LOTR TLD - How to win as Evil

LOTR TLD - How to win as Evil

Introduction

Are you having trouble eating manlings? Is the world unfair? Do Elves headshot from across the map? Do you only desire the destruction of the world?

Look no more! This is a guide for people who like to play evil characters in the TLD mod for M&B Warband. (Link to mod = http://steamcommunity.com/sharedfiles/filedetails/?id=299974223)

Note that this guide is based off my own experience with the mod and not at all backed up by anything else. If you find useful stats from the forums, commentary from the developers or anything else that you feel should be shared with your fellow Evil-doers, feel free to post.

Essentials

First off, lets start with the basics you need to remember as an evil character:

You are UP as hell.

Elves are bad for you.

Learn to use numbers to your advantage.

You are slowly but steadily winning the war.

South is safe - north is bad. Always start in the south.

Character Guide


LOTR TLD - How to win as Evil image 12

Okay, what character should you create?

Most importantly you should create the character you feel is most likely to be FUN for you to play. If that means a naked orc with no iron flesh - okay.

With that said, taking an orc or an uruk severly limits your options. Armour selection for orcs is very limited and Uruks can't ride (afaik, I could be wrong. Even if they can ride that goes against immersion). If you want to be a walking character an Uruk makes as much sense as a Man.

Otherwise - take a Man. The best characters are Mordor Black Numenorean, Harad Southron, Umbar Corsair or Khand Easterling in my opinion. You could perhaps go Dunlending as well, but don't go for Rhun you will get slaughtered.

I tend to take a horse archer as that provides so much mobility. My build is usually 15 strength and 15 agility, sometimes 18 in both. Go for max Power Strike, Iron Flesh and Horse Archery. Don't take more than 4 Power Draw as the bows don't have any PD requirements and PD doesn't give you any benefit beyond the 4th PD over requirement.

My usual character has around 6 or 9 int (let your companions have skills like surgery, pathfinding etc.) and then max Charisma. Always go for maximum leadership as a larger party is more fun, more rewarding, more consequential for the war and gives you many more options.

Take anywhere between 2 and up to 5 Prisoner Management. As you will often be fighting Men, you will often take prisoners and you can get a ton of Resource Points selling them (plus you can do the "deliver x prisoners" quests).

This is the character I've used the most:

Evil Factions - What To Know

Here's what you need to know about the different factions and how to use their troops

Mordor

Mordor is by far the largest of the Evil Factions and has the greatest reach. You will encounter Mordor armies anywhere from the north of Mirkwood to the south of Gondor. Recruits are plentiful and you should try to have a good relation with Mordor as most of your troops will come from here.

Orcs are the mainstay of the mordor armies and can be both infantry, archers or cavalry.

Uruk recruits are harder to come by but provide a much more solid troop line. Note that the final Fell Uruk of Mordor is an archer. Black Numenoreans are truly elite units with good armour and weapons. Recruits are sparse and restricted to certain locations. Black Numenorean cavalry is some of the best availble to an Evil character.

Mordor units are varied and can be used for several purposes. The lack of cavalry makes a pure mordor army immobile - consider using troops from Khand or Harad to make up for this deficiency. Orc Warg riders can be used as cavalry but they are fragile.

Warg riders make excellent disruption units though - their wargs will continue to harrass the enemy even after the rider is dead. I often use wargs against elite enemy archers, not to kill the enemy but simply to stop them shooting while my infantry closes in for the kill or my archers can shoot enough to even the odds. Consider making a seperate group for warg riders as otherwise your more valuable cavalry will also be killed. Trying to use warg riders as heavy cavalry will often give poor results as their riders die too fast.

Harad:

Harad have three different recruits: Harad Levy, Far Harad Tribesmen and Harondor Scouts.

Harad Levy is the most common. They have two upgrade paths - archer and infantry (infantry further divides into a spear infantry and a sword infantry). All of the elite harad infantry are very good and especially the Eagle Guard archers provide Evil armies with some real killing potential at range.

Far Harad Tribesmen can only upgrade into better infantry. They are powerful but lightly armoured and shielded, often falling prey to archers. They tend to use blunt weapons and take therefore many prisoners.

Harondor Scout is cavalry from the beginning and upgrades into a horse archer and a heavy cavalry variant. Harad horse archers are the strongest the Evil Armies get and heavy Harad Fang Cavalry can stand up to Gondor knights. Harondor Scouts are somewhat harder to recruit in numbers and it is therefore hard to have an all-cavalry Harad army.

Harad units are balanced and well suited for any occasion. Want to have strong infantry? No problem. Want to shoot the enemy down? Eagle Guard is here for you. Want to ride them down? Harad cavalry will do the job. Use Harad units to make up for any deficiency in any army or upgrade them to create the army that suits you.

Umbar:

All Umbar recruits turn into either infantry or archers. Umbar infantry is decent with good weapons but somewhat low armour. Umbar archers are the best the Evil factions get with excellent equipment and good stats. I always upgrade Umbar recruits to archers.

Khand:

Khand provides Evil armies with plenty of good cavalry. Recruits are pretty easy to come by and all of them can become heavy cavalry. Khand infantry is also strong but vulnerable to arrows. If you want a cavalry based army, you will need lots of Khand recruits. Don't take the skimishers, they are pretty useless.

Isengard:

Isengard has the strongest Uruks, both as archers and infantry. Everyone wants to create an Uruk-Hai army, however Uruk-Hai recruits are hard to come by and die somewhat easily. You should supplement your isengard armies with Isengard Orcs. Isengard Orcs are unique because they cannot become archers. I usually use infantry Orcs with Uruk-Hai archers for a more defensive army or Uruk-Hai and Orc infantry with Orc Warg riders for a more aggresive army.

Dunland:

Dunland infantry are strong but lack heavy armour. Dunlending cavalry are an utter waste of time and money. Use their wolf warriors to supplement your line and create some real killing potential.

Moria and Gundabad:

These are simple - they have only orcs. Weak on their own, use together with other factions. See Mordor for more tips on using Orcs.

Rhun:

Rhun are the glass cannons of the Evil armies. They have little to no armour but powerful weapons. Like Rohan, they have no foot archers but instead horse archers. Their heavy cavalry can become powerful and are useful against dwarven archers. Adding many soldiers from Rhun can make your army a powerful cavalry force - just be careful they aren't shot down or pinned, they die rather easily. Supplement their lack of archers and more solid infantry with orcs from Gundabad or Dol Guldur.

Good Factions - How To Beat Them


Gondor:

Gondor often fails to field large armies capable of beating Mordor. However, when they are on the field you should take care. Gondor features a varied army with heavy armor. Their archers and infantry are solid while their cavalry packs a punch. There are no obvious weak points in most Gondor armies - analyze the situation, look for weaknesses you can exploit and utilize your own strengths.

Rohan:

Unsurprisingly, Rohan fields almost exclusively cavalry. Take care to stop their charge with either your own cavalry or infantry. When fighting them, get your infantry and archers on a hill to slow the Rohirrim down. Rohan infantry should not be underestimated, they can tear your line apart.

Imladris:

Rivendell has perhaps the strongest troops in the game. Elves and Dunedain together provide a frightening killing force. Avoid if possible - if not, outnumber them. Try to use warg riders to stop the enemy archers from killing all your troops.

Lothlorien

The strongest of the Elven factions, Lothlorien poses a very serious threat to any Evil Commander. Use the same approach as with most elves - stop them from shooting you and get close. Be careful of lothlorien infantry, they are bulky and many. Try to get around them and hit their archers. Once the enemy archers are neutralised, use your own to slowly decimate the remaining infantry.

Beornings:

Beornings are relatively weak. With no cavalry and few shields, they are susceptible to archers. Try to meet them on large, open plains. Anger them by skirmishing with them and watch them charge towards you. Shoot as many as you can with your archers and then finish their infantry off with your own. Use cavalry or your own infantry to eliminate the remaining enemy archers. Take care not to fight Beornings in Mirkwood, as the small maps with plenty of obstacles means you will have no place to maneuver and the axes of Beorn will kill many of your units.

Mirkwood Elves:

Mirkwood Elves are the weakest of the elves, but that doesn't make them easy. Fight Mirkwood elves like you would fight elves of Lothlorien - eliminate their archers, pepper their infantry and then finish them off. Don't fight Mirkwood Elves in Mirkwood, fight them in open plains.

Dale:

Dale has a balanced force of infantry, archers and cavalry. While the archers are the most potent part of Dale armies, their infantry and cavalry are dangerous too. Fight them like you would fight Gondor - try to find weaknesses in their troop composition (few infantry perhaps) and exploit it. Here's me beating a Dale army with comparable forces using a balanced army of roughly equal numbers of infantry, archers and cavalry:

Dwarves:

The Dwarves of Erebor has very solid infantry and archers. Dwarves with bows are strong and can take a punch and Dwarven infantry can be a tough nut to crack. Never engage Dwarfs head on or uphill. Seperate the infantry from the archers, knock out their ranged with heavy cavalry and then use all your ammunition on the dwarven infantry. Finally, charge the Dwafs from the back with cavalry and the front with heavy infantry and hope for the best.

How To Build Your Army

Now that you are familiar with the different factions, lets talk about how you actually create your army.

First, the basics: Recruiting happens in faction settlements, where you go the recruitment center and say you need recruits. You will then pay a cost - the lower the tier, the worse the troop. Bear in mind, if you want to be economical you should always buy the cheapest recruits and leave the rest, it is relatively easy to upgrade them. You can avoid this in case you are swimming in resource points or badly need slightly more well-trained recruits.

Note that not all recruits are equally good or numerous. For example, while Orcs are plentiful it is hard to create an army solely on orcs. You need stronger recruits to turn into strong troops, but usually you cannot get that many of them.

This also has an impact on what kind of army you want. While Harad cavalry is no harder to train nor that much more expensive than Khand cavalry, the fact that every Khand bondsman can become a kataphrakt means you will have significantly more Khand cavalry.

There is almost nothing you can do to remedy this fact apart from preserving valuable recruits while expending plentiful ones.

With all that said, here's what I do to create an army:

The South and East:

When you are in the lands of Mordor, Harad, Umbar and Khand you will have plenty of opportunities for good and many recruits. Run plenty of escort missions from Morannon to Minas Morgul/ East Osgilliath and back, doing quests for lords on the way. Create an army mostly based on Mordor Orcs, but spice them up with Umbar archers, Harad archers and cavalry, Khand cavalry and heavier Mordor Uruks. Make sure you have enough resourse points with all the minor factions as otherwise your troops will desert.

The West:

When in the lands of Isengard and Dunland, your army will be mostly based on infantry or cavalry, since Dunlendings and Isengard Orcs have no archer variant. Consider making all your Uruk-Hai into archers (Boring I know, but more effective). Use Dunlending infantry to provide some staying power in your line while shoring up their defenses with Orcs and Warg riders. Make sure you have enough resource points with Dunland - you need their recruits.

The North

The North is the hardest area to create and maintain a viable Evil army. Not only are there plenty of enemies, especially elves, but there are fewer allies.

If you are in the south of Mirkwood, use recruits from Dol Guldur and periodically go back to Mordor and stuck up on Uruks from there along with Khand recruits.

If you are with Rhun in the far north, use Rhun recruits as your main hammer and shore up their lack of archers and shielded infantry with Orcs from Gundabad.

If you are in the area between Moria and Gundabad - you've done something wrong, get out of there!

IMPORTANT:

Don't forget to move resource points around! There's no need for you to have 30000 resource points with Mordor if you need recruits with someone else. Ask the faction leader "I want to deliver a gift" - it should be obvious from there.

Advanced And Unique Equipment

Here is a list of the unique equipment you can get as an evil character: (source: http://steamcommunity.com/sharedfiles/filedetails/?id=297200012)

Mordor

Rank 0: Worm

Rank 1: Snaga

Rank 2: Backstabber of Gorgoroth

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Sentry of Cirit Ungol

Orc Brew, +1 to Athletics

Rank 4: Slavedriver of Udun

Heavy Mordor Sinister Warhorse, Armor:63 Speed:35 Maneuver:34 Charge:44 Hit Points:160 Requires Riding:4 Reward for Humans Only

Rank 5: Despoiler of Durthang

Huge Warg, Armor:45 Speed:35 Maneuver:62 Charge:62 Hit Points:180 Requires Riding:5 Reward for Uruks Only

Rank 6: Watchman of Morannon

Masters Whip, +1 to Trainer Recruits Tribal Orcs

Rank 7: Captain of Minas Morgul

Lordly Mordor Captain Armor, +46 Body Armor +24 Leg Armor Weight:30.0

Rank 8: Commander of Barad-Dur

Nazgul Sword, 2H Swing:50p Thrust:45p Speed:120 Reach:120 Weight 3.0 Bonus against Shields, Requires Strength:18

Rank 9: Scourge of Mankind

Wicked Helm, +50 Head Armor Weight:2.5 +1 to Ironflesh +1 to Prisoner Management +1 to Charisma when equipped

Umbar

Rank 0: Landlubber

Rank 1: Deck Hand

Rank 2: Sailor

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Harpooner

Maps of Middle Earth, +1 to Pathfinding

Rank 4: Throatcutter

Poisoned Throwing Daggers, Damage:50c Speed:110 Max Ammo:10 Weight:3.5

Rank 5: Plunderer

Tough Corsair Raider Helm, +32 Head Armor Weight:2.0

Rank 6: Sailmaster

Finwarisil, +1 to Agility

Rank 7: Captain of Umbar

Masterwork Umbar Pike, Polearm (no shield), Swing:21b Thrust:31p Speed:82 Reach:191 Requires Strength: 16 Cannot use while mounted

Rank 8: Commander of the Fleet:

Lordly Corsair Heavy Raider Armor, +28 Body Armor + 14 Leg Armor Weight:21.0

Rank 9: Grand Admiral of the Seas:

Trident of Sea Fury, Polearm (no shield), Swing:25c Thrust:35p Speed :94 Reach:166 Requires Strength:12 Cannot use while mounted

Ruhn

Rank 0: Plainsman of Ruhn

Rank 1: Serf of Ruhn

Rank 2: Warrior of Ruhn

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Bull Warrior of Ruhn

Garlic, Weight:3.0 +1 to Wound Treatment

Rank 4: Shieldbearer of Ruhn

Tough Ruhn Chieftain Helm, +49 to Head Armor Weight:3.5

Rank 5: Swordbearer of Ruhn

Balanced Rhun Sword, 1H Swing:35c Speed:95 Reach:89 Weight:2.8

Rank 6: Horsemaster of Ruhn

Middle Earth Herbarium, Weight:3.0 +1 to Wound Treatment

Rank 7: Warlord of Ruhn

Masterwork Ruhn Great Sword, 2H Swing:45c Thrust:36p Speed:95 Reach:101 Weight:3.0

Rank 8: Chief of the Steppe Clans

Lordly Ruhn Noble Armor, +36 to Body Armor +23 to Leg Armor Weight:24.0

Rank 9: Khamûl's Right Hand

Champion Ruhn Heavy Horse, Armor:35 Speed:36 Maneuver:34 Charge:27 Hit Points:160 Requires Riding:6 Reward for Humans Only

Harad

Rank 0: Initiate of the Tribe

Rank 1: Adult of the Tribe

Rank 2: Warrior of the Tribe

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Lionslayer

Maps of Middle Earth, +1 to Pathfinding

Rank 4: Snakecharmer

Masterwork Eagle Guard Bow, Damage:36c Accuracy:99 Speed:96 Weight:1.3 Cannot be used while mounted

Rank 5: Mumakil Handler

Evil Torque, +1 to Power Strike

Rank 6: Black Snake Guard

Tulcarisil, +1 to Strength

Rank 7: Captain of Harondor

Sword of the Great Serpent, 2H Swing:50p Thrust:45p Speed:120 Reach:120 Weight:3.0 Requiers Strength:18 Bonus against shields +1 to Power Strike when equipped

Rank 8: General of the Great Desert

Lordly Lion Guard Armor +8 Head Armor +36 Body Armor +14 Leg Armor Weight:20.0

Rank 9: The Golden Serpent

Harad Totem +1 to First Aid +1 to Surgery

Khand

Rank 0: Plainsman of Khand

Rank 1: Serf of Khand

Rank 2: Warrior of Khand

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Hawk Warrior of Khand

Smith's Hammer, +1 to Weapon Mastery

Rank 4: Shieldbearer of Khand

Balanced Khand Voulge, Polearm (No shield) Swing:41c Thrust:24p Speed:91 Reach:126 Weight:4.5 Cannot be used while mounted

Rank 5: Swordbearer of Khand

Evil Torque, +1 to Power Strike

Rank 6: Horsemaster of Khand

Tulcarisil, +1 to Strength

Rank 7: Warlord of the Variags

Lordly Khand Heavy Lamellar, +36 to Body Armor +18 to Leg Armor Weight:25.0

Rank 8: Chief of the Variag Clans

Champion Easterling Warhorse, Armor:46 Speed:38 Maneuver:36 Charge:37 Hit Points:135 Requires Riding:6 Reward for Humans Only

Rank 9: Legendary Conqueror

Khand Sacrificial Knife, +1 to Leadership +1 to Charisma

Isengard

Rank 0: Rat

Rank 1: Snaga

Rank 2: Crankturner

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Treeburner

Orc Brew, +1 to Athletics

Rank 4: Wargfeeder

Isengard Crebain, +3 to Spotting Weight:5.0

Rank 5: Ironsmelter

Huge Warg, Armor:45 Speed:35 Maneuver:62 Charge:62 Hit Points:180 Requires Riding:5 Reward for Uruks Only

Rank 6: Forgemaster

Evil Torque, +1 to Power Strike

Rank 7: Captain of Orthanc

Silmarillion, +1 to Leadership Weight:3.0

Rank 8: Commander of Legions

Lordly Uruk-Hai General Armor, +44 to Body Armor +23 to Leg Armor Weight 30.0 +1 to Charisma when equipped

Rank 9: White Right Hand of the Wizard

Mine, +1 to Tactics +2 to Engineering Weight:5.0

Moria

Rank 0: Maggot

Rank 1: Snaga

Rank 2: Tunnel Rat

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Cave Forager

Orc Brew, +1 to to Athletics

Rank 4: Plunderer of the Mines

Tough Moria Orc Shield, Hit Points:393 Resistance:5 Size:40 Speed:96 Weight:3.0

Rank 5: Despoiler of the Halls

Huge Warg, Armor:45 Speed:35 Maneuver:62 Charge:62 Hit Points:180 Requires Riding:5 Reward for Uruks Only

Rank 6: Dwarfbane

Finwarisil, +1 to Agility

Rank 7: Goblin Warlord

Masterwork Orc Double Handed Axe, 2H Swing 45c Speed:91 Reach:84 Bonus against shields, Can't be used to block, Cannot be used while mounted

Rank 8: Goblin Chief

Lordly Moria Orc Heavy Mail, +29 Body Armor +17 Leg Armor Weight:24.0 Can only be used by Orcs

Rank 9: Terror from the Deep

Moria Poisoned Arrows, Damage:11 Max Ammo:40 Weight:3.0

Gundabad

Rank 0: Turd

Rank 1: Snaga

Rank 2: Tunnel Rat

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Cave Forager

Orc Brew, +1 to Athletics

Rank 4: Plunderer of the Hills

Gundabad Flying Axes, Damage:46c Speed 103 Max Ammo:5 Bonus against shields

Rank 5: Despoiler of the Mountains

Huge Warg, Armor:45 Speed:35 Maneuver:62 Charge:62 Hit Points:180 Requires Riding:5 Reward for Uruks Only

Rank 6: Dwarfbane

Masters Whip, +1 to Trainer Recruits Tribal Orcs

Rank 7: Wargrider Warlord

Lordly Wargrider Helm, +31 Head Armor Weight:1.5 Less wargs upkeep when equipped

Rank 8: Great Goblin

Lordly Gundabad Orc Heavy Armor, +26 Body Armor +14 Leg Armor Weight:24.0 Can only be used by Orcs

Rank 9: Pillager of the North

Tough Angmar Shield, Hit Points:1683 Resistance:24 Size:40 Speed:96 Weight:4.0

Advanced And Unique Equipment Part 2

Dunland

Rank 0: Pup

Rank 1: Dog

Rank 2: Wardog

Cooking Cauldron, +20 to Party Morale Weight:3.0

Rank 3: Wolf

Garlic, +1 to Wound Treatment

Rank 4: Strong Wolf

Tough Dunnish Shield Hit Points:583 Resistance:7 Size:90 Speed:82 Weight:2.0

Rank 5: Dire Wolf

Evil Torque, +1 to Power Strike

Rank 6: Great Wolf

Balanced Dunnish Pike, Polearm Swing:19b Thrust:29p Speed:88 Reach:205 Weight:3.0 Cannot be used while mounted

Rank 7: Wolfpack Leader

Lordly Dun Tall War Helm, +41 to Head Armor Weight:3.0

Rank 8: Chief of the Clans

Lordly Dun Chief Armor, +8 to Head Armor +31 to Body Armor +19 to Leg Armor Weight:26.0

Rank 9: Freca's Avenger

Masterwork Dunland Chieftain Sword, 1H Swing:38c Thrust:29p Speed:141 Reach:98 Weight:1.3 Less Dunnish upkeed when equipped

PLEASTE NOTE that some of this information might be outdated! Always save before requesting a valuable item.

Companions

Getting companions can be tricky in TLD, since you need considerable influence with factions unfamiliar to you and therefore you can spend a long time between new companions. However, they are always worth the influence and should be aquired as quickly as possible.

Note that this is just based off the top of my head and may become outdated eventually. Feel free to comment down below with your thoughts, ideas and suggestions.

Mordor:

Ufthak. Low level orc. Orc Patrol Camp. Cost: 1 influence (Mordor).

Ufthak is an extremely useful and easy-to-get companion. It requires no or almost no influence with Mordor and his low level makes him easy to customise and manage to perfection.

I usually get him first and focus the first few levels on giving him 12 strength and 4 pd. He can use a corsair bow, two bags of corsair arrows and a orc twohander and suddenly this little fellow becomes dangerous. Rest of his attribute points are put into intelligence and then I specialize him as a tracker - giving him pathfinding, spotting and tracking.

Bolzog. Healer. Gates of Moria. Cost: 30 + rank, 5 influence (Moria).

Bolzog is a vital companion as he is the only healer available to any Evil Character. Aquire him quickly if you can but be careful - getting rank and influence with Moria can be periless as their chief enemies are Lothlorien and Imladris. I usually equip him with a bow.

Durgash. Warg Rider. Isengard. Cost: 30 + rank , 8 influence (Isengard).

Durgash is another potential Orc tracker. Alternatively you can make him tracker and Ufthak healer, in case you can't be bothered to get Bolzog.

Fuldimir. Corsair looter. Corsair Camp. Cost: 3 influence (Umbar)

Fuldimir is a very useful companion, his high agility allows him to give you that sweet gold from looting. I usually turn Fuldimir into a good corsair archer.

Varfang. Rhun Cavalryman. Rhun Main Camp. Cost: 50 + Rank points, ~10 influence (Rhun).

Varfang is a useful companion. He is medium level and the only companion recruited in the north. I usually let him stay cavalry and provide him with extra strength, a strong horse and intelligence and trainer for the rest.

Gulm. Uruk-Hai strength infantry. Uruk-Hai Hunting Camp. Cost: 100 + rank points, 20 influence (Isengard)

Gulm is an Uruk-Hai not to be messed with. Construe him as a heavy strength infantry or make him more balanced by giving him more intelligence so he can train troops. Either way, you have a strong companion in Gulm.

Gorbag. Uruk strength infantry. Minas Morgul. Cost: 50 + rank points, 18 influence (Mordor).

Gorbag is another strong melee companion. He is high level and not as easily customised. WIth his high strength and low intelligence he is unsuited for anything other than as a combat companion. Give him 4 pd and a bow if you want a solid archer to strengthen your archer line. I usually give Gorbag a little intelligence and give him trainer, as training new recruits is vital and his high level means he can continue training regular soldiers.

Lykyada. High-level Harad horse archer. Harad Camp. Cost: A lot of rank and influence.

If you thought only the good factions could get OP companions, look again. Lykyada will run circles around even the strongest of elves. Tends to get killed because she's a horse archer that strays alone. Consider using her together with a corps of Harad horse archers or dismount her and keep Lykyada with the foot archers (Give her a good bow and she will get plenty of kills). Lykyada is very hard to recruit as you need considerable rank and influence with a minor faction. If you really want her, you need to do missions with Harad starting early.

Life Saving Tips And Tricks

Elves are extremely powerful and should be avoided unless necessary. If you try to take on a force of Elves, make sure you outnumber them at least 2 to 1.

Orcs only counts 1/3 towards your party size limit and are therefore excellent to supplement your army. Use Orcs to back up any deficiency in the armies of the region you are in. For example, use Orc archers together with Rhun cavalry or infantry. Use Orc cavalry or infantry together with Umbar and Harad archers. Take note that Orcs hurt your morale and food supply - never take too many. I usually have somewhere between 1/3 or 1/2 of my army as Orcs.

Food is essential for any army but moreso with Evil characters. Orcs consume more food than any other race and it is important that you stock whenever you have the chance. Maggoty bread should be your mainstay but also buy fish and dried meat. Having spare food also means you can instantly complete the "supply x town with food" quests.

No Trolls for you :(

Try to maintain a high level of Trainer with your companions. As your soldiers will often die in droves, you will need to replace them with new recruits. Having lots of good trainers makes your entire army much better and upgrading is free in TLD.

When you are with Rhun in the North, use the northernmost path from the Rhun Northern Outpost to Gundabad and back again. This allows you to fight fewer enemies, especially fewer Elves, but gives you plenty of opportunities to fight Men and Dwarves. Create an army of Rhun cavalry and Gundabad Orc archers and you have a pretty efficient force for defeating Dwarves and Dale.

End

Thank you for reading this guide, I hope you enjoyed it and found some useful information. If you have any questions, please ask them in the comment section and I'll answer to the best of my ability.

Don't forget to leave your own tips and tricks on how to win as an Evil character, your fellow evil-doers need the help.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1096127694					

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