Sorry mods.
For the 20,000 characters to moderate.
{JAMMERS! -Thrawn- ONLY!}
Thrawn you needed help with units so here is the old list of Rhunic units.
Rhûn
Balchoth Axemen
Worth: 1
Description: Basic grunt units, recruited from the hordes of wild hill-tribes that inhabit Rhûn. Fierce individual fighters; can hold their own in melee against similar troops, but quickly fall when faced with more powerful enemies. Faster than some other troops; used sometimes for quick skirmish attacks.
Weapons: Wooden buckler reinforced with metal, axe, dagger.
Armor: Medium-light. Mail tunic, leather cuirass, (bracers), (greaves), (helmet).
Strengths: Melee in great numbers, swift attacks, weaker units.
Weaknesses: Cavalry, archers at range, heavier infantry, spearmen in formation.
Balchoth Spearmen
Worth: 1
Description: Again, basic spearmen from the hill-tribes. Rudimentary training in basic formations; strong with numbers in melee, not much else. Hardy and fast, due to their lighter armor.
Weapons: Wooden buckler reinforced with metal, war spear, dagger.
Armor: Same as axemen (medium-light).
Strengths: Light infantry, light cavalry, weaker units (archers in melee). Defensive formations against moderate-to weak troops.
Weaknesses: Heavy cavalry, ranged units, heavier infantry.
Balchoth Skirmishers
Worth: 1
Description: Slightly more skilled Balchoth soldiers. Have better training and use javelins. Trained to fight at range or in melee. Fast and good with skirmish tactics.
Weapons: Several javelins, axe, buckler, dagger.
Armor: Same as axemen (medium-light).
Strengths: Infantry, spearmen at range; weaker units in melee, light cavalry, archers at close range.
Weaknesses: Heavier cavalry, archers at long range, heavier infantry and spearmen in melee.
Easterling Swordsmen
Worth: 1
Description: The backbone of Rhûn's army, made of experienced soldiers. Consist of professional soldiers in service to the many chiefs and lordlings of the more civilized Easterlings, united under Rhukhâng to fight in the name of evil. Trained to fight as a unit in many different formations; can also fight individually or in smaller groups. Good against other regular infantry, but not very fast.
Weapons: Longswords, large rectangular-oval shields, sidearm.
Armor: High. Mail tunic w/ sleeves and partial legs, steel cuirass, bracers, greaves, helm.
Strengths: Weaker units, archers, any infantry not in formation; defending against other infantry; splitting enemy lines of infantry, skirmishers.
Weaknesses: Archers at range, nearly all cavalry, strong defensive polearm formations, super-heavy infantry.
Easterling Pikemen
Worth: 1
Description: Experienced units who have differentiated into polearm fighting. Also men-at-arms to Easterling nobles. Trained specifically to counter cavalry, and are very effective as such when in formation.
Weapons: 18-ft pike, shield strapped to arm, sidearm.
Armor: Same as swordsmen (High).
Strengths: Any cavalry, medium to weak infantry in close range.
Weaknesses: Archers, skirmishers, heavy infantry in close quarters, any infantry when not in formation.
Easterling Archers
Worth: 1
Description: The primary ranged unit of Easterling armies. More experienced and deadly at range than skirmishers. Powerful from range and in formation, weak in melee. Trained to fire volleys from range, and at will from anything closer.
Weapons: Powerful recurve bows, sidearm(s).
Armor: Leather and mail (medium-light).
Strengths: Most infantry and spearmen from range, most cavalry from range, other archers.
Weaknesses: Anything in melee.
Field Spearmen
Worth: 1
Description: Professional soldiers of Rhûn, used in defensive formations. Function as spearmen with ranged capabilities. Those in front wield spears while those behind throw javelins. Very effective in defense.
Weapons: War spear, shield, several javelins, sidearm.
Armor: Same as swordsmen (high/heavy).
Strengths: Infantry and most units from medium-range to melee. Most cavalry as well.
Weaknesses: Very heavy infantry or cavalry, massed archers.
Wardens
Worth: 1.5
Description: An armored and fully capable melee unit that also offers ranged firepower, wardens are highly skilled soldiers who occupy a unique niche in Rhûn’s army. They can be used for range support or melee toughness, and are equally good with both.
Weapons: Composite bow, sword, buckler, sidearm.
Armor: Medium. Mail, leather tunic w/ sleeves; steel bracers, greaves, helm.
Strengths: Most troops at range, weaker units or infantry in melee.
Weaknesses: Cavalry or heavier units in melee, massed archers.
Defenders
Worth: 0.8 (same as an orc)
Description: A unique unit, these men are not picked for their skill or experience but for the brute strength necessary to wield their massive shields effectively. They are used to protect other troops as part of defensive formations. They have very little fighting skill but are well disciplined and trained in their specific use.
Weapons: Huge rectangular shield, one-handed weapon.
Armor: Medium. Heavier mail and metal greaves/bracers.
Strengths: Defense against archers or infantry. A wall of these troops can stand up to most assaults.
Weaknesses: Very heavy units, heavy cavalry, anything when not together.
(All worths here on out, as well as previously, are in MWE; 1.3 is assumed to be 1.333..., equal to a legal elf.)
Watchmen
Worth: 1
Description: These units act as guards and defenders of fortifications and strategic positions. Trained to fight by selves or in groups and to use all sorts of defensive engines. Can use different weapons, but the use of one will often leave them vulnerable to a certain attack.
Weapons: Halberd, crossbow, shield, shortsword.
Armor: Medium. Heavy mail, steel bracers, greaves, helm.
Strengths: Defending. Melee combat against medium-weak foes. Fighting in fortifications or close quarters.
Weaknesses: Massed archers, anti-infantry troops, skirmishers, heavy cavalry. But they almost never are in a position to fight cavalry.
Rhûnic Macemen
Worth: 1.3
Description: Heavy infantry of the far eastern peoples. Strong and hardy, and fully capable of going toe-to-toe with a dwarf (as they have much experience fighting the inhabitants of the Orocarni). Good with maces against heavily armored foes.
Weapons: Large flanged or knobbed mace, spiked shield, sidearm
Armor: Heavy. Heavy mail, scale on arms/legs; plate cuirass, bracers, greaves, helm.
Strengths: Nearly all infantry (including dwarves), although fast units might be able to avoid them. Heavies will have trouble with them.
Weaknesses: Cavalry, massed archers, polearm formations.
Rhûnic Crossbowmen
Worth: 1.3
Description: Ranged troops of the far east, comrades of the Rhûnic Macemen. Powerful at range and good for taking down heavily armed troops, but suffer from poor rate of fire. Can defend selves in melee, but aren’t particularly good at it.
Weapons: Crossbow, one-handed axe or mace, large shield which can be stuck in ground for cover.
Armor: Heavy. Mail and half-plate, like most other high-armored troops in this army.
Strengths: Most units at range, especially heavies (as they can’t get to them quickly enough). Weak units in melee.
Weaknesses: Cavalry, elite archers, offensive formations or heavier units in melee.
Khandian Axemen
Worth: 2
Description: The strongest and heaviest troops, recruited from the men of Khand. Very experienced and tough melee troops. These units excel at smashing through enemy formations and breaking enemy lines or holding off while other troops are retreating. Can use one-handed or two-handed weapons.
Weapons: Massive two-handed battleaxe or warhammer, one-handed axe or mace, shield.
Armor: Very high. Steel plate. Full cuirass, bracers, greaves, full helm, protective "kilt" of segmented plates, other pieces covering joints.
Strengths: Infantry in formation or out, all but the heaviest polearms in formation. Weaker units in melee.
Weaknesses: Most cavalry, numerous archers. Stronger elites.
Khandian Phalanx Men
Worth: 1.3
Description: Khandian troops who are very experienced and exceptionally skilled in polearm fighting. The most disciplined unit in Rhun's army, trained to fight in the homonymous formation. As such, they are very effective.
Weapons: 24-ft. pike, large shield strapped to arm, one-handed weapon. Shield and pike used simultaneously. Can use one-handed weapon and shield if need be.
Armor: Same as swordsmen: plate-and-mail. (High/Heavy).
Strengths: Infantry, most troops in melee, cavalry.
Weaknesses: Archers at range, extremely heavy troops. Medium-heavy units when not in formation.
Variag Footmen
Worth: 1
Description: Standard infantry of the Variags, recruited from the tribesmen of Khand and the surrounding areas. Vicious and quick melee fighters, good against infantry and cavalry alike. Ranged and melee capabilities. Not terribly good in defense.
Weapons: Variag halberd (slightly shorter than normal), short throwing spears, sidearm(s).
Armor: Medium. Scale mail, steel helm, greaves, bracers.
Strengths: Individual melee, especially against weaker units or trapped cavalry. Can take down typical heavy sword-and-board elites with their superior reach and speed.
Weaknesses: Stronger units in formation, archers, faster elites.
Variag Slingsmen
Worth: 1
Description: Tribal skirmish units from the forests of the southeast. Fast and light, good with ambushes and hit-and-run. Stealthy, have good knowledge of forest combat. Can climb trees well and use primitive camouflage. Best in woods; not very strong in wide open battle. Ferocious in close combat.
Weapons: Powerful sling, rocks (for ammunition), short spear (4’), knives.
Armor: Leather (light) patterned with mottled green-brown camo. Can use cloaks or foliage for stealth.
Strengths: Forest combat, individual melee, ambushes.
Weaknesses: Open melee against heavier units.
Variag Raiders
Worth: 1 (1.3 including horse)
Description: Ranged cavalry unit, consisting of horsemen recruited from the various nomadic tribes of Khand. Very fast and light. Excel at hit-and-run attacks and ambushes; will run circles around enemies while peltering them with arrows. Experienced horsemen and archers who start training early and never differentiate. As such they are very good at what they do.
Weapons: Recurve bow (cavalry variant of the weapon used by the foot archers), one-handed weapon.
Armor: Medium-light. Mail and leather.
Strengths: Massed infantry, polearms, other archers, cavalry (all from range).
Weaknesses: Melee combat with infantry or heavier cavalry.
Lancers
Worth: 1.5 (2 including horse)
Description: Elite cavalry unit, liegemen to the nobles of Rhûn. Moderate-heavy cavalry. High-ranking knight-level troops; very experienced, have trained and fought most of their lives. Good in melee or from range. Trained in many different specialized maneuvers.
Weapons: Lance, longsword, shield, javelins.
Armor: Medium-heavy. Heavy scale mail, metal bracers, greaves, helm. Scale "kilt" protecting lower regions.
Strengths: Infantry, archers in melee, lighter cavalry. Spearmen from range when using javelins.
Weaknesses: Pikemen or spearmen in melee, archers from range.
Easterling Hunters
Worth: 3
Description: Very experienced archers, men who have hunted and fought all their lives and are skilled with stealth. These elite bowmen have trained long with the bow and are exceptionally good with it. Also used for stealth missions. Can fight in groups or by selves.
Weapons: Massive longbow (6' 4" when unstrung) with range of 300+ yards. Multiple knives for close quarters; unarmed combat.
Armor: Light. Leather to enable quick and stealthy movement. Also have cloaks.
Strengths: Nearly anything from a distance; fantastic at long range.
Weaknesses: Heavy units in close quarters or anywhere without room to escape.
Vanguards
Worth: 3
Description: As the name implies, these troops are often used in the front lines either to defend or break the enemy. Consisting of seasoned veterans who have fought all their lives, these troops are highly skilled and trained in different types of combat. Excel at both offensive and defensive combat.
Weapons: War spear, longsword, large shield, javelins.
Armor: Plate-and-mail (Heavy).
Strengths: infantry, weaker units, other spearmen, most cavalry. Fighting in defensive or offensive formations.
Weaknesses: elite archers, heaviest cavalry, elite juggernauts.
Blackhearts
Worth: 4
Description: These men are either inhabitants of Rhovanion who serve Sauron, outcasts of other Easterling tribes, emissaries of Barad-dûr, or even those who betrayed the West for the East (as their name implies). Some are descendants of Ulfang the accursed. They harbor a deep hatred for elves, dwarves, and tarks alike and eagerly fight for Rhukhâng. In battle, their ferocity and great skill allow them to deal great damage.
Weapons: 2-h hammer, dual 1-h weapons, or one 1-h weapon and shield.
Armor: Heavy scale mail with spiky pauldrons (like Uruks would wear). Painted black.
Strengths: Melee. They’ll carve through most units.
Weaknesses: Cavalry, archers.
Ashandarei (pronounced AH-shahn-DAIR-eye)
Worth: 5
Description: Extremely elite and skilled troops; handpicked by Rhukhâng to serve as his personal force. Consist of very experienced fighters and commanders. Excellent fighters together or apart. Anti-infantry units.
Weapons: Their signature Ashandarei (a 5-ft. haft topped with a 2-ft. heavy blade), sword, shield, recurve bow, knives.
Armor: Segmented overlapping plates, mail. Allows for better movement without sacrificing much protection (Heavy).
Strengths: Fighting against infantry. Most units in melee. Can be used against cavalry. Strong at range.
Weaknesses: Elite archers, heavy cavalry.
Elite Ashandarei
Worth: 10
Description: The best of the best. Ashandarei who prove themselves worthy may be promoted. Serve as Rhukhâng's personal guard. Used for special missions, assassinations, etc. Few in number, these men rank close to Rhukhâng himself. Each is capable of taking command should need be. The most powerful single unit in Rhûn's army.
Weapons: Ashandarei, sword(s), shield, bow, knives, (special equipment).
Armor: Improved version of the regular Ashandarei's armor. Wear leather and cloaks if need be for stealth missions.
Strengths: Anything in melee; most things at range.
Weaknesses: Massed archers or cavalry.
Easterling Longswords
Worth: 1.5
Description: An offensive unit, primarily deployed along regular infantry to supply more hitting power to an assault or to bolster the offensive strength of any force of standard units. Skilled swordsmen who can pack a punch in melee, while staying light enough to avoid heavier troops.
Weapons: Two-handed longsword, sidearm.
Armor: Medium (same as wardens).
Strengths: Melee against infantry, weaker units, or individuals.
Weaknesses: Cavalry, archers at range, fast elites.
Rhûnic Axemen
Worth: 2.5
Description: Elite units from the far eastern lands, powerful and highly dangerous. Fight alongside other Rhûnic troops, and can be used offensively to break or defensively to stall. Deadly in melee or when throwing axes.
Weapons: 2-handed axe, 1-handed axe or mace and shield, several throwing axes.
Armor: Heavy (same as macemen).
Strengths: Melee against most troops, short-range against weaker troops.
Weaknesses: Cavalry, massed archers.
Khandian Halberdiers
Worth: 1.3
Description: Defensive units recruited from Khand, comrades to the Khandian Axemen and Phalanxes. Strong units for defending, good in formation or individually. Powerful and difficult to take down, especially when together. Can defend selves from range with shields.
Weapons: Halberd, tower shield, sidearm.
Armor: Heavy (same as phalanxes).
Strengths: Cavalry, standard infantry, defending against any melee units.
Weaknesses: Massed archers, super-heavy troops.
Easterling Guardians
Worth: 2
Description: Elite defensive units, slow but strong and very tough to take down. Used to defend against individual units and to deter unregimented mass attacks. Powerful against most melee units.
Weapons: Halberd or similar weapon, small shield on arm used w/ polearm, sidearm.
Armor: Very heavy, mail and full segmented plate.
Strengths: Melee defense, non-formation combat, infantry.
Weaknesses: Crossbows, heavy cavalry, strong formations.
Wainrider Charioteer
Worth: N/A, their cost is included in the cost of the chariots/battlewains which will be covered later.
Description: Wainriders who operate the various wheeled cavalry of the Wainriders. Each remains in the vehicle at all times. This unit covers the gunners, drivers, engineers, and any other non-combatants who crew the vehicles. They can defend themselves if necessary, but prefer the other guys to do it for them.
Weapons: Various. One-handed, sidearm, whip, etc.
Armor: Varies with position. In general, the drivers and gunners have heavier armor.
Strengths: Operating vehicles.
Weaknesses: Being out of a vehicle.
Wainrider Footmen
Worth: 1
Description: The passengers of chariots and wains who can defend their vehicles or disembark to fight on foot. Commonly deployed by vehicles in mid-battle, and able to be transported wherever necessary. In combat, they function as standard fast infantry.
Weapons: One-handed weapon, buckler, sidearm.
Armor: Mail and studded leather (medium).
Strengths: Fighting in the middle of a fray, weaker units.
Weaknesses: Heavy units, cavalry, formations.
Wainrider Archers
Worth: 1
Description: Ranged troops who ride in chariots and wains and rain fire down on the enemy. Skilled with a bow and used to the motions of a vehicle, thus able to fire accurately despite moving. Can work with other riders to coordinate fire, or go individually.
Weapons: Bow, sidearm. Extra arrows in vehicle.
Armor: Light mail and leather (light).
Strengths: Firing from vehicles.
Weaknesses: Melee.
Wainrider Defenders
Worth: 1
Description: Troops who ride in vehicles and defend their occupants or strike at enemies. Offer an additional attack to the chariot's arsenal. Good against most units while fighting from vehicles. Can be used to hack at enemies while staying in vehicle.
Weapons: Polearm, sidearm.
Armor: Mail and quarter-plate.
Strengths: Fighting in vehicles.
Weaknesses: Being out of a vehicle.
Chariot
Worth: 5
Description: Mighty chariots of the Wainriders, poweful mobile units. Good with crushing troops, taking out cavalry, running down units, and smashing through lines. Besides the weight and power of the vehicle itself, the crew also have different attacks. The design is much the same as standard chariots, except the box is larger, has higher sides and back, and is armored. The wheels have steel rims and detachable spikes that extend horizontally from the hub. The horses have light armor and solid studded shoes to protect their hooves from caltrops (as do all my cavalry). Also, there are spiked metal plates on the front of the horses' harnesses and the yoke for extra hitting power and protection against pikemen.
Crew: A Wainrider charioteer, an archer, and a defender. Occasionally substitutes a footman for the archer. The archer and defender provide ranged and melee attacks to supplement the chariot's offensive capabilities.
Transport Wain
Worth: 25 including passengers
Description: A large wain used to transport troops. Can carry infantry around (relatively) safely and deploy them where needed, or be used as a mobile archer platform. Essentially, it's a large war wagon with armored sides with upward-slanted roof projections to protect its inhabitants; it's open in the middle, but covered to either side like this, except more slanted:
/ \
|___|
It's not terribly fast, but it can still outrun or run over infantry. The horses have some armor. Also, in each of the front corners is an arbalest. On the sides are holes for archers, and in the back is a ramp for loading which forms the door when pulled up.
Crew: 3 charioteers: the driver and two gunners. Up to twenty passengers can be carried inside on benches.
Battlewain
Worth: 15 (might raise to 20)
Description: An armed and armored wain used as a mobile artillery unit. Used to bombard enemies from range with various projectiles and take down large targets. In design, it's pretty much like the Korean war wagon from AoE II: The Conquerors, except with an open top and sides like the transport wain. In the front corners it has two arbalests, and in the center is an enhanced ballista capable of firing all sorts of different things. The ballista and arbalests can rotate and elevate to fire upward. The battlewain is smaller than the transport wain and faster, though not nearly as fast as chariots or cavalry. It's armored like the transport wain, and the horses have some armor too. There are the same arrow notches/holes/slits in the side for archers, but no ramp in the back. The only way to board is a small ladder in the back which is pulled up when not needed.
Crew: 5 charioteers consisting of a driver, primary gunner, two secondary gunners, and an engineer/loader. Also has two archers and one defender.