For your consideration, the High Hosts of Galadron:
Infantry
Orc Rabble
Little to no armour; the odd piece of old leather. Poorly crafted assorted melee weapons.
Little to no proper training.
Worth: 0.5 MWE
Orc Swordsmen
The standard unit of Mordor. Light leather or metal armour, helm. Sword and shield.
Worth: 0.8 MWE (1 OWE)
Orc Halberdiers
Troops trained to fight cavalry. Light metal armour, helmet and halberd.
Worth: 0.8 MWE (1 OWE)
Axeguards of Mordor
Decent steel armour and helm, two-handed axe with handle carved from the trees of Ithilien.
Worth: 2 MWE (2.5 OWE)
Ranged
Orc Archers
Light leather armour, bows and daggers.
Worth: 0.8 MWE (1 OWE)
Trolls
Half-Trolls
Half troll, half orc, these warriors are feared throughout Mordor. They wear average armour and wield clubs.
Worth: 8 MWE (10 OWE)
Light Troll Warriors
Clever trolls clad in leather armour and leather helms, armed with well-made clubs adorned with spikes.
Worth: 16 MWE (20 OWE)
Armoured Trolls
Trolls in heavy metal armour and helm, armed with massive clubs and boulders on chains.
Worth: 20 MWE (25 OWE)
Elite
Orcs of the Eye
Good quality armour and helm. Sword and rounded shield bearing the Eye of the East.
Worth: 4 MWE (5 OWE)
Archers of the Eye
Good quality leather armour, dagger, bow. Excellent archers capable of surpassing even a few of the elves.
Worth: 4 MWE (5 OWE)
Axemen of the Eye
Orcs skilled in axe combat. They wield two axes; each is large enough to be wielded two-handed, though the orcs are strong enough to fight with both at once. Light leather armour for mobility.
Worth: 4 MWE (5 OWE)
Guardsmen of Barad-Dûr
Greatly skilled orcs capable of taking on groups on enemy soldiers at once and coming out of it victorious. These orcs guard the Dark Tower. Heavy armour of black metal, helm, spear, sword, Roman-style shield bearing the Red Eye.
Worth: 8 MWE (10 OWE)
Guardsmen of Darkness
These orcs patrol the upper levels of the Dark Tower. Heavy metal armour, sword, helm, kite shield bearing a Sign of Darkness.
Worth: 8 MWE (10 OWE)
Guardsmen of Galdron
These Men of the East guard the Chambers of Galdron himself. He has imbued them with dark sorcery, making them feared warriors. They are faster, stronger, and more perceptive than almost any other warriors in Middle-Earth.
Worth: 24 MWE (30 OWE)
Looks pretty good. Though the worth for your Guardsmen of Galdron seems a bit excessive. A handful of crossbow bolts could cost you hundreds of MWE, and there's really no point in having them cost that much (as I've said to others, once you pass about ten MWE and only use handfuls of them at a time, how they're used makes far more of a difference than what they're worth). Also, some details on them would be nice, such as their weaponry.
Oh yes. Light mail and plate, enchanted for strength. Helm with large slit for visibility. Enchanted longsword and buckler.
For your consideration, the High Hosts of Galadron:
Infantry
Orc Rabble
Little to no armour; the odd piece of old leather. Poorly crafted assorted melee weapons.
Little to no proper training.
Worth: 0.5 MWE
Orc Swordsmen
The standard unit of Mordor. Light leather or metal armour, helm. Sword and shield.
Worth: 0.8 MWE (1 OWE)
Orc Halberdiers
Troops trained to fight cavalry. Light metal armour, helmet and halberd.
Worth: 0.8 MWE (1 OWE)
Axeguards of Mordor
Decent steel armour and helm, two-handed axe with handle carved from the trees of Ithilien.
Worth: 2 MWE (2.5 OWE)
Ranged
Orc Archers
Light leather armour, bows and daggers.
Worth: 0.8 MWE (1 OWE)
Trolls
Half-Trolls
Half troll, half orc, these warriors are feared throughout Mordor. They wear average armour and wield clubs.
Worth: 8 MWE (10 OWE)
Light Troll Warriors
Clever trolls clad in leather armour and leather helms, armed with well-made clubs adorned with spikes.
Worth: 16 MWE (20 OWE)
Armoured Trolls
Trolls in heavy metal armour and helm, armed with massive clubs and boulders on chains.
Worth: 20 MWE (25 OWE)
Elite
Orcs of the Eye
Good quality armour and helm. Sword and rounded shield bearing the Eye of the East.
Worth: 4 MWE (5 OWE)
Archers of the Eye
Good quality leather armour, dagger, bow. Excellent archers capable of surpassing even a few of the elves.
Worth: 4 MWE (5 OWE)
Axemen of the Eye
Orcs skilled in axe combat. They wield two axes; each is large enough to be wielded two-handed, though the orcs are strong enough to fight with both at once. Light leather armour for mobility.
Worth: 4 MWE (5 OWE)
Guardsmen of Barad-Dûr
Greatly skilled orcs capable of taking on groups on enemy soldiers at once and coming out of it victorious. These orcs guard the Dark Tower. Heavy armour of black metal, helm, spear, sword, Roman-style shield bearing the Red Eye.
Worth: 8 MWE (10 OWE)
Guardsmen of Darkness
These orcs patrol the upper levels of the Dark Tower. Heavy metal armour, sword, helm, kite shield bearing a Sign of Darkness.
Worth: 8 MWE (10 OWE)
Guardsmen of Galdron
These Men of the East guard the Chambers of Galdron himself. He has imbued them with dark sorcery, making them feared warriors. They are faster, stronger, and more perceptive than almost any other warriors in Middle-Earth.
Worth: 24 MWE (30 OWE)
Looks pretty good. Though the worth for your Guardsmen of Galdron seems a bit excessive. A handful of crossbow bolts could cost you hundreds of MWE, and there's really no point in having them cost that much (as I've said to others, once you pass about ten MWE and only use handfuls of them at a time, how they're used makes far more of a difference than what they're worth). Also, some details on them would be nice, such as their weaponry.
I agree with KK, 24 MWE is a bit excessive. My elite elven units could pick them off fairly easily and you'd be losing unnecessary MWE.
Looks pretty good. Though the worth for your Guardsmen of Galdron seems a bit excessive. A handful of crossbow bolts could cost you hundreds of MWE, and there's really no point in having them cost that much (as I've said to others, once you pass about ten MWE and only use handfuls of them at a time, how they're used makes far more of a difference than what they're worth). Also, some details on them would be nice, such as their weaponry.
Oh yes. Light mail and plate, enchanted for strength. Helm with large slit for visibility. Enchanted longsword and buckler.
I'm not sure that we use enchanted stuff here. . .
Orc Javelineers: Worth 2 Weapons: Javelins (will use them as spears), short sword Orc Javelineers are the Second Rank-and-file in Orcish battalions, meants to pepper the enemy with these large ranged projectiles. Light Armor
Orc Sideliners: Worth 2 Weapons: Shield, Lance, Bow, sidearm. The Orc Sideliners have little profiency with their bow, using them against large targets. These Orcs use their lance, shield and occasionally their sidearm in close-up battle, filling holes in Orcish lines. Light Armor, No Warg Armor.
So. . . these are good! Right?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Orc Javelineers: Worth 2 Weapons: Javelins (will use them as spears), short sword Orc Javelineers are the Second Rank-and-file in Orcish battalions, meants to pepper the enemy with these large ranged projectiles. Light Armor
Orc Sideliners: Worth 2 Weapons: Shield, Lance, Bow, sidearm. The Orc Sideliners have little profiency with their bow, using them against large targets. These Orcs use their lance, shield and occasionally their sidearm in close-up battle, filling holes in Orcish lines. Light Armor, No Warg Armor.
At last the long awaited in coming Units of Lothlorien. Beornings are next and will hopefully be done next week. But you all know how bad I am with deadlines that I put on myself. Without further adue here is the Army and Units of the Heart of Elvendom on Middle Earth, Lothlorien.
Lothlorien
NOTE all these units are in elvish worth and so 1 = 1.3
Lorthlorien is made up 7 houses, of which 1 is actually a noble houses, and the other 6 are Guilds. These include the Mount master (cavalry) Guild, Archer guild, Scout/spy guild, a combat guild, siege guild, and an Ambush guild. They share some units but most of the units are specialized in the guild focus.
Basic troops, available to all guilds.
Guild Sentinels Worth 1 (1.3 MWE)
Light Plate armor, pavise or kite shields, spears, and sidearms. Basic guard of any guild. Used in large numbers throughout Lothlorien.
Guild Warriors Worth 1 (1.3 MWE)
Light chainmail, Lhang sword, javelins, and side-arm. The guilds all have large forces of Warriors, and they would be found in almost any Lorien army.
Light leather, elven bow, and side-arm. All guilds are required to supply an army to the King of Lothlorien and so they have infantry archers and cavalry, even if they don’t specialize in that. The Guild Archers make up most of the Archery department of Lothlorien, they are good archers trained to fire devastating volleys or a deadly rain of arrows down on the enemy.
Guild Riders. Worth 1.3
Chainmail armor, lance, sword, shield. Basic cavalry of Lothlorien, lightly armored, hard hitting lancers. Not much more to say.
Melee combat Guild
Members of this guild dedicate themselves to fighting against the evil in the world, and they will lay down their lives to prevent the spread of evil. Though it will not be easy to defeat them and they will take down some orcs with them.
Yavanas Chosen. Worth 2. (2.6 MWE)
Heavy chainmail/light plate armor, halberd/pike, side arm. The rank and file troop of the Combat guild, they armed with long polearms and are extremely good at holding a line. They are the bane of Cavalry that charges them, and many infantry too. Though the are mildly week to archers because of not having a shield.
Sentinels of Cirith Amroth. Worth 2 (2.6 MWE)
Light plate armor, sword, shield, sidearm. The guard of the guilds fortress upon the hill of Cirith Amroth. They are excellent warriors that fight with sword and shield. Difficult to smash, and skilled warriors, any enemy’s should be warry of fighting the Sentinels.
Eldar Council. Worth 3 (3.9 MWE)
Elven plate, Javelins, Glaive, elven cloaks, shield. Elves who are on the Council of the Guild, in battle they wield glaives and javelins. Exlent against trolls or cavalry, and hard to take down.
Galadhrim Guardians. Worth 3 (3.9 MWE)
Heavy plate, kite shield, spear, sidearms. The best of the Guild spearmen seek to be Galadhrim Guardians. Armed with high quality weapons, and heavy armor, these are a force to be reckoned with on the battlefield. Where they act like a wall to protect archers or other units.
Galadhrim strikers. Worth 3 (3.9 MWE)
Light plate, two handed swords, and sidearms. Hard hitting aggressive elves, they have the skill to slice and chop through enemies and their lines without getting smashed themselves. Used as shock troops on the battle field.
Sindar Lords. Worth 5 (6.5 MWE)
Heavy but flexible plate armor, two handed axes, dual swords. Most of the Sindar from Doriath have been fully incorporated into the Galadhrim, and many hold titles and positions of rank. As is the case with the Sindar Lords. They are chosen from the Sindar that now dwell in the golden wood of Lothlorien. They are the lords and commanders of the combat guild. In battle they wield fierce axes and swords. Many of which came from the armories of Thingol in Doriath and are sharper than any orcish blade found now.
Archer Guild:
Sentinel of the woodland realm. Worth 2 (2.6 MWE)
Light chainmail armor, longbow, sword, elven cloak, side arm. Elves who guard the boarders of Lothlorien as well as the Archery guild headquarters.
Galadrim Guardians. Worth 3 (3.9 MWE)
Elven plate armor, Longbow, lhang. Side arm, elven cloak. Elves that guard the home of elvendom on earth. Caras Galadhon. They form a part of the Royal army of Lothlorien and bring a rain of arrows to their foes at a distance and fierce swords in melee.
Dolen-Nir (Hidden warrior). Worth 4 (5.2 MWE)
Flexible plate, elven cloaks, elven bows, sword, several side-arms. Extremely capable elven warriors who can strike without warning with extreme skill before fading away into the dark. Although formations can prove difficult for them in close combat, against individual warriors they can prove very dangerous, as most opponents lack the speed to ever hit them.
Galadhrim Marchwardens. Worth 5 (6.5 MWE)
Light elven plate armor (silver), elven cloak, longbows, double glaive/sword staff. Elves who help guard the boarders of Lothlorien. Many are the descents of the Marchwardens of Doriath. They also lead the archery guild. They are elite rangers and archers, who use devastating double sided sword staffs to great effect in melee. Orc that attempt to cross the boarders of the Golden Wood, beware you shall never return.
Horse masters.
Rochir o Lothlorien. Worth 2 (3.2 MWE)
Elven scale/plate armor, elven lance, sword, sidearm. The knights of Lothlorien are some of the main cavalry used in battle. They are well armored and armed, and hit hard but not as fast as some other elven cavalry, granted they are still faster than most cavalry except the very fastest of the Rohirric cavalry. In battle they charge in with their lances, devastating shield walls and archers, and then they draw their swords and finish the enemy.
Nórëtirno companions. Worth 2 (3.2 MWE)
Light plate, sword, elven spear, bow. Heavy hitting semi-elite elven cavalry. They ride around the enemy shoot arrows into them and finally charging home when they find an opening and/or they run out of arrows.
Galadhrim Knights. Worth 4 (6.4 MWE)
Full elven plate, light armor for Stag, lances, shields, sword. The best armored and most skillful mounted soldiers of Lothlorien mounted on armored stags. That’s about it really.
Scout/Spy Guild
Scouts. Worth 1 (1.6 MWE)
Leather armor, side-arms, elven bows. Skirmishing cavalry who should not engage in close combat. But deadly from range.
Infiltrators. Worth 3 (3.9 MWE)
Leather armor, elven cloak, daggers, blinding powered, traps and other assorted devices. Elves trained to infiltrate enemy fortress and citys and spy on them. They are also useful for taking over a town since they could open a gate. And they can be used as assassins.
Rangers of Lothlorien. Worth 3.5 (4.6 MWE)
Lether armor, elven cloak, sword, throwing knives, Longbow. Rangers who not only guard Lothlorien but also act as commanders and stagiest during battles. They are remarkably skilled with the bow and their knives, enemies that cross there paths do not often live to tell of it.
Lothlorien Hunters. Worth 4 (5.2 MWE)
Elven Plate, elven bows, swords, sidearms. Just like the rangers above but mounted.
Ambush Guild
Gurdhinen (Slient death). Worth 1.5 (2 MWE)
Light lether armor, elven cloak, dual swords, and sidearms. Stealthy troops that strike quickly from the shadows to frighten and smash enemy troops before retreating back and attacking again.
Nórëtirno Warriors. Worth 1.5 (2 MWE)
Light chainmail and leather armor, two swords, elven longbow, elven cloaks, Bladestaffs. Bladestaffs are essentially staffs with a short, pointed blade on one end and a slightly longer, curved blade on the other. There are handguards to protect the wielder's hands when they block. A more defensive version of the Gurdhinen.
Gurveleg (The great Death). Worth 2 (2.6 MWE)
Lether armor, Ultra powered bow, sword, elven cloak. Troll killers. That’s about all the needs to be said. Their bow is extremely powerful but it has short range (compared to elves) and a much slower rate of fire. But they make up for this with their stealth skills, and are often not seen until they have fired the deadly volley and then retreat.
Guruthos. Worth 6 (7.8 MWE)
They have precisely the same gear as the Elven Snipers, with the slight addition of these little climbing spikes in their wrist armor and boots that assist in scaling objects. The only real difference between them and an elven sniper is that their stealth value is triple that of an elven sniper and their archery value is 67% greater. And yes, they are intended to be my counter to literally every single elite unit that may be encountered, as it doesn't matter if a man is worth 10 or 1, if an arrow hits in the right place, he is gone.
Siege Guild
Tulkes faithful. Worth 3 (3.9 MWE)
Chainmail armor, Ballista bow, sidearm. Elves who dedicate themselves to Tulkes in return for immense strength. This strength allows them to use bows with a draw weight that even the strongest dwarf couldn’t pull on his own. However they are quite slow and do take a while to fire. More or less walking Ballista.
Siege Operators. Worth 1.
Siege weapons, side arm. Elves who operate the war machines of Lothlorien.
Kings House:
House of the Heavenly Arch. Worth 6 (7.8 MWE)
Elven plate armor, longbows, swords, shields. Survivors of Gondolin that followed Eglomoth’s son to Lothlorien where they serve in his house. Extremely good archers and great swordsmen.
Noldar Brightswords. Worth 5 (6.5 MWE)
Noldorion plate armor, two handed broadsword, dual swords. Noldar from the first age that serve Adrmir. They are the best swordsmen in the realm and are a major threat to enemies on the battlefield. Almost none can withstand their power and wrath against orcs.
Smiths of Gondolin. Worth 8 (10.4 MWE)
Extremely Heavy plate, hammers, shields, sidearms. Noldarian smiths who have crafted the finest armor in middle earth, better even than Dwarven armor. It can stand a direct hit from a small siege weapon or a hit from a trolls mace. Their own hammers are made for crushing enemy armors and smashing whoever is inside of that armor.
Galadhrim Gwaedhon. Worth 6 (7.8 MWE)
Heavy armor, pike, sword. Guards of the king of Lothlorien, they swore an oath to protect him and they will defend him with their lives if need be. But it is not likely that they will fall if they stay together.
Kings Shadows. Worth 10 (13 MWE)
Galvorn chainmail, swords, longbows, elven cloaks. Personal Body guard of Adrmir. They have some of the best armor in Middle Earth, and the skill to back it up. They have never been defeated in battle and likely never will.
-last edited on May 4, 2017 2:01:11 GMT by KitKat: Amending "zweihander" to "hand-and-a-half sword" in the Guards of Ashmog (by request of MM).
Post by mythmaster1 on Apr 14, 2017 23:45:33 GMT
All right, I believe that I'm making a unit list for Gundabad, as the 2ic of Dol Guldur (Tuvok, this is correct, right?) Because of that, here we go:
Note: Categories titled Irregular have additional units that are basic. Siege Weapons have the basic Siege Weapon list, and Infantry and Archers have basic units of all kinds worth .8.
Infantry: Irregular Cave Shields: Worth 1 The Cave Shields have light armor, a short sword, and a roman shield
White Dwarf Swords: Worth 1 The White Dwarf Swords are orcs who use old Dwarven swords, a basic shield, and Medium armor.
White Dwarf Axes: Worth 1 The White Dwarf Axes are orcs who use old Dwarven axes, a basic shield, and Medium armor.
Guards of Ashmog: Worth 5 With Heavy Armor, a hand-and-a-half sword and a Roman Shield, these elite units are the guards of Gundabad’s Lord (Under King Grulkogh), Ashmog. The Guards of Ashmog are well trained and well equipped and can go toe-to-toe with most, or go into heavy formations.
Zag-Meze Elgereze: Worth 2.5 The Zag-Meze Elgereze have medium armor, a sword and a crossbow. Gundabad’s only major Stealth unit, these units are rarely used, though they can blend into the Frozen Tundra fairly well.
Ironhead: Worth 10 A Black Uruk, using a “rhino horn” to get close and smash shield walls, and then using two maces against his foes.
Armorers of Dol Guldur: Worth 5 The Armorers of Dol Guldur have the best armor amongst the Orcs, and use a Zweihandr and a shield.
Goblin Spearhead: Worth 2 An elite goblin, easily able to slip into the lines of a Tustedo or Shieldwall
Goblin Macehead: Worth 2.5 Using slightly better armor, and being slightly more capable than Goblin Swordheads or spearheads, the Goblin Macehead is perfect for surprising Swordsmen.
Dol Guldur Uruk Beserkers: Worth 5 Using an Axe, Dol Guldur Uruk Beserkers know how to use battlements, trees and bushes to keep themselves alive.
Archers: Irregular Black Uruk Shield-Bow: Worth 2 Using a Roman-type Shield and a Crossbow, the Black Uruk Shield-Bow are very disciplined.
Black Bowmen: Worth 2 The Black Bowmen are elite Gundabad orcs, in medium armor.
Snipers of the Fortress: Worth 2 These goblin snipers are quite well-equipped, in heavy armor and
White-Eye Wind-Lashers: Worth 5 The White-Eye Wind-Lashers are light, maneuverable Archers, in light armor. They had a shield, Sword and a short bow. The Wind-Lashers are primarily archers, but can hold their ground in close combat both with sword and bow. (2 for sword and 3 for bow worthwise.)
Heavy Archers: Worth 5 These Longbow-using orcs are in Heavy Armor, and the most Elite Orcs available to the ranged weaponries.
Cavalry: All Frozen Skirmishers: Worth 1 The Frozen Skirmishers are the principle Choice of Warg. Using the Bow, Frozen Skirmishers are fast, light and speedy units.
Black Wargs of Gundabad: Worth 2 The Black Wargs of Gundabad use shields and swords against their opponents. Fairly fast, both orc and warg using light armor, they are quite feared in the Northern reaches.
Gundabad Heavy Skirmishers: Worth 5 The Lance-Masters of Gundabad use a Lance, Axe, Bow and Kite Shield, and are among the greatest of the Orcs in these freezing parts.
Bronze Knights of Dol Guldur: Worth 10 The Fiercest Uruks only ride the Bronze Wargs. Vassals of Dol Guldur, the Bronze Knights have heavy bronze-colored armor (still steel armor, just a thin layer of bronze decoration.). The Heavy armor coats both the Uruks and the Wargs themselves. Bronze Knights use a kite shield, a longsword and a lance. These Knights will have no hesitation in attacking anything that stands in the way of their Lord and King.
Trolls/Werewolves: All HArmored Trolls: Worth 20 These Trolls are strong, brutish beasts in Armor. Still fairly fast, these monsters are quite capable of taking out individualtroops of men, though the beasts are all offense and no defense. Impervious to arrow fire, these trolls greatest weakness is Siege weapons, and heavy spears and lances.
Werewolf: Worth 10 The Werewolves are a large, powerful race, able to walk on hind legs or run faster than all but Elven and the Best Rohirrim Horses. They may wield two swords, or else simply use their claws, teeth and ferocity. Medium Armor.
Werewolf Long-Fighters: Worth 10 The Werewolf Long-Fighters differ from the Standard Werewolf in only one way: The weapons used. While the average Werewolf uses double swords, the Werewolf Long-Fighters use a Zweihander, capable of fighting with or against standard polearms.
Siege: Irregular High Gundabad Trebuchet: Worth 25 A partially troll-operated Trebuchet, this weapon is 15 itself, and 5 for a non-combat troll and 5 for Uruk Operators. This weapon has an even larger range, due to it’s larger size, and metal to protect itself from attacks. All Operators are minimally armored.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
All right, I believe that I'm making a unit list for Gundabad, as the 2ic of Dol Guldur (Tuvok, this is correct, right?) Because of that, here we go:
Note: Categories titled Irregular have additional units that are basic. Siege Weapons have the basic Siege Weapon list, and Infantry and Archers have basic units of all kinds worth .8.
Infantry: Irregular Cave Shields: Worth 1 The Cave Shields have light armor, a short sword, and a roman shield
White Dwarf Swords: Worth 1 The White Dwarf Swords are orcs who use old Dwarven swords, a basic shield, and Medium armor.
White Dwarf Axes: Worth 1 The White Dwarf Axes are orcs who use old Dwarven axes, a basic shield, and Medium armor.
Guards of Ashmog: Worth 5 With Heavy Armor, a Zweihandr and a Roman Shield, these elite units are the guards of Gundabad’s Lord (Under King Grulkogh), Ashmog. The Guards of Ashmog are well trained and well equipped and can go toe-to-toe with most, or go into heavy formations.
Zag-Meze Elgereze: Worth 2.5 The Zag-Meze Elgereze have medium armor, a sword and a crossbow. Gundabad’s only major Stealth unit, these units are rarely used, though they can blend into the Frozen Tundra fairly well.
Ironhead: Worth 10 A Black Uruk, using a “rhino horn” to get close and smash shield walls, and then using two maces against his foes.
Armorers of Dol Guldur: Worth 5 The Armorers of Dol Guldur have the best armor amongst the Orcs, and use a Zweihandr and a shield.
Goblin Spearhead: Worth 2 An elite goblin, easily able to slip into the lines of a Tustedo or Shieldwall
Goblin Macehead: Worth 2.5 Using slightly better armor, and being slightly more capable than Goblin Swordheads or spearheads, the Goblin Macehead is perfect for surprising Swordsmen.
Dol Guldur Uruk Beserkers: Worth 5 Using an Axe, Dol Guldur Uruk Beserkers know how to use battlements, trees and bushes to keep themselves alive.
Archers: Irregular Black Uruk Shield-Bow: Worth 2 Using a Roman-type Shield and a Crossbow, the Black Uruk Shield-Bow are very disciplined.
Black Bowmen: Worth 2 The Black Bowmen are elite Gundabad orcs, in medium armor.
Snipers of the Fortress: Worth 2 These goblin snipers are quite well-equipped, in heavy armor and
White-Eye Wind-Lashers: Worth 5 The White-Eye Wind-Lashers are light, maneuverable Archers, in light armor. They had a shield, Sword and a short bow. The Wind-Lashers are primarily archers, but can hold their ground in close combat both with sword and bow. (2 for sword and 3 for bow worthwise.)
Heavy Archers: Worth 5 These Longbow-using orcs are in Heavy Armor, and the most Elite Orcs available to the ranged weaponries.
Cavalry: All Frozen Skirmishers: Worth 1 The Frozen Skirmishers are the principle Choice of Warg. Using the Bow, Frozen Skirmishers are fast, light and speedy units.
Black Wargs of Gundabad: Worth 2 The Black Wargs of Gundabad use shields and swords against their opponents. Fairly fast, both orc and warg using light armor, they are quite feared in the Northern reaches.
Gundabad Heavy Skirmishers: Worth 5 The Lance-Masters of Gundabad use a Lance, Axe, Bow and Kite Shield, and are among the greatest of the Orcs in these freezing parts.
Bronze Knights of Dol Guldur: Worth 10 The Fiercest Uruks only ride the Bronze Wargs. Vassals of Dol Guldur, the Bronze Knights have heavy bronze-colored armor (still steel armor, just a thin layer of bronze decoration.). The Heavy armor coats both the Uruks and the Wargs themselves. Bronze Knights use a kite shield, a longsword and a lance. These Knights will have no hesitation in attacking anything that stands in the way of their Lord and King.
Trolls/Werewolves: All HArmored Trolls: Worth 20 These Trolls are strong, brutish beasts in Armor. Still fairly fast, these monsters are quite capable of taking out individualtroops of men, though the beasts are all offense and no defense. Impervious to arrow fire, these trolls greatest weakness is Siege weapons, and heavy spears and lances.
Werewolf: Worth 10 The Werewolves are a large, powerful race, able to walk on hind legs or run faster than all but Elven and the Best Rohirrim Horses. They may wield two swords, or else simply use their claws, teeth and ferocity. Medium Armor.
Werewolf Long-Fighters: Worth 10 The Werewolf Long-Fighters differ from the Standard Werewolf in only one way: The weapons used. While the average Werewolf uses double swords, the Werewolf Long-Fighters use a Zweihander, capable of fighting with or against standard polearms.
Siege: Irregular High Gundabad Trebuchet: Worth 25 A partially troll-operated Trebuchet, this weapon is 15 itself, and 5 for a non-combat troll and 5 for Uruk Operators. This weapon has an even larger range, due to it’s larger size, and metal to protect itself from attacks. All Operators are minimally armored.
Is there a purpose in using some Dwarven weaponry, or is it just for the sake of using it? Also, you can correct me if I'm missing something, but I'm not sure about Werewolves using conventional weapons. . .
All right, I believe that I'm making a unit list for Gundabad, as the 2ic of Dol Guldur (Tuvok, this is correct, right?) Because of that, here we go:
Note: Categories titled Irregular have additional units that are basic. Siege Weapons have the basic Siege Weapon list, and Infantry and Archers have basic units of all kinds worth .8.
Infantry: Irregular Cave Shields: Worth 1 The Cave Shields have light armor, a short sword, and a roman shield
White Dwarf Swords: Worth 1 The White Dwarf Swords are orcs who use old Dwarven swords, a basic shield, and Medium armor.
White Dwarf Axes: Worth 1 The White Dwarf Axes are orcs who use old Dwarven axes, a basic shield, and Medium armor.
Guards of Ashmog: Worth 5 With Heavy Armor, a Zweihandr and a Roman Shield, these elite units are the guards of Gundabad’s Lord (Under King Grulkogh), Ashmog. The Guards of Ashmog are well trained and well equipped and can go toe-to-toe with most, or go into heavy formations.
Zag-Meze Elgereze: Worth 2.5 The Zag-Meze Elgereze have medium armor, a sword and a crossbow. Gundabad’s only major Stealth unit, these units are rarely used, though they can blend into the Frozen Tundra fairly well.
Ironhead: Worth 10 A Black Uruk, using a “rhino horn” to get close and smash shield walls, and then using two maces against his foes.
Armorers of Dol Guldur: Worth 5 The Armorers of Dol Guldur have the best armor amongst the Orcs, and use a Zweihandr and a shield.
Goblin Spearhead: Worth 2 An elite goblin, easily able to slip into the lines of a Tustedo or Shieldwall
Goblin Macehead: Worth 2.5 Using slightly better armor, and being slightly more capable than Goblin Swordheads or spearheads, the Goblin Macehead is perfect for surprising Swordsmen.
Dol Guldur Uruk Beserkers: Worth 5 Using an Axe, Dol Guldur Uruk Beserkers know how to use battlements, trees and bushes to keep themselves alive.
Archers: Irregular Black Uruk Shield-Bow: Worth 2 Using a Roman-type Shield and a Crossbow, the Black Uruk Shield-Bow are very disciplined.
Black Bowmen: Worth 2 The Black Bowmen are elite Gundabad orcs, in medium armor.
Snipers of the Fortress: Worth 2 These goblin snipers are quite well-equipped, in heavy armor and
White-Eye Wind-Lashers: Worth 5 The White-Eye Wind-Lashers are light, maneuverable Archers, in light armor. They had a shield, Sword and a short bow. The Wind-Lashers are primarily archers, but can hold their ground in close combat both with sword and bow. (2 for sword and 3 for bow worthwise.)
Heavy Archers: Worth 5 These Longbow-using orcs are in Heavy Armor, and the most Elite Orcs available to the ranged weaponries.
Cavalry: All Frozen Skirmishers: Worth 1 The Frozen Skirmishers are the principle Choice of Warg. Using the Bow, Frozen Skirmishers are fast, light and speedy units.
Black Wargs of Gundabad: Worth 2 The Black Wargs of Gundabad use shields and swords against their opponents. Fairly fast, both orc and warg using light armor, they are quite feared in the Northern reaches.
Gundabad Heavy Skirmishers: Worth 5 The Lance-Masters of Gundabad use a Lance, Axe, Bow and Kite Shield, and are among the greatest of the Orcs in these freezing parts.
Bronze Knights of Dol Guldur: Worth 10 The Fiercest Uruks only ride the Bronze Wargs. Vassals of Dol Guldur, the Bronze Knights have heavy bronze-colored armor (still steel armor, just a thin layer of bronze decoration.). The Heavy armor coats both the Uruks and the Wargs themselves. Bronze Knights use a kite shield, a longsword and a lance. These Knights will have no hesitation in attacking anything that stands in the way of their Lord and King.
Trolls/Werewolves: All HArmored Trolls: Worth 20 These Trolls are strong, brutish beasts in Armor. Still fairly fast, these monsters are quite capable of taking out individualtroops of men, though the beasts are all offense and no defense. Impervious to arrow fire, these trolls greatest weakness is Siege weapons, and heavy spears and lances.
Werewolf: Worth 10 The Werewolves are a large, powerful race, able to walk on hind legs or run faster than all but Elven and the Best Rohirrim Horses. They may wield two swords, or else simply use their claws, teeth and ferocity. Medium Armor.
Werewolf Long-Fighters: Worth 10 The Werewolf Long-Fighters differ from the Standard Werewolf in only one way: The weapons used. While the average Werewolf uses double swords, the Werewolf Long-Fighters use a Zweihander, capable of fighting with or against standard polearms.
Siege: Irregular High Gundabad Trebuchet: Worth 25 A partially troll-operated Trebuchet, this weapon is 15 itself, and 5 for a non-combat troll and 5 for Uruk Operators. This weapon has an even larger range, due to it’s larger size, and metal to protect itself from attacks. All Operators are minimally armored.
Is there a purpose in using some Dwarven weaponry, or is it just for the sake of using it? Also, you can correct me if I'm missing something, but I'm not sure about Werewolves using conventional weapons. . .
The Dwarven stuff is really just better equipment than Orcish in quality. Tolkien Gateway is kind of unclear. We know that they at least CAN walk on four legs, but then that is about all we know for certain. However, some video games (according to Gateway) has them where they can change from a four-legged to a two-legged creature using weapons. That's how I'm going with it, not a traditional one, just a creature more like the ape or (kind of) a bear that can go on four legs, or else a humonoid creature. Their is nothing Canon against it, and some of the lower canon has it, so. . .
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Is there a purpose in using some Dwarven weaponry, or is it just for the sake of using it? Also, you can correct me if I'm missing something, but I'm not sure about Werewolves using conventional weapons. . .
The Dwarven stuff is really just better equipment than Orcish in quality. Tolkien Gateway is kind of unclear. We know that they at least CAN walk on four legs, but then that is about all we know for certain. However, some video games (according to Gateway) has them where they can change from a four-legged to a two-legged creature using weapons. That's how I'm going with it, not a traditional one, just a creature more like the ape or (kind of) a bear that can go on four legs, or else a humonoid creature. Their is nothing Canon against it, and some of the lower canon has it, so. . .
Yeah, that's what I thought. It's not the two-legged versus four-legged part that I'm referring to. I know Dre used them as two-legged (or two-legged-walking) creatures, and that's not an argument I care to revisit nor do I think there's enough information to make a real case either way. Rather, I'm not sure how practical conventional weapons are for Werewolves to use, and how effective they'd be if they did use them. I kind of doubt there's any information on the first part, and I really have no idea how skillfully a Werewolf could wield such a weapon, assuming that their limbs are in such a way that wielding said weapon is feasible at all. And even if a Werewolf could use a weapon such as a sword, is it really beneficial in any way? I think it's kind of assumed that Werewolves, being Werewolves, have long and extremely sharp claws (and also teeth) that they can use just as effectively as a human could wield a sword. And Werewolves' biggest strength is that they're strong, yet also very nimble, but making them carry around a massive sword (or multiple) would just weigh them down, and thus also slow them down.
The Dwarven stuff is really just better equipment than Orcish in quality. Tolkien Gateway is kind of unclear. We know that they at least CAN walk on four legs, but then that is about all we know for certain. However, some video games (according to Gateway) has them where they can change from a four-legged to a two-legged creature using weapons. That's how I'm going with it, not a traditional one, just a creature more like the ape or (kind of) a bear that can go on four legs, or else a humonoid creature. Their is nothing Canon against it, and some of the lower canon has it, so. . .
Yeah, that's what I thought. It's not the two-legged versus four-legged part that I'm referring to. I know Dre used them as two-legged (or two-legged-walking) creatures, and that's not an argument I care to revisit nor do I think there's enough information to make a real case either way. Rather, I'm not sure how practical conventional weapons are for Werewolves to use, and how effective they'd be if they did use them. I kind of doubt there's any information on the first part, and I really have no idea how skillfully a Werewolf could wield such a weapon, assuming that their limbs are in such a way that wielding said weapon is feasible at all. And even if a Werewolf could use a weapon such as a sword, is it really beneficial in any way? I think it's kind of assumed that Werewolves, being Werewolves, have long and extremely sharp claws (and also teeth) that they can use just as effectively as a human could wield a sword. And Werewolves' biggest strength is that they're strong, yet also very nimble, but making them carry around a massive sword (or multiple) would just weigh them down, and thus also slow them down.
Hey, it makes a difference. . . kind of. . . OK, I guess not really.
k. The swords, yeah let's get rid of them. But the Long-Fighters should stay. They don't need them, I've added them as more of a Pole-arm destroyer among them. It isn't like it's not feasible, but that Zweihander actually has a reason. And it wouldn't slow them down that much. So swords, get rid of them, Zweihander stays.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.