Yeah, that's what I thought. It's not the two-legged versus four-legged part that I'm referring to. I know Dre used them as two-legged (or two-legged-walking) creatures, and that's not an argument I care to revisit nor do I think there's enough information to make a real case either way. Rather, I'm not sure how practical conventional weapons are for Werewolves to use, and how effective they'd be if they did use them. I kind of doubt there's any information on the first part, and I really have no idea how skillfully a Werewolf could wield such a weapon, assuming that their limbs are in such a way that wielding said weapon is feasible at all. And even if a Werewolf could use a weapon such as a sword, is it really beneficial in any way? I think it's kind of assumed that Werewolves, being Werewolves, have long and extremely sharp claws (and also teeth) that they can use just as effectively as a human could wield a sword. And Werewolves' biggest strength is that they're strong, yet also very nimble, but making them carry around a massive sword (or multiple) would just weigh them down, and thus also slow them down.
Hey, it makes a difference. . . kind of. . . OK, I guess not really.
k. The swords, yeah let's get rid of them. But the Long-Fighters should stay. They don't need them, I've added them as more of a Pole-arm destroyer among them. It isn't like it's not feasible, but that Zweihander actually has a reason. And it wouldn't slow them down that much. So swords, get rid of them, Zweihander stays.
If you insist, even though I fail to see how much a zweihander would actually help. They honestly would probably be just as well off slipping past the polearms as they would be destroying them with a massive sword, but I won't stop you from trying (at least right now ).
Hey, it makes a difference. . . kind of. . . OK, I guess not really.
k. The swords, yeah let's get rid of them. But the Long-Fighters should stay. They don't need them, I've added them as more of a Pole-arm destroyer among them. It isn't like it's not feasible, but that Zweihander actually has a reason. And it wouldn't slow them down that much. So swords, get rid of them, Zweihander stays.
If you insist, even though I fail to see how much a zweihander would actually help. They honestly would probably be just as well off slipping past the polearms as they would be destroying them with a massive sword, but I won't stop you from trying (at least right now ).
Polearms aren't slow. It takes a good deal more work than you seem to be imagining to get past a polearm. In addition, the Long-Fighters are more of for special occasion use, when I know I need someone nimble, strong and using a long sword/able to destroy polearms.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
If you insist, even though I fail to see how much a zweihander would actually help. They honestly would probably be just as well off slipping past the polearms as they would be destroying them with a massive sword, but I won't stop you from trying (at least right now ).
Polearms aren't slow. It takes a good deal more work than you seem to be imagining to get past a polearm. In addition, the Long-Fighters are more of for special occasion use, when I know I need someone nimble, strong and using a long sword/able to destroy polearms.
I never said they were. However, one can still slip past them if they're quick, and Werewolves are most certainly quick.
Polearms aren't slow. It takes a good deal more work than you seem to be imagining to get past a polearm. In addition, the Long-Fighters are more of for special occasion use, when I know I need someone nimble, strong and using a long sword/able to destroy polearms.
I never said they were. However, one can still slip past them if they're quick, and Werewolves are most certainly quick.
if you think they're quick enough to do it to most, then I guess. . .
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
(This is similar to Lorien, but I feel this works good for Dunland, and won’t be identical, and as such will be it’s own entity.)
Dunland has five tribes which provide Warriors to the field (with the other clans adding their warriors to the 5 main clans.) They are the Guzar (Metal) clan, the Hamat (Wooden) clan, the Zhismo (Hunter) clan, the Ucar (Horse) clan and the Mana (Warrior) clan. Each clan supplies it’s own warriors to the field, and if needed each clan can support a full army.
Guzar Clan (Metal Clan): Basic Types: Worth 1, Sword, Mace, Axe or Polearm, light armor. Guzar Macemen: Worth 1 Weapons: Shield, Mace (wooden handle), Heavy Armor Description: A Hardy warrior, the Guzar Macemen are strong, though have little basic agility
Guzar Swordsmen: Worth 1 Weapons: Shield, Sword, Heavy Armor Description: A Hardy Warrior like the Guzar Macemen, the Swordsmen of the Guzar are more agile, though still better for formation fighting than climbing trees.
Guzar Knight: Worth 2 Description: A Guzar Macemen or Swordsmen riding a horse.
Guzar Archers: Worth 5 Weapons: Longbow, sidearm, Heavy Armor Among the best archers, though found in the least numbers, the Guzar only allow the greatest archers of the Minor clans into their ranks.
Hamat Shields: Worth 1 Weapons: Roman shield, pike Description: A basic formation unit, straight from the Hamat Clan.
Hamat Javelins: Worth 1 Weapons: Roman Shield, javelins, sidearm Description: meant to be used in conjunction with the Hamat Shields, the Hamat Javelins are used in the third and fourth ranks of various formations.
Hamat Archers: Worth 2 Weapons: bow, Medium armor Description: A somewhat Elite archer, the Hamat Archers are highly adaptable.
Fire Cart: Worth 10 Weapons: None, Siege Description: The Fire Carts is an oil-soaked cart. Put a torch to the top of the cart, and the whole thing will begin to burn. Sent at an enemy to burn them and smash formations.
Zhismo Clan (Hunter clan):
Zhismo Trappers: Worth 1 Weapons: sword, shield, various equipment for traps, Leather armor Description: The Zhismo Trappers are the basic stealth unit of Dunland
Zhismo Swordsmen: Worth 2 Weapons: Sword, shield, various equipment for Traps, Leather armor Description: a more elite unit, these troops are not the greatest at formation fighting.
Zhismo Archers: Worth 2 Weapons: Short bow, sidearm, leather Armor. Description: A Stealth Archer.
Zhismo Shock Troopers: Worth 5 Weapons: Sword, One-handed grip shield, throwing axes, Medium Armor Description: A powerful Shock Trooper of the Zhismo Clan, the Zhismo Shock Troopers are the most elite units outside the Warrior clan.
Ucar Clan (Horse Clan): Light Cavalry: Worth 1 Weapons: Shield, Sword + Javelin OR bow + Sidearm, Light Armor Description: Fast and maneuverable these are Dunlands main cavalry force.
Heavy Cavalry: Worth 2 Weapons: Shield, Sword + Javelin OR bow + Sidearm, Heavy Armor, Light Horse Armor Description: The more elite Horsemen of the clan.
Mana Clan (Warrior Clan): Elite Infantry: Worth 5 Weapons: Any (1 only), Shield, Heavy Armor
Elite Archers: worth 5 Weapons: Bow, Medium Armor Best Archers in Dunland, these Archers use their Longbows to far superior quality than most other archers.
Elite Cavalry: Worth 5 Weapons: Shield, Lance, Sword, Bow, Heavy Armor The Elite Cavalry are given the best of Ucar’s Horses.
Not the largest number of units, but whatever.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
(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!
KitKat: Here's what I got ATM. As I said, feel free to add onto this.
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!
KitKat : Here's what I got ATM. As I said, feel free to add onto this.
I didn't have time to do the lengthy descriptions like normal so this is all you get for now. I may redo them latter if I have time, but I just don't have time right now.
Units of the Vale of the Anduin.
Infantry:
Vale Deffenders. Worth 1.
Lether armor, Huge shield, spear, sidearm.
Beornings. Worth 1
Lether armor, spear, Two handed axe. sidearm. NOTE not the True Beornings.
Vale Pikes. Worth 1.5
Heavy chainmail armor, shield strapped to arm, pike, sidearm.
Woodland Warband. Worth 2
Chainmail armor, two handed spear, javalens, stealth cloak.
Berserkers. Worth 3
Light chainmail armor, two handed axe, buckler shield, sidearm.
Eotheod Wardens. Worth 4
Heavy chainmail/light plate, shield, spear, sword. Javelins, side-arm.
Plate armor, sword, shield, long bow. The best longbowmen of the Vale are promoted to Guardians and are given heavy armor and training.
Cavalry:
Vale Out riders. Worth 1.3
Lether armor, large shield, lance, sword, side arm. Skilled horse men who act as scouts and light lancers on the battle field. Their lack of armor does make them weaker than other cav, but their shield helps protect them from missiles and there speed keeps them away from heaver enemies.
Anduin Herders. Worth 2.
Chainmail armor, bow, sword, sidearm. Farmers and shepherds who are skilled at archery from horse back and will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts.
Eotheod Knights. Worth 4
Light plate armor, lance, sword, shield, side arm. The last of the old Eotheod have become knights and now ride to sweep the forces of evil before them.
Eotheod Lords. Worth 6
Heavy plate armor, javelins, lance, sword, side arm, shield, scale armor for horse. Descended from the lords of the Eotheod, these troops are equipped with the finest dwarven made armor and weapons. There is few who can withstand their charge, and their skill in melee.
Huscarls. Worth 10
Light armor, lance, buckler shield, axe. Beornings who ride into battle charge and then jump over the enemy front line, change into bears and destroy their lines and formations.
I would like to propose two new Monster Units for Gundabad:
Cave-Bat: worth .5 Description: Large black bats, with large teeth and claws. Cave-bats are fairly agile, and can easily fly to the enemies flank. However, these bats are extremely vulnerable, having no armor, and needing to get in it's opponent's face (literally ) to attack.
Drop-Bat: Worth 2 Description: A Cave Bat, but they use large spiked balls made by orcs, buckets of boiling oil, or torches to drop on their enemies instead. They can also attack with their teeth and claws, but it much rarer.
I just realized their was monster unit that I could exploit that I wasn't. Now I just need to find an obscure, totally out their description of some large, rhinoceros beast being around Gundabad that I exploit into some ultimate shock-cavalry. JK of course. (or will I. . .)
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I didn't have time to do the lengthy descriptions like normal so this is all you get for now. I may redo them latter if I have time, but I just don't have time right now.
Units of the Vale of the Anduin.
Infantry:
Vale Deffenders. Worth 1.
Lether armor, Huge shield, spear, sidearm.
Beornings. Worth 1
Lether armor, spear, Two handed axe. sidearm. NOTE not the True Beornings.
Vale Pikes. Worth 1.5
Heavy chainmail armor, shield strapped to arm, pike, sidearm.
Woodland Warband. Worth 2
Chainmail armor, two handed spear, javalens, stealth cloak.
Berserkers. Worth 3
Light chainmail armor, two handed axe, buckler shield, sidearm.
Eotheod Wardens. Worth 4
Heavy chainmail/light plate, shield, spear, sword. Javelins, side-arm.
Plate armor, sword, shield, long bow. The best longbowmen of the Vale are promoted to Guardians and are given heavy armor and training.
Cavalry:
Vale Out riders. Worth 1.3
Lether armor, large shield, lance, sword, side arm. Skilled horse men who act as scouts and light lancers on the battle field. Their lack of armor does make them weaker than other cav, but their shield helps protect them from missiles and there speed keeps them away from heaver enemies.
Anduin Herders. Worth 2.
Chainmail armor, bow, sword, sidearm. Farmers and shepherds who are skilled at archery from horse back and will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts.
Eotheod Knights. Worth 4
Light plate armor, lance, sword, shield, side arm. The last of the old Eotheod have become knights and now ride to sweep the forces of evil before them.
Eotheod Lords. Worth 6
Heavy plate armor, javelins, lance, sword, side arm, shield, scale armor for horse. Descended from the lords of the Eotheod, these troops are equipped with the finest dwarven made armor and weapons. There is few who can withstand their charge, and their skill in melee.
Huscarls. Worth 10
Light armor, lance, buckler shield, axe. Beornings who ride into battle charge and then jump over the enemy front line, change into bears and destroy their lines and formations.
looks awesome, except for the Bears. Either make them 50 or take them off.
being Sirius ( ), they should be at least 10. That's about equal to Ents, Lower Trolls (as far as I know, only Half-trolls are 8 in the Troll department) and seems fair for Bears. My Werewolves are less, but then they aren't as powerful. Their elite units yes, but not quite Troll-level.
On another note, I already have the perfect strategy to destroy you AND Rivendell with 1/4 of the troops Hint: It requires lots of worth. Lots and lots of worth.
say. . . Since you mention them in the Anduin Herders. . . Does that mean I can have Fell Beasts?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
I would like to propose two new Monster Units for Gundabad:
Cave-Bat: worth .5 Description: Large black bats, with large teeth and claws. Cave-bats are fairly agile, and can easily fly to the enemies flank. However, these bats are extremely vulnerable, having no armor, and needing to get in it's opponent's face (literally ) to attack.
Drop-Bat: Worth 2 Description: A Cave Bat, but they use large spiked balls made by orcs, buckets of boiling oil, or torches to drop on their enemies instead. They can also attack with their teeth and claws, but it much rarer.
I just realized their was monster unit that I could exploit that I wasn't. Now I just need to find an obscure, totally out their description of some large, rhinoceros beast being around Gundabad that I exploit into some ultimate shock-cavalry. JK of course. (or will I. . .)
I didn't have time to do the lengthy descriptions like normal so this is all you get for now. I may redo them latter if I have time, but I just don't have time right now.
Units of the Vale of the Anduin.
Infantry:
Vale Deffenders. Worth 1.
Lether armor, Huge shield, spear, sidearm.
Beornings. Worth 1
Lether armor, spear, Two handed axe. sidearm. NOTE not the True Beornings.
Vale Pikes. Worth 1.5
Heavy chainmail armor, shield strapped to arm, pike, sidearm.
Woodland Warband. Worth 2
Chainmail armor, two handed spear, javalens, stealth cloak.
Berserkers. Worth 3
Light chainmail armor, two handed axe, buckler shield, sidearm.
Eotheod Wardens. Worth 4
Heavy chainmail/light plate, shield, spear, sword. Javelins, side-arm.
Plate armor, sword, shield, long bow. The best longbowmen of the Vale are promoted to Guardians and are given heavy armor and training.
Cavalry:
Vale Out riders. Worth 1.3
Lether armor, large shield, lance, sword, side arm. Skilled horse men who act as scouts and light lancers on the battle field. Their lack of armor does make them weaker than other cav, but their shield helps protect them from missiles and there speed keeps them away from heaver enemies.
Anduin Herders. Worth 2.
Chainmail armor, bow, sword, sidearm. Farmers and shepherds who are skilled at archery from horse back and will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts.
Eotheod Knights. Worth 4
Light plate armor, lance, sword, shield, side arm. The last of the old Eotheod have become knights and now ride to sweep the forces of evil before them.
Eotheod Lords. Worth 6
Heavy plate armor, javelins, lance, sword, side arm, shield, scale armor for horse. Descended from the lords of the Eotheod, these troops are equipped with the finest dwarven made armor and weapons. There is few who can withstand their charge, and their skill in melee.
Huscarls. Worth 10
Light armor, lance, buckler shield, axe. Beornings who ride into battle charge and then jump over the enemy front line, change into bears and destroy their lines and formations.
looks awesome, except for the Bears. Either make them 50 or take them off.
being Sirius ( ), they should be at least 10. That's about equal to Ents, Lower Trolls (as far as I know, only Half-trolls are 8 in the Troll department) and seems fair for Bears. My Werewolves are less, but then they aren't as powerful. Their elite units yes, but not quite Troll-level.
On another note, I already have the perfect strategy to destroy you AND Rivendell with 1/4 of the troops Hint: It requires lots of worth. Lots and lots of worth.
say. . . Since you mention them in the Anduin Herders. . . Does that mean I can have Fell Beasts?
I agree that the bears should be slightly more expensive.
Also, I'm fairly certain that by fell beasts he meant evil monsters in general. "Fell" can also mean "foul".
I didn't have time to do the lengthy descriptions like normal so this is all you get for now. I may redo them latter if I have time, but I just don't have time right now.
Units of the Vale of the Anduin.
Infantry:
Vale Deffenders. Worth 1.
Lether armor, Huge shield, spear, sidearm.
Beornings. Worth 1
Lether armor, spear, Two handed axe. sidearm. NOTE not the True Beornings.
Vale Pikes. Worth 1.5
Heavy chainmail armor, shield strapped to arm, pike, sidearm.
Woodland Warband. Worth 2
Chainmail armor, two handed spear, javalens, stealth cloak.
Berserkers. Worth 3
Light chainmail armor, two handed axe, buckler shield, sidearm.
Eotheod Wardens. Worth 4
Heavy chainmail/light plate, shield, spear, sword. Javelins, side-arm.
Plate armor, sword, shield, long bow. The best longbowmen of the Vale are promoted to Guardians and are given heavy armor and training.
Cavalry:
Vale Out riders. Worth 1.3
Lether armor, large shield, lance, sword, side arm. Skilled horse men who act as scouts and light lancers on the battle field. Their lack of armor does make them weaker than other cav, but their shield helps protect them from missiles and there speed keeps them away from heaver enemies.
Anduin Herders. Worth 2.
Chainmail armor, bow, sword, sidearm. Farmers and shepherds who are skilled at archery from horse back and will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts.
Eotheod Knights. Worth 4
Light plate armor, lance, sword, shield, side arm. The last of the old Eotheod have become knights and now ride to sweep the forces of evil before them.
Eotheod Lords. Worth 6
Heavy plate armor, javelins, lance, sword, side arm, shield, scale armor for horse. Descended from the lords of the Eotheod, these troops are equipped with the finest dwarven made armor and weapons. There is few who can withstand their charge, and their skill in melee.
Huscarls. Worth 10
Light armor, lance, buckler shield, axe. Beornings who ride into battle charge and then jump over the enemy front line, change into bears and destroy their lines and formations.
looks awesome, except for the Bears. Either make them 50 or take them off.
being Sirius ( ), they should be at least 10. That's about equal to Ents, Lower Trolls (as far as I know, only Half-trolls are 8 in the Troll department) and seems fair for Bears. My Werewolves are less, but then they aren't as powerful. Their elite units yes, but not quite Troll-level.
On another note, I already have the perfect strategy to destroy you AND Rivendell with 1/4 of the troops Hint: It requires lots of worth. Lots and lots of worth.
say. . . Since you mention them in the Anduin Herders. . . Does that mean I can have Fell Beasts?
If you're basing your ideas of the Skinchangers off of Beorn himself, lower your expectations a bit. Yes, Beorn was extremely powerful, but we don't have Beorn. While his descendants were also able to change into bear-form, they were smaller and weaker compared to him. They probably have strength more equal to ordinary bears.
Grammar, my dear MM. It is a vitally important skill, as is etymology. Please re-read what 8L said, which was that they "will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts." Now look very closely at the underlined part. Normally, the creature that you are thinking of has a name consisting of a single word ("Fellbeast"), but also realize that that is not the creature's true name. The problem here is that none of the Free Peoples knew what these creatures were, only knew that they were terrible things, and so they referred to them as "fell beasts" as a way to describe them, not because that's what their species is actually called. Also note the word "other" that 8L put in there. What that word does is it implies that whatever stuff falls under "fell beasts" include the creatures mentioned before. But how could spiders, wolves, and Goblins all be the same thing as the winged flying creatures that you mention? Only under the broader "fell beast" term, meaning any "dreadful/terrible creature". Yes, your Fellbeasts fall under this category, but so do many other things too.
I would like to propose two new Monster Units for Gundabad:
Cave-Bat: worth .5 Description: Large black bats, with large teeth and claws. Cave-bats are fairly agile, and can easily fly to the enemies flank. However, these bats are extremely vulnerable, having no armor, and needing to get in it's opponent's face (literally ) to attack.
Drop-Bat: Worth 2 Description: A Cave Bat, but they use large spiked balls made by orcs, buckets of boiling oil, or torches to drop on their enemies instead. They can also attack with their teeth and claws, but it much rarer.
I just realized their was monster unit that I could exploit that I wasn't. Now I just need to find an obscure, totally out their description of some large, rhinoceros beast being around Gundabad that I exploit into some ultimate shock-cavalry. JK of course. (or will I. . .)
Um MM, you know, we did agree to not have flying units. So I'm going to say no. Especially on the Drop bats. I do like your creative thinking.
I didn't have time to do the lengthy descriptions like normal so this is all you get for now. I may redo them latter if I have time, but I just don't have time right now.
Units of the Vale of the Anduin.
Infantry:
Vale Deffenders. Worth 1.
Lether armor, Huge shield, spear, sidearm.
Beornings. Worth 1
Lether armor, spear, Two handed axe. sidearm. NOTE not the True Beornings.
Vale Pikes. Worth 1.5
Heavy chainmail armor, shield strapped to arm, pike, sidearm.
Woodland Warband. Worth 2
Chainmail armor, two handed spear, javalens, stealth cloak.
Berserkers. Worth 3
Light chainmail armor, two handed axe, buckler shield, sidearm.
Eotheod Wardens. Worth 4
Heavy chainmail/light plate, shield, spear, sword. Javelins, side-arm.
Plate armor, sword, shield, long bow. The best longbowmen of the Vale are promoted to Guardians and are given heavy armor and training.
Cavalry:
Vale Out riders. Worth 1.3
Lether armor, large shield, lance, sword, side arm. Skilled horse men who act as scouts and light lancers on the battle field. Their lack of armor does make them weaker than other cav, but their shield helps protect them from missiles and there speed keeps them away from heaver enemies.
Anduin Herders. Worth 2.
Chainmail armor, bow, sword, sidearm. Farmers and shepherds who are skilled at archery from horse back and will defend their homes from orcs, goblins, wolves, spiders, and other fell beasts.
Eotheod Knights. Worth 4
Light plate armor, lance, sword, shield, side arm. The last of the old Eotheod have become knights and now ride to sweep the forces of evil before them.
Eotheod Lords. Worth 6
Heavy plate armor, javelins, lance, sword, side arm, shield, scale armor for horse. Descended from the lords of the Eotheod, these troops are equipped with the finest dwarven made armor and weapons. There is few who can withstand their charge, and their skill in melee.
Huscarls. Worth 10
Light armor, lance, buckler shield, axe. Beornings who ride into battle charge and then jump over the enemy front line, change into bears and destroy their lines and formations.
looks awesome, except for the Bears. Either make them 50 or take them off.
being Sirius ( ), they should be at least 10. That's about equal to Ents, Lower Trolls (as far as I know, only Half-trolls are 8 in the Troll department) and seems fair for Bears. My Werewolves are less, but then they aren't as powerful. Their elite units yes, but not quite Troll-level.
On another note, I already have the perfect strategy to destroy you AND Rivendell with 1/4 of the troops Hint: It requires lots of worth. Lots and lots of worth.
say. . . Since you mention them in the Anduin Herders. . . Does that mean I can have Fell Beasts?
I thought that's how much we decided they should be worth? Trolls are only worth 10, it wasn't until you and dre started putting reduclous amounts of armor on them and giving them shields that they worth 20. And we said that Bears should be just under troll level (even though there was a deleted scene in the BOFA where Beorn smashes a troll)
Oh really? Just remember we have KK. And troll smashers.
I meant Beasts which are Fell and Evil. Not the flying winged Fell Beasts. So no.