I'm not entirely convinced they refer to the same thing, but I can't really argue against. So yeah, I'm afraid Mordor will have no such Beasts. Sorry MM.
I wasn't either, but tolkien does say that they are mumakil. So thats why I agree with Bobbyone. You can't go directly against Tolkien.
Well, technically it doesn't say they were the same thing, it just seems that they might be.
And we use other stuff from the movies, like plate armor, so I wouldn't really mind if he uses them, but when we use stuff from the movies we need to stick pretty close to them.
Alright, time for the Harad unit mashup. These units will come from one of four places:
1. My list 2. Lion's list 3. Argh's list 4. Some combination of the previous three.
Basically, I'm just taking the best elements (IMO) of each list/unit, and using them for this one. Here we are:
Infantry:
Haradrim Warrior
Worth: 1 MWE Equipment: Scimitar, shield, sidearm
Armor: Bronze helmet and corslet ("Standard") Description: The standard Haradrim infantry unit, hailing from the deserts of Near Harad.
Haradrim Spearman Worth: 1 Equipment: Spear, shield, sidearm Armor: Standard Description: Similar to Haradrim Warrior, but carries a spear instead of a sword.
Haradrim Pikemen* Worth: 1 Description: More heavily armored and defense-focused Haradrim troops who prefer formations to individual combat. Used primarily to counter enemy cavalry. Weapons: Pike, sidearm(s). Armor: Standard
Mahud Tribesmen** Worth 1. Description: Very mobile skirmisher unit, who can go on the offensive with the melee troops if necessary. Weapons: Javelins, club. Armor: Light Bamboo chest armor, large oval shield
Southron Reavers* Worth: 1.5 Description: More powerful and aggressive offensive infantry who excel at cutting down weaker troops. Fast and deadly. Weapons: Halberd (shortened for use in close quarters), dual scimitars, knives. Armor: Higher-quality medium scale mail.
Southron Skirmishers* Worth: 1.5 Description: Very fast skirmish troops with ranged and melee capabilities. Fierce and capable fighters, good with ambushes, etc. Selected from agile men with the most endurance, these troops are some of the fastest infantry around. Weapons: Several short spears which can be thrown or thrusted, small buckler, various knives. Armor: Improved light scale mail.
Hunters of the Haradwaith* Worth: 2 Description: Experienced and highly skilled warriors of the south who are equally good with ranged or melee combat. Chosen from the toughest men, hardened by harsh life in the deserts. Weapons: Longbow, scimitar, buckler, sidearms. Armor: Medium scale mail with steel quarter-plate.
Harad Linepiercer** Worth 3. Description: These men have only one purpose: to ruin the orderly ranks of an organised enemy. If a volley of javelins and aggressive attack does not break the lines, then these men will hook the enemy with their falx and drag men out of position to be smashed almost instantly. For those who don’t know, a falx looks somewhat like a scimitar, except it curves forward instead of back and is designed as a hacking weapon, not a slashing weapon. Armor: Lamellar/scalemail armour Weapons: Heavy serrated javelins, hooked two-handed falx.
Dismounted Men of the Red Serpent.** Worth 4.5 Description: Soldiers of the highest order and calling. Though normally mounted, they possess more than enough skill to hack through enemy lines on foot. Armor: Heavy scalemail Weapons: scimitar, buckler shield.
Half-Troll** Worth: 6 Equipment: Mace, Sword, Shield Armor: Padded bone armor Description: Enormous warriors hailing from Far Harad, these bashers are among the most feared infantry of the Southrons.
Morgûr ("Blackhearts") Worth: 8 Equipment: Scimitar, bow, throwing knives, sidearm(s) (equipment can vary) Armor: Standard Description: Descended from the Black Numenorean brothers Herumor and Fuinur, these elite warriors have spent their entire lives training for battle against the hated men of Gondor. Dangerous both in melee and at range.
Archers:
Haradrim Archer Worth: 1 Equipment: Bow, Daggers Armor: Standard Description: Ranged counterparts to their melee brethren
Southron Archers** Worth 1.2 Description: Extremely mobile archers meant to fire upon an advancing enemy and then engage in close combat. Armor: Light bamboo/padded chest armour Weapons: Bow, scimitar.
Borderlands Archers** Worth 3. Description: Skilled archers with good aim and some stealthy skill. Armor: Bamboo/padded chest armour, stealthy clothing Weapons: Bow, side-arm
Cavalry
Haradrim Cavalry. Worth 1.5 Armor: Standard, buckler shield. Weapons: Spear, scimitar Description: Standard Haradrim cavalry unit, essentially a mounted version of the basic infantry.
Mahud Riders** Worth 1.5 Armor: Bamboo/padded chest armor, large oval shields Weapons: Javelins, clubs Description: Tribesmen mounted on camels. Not very effective as charging cavalry, but the camels tend to frighten horses, giving them an advantage against other mounted units.
Men of the Red Serpent** Worth 5 Armor: Heavy scalemail, buckler shield Weapons: Lance, scimitar Description: The guard of the Red Serpent himself, men of such deadly skill on a horse as to easily match any better-armored opponent.
Oliphaunts (mûmakil)** Worth: 50 Description: Great war beasts of Harad, without equal in Middle-Earth. Immensely powerful and tough to bring down. Weapons: Tusks, spikes on tusks, spiked chain between tusks, archers on top, being a giant raging beast that weighs 50+ tons, etc. Armor: Very thick hide.
8L or myself may add more units as time goes on, but this should serve for starters. A single asterisk indicates a unit that was more or less borrowed from Lion's list; a double asterisk indicates one that was borrowed from Argh's list.
Thanks EE I think I will add some more sometime. I have a few from lions list that I would like to use, and one or two units of mine own that I want to make.
Note if I post units I will hopefully use the same asterisk system as EE, assuming I remember.
Here are some more units for Harad. NOTE ALL OF THESE UNITS WHERE MADE BY ECTHELION74 AND NOT BY ME I TAKE NO CREDIT FOR THESE ALL I DID WAS RENAME SOME TO MAKE THEM HARADRIM.
Defenders
Worth: 0.8 (same as an orc)
Description: A unique unit, these men are not picked for their skill or experience but for the brute strength necessary to wield their massive shields effectively. They are used to protect other troops as part of defensive formations. They have very little fighting skill but are well disciplined and trained in their specific use.
Armor: Medium. Heavier mail and metal greaves/bracers.
Strengths: Defense against archers or infantry. A wall of these troops can stand up to most assaults.
Weaknesses: Very heavy units, heavy cavalry, anything when not together.
Watchmen
Worth: 1
Description: These units act as guards and defenders of fortifications and strategic positions. Trained to fight by selves or in groups and to use all sorts of defensive engines. Can use different weapons, but the use of one will often leave them vulnerable to a certain attack.
Weapons: Halberd, crossbow, shield, shortsword.
Armor: Medium. Heavy mail, steel bracers, greaves, helm.
Strengths: Defending. Melee combat against medium-weak foes. Fighting in fortifications or close quarters.
Weaknesses: Massed archers, anti-infantry troops, skirmishers, heavy cavalry. But they almost never are in a position to fight cavalry.
Haradrim Hunters
Worth: 3
Description: Very experienced archers, men who have hunted and fought all their lives and are skilled with stealth. These elite bowmen have trained long with the bow and are exceptionally good with it. Also used for stealth missions. Can fight in groups or by selves.
Weapons: Massive longbow (6' 4" when unstrung) with range of 300+ yards. Multiple knives for close quarters; unarmed combat.
Armor: Light. Leather to enable quick and stealthy movement. Also have cloaks.
Strengths: Nearly anything from a distance; fantastic at long range.
Weaknesses: Heavy units in close quarters or anywhere without room to escape.
Vanguards
Worth: 3
Description: As the name implies, these troops are often used in the front lines either to defend or break the enemy. Consisting of seasoned veterans who have fought all their lives, these troops are highly skilled and trained in different types of combat. Excel at both offensive and defensive combat.
Weapons: War spear, longsword, large shield, javelins.
Armor: Plate-and-mail (Heavy).
Strengths: infantry, weaker units, other spearmen, most cavalry. Fighting in defensive or offensive formations.
Description: Elite units from the far eastern lands, powerful and highly dangerous. Fight alongside other Rhûnic troops, and can be used offensively to break or defensively to stall. Deadly in melee or when throwing axes.
Weapons: 2-handed axe, 1-handed axe or mace and shield, several throwing axes.
Armor: Heavy (same as macemen).
Strengths: Melee against most troops, short-range against weaker troops.
Weaknesses: Cavalry, massed archers.
Haradrim Guardians
Worth: 2
Description: Elite defensive units, slow but strong and very tough to take down. Used to defend against individual units and to deter unregimented mass attacks. Powerful against most melee units.
Weapons: Halberd or similar weapon, small shield on arm used w/ polearm, sidearm.
Weaknesses: Crossbows, heavy cavalry, strong formations.
Defenders
Worth: 0.8 (same as an orc)
Description: A unique unit, these men are not picked for their skill or experience but for the brute strength necessary to wield their massive shields effectively. They are used to protect other troops as part of defensive formations. They have very little fighting skill but are well disciplined and trained in their specific use.
Armor: Medium. Heavier mail and metal greaves/bracers.
Strengths: Defense against archers or infantry. A wall of these troops can stand up to most assaults.
Weaknesses: Very heavy units, heavy cavalry, anything when not together.
Watchmen
Worth: 1
Description: These units act as guards and defenders of fortifications and strategic positions. Trained to fight by selves or in groups and to use all sorts of defensive engines. Can use different weapons, but the use of one will often leave them vulnerable to a certain attack.
Weapons: Halberd, crossbow, shield, shortsword.
Armor: Medium. Heavy mail, steel bracers, greaves, helm.
Strengths: Defending. Melee combat against medium-weak foes. Fighting in fortifications or close quarters.
Weaknesses: Massed archers, anti-infantry troops, skirmishers, heavy cavalry. But they almost never are in a position to fight cavalry.
Haradrim Hunters
Worth: 3
Description: Very experienced archers, men who have hunted and fought all their lives and are skilled with stealth. These elite bowmen have trained long with the bow and are exceptionally good with it. Also used for stealth missions. Can fight in groups or by selves.
Weapons: Massive longbow (6' 4" when unstrung) with range of 300+ yards. Multiple knives for close quarters; unarmed combat.
Armor: Light. Leather to enable quick and stealthy movement. Also have cloaks.
Strengths: Nearly anything from a distance; fantastic at long range.
Weaknesses: Heavy units in close quarters or anywhere without room to escape.
Vanguards
Worth: 3
Description: As the name implies, these troops are often used in the front lines either to defend or break the enemy. Consisting of seasoned veterans who have fought all their lives, these troops are highly skilled and trained in different types of combat. Excel at both offensive and defensive combat.
Weapons: War spear, longsword, large shield, javelins.
Armor: Plate-and-mail (Heavy).
Strengths: infantry, weaker units, other spearmen, most cavalry. Fighting in defensive or offensive formations.
Description: Elite units from the far eastern lands, powerful and highly dangerous. Fight alongside other Rhûnic troops, and can be used offensively to break or defensively to stall. Deadly in melee or when throwing axes.
Weapons: 2-handed axe, 1-handed axe or mace and shield, several throwing axes.
Armor: Heavy (same as macemen).
Strengths: Melee against most troops, short-range against weaker troops.
Weaknesses: Cavalry, massed archers.
Haradrim Guardians
Worth: 2
Description: Elite defensive units, slow but strong and very tough to take down. Used to defend against individual units and to deter unregimented mass attacks. Powerful against most melee units.
Weapons: Halberd or similar weapon, small shield on arm used w/ polearm, sidearm.
Weaknesses: Crossbows, heavy cavalry, strong formations.
Spears of the Desert
Worth: 2.5
Description: Elite warriors of Harad, capable and deadly. Seasoned veterans who have spent all or nearly all their life training and fighting. At home in the often brutal conditions found in Harad. Skilled from range or in melee.
Weapons: Long curved sword, reinforced buckler, javelins, sidearm(s).
Armor: Heavy scale mail and quarter-plate.
Chieftain's Manhunters
Worth: 4
Description: Highly skilled and dangerous sniper-class precision troops, used by chieftains of Harad to eliminate their opponents. Now serve as eliminators on the battlefield to take out important targets, such as enemy elites or officers. Can function as stealthy assassin-type troops.
Weapons: Improved longbow, scimitar, sidearm(s).
Armor: Light scale mail, or leather and cloaks if need be.
Fangs of the Black Serpent
Worth: 8
Description: Ultra-elite warriors of Harad, who have sworn to protect their chieftain for life. Each proudly bears the Black Serpent on his armor as a symbol of his devotion. Fanatical and very deadly opponents.
Alright, time for the Harad unit mashup. These units will come from one of four places:
1. My list 2. Lion's list 3. Argh's list 4. Some combination of the previous three.
Basically, I'm just taking the best elements (IMO) of each list/unit, and using them for this one. Here we are:
Infantry:
Haradrim Warrior
Worth: 1 MWE Equipment: Scimitar, shield, sidearm
Armor: Bronze helmet and corslet ("Standard") Description: The standard Haradrim infantry unit, hailing from the deserts of Near Harad.
Haradrim Spearman Worth: 1 Equipment: Spear, shield, sidearm Armor: Standard Description: Similar to Haradrim Warrior, but carries a spear instead of a sword.
Haradrim Pikemen* Worth: 1 Description: More heavily armored and defense-focused Haradrim troops who prefer formations to individual combat. Used primarily to counter enemy cavalry. Weapons: Pike, sidearm(s). Armor: Standard
Mahud Tribesmen** Worth 1. Description: Very mobile skirmisher unit, who can go on the offensive with the melee troops if necessary. Weapons: Javelins, club. Armor: Light Bamboo chest armor, large oval shield
Southron Reavers* Worth: 1.5 Description: More powerful and aggressive offensive infantry who excel at cutting down weaker troops. Fast and deadly. Weapons: Halberd (shortened for use in close quarters), dual scimitars, knives. Armor: Higher-quality medium scale mail.
Southron Skirmishers* Worth: 1.5 Description: Very fast skirmish troops with ranged and melee capabilities. Fierce and capable fighters, good with ambushes, etc. Selected from agile men with the most endurance, these troops are some of the fastest infantry around. Weapons: Several short spears which can be thrown or thrusted, small buckler, various knives. Armor: Improved light scale mail.
Hunters of the Haradwaith* Worth: 2 Description: Experienced and highly skilled warriors of the south who are equally good with ranged or melee combat. Chosen from the toughest men, hardened by harsh life in the deserts. Weapons: Longbow, scimitar, buckler, sidearms. Armor: Medium scale mail with steel quarter-plate.
Harad Linepiercer** Worth 3. Description: These men have only one purpose: to ruin the orderly ranks of an organised enemy. If a volley of javelins and aggressive attack does not break the lines, then these men will hook the enemy with their falx and drag men out of position to be smashed almost instantly. For those who don’t know, a falx looks somewhat like a scimitar, except it curves forward instead of back and is designed as a hacking weapon, not a slashing weapon. Armor: Lamellar/scalemail armour Weapons: Heavy serrated javelins, hooked two-handed falx.
Dismounted Men of the Red Serpent.** Worth 4.5 Description: Soldiers of the highest order and calling. Though normally mounted, they possess more than enough skill to hack through enemy lines on foot. Armor: Heavy scalemail Weapons: scimitar, buckler shield.
Half-Troll** Worth: 6 Equipment: Mace, Sword, Shield Armor: Padded bone armor Description: Enormous warriors hailing from Far Harad, these bashers are among the most feared infantry of the Southrons.
Morgûr ("Blackhearts") Worth: 8 Equipment: Scimitar, bow, throwing knives, sidearm(s) (equipment can vary) Armor: Standard Description: Descended from the Black Numenorean brothers Herumor and Fuinur, these elite warriors have spent their entire lives training for battle against the hated men of Gondor. Dangerous both in melee and at range.
Archers:
Haradrim Archer Worth: 1 Equipment: Bow, Daggers Armor: Standard Description: Ranged counterparts to their melee brethren
Southron Archers** Worth 1.2 Description: Extremely mobile archers meant to fire upon an advancing enemy and then engage in close combat. Armor: Light bamboo/padded chest armour Weapons: Bow, scimitar.
Borderlands Archers** Worth 3. Description: Skilled archers with good aim and some stealthy skill. Armor: Bamboo/padded chest armour, stealthy clothing Weapons: Bow, side-arm
Cavalry
Haradrim Cavalry. Worth 1.5 Armor: Standard, buckler shield. Weapons: Spear, scimitar Description: Standard Haradrim cavalry unit, essentially a mounted version of the basic infantry.
Mahud Riders** Worth 1.5 Armor: Bamboo/padded chest armor, large oval shields Weapons: Javelins, clubs Description: Tribesmen mounted on camels. Not very effective as charging cavalry, but the camels tend to frighten horses, giving them an advantage against other mounted units.
Men of the Red Serpent** Worth 5 Armor: Heavy scalemail, buckler shield Weapons: Lance, scimitar Description: The guard of the Red Serpent himself, men of such deadly skill on a horse as to easily match any better-armored opponent.
Oliphaunts (mûmakil)** Worth: 50 Description: Great war beasts of Harad, without equal in Middle-Earth. Immensely powerful and tough to bring down. Weapons: Tusks, spikes on tusks, spiked chain between tusks, archers on top, being a giant raging beast that weighs 50+ tons, etc. Armor: Very thick hide.
8L or myself may add more units as time goes on, but this should serve for starters. A single asterisk indicates a unit that was more or less borrowed from Lion's list; a double asterisk indicates one that was borrowed from Argh's list.
Thanks EE I think I will add some more sometime. I have a few from lions list that I would like to use, and one or two units of mine own that I want to make.
Note if I post units I will hopefully use the same asterisk system as EE, assuming I remember.
Np, that's fine.
Tbh, I almost forgot to do that myself.
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
Except for when the book doesn't say. Or in the fact that we shouldn't have plate armor. Can you post that please?
He might of meant how is it mounted? (Which I do want to know.)
I'm not critical At least not out loud. I suppose I am. That sounds like a good idea
Still, I'm guessing that the Movie and the Wikia site are probably around the same level of Accuracy. Their is also the fact that size of the beast they modeled it after does not mean that that is indeed the size of these beasts. And yes, it isn't full plate. It's chain mail, the heavy chest plate, and some of the Arm and Leg stuff.
Kind of how the towers are put onto the Oliphaunts: Poles help support a "floor" and it's mounted on that.
You are one of the 3 very critical people in the RP, as far as I know. And loud, no. Kitkat is loud, he does it to every thing, you only do it to a couple. And of course it's a good idea, I thought of it.
Who's the third critical person?
One mod to rule them all and in the darkness ban them - Lord of the Mods "I am the Mod Reborn!" - masterlegobuilders I'm the real boss
I wasn't either, but tolkien does say that they are mumakil. So thats why I agree with Bobbyone. You can't go directly against Tolkien.
Well, technically it doesn't say they were the same thing, it just seems that they might be.
And we use other stuff from the movies, like plate armor, so I wouldn't really mind if he uses them, but when we use stuff from the movies we need to stick pretty close to them.
Maybe they can be baby mumakil
One mod to rule them all and in the darkness ban them - Lord of the Mods "I am the Mod Reborn!" - masterlegobuilders I'm the real boss
"There came great beasts, like moving houses in the red and fitful light, the mumakil of Harad dragging through the lanes between the fires great towers and engines."
Then a page late, describing Grond:
"Great beasts drew it, orcs surrounded it, and behind walked mountain trolls to wield it."
Well, I think that settles it. There no Great Beasts then. Sorry MM but we can't just make monsters in the RP .
Wait a second. . . So you're OK with having Humans control the Mumakil. . . And you won't let the Orcs, who's only real advantage is "Monster Units" (BTW, that was discussed in the Old RP, with the other big one being "Numbers", which they don't have anymore thanks to the varying RP and the timeframe.) have them. Despite it says that they had them back when the inhabited Gorgoroth? And their base is now EVEN CLOSER to the other HQ to has them? Now that we have a name, that just means that this conversation is even easier.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Alright, time for the Harad unit mashup. These units will come from one of four places:
1. My list 2. Lion's list 3. Argh's list 4. Some combination of the previous three.
Basically, I'm just taking the best elements (IMO) of each list/unit, and using them for this one. Here we are:
Infantry:
Men of the Red Serpent** Worth 5 Armor: Heavy scalemail, buckler shield Weapons: Lance, scimitar Description: The guard of the Red Serpent himself, men of such deadly skill on a horse as to easily match any better-armored opponent.
Oliphaunts (mûmakil)** Worth: 50 Description: Great war beasts of Harad, without equal in Middle-Earth. Immensely powerful and tough to bring down. Weapons: Tusks, spikes on tusks, spiked chain between tusks, archers on top, being a giant raging beast that weighs 50+ tons, etc. Armor: Very thick hide.
8L or myself may add more units as time goes on, but this should serve for starters. A single asterisk indicates a unit that was more or less borrowed from Lion's list; a double asterisk indicates one that was borrowed from Argh's list.
I personally think that the Mumakil should have at least 10 Archers/Javelin people on them. but whatever.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
-last edited on Feb 11, 2017 13:45:03 GMT by Bobbywan
Post by Bobbywan on Feb 11, 2017 13:44:05 GMT
By the way, are we going with my theory from the old RP that different HQs having certain advantages and disadvantages not represented in the MWE
system, because any attempt to represent them would get really complicated.
Because, as I've said before, I really think we can't make a rule for everything. Part of having a good RP is having people who know how things work without needing a specific rule for every small detail.
Still, I'm guessing that the Movie and the Wikia site are probably around the same level of Accuracy. Their is also the fact that size of the beast they modeled it after does not mean that that is indeed the size of these beasts. And yes, it isn't full plate. It's chain mail, the heavy chest plate, and some of the Arm and Leg stuff.
Kind of how the towers are put onto the Oliphaunts: Poles help support a "floor" and it's mounted on that.
You are one of the 3 very critical people in the RP, as far as I know. And loud, no. Kitkat is loud, he does it to every thing, you only do it to a couple. And of course it's a good idea, I thought of it.
Who's the third critical person?
Kitkat, Me and him. I am very critical: but I don't say it so no-one can quote me when I put out units like the Mumakil, where people think that works.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Well, technically it doesn't say they were the same thing, it just seems that they might be.
And we use other stuff from the movies, like plate armor, so I wouldn't really mind if he uses them, but when we use stuff from the movies we need to stick pretty close to them.
Maybe they can be baby mumakil
Or just Normal Mumakil, and I just edit the description (replacing "Great Beast" with "Mumakil" or "Oliphuant")
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
By the way, are we going with my theory from the old RP that different HQs having certain advantages and disadvantages not represented in the MWE
system, because any attempt to represent them would get really complicated.
Because, as I've said before, I really think we can't make a rule for everything. Part of having a good RP is having people who know how things work without needing a specific rule for every small detail.
As long as people are taking care of the advantages and disadvantages (i.e. allowing me to how my Monster Units, keeping Rohan with the best horses in general) I'm fine with them not being represented purely with MWE or other rules.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
War Beasts: worth 50 A Mumakil with a small group of Orcs on top. 2 heavily armored orcs ride atop driving it, and 13 other heavily armored orcs ride it, with bows AND javelins. The Oliphaunt itself has been draped in the skins of trolls and others of its kind as "armor". Can hold 10 other units on it.
Stampedes: Worth 50 A Mumakil, armored like the War Beasts, with a "Spreader" on top. A Spreader is a modified Heavy Ballistae that is 100% anti-infantry. It shoots rocks in a 25 degree spread. It is mounted in such a way that it can swivel. Only heavily armored orcs driving the beast and manning the Spreader are available on this unit. Can hold 5 other units.
Panther: Worth 50
A Great Beast, armored like the War Beasts, with a Heavy Ballistae. 5 heavily armored archers ride with the 2 drivers and the crew of the Ballistae.
Any problems to these new units?
OK, now that we have decided that Great Beasts are Mumakil, I'm going to be changing these troops slightly. The Above is them WITH the changes. (please relook at everything).
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
War Beasts: worth 50 A Mumakil with a small group of Orcs on top. 2 heavily armored orcs ride atop driving it, and 13 other heavily armored orcs ride it, with bows AND javelins. The Oliphaunt itself has been draped in the skins of trolls and others of its kind as "armor". Can hold 10 other units on it.
Stampedes: Worth 50 A Mumakil, armored like the War Beasts, with a "Spreader" on top. A Spreader is a modified Heavy Ballistae that is 100% anti-infantry. It shoots rocks in a 25 degree spread. It is mounted in such a way that it can swivel. Only heavily armored orcs driving the beast and manning the Spreader are available on this unit. Can hold 5 other units.
Panther: Worth 50
A Great Beast, armored like the War Beasts, with a Heavy Ballistae. 5 heavily armored archers ride with the 2 drivers and the crew of the Ballistae.
Any problems to these new units?
OK, now that we have decided that Great Beasts are Mumakil, I'm going to be changing these troops slightly. The Above is them WITH the changes. (please relook at everything).
No. Mumakil where beasts of Harad not Mordor. In the Siedge of Gondor they where led by Haradrim not Orcs. If you wanted Mumakil you should have joined Harad. Pluss you already have trolls do you realy need giant elephants too?
By the way, are we going with my theory from the old RP that different HQs having certain advantages and disadvantages not represented in the MWE
system, because any attempt to represent them would get really complicated.
Because, as I've said before, I really think we can't make a rule for everything. Part of having a good RP is having people who know how things work without needing a specific rule for every small detail.
I know them. But I don't know about the rest of the people here, since some of them wheren't in the old RP for very long.
I think we should gather a ROUGH and BASIC list from the HQs maybe outlining their fighting style and some bouness/minuses to be agreed on by the RP.