ISENGARD vs GONDOR EARLY GAME STRATEGY
1. Starting build order and pathways There are two options here: The pit/dual-mill start and the alternative pit/furnace/farm/mill start. The latter is better when your opponent is playing random and you were slow to wall-check. If you start with two mills in this instance, you could hit trouble when Gondor's starting soldiers go top (bottom, when you play on the left spot). Otherwise the first pit/dual-mill start would be preferred; it provides faster Uruks and a stronger economy since one lumber mill gives twice as much income as a furnace, and is even cheaper. Other build orders such as pit/furnace/close mill can work out just as well but are not reliable enough to find a place in this guide.
1.1 The Pit/dual-Mill start Start with an Uruk Pit in the forward-right corner of your base (or forward-left if you're on the left-hand spot) and produce one Uruk-Hai after the other until the pit reaches rank 2. By this time, you will get 5 extra Uruk-Hai battalions in total.
uruk-hai - first uruk-hai from pit - laborers -tiny lines
2. Defend the lumber mills against the initial rush by Gondor Two soldiers are likely to walk to your side, either through the middle fords or over top (bottom). Gondor will place an Elvenwood right next to a lumber mill on your side, negating the effect of a Warchant for any Isengard unit standing on it. It is activated again once they get off it; the missing glowing effect is just a graphical bug. The Uruk battalion that intercepts the soldiers needs to get Warchanted as soon as possible, and must give chase. The only other battalion that is on the field at this moment is required to help defend.
4.1 After your Uruks have defended the mills and the soldiers are dead, send the remaining units on your side to a neutral Warg creep to take it. Allow a pit-Uruk to join them, usually that's the fourth. Simply surround the lair and destroy it, then take the money; the Wargs will be left over but that is no problem at all. In every replay that is attached at the end of this guide, you can see how it is done.
Use one of the Uruk battalions that killed a farm, together with the fifth pit-Uruk to destroy another lair in the same way.
5. Situation check at first horse As the first Gondor knight hits the field, you have in the best-case scenario: taken both farms down, which means Gondor's economy is damaged. taken two creeps (or are about to do so), meaning your economy that has been taking damage from the Uruk-spam is boosted. Not allowed more than one Uruk battalion to be attacked with knights and gain powerpoints from. One, or even two, pikes out which are on their way to the opponents side to prevent him from claiming his outside farms back. Roughly two furnaces in the base and close to two powerpoints, which are needed for industry. Here's a picture of how it should look like:
6. After horses and pikes are out Once the Uruk Pit has reached rank 2, produce one pike after the other. Remember, you have a labourer scouting for the first knight. By this time, you know whether you need your first pike to defend or whether you can send it straight to his side. As soon as Warchant has recharged again, use it on a pike battalion to take one creep. Make sure no knights are near that could potentially steal the experience.
This Guide made by sueffkopp