Hero Skills have been released for a while now, with even a new batch of offensive Skills released recently. But which skills are best in certain situations? In this article I while detail a number of situations and sketch a number of ways on which Skills are most useful in each. Some are very straightforward, others require some more thought. In the end, this will not be a long or difficult read, but could be helpful to some…
For most levels in campaign, attacking them is straightforward. You select an army and hero to attack, attack, and presto….you either win or lose. Whatever the case, the next time you attack that camp, the camp has been reset and all Goblins are there again.
But on the boss levels, this is different, and losing on those maps will leave the remaining Goblin force waiting for you for the next round of combat. How many Goblins still stand is indicated by the boss health bar when you click on the level.
It is been long known that finishing off the boss levels in multiple attacks also gives (potentially) much higher High Scores, if done properly. But not many people know how or why this is. In this article, I will provide some information on why this is and how can you can figure out your best attack pattern.
Update 12.4 hit the stores a few days ago. And like most updates, it added quite some new features/additions to the game, or showcased what is to come shortly. In no particular order the updates are:
3 New offensive Hero Skills: Spearhead II, Bullseye II, Close Quarters II. Their information has been added to the Hero Skills article.
Permanent debuffs added, in addition to the perm buffs. Weapon Disarm (attack debuff) and Armor Exposure (life debuff) items function in similar fashion to BC/SW.
New T4 wall troop: Stone Sheperds (elven) / Gates of Erebor (dwarf). Apparently they are set up as equivalent to Stone Giants for Wall Troops, with massive health, although first testing showed inconclusive results. At the moment, only six can be trained once. Adding to the Wall Troop article as soon as more concrete info comes out.
New Tactical Troop: Enchanters. A new troop sporting both high defense and offense stats. Although not shown anymore, lvl 120(!) is needed to train these. More info will be added to the TT article as soon as more info becomes available.
Increased player lvl. There is good reason to think (see above) it won’t be long before the player level cap is raised from 100 to at least 120, to train the Enchanters.
Increased Hero lvl. Another cap raised is Hero lvl. A glitch a few days ago enabled players to level their Heroes beyond 250. This was then revoked, but with the update it is now official: Hero levels now go up to 280!
So that’s it for now. Let me know how you feel about the new stuff, or share any information you might have 🙂
Welcome once more to the final part in this series for now. Warning up front: This article will not contain (much) new information, but will serve, as the title implies, as a conclusion on the previous parts I-IV, summarizing the findings, and perhaps serving as an easy reference piece. So let’s go over what we covered in the previous parts.
Welcome to the first in a series of articles on some basic battle mechanics in the Hobbit | KoM. In this series, we are gonna look at how combat in KoM basically works, and how it affects your gear choices. In this first part, we start of with looking at the basic battle formula, and work from there towards choosing the best gear set-ups, emphasizing primarily the reasons behind the sets such as given in the Best Sets article.
Last week we received news the New Smaug was introduced. It was highly anticipated, and a lot of players took to the forum to explain Kabam how NOT to ruin the experience in the process of upgrading the dragon. Unfortunately, the new Smaug was highly disappointing and was met with a lot of negative feedback.
But in a surprise move, Kabam decided to listen to the critiques within a week and upgraded Smaug again. Read on to see what has changed form the old familiar lizard and a possible way to fix him once and for all…
Updated with all new troops and attack orders! 14-01-2015
Back in the days of Tier 1-3 and Wall, we knew which troops would be targeted first by an attacking army. Wall troops die first, then Tier 1-3 fighting troops, then lastly the supply troops. This held no matter what troops you sent at a city. The only ‘exception’ to this was the fact that a Dwarf army would (and will) attack Elven reinforcements first and vice versa, leading to the infamous cart rein shenanigans.
But unfortunately for us, the Tactical Troops messed this up, as they seemed to prefer other targets over the Wall troops to attack first, flanking the enemy armies and attacking the weak points at the back. For some Tactical Troops little changed, but for some, the order in which they attack enemy armies is a mess. This post lists all the attack orders for all troops available in the game right now, and will be updated when the new Tactical Troops are introduced.
As proposed earlier, I have put this subject in a separate article, to keep the information on both Gem mining and Embedding separated and thus hopefully easier to comprehend. The main purpose of mining in Kingdoms of Middle Earth is to acquire the Gem Shards needed to make the Gems used for embedding in gear.
Here I will give an overview of the things necessary to find the mines on the map, mine them successfully for Gem Shards, and other possible benefits from mining. To mine we need to know the following things:
So a new update has hit the game and it seems promising in that it looks like a bunch of new features and troops are being introduced. Information given here is gathered from in-game mails primarily, but also from word of mouth, so stay tuned to see if those turn out to be right.
First thing I noticed was the ability to finally being able to donate more Vala stones at a time. I can now donate 60 per click…thank god for that Kabam, it was getting rather tedious. But there is more.
So, when I first wrote about this subject in the older articles, Tactical Troops (TT) had not been released yet or just shortly, and I never added a new article about getting good high scores for CHS events. But every major CHS event I see an enormous spike in views, so I guess people are still looking for the ultimate guide. And although such a guide does not exist really, here are the steps you can take yourself to make you personal best CHS guide using TT!
So a while ago I made a post about when to use Attack runes and when Defense runes, as there seemed to be confusion about it even among more experienced players. I recently noticed the same problem with using gear, so I thought it time to write an article on that as well. Especially with the new debuff attributes, it has indeed become less intuitive to know what to use when. In this article I will try give the basics on the available gear attributes, and on when they are best used.
So, with tournaments, or even just in general, it is sometimes handy to know what troops you have in your inventory. Whether out of sheer curiosity or for planning for a tournament of might, it can be somewhat troublesome to figure out exactly what you have to pop. No more! The spreadsheet in the link below can be filled in quite easily, after which it automatically calculates numbers and might per troop, tier and totals. The addition of mass unpacking makes it a little less useful, but still…
Perhaps not long awaited, but certainly long planned…my post on farming in Kingdoms of Middle Earth. Farming resources from other players is on of two ways of gaining resources, the other being producing it yourself in your cities. Farming other players however, is vastly more profitable than producing, and so will quickly become essential for your might growth, if done properly of course.
In this article, I will explain to you my method of farming. I know there are many methods and styles to choose from, so if you don’t like this style that’s ok. I’ve just found that it nets me more than enough resources in a short time, trying to be as efficient as possible. It will take some effort to set up, but once working, will really ease your farming trips.
One of the later additions to the game has been the introduction of temporary campaign maps. These maps appear at seemingly random times every now and then, and disappear again as well after usually a few hours. I thought about including them in the campaign spreadsheet, but seeing as I am not convinced they will be reused, I will write here a small article on how I think you should generally approach these and what the potential rewards are (and they are pretty good).
Another short post. Probably a lot of you have this already, but here goes. With servers that are older than a few months, Tournaments of Might very quickly turn from who can train troops most efficiently, to who can press the pop-troop-chest buttons the fastest and longest. Training should no be neglected, but popping chests makes for most of the might gain.
Of course, every chest pops a certain number of might, and with that comes strategy. Whether you want to go full out in the early hours, or start T1 slow and end with a T5 bang, knowing what order to pop boxes in is important. For that purpose, I’ve made a chart with all the possible troops chests ordered in the number of might that is popped per chest. Because of the size, I’ve put it below the fold. Please also note this is the version WITHOUT Wall troops. With those version will follow. Happy popping!
I was tempted to put this article under the KoM101 category, but realized this actually isn’t that simple, going by the mistakes I see people make in attacking and defending. I’ve seen some weird attack reports, with people misusing runes and Tactical Troops.
In this article, I am gonna lay out the basics of when to use defensive, and when to use offensive runes. By no means is this stuff really complicated, but apparently many people still do not have a complete hang of it. So when do you use which runes? That and more, after the break.
With every new update, there is a chance some of my articles become outdated. I’m trying to keep track of the most important information and keep it updated, such as the Hero Equipment article. The old Battle report spreadsheet I posted some time ago was also in need of some improvements, as more than a few new troops have been introduced since the last version.
The updated spreadsheet now contains all the available troops, including the Tactical Troops, has boxes for additional information, better layout, and more useful information about the battle outcomes, such as absolute and relative tk/might ratios and a t1 equivalence calculation. This spreadsheet is handy to keep track of past battle performances without filling up your mailbox, and is great for analyzing why you got a certain ratio in a particular battle.
When you start playing Kingdoms of Middle Earth, you are thrown into a busy, confusing world, with cities, wilds, goblins, alliances and players yelling in GC. It can be difficult to get a grasp of the many game aspects. I remember my starting point as extremely slow in hind sight…Figuring everything out by myself, occasionally guided by the KoM wiki, progressing ever so slowly. If I would have known what I know all now, progress would have been much faster.
This article is meant for new players who, instead of figuring out everything by themselves, want to get a head start. Starting a new game, you are placed in your safe bubble for 7 days. But how do you start your journey? What should you build and train, what aspects to focus on? All this and some more tips after the break!
Wall troops can be trained in your City Walls. They provide good Might numbers, but are not overly strong, so most people do not actually build a lot of them, as it gives away easy tk’s for enemies. If you do want to use these, do so during Might tournaments or when you can back them up with a high Hero and normal troops.
I have mentioned in past posts on campaigning and the latest update to the game, that new non-trainable ‘Tactical Troops’ had been introduced. Here, I will try to put all available information on these units. Any missing information will be added shortly. The new units are, in no particular order:
So what are they? What do they do? Where do you get them, and how should you use them. All that and perhaps more, after the break.
When you’ve played Kingdoms of Middle Earth for a couple of months, sit on millions of might, maxed out your four cities and are comfortably inside a big supporting alliance, it is easy to lose perspective on how things were when you started playing this game. I was reminded of this fact by a new player in our alliance, who I am helping out on growing as fast as possible. This inspired me to write some articles on the basics of the game, starting with this one.
For new players, it might be difficult to recognize all troops that are available in the game. What troops are what Tier and what do the troops of the other faction look like? Below are two images which contain all currently available troops for both the Dwarven and Elven race, Tier 1 to 5. Time to keep these warriors apart (click for larger version):
The Campaign Spreadsheet has finally been updated! It has been a while since the last post, and in the mean time T4 and T5 troops were introduced fully, mistakes have been pointed out, and requests were made to complete the Moria campaign and add more attack bonus stats to fill in.
Read on to learn what changes and improvements have been made and to find the download link of the spreadsheet. As usual, any comments or suggestions are welcomed!
I cannot believe I didnt do this sooner, but in updating the Campaign spreadsheet, I was going to add the Tier 4 and 5 numbers, until I realized I did not have the Attack and Life modifiers confirmed yet. And with that I mean the multiplication compared to Tier 1. For Tier 1, 2 and 3 it was easy to just follow the stars in the Barracks (1, 2 and 4 attack respectively), but for Tiers 4 and 5 it is a bit different. I’ve now figured them out.
Like mentioned in my post on update 9.1.0, it brought to the game the exciting new feature of Alliance Boss Battles.
At the time of writing that piece, the feature had not been fully implemented yet, but it has in the mean time, and it is such an addition it merits its own article. So here, I will lay out all the necessary information you need about this feature.
Doing campaign levels in Kingdoms of Middle Earth is fun and good for a number of things, such as: Leveling up your heroes, farming items and hourglasses, getting armor scraps to trade for equipment, or get awesome equipment/items/ tokens from Smaug. But there is also the Campaign High Score Event, either individual or alliance based.
Most of the times, people will run down the campaign levels with full t1 armies and wipe out any resistance. But this strategy gets you far from a high score on the different levels, which you need if you wanna compete in the aforementioned events.
So what army should you use? T1 or T5? Mixed or single troop type? Should you use speed ups? How is campaign high score even calculated? In this article, I give you a rundown of some very basic tips to get your high scores up and be competitive.
Following yesterdays post on a spreadsheet with information on “all” Campaign levels, I hereby give you a Spreadsheet containing all information and numbers on all Goblin camps and Wilds, levels 1-10. As with the campaign spreadsheet, this one also contains most if not all relevant information, such as troop numbers, might, troops needed and Goblin research levels. Thanks to Elemmakil for providing the raw data and suggestion for this post.
In light of Tier 4 troops now being almost completely available for training (just waiting for Ranged troops atm), I thought it would be handy for those that do not train them yet, to chart which buildings and researches you have to upgrade to train them. It’s gonna take a lot of time to get there, and once there, the troops also train hella slow, but here goes.
It has been just over a week since I posted you should hold on to your (now) Galadriel’s Tokens, and behold, last Friday came the moment to show the truth behind it all. Following all kinds of deals and tournaments for the upcoming release of “The Desolation of Smaug”, the Premium chance game went on sale for 1 token to play!
Now, it had only been 16 days from the previous sale, so only 16 tokens could be saved, but I got extremely lucky, and won TWO Token chests over the course of playing the Premium chance game! Take into account the Tokens inside the chests you win with the game, I spend roughly 150 tokens, without a dollar spend. Then to top it off, 2nd, 3rd and 4th city deeds could be traded for even more tokens, and the number rose to just below 200 tokens! Read on to see what I won with those and why it ABSOLUTELY WORTH saving those tokens for these kind of Premium chance deals…
Two main parts of this game are setting up your city and training your troops. When it comes to the last, it would perhaps seem that the higher the Tier of the unit, the better. And while this is somewhat true, the non-linear scaling of some of the attributes of the troops brings some nuance to the discussion.
This post is meant as an introduction and overview of the different troop types and Tiers, and help you come to a decision when it comes to picking which troops to spend your well-earned resources on. I know it a lot of information/thoughts/opinions, but bear with me…
Every player is likely to, some day, run out of resources to build troops, do research or construct buildings. Its incredibly annoying to have to wait for your farms and quarries to produce the needed resources, or to have to farm it for yourself. Luckily, one of the better features of being in an alliance is the ability to ask your alliance buddies for the needed resources, or better yet, the alliance bank.
However, too many times, players -especially the new ones- ask for resources or help at the wrong place. So here are some simple, easy-to-follow rules on how to correctly ask for either resources or help….
If you click on the top alliances, many have this even stated as a “cardinal rule”. At first (2 weeks ago) I disagreed. I built me some mighty wall might. And things were going well for me. My 30K might mighty wall seemed to discourage any attackers form approaching my front lawn. Then, one night, some big ass 200k might player decided otherwise.
At first, I didnt even notice, and just started playing as usual. Then, I looked at my might and saw I was missing some 30k (120k back to 90k). I couldnt figure it out, I had my troops on hiding….weird stuff. Then I went through the reports again and AHA, of course, my wall was knocked down harder than Rihanna. From that moment on, I was in the camp of “NO WALL MIGHT(ish)”.