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Post by Rex on Apr 2, 2017 3:41:50 GMT
Your guards are more powerful than mine... I might have to boost up their MWE. >_> Feel free to use them, I was looking at elves for ideas about Lothlorien units, and I saw the Mirkwood palace guard, and I realized that I needed them for my body guard. Nah, it's fine. I just get more special units.
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Post by Rex on Apr 2, 2017 3:42:56 GMT
Your guards are more powerful than mine... I might have to boost up their MWE. >_> At that point, worth doesn't even matter anymore, just how you use the units. True, true, but the leader of an HQ gets certain rights, no?
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Post by mythmaster1 on Apr 2, 2017 13:37:10 GMT
The impersonator units are going to be a no-go.
The bear trappers, a bear could just swipe the points off the spears and then they are useless. And a ent could just stomp on them and crush them. Not the best unit I think. I'd have to second that. As cool as it might be to have "undercover" units, it just won't work. Not only would it be hard to make a convincing Dwarf (or Man or Elf) out of a Goblin, but also the logistics of properly using such a unit in this RP simply don't exist. Aw well. What about the bear trappers? are they OK?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by mythmaster1 on Apr 2, 2017 15:50:31 GMT
At that point, worth doesn't even matter anymore, just how you use the units. True, true, but the leader of an HQ gets certain rights, no? Here is I'm pretty sure are the rights of an HQ leader: 1. their is the choice of troops. While most people don't restrict this, technically only the Leader can make units for the HQ. Personally, I believe that allowing every member to create their own units is best, as it allows them to match the HQ to their personal style and ingenuity, which is fairly realistic. 2. What troops go Where. This one is used more often, and I can see why. Essentially, the leader can decide which regions are most strategically valuable, though they will of course listen to their advisors (other members) arguments most of the time. 3. What troops are. I believe that technically the leader can choose what each army has, although as far as I know, only one leader restricts this. It's more often used in generic terms as reinforcements: "The Dimrill Dale is under attack, so you should take 2,000 MWE from the High Pass. You should probably take lots of shock troopers and seige weaponry, maybe with some archers as well." is the kind of thing most people do. 4. Battle numbers. Used the most often, it is similar to my second point. It decides how many troops each player gets within the HQ. This is used everywhere, as it is needed to not have too much MWE.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by KitKat on Apr 2, 2017 19:14:16 GMT
I'd have to second that. As cool as it might be to have "undercover" units, it just won't work. Not only would it be hard to make a convincing Dwarf (or Man or Elf) out of a Goblin, but also the logistics of properly using such a unit in this RP simply don't exist. Aw well. What about the bear trappers? are they OK? I can't say much about how well they'll actually work, but I don't see any reason why you couldn't use them.
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Post by 8legos on Apr 2, 2017 19:43:08 GMT
The impersonator units are going to be a no-go.
The bear trappers, a bear could just swipe the points off the spears and then they are useless. And a ent could just stomp on them and crush them. Not the best unit I think. Why? Other than the fact that you don't like them. The Bear-Lance is essentially the same principle as a Boar-spear, and they could. . . and then lose all their momentum and die to the axes as the Uruks get close. Also, their is a thing called raising the lance. It may not be the best, but it does work if used properly. See KK's post.
Than would the same thing work with trolls? Beside a bear could technically jump over your men.
"Veni Vidi Vici"
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Post by 8legos on Apr 2, 2017 19:45:07 GMT
True, true, but the leader of an HQ gets certain rights, no? Here is I'm pretty sure are the rights of an HQ leader: 1. their is the choice of troops. While most people don't restrict this, technically only the Leader can make units for the HQ. Personally, I believe that allowing every member to create their own units is best, as it allows them to match the HQ to their personal style and ingenuity, which is fairly realistic. 2. What troops go Where. This one is used more often, and I can see why. Essentially, the leader can decide which regions are most strategically valuable, though they will of course listen to their advisors (other members) arguments most of the time. 3. What troops are. I believe that technically the leader can choose what each army has, although as far as I know, only one leader restricts this. It's more often used in generic terms as reinforcements: "The Dimrill Dale is under attack, so you should take 2,000 MWE from the High Pass. You should probably take lots of shock troopers and seige weaponry, maybe with some archers as well." is the kind of thing most people do. 4. Battle numbers. Used the most often, it is similar to my second point. It decides how many troops each player gets within the HQ. This is used everywhere, as it is needed to not have too much MWE. Technically the HQ leader has absolute power over the HQ Including accepting or rejecting members. Though I have never seen some one rejected.
"Veni Vidi Vici"
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Post by Rex on Apr 3, 2017 0:39:01 GMT
True, true, but the leader of an HQ gets certain rights, no? Here is I'm pretty sure are the rights of an HQ leader: 1. their is the choice of troops. While most people don't restrict this, technically only the Leader can make units for the HQ. Personally, I believe that allowing every member to create their own units is best, as it allows them to match the HQ to their personal style and ingenuity, which is fairly realistic. 2. What troops go Where. This one is used more often, and I can see why. Essentially, the leader can decide which regions are most strategically valuable, though they will of course listen to their advisors (other members) arguments most of the time. 3. What troops are. I believe that technically the leader can choose what each army has, although as far as I know, only one leader restricts this. It's more often used in generic terms as reinforcements: "The Dimrill Dale is under attack, so you should take 2,000 MWE from the High Pass. You should probably take lots of shock troopers and seige weaponry, maybe with some archers as well." is the kind of thing most people do. 4. Battle numbers. Used the most often, it is similar to my second point. It decides how many troops each player gets within the HQ. This is used everywhere, as it is needed to not have too much MWE. I unintentionally requested a detailed list. o_o My apologies, that was a sarcastic comment not meant to be taken literally.
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Post by mythmaster1 on Apr 3, 2017 1:36:28 GMT
Why? Other than the fact that you don't like them. The Bear-Lance is essentially the same principle as a Boar-spear, and they could. . . and then lose all their momentum and die to the axes as the Uruks get close. Also, their is a thing called raising the lance. It may not be the best, but it does work if used properly. See KK's post.
Than would the same thing work with trolls? Beside a bear could technically jump over your men. k. Most of the time, yes. If they're charging forward, then yes. My trolls not often, because I maintain a slow march with my own trolls most of the time, but otherwise yes. Might have more luck with Werewolves, but it would work. Also, a bear can't jump THAT high. And even then, they still have the axes.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by KitKat on Apr 3, 2017 6:12:57 GMT
Here is I'm pretty sure are the rights of an HQ leader: 1. their is the choice of troops. While most people don't restrict this, technically only the Leader can make units for the HQ. Personally, I believe that allowing every member to create their own units is best, as it allows them to match the HQ to their personal style and ingenuity, which is fairly realistic. 2. What troops go Where. This one is used more often, and I can see why. Essentially, the leader can decide which regions are most strategically valuable, though they will of course listen to their advisors (other members) arguments most of the time. 3. What troops are. I believe that technically the leader can choose what each army has, although as far as I know, only one leader restricts this. It's more often used in generic terms as reinforcements: "The Dimrill Dale is under attack, so you should take 2,000 MWE from the High Pass. You should probably take lots of shock troopers and seige weaponry, maybe with some archers as well." is the kind of thing most people do. 4. Battle numbers. Used the most often, it is similar to my second point. It decides how many troops each player gets within the HQ. This is used everywhere, as it is needed to not have too much MWE. Technically the HQ leader has absolute power over the HQ Including accepting or rejecting members. Though I have never seen some one rejected. Yeah, normally they're accepted and told that it may be a bit before troops can be assigned to them, and then they're quietly forgotten about.
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Post by LegoBuilder on Apr 3, 2017 14:04:51 GMT
See KK's post.
Than would the same thing work with trolls? Beside a bear could technically jump over your men. k. Most of the time, yes. If they're charging forward, then yes. My trolls not often, because I maintain a slow march with my own trolls most of the time, but otherwise yes. Might have more luck with Werewolves, but it would work. Also, a bear can't jump THAT high. And even then, they still have the axes. If a bear is running quite fast towards your front lines and then jumps, he'll have a lot of momentum to go both forward and up. Besides, bears have powerful muscles, especially skinchangers bears.
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Post by mythmaster1 on Apr 3, 2017 14:43:46 GMT
Yeah, normally they're accepted and told that it may be a bit before troops can be assigned to them, and then they're quietly forgotten about. Actually, I think that happened recently on the Eastern Desolation HQ on accident.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by mythmaster1 on Apr 5, 2017 19:10:39 GMT
Two more new Units:
Orc Javelineers: Worth 2 Weapons: Javelins (will use them as spears), short sword Orc Javelineers are the Second Rank-and-file in Orcish battalions, meants to pepper the enemy with these large ranged projectiles. Light Armor
Orc Sideliners: Worth 2 Weapons: Shield, Lance, Bow, sidearm. The Orc Sideliners have little profiency with their bow, using them against large targets. These Orcs use their lance, shield and occasionally their sidearm in close-up battle, filling holes in Orcish lines. Light Armor, No Warg Armor.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Post by Shamrock on Apr 7, 2017 13:42:11 GMT
For your consideration, the High Hosts of Galadron:
Infantry
Orc Rabble
Little to no armour; the odd piece of old leather. Poorly crafted assorted melee weapons.
Little to no proper training.
Worth: 0.5 MWE
Orc Swordsmen
The standard unit of Mordor. Light leather or metal armour, helm. Sword and shield.
Worth: 0.8 MWE (1 OWE)
Orc Halberdiers
Troops trained to fight cavalry. Light metal armour, helmet and halberd.
Worth: 0.8 MWE (1 OWE)
Axeguards of Mordor
Decent steel armour and helm, two-handed axe with handle carved from the trees of Ithilien.
Worth: 2 MWE (2.5 OWE)
Ranged
Orc Archers
Light leather armour, bows and daggers.
Worth: 0.8 MWE (1 OWE)
Trolls
Half-Trolls
Half troll, half orc, these warriors are feared throughout Mordor. They wear average armour and wield clubs.
Worth: 8 MWE (10 OWE)
Light Troll Warriors
Clever trolls clad in leather armour and leather helms, armed with well-made clubs adorned with spikes.
Worth: 16 MWE (20 OWE)
Armoured Trolls
Trolls in heavy metal armour and helm, armed with massive clubs and boulders on chains.
Worth: 20 MWE (25 OWE)
Elite
Orcs of the Eye
Good quality armour and helm. Sword and rounded shield bearing the Eye of the East.
Worth: 4 MWE (5 OWE)
Archers of the Eye
Good quality leather armour, dagger, bow. Excellent archers capable of surpassing even a few of the elves.
Worth: 4 MWE (5 OWE)
Axemen of the Eye
Orcs skilled in axe combat. They wield two axes; each is large enough to be wielded two-handed, though the orcs are strong enough to fight with both at once. Light leather armour for mobility.
Worth: 4 MWE (5 OWE)
Guardsmen of Barad-Dûr
Greatly skilled orcs capable of taking on groups on enemy soldiers at once and coming out of it victorious. These orcs guard the Dark Tower. Heavy armour of black metal, helm, spear, sword, Roman-style shield bearing the Red Eye.
Worth: 8 MWE (10 OWE)
Guardsmen of Darkness
These orcs patrol the upper levels of the Dark Tower. Heavy metal armour, sword, helm, kite shield bearing a Sign of Darkness.
Worth: 8 MWE (10 OWE)
Guardsmen of Galdron
These Men of the East guard the Chambers of Galdron himself. He has imbued them with dark sorcery, making them feared warriors. They are faster, stronger, and more perceptive than almost any other warriors in Middle-Earth.
Worth: 24 MWE (30 OWE)
I drink tea.
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Post by KitKat on Apr 7, 2017 17:47:21 GMT
For your consideration, the High Hosts of Galadron: Infantry Orc Rabble
Little to no armour; the odd piece of old leather. Poorly crafted assorted melee weapons. Little to no proper training. Worth: 0.5 MWE Orc Swordsmen
The standard unit of Mordor. Light leather or metal armour, helm. Sword and shield. Worth: 0.8 MWE (1 OWE) Orc Halberdiers
Troops trained to fight cavalry. Light metal armour, helmet and halberd. Worth: 0.8 MWE (1 OWE) Axeguards of Mordor
Decent steel armour and helm, two-handed axe with handle carved from the trees of Ithilien. Worth: 2 MWE (2.5 OWE) Ranged Orc Archers
Light leather armour, bows and daggers. Worth: 0.8 MWE (1 OWE) Trolls Half-Trolls
Half troll, half orc, these warriors are feared throughout Mordor. They wear average armour and wield clubs. Worth: 8 MWE (10 OWE) Light Troll Warriors
Clever trolls clad in leather armour and leather helms, armed with well-made clubs adorned with spikes. Worth: 16 MWE (20 OWE) Armoured Trolls
Trolls in heavy metal armour and helm, armed with massive clubs and boulders on chains. Worth: 20 MWE (25 OWE) Elite Orcs of the Eye
Good quality armour and helm. Sword and rounded shield bearing the Eye of the East. Worth: 4 MWE (5 OWE) Archers of the Eye
Good quality leather armour, dagger, bow. Excellent archers capable of surpassing even a few of the elves. Worth: 4 MWE (5 OWE) Axemen of the Eye
Orcs skilled in axe combat. They wield two axes; each is large enough to be wielded two-handed, though the orcs are strong enough to fight with both at once. Light leather armour for mobility. Worth: 4 MWE (5 OWE) Guardsmen of Barad-Dûr
Greatly skilled orcs capable of taking on groups on enemy soldiers at once and coming out of it victorious. These orcs guard the Dark Tower. Heavy armour of black metal, helm, spear, sword, Roman-style shield bearing the Red Eye. Worth: 8 MWE (10 OWE) Guardsmen of Darkness
These orcs patrol the upper levels of the Dark Tower. Heavy metal armour, sword, helm, kite shield bearing a Sign of Darkness. Worth: 8 MWE (10 OWE) Guardsmen of Galdron
These Men of the East guard the Chambers of Galdron himself. He has imbued them with dark sorcery, making them feared warriors. They are faster, stronger, and more perceptive than almost any other warriors in Middle-Earth. Worth: 24 MWE (30 OWE) Looks pretty good. Though the worth for your Guardsmen of Galdron seems a bit excessive. A handful of crossbow bolts could cost you hundreds of MWE, and there's really no point in having them cost that much (as I've said to others, once you pass about ten MWE and only use handfuls of them at a time, how they're used makes far more of a difference than what they're worth). Also, some details on them would be nice, such as their weaponry.
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