Post by masterlegobuilders on Mar 30, 2017 16:25:06 GMT
Welcome to the home of the Corsairs of Umbar, infamous raiders of the sea.
Description (From Tolkien Gateway)
Umbar was located south of the outflow of Anduin at the Bay of Belfalas in a convenient, useful natural haven. The great cape and land-locked firth formed the port. The natives called it "Umbar" and the Númenóreans who discovered it, adopted its name. Umbar was the nearest to Gondor of the southern realms. It may ultimately have stretched all along Harnen as far as the Ephel Duath up to the edge of Khand.
Information
- Umbar provides 10000 MWE for Harad and 5000 MWE for Good if captured - Umbar is the Sub HQ of Harad - Umbar borders the Great Sea and Harad - A troop list will follow shortly
Any new members should go to Harad to join
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
{JAMMERS! Umbar Units inside} Alright, the corsairs need them some units. So here they are.
Marines: Corsairs. Worth 1 Ragtag variety of armor(equivalent to light chainmail), two of various melee weapons(axe, sword, hook, etc) Javelins. Troops mainly meant for ship-to-ship fighting, though if necessary they can fight on land.
Corsair archers. Worth 1 Same thing as above but – a weapon and Javelins, + a pavis shield and a crossbow or a bow.
Corsair Firethrowers. Worth 1 Light armor, sword, firepots (Clay pots of flamiabal substance that ingints on contact.) Used on ships and raids.
Corsair Black Guard. Worth 2 Chain/scale armor, Dual swords, Barbed javelins, special bow that can shoot the javelins. Stelth cloke, many sidearms. Elite guards for the Corsair ships.
Infantry:
Corsair Protectors. Worth 1 Chainmail armor or a similar equivalent, long spetum, small buckler shield strapped to arm, side arm. Rather than go with the traditional lengthy pikes for anti-cavalry, these troops choose to use something a little more brutal and versatile. Still designed to out-range melee opponents, but pikemen will outdo them for range. The versatility and extra slashing power does make these men a cut above (see what I did there?) many other defensive units of equal value.
Corsair Raiders. Worth 1 Chainmail armor, two-hander axe, side arm. Fairly vicious shock infantry who like to get up close and personal quickly. Not too lightly or heavily armored, these men can usually get into position quickly enough and last long enough to do the job.
Corsair Spearmen. Worth 1 Chainmail armor, spears, javelins, buckler shield. Warriors who pelt the enemy with the few javelins they have before attacking with spears. Semi-effective both in offense and defense, but not as good as the specialized units at either, these men make for better support to the main battle line.
Belegaer swordsmen. Worth 1 Lamellar armor, sword, roughly square shaped shield, with rounded edges. Provides more all-around cover without being too large and awkward to handle. Capable, standard swordsmen. Meant more for land combat rather than naval combat and tougher than Corsairs.
Defenders. Worth 1.3 Lamellar armor, sword, spear large kite shield. Heavy infintry ment to hold a line and protect the archers behind them. Compareabale to the Gondorion infintry.
Belagaer Guardians. Worth 1.5 Heavy Lamellar armor, plate greaves/pauldrons/gauntlets, pavise shield, bident, mace, wodden stakes for use against horses. Sturdy troops meant to hold their ground at all cost. Against most units these troops can hold the line for a very long time, though they lack a measure of speed and flexibility. Why a bident? I dunno, felt like it fit the navy/ocean theme. Essentially a two-pronged spear.
Usurper’s Chosen. Worth 2.5 Heavy Lamellar armor, scimitar, throwing axes. Gallic shield. The more brutal raiders and warriors are promoted to be the Chosen, and are given better armor and shields. Their objective is to hack and slash through the enemy ranks.
Phazan. Worth 3 Heavy plate armor, Long pike, pavise shield, sword, crossbow, side arm. Meening “Guardians“ they are led by the prince of Umbar, and will defend him with their lives. In battle they use long pikes and huge shields, to make a near invincible phalanx of pikes. They are more than a match for any cavalery. Even the mighty Knights of the Silver Swan of Dol Amorth.
Blademasters of the Bay. Worth 3 Heavy Lamellar armor, dual swords, two-hander sword. Capable shock troops who can hack through a line with either dual swords or a two-hander. More adept with the dual swords, they tend to bring out the two-handers only to deal with truly tough formations.
Port Rogues. Worth 5 Light Lamellar armor, Scimitar, pair of mini-crossbows, stealthy clothing, chemistry kit (blinding powder, fire pots, caltrops, ect.), climbing gear, which includes a handspike that can be used as an emergency weapon as well as a grappling hook + rope, which can be used to catch up the enemy, and a set of throwing knives. Highly dangerous and stealthy unit intended for surprise attacks and rapid short-range take-downs. Not meant to just throw themselves into the fray on the open battlefield, these men do best when surprising enemy elites, where they can chew up an enemy of greater value in seconds.
Hatholdir (axe men). Worth 5 Chainmail armor and klivanion, Doubble headed Dane axe, large buckler shield on back, sword, Saxe. Mercenarys from Rhun and Rovanionan who fight for riches and glory. Skilled men they act as bodyguards for lesser genrals and elite shock troops on the battlefield. Where they can become enraged and go berserk and charge forth with great streight and are almost unstopibal. They are given the privlage of plundering what they can carry after a victory.
Castamir’s Chosen. Worth 6 Heavy lamellar armor, Javelins, Gallic shield, Kukri sword, relatively stealthy clothing. Semi-stealthy elite unit claiming descent from the Black Numenoreans, with the skill to back it up. When ambushing, they pelt the enemy with a volley of javelins before sweeping them away in a storm of ferocity. On the open battlefield, they’ll remain behind allied lines, expending all their javelins to soften up a target before taking the frontlines to defeat them entirely.
Naru n’Aru Royal Guard. Worth 10 Heavy scalemail/light plate armor, sword, Gallic shield, shortened Halberd. There’s a niche in the shield where the halberd can be rested and easily wielded with one hand. Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives. They fight together with halberds and if the fighting gets too intense and close drop the halberds and use their swords to cut down the enemy. No fancy tricks or cool weapons, these men are just plain bad-to-the-bone, hence being good enough to 1 vs. 1 a troll using nothing but a halberd or a sword.
Arnakhôr Tôda. Worth 12 Heavy Númenórean plate armor. Sword-staffs, shield, Two handed sword (On back), long sword (on belt), Crossbow, lots of knives for throwing or slashing, 2 differnt camo clokes, (one for green woodland, and one for citys/deserts), chemistry kit (blinding powder, fire pots, caltrops, ect.) other equpiment if necasiry. Sons of the princes and leaders of Umbar that grew up with the Arankor. Decended from Numenorans and untainted by southron blood, theise are the mightest men of Umbar. They have trained from Childhood to defend the Arankor and will defend their leader with their life. They act as the personal Bodyguard of the leader of Umbar, and as his advisers. They are often appointed as genrals or goverenors of conquests. They can also be formed into a special ops team if needed.
Last and most certainly least on the infantry list:
Cutthroats, Vagabonds, and Scum. Worth .8 Armor is whatever they can scrounge up, equivalent to leather armor, their weaponry consists of a variety of one handed weapons. Whenever one deals with the great powers of the sea, one has to deal with the criminals of them, namely the pirate-ish type. These are heaps of men who were either hired or forcibly employed and are generally given a few encouraging words before being pointed at the enemy. Best used as militia, or otherwise best kept in jail.
Archers:
Belegaer archers. Worth 1 Use swordsmen bio, replace shield with bow and change sword to side-arm.
Port Militia Crossbowmen. Worth 1.2 Lamellar armor, side-arm, pavise shield, crossbow, wodden stakes for use agianst cavalery. Although usually recruited to guard the ports of coastal cities, these men make for capable archers on the battlefield, and possess a measure of survivability that the Belegaer archers lack. Admittedly, they will flee from close combat faster.
Belegar Marksmen. Worth 3 Lamellar armor, longbow, bucker shield, buckler shield, stakes for use agianst cavalery. Whenever a man shows particular capability, you can bet his superiors might eventually notice, and when they do that man is promoted to being a Marksman. These men have proven that they have good aim and they can fire individual shots quite effectively.
Scorpion Team. Worth 4 Light lamellar armor, side arm, pavise shield a scorpion siege weapon. A Scorpion team is a two-man team who carry and operate a scorpion siege weapon together. They can carry it into position and quickly set it up to fire upon the enemy. Although it is stronger than a crossbow, the rate of fire is about the same due to two men pulling the bowstring back into place rather than one. These men are not trained or armed for fighting and will quickly fall or route in melee. To keep it simple, the way it will work is if both men are smashed or the siege weapon is smashed, the whole team is. The pavise shields are setup with the scorpion to protect the crewmen from anything short of a catapult or trebuchet shot, though such sizable siege weapons would have trouble hitting such a small target.
Polybolos Worth 5 Light lamellar armor, side arm, armored Pollybols (looks like one of the small WW2 portable cannons). Simlar to the scorpion Team above, but less range, but faster rate of fire, and portabltly.
Castamir’s Rangers. Worth 6 Light lamellar armor, stealthy clothing, longbow, Kukri sword. Men claiming Black Numenorean descent who have the skill to back it up, whether or not it’s true. They work as scouts for the troops of Umbar once the boats have unloaded the soldiers, and in battle they fight as snipers.
Naru n’Aru Royal archers. Worth 8 Heavy scalemail/light plate armor, sword, small shield, Steel bow. Picked from the strongest men and the best archers Only the finest archers of Umbar are capale of using the mighty steelbow of Numenor. But the result But the result is devestating, able to pearce both shields and plate armor, they can easly smash even the most hevily armored troop. Since the steel in the bow is not effected by weather, they provide grater accuricty and range, and are much beter in wet weather. (in rain or in a sea battle). Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives.
Cavalry:
Coastal Raiders. Worth 1.3 Light chainmail armor, spear, axe, buckler shield. Being a military that prefers travel by ship, which isn’t usually conducive to having lots of horses, and with their homeland being rather in a desertish area, the people of Umbar don’t pride themselves in their cavalry. Coastal Raiders are a fairly light cavalry unit best used to harass the enemy, sweep away archers, or get that crucial flanking charge. Should the situation demand it, they may be better off simply dismounting and fighting with shield and axe.
Brigands Brigade. Worth 2 Heavy chainmail armor, Gallic shield, Sarissa, axe. Tired of being outdone by the knights of Dol Amroth, the Umbarian elite cavalry have devised the use of the Sarissa while mounted, giving them an insurmountable edge in the range department. Granted, they later discovered that skill was a very important factor, but the Sarissa allows the Brigands to outrange enemy Lancers and spearmen and hope that the first hit is the only one they’ll need. Aside from the Sarissa, these men aren’t much better than the Coastal Raiders in quality, but at least they can get a really long-range and powerful charge. In some cases they too may be better off dismounting and joining the fray on foot, were they act as powerfull pikemen. Erume roquen (desert riders). Worth 2 Light leather armor, Heavy javelins, hide covered buckler shield, lance, sidearm. (can be mounted on camels) Light cavalry that ride around the battlefield harassing the enemy with their heavy armor piercing javelins, and their lances. Quingarim (bow people). Worth 2 Chainmail armor, composite horse bow, sword, side arm. Medium cavalry that excelle at firing from horseback. Can hold up in melee against lighter troops and can out run heaver armed opponents.
Naru n’Aru Cataphracts. Worth 5
Heavy scale armor, Sarissa, mace, scimtar. Heavy scale armor for horse. Men decended from the castimarian ‘rebels‘ they now mount up and ride against their Gondorion foes once again. Elite Cataphracts that can plow through infintry and calvery.
{JAMMERS! Umbar Units inside} Alright, the corsairs need them some units. So here they are.
Marines: Corsairs. Worth 1 Ragtag variety of armor(equivalent to light chainmail), two of various melee weapons(axe, sword, hook, etc) Javelins. Troops mainly meant for ship-to-ship fighting, though if necessary they can fight on land.
Corsair archers. Worth 1 Same thing as above but – a weapon and Javelins, + a pavis shield and a crossbow or a bow.
Corsair Firethrowers. Worth 1 Light armor, sword, firepots (Clay pots of flamiabal substance that ingints on contact.) Used on ships and raids.
Corsair Black Guard. Worth 2 Chain/scale armor, Dual swords, Barbed javelins, special bow that can shoot the javelins. Stelth cloke, many sidearms. Elite guards for the Corsair ships.
Infantry:
Corsair Protectors. Worth 1 Chainmail armor or a similar equivalent, long spetum, small buckler shield strapped to arm, side arm. Rather than go with the traditional lengthy pikes for anti-cavalry, these troops choose to use something a little more brutal and versatile. Still designed to out-range melee opponents, but pikemen will outdo them for range. The versatility and extra slashing power does make these men a cut above (see what I did there?) many other defensive units of equal value.
Corsair Raiders. Worth 1 Chainmail armor, two-hander axe, side arm. Fairly vicious shock infantry who like to get up close and personal quickly. Not too lightly or heavily armored, these men can usually get into position quickly enough and last long enough to do the job.
Corsair Spearmen. Worth 1 Chainmail armor, spears, javelins, buckler shield. Warriors who pelt the enemy with the few javelins they have before attacking with spears. Semi-effective both in offense and defense, but not as good as the specialized units at either, these men make for better support to the main battle line.
Belegaer swordsmen. Worth 1 Lamellar armor, sword, roughly square shaped shield, with rounded edges. Provides more all-around cover without being too large and awkward to handle. Capable, standard swordsmen. Meant more for land combat rather than naval combat and tougher than Corsairs.
Defenders. Worth 1.3 Lamellar armor, sword, spear large kite shield. Heavy infintry ment to hold a line and protect the archers behind them. Compareabale to the Gondorion infintry.
Belagaer Guardians. Worth 1.5 Heavy Lamellar armor, plate greaves/pauldrons/gauntlets, pavise shield, bident, mace, wodden stakes for use against horses. Sturdy troops meant to hold their ground at all cost. Against most units these troops can hold the line for a very long time, though they lack a measure of speed and flexibility. Why a bident? I dunno, felt like it fit the navy/ocean theme. Essentially a two-pronged spear.
Usurper’s Chosen. Worth 2.5 Heavy Lamellar armor, scimitar, throwing axes. Gallic shield. The more brutal raiders and warriors are promoted to be the Chosen, and are given better armor and shields. Their objective is to hack and slash through the enemy ranks.
Phazan. Worth 3 Heavy plate armor, Long pike, pavise shield, sword, crossbow, side arm. Meening “Guardians“ they are led by the prince of Umbar, and will defend him with their lives. In battle they use long pikes and huge shields, to make a near invincible phalanx of pikes. They are more than a match for any cavalery. Even the mighty Knights of the Silver Swan of Dol Amorth.
Blademasters of the Bay. Worth 3 Heavy Lamellar armor, dual swords, two-hander sword. Capable shock troops who can hack through a line with either dual swords or a two-hander. More adept with the dual swords, they tend to bring out the two-handers only to deal with truly tough formations.
Port Rogues. Worth 5 Light Lamellar armor, Scimitar, pair of mini-crossbows, stealthy clothing, chemistry kit (blinding powder, fire pots, caltrops, ect.), climbing gear, which includes a handspike that can be used as an emergency weapon as well as a grappling hook + rope, which can be used to catch up the enemy, and a set of throwing knives. Highly dangerous and stealthy unit intended for surprise attacks and rapid short-range take-downs. Not meant to just throw themselves into the fray on the open battlefield, these men do best when surprising enemy elites, where they can chew up an enemy of greater value in seconds.
Hatholdir (axe men). Worth 5 Chainmail armor and klivanion, Doubble headed Dane axe, large buckler shield on back, sword, Saxe. Mercenarys from Rhun and Rovanionan who fight for riches and glory. Skilled men they act as bodyguards for lesser genrals and elite shock troops on the battlefield. Where they can become enraged and go berserk and charge forth with great streight and are almost unstopibal. They are given the privlage of plundering what they can carry after a victory.
Castamir’s Chosen. Worth 6 Heavy lamellar armor, Javelins, Gallic shield, Kukri sword, relatively stealthy clothing. Semi-stealthy elite unit claiming descent from the Black Numenoreans, with the skill to back it up. When ambushing, they pelt the enemy with a volley of javelins before sweeping them away in a storm of ferocity. On the open battlefield, they’ll remain behind allied lines, expending all their javelins to soften up a target before taking the frontlines to defeat them entirely.
Naru n’Aru Royal Guard. Worth 10 Heavy scalemail/light plate armor, sword, Gallic shield, shortened Halberd. There’s a niche in the shield where the halberd can be rested and easily wielded with one hand. Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives. They fight together with halberds and if the fighting gets too intense and close drop the halberds and use their swords to cut down the enemy. No fancy tricks or cool weapons, these men are just plain bad-to-the-bone, hence being good enough to 1 vs. 1 a troll using nothing but a halberd or a sword.
Arnakhôr Tôda. Worth 12 Heavy Númenórean plate armor. Sword-staffs, shield, Two handed sword (On back), long sword (on belt), Crossbow, lots of knives for throwing or slashing, 2 differnt camo clokes, (one for green woodland, and one for citys/deserts), chemistry kit (blinding powder, fire pots, caltrops, ect.) other equpiment if necasiry. Sons of the princes and leaders of Umbar that grew up with the Arankor. Decended from Numenorans and untainted by southron blood, theise are the mightest men of Umbar. They have trained from Childhood to defend the Arankor and will defend their leader with their life. They act as the personal Bodyguard of the leader of Umbar, and as his advisers. They are often appointed as genrals or goverenors of conquests. They can also be formed into a special ops team if needed.
Last and most certainly least on the infantry list:
Cutthroats, Vagabonds, and Scum. Worth .8 Armor is whatever they can scrounge up, equivalent to leather armor, their weaponry consists of a variety of one handed weapons. Whenever one deals with the great powers of the sea, one has to deal with the criminals of them, namely the pirate-ish type. These are heaps of men who were either hired or forcibly employed and are generally given a few encouraging words before being pointed at the enemy. Best used as militia, or otherwise best kept in jail.
Archers:
Belegaer archers. Worth 1 Use swordsmen bio, replace shield with bow and change sword to side-arm.
Port Militia Crossbowmen. Worth 1.2 Lamellar armor, side-arm, pavise shield, crossbow, wodden stakes for use agianst cavalery. Although usually recruited to guard the ports of coastal cities, these men make for capable archers on the battlefield, and possess a measure of survivability that the Belegaer archers lack. Admittedly, they will flee from close combat faster.
Belegar Marksmen. Worth 3 Lamellar armor, longbow, bucker shield, buckler shield, stakes for use agianst cavalery. Whenever a man shows particular capability, you can bet his superiors might eventually notice, and when they do that man is promoted to being a Marksman. These men have proven that they have good aim and they can fire individual shots quite effectively.
Scorpion Team. Worth 4 Light lamellar armor, side arm, pavise shield a scorpion siege weapon. A Scorpion team is a two-man team who carry and operate a scorpion siege weapon together. They can carry it into position and quickly set it up to fire upon the enemy. Although it is stronger than a crossbow, the rate of fire is about the same due to two men pulling the bowstring back into place rather than one. These men are not trained or armed for fighting and will quickly fall or route in melee. To keep it simple, the way it will work is if both men are smashed or the siege weapon is smashed, the whole team is. The pavise shields are setup with the scorpion to protect the crewmen from anything short of a catapult or trebuchet shot, though such sizable siege weapons would have trouble hitting such a small target.
Polybolos Worth 5 Light lamellar armor, side arm, armored Pollybols (looks like one of the small WW2 portable cannons). Simlar to the scorpion Team above, but less range, but faster rate of fire, and portabltly.
Castamir’s Rangers. Worth 6 Light lamellar armor, stealthy clothing, longbow, Kukri sword. Men claiming Black Numenorean descent who have the skill to back it up, whether or not it’s true. They work as scouts for the troops of Umbar once the boats have unloaded the soldiers, and in battle they fight as snipers.
Naru n’Aru Royal archers. Worth 8 Heavy scalemail/light plate armor, sword, small shield, Steel bow. Picked from the strongest men and the best archers Only the finest archers of Umbar are capale of using the mighty steelbow of Numenor. But the result But the result is devestating, able to pearce both shields and plate armor, they can easly smash even the most hevily armored troop. Since the steel in the bow is not effected by weather, they provide grater accuricty and range, and are much beter in wet weather. (in rain or in a sea battle). Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives.
Cavalry:
Coastal Raiders. Worth 1.3 Light chainmail armor, spear, axe, buckler shield. Being a military that prefers travel by ship, which isn’t usually conducive to having lots of horses, and with their homeland being rather in a desertish area, the people of Umbar don’t pride themselves in their cavalry. Coastal Raiders are a fairly light cavalry unit best used to harass the enemy, sweep away archers, or get that crucial flanking charge. Should the situation demand it, they may be better off simply dismounting and fighting with shield and axe.
Brigands Brigade. Worth 2 Heavy chainmail armor, Gallic shield, Sarissa, axe. Tired of being outdone by the knights of Dol Amroth, the Umbarian elite cavalry have devised the use of the Sarissa while mounted, giving them an insurmountable edge in the range department. Granted, they later discovered that skill was a very important factor, but the Sarissa allows the Brigands to outrange enemy Lancers and spearmen and hope that the first hit is the only one they’ll need. Aside from the Sarissa, these men aren’t much better than the Coastal Raiders in quality, but at least they can get a really long-range and powerful charge. In some cases they too may be better off dismounting and joining the fray on foot, were they act as powerfull pikemen. Erume roquen (desert riders). Worth 2 Light leather armor, Heavy javelins, hide covered buckler shield, lance, sidearm. (can be mounted on camels) Light cavalry that ride around the battlefield harassing the enemy with their heavy armor piercing javelins, and their lances. Quingarim (bow people). Worth 2 Chainmail armor, composite horse bow, sword, side arm. Medium cavalry that excelle at firing from horseback. Can hold up in melee against lighter troops and can out run heaver armed opponents.
Naru n’Aru Cataphracts. Worth 5
Heavy scale armor, Sarissa, mace, scimtar. Heavy scale armor for horse. Men decended from the castimarian ‘rebels‘ they now mount up and ride against their Gondorion foes once again. Elite Cataphracts that can plow through infintry and calvery.
Alright, thanks a lot
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
Post by masterlegobuilders on Apr 28, 2017 21:11:13 GMT
*1000 TWE of ships leave for Harondor. This fleet is made up of: 7 Battleships, 280 TWE 10 Frigates, 300 TWE 16 Destroyers, 320 TWE 2 Siege Ships, 100 TWE * *15 Corsair Black Guards accompany the Siege Ships, Battleships and Frigates, 570 MWE 35 Belegaer Archers are on each of the those ships as well, 665 MWE*
*A few transport ships carry 6000 MWE up to Harondor. This is made up of: 770 Coastal Raiders, 1000 MWE 100 Castimir's Rangers, 600 MWE 75 Port Rogues, 375 MWE 1000 Corsair Protectors, 1000 MWE 750 Phazan, 2250 MWE 500 Belegaer Archers, 500 MWE 92 Belegaer Marksmen, 275 MWE*
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
{JAMMERS! Umbar Units inside} Alright, the corsairs need them some units. So here they are.
Marines: Corsairs. Worth 1 Ragtag variety of armor(equivalent to light chainmail), two of various melee weapons(axe, sword, hook, etc) Javelins. Troops mainly meant for ship-to-ship fighting, though if necessary they can fight on land.
Corsair archers. Worth 1 Same thing as above but – a weapon and Javelins, + a pavis shield and a crossbow or a bow.
Corsair Firethrowers. Worth 1 Light armor, sword, firepots (Clay pots of flamiabal substance that ingints on contact.) Used on ships and raids.
Corsair Black Guard. Worth 2 Chain/scale armor, Dual swords, Barbed javelins, special bow that can shoot the javelins. Stelth cloke, many sidearms. Elite guards for the Corsair ships.
Infantry:
Corsair Protectors. Worth 1 Chainmail armor or a similar equivalent, long spetum, small buckler shield strapped to arm, side arm. Rather than go with the traditional lengthy pikes for anti-cavalry, these troops choose to use something a little more brutal and versatile. Still designed to out-range melee opponents, but pikemen will outdo them for range. The versatility and extra slashing power does make these men a cut above (see what I did there?) many other defensive units of equal value.
Corsair Raiders. Worth 1 Chainmail armor, two-hander axe, side arm. Fairly vicious shock infantry who like to get up close and personal quickly. Not too lightly or heavily armored, these men can usually get into position quickly enough and last long enough to do the job.
Corsair Spearmen. Worth 1 Chainmail armor, spears, javelins, buckler shield. Warriors who pelt the enemy with the few javelins they have before attacking with spears. Semi-effective both in offense and defense, but not as good as the specialized units at either, these men make for better support to the main battle line.
Belegaer swordsmen. Worth 1 Lamellar armor, sword, roughly square shaped shield, with rounded edges. Provides more all-around cover without being too large and awkward to handle. Capable, standard swordsmen. Meant more for land combat rather than naval combat and tougher than Corsairs.
Defenders. Worth 1.3 Lamellar armor, sword, spear large kite shield. Heavy infintry ment to hold a line and protect the archers behind them. Compareabale to the Gondorion infintry.
Belagaer Guardians. Worth 1.5 Heavy Lamellar armor, plate greaves/pauldrons/gauntlets, pavise shield, bident, mace, wodden stakes for use against horses. Sturdy troops meant to hold their ground at all cost. Against most units these troops can hold the line for a very long time, though they lack a measure of speed and flexibility. Why a bident? I dunno, felt like it fit the navy/ocean theme. Essentially a two-pronged spear.
Usurper’s Chosen. Worth 2.5 Heavy Lamellar armor, scimitar, throwing axes. Gallic shield. The more brutal raiders and warriors are promoted to be the Chosen, and are given better armor and shields. Their objective is to hack and slash through the enemy ranks.
Phazan. Worth 3 Heavy plate armor, Long pike, pavise shield, sword, crossbow, side arm. Meening “Guardians“ they are led by the prince of Umbar, and will defend him with their lives. In battle they use long pikes and huge shields, to make a near invincible phalanx of pikes. They are more than a match for any cavalery. Even the mighty Knights of the Silver Swan of Dol Amorth.
Blademasters of the Bay. Worth 3 Heavy Lamellar armor, dual swords, two-hander sword. Capable shock troops who can hack through a line with either dual swords or a two-hander. More adept with the dual swords, they tend to bring out the two-handers only to deal with truly tough formations.
Port Rogues. Worth 5 Light Lamellar armor, Scimitar, pair of mini-crossbows, stealthy clothing, chemistry kit (blinding powder, fire pots, caltrops, ect.), climbing gear, which includes a handspike that can be used as an emergency weapon as well as a grappling hook + rope, which can be used to catch up the enemy, and a set of throwing knives. Highly dangerous and stealthy unit intended for surprise attacks and rapid short-range take-downs. Not meant to just throw themselves into the fray on the open battlefield, these men do best when surprising enemy elites, where they can chew up an enemy of greater value in seconds.
Hatholdir (axe men). Worth 5 Chainmail armor and klivanion, Doubble headed Dane axe, large buckler shield on back, sword, Saxe. Mercenarys from Rhun and Rovanionan who fight for riches and glory. Skilled men they act as bodyguards for lesser genrals and elite shock troops on the battlefield. Where they can become enraged and go berserk and charge forth with great streight and are almost unstopibal. They are given the privlage of plundering what they can carry after a victory.
Castamir’s Chosen. Worth 6 Heavy lamellar armor, Javelins, Gallic shield, Kukri sword, relatively stealthy clothing. Semi-stealthy elite unit claiming descent from the Black Numenoreans, with the skill to back it up. When ambushing, they pelt the enemy with a volley of javelins before sweeping them away in a storm of ferocity. On the open battlefield, they’ll remain behind allied lines, expending all their javelins to soften up a target before taking the frontlines to defeat them entirely.
Naru n’Aru Royal Guard. Worth 10 Heavy scalemail/light plate armor, sword, Gallic shield, shortened Halberd. There’s a niche in the shield where the halberd can be rested and easily wielded with one hand. Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives. They fight together with halberds and if the fighting gets too intense and close drop the halberds and use their swords to cut down the enemy. No fancy tricks or cool weapons, these men are just plain bad-to-the-bone, hence being good enough to 1 vs. 1 a troll using nothing but a halberd or a sword.
Arnakhôr Tôda. Worth 12 Heavy Númenórean plate armor. Sword-staffs, shield, Two handed sword (On back), long sword (on belt), Crossbow, lots of knives for throwing or slashing, 2 differnt camo clokes, (one for green woodland, and one for citys/deserts), chemistry kit (blinding powder, fire pots, caltrops, ect.) other equpiment if necasiry. Sons of the princes and leaders of Umbar that grew up with the Arankor. Decended from Numenorans and untainted by southron blood, theise are the mightest men of Umbar. They have trained from Childhood to defend the Arankor and will defend their leader with their life. They act as the personal Bodyguard of the leader of Umbar, and as his advisers. They are often appointed as genrals or goverenors of conquests. They can also be formed into a special ops team if needed.
Last and most certainly least on the infantry list:
Cutthroats, Vagabonds, and Scum. Worth .8 Armor is whatever they can scrounge up, equivalent to leather armor, their weaponry consists of a variety of one handed weapons. Whenever one deals with the great powers of the sea, one has to deal with the criminals of them, namely the pirate-ish type. These are heaps of men who were either hired or forcibly employed and are generally given a few encouraging words before being pointed at the enemy. Best used as militia, or otherwise best kept in jail.
Archers:
Belegaer archers. Worth 1 Use swordsmen bio, replace shield with bow and change sword to side-arm.
Port Militia Crossbowmen. Worth 1.2 Lamellar armor, side-arm, pavise shield, crossbow, wodden stakes for use agianst cavalery. Although usually recruited to guard the ports of coastal cities, these men make for capable archers on the battlefield, and possess a measure of survivability that the Belegaer archers lack. Admittedly, they will flee from close combat faster.
Belegar Marksmen. Worth 3 Lamellar armor, longbow, bucker shield, buckler shield, stakes for use agianst cavalery. Whenever a man shows particular capability, you can bet his superiors might eventually notice, and when they do that man is promoted to being a Marksman. These men have proven that they have good aim and they can fire individual shots quite effectively.
Scorpion Team. Worth 4 Light lamellar armor, side arm, pavise shield a scorpion siege weapon. A Scorpion team is a two-man team who carry and operate a scorpion siege weapon together. They can carry it into position and quickly set it up to fire upon the enemy. Although it is stronger than a crossbow, the rate of fire is about the same due to two men pulling the bowstring back into place rather than one. These men are not trained or armed for fighting and will quickly fall or route in melee. To keep it simple, the way it will work is if both men are smashed or the siege weapon is smashed, the whole team is. The pavise shields are setup with the scorpion to protect the crewmen from anything short of a catapult or trebuchet shot, though such sizable siege weapons would have trouble hitting such a small target.
Polybolos Worth 5 Light lamellar armor, side arm, armored Pollybols (looks like one of the small WW2 portable cannons). Simlar to the scorpion Team above, but less range, but faster rate of fire, and portabltly.
Castamir’s Rangers. Worth 6 Light lamellar armor, stealthy clothing, longbow, Kukri sword. Men claiming Black Numenorean descent who have the skill to back it up, whether or not it’s true. They work as scouts for the troops of Umbar once the boats have unloaded the soldiers, and in battle they fight as snipers.
Naru n’Aru Royal archers. Worth 8 Heavy scalemail/light plate armor, sword, small shield, Steel bow. Picked from the strongest men and the best archers Only the finest archers of Umbar are capale of using the mighty steelbow of Numenor. But the result But the result is devestating, able to pearce both shields and plate armor, they can easly smash even the most hevily armored troop. Since the steel in the bow is not effected by weather, they provide grater accuricty and range, and are much beter in wet weather. (in rain or in a sea battle). Their name literally meaning “King’s men” or “Men of the King” in old Aduinic, these are the guardians of the leader of Umbar, who will protect him with their lives.
Cavalry:
Coastal Raiders. Worth 1.3 Light chainmail armor, spear, axe, buckler shield. Being a military that prefers travel by ship, which isn’t usually conducive to having lots of horses, and with their homeland being rather in a desertish area, the people of Umbar don’t pride themselves in their cavalry. Coastal Raiders are a fairly light cavalry unit best used to harass the enemy, sweep away archers, or get that crucial flanking charge. Should the situation demand it, they may be better off simply dismounting and fighting with shield and axe.
Brigands Brigade. Worth 2 Heavy chainmail armor, Gallic shield, Sarissa, axe. Tired of being outdone by the knights of Dol Amroth, the Umbarian elite cavalry have devised the use of the Sarissa while mounted, giving them an insurmountable edge in the range department. Granted, they later discovered that skill was a very important factor, but the Sarissa allows the Brigands to outrange enemy Lancers and spearmen and hope that the first hit is the only one they’ll need. Aside from the Sarissa, these men aren’t much better than the Coastal Raiders in quality, but at least they can get a really long-range and powerful charge. In some cases they too may be better off dismounting and joining the fray on foot, were they act as powerfull pikemen. Erume roquen (desert riders). Worth 2 Light leather armor, Heavy javelins, hide covered buckler shield, lance, sidearm. (can be mounted on camels) Light cavalry that ride around the battlefield harassing the enemy with their heavy armor piercing javelins, and their lances. Quingarim (bow people). Worth 2 Chainmail armor, composite horse bow, sword, side arm. Medium cavalry that excelle at firing from horseback. Can hold up in melee against lighter troops and can out run heaver armed opponents.
Naru n’Aru Cataphracts. Worth 5
Heavy scale armor, Sarissa, mace, scimtar. Heavy scale armor for horse. Men decended from the castimarian ‘rebels‘ they now mount up and ride against their Gondorion foes once again. Elite Cataphracts that can plow through infintry and calvery.
Well, I didn't have much choice over what units to use
You could have made some. What do you think of my units though? I want to know.
I spent long enough on those few for Harad, although I have a few written down somewhere I need to write up, including one for Umbar I'll be honest, I've only skimmed through them for the troops I wanted, but they look good
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