Post by masterlegobuilders on Mar 19, 2017 16:24:41 GMT
Welcome fellow RPers, to the Armies and Units of Middle-Earth in the Third Age. Here you can post unit lists for your HQ and suggest new ones. Make sure you check this place out regularly to see what new troops have been posted.
Also, try to keep this place on-topic and spam free
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
Morian Unitry: (Worth 1 is 1 MWE, 1 OWE is 1 Orc worth.) Infantry-Irregular Goblin Younglings: .5 OWE Goblin Younglings are not very good, but they are very small, and are perfect for swarming and manning Tanks. Come in all varieties, or as a mass of different
Goblin “Mercenaries”: worth .5 Slightly better than the Goblin Younglings, Mercenaries carry the same weapons as their young.
Dwarvish Shields: worth 1 These Orcs use old Dwarven pikes, swords and large Shields.
Pike Crew: Worth 1 Pike Crews are Pike-using Orcs that are best used in formations and Tanks.
Climbers: Worth 2 Using swords and crossbows, Climbers are best used climbing and attacking from “strange” angles that most would not expect.
Goblin Pitmasters: Worth 2 Using a small axe and a whip, the Goblin Pitmasters are feared, and will drive the armies forward. However, they are still fearsome on the front lines without formation fighting.
Powered Infantry: 2 OWE Of all Varieties, Powered Infantry are better at fighting.
Orcs of the Ninja: 2 OWE Using a katana and a small bow, Orcs of the Ninja are stealth unitry designed for any location. Are great at climbing up sheer walls and cliffs.
Chieftain of the Ninja: 5 OWE The Black Uruk Cheiftains of the Orcs of the Ninja, these unitry use a Broadsword and a recurve Bow in addition to large darts. The Black Uruk Cheiftains are much better spies than the Orcs of the Ninja.
Sod Boxer: worth 2.5 The Sod Boxer is the main unit in 2 teams below (one is in the Tanks section). Each Sod Boxer has a heavy breastplate, a helmet and the rest being leather armor. A Sod Boxer has a crossbow and a short sword. Sod Boxers are goblins who enjoy building and waiting for their prey to come to them, rather than find their prey elsewhere.
Sod Boxer Team: worth 5 The Sod Boxer Team is two goblins who have equipment meant to dig themselves in to the earth for surprise attacks.
Tunneler’s Team: Worth 5 An old Dwarven design of tunneling device, with a slight add-on to the back. The 2 “Sod Boxer” units inside also can hold 10 other goblins in the area the Tunneler’s Team can hold up at once (for the Tunneler’s Team does not make large or substantial tunnels without a good deal more work.
Archers-Non Normal Cross-Archers: Worth 1 Able to use both a crossbow and a bow and arrow.
Goblin Sniper: Worth 1 Using a powerful Crossbow, Goblin Snipers are used in small numbers to destroy units close to the front line, even after they are engaged.
Grey Archers: 2 OWE Using Longbows, the Grey Archers are the farthest shooting of the orcs (Note: Stair shooters are more accurate, but Grey Archers are able to shoot farther)
Stair shooters: Worth 2 Using bows, the Stair Shooters are best at long-distance shooting.
Flight of the Uruks: 5 OWE Uruks with large shields and a crossbow, these Uruks can climb the walls of Moria just like any other goblin.
Heavy Archers: Worth 5 Using longbows, the Heavy Archers are Grey Archers, much better trained and have very heavy armor. Also have a heavy sword as a sidearm.
Cavalry- All Warg Skirmishers: Worth 2 Using both a scimitar and a bow, the Warg Skirmishers are powerful Orcs.
HArmored Warg Skirmishers: Worth 5 The HArmored Warg Skirmisher is the same as the Warg skirmisher, but heavily armored and much better at fighting.
Trolls- All Cave Trolls: Worth 20. While not wearing Armor, the Cave troll does have rather good Arrow-resistance, and is much more maneuverable. The Cave Troll is also somewhat smarter than the HArmored Troll.
HArmored Troll: Worth 20 close to immune to arrow-fire, and having some resistance to Javelins, the HArmored Trolls is slower and dumber than the Cave Troll, but all the more deadly thanks to its armor. Technology- irregular (in other words, other than basic siege weapons) Zwanglider: Worth 5 The Zwanglider is manned by 4-6 orcs, and is a mostly aerodynamic design. If they are there, the Zwanglider is capable of riding on cables which my orcs set up in their defensive structures.
DAORVs: Worth 5 Dangerously Armed Orc-Ridden Vehicles, these are the basic “Tank” design. Manned by 4-6 orcs, there are 8 main arrow slits/holes for swords. The DAORVs have sharp pieces all over it, to prevent climbing/grabbing etc.
ACTs: Worth 5 Anti-Cavalry Tanks, these are DAORVs, but are taller and have platforms inside them, so as to help the 4-6 orcs inside destroy cavalry.
DASTs: Worth 10 The Dangerously Armed Scorpion Tanks are longer than the other tanks, having room for 6-8 orcs and a Scorpion. This tank have one large opening, and no slits. DASTs are made to withstand other siege weapons, while returning fire themselves.
Well, here is 26 Morian/Goblin Town unitry. Because that Goblin Town is so similar to Moria, I'm keep the same list for both.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Goblin Mercenaries Worth .5 W/A: Light leather armour, scimitars Description: Goblins from the Misty Mountains come down to fight for Isengard
Orcs of the Eye Worth .8 W/A: Blended leather and chain mail armour, occasional plate armour, scimitars, shields, helms Description: Orcs from Mordor come to serve the White Hand
Uruk-Hai Scouts Worth 1 W/A: Loose leather and ironshod armour for high mobility, Iron helms with leather neck covering, crude single bladed scimitars, smaller sidearms, heavy iron shields, yew bows Description: These Uruks are proficient at crossing the plains of Rohan with great haste. Their simple weaponry offers great effect against all types of enemies
Uruk-Hai Swordsmen Worth 1 W/A: heavy frontal armour, chain mail and leather covers neck and joints, Heavy Iron helmet with dual spikes at the mouth, single bladed scimitar, smaller sidearms, arm-mounted shield, large broad shield Description: The main fighting force of the Uruk-Hai host. These Uruks have weak back armour because Uruk-Hai never retreat from battle.
Uruk-Hai Pikemen Worth: 1 W/A: Long barbed pike, thick iron armour, chain mail at joints. A helm with directed eye holes as to make the uruk look upwards. This gets the Uruk in optimal position to stand steadfast against charging cavalry, and able to wield their pike against wall mounted enemies. Description: The core of any siege force, Pikemen are a versatile unit proficient at countering the cavalry of Rohan.
Uruk-Hai Sappers Worth 1.3 W/A: Thick upper armour, and highly mobile legs. Their helms sport a wide brim to block projectiles and other objects that might hit them. They use the smaller variation of the Uruk sword as a sidearm, crossbow Description: These units are meant to operate siege engines, use battering rams, and plant explosives that Saruman's army uses. They are also exellent shots with a crossbow.
Berserker Uruk-Hai Worth 2.5 W/A: Skin tight helm, enormous double-bent scimitar Description: The most aggressive and violent of the Uruk-Hai race, these mad Uruks feared neither pain nor death, and fought until the end.
Uruk-Hai Chieftain Worth 4 W/A: Berserker helm with a large crest, and spikes on either side of the mouth, Berserker sword, small Uruk sidearm, heavy shoulder armour, and heavy frontal armour. Forearm mounted Shield. Description: Those who lead the charge of the Uruk-hai host. These warriors are selected from the finest Uruk ranks, and can stand up against many powerful enemies.
Isen-Olog Worth 15 W/A: Iron helm, shoulder armour, small forearm mounted shield, bludgeon or pike Description: The few Trolls that serve the White hand are used just as they are in Mordor: living battering rams
Archers
Goblin Archers Worth .5 W/A: small bows with limited range Description: Goblins from the north come to serve the Hand with their short bows, and bent arrows
Orc Archers Worth .8 W/A: short, strong bows Description: Orcs from Mordor and Isengard itself come to offer their bows to the service of Orthanc
Uruk-hai Crossbowman Worth 1 W/A: Sidearm, Uruk Crossbow with lever action Description: The strongest archers of Isengard carry large Crossbows capable of firing bolts far, and strong.
Cavalry
Warg Riders Worth 2 W/A: besides a vicious warg, the Warg Riders sport curved sidearms, and short bows that they can fire from the backs of the wolves. On occasion, these can be swapped out with a pike.
Goblin Mercenaries Worth .5 W/A: Light leather armour, scimitars Description: Goblins from the Misty Mountains come down to fight for Isengard
Orcs of the Eye Worth .8 W/A: Blended leather and chain mail armour, occasional plate armour, scimitars, shields, helms Description: Orcs from Mordor come to serve the White Hand
Uruk-Hai Scouts Worth 1 W/A: Loose leather and ironshod armour for high mobility, Iron helms with leather neck covering, crude single bladed scimitars, smaller sidearms, heavy iron shields, yew bows Description: These Uruks are proficient at crossing the plains of Rohan with great haste. Their simple weaponry offers great effect against all types of enemies
Uruk-Hai Swordsmen Worth 1 W/A: heavy frontal armour, chain mail and leather covers neck and joints, Heavy Iron helmet with dual spikes at the mouth, single bladed scimitar, smaller sidearms, arm-mounted shield, large broad shield Description: The main fighting force of the Uruk-Hai host. These Uruks have weak back armour because Uruk-Hai never retreat from battle.
Uruk-Hai Pikemen Worth: 1 W/A: Long barbed pike, thick iron armour, chain mail at joints. A helm with directed eye holes as to make the uruk look upwards. This gets the Uruk in optimal position to stand steadfast against charging cavalry, and able to wield their pike against wall mounted enemies. Description: The core of any siege force, Pikemen are a versatile unit proficient at countering the cavalry of Rohan.
Uruk-Hai Sappers Worth 1.3 W/A: Thick upper armour, and highly mobile legs. Their helms sport a wide brim to block projectiles and other objects that might hit them. They use the smaller variation of the Uruk sword as a sidearm, crossbow Description: These units are meant to operate siege engines, use battering rams, and plant explosives that Saruman's army uses. They are also exellent shots with a crossbow.
Berserker Uruk-Hai Worth 2.5 W/A: Skin tight helm, enormous double-bent scimitar Description: The most aggressive and violent of the Uruk-Hai race, these mad Uruks feared neither pain nor death, and fought until the end.
Uruk-Hai Chieftain Worth 4 W/A: Berserker helm with a large crest, and spikes on either side of the mouth, Berserker sword, small Uruk sidearm, heavy shoulder armour, and heavy frontal armour. Forearm mounted Shield. Description: Those who lead the charge of the Uruk-hai host. These warriors are selected from the finest Uruk ranks, and can stand up against many powerful enemies.
Isen-Olog Worth 15 W/A: Iron helm, shoulder armour, small forearm mounted shield, bludgeon or pike Description: The few Trolls that serve the White hand are used just as they are in Mordor: living battering rams
Archers
Goblin Archers Worth .5 W/A: small bows with limited range Description: Goblins from the north come to serve the Hand with their short bows, and bent arrows
Orc Archers Worth .8 W/A: short, strong bows Description: Orcs from Mordor and Isengard itself come to offer their bows to the service of Orthanc
Uruk-hai Crossbowman Worth 1 W/A: Sidearm, Uruk Crossbow with lever action Description: The strongest archers of Isengard carry large Crossbows capable of firing bolts far, and strong.
Cavalry
Warg Riders Worth 2 W/A: besides a vicious warg, the Warg Riders sport curved sidearms, and short bows that they can fire from the backs of the wolves. On occasion, these can be swapped out with a pike.
Not sure about the goblins. . . I mean, Maybe if they had come from Mordor, but the Misty Mountains is Morian territory.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
-last edited on Mar 21, 2017 20:59:38 GMT by emeraldeddie: Too many line breaks. :P
Post by emeraldeddie on Mar 21, 2017 20:55:04 GMT
I remembered to save Bree's units.
(Note: I deleted the elven archers, since Rivendell is Bree's sub-HQ)
Many of these units are from CC, others are mine.
Part 1: Infantry
- Hobbit Bounders Worth: 0.5 Armor: None or close to it Weapons: Short sword Description: These hobbits patrol the bounds of the Shire, hence the name.
- Bree Militia Worth: 0.8 Armor: Light Weapons: Various farm tools (pitchfork, sickle, or axe, usually) Description: Bree-men who volunteer to serve in the defense of their homeland.
- Bree Guardsmen Worth: 1 Armor: Medium plate Weapons: Goedendag Description: Bree's standard infantry unit. They make up the majority of any Bree army.
- Bree Halberdier Worth: 1.5 Armor: Medium Weapons: Halberd Description: Selected from the ranks of Bree Guardsmen, these men are given special training with the Halberd. Bree's standard anti-cavalry unit.
- Swarthy Dwarves Worth: 1.5 Armor: Medium Weapons: Axe; spear or sword Description: Traveling Dwarves who fight against the evil that threatens Middle-Earth. Dangerous melee combatants for any opponent.
- Eriador Hill-men Worth: 3 Armor: Light Weapons: Axe; Spear, Sword, or Flail Description: An ancient race of men in Eriador, their descent is uncertain. Known for their wild, agressive, dangerous fighting style.
- Dunedain Rangers Worth: 6 Armor: Light Weapons: Longsword, Bow Description: As their name suggests, they belong to the remnants of Arthedain who now wander the wild, protecting Eriador from harm.
- Dunedain Shock Troopers: Worth: 10 Armor: Heavy Weapons: Longsword, Spear, Mace (depends on mission profile) Description: Dunedain who have trained to become proficient in the use of armor. These units are Bree's heaviest infantry.
- Dunedain Chieftan Worth: 12 Armor: Light-Medium, shield (depends on mission profile) Weapons: Longsword, mini-crossbow (depends on mission profile) Description: Heads of the remaining Dunedain clans, these men have a vast range of skills, and are proficient with many weapons. One of the most elite units in Bree's army.
Part 2: Ranged units
- Shire Archers Worth: 0.8 Armor: Light Weapons: Bow, hunting-knife Description: These hobbits are skilled at archery and stealth. In fact, they are second only to the Elves among the archers of Middle-Earth.
- Shire Slingers Worth: 0.8 Armor: Light Weapons: Sling, hunting-knife Description: Like their counterparts, the Shire Archers, these slingers are skilled, stealthy hunters. The only real difference is the weapon that they use for it.
- Eryn Vorn Huntsmen Worth: 2 Armor: None Weapons: Blowgun Description: Secretive natives of Eryn Vorn, these units battle against Sauron, who burned much of their woods during the Second Age. Masters of stealth, they use a ~6' blowgun, and specially made darts.
Part 3: Cavalry
- Lossoth Sled Riders Worth: 2 Armor: Light Weapons: Bow, Spear Description: These men use carts with runners (as described in Appendix A of LOTR), pulled by a team of "sled dogs" to go at incredible speeds, especially in their native icy climates. There are actually two men in the cart; one controls the dogs, while the other does most of the fighting. Mostly utilized as a horse archer, except using a sled dog team.
- Dunedain Cavalry Worth: 6 Armor: Light Weapons: Sword, Spears Description: Dunedain who are skilled at fighting while riding horseback. Similar to their unmounted counterparts, although their choice of weaponry is slightly different.
- Lossoth Mammoth Riders Worth: 25 Armor: Medium (Mammoth hide); Light (human riders) Weapons: Tusks, Bow Description: These Mammoths have been tamed by the Lossoth for use in defense of their homelands. Immensely strong, defeating even one of these is usually a mammoth (sorry) undertaking. They often carry two riders; one controls the beast, while the other carries a bow and arrows.
Thanks in advance for any input you may have!
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
(Note: I deleted the elven archers, since Rivendell is Bree's sub-HQ)
Many of these units are from CC, others are mine.
Part 1: Infantry
- Hobbit Bounders Worth: 0.5 Armor: None or close to it Weapons: Short sword Description: These hobbits patrol the bounds of the Shire, hence the name.
- Bree Militia Worth: 0.8 Armor: Light Weapons: Various farm tools (pitchfork, sickle, or axe, usually) Description: Bree-men who volunteer to serve in the defense of their homeland.
- Bree Guardsmen Worth: 1 Armor: Medium plate Weapons: Goedendag Description: Bree's standard infantry unit. They make up the majority of any Bree army.
- Bree Halberdier Worth: 1.5 Armor: Medium Weapons: Halberd Description: Selected from the ranks of Bree Guardsmen, these men are given special training with the Halberd. Bree's standard anti-cavalry unit.
- Swarthy Dwarves Worth: 1.5 Armor: Medium Weapons: Axe; spear or sword Description: Traveling Dwarves who fight against the evil that threatens Middle-Earth. Dangerous melee combatants for any opponent.
- Eriador Hill-men Worth: 3 Armor: Light Weapons: Axe; Spear, Sword, or Flail Description: An ancient race of men in Eriador, their descent is uncertain. Known for their wild, agressive, dangerous fighting style.
- Dunedain Rangers Worth: 6 Armor: Light Weapons: Longsword, Bow Description: As their name suggests, they belong to the remnants of Arthedain who now wander the wild, protecting Eriador from harm.
- Dunedain Shock Troopers: Worth: 10 Armor: Heavy Weapons: Longsword, Spear, Mace (depends on mission profile) Description: Dunedain who have trained to become proficient in the use of armor. These units are Bree's heaviest infantry.
- Dunedain Chieftan Worth: 12 Armor: Light-Medium, shield (depends on mission profile) Weapons: Longsword, mini-crossbow (depends on mission profile) Description: Heads of the remaining Dunedain clans, these men have a vast range of skills, and are proficient with many weapons. One of the most elite units in Bree's army.
Part 2: Ranged units
- Shire Archers Worth: 0.8 Armor: Light Weapons: Bow, hunting-knife Description: These hobbits are skilled at archery and stealth. In fact, they are second only to the Elves among the archers of Middle-Earth.
- Shire Slingers Worth: 0.8 Armor: Light Weapons: Sling, hunting-knife Description: Like their counterparts, the Shire Archers, these slingers are skilled, stealthy hunters. The only real difference is the weapon that they use for it.
- Eryn Vorn Huntsmen Worth: 2 Armor: None Weapons: Blowgun Description: Secretive natives of Eryn Vorn, these units battle against Sauron, who burned much of their woods during the Second Age. Masters of stealth, they use a ~6' blowgun, and specially made darts.
Part 3: Cavalry
- Lossoth Sled Riders Worth: 2 Armor: Light Weapons: Bow, Spear Description: These men use carts with runners (as described in Appendix A of LOTR), pulled by a team of "sled dogs" to go at incredible speeds, especially in their native icy climates. There are actually two men in the cart; one controls the dogs, while the other does most of the fighting. Mostly utilized as a horse archer, except using a sled dog team.
- Dunedain Cavalry Worth: 6 Armor: Light Weapons: Sword, Spears Description: Dunedain who are skilled at fighting while riding horseback. Similar to their unmounted counterparts, although their choice of weaponry is slightly different.
- Lossoth Mammoth Riders Worth: 25 Armor: Medium (Mammoth hide); Light (human riders) Weapons: Tusks, Bow Description: These Mammoths have been tamed by the Lossoth for use in defense of their homelands. Immensely strong, defeating even one of these is usually a mammoth (sorry) undertaking. They often carry two riders; one controls the beast, while the other carries a bow and arrows.
Thanks in advance for any input you may have!
The Lossoth Mammoth Riders aren't exactly even close to canon.
(Note: I deleted the elven archers, since Rivendell is Bree's sub-HQ)
Many of these units are from CC, others are mine.
Part 1: Infantry
- Hobbit Bounders Worth: 0.5 Armor: None or close to it Weapons: Short sword Description: These hobbits patrol the bounds of the Shire, hence the name.
- Bree Militia Worth: 0.8 Armor: Light Weapons: Various farm tools (pitchfork, sickle, or axe, usually) Description: Bree-men who volunteer to serve in the defense of their homeland.
- Bree Guardsmen Worth: 1 Armor: Medium plate Weapons: Goedendag Description: Bree's standard infantry unit. They make up the majority of any Bree army.
- Bree Halberdier Worth: 1.5 Armor: Medium Weapons: Halberd Description: Selected from the ranks of Bree Guardsmen, these men are given special training with the Halberd. Bree's standard anti-cavalry unit.
- Swarthy Dwarves Worth: 1.5 Armor: Medium Weapons: Axe; spear or sword Description: Traveling Dwarves who fight against the evil that threatens Middle-Earth. Dangerous melee combatants for any opponent.
- Eriador Hill-men Worth: 3 Armor: Light Weapons: Axe; Spear, Sword, or Flail Description: An ancient race of men in Eriador, their descent is uncertain. Known for their wild, agressive, dangerous fighting style.
- Dunedain Rangers Worth: 6 Armor: Light Weapons: Longsword, Bow Description: As their name suggests, they belong to the remnants of Arthedain who now wander the wild, protecting Eriador from harm.
- Dunedain Shock Troopers: Worth: 10 Armor: Heavy Weapons: Longsword, Spear, Mace (depends on mission profile) Description: Dunedain who have trained to become proficient in the use of armor. These units are Bree's heaviest infantry.
- Dunedain Chieftan Worth: 12 Armor: Light-Medium, shield (depends on mission profile) Weapons: Longsword, mini-crossbow (depends on mission profile) Description: Heads of the remaining Dunedain clans, these men have a vast range of skills, and are proficient with many weapons. One of the most elite units in Bree's army.
Part 2: Ranged units
- Shire Archers Worth: 0.8 Armor: Light Weapons: Bow, hunting-knife Description: These hobbits are skilled at archery and stealth. In fact, they are second only to the Elves among the archers of Middle-Earth.
- Shire Slingers Worth: 0.8 Armor: Light Weapons: Sling, hunting-knife Description: Like their counterparts, the Shire Archers, these slingers are skilled, stealthy hunters. The only real difference is the weapon that they use for it.
- Eryn Vorn Huntsmen Worth: 2 Armor: None Weapons: Blowgun Description: Secretive natives of Eryn Vorn, these units battle against Sauron, who burned much of their woods during the Second Age. Masters of stealth, they use a ~6' blowgun, and specially made darts.
Part 3: Cavalry
- Lossoth Sled Riders Worth: 2 Armor: Light Weapons: Bow, Spear Description: These men use carts with runners (as described in Appendix A of LOTR), pulled by a team of "sled dogs" to go at incredible speeds, especially in their native icy climates. There are actually two men in the cart; one controls the dogs, while the other does most of the fighting. Mostly utilized as a horse archer, except using a sled dog team.
- Dunedain Cavalry Worth: 6 Armor: Light Weapons: Sword, Spears Description: Dunedain who are skilled at fighting while riding horseback. Similar to their unmounted counterparts, although their choice of weaponry is slightly different.
- Lossoth Mammoth Riders Worth: 25 Armor: Medium (Mammoth hide); Light (human riders) Weapons: Tusks, Bow Description: These Mammoths have been tamed by the Lossoth for use in defense of their homelands. Immensely strong, defeating even one of these is usually a mammoth (sorry) undertaking. They often carry two riders; one controls the beast, while the other carries a bow and arrows.
Thanks in advance for any input you may have!
Quick question.
Is the only units with a shield the Dunedain? Since that's what it looks like from the list. Otherwise it looks good!
(Note: I deleted the elven archers, since Rivendell is Bree's sub-HQ)
Many of these units are from CC, others are mine.
(CFS)
- Lossoth Mammoth Riders Worth: 25 Armor: Medium (Mammoth hide); Light (human riders) Weapons: Tusks, Bow Description: These Mammoths have been tamed by the Lossoth for use in defense of their homelands. Immensely strong, defeating even one of these is usually a mammoth (sorry) undertaking. They often carry two riders; one controls the beast, while the other carries a bow and arrows.
Thanks in advance for any input you may have!
The Lossoth Mammoth Riders aren't exactly even close to canon.
Hopefully I never claimed they were. At the same time, there's nothing in canon stating that they didn't have them. Moreover, we've made assumptions before that certain animals exist in certain areas of Middle-Earth. For example, in the old RP, KitKat used Boar-riding dwarves. While we know that boars did exist in Middle-Earth, the only known location was the Wood of Firienholt. We don't know that they existed near Erebor, or that dwarves used them. But those aren't unreasonable assumptions to make. It's the same way with the mammoths.
Besides, these mammoths aren't new units or anything. I've had these for a while, even before Kat has his boars, I think. There was certainly some debate over them, but nobody ever seriously challenged me over them.
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
(Note: I deleted the elven archers, since Rivendell is Bree's sub-HQ)
Many of these units are from CC, others are mine.
Part 1: Infantry
- Hobbit Bounders Worth: 0.5 Armor: None or close to it Weapons: Short sword Description: These hobbits patrol the bounds of the Shire, hence the name.
- Bree Militia Worth: 0.8 Armor: Light Weapons: Various farm tools (pitchfork, sickle, or axe, usually) Description: Bree-men who volunteer to serve in the defense of their homeland.
- Bree Guardsmen Worth: 1 Armor: Medium plate Weapons: Goedendag Description: Bree's standard infantry unit. They make up the majority of any Bree army.
- Bree Halberdier Worth: 1.5 Armor: Medium Weapons: Halberd Description: Selected from the ranks of Bree Guardsmen, these men are given special training with the Halberd. Bree's standard anti-cavalry unit.
- Swarthy Dwarves Worth: 1.5 Armor: Medium Weapons: Axe; spear or sword Description: Traveling Dwarves who fight against the evil that threatens Middle-Earth. Dangerous melee combatants for any opponent.
- Eriador Hill-men Worth: 3 Armor: Light Weapons: Axe; Spear, Sword, or Flail Description: An ancient race of men in Eriador, their descent is uncertain. Known for their wild, agressive, dangerous fighting style.
- Dunedain Rangers Worth: 6 Armor: Light Weapons: Longsword, Bow Description: As their name suggests, they belong to the remnants of Arthedain who now wander the wild, protecting Eriador from harm.
- Dunedain Shock Troopers: Worth: 10 Armor: Heavy Weapons: Longsword, Spear, Mace (depends on mission profile) Description: Dunedain who have trained to become proficient in the use of armor. These units are Bree's heaviest infantry.
- Dunedain Chieftan Worth: 12 Armor: Light-Medium, shield (depends on mission profile) Weapons: Longsword, mini-crossbow (depends on mission profile) Description: Heads of the remaining Dunedain clans, these men have a vast range of skills, and are proficient with many weapons. One of the most elite units in Bree's army.
Part 2: Ranged units
- Shire Archers Worth: 0.8 Armor: Light Weapons: Bow, hunting-knife Description: These hobbits are skilled at archery and stealth. In fact, they are second only to the Elves among the archers of Middle-Earth.
- Shire Slingers Worth: 0.8 Armor: Light Weapons: Sling, hunting-knife Description: Like their counterparts, the Shire Archers, these slingers are skilled, stealthy hunters. The only real difference is the weapon that they use for it.
- Eryn Vorn Huntsmen Worth: 2 Armor: None Weapons: Blowgun Description: Secretive natives of Eryn Vorn, these units battle against Sauron, who burned much of their woods during the Second Age. Masters of stealth, they use a ~6' blowgun, and specially made darts.
Part 3: Cavalry
- Lossoth Sled Riders Worth: 2 Armor: Light Weapons: Bow, Spear Description: These men use carts with runners (as described in Appendix A of LOTR), pulled by a team of "sled dogs" to go at incredible speeds, especially in their native icy climates. There are actually two men in the cart; one controls the dogs, while the other does most of the fighting. Mostly utilized as a horse archer, except using a sled dog team.
- Dunedain Cavalry Worth: 6 Armor: Light Weapons: Sword, Spears Description: Dunedain who are skilled at fighting while riding horseback. Similar to their unmounted counterparts, although their choice of weaponry is slightly different.
- Lossoth Mammoth Riders Worth: 25 Armor: Medium (Mammoth hide); Light (human riders) Weapons: Tusks, Bow Description: These Mammoths have been tamed by the Lossoth for use in defense of their homelands. Immensely strong, defeating even one of these is usually a mammoth (sorry) undertaking. They often carry two riders; one controls the beast, while the other carries a bow and arrows.
Thanks in advance for any input you may have!
Quick question.
Is the only units with a shield the Dunedain? Since that's what it looks like from the list. Otherwise it looks good!
Whoops, I forgot that the Bree Guardsmen have a buckler. Other than that, it's just the Dunedain who use shields. Thanks!
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
The Lossoth Mammoth Riders aren't exactly even close to canon.
Hopefully I never claimed they were. At the same time, there's nothing in canon stating that they didn't have them. Moreover, we've made assumptions before that certain animals exist in certain areas of Middle-Earth. For example, in the old RP, KitKat used Boar-riding dwarves. While we know that boars did exist in Middle-Earth, the only known location was the Wood of Firienholt. We don't know that they existed near Erebor, or that dwarves used them. But those aren't unreasonable assumptions to make. It's the same way with the mammoths.
Besides, these mammoths aren't new units or anything. I've had these for a while, even before Kat has his boars, I think. There was certainly some debate over them, but nobody ever seriously challenged me over them.
Well, the Boars are actually just taken from The Hobbit (movie, obviously).
Hopefully I never claimed they were. At the same time, there's nothing in canon stating that they didn't have them. Moreover, we've made assumptions before that certain animals exist in certain areas of Middle-Earth. For example, in the old RP, KitKat used Boar-riding dwarves. While we know that boars did exist in Middle-Earth, the only known location was the Wood of Firienholt. We don't know that they existed near Erebor, or that dwarves used them. But those aren't unreasonable assumptions to make. It's the same way with the mammoths.
Besides, these mammoths aren't new units or anything. I've had these for a while, even before Kat has his boars, I think. There was certainly some debate over them, but nobody ever seriously challenged me over them.
Well, the Boars are actually just taken from The Hobbit (movie, obviously).
That's true. The Mammoths were actually taken from a computer game, so I wouldn't say there's a huge difference there.
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
-last edited on Mar 23, 2017 19:48:00 GMT by LegoBuilder
Post by LegoBuilder on Mar 23, 2017 19:47:30 GMT
I would like to submit a new ship design for Dol Amroth/Gondor.
Corsair Hunter
Worth: 15
Description: Light, fast ships, used to harass Corsair ships. They are low enough to stay below a larger ship's line of fire. Not durable, but faster than anything else afloat.
Weaponry: Large, high powered crossbows. (Smaller than a ballista, but similarly powerful.)