Okay, I'll pick the elven style, but I'm not sure of troop worth. Did you make those unit worths up or have the memorized?
Old MBs: Captain Lachlan, Mirkwood Elf 3rd-in-command in LOTR RP; Captain Cuyler of the Black Pearl in Classics RP; Asger and Yaegar in Ninjago RP; Captain Ake of the Merchant of Death in Pirates RP; "Lucky 13" in City RP; Ake in TMNT RP; Radford the Biker in T.A.D.A.L. RP; Sir Hagan of Rivenden in Castle RP; founder and Grandmaster Volksven of the New (RP) Jedi Order
Okay, here's my army again. How do I know what type of unit they are? For example, "Marines". What defines that? 1,000 Coastal Raiders: 1,300 worth 100 Companions: 300 worth 500 Corsairs: 500 worth 1,000 Corsair archers: 1,000 worth 200 Corsair Raiders: 200 worth 200 Corsair Spearmen: 200 worth 100 Blademasters of the Bay: 300 worth 100 Hatholdir (axe men): 500 worth 400 Belegaer archers: 400 worth 100 Belegar Marksmen: 300 worth
I don't know about Marines. here are the main titles:
Offensive Infantry/Shock Troopers: Axes, flails, hammers, etc. Defensive Infantry/Core troops: Pikemen, Roman Legionaires, some swords Archers: obvious Cavalry: Again obvious (Separates into Melee and Archer varieties) Other: Seige Weapons, Strange weaponry, Monster Units etc. (most of these can fit into another category as well)
Marines. . . I believe that's a type of unit, like Hatholdir or Companions.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
That's what he suggests. I dissagree. Also, he means the "Companion" Unit that you have, pretty sure.
Ah okay. So, maybe there's a way to mix the two setups*-)? Also, shouldn't I put the defensive units protecting the archers? That would seem to make the most sense IMO:S.
That's what I said. Otherwise, My strategy is fairly similar to his, due to me not knowing the troops the best.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Okay, I'll pick the elven style, but I'm not sure of troop worth. Did you make those unit worths up or have the memorized?
If you want elves, then I suggest joining Gondor. They have a small number of Elves at their disposal. I made them up, get them approved at the Armies and Units Topic, and then I remember/have a list of them that I look at. Some of them I've had for forever, like the HArmored Trolls and Wallers, some of them are standard (Goblins and Orc Archers are the standard .4 and .8 of orcish units.). Others, like the HedgeHogs or Elite Warg Skirmishers, are fairly standard or else very unique unit types. It's a healthy mix of memorization and lists. Oh, and Math (1,000 Worth of HArmored Trolls, each worth 20, is 50 Trolls)
Yeah, so I'd suggest asking Bobby or LegoAquilano about the unit list, and the elves in relation to it.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Okay, I'll pick the elven style, but I'm not sure of troop worth. Did you make those unit worths up or have the memorized?
Well, even though there aren't elves in this particular Age in Middle-Earth, I share with you my old Mirkwood list, designed by ArghYeMatey if I recall, apart from one or two:
P.S. Enjoy mods, this ain't the shortest
Mirkwood Units
Archers:
Mirkwood archers. Worth 1
Leather armour, elven bows, cameo-clothing, side-arms. Skilled elven archers are very common among the elves of Mirkwood, and they can be fielded in highly flexible formations or as skirmishers and ambushers to fit the situation.
Realmguard. Worth 1.5
Gambeson, chainmail, elven cloaks, elven bows, side-arms. A more capable version of the Mirkwood archers, fielded in smaller numbers, generally for ambushes.
Moritaure. Worth 4
Flexible plate, elven cloaks, elven bows, two 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.
Infantry:
Mirkwood soldiers. Worth 1
Chainmail, sword, shield, cameo clothing. Standard soldiers. Generally prefer looser formations and individual fights over formation-reliant combat. Come in spearman and pike man variants.
Knights of Mirkwood. Worth 1.5
Flexible plate, sword, shield. Well armoured offensive warriors.
Ancient defenders. Worth 1.5
Plate/chainmail, glaives, side-arms. Solid, hard to move defensive soldiers, one of the few Mirkwood units who do prefer formation fighting. Good against cavalry and armoured enemies.
Linebreakers. Worth 1.3
Chainmail/gambeson, cameo-clothing, two-handed swords, side-arms. Aggressive warriors, capable of hacking down an armoured formation and turning formation vs. formation battles into individual vs. individual battles.
Silvan soldiers. Worth 2.0
Flexible plate, two-handed swords, side-arms. Unlike the Linebreakers, the Silvan soldiers go in alongside other groups, striking down skilled enemy warriors and commanders.
Noble guard. Worth 5
Plate, shields, bows. Well-crafted swords that can be used with one or two hands, depending on the situation.
Protectors of Silvan commanders and generals.
Cavalry:
Scouts. Worth 1
Leather armour, side-arms, elven bows. Skirmishing cavalry who should not engage in close combat.
Mirkwood riders. Worth 1.3
Chainmail, spears, shields, swords. Fast moving and somewhat hard hitting elven cavalry, very well at manoeuvring, since they have to navigate through Mirkwood quite often.
Silvan Knights. Worth 4
Plate, lances, shields, side-arms. The best armoured and most skilful mounted soldiers of Mirkwood.
Specials/Heavys/Elites
The Royal Guard. Worth 12.5 elves each (20 normal troops)
Chainmail or plate, leaf-shaped shield on back, longsword or halberd, side-arms consisting of recurve bow and twin knives (balanced for throwing). The toughest, most skilful, most armoured troops of Mirkwood, these ancient elves have served the royal family of Mirkwood for thousands of years. They have never been defeated in one-on-one and are almost unstoppable. Easily a match for a troll, leisurely smashing other elites, these are undoubtedly the best Mirkwood has in the Infantry department.
Royal Rangers. Worth 10 elves each (16 normal troops)
Light plate, superb quality Lorien cloak, sometimes small shield, armoured gauntlets, longsword at side (More ceremonial but still deadly), top-quality elvish longbow, twin knives (Balanced for throwing). With their cloak on, these top notch elves cut an imposing figure, that is, if you can see it . Possibly some of the best archers in Middle-earth, these elves could probably hit a troll in the eye almost on instinct. These elves enforce the law and bring criminals to justice. Almost certainly, these elves are only a match for each other when it comes to shooting, and, the knives, don’t even go there.
And remember, take any 'Easily beats troll in 1 v 1' with a pinch of salt, these were written by my 12 year old self
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
Okay, I'll pick the elven style, but I'm not sure of troop worth. Did you make those unit worths up or have the memorized?
Well, even though there aren't elves in this particular Age in Middle-Earth, I share with you my old Mirkwood list, designed by ArghYeMatey if I recall, apart from one or two:
P.S. Enjoy mods, this ain't the shortest
Mirkwood Units
Archers:
Mirkwood archers. Worth 1
Leather armour, elven bows, cameo-clothing, side-arms. Skilled elven archers are very common among the elves of Mirkwood, and they can be fielded in highly flexible formations or as skirmishers and ambushers to fit the situation.
Realmguard. Worth 1.5
Gambeson, chainmail, elven cloaks, elven bows, side-arms. A more capable version of the Mirkwood archers, fielded in smaller numbers, generally for ambushes.
Moritaure. Worth 4
Flexible plate, elven cloaks, elven bows, two 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.
Infantry:
Mirkwood soldiers. Worth 1
Chainmail, sword, shield, cameo clothing. Standard soldiers. Generally prefer looser formations and individual fights over formation-reliant combat. Come in spearman and pike man variants.
Knights of Mirkwood. Worth 1.5
Flexible plate, sword, shield. Well armoured offensive warriors.
Ancient defenders. Worth 1.5
Plate/chainmail, glaives, side-arms. Solid, hard to move defensive soldiers, one of the few Mirkwood units who do prefer formation fighting. Good against cavalry and armoured enemies.
Linebreakers. Worth 1.3
Chainmail/gambeson, cameo-clothing, two-handed swords, side-arms. Aggressive warriors, capable of hacking down an armoured formation and turning formation vs. formation battles into individual vs. individual battles.
Silvan soldiers. Worth 2.0
Flexible plate, two-handed swords, side-arms. Unlike the Linebreakers, the Silvan soldiers go in alongside other groups, striking down skilled enemy warriors and commanders.
Noble guard. Worth 5
Plate, shields, bows. Well-crafted swords that can be used with one or two hands, depending on the situation.
Protectors of Silvan commanders and generals.
Cavalry:
Scouts. Worth 1
Leather armour, side-arms, elven bows. Skirmishing cavalry who should not engage in close combat.
Mirkwood riders. Worth 1.3
Chainmail, spears, shields, swords. Fast moving and somewhat hard hitting elven cavalry, very well at manoeuvring, since they have to navigate through Mirkwood quite often.
Silvan Knights. Worth 4
Plate, lances, shields, side-arms. The best armoured and most skilful mounted soldiers of Mirkwood.
Specials/Heavys/Elites
The Royal Guard. Worth 12.5 elves each (20 normal troops)
Chainmail or plate, leaf-shaped shield on back, longsword or halberd, side-arms consisting of recurve bow and twin knives (balanced for throwing). The toughest, most skilful, most armoured troops of Mirkwood, these ancient elves have served the royal family of Mirkwood for thousands of years. They have never been defeated in one-on-one and are almost unstoppable. Easily a match for a troll, leisurely smashing other elites, these are undoubtedly the best Mirkwood has in the Infantry department.
Royal Rangers. Worth 10 elves each (16 normal troops)
Light plate, superb quality Lorien cloak, sometimes small shield, armoured gauntlets, longsword at side (More ceremonial but still deadly), top-quality elvish longbow, twin knives (Balanced for throwing). With their cloak on, these top notch elves cut an imposing figure, that is, if you can see it . Possibly some of the best archers in Middle-earth, these elves could probably hit a troll in the eye almost on instinct. These elves enforce the law and bring criminals to justice. Almost certainly, these elves are only a match for each other when it comes to shooting, and, the knives, don’t even go there.
And remember, take any 'Easily beats troll in 1 v 1' with a pinch of salt, these were written by my 12 year old self
Thank you!! This really helps
Old MBs: Captain Lachlan, Mirkwood Elf 3rd-in-command in LOTR RP; Captain Cuyler of the Black Pearl in Classics RP; Asger and Yaegar in Ninjago RP; Captain Ake of the Merchant of Death in Pirates RP; "Lucky 13" in City RP; Ake in TMNT RP; Radford the Biker in T.A.D.A.L. RP; Sir Hagan of Rivenden in Castle RP; founder and Grandmaster Volksven of the New (RP) Jedi Order
Alright! *My troops enter the field* 750 Swordsmen, Archers, Spearmen, or Pikemen 375 MWE 800 Heavy Warg Shcok Troops 1,600 MWE 100 Troll Captains 1,500 MWE 525 Wallers 525 MWE 500 Orc Snipers 500 MWE 25 Troll Catapults 500 MWE
*My troops enter the field.* 50 Temu-FaJai (Worth 8, Bow and Sword, Light Cavalry) 50 Temu-Faxe (Worth 7, Bow and Axe, Light Cavalry) 50 PlowJai (Heavy Cavalry, "Plow" on horse, dual swords) 20 Dol-Tereg w/ Drivers (made unit, large cart/Chariot) 420 Shields of Fire (Made unit, typical "Tower Guard") 20 Rangers of Putur-Nami (Longbow, Short Sword, throwing knives, partial mounted) 100 Sheilds of Khand (Made unit, typical "Tower Guard") 50 Tsur-Nemu (Made unit, flail beserker) 1,000 Enlisted Archers (basic archer unit, light armor)
*Wallers form a shield wall, and the army remains stationary, split into three large square formations* *Catapults fire, slamming troops in your army, causing smashings* *Archers fire as well*
Okay, I'll pick the elven style, but I'm not sure of troop worth. Did you make those unit worths up or have the memorized?
Well, even though there aren't elves in this particular Age in Middle-Earth, I share with you my old Mirkwood list, designed by ArghYeMatey if I recall, apart from one or two:
P.S. Enjoy mods, this ain't the shortest
Mirkwood Units
Archers:
Mirkwood archers. Worth 1
Leather armour, elven bows, cameo-clothing, side-arms. Skilled elven archers are very common among the elves of Mirkwood, and they can be fielded in highly flexible formations or as skirmishers and ambushers to fit the situation.
Realmguard. Worth 1.5
Gambeson, chainmail, elven cloaks, elven bows, side-arms. A more capable version of the Mirkwood archers, fielded in smaller numbers, generally for ambushes.
Moritaure. Worth 4
Flexible plate, elven cloaks, elven bows, two 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.
Infantry:
Mirkwood soldiers. Worth 1
Chainmail, sword, shield, cameo clothing. Standard soldiers. Generally prefer looser formations and individual fights over formation-reliant combat. Come in spearman and pike man variants.
Knights of Mirkwood. Worth 1.5
Flexible plate, sword, shield. Well armoured offensive warriors.
Ancient defenders. Worth 1.5
Plate/chainmail, glaives, side-arms. Solid, hard to move defensive soldiers, one of the few Mirkwood units who do prefer formation fighting. Good against cavalry and armoured enemies.
Linebreakers. Worth 1.3
Chainmail/gambeson, cameo-clothing, two-handed swords, side-arms. Aggressive warriors, capable of hacking down an armoured formation and turning formation vs. formation battles into individual vs. individual battles.
Silvan soldiers. Worth 2.0
Flexible plate, two-handed swords, side-arms. Unlike the Linebreakers, the Silvan soldiers go in alongside other groups, striking down skilled enemy warriors and commanders.
Noble guard. Worth 5
Plate, shields, bows. Well-crafted swords that can be used with one or two hands, depending on the situation.
Protectors of Silvan commanders and generals.
Cavalry:
Scouts. Worth 1
Leather armour, side-arms, elven bows. Skirmishing cavalry who should not engage in close combat.
Mirkwood riders. Worth 1.3
Chainmail, spears, shields, swords. Fast moving and somewhat hard hitting elven cavalry, very well at manoeuvring, since they have to navigate through Mirkwood quite often.
Silvan Knights. Worth 4
Plate, lances, shields, side-arms. The best armoured and most skilful mounted soldiers of Mirkwood.
Specials/Heavys/Elites
The Royal Guard. Worth 12.5 elves each (20 normal troops)
Chainmail or plate, leaf-shaped shield on back, longsword or halberd, side-arms consisting of recurve bow and twin knives (balanced for throwing). The toughest, most skilful, most armoured troops of Mirkwood, these ancient elves have served the royal family of Mirkwood for thousands of years. They have never been defeated in one-on-one and are almost unstoppable. Easily a match for a troll, leisurely smashing other elites, these are undoubtedly the best Mirkwood has in the Infantry department.
Royal Rangers. Worth 10 elves each (16 normal troops)
Light plate, superb quality Lorien cloak, sometimes small shield, armoured gauntlets, longsword at side (More ceremonial but still deadly), top-quality elvish longbow, twin knives (Balanced for throwing). With their cloak on, these top notch elves cut an imposing figure, that is, if you can see it . Possibly some of the best archers in Middle-earth, these elves could probably hit a troll in the eye almost on instinct. These elves enforce the law and bring criminals to justice. Almost certainly, these elves are only a match for each other when it comes to shooting, and, the knives, don’t even go there.
And remember, take any 'Easily beats troll in 1 v 1' with a pinch of salt, these were written by my 12 year old self
Remember all of these are worth 1.6 a normal troop.
Okay, here's my army again. How do I know what type of unit they are? For example, "Marines". What defines that? 1,000 Coastal Raiders: 1,300 worth 100 Companions: 300 worth 500 Corsairs: 500 worth 1,000 Corsair archers: 1,000 worth 200 Corsair Raiders: 200 worth 200 Corsair Spearmen: 200 worth 100 Blademasters of the Bay: 300 worth 100 Hatholdir (axe men): 500 worth 400 Belegaer archers: 400 worth 100 Belegar Marksmen: 300 worth
Marines: Those where made by Argh, the old leader of Umbar. I think they are just troops that are good when fighting on sea. But not as good on land.
Infantry: They are just that, men who fight on foot in hand to hand combat.
Archers: Men on foot who fire bows or crossbows at their foes from a distance.
Cavalry: Men who fight on horseback. Most are lancers, but some are mounted horse archers.