At this point, I'm all for a Beorning sub-HQ for Dale. It would of course include regular Men for most of the basic units, but Beornings would make a great elite to distinguish the HQ. I think it's especially important if we give Werewolves to Gundabad, because having the Vales of the Anduin would act as an equivalent HQ to Gundabad (both are mostly made up of normal troops, but are boosted and distinguished by animal-like elites). I mean, virtually every HQ we have can be paired up with an HQ from the opposite side that is relatively similar (Bree and Moria with fairly low-key units, Dale and Dol Guldur which are diverse and have animal-elites, Rohan and Harad with good cavalry/mounts, Erebor and probably Isengard (maybe Rhun) with machinery, Gondor and Mordor with normal infantry, and Mirkwood and Rhun sort of left out ).
Yep, all sounds good. Beornings would be awesome Oh wait, I have to fight them
So Harad is the cavalry? I thought that was Khand and Rhun? Harad is also the stealth troops then, correct?
That's what seems to make sense to me. Of course, multiple HQs have cavalry, but Harad seems more inclined to cavalry than the others do, to me. Khand would be battle-wains, though I'm not quite sure what Rhun would be (I'm struggling to remember Lion's old units ). Harad obviously has Oliphaunts, but outside of them I think they're mostly light infantry and cavalry. Goblin-town would be the most stealth-oriented HQ, as Goblins are small, and are known for their craftiness.
At this point, I'm all for a Beorning sub-HQ for Dale. It would of course include regular Men for most of the basic units, but Beornings would make a great elite to distinguish the HQ. I think it's especially important if we give Werewolves to Gundabad, because having the Vales of the Anduin would act as an equivalent HQ to Gundabad (both are mostly made up of normal troops, but are boosted and distinguished by animal-like elites). I mean, virtually every HQ we have can be paired up with an HQ from the opposite side that is relatively similar (Bree and Moria with fairly low-key units, Dale and Dol Guldur which are diverse and have animal-elites, Rohan and Harad with good cavalry/mounts, Erebor and probably Isengard (maybe Rhun) with machinery, Gondor and Mordor with normal infantry, and Mirkwood and Rhun sort of left out ).
eeh, this isn't quite true. Moria isn't going to have fairly Low-key units, it's going to have a large number of slightly modified types of tanks, and Isengard is probably going to be low-key units more than anything. Also, Moria does have trolls as well. Doesn't change much, but that's what those HQ's currently are, with Isengard being more low-key than Moria. Moria will have lots of goblins, but they'll be inside tanks most of the time.
Compared to the other evil HQs, yes, Moria would have more low-key troops. Canonically, Isengard would be mostly heavy infantry, supported by some sort of machinery (just like Erebor, except with taller troops ). Its cavalry will be weak if it has any, and light troops will be limited. On the other hand, Dunland will offset some of Isengard's deficiencies, particularly in the area of light infantry. Isengard as a whole, however, is metaphorically going to be the most blunt HQ on its approach to combat. Although I'm sure you'll include machinery in Moria's military, its troops would canonically be best suited for more subtle approaches to engagements. Compared to Isengard, Moria is going to fare a lot worse if it tries to march directly upon an enemy force and overwhelm them through sheer might, as Goblins and other lesser Orcs just don't have the brute strength that Uruk-hai do. However, where Isengard falls short, Moria is likely to excel. Their best chances would canonically lie in crafty, unconventional strategies, likely relying upon outmaneuvering the enemy as opposed to facing them head-on. Goblin-town will definitely be this way, as Goblins are relatively weak in direct, conventional combat, but they are very crafty and also quite good at sneaking around. This may not be how you use Moria, but it's canonically what they're most suited for.
Yep, all sounds good. Beornings would be awesome Oh wait, I have to fight them
So Harad is the cavalry? I thought that was Khand and Rhun? Harad is also the stealth troops then, correct?
That's what seems to make sense to me. Of course, multiple HQs have cavalry, but Harad seems more inclined to cavalry than the others do, to me. Khand would be battle-wains, though I'm not quite sure what Rhun would be (I'm struggling to remember Lion's old units ). Harad obviously has Oliphaunts, but outside of them I think they're mostly light infantry and cavalry. Goblin-town would be the most stealth-oriented HQ, as Goblins are small, and are known for their craftiness.
Actually, yeah. According to Tolkien Gateway, when speaking of the Haradrim: "In the Battle of the Pelennor Fields, they deployed cavalry and gigantic, elephant-like Mûmakil. . ." ". . . the book depicts the Southron army as primarily cavalry armed with scimitars. . ."
So it seems to me that Harad would be built on cavalry, similarly to Rohan (but slightly less so).
As for Rhun, they're the ones with the Wainriders. Khand has the Variags, which I believe are more along the lines of medium-heavy infantry.
The only thing wrong with that order is that Tolkien Gateway is derived from the books, and so it's authority level is equal with said books unless we find something wrong with what it says. We just use it as an quick reference when we don't have several days to find information directly from the books. The efficacy of any weapon really just depends on where it hits the enemy. Goliath was taken out by a single stone the size of someone's fist, but someone could survive a direct hit from an eighteen-inch naval gun. It's all about where they get hit. A hit to the head or some parts of the chest is almost guaranteed to finish off the victim, assuming it has the power to penetrate (and, in all honesty, most bows will if the hit is square and the armor isn't too rediculous). Meanwhile, a hit to the foot or arm will do nothing in regards to destroying them. Regular archers will take more than a few shots before they hit the right place, and so obviously not every Troll that gets hit in a volley will be destroyed immediately (although some will if there are enough). With more elite archers, the chances of hitting the right spot will go up, and a top-of-the-line archer has a good chance of getting a shot through the eye-holes of a helmet (or some other weak point in any armor), before the Troll in question reaches them.
Correction, we would have exactly ten thousand MWE of Ents and Huorns (ignoring losses) on the side of Good. I'm not sure what you're saying about Evil fighting Trolls, but if Good can fight Trolls and win, then Evil can fight Ents and win. The Beornings have no relation to the Trolls. They're much more of an equivalent to the Werewolves. In a normal one-on-one fight (whether armed or not), I honestly don't see a Beorning beating a Troll.
But their are LOTS (and I repeat LOTS) of examples of Arrows penetrating Troll-skin just enough to stick in, but not enough to hurt the troll. Legolas was 2 feet away from a Morian Cave Troll's brain, and he still failed to fully penetrate the skin. Heck, even good armor for shoulder-padding and a Breastplate, those can stop an arrow (according to numerous recourses on YouTube and Google.).
OK, you've convinced me Beornings are not OP. HOWEVER, do we really need another Sub-HQ right by the High Pass? Right now, we've already got Rivendell and the Misty Mountains. So having a third sounds a bit annoying. I mean, It'll be a constant battle spot (and this wasn't one in the Old RP, so don't say it would be anyway, it might not) but with three. Well, the Goblins will try to escape out of the Pass to go help fight, and Rivendell and Beornings will defend their lands.
True, and as I said, many arrows could hit a Troll but still not seriously hurt it. A sufficiently powerful weapon is necessary, even though the power needed varies based upon where the hit is.
Let's look at it this way: the other main option for Dale's sub-HQ is Esgaroth. If we took Esgaroth instead of the Beornings, we would have two HQs and a sub-HQ all within a couple of miles of each other, plus the Iron Hills only about two regions over to the east, and Mirkwood maybe three to the West. That's two full HQs in virtually the same spot, plus another lead-HQ nearby. Then you also have Dol Guldur just south of Mirkwood (so still quite close), and Rhun a little beyond the Iron Hills. Compared to all of that, having three sub-HQs near the High Pass is nothing. And there'd be at least one region between the High Pass and the Beornings, as Beorn's hall was between the Carrock and Mirkwood (though honestly, the Carrock wouldn't make a bad spot for their base). The High Pass wasn't constantly under attack, but when it was, those attacks were serious. Invading the High Pass when the enemy is well settled takes a lot of planning and preparation if you want it to have any chance of success. This is the main reason why the High Pass wasn't constantly being fought over; because its ridiculous natural defenses forced invaders to spend a lot of time preparing before moving in, making it much more difficult to keep it under constant siege. And while having those sub-HQs right outside Goblin-town makes getting out a bit more difficult, it also means that Goblin-town is perfectly situated for reinforcing attacks on either of those HQs.
Yep, all sounds good. Beornings would be awesome Oh wait, I have to fight them
So Harad is the cavalry? I thought that was Khand and Rhun? Harad is also the stealth troops then, correct?
That's what seems to make sense to me. Of course, multiple HQs have cavalry, but Harad seems more inclined to cavalry than the others do, to me. Khand would be battle-wains, though I'm not quite sure what Rhun would be (I'm struggling to remember Lion's old units ). Harad obviously has Oliphaunts, but outside of them I think they're mostly light infantry and cavalry. Goblin-town would be the most stealth-oriented HQ, as Goblins are small, and are known for their craftiness.
I would say that Harad should have very good light infantry, and good light cavalry, as well as camels and ok horse arrchers plus mumkil. But the real cavalry nation should be Ruhn/Khand.
No, you can take over. You would do much better than me. It would be a great learning experience to serve under you. I'll lead Dale instead.
I don't mean to be a downer. But I sort of all ready claimed Dale. Plus I led it before the old RP shut down. But mirkwood is oppen and I would love to have you at dale, either the main HQ or leading the Sub-HQ.
I don't remember that. If I can, I am going to lead Dale. Mirkwood can be my last resort, though.
OK, so we seem to be thinking of having Skin-Changers/Beornings.
First off, I haven't read the books in ages. So my assumptions may be wrong.
Now:
1. Does it say anywhere that the Beornings are Skin-Changers? I got the impression that Beorn was the last. I don't remember Tolkien saying that his descendents received the ability.
1B. I know some of you are going to talk about the Bear company that assembled outside Beorn's house in the Hobbit. There is no evidence that they were Skin-Changers. They could just have been Bears loyal to Beorn.
2. Are the Beornings large enough for a sub-HQ? I may be incorrect, but I got the impression they were only a few dozen of them.
Yep, all sounds good. Beornings would be awesome Oh wait, I have to fight them
So Harad is the cavalry? I thought that was Khand and Rhun? Harad is also the stealth troops then, correct?
That's what seems to make sense to me. Of course, multiple HQs have cavalry, but Harad seems more inclined to cavalry than the others do, to me. Khand would be battle-wains, though I'm not quite sure what Rhun would be (I'm struggling to remember Lion's old units ). Harad obviously has Oliphaunts, but outside of them I think they're mostly light infantry and cavalry. Goblin-town would be the most stealth-oriented HQ, as Goblins are small, and are known for their craftiness.
Goblins are stealth troops? well, whatever. I might use that to my advantage. . . Sod Boxers, now more.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
-last edited on Mar 7, 2017 0:55:29 GMT by MarshalCody
Post by MarshalCody on Mar 7, 2017 0:44:34 GMT
GUYS GUYS!! I have a wonderful Idea! Have any of you played the War of the Ring board game?
Wow, I seem to be very late to the party. Kinda bummed about that. Too busy, I guess....
Are we doing a Dol Amroth HQ? I'd be thrilled to get my Swan Knights back. Otherwise I'm happy to leader wherever you need me.
Several ideas that I can contribute to:
1. I think an official RP map is long overdue. I have had one in the works since my last spurt on the LOTR RP, and would love to finish it.
2. I think I have a great Idea to improve the Roleplay quality of the Third Age RP. What if we have a Fellowship of the Ring? A group of RPCs who have posession of the Ring. Like the War of the Ring Board game, they can do whatever they want with it. They can try to send the entire fellowship south as fast as possible, and try to destroy it, or they can hide in Rivendell or something like that. Heck, they could even use the ring! This way there are two ways for both sides to win: Militarily, or by destroying/finding the ring. After the Ring is destroyed/recovered, the RP would reset. Also maybe the individual RPCs in the Fellowship could give boosts in strength to Armies they join? Like say some of the Fellowship breaks off, and goes and helps with the defense of Erebor. The Dwarves would either get a MWE bonus, or simply an RPC bonus to help them fight.
What do you think of that Idea? That way we increase the Roleplay quality, as RPCs are used more heavily, and it would provide a new more engaging dynamic to the conflict.
I don't think anyone else wants Fellbeasts and Eagles Tuvok. Sorry, but no.
And you guys bash non-cannon stuff. Oh well, to bad.
It's not so much their canonicity as it is their fairness and our ability to keep them under control. Yes, both are canon. However, keeping flying units from being OP can be very difficult, and they almost always result in arguments. Perhaps they'll be added in at a later time, but just not yet.