*Eru casts Galadron into the Void for smashing...*
OOC: Indeed.
*My troops rush up and attack yours while they are forming the Phalanx.*
OOC: Yeah, that might have been helpful. Good luck in your search.
*His twin brother Ure who is never mentioned casts Eru into the Void*
OOC: Indeed.
*It turns into a chaotic melee, with both sides taking heavy losses*
*Meanwhile, the ladders are laid against the walls, and 500 Guzar Swordsman climb them, while the Elite Archers smash anyone who attempts to push the ladders down.*
OOC: It would. Thanks.
*The Death Star comes and blows up Ure.*
OOC: Indeed.
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.*
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
S=You Siege A=Your Archers H=Hobgoblin Cavalry D= Your Dwarves (which had recently unengaged my goblins) R= Ruffians G= Goblins C= Both of our ranged cavalry T= Trappers/melee cavalry/Dunedain.
I'm pretty sure this is the basic line-up right now.
*Some time has passed.* *The last of the Hobgoblins are destroyed. Surviving Dwarves and ruffians move to attack your upriver flank.* *The last of the trappers are destroyed. Dunedain move to start picking off your troops on the front line, melee cavalry move towards other cavalry.* *My ranged cavalry lead your cavalry back towards our armies again, now getting quite close to each other. My melee cavalry arrives and, running diagonally towards your cavalry, uses their lances to pick off the outer units of yours without losing speed and minimally exposing themselves.* *Bombardments continue. (Also, in case I didn't mention it earlier, archers and other units are reassigned as necessary to keep artillery running, especially onagers. There is always at least one trained crewman to aim the weapon properly.)*
Not quite. Here's a better picture (not to scale): BBBB BBB
BBBB BBBB (way off in the distance by now) C C C AAASSSSSARRH WWW D AAASSSSSADHH C WWW C DD AAAAAAAAADDH WWW D RRFFFFFFFFFFF RRR GGGGGGGGGG C C C R GGGGGGGGGG GGGGGGGGGG GGGGGGGGGG GGGGGGGGGG
~~~~~M~~~~~~ ~~~~M~~~~ ##MMMM~~M~M~~~M~~~~~ ~~~~~~~~~M~~~~~MM~~~~MMMM###MMMM~~~~~M~~~~~~~~ ~~~~~~~~~~~~~~~~~~~M~~~M~~MMMM#M#MMMM~~ ~~~~~~~~~~~~~~ ~~~~MMMM# ~~~~~ <--- River flows this way <---
~ - River # - Ford M - Archers/magnonels on rafts G - Your main army F - My (thin) front line (Dwarves and ruffians) R - Ruffians S - My siege weapons A - My archers D - My Dwarves H - Your Hobgoblins B - Our ranged cavalry W - Woods with trappers C - My melee cavalry D - My Dunedain
Turquoise - Our ranged cavalry (away from others, now returning) Dark green - Dunedain/trappers/cavalry (trappers out of range in trees, cavalry keeping watch, Dunedain sniping) Blue - River/troops on river/troops being attacked by troops on river (ranged bombardment) Gold - My archers andsiege weapons firing on your main army/being fired on by your main army/your troops firing and being fired on (continuing until rest of battle is solved) Light green - My ruffians/your flank previously engaged with ruffians (my troops recently pulled back) Purple - Our front lines Red - Your Hobgoblins/troops engaged with them/troops firing on them (ruffians and archers held them back while Dwarves reinforced from front line, pushed in between Hobgoblins and ranged units)
OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.*
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
*Some time has passed.* *The last of the Hobgoblins are destroyed. Surviving Dwarves and ruffians move to attack your upriver flank.* *The last of the trappers are destroyed. Dunedain move to start picking off your troops on the front line, melee cavalry move towards other cavalry.* *My ranged cavalry lead your cavalry back towards our armies again, now getting quite close to each other. My melee cavalry arrives and, running diagonally towards your cavalry, uses their lances to pick off the outer units of yours without losing speed and minimally exposing themselves.* *Bombardments continue. (Also, in case I didn't mention it earlier, archers and other units are reassigned as necessary to keep artillery running, especially onagers. There is always at least one trained crewman to aim the weapon properly.)*
Not quite. Here's a better picture (not to scale): BBBB BBB
BBBB BBBB (way off in the distance by now) C C C AAASSSSSARRH WWW D AAASSSSSADHH C WWW C DD AAAAAAAAADDH WWW D RRFFFFFFFFFFF RRR GGGGGGGGGG C C C R GGGGGGGGGG GGGGGGGGGG GGGGGGGGGG GGGGGGGGGG
~~~~~M~~~~~~ ~~~~M~~~~ ##MMMM~~M~M~~~M~~~~~ ~~~~~~~~~M~~~~~MM~~~~MMMM###MMMM~~~~~M~~~~~~~~ ~~~~~~~~~~~~~~~~~~~M~~~M~~MMMM#M#MMMM~~ ~~~~~~~~~~~~~~ ~~~~MMMM# ~~~~~ <--- River flows this way <---
~ - River # - Ford M - Archers/magnonels on rafts G - Your main army F - My (thin) front line (Dwarves and ruffians) R - Ruffians S - My siege weapons A - My archers D - My Dwarves H - Your Hobgoblins B - Our ranged cavalry W - Woods with trappers C - My melee cavalry D - My Dunedain
Turquoise - Our ranged cavalry (away from others, now returning) Dark green - Dunedain/trappers/cavalry (trappers out of range in trees, cavalry keeping watch, Dunedain sniping) Blue - River/troops on river/troops being attacked by troops on river (ranged bombardment) Gold - My archers andsiege weapons firing on your main army/being fired on by your main army/your troops firing and being fired on (continuing until rest of battle is solved) Light green - My ruffians/your flank previously engaged with ruffians (my troops recently pulled back) Purple - Our front lines Red - Your Hobgoblins/troops engaged with them/troops firing on them (ruffians and archers held them back while Dwarves reinforced from front line, pushed in between Hobgoblins and ranged units)
OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.*
*Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).*
*My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).*
OK. Looks pretty much right, although more detailed. *My main army all move into an attack with the weaker flank, only defending themselves from engagement elsewhere.* *My Skirmishers follow your ranged cavalry until close to your siege weapons, which they then charge.*
*Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).*
*My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).*
*The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
*The riders attempt to steer the mammoths clear of the fire, though a couple mammoths are downed. Nevertheless, they continue charging in this manner, till they reach the Dunlending lines.*
*My other troops follow behind the mammoths. Once in arrow range, all archers peel off to the flanks, and open fire on the Dunlendings.*
Indeed.
*The Guzar Archers and siege engines do their best to down the rest of the mammoths, taking a few steps back between each volley.*
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.*
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
*Having finished off the Hobgoblins, the extra Dwarves and ruffians move to defend against the attack. Dunedain and scorpions pick off troops on your front line, giving my melee troops a significant advantage (as several of yours are randomly dropping and having to be replaced).*
*My melee cavalry intercepts the skirmishers, outrunning any attempts of theirs to evade or go around them. Soon after engaging, my melee cavalry surrounds three of your four flanks, and the fourth flank is covered by my ranged cavalry (at a short distance, firing arrows).*
*The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions.
*My troops continue fighting, relying more on their bombardments to do the damage than melee combat.*
Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions.
So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses?
*The Atlatl Pin-Pointers work in the same way as your Dunedain and Scorpions.* Umm. . . How do they do that? Your ranged cavalry are moving to let the melee cavalry engage my Skirmishers, which means that unless they are faster (I doubt that) then my troops would reach the scorpions.
*My troops continue fighting, relying more on their bombardments to do the damage than melee combat.*
Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions.
So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses?
You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.*
Not really anything else, no.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
*My troops continue fighting, relying more on their bombardments to do the damage than melee combat.*
Both of my cavalry units are substantially faster than yours (due to having lighter armor). My melee cavalry was relatively close to my army (albeit on the opposite side), while both of our ranged cavalries were a good ways off. Since my melee cavalry start moving towards your skirmishers at about the same time that my ranged cavalry started leading you skirmishers back towards my army, the melee cavalry would have time to put itself between my scorpions and your skirmishers, forcing your skirmishers to engage them first. The ranged cavalry would get out of the way when my melee cavalry are fairly close and your skirmishers move to attack the scorpions.
So do you have much more in mind, or shall we assume continued bombarding up until the end of the battle (and melee engagement for our cavalries), and so calculate losses?
You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.*
Not really anything else, no.
From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them.
*Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.*
So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each?
You did see the point that I said that they got close to the melee cavalry first, right? Because that basically, my orcs pretend to give in, following your ranged cavalry, until just a short while before the melee cavalry would be engaged. However, if that's actually the case, then in that case. *My skirmishers begin using bows to atack your melee cavalry.*
Not really anything else, no.
From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them.
*Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.*
So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each?
From what I could tell from your moves, your skirmishers fired my ranged cavalry until they got close to my main army, at which point they broke off and charged at my siege weapons. However, by that point my melee cavalry would already have been between your skirmishers and my army, so with their extra speed they would force your skirmishers into melee combat with them.
*Although at first my cavalry takes heavy losses from the skirmishers, as soon as they're properly engaged they gain the upper-hand with actual melee weapons.*
So, starting with the easy stuff, we have your trappers against my Dunedain and cavalry. Obviously the trappers are completely destroyed, but I would take moderate losses to both of my troops. They were only barely engaged with the Dunedain, so maybe twenty casualties (ten of each)? As for cavalry we could say that fifty were taken out by traps (since we were moving and only some of the traps would be lethal). Other losses would be minimal for them, and can be folded into that fifty. Next, with both of our cavalries, your would have relatively higher casualties than me because of fewer troops and since yours were the ones chasing mine down (while mine were evading at the edge of range). Maybe fifty casualties for you, and thirty for me. Then when my (250) melee cavalry got involved, they lose forty pre-engagement, and another ten in melee (while finishing off your skirmishers). Hobgoblins would be pretty lethal at their first engagement. Some would've been taken down by my passing cavalry, but we'll ignore that for now. When they engaged my army, not all would actually be directly engaged (actually, most wouldn't be), but those that are would be quite powerful. However, we'll say that for that short time before my Dwarves came in, they took out one ruffian per Hobgoblin (even though only about a hundred Hobgoblins are doing the work), plus fifty poachers (so 350 casualties). When my Dwarves got involved, melee casualties would be pretty low on either side. Maybe half of my Dwarves lost, while the scorpions and watchmen took out your Hobgoblins? To make things simple, let's just say I lost twenty-five Dwarves and seventy-five ruffians to the front line. And now for the bombardments. So here, I had about nine hundred archers, forty-five mangonels, and fifty onagers against your. . . two hundred and fifty pin-pointers and one hundred DASTs? Well, I'd guess that it'd take about four-ish volleys to take out the DASTs (half of my shots destroying on average, mangonels and stuff making up the difference), so you could fire (assuming that you get two shots for each of mine, starting with one) about four hundred shots. If half of those hit, then that's two hundred lost operators of mine. Since those operators were replaced by archers, that'd result in two hundred fewer archers at their usual work (I'll take care of reassigning operators later). As for the pin-pointers, well, things wouldn't go well. Maybe one casualty each?
*His twin brother Ure who is never mentioned casts Eru into the Void*
OOC: Indeed.
*It turns into a chaotic melee, with both sides taking heavy losses*
*Meanwhile, the ladders are laid against the walls, and 500 Guzar Swordsman climb them, while the Elite Archers smash anyone who attempts to push the ladders down.*
OOC: It would. Thanks.
*The Death Star comes and blows up Ure.*
OOC: Indeed.
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.*
*Ure absorbs the blast and slices the Death Star in two with his fingernail*
OOC: Indeed.
*The front ranks are once again devastated. The rest of the Dunlendings withdraw slightly, solidify their phalanx, and advance again, keeping the Bree Guardsmen at pike range, and smashing many.*
*The first few swordsmen to reach the top are knocked back. As arrows rarely smash, however, some of the wounded men manage to haul themselves over the wall and attack the archers, allowing more to ascend. The heavy armour of the Guzar swordsmen helps significantly with this.*
*The Guzar Archers and siege engines do their best to down the rest of the mammoths, taking a few steps back between each volley.*
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.*
*The two trebuchets, which cannot be moved anywhere fast, are easily felled and their crews scattered. As they can no longer fire on the wall without hitting the Guzar Swordsmen, the Elite Archers hurry into the gate, which is somewhat clear due to the Bree Guardsmen being pushed back. The Battering and siege rams are pulled in behind them.
The Mangonel and onagers are pulled back (not all the way yet, as they take time to move) though one onager is damaged and incapable of firing. The Guzar Swordsmen hasten their climbing of the ladders. The Guzar Archers, on the other hand, are thouroughly routed; their ranks are broken and scattered, many being smashed by the mammoths.*
*Once in melee, the Bree troops press the attack, making sure to stay to the troops that they are attacking. This prevents the enemy from effectively using their pikes, giving the Bree troops the upper hand.*
*My archers (still in the fortress) see the ladders, and form up. Each archer prepares to fire at one ladder. As soon as an enemy appears at the top of the ladder, he is fired at by several archers, who then drop back and reload, while the next archers in that group step up, and the process continues.*
*Ure absorbs the blast and slices the Death Star in two with his fingernail*
OOC: Indeed.
*The front ranks are once again devastated. The rest of the Dunlendings withdraw slightly, solidify their phalanx, and advance again, keeping the Bree Guardsmen at pike range, and smashing many.*
*The first few swordsmen to reach the top are knocked back. As arrows rarely smash, however, some of the wounded men manage to haul themselves over the wall and attack the archers, allowing more to ascend. The heavy armour of the Guzar swordsmen helps significantly with this.*
*The archers, once the swordsmen have made it over, give a shout. The front rows of archers then pull out daggers, and engage the swordsmen in melee.*
*The Guardsmen continue to fight the front ranks, until they are defeated. Upon hearing the shout, all Guardsmen pull back. A few stay at the entrance to the half-built fortress, regroup, and await the advance of the pikemen. The majority of the Guardsmen head into the fortress and charge into the flanks of the swordsmen, catching them off-guard.*
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
*A couple more mammoths are downed, but the beasts (being faster than your troops) finally reach your army. Immediately, they begin to swing their tusks around madly, knocking away any Dunlendings who stand in their way.*
*The two trebuchets, which cannot be moved anywhere fast, are easily felled and their crews scattered. As they can no longer fire on the wall without hitting the Guzar Swordsmen, the Elite Archers hurry into the gate, which is somewhat clear due to the Bree Guardsmen being pushed back. The Battering and siege rams are pulled in behind them.
The Mangonel and onagers are pulled back (not all the way yet, as they take time to move) though one onager is damaged and incapable of firing. The Guzar Swordsmen hasten their climbing of the ladders. The Guzar Archers, on the other hand, are thouroughly routed; their ranks are broken and scattered, many being smashed by the mammoths.*
OOC: The Elite archers going into the fortress would be partially nulled, due to my last post. I think some of them would have gotten through, but then the rest would have run into my Bree Guardsmen as they pulled back.
*The Mammoths continue to chase after the remaining siege engines and Guzar archers, smashing any they run into.*
*The rest of my troops do not follow the mammoths, but instead head towards the castle quickly, in a loose formation.*
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
I also have 500 MWE at the Glanduin Ford. I can't find a definite troop list, but I think they're composed of 6 Mammoths (240 MWE), 25 Dunedain Rangers (150 MWE), and 55 Lossoth Sled Riders (110 MWE). At any rate, those are the troops I used, and it was definitely 6 Mammoths.
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.