1/K), Control 4 Regions, Luck (-1/C), Seneschal (-1/K), Survive 30 MinutesDiplomatic Honor (-1), Diplomatic Chivalry (-1)

2161 Sheriff Petri Kn Co Bowmen 25/25 Garrison Spearmen (20/20/K) Chivalry > 3, Control 4 Regions,Control a Level 4 Castle, Survive 30 Minutes

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2162 Reeve Earc ó Broin Se Co — Farmer (2/R), Industrious (2/R), Christianity > 2, Control 4 Regions,Diplomatic Christianity (1) Food for 16 Knights,

Survive 5 Minutes

2163 Reeve Baumschlager Se Co — Farmer (2/R), Industrious (2/R), Christianity > 2, Control 4 Regions, Diplomatic Christianity (1) Place 4 Farms, Survive 10 Minutes

2164 Reeve Quint Ouellet Se Co — Farmer (2/R), Industrious (2/R), Christianity > 2, Control 4 Regions,Diplomatic Christianity (1) Control a Level 4 Manor House, Survive

15 Minutes

2165 Archbishop Basset Cl Co — Diplomatic Christianity (2), Devotion (1/K) Christianity > 4, Control 4 Regions, Control a Level 4 Cathedral, Survive 5 Minutes

2166 Archbishop Gerbrecht Cl Co — Diplomatic Christianity (2), Devotion (1/K) Christianity > 4, Control 8 Regions, Control a Level 4 Cathedral, Survive 10 Minutes

2167 Archbishop Koellerer Cl Co — Diplomatic Christianity (2), Devotion (1/K) Christianity > 4, Control 12 Regions,Control a Level 4 Cathedral, Survive 15 Minutes

2180 Chancellor Prendergast Bu Ki — Financier (4/P), Financier (2/K), Honor > 4, Control 8 Regions, Negotiator (1/K), Diplomatic Honor (2), Place 8 Towns, Garrison Bowmen (20/20/C), Control a Level 4 City, Garrison Swordsmen (20/20/C), Ballista (2/C) Survive 25 Minutes

2182 Chancellor Roemer Bu Ki — Financier (4/P), Financier (2/K), Honor > 4, Control 8 Regions, Negotiator (1/K), Diplomatic Honor (2), Place 8 Towns, Garrison Bowmen (20/20/C), Control a Level 4 City, Garrison Swordsmen (20/20/C), Ballista (2/C) Survive 25 Minutes

2183 Chancellor Gottschalk Bu Ki — Financier (4/P), Financier (2/K), Honor > 4, Control 8 Regions, Negotiator (1/K), Diplomatic Honor (2), Place 8 Towns, Garrison Bowmen (20/20/C), Control a Level 4 City, Garrison Swordsmen (20/20/C), Ballista (2/C) Survive 25 Minutes

2184 Chancellor Hillenbrand Bu Ki — Financier (4/P), Financier (2/K), Honor > 4, Control 8 Regions, Negotiator (1/K), Diplomatic Honor (2), Place 8 Towns, Control a Level 4 City,Garrison Bowmen (20/20/C), Survive 25 MinutesGarrison Swordsmen (20/20/C), Ballista (2/C)

2185 Chamberlin Talbot Se Ki — Farmer (4/P), Farmer (1/K), Industrious (2/K), Christianity > 4, Control 8 Regions, Seneschal (1/K), Diplomatic Christianity (2) Place 8 Farms,

Control a Level 4 Manor House, Survive 20 Minutes

2186 Chamberlin Mallery Se Ki — Farmer (4/P), Farmer (1/K), Industrious (2/K), Christianity > 4, Control 8 Regions, Seneschal (1/K), Diplomatic Christianity (2) Place 8 Farms,

Control a Level 4 Manor House, Survive 20 Minutes

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2187 Chamberlin Gothardus Se Ki — Farmer (4/P), Farmer (1/K), Industrious (2/K), Christianity > 4, Control 8 Regions, Seneschal (1/K), Diplomatic Christianity (2) Place 8 Farms,

Control a Level 4 Manor House, Survive 20 Minutes

2188 Chamberlin Drasche Se Ki — Farmer (4/P), Farmer (1/K), Industrious (2/K), Christianity > 4, Control 8 Regions, Seneschal (1/K), Diplomatic Christianity (2) Place 8 Farms,

Control a Level 4 Manor House, Survive 20 Minutes

2189 Cardinal Donatello Cl Ki — Diplomatic Christianity (3), Devotion (2/K), Christianity > 5, Control 8 Regions, Piety (3), Crusader Place 8 Churches,

Control a Level 4 Cathedral, Survive 20 Minutes

2190 Cardinal Rousseau Cl Ki — Diplomatic Christianity (3), Devotion (2/K), Christianity > 5, Control 8 Regions, Piety (3), Crusader Place 8 Churches,

Control a Level 4 Cathedral, Survive 20 Minutes

2191 Cardinal Byrne Cl Ki — Diplomatic Christianity (3), Devotion (2/K), Christianity > 5, Control 8 Regions, Piety (3), Crusader Place 8 Churches,

Control a Level 4 Cathedral, Survive 20 Minutes

2192 Cardinal Hohenwart Cl Ki — Diplomatic Christianity (3), Devotion (2/K), Christianity > 5, Piety (3), Crusader Control 8 Regions,

Place 8 Churches, Control a Level 4 Cathedral, Survive 20 Minutes

2196 Champion Anselm Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2197 Champion Laroche Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2198 Champion Boyle Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2199 Champion Weyn Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2200 Champion Rocca Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2201 Champion Kahn Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2202 Champion Aidan Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

2203 Champion Lustig Kn Ki Swordsmen 20/20 Bravery (1/A), Bravery (3/C), Chivalrous (3), Survive 35 MinutesLuck (5/C)

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2204 Raider Koehl Kn Co Light Cavalry 10/20 Light Cavalry (10/20/C), Light Cavalry (10/20/C), Raze 5 Buildings, Speed (4/C), Quartermaster (4/C), Survive 20 Minutes, Raider (4/C), Piety (-1) Christianity < 5

2205 Raider Osborn Kn Co Light Cavalry 12/25 Light Cavalry (12/25/C), Light Cavalry (12/25/C), Raze 10 Buildings, Speed (4/C), Quartermaster (4/C), Survive 30 Minutes, Raider (4/C), Piety (-3) Christianity < 4

2206 Raider Hillenbrand Kn Co Light Cavalry 15/30 Light Cavalry (15/30/C), Light Cavalry (15/30/C), Raze 20 Buildings, Speed (5/C), Quartermaster (5/C), Raider (5/C), Survive 40 Minutes, Piety (-5), Ferocity (15/C) Christianity < 4, Honor < 5

2207 Raider Lamprecht Kn Co Light Cavalry 20/40 Light Cavalry (20/40/C), Light Cavalry (20/40/C), Raze 50 Buildings, Speed (5/C), Quartermaster (5/C), Raider (5/C), Survive 50 Minutes, Piety (-10), Ferocity (35/C), Bravery (2/C) Christianity < 4, Honor < 4

2208 Vali the Marauder Kn Co Goedendag 12/25 Crossbowmen (15/30/C), Catapult (2/C), Raze 5 Fiefs, Chivalrous (-3) Survive 35 Minutes, Chivalry < 4

2209 Gunnsteinn the Kn Co Goedendag 17/35 Footmen (17/35/C), Crossbowmen (17/35/C), Raze 10 Fiefs, Marauder Mangonel (3/C), Diplomatic Chivalry (-1) Survive 45 Minutes, Chivalry < 3

2210 Erwin the Savage Kn Co Warriors 20/40 Speed (3/A), Raider (3/A), Quartermaster (3/A), Raze 5 Buildings, Ferocity (10/C), Diplomatic Christianity (-1), Christianity = 1, Piety (-1) Survive 20 Minutes

2211 Matzke the Bloody Kn Co Warriors 25/50 Speed (4/A), Raider (4/A), Quartermaster (4/A), Raze 10 Buildings, Ferocity (30/C), Diplomatic Christianity (-1), Christianity = 1, Piety (-3) Survive 30 Minutes

2212 Maynard the Murderer Kn Co Gallowglass 20/40 Speed (5/A), Raider (5/A), Raze 20 Buildings, Quartermaster (5/A), Ferocity (10/C), Christianity = 1, Diplomatic Christianity (-1), Piety (-5) Survive 40 Minutes

2213 Meffridus the Kn Co Gallowglass 25/50 Speed (5/A), Raider (5/A), Raze 50 Buildings, Enemy of God Quartermaster (5/A), Ferocity (25/C), Christianity = 1,

Diplomatic Christianity (-1), Piety (-10) Survive 50 Minutes

2214 Agnar Bjarki Kn Co Gallowglass 12/25 Warriors (15/30/C), Loot (4/A) Raze 5 Churches, Survive 35 Minutes, Christianity < 3

2215 Hrolf Sundafyllir Kn Co Gallowglass 17/35 Gallowglass (7/15/C), Raze 10 Churches, Crossbowmen (15/30/C), Loot (5/A) Survive 45 Minutes,

Christianity < 3

2216 Bjorn Swarta Kn Co Highlanders 12/25 Crossbowmen (15/30/C), Ballista (2/C) Raze 5 Towns, Survive 35 Minutes, Honor < 3

2217 Knut Thorgot Kn Co Highlanders 17/35 Crossbowmen (15/30/C), Raze 10 Towns, Crossbowmen (15/30/C), Ballista (4/C) Survive 45 Minutes, Honor < 3

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ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2218 Ulfrik the Viking Kn Co Gallowglass 25/50 Welsh Longbowmen (15/30/C), Raze 5 Towns, Raze 5 Churches, Highlanders (15/30/C), Raze 5 Farms, Christianity = 1, Light Cavalry (10/20/C), Honor = 1, Chivalry > 5, Crossbowmen (15/30/C), Siege Tower (2/C), Survive 60 MinutesBallista (2/C), Piety (-15), Honorable (-15)

2219 Papal Legate Dufour Kn Co Chevalier 15/30 Devotion (1/All), Crusader Place 1 Teutonic Knight, Place 1 Templar, Place 1 Hospitalier,Survive 30 Minutes

2220 Guild Lord Nagle Bu Co — Financier (1/All), Diplomatic Honor (3), Place 1 Blacksmith, Garrison Bowmen (20/20/All), Place 1 Banker, Place 1 Wainright, Garrison Swordsmen (20/20/All), Place 1 Carpenter, Place 1 Brewer, Genoese Crossbowmen (20/20/R) Place 1 Stonemason,

Survive 30 Minutes

2221 Papal Legate Dumont Cl Co — Saintly, Diplomatic Christianity (3), Place 1 Franciscan, Teutonic Knights (15/15/R) Place 1 Benedictine,

Place 1 Cistercian, Place 1 Dominican, Survive 30 Minutes

2222 Papal Legate Kavanagh Kn Co Chevalier 15/30 Bravery (3/A), Crusader, Saintly, Place 1 Franciscan, Chevalier (10/10/R) Place 1 Benedictine,

Place 1 Cistercian, Place 1 Dominican, Place 1 Teutonic Knight, Place 1 Templar, Place 1 Hospitalier,Survive 50 Minutes

2223 Bernaba the Victor Kn Co Swordsmen 15/30 Armorer (1/K), Loyalty (1/K), Chivalrous (1) Win 15 Battles, Survive 20 Minutes

2224 Paul Detlef the Victor Kn Co Swiss Pikemen 20/40 Armorer (2/K), Loyalty (2/K), Chivalrous (3) Win 30 Battles, Survive 30 Minutes

2225 William the Victor Kn Co Nobles 15/30 Armorer (2/All), Loyalty (2/All), Win 50 Battles, Survive 40 MinutesChivalrous (5)

2226 Siege Master Leighton Kn Co Swordsmen 15/30 Engineering (1/A), Catapult (1/C), Survive 5 Sieges, Survive 20 MinutesBallista (1/C), Siege Tower (1/C)

2227 Siege Master Fitzgerald Kn Co Swordsmen 20/40 Engineering (2/A), Catapult (2/C), Survive 10 Sieges, Ballista (2/C), Siege Tower (2/C) Survive 30 Minutes

2228 Siege Master Beaulieu Kn Co Swordsmen 25/50 Engineering (3/A), Catapult (4/C), Survive 15 Sieges, Ballista (4/C), Siege Tower (2/C) Survive 40 Minutes

2229 Teodoro the Wealthy Bu Co — Diplomatic Honor (1), Honorable (1), 5,000 Crowns, Survive 20 MinutesLoyalty (3/R)

2230 Ralf Claus the Wealthy Bu Co — Diplomatic Honor (2), Honorable (2), 10,000 Crowns, Survive 30 MinutesArmorer (3/R)

2231 Crispin the Wealthy Bu Co — Diplomatic Honor (3), Honorable (3), 20,000 Crowns, Survive 40 MinutesLuck (2/R)

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2232 Pieter the Wealthy Bu Co — Diplomatic Honor (4), Honorable (4), 50,000 Crowns, Survive 50 MinutesCrossbowmen (20/20/R)

2233 Fabiano the Wealthy Bu Co — Diplomatic Honor (5), Honorable (5), 100,000 Crowns, Survive 60 MinutesSaintly

2290 Denger the Greedy Kn Co Swordsmen 15/30 Footmen (17/35/C), Financier (-1/R) Chivalry < 3, 20,000 Crowns, Survive 25 Minutes

2291 Pachet the Wicked Kn Co Polearmsmen 35/35 Ferocity (5/C) Christianity < 4, Survive 20 Minutes

2292 Gentian the Pious Kn Co Swiss Pikemen 25/25 Architect (2/R), Luck (5/C) Christianity > 4, Survive 10 Minutes

2293 Tavish the Knave Kn Co Crossbowmen 35/35 Accuracy (15/C) Honor < 4, Survive 20 Minutes

2294 Obert the Fair Kn Co Swordsmen 20/20 Tenacity (15/C) Honor > 4, Survive 15 Minutes

2295 Wilfrid the Craven Kn Co Bowmen 20/20 Mobility (2/C) Chivalry < 4, Survive 20 Minutes

2296 Reginald the Valiant Kn Co Cavalry 15/15 Bravery (2/C) Chivalry > 4, Survive 15 Minutes

2297 Cobhran the Bastard Kn Co Swordsmen 17/35 Swordsmen (7/15/C), Swordsmen (7/15/C), Chivalry < 2, Honor < 2, Ferocity (10/A), Luck (5/C), Luck (-1/A) Survive 55 Minutes

2298 Broden the Bastard Kn Co Warriors 45/45 Bowmen (20/20/C), Consumption (1/A), Chivalry < 2, Honor < 3, Speed (-1/A) Survive 40 Minutes

2299 Gavin the Bastard Kn Co Crossbowmen 45/45 Footmen (35/35/C), Ballista (3/C), Chivalry < 3, Honor < 2, Tenacity (-10/A) Survive 40 Minutes

2300 Diego the Cruel Kn Co Polearmsmen 50/50 Genoese Crossbowmen (15/15/C), Chivalry < 2, Christianity < 2, Warriors (30/30/C), Bravery (2/A), Survive 55 MinutesArmorer (-1/R)

2301 Ulrich the Cruel Kn Co Cavalry 25/25 Light Cavalry (30/30/C), Chivalry < 2, Christianity < 3, Chevalier (10/10/C), Tenacity (-20/A) Survive 40 Minutes

2302 Renier the Cruel Kn Co Nobles 20/20 Goedendag (15/15/C), Ferocity (15/A), Chivalry < 3, Christianity < 2, Mobility (-1/A) Survive 40 Minutes

2372 Michael Kn Co Teutonic Knights 50/50 Chevalier (50/50/C), Christianity = 7, Honor > 3, Welsh Longbowmen (50/50/C), Chivalry > 3, Survive 120 MinutesGoedendag (50/50/C), Genoese Crossbowmen (50/50/C), Nobles (50/50/C), Cavalry (50/50/C), Crusader, Luck (5/C)

2373 Raphael Kn Co Teutonic Knights 50/50 Speed (5/A), Ferocity (25/A), Christianity = 7, Chivalry > 3, Accuracy (25/A), Tenacity (25/A), Survive 120 MinutesMobility (5/A), Bravery (4/A), Quartermaster (5/A), Luck (5/A)

2374 Gabriel Kn Co Teutonic Knights 50/50 Saintly, Garrison Swordsmen (20/20/K), Christianity = 7, Honor > 3, Garrison Bowmen (20/20/K), Survive 120 MinutesDevotion (5/K), Farmer (5/K), Loyalty (5/K), Armorer (5/K), Luck (5/C)

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2375 Uriel Kn Co Teutonic Knights 50/50 Siege Tower (4/C), Battering Ram (4/C), Christianity = 7, Ballista (4/C), Catapult (4/C), Food for 20 Knights, Mangonel (4/C), Trebuchet (4/C), Survive 120 Minutes Engineering (3/A), Luck (5/C)

2376 Death Kn Co Cavalry 50/50 Warriors (50/50/C), Christianity = 1, Light Cavalry (50/50/C), Ferocity (30/C), Survive 120 MinutesBallista (4/C), Swordsmen (50/50/C), Bowmen (50/50/C), Luck (5/C)

2377 War Kn Co Cavalry 50/50 Highlanders (50/50/C), Christianity = 1, Chivalry = 7, Gallowglass (50/50/C), Warriors (50/50/C), Honor = 1, Siege Tower (2/C), Mangonel (4/C), Survive 120 MinutesEngineering (3/A), Tenacity (30/C), Luck (5/C)

2378 Pestilence Kn Co Cavalry 50/50 Bowmen (50/50/C), Crossbowmen (50/50/C), Christianity = 1, Honor = 1, Polearmsmen (50/50/C), Speed (5/A), Raze 5 Churches, Accuracy (30/C), Mobility (5/C), Survive 120 MinutesTrebuchet (2/C), Luck (5/C)

2379 Famine Kn Co Cavalry 50/50 Light Cavalry (50/50/C), Christianity = 1, Crossbowmen (50/50/C), Armorer (5/R), Raze 10 Farms,Quartermaster (5/A), Consumption (5/A), Survive 120 MinutesLoot (5/A), Raider (5/A), Luck (5/C)

2380 Machiavelli Bu Co — Garrison Swordsmen (20/20/P), Honor = 7, Chivalry = 1, Financier (5/K), Good Employer (3/R), Survive 120 MinutesRenown (5/K), Garrison Bowmen (20/20/P),Industrious (5/R)

2390 Holy Guardsman Kn Co Polearmsmen 35/35 Swordsmen (20/20/C), Control a Level 1 Cathedral, Amadeus Crossbowmen (35/35/C), Bravery (2/C), Christianity > 4, Chivalry > 3,

Diplomatic Christianity (2), Luck (5/C), Survive 5 MinutesArmorer (5/P), Speed (-1/C), Scrounger (-1/C)

2391 Royal Guardsman Kn Co Swordsmen 20/20 Welsh Longbowmen (15/15/C), Control a Level 1 Manor House, Cuthbert Light Cavalry (35/35/C), Luck (5/C), Christianity > 3, Chivalry > 3,

Armorer (5/P), Speed (-1/C), Scrounger (-1/C) Survive 5 Minutes

2392 Holy Guardsman Kn Co Swiss Pikemen 25/25 Teutonic Knights (20/20/C), Control a Level 1 Cathedral, Nicetas Genoese Crossbowmen (20/20/C), Christianity > 5, Chivalry > 3,

Bravery (2/C), Diplomatic Christianity (2), Survive 15 MinutesLuck (5/C), Armorer (5/P), Speed (-1/C), Scrounger (-1/C)

2393 Holy Guardsman Kn Co Chevalier 15/15 Cavalry (20/20/C), Teutonic Knights (20/20/C), Control a Level 1 Cathedral, Chlovis Genoese Crossbowmen (20/20/C), Christianity > 6, Chivalry > 4,

Diplomatic Christianity (2), Luck (5/C), Survive 25 MinutesArmorer (5/P), Speed (-1/C), Scrounger (-1/C)

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SPECIAL VASSALS CONTINUEDGAME POWER

ID NAME CLASS LEVEL TROOP TYPE SPECIAL ABILITIES REQUIREMENTS

2394 Royal Guardsman Kn Co Highlanders 25/25 Cavalry (20/20/C), Bowmen (25/25/C), Control a Level 1 Manor House, McCloud Crossbowmen (40/40/C), Luck (5/C), Christianity > 4, Chivalry > 4,

Armorer (5/P), Speed (-1/C), Scrounger (-1/C) Survive 15 Minutes

2395 Royal Guardsman Kn Co Goedendag 25/25 Cavalry (20/20/C), Swordsmen (25/25/C), Control a Level 1 Manor House, Volkwin Bowmen (25/25/C), Luck (5/C), Armorer (5/P), Christianity > 5, Chivalry > 5,

Speed (-1/C), Scrounger (-1/C) Survive 25 Minutes

2396 Royal Steward Se Co — Warriors (20/20/R) Control a Level 1 Manor House,Caitriona Chivalry > 3,

Survive 10 Minutes

2397 Royal Steward Seamus Se Co — Peasants (30/30/R) Control a Level 1 Manor House,Christianity > 3, Survive 5 Minutes

2405 Royal Steward Milo Se Co — Swordsmen (15/15/R) Control a Level 4 Manor House,Chivalry > 5, Survive 25 Minutes

2406 Royal Steward Bertram Se Co — Polearmsmen (20/20/R) Control a Level 4 Manor House,Christianity > 5, Survive 20 Minutes

2407 Legate Bonifacius Cl Co — Footmen (20/20/R) Control a Level 1 Cathedral,Christianity > 3, Survive 5 Minutes

2408 Legate Rabitus Cl Co — Polearmsmen (20/20/R) Control a Level 2 Cathedral,Christianity > 4, Survive 10 Minutes

2409 Legate Christoff Cl Co — Swiss Pikemen (15/15/R) Control a Level 3 Cathedral,Christianity > 5, Survive 20 Minutes

2410 Legate Francois Cl Co — Teutonic Knights (10/10/R) Control a Level 4 Cathedral,Christianity > 6, Survive 25 Minutes

2411 The Prophet Cl Co — Saintly Place 7 Churches, Control a Level 1 Cathedral,Christianity > 6

2417 The Martyr Cl Co — Saintly Place 3 Churches, Control a Level 1 Cathedral,Christianity > 6

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