Alright, I have a new unit idea for Moria. Oh, and many of you may be mislead by the name.
The Mangler: Worth 10 (5 for the weapon, 5 for the crew) A long, spindly tower with two large poles set along by ropes. Two goblins pull rods at the top counterclockwise (staying on the ladders they climb up and down on, no room at the top), and the swords and axes set into the pole move with it. When reaching the front lines of the enemy, the goblins release and the blades spin into the enemy, wreaking havoc. 4 Orcs worth 1 pushing it, 2 goblins (only goblin weight is substantial) worth .5 to operate. Due to the nature, any orc and goblin can do it, it just needs to be 4 orcs or a troll and 2 goblins.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Alright, I have a new unit idea for Moria. Oh, and many of you may be mislead by the name.
The Mangler: Worth 10 (5 for the weapon, 5 for the crew) A long, spindly tower with two large poles set along by ropes. Two goblins pull rods at the top counterclockwise (staying on the ladders they climb up and down on, no room at the top), and the swords and axes set into the pole move with it. When reaching the front lines of the enemy, the goblins release and the blades spin into the enemy, wreaking havoc. 4 Orcs worth 1 pushing it, 2 goblins (only goblin weight is substantial) worth .5 to operate. Due to the nature, any orc and goblin can do it, it just needs to be 4 orcs or a troll and 2 goblins.
I'm not sure if the kind of ropes available have that sort of elasticity - the rods might, but it'd be hard to convert that into rotation in the blades. Not to mention they'd be easy targets for any archers.
But if you want to try it, feel free - I don't have any problems with canon on this one.
Alright, I have a new unit idea for Moria. Oh, and many of you may be mislead by the name.
The Mangler: Worth 10 (5 for the weapon, 5 for the crew) A long, spindly tower with two large poles set along by ropes. Two goblins pull rods at the top counterclockwise (staying on the ladders they climb up and down on, no room at the top), and the swords and axes set into the pole move with it. When reaching the front lines of the enemy, the goblins release and the blades spin into the enemy, wreaking havoc. 4 Orcs worth 1 pushing it, 2 goblins (only goblin weight is substantial) worth .5 to operate. Due to the nature, any orc and goblin can do it, it just needs to be 4 orcs or a troll and 2 goblins.
I'm not sure if the kind of ropes available have that sort of elasticity - the rods might, but it'd be hard to convert that into rotation in the blades. Not to mention they'd be easy targets for any archers.
But if you want to try it, feel free - I don't have any problems with canon on this one.
OK. If I need to make small structural changes, whatever. I'm not really into mechanics.
Yeah, I know. I looked the name up for a canon reference.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
-last edited on Aug 15, 2017 21:50:05 GMT by LegoBuilder
Post by LegoBuilder on Aug 15, 2017 21:38:33 GMT
8 New Units for Gondor! It's about time.
Siege Weapons
Gondorian Mantlet - 1 SWE (1 Weapon, 0 Crew)
The Mantlet is a historical device that is basically a large wooden shield on wheels. Soldiers get behind it and push it into position, where it provides cover from arrow fire.
This mantlet features a large central wooden panel with a smaller panel to each side at a 25 degree angle. Underneath the central panel are two wheels and a handle. Two soldiers can pick up this handle and push it into a new position, all the while being protected from arrow fire.
I'm not sure if the kind of ropes available have that sort of elasticity - the rods might, but it'd be hard to convert that into rotation in the blades. Not to mention they'd be easy targets for any archers.
But if you want to try it, feel free - I don't have any problems with canon on this one.
OK. If I need to make small structural changes, whatever. I'm not really into mechanics.
Yeah, I know. I looked the name up for a canon reference.
So, is this basically a catapult that throws a bunch of axes placed in racks?
KitKat, It isn't a catapult, it charges at the front lines.
8legos, looks like cool units, although I'm not sure that you need the Mantlet to cost anything. I have just brought in large wooden things similar without wheels and used them just fine. I'm most recently used Bridges from Goblin Town to protect trolls.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
-last edited on Aug 16, 2017 16:53:59 GMT by mythmaster1
Post by mythmaster1 on Aug 16, 2017 16:52:38 GMT
Alright, I've decided to separate Moria's and Goblin Town's Unit lists. Their will be overlap, many units will be from my old list, some units will have slight/general changes.
When I state that a weapon is Randomized, I can later on say, for instance: Goblin Pit-Rats: 100 Swords, 200 Random or something like that. Random means that they can have any weapon, and will have different weapons unless chosen. If I have 100 swords, it is likely the the 200 will have more axes, spears and clubs than swords, just to even it out. Also, Randomized units will have 4 foot spears and 5 foot pikes, any other units with spears or pikes have regular sized ones.
So, Fire Moria's new list:
Infantry: Goblin Pit-Rats: 0.4 MWE (.5 OWE) Weapons: Randomized, no armor The Goblin Pit-Rats are the lowest and youngest goblins, living in small clans.
Goblin Mercenaries: 0.5 MWE Weapons: Randomized, no armor The Goblin Mercenaries are little better than the pit-rats, and have good relations with other goblins.
Basic Orc Warrior: 0.8 MWE (1 OWE) Weapons: Randomized, little armor The Basic Orcish Warriors and infantry unit.
Dwarvish Shields: 1 MWE Weapons: Large wood shield, Dwarven Pikes, little armor A principal orcish infantry, with more disipline than the average orc.
Spear/Archer Crews: 1 MWE Weapons: Random Spear or Bow, no armor The two principal tanks
Powered Infantry: 2 OWE Weapons: Randomized, Medium armor The Powered Infantry are the next step up from the Basic Orc Warrior.
Uruk Dual-Wielders 3.75 OWE (3 MWE) Weapons: Dual swords, medium armor The Uruk Dual Wielders are a small Black Uruk, dealing out damage to the hordes.
Sod Boxer: Worth 2.5 Weapons: Crossbow, Short Sword, medium armor The Sod Boxers are put together to create two separate "teams" of stealthy, digging unitry.
Sod Boxer Team: Worth 5 The Sod Boxer Team is a group of 2 sod boxers with their standard extra equipment. They dig themselves into the rock or dirt around them, and then wait for a time to pounce. Otherwise, they just cover each other's backs as they stealthily infiltrate enemy fortresses.
Tunneler's Team: Worth 5 A modified Sod Boxer Team, these are using an old Dwarven Mining Machine to dig into the ground, and then using typical Sod Boxer tactics to cover the small, small tunnel. Without other preparations, the Tunneler's Team can hold 10 additional units within the rock and dirt it digs into.
Archers:
Goblin Pit-Rats and Mercenaries have archery varieties, as well as Powered Infantry and Basic Orc Warriors. these must be specified.
Stair Shooters: Worth 2 Weapons: long-Bow, medium armor The Stair Shooters are more accurate than most goblin warriors, and thus are given better bows.
Heavy Archers: Worth 5 Weapons: Long-bow, Heavy Armor The Heavy Archers are the most elite Archers in Moria.
Cavalry: Warg Skirmishers: Worth 2 Weapons: Sword, Bow a basic skirmishing warg unit for Moria.
HArmored Warg Skirmishers: Worth 5 Weapons: Sword, Bow A more elite skirmishing warg unit.
Shadow Wargs: Worth 5 Weapons: Lance, Kite Shield, Mace. The Elite Orcs of the Misty Mountains are granted the Shadow Wargs to ride into battle at great speeds.
Trolls:
Morian Troll: Worth 20 Weapons: Flail or club, no armor fairly resistant to arrows, the Morian Troll is faster and more manueverable than it's armored counterpart.
HArmored Troll: Worth 20 Weapons: Flail or club, Heavy Armor Heavily armored, this troll is Completely resistant to arrows, and fairly resistant to scorpions and lances.
Note: The only reason I have 2 types is because some people seem to ignore what we see of trolls in the books and movies.
Technology:
DOT: Worth 5 able to take 4-6 crew members, the DOT is short for Dangerous Orc Transport. This is the basic tank unit for for Moria and Goblin Town, and can take lots of damage from weaker projectiles (Scorpions, and Mangonels) and a hit or too from more powerful siege (Trebuchet or Ballista. Siege Ballista would destroy them)
DAST: Worth 10 The DAST is a much longer tank, having a scorpion inside (Name being short for Dangerousely Armed Scorpion Tank) and has a crew of 8-10. The DAST is fairly manueverable in open spaces, though has trouble in other terrain. The DAST also has better protection against more powerful siege weapon assaults.
AT-AT: Worth 30 Using a Morian Troll as a crew, this tank is the Attack Troll Armored Tank. It's close to impenetrable by any but a very large and powerful barrage by siege weapons, and will open up to release the troll upon the army.
New Goblin Town list coming soon, and sorry mods!
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
KitKat , It isn't a catapult, it charges at the front lines.
8legos , looks like cool units, although I'm not sure that you need the Mantlet to cost anything. I have just brought in large wooden things similar without wheels and used them just fine. I'm most recently used Bridges from Goblin Town to protect trolls.
KitKat , It isn't a catapult, it charges at the front lines.
8legos , looks like cool units, although I'm not sure that you need the Mantlet to cost anything. I have just brought in large wooden things similar without wheels and used them just fine. I'm most recently used Bridges from Goblin Town to protect trolls.
I believe you meant legobuilder.
Yep. I meant Legobuilder.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
Knights of Gondor Worth: 4 W/A: Lance, shield, sword, heavy armor.
Anduin Knights Worth: 6 W/A: Heavy armor, lance, kite shield.
Siege Weapons
Gondorian Mantlet Worth: 0.2 Description: The Mantlet is a historical device that is basically a large wooden shield on wheels. Soldiers get behind it and push it into position, where it provides cover from arrow fire. This mantlet features a large central wooden panel with a smaller panel to each side at a 25 degree angle. Underneath the central panel are two wheels and a handle. Two soldiers can pick up this handle and push it into a new position, all the while being protected from arrow fire.
Gondorian Trebuchets Worth: 20 Description: Some of the best catapults in Middle-earth, mounted high atop the ramparts of Minas Tirith.
A total of 23 units. That's rather impressive for me.
{Edits - Click to Read} Added 8 new units (Mantlet, Pelargir Swordsmen, Anfalas Lumbermen, Ringlo Macemen, Lamedon Hillmen, Anduin Sentries, Lamedon Skirmishers, Anduin Knights), edited the worth of the Rangers of Ithilien (now worth 8, not 5), removed all descriptions.
KitKat , It isn't a catapult, it charges at the front lines.
8legos , looks like cool units, although I'm not sure that you need the Mantlet to cost anything. I have just brought in large wooden things similar without wheels and used them just fine. I'm most recently used Bridges from Goblin Town to protect trolls.
Then I'm not sure I really understand it. What does it do, exactly?
The Rohirrim are well known for their cavalry and spearmen, but I wanted to expand on that. The chief value of cavalry is the mobility allowed, and I'd like to expand that to the rest of my troops.
My cataphracts are somewhat similar to what I want, but they're mostly built for horseback, with their lances and longswords. Instead, I want something both mobile and strong on the ground, which is why I'm proposing Rohan have some sort of Dragoon force.
Now, I've done some research on Dragoons, and I wanted to clear something up - these aren't cavalry. They are mounted shield men and spearmen that only use the horses to move around the battlefield, before dismounting at another location.
If you guys pass this, I plan on using it mostly for archers - moving them around to fire on the flanks of the enemy - and shield walls, since mounted shield walls aren't as stable as grounded ones.
-last edited on Aug 17, 2017 15:39:57 GMT by mythmaster1
Post by mythmaster1 on Aug 17, 2017 15:38:58 GMT
Alright, now for the new Goblin Town List. All Large Shields are roman-type shields, sized appropiately with any modifications. The completely new unit (not just an edit of an old unit) is in Green.
Infantry:
Pizh-Rah Clan: Worth 0.4 Weapons: Randomized, no armor The weakest clan of goblins, the Pizh-Rah or 'Pit-Rat' Clan features a very protective warrior clan, protecting each other in battle.
Goblin Mercenaries: Worth 0.5 Weapons: Randomized, Little to no Armor. The typical goblin mercenary, with all his killing tools.
Javelin-Pike Goblins: Worth 0.5 Weapons: Javelins, spear, little to no armor Using these Javelins as spikes typically, these goblins have not learned how to throw javelins properly, though have scavenged them anyway.
Shield Goblins: Worth 0.5 Weapons: goblin axe or sword, large shield, little to no armor. the Shield Goblins also carry a fire-resistant animal pelt, which can be strung between the tops of two goblin shields to protect two units from arrow fire.
Orc Rabble: Worth 0.8 Weapons: Randomized, little to no armor.
Anti-Shock Goblins: Worth 1 Weapons: Javelins, shield, medium armor Among the best "common goblins" the Anti-Shock Goblins rest near the front line, able to take out incoming elite or shock troopers with their javelins.
Orc Macemen: Worth 1 Weapons: Mace, shield, light to medium armor The Orc Macemen is a principal shock trooper among the goblins.
Spike-Shields: Worth 1 Weapons: Large Spiky shield, spear, sidearm the Spike Shields have a shield that performs a similar task to the javelins of the Javelin-Pike Goblins: To create a Dense Formation of large, pointy objects. While not AS effective as the Javelin-Pike goblin's defenses, the Spiky Shield offers more mobility and speed, making if quite an effective weapon.
Goblin Pitmasters: Worth 2 Weapons: Whip, Axe The Goblin Pitmasters keep the goblin hordes moving, and are quite fearsome upon the battlefield.
Sod Boxers: Same as Morian List. Too much typing for me to do them over again.
Archers:
Pizh-Rah, Goblin Mercenaries and Orc Rabble all have archer variants.
Goblin Sniper: Worth 1 The Goblin Sniper is a masterful unit, with the longest accurate range of Moria. It is equipped with a VERY large crossbow
Atlatl Wielders: Worth 2 Weapons: Atlatl, medium armor These troops are meant to fire at incoming units long after normal archers would stop firing. However, they are quite close to the front lines as they do this, and are not good in long-range contests.
Goblin Trappers: Worth 2 Weapons: repeating crossbow, shield, sidearm A stealth unit, the Goblin Trapper is able to set all kinds of small traps, and can fire several bolts before being seen with his crossbow. However, he has little to no armor, and is poorly equipped for sustained combat. Like all goblins, the Goblin Trapper can climb exceptionally well.
Flight of the Orcs: Worth 3 Weapons: crossbow, Pavise, medium armor the Flight of the Orcs use their Pavise to protect themselves and other nearby archers as they reload.
Cavalry:
Warg Skirmishers: Worth 2 Using both a scimitar and a bow, the Warg Skirmishers are powerful Orcs.
Speed Bolts: Worth 2 Weapons: repeating crossbows, sidearm, heavy armor Description: These light cavalry units are the most elite hit-and-run cavalry of Moria, using heavy armor to get to point blank range, before sending numerous quarrels at the enemy.
Hobgoblin Warrior: Worth 5 The "Knights" of The Misty Mountains, Hobgoblin Warriors use heavy armor, a lance and a broadsword, in addition to their Kite Shield. The Wargs they ride wear Heavy armor.
Trolls: Same as Moria
Technology:
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.
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.
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.
The Mangler: Worth 10 (5 for the weapon, 5 for the crew) A long, spindly tower with two large poles set along by ropes. Two goblins pull rods at the top counterclockwise (staying on the ladders they climb up and down on, no room at the top), and the swords and axes set into the pole move with it. When reaching the front lines of the enemy, the goblins release and the blades spin into the enemy, wreaking havoc. 4 Orcs worth 1 pushing it, 2 goblins (only goblin weight is substantial) worth .5 to operate. Due to the nature, any orc and goblin can do it, it just needs to be 4 orcs or a troll and 2 goblins.
Flesh-Eater: Worth 10 (5 for the Weapon, 2 for the crew, 3 for wargs) Much larger than other siege weapons of it's worth, the Flesh Eater is a large platform (full wooden walls so you can't see into the underbelly of the platform) with a heaping vat of oil on it, and a spout to shoot that oil out of. It have 6 crew members, all goblins. 1 controls the Wargs, closest to the front of the design pulling it, while the other three push. the goblin controlling the wargs can pull a chain, which releases oil. Oh, and I almost forgot about the flaming torch in front of the opening, making all the oil burn as it comes out.
DASTs: Worth 10 The Dangerously Armed Scorpion Tanks are longer than the other tanks, having room for 8-10 orcs and a Scorpion. This tank have one large opening, and less slits. DASTs are made to withstand other siege weapons, while returning fire themselves.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.