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#1461 shadowcreature

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Posted 07 April 2009 - 12:26 AM

If any Rangers need working on, it would have to be the Mounted ones, they wield lousy damage for their price. :thumbsupsmiley:

#1462 Devon

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Posted 07 April 2009 - 12:26 AM

You don't mean the royal knight mhh, do you?

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#1463 shadowcreature

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Posted 07 April 2009 - 12:27 AM

No, I was referring to the Mounted Dunedain Rangers. :thumbsupsmiley:

#1464 {IP} Aridor

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Posted 07 April 2009 - 02:19 AM

Actually I think Ranger brings up a really good point. I am pretty darn sure he may be right.

#1465 Eärendur

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Posted 07 April 2009 - 05:56 AM

I really like the "Valor of the West" power idea. Much better than my stupid summoning ideas. :thumbsupsmiley: :tongevil: :p
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#1466 Anri1

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Posted 07 April 2009 - 01:00 PM

Thanks for a support in the idea about Dunadain Rangers Uruk King :thumbsupsmiley:

It's good to know that someone has the same point of view.
"Sons of Gondor, of Rohan, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of Men fails…. When we forsake our friends and break all bonds of fellowship. But it is not this day! An hour of wolves and shattered shields when the age of Men comes crashing down. But it is not this day! This day we fight! By all that you hold dear on this good earth I bid you stand, Men of the West!"-King Ellessar

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#1467 Uruk King

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Posted 08 April 2009 - 02:29 PM

I just wanted to fully flesh out my idea of the Arnor techtree, just to breifly return to previously suggested concepts.

Infantry:

Arnor Militia: Armed with polearms and shields, they're trained to hold back enemy forces, but don't hold out well agaisnt more formidible foes, quite susceptible to fear. They can receive an upgrade which improves their combat orientering towards enemy cavalry than infantry, and become anti-cavalry spearmen as a result.

Archers: Armed with short-range bows, basic archer unit.

Dunedain Soldiers - A step up from militamen, armed with longswords and shields, they're hardier than Gondor soldiers, and at level 4 they gain resistance to Fear. Quite capable of handling many enemies except monsters and cavalry. They can change to Block formation for defense

Captain of Arnor - Leadership unit, capable of fighting to higher levels, subtly increasing his leadership output.

Arnor Champions - Elite Swordsmen bearing Greatswords, their atttack damage is the highest for any melee unit in Arnor, limited to three batallions.

KingsGuard - Armed with long glaives, they have high attack and the highest armour for any Arnor unit, limited to three batallions.

Steelbowmen - Powerful archers with long range and knockback damage. limited to three batallions.

Cavalry:

Cardolan Riders: Light and swift cavalry. Their trample damage is lacking when compared to the Royal Knights, and their weapon damage is fairly low. But their price is fairly cheap.

Royal Knights: Royal Knights are heavily armoured and deal high trample and weapon damage. However, they are also slower than their counterparts from Cardolan. Limited to three batallions

Seige: Trebuchet.

That's as much as I can think of for now.
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#1468 Eärendur

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Posted 08 April 2009 - 10:14 PM

There are some really good ideas in there. do these units go into Arnor and the Elves and dunedain go out?
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#1469 Dunedain Lord

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Posted 08 April 2009 - 10:41 PM

The Lossoth weren't allies of Arnor. The Lossoth wanted to be left alone and feared the Witch-king of Angmar far too much to actually fight against him. A power to summon Lossoth men wouldn't be realistic.

they helped arvedui although i could see your point; they didnt help them in battle but they helped their king, Arvedui
Lossoth allies is a little rubbish, change it to hobbit allies! except no hobbit heroes, just hobbits.
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1470 Eärendur

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Posted 08 April 2009 - 10:43 PM

Not this Hobbit crap again! (No offense)
It's bad enough that they have a building in the faction. Why should they also be a summon, exactly?
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#1471 Dunedain Lord

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Posted 08 April 2009 - 10:46 PM

^^ No comment. At all. >.>;



What does it mean? (I wonder if only my postes are looking dum to Captain of Arnor :) )

Say exectly what you don't like in sword/bow switch for Dunadains?



The Dunedain Rangers are just that. Rangers. Like Rangers of Ithillen or Dark Ranger. They're a semi-elite ranged unit. The Rangers had maybe some skill with the sword, but their jobs were to hide in the woods and waylay enemies and beasts with the bow and arrow. Ambushes, traps, guerilla warfare basically.

I don't think the Dunedain Rangers should get a weapon switch, they should stay bow. Actually, I don't think they should be messed with at all, really, they're quite powerful and useful as it is.

I do think the Dunedain Captain should be messed around with though. Quite frankly? He sucks.

here's what i have to say.
According to the return of the king, the grey company, the rangers, were armed with spear, sword, and bow, so I see Anri's point.
They also had a hard look in their eyes which showed their strength.
Anyway, rangers do have swords you know. Wait for an enemy to get right next to them, and wham! he sticks a sword out of his pocket and cuts the enemy. All i think is that rangers should be given a mount toggle, as they used horses fairly often. They should also be able to wield a spear or sword when they are mounted, more mounted rangers are pathetic. And the D. Cptn does not suck. Leadership? Just level him up a little with a group of rangers and he provides a very good amount of protein.
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1472 Dunedain Lord

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Posted 08 April 2009 - 10:47 PM

Not this Hobbit crap again! (No offense)
It's bad enough that they have a building in the faction. Why should they also be a summon, exactly?

b/c they were summoned and they came in the battle of fornost
Sure, kick em out of the armies
put them as a summon instead
srry for double post
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1473 Dunedain Lord

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Posted 08 April 2009 - 10:52 PM

I am REALLY sorry for triple post. Anyway, Uruk King, too many elites. I think it would unbalance all the factions and make arnor some
"uber" faction. Keep it at one unit, and 3 limited hordes. And for God's sake, take those damn elves out. I dont care if they are that good,
arnor is men. This has been my point for a while. the elves did not make up the elite part of Arnor, men did. AND, elves did not make up over half of Arnor. Men made up over 75% of it! Elves? ALlies! Not the backbone of the army..........
I like the flow of ideas coming here, actually. But Cardolan Riders? Never mentioned in Tolkein's works.
And ARvedui? He needs a re-skin. Like a king goes to battle in a shitload of blue robes..............
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1474 Eärendur

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Posted 09 April 2009 - 12:01 AM

And ARvedui? He needs a re-skin. Like a king goes to battle in a shitload of blue robes..............


And a T-shirt, crossed eyes, a grey beard, and zero armor.
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#1475 Eärendur

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Posted 09 April 2009 - 12:10 AM

But as for Cardolan units, maybe the Arnor Builder can have a side structure (like the Gondor Builder's Ithilien Outpost) on his palantir, maybe called an "Arnor Beacon" or Dunedain Beacon" that could look something like this:
Arnor_Beacon.JPG
And like the Ithilien Outpost, it would garrison about 5 units, and could train either "Cardolan Riders" or an archer unit like "Cardolan Rangers" (Rangers with Toggle sword/bow and mount/dismount) which would replace the Dunedain units, and heavy pike units called "Barrow-Down Guardians" or something like that.

And in the end just dump the Elves and Dunedain, and add more men units (along with the Archers and Soldiers, which, by-the-way, need to be renamed Arnor not Dunedain), such as Fornost Spearmen (Pikemen), Dunedain Bladebearers (late-game Swordsmen), Knights of Fornost (Cavalry), Arnor Captain (Leadership unit), Arnor Catapult (siege unit), and Annuminas Steelbows (Archer MHH), or Annuminas Champions (Pikeman MHH). Plus any other necessary units.

Edited by Eärendur, 09 April 2009 - 12:16 AM.

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#1476 {IRS}Athos

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Posted 09 April 2009 - 12:43 AM

No elves? Are you kidding? Without them, Arnor would have been completely doomed. And what's up with dissing the Arvedui skin? It's a superior piece of work.
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#1477 Dunedain Lord

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Posted 09 April 2009 - 12:53 AM

they didnt fight side by side with eachother on the assault on angmar most of the times
they could be an inn faction............but should be mostly men
"Now, men of Arnor. Let us restore the glory of the Dunedain! To battle, and victory!" King Argeleb

#1478 {IRS}Athos

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Posted 09 April 2009 - 12:54 AM

On the contrary, Cirdan sent help whenever he could spare it. Any time that the elves were capable of sending troops, they sent them.
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#1479 dojob

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Posted 09 April 2009 - 03:21 AM

But as for Cardolan units, maybe the Arnor Builder can have a side structure (like the Gondor Builder's Ithilien Outpost) on his palantir, maybe called an "Arnor Beacon" or Dunedain Beacon" that could look something like this:
Arnor_Beacon.JPG
And like the Ithilien Outpost, it would garrison about 5 units, and could train either "Cardolan Riders" or an archer unit like "Cardolan Rangers" (Rangers with Toggle sword/bow and mount/dismount) which would replace the Dunedain units, and heavy pike units called "Barrow-Down Guardians" or something like that.

And in the end just dump the Elves and Dunedain, and add more men units (along with the Archers and Soldiers, which, by-the-way, need to be renamed Arnor not Dunedain), such as Fornost Spearmen (Pikemen), Dunedain Bladebearers (late-game Swordsmen), Knights of Fornost (Cavalry), Arnor Captain (Leadership unit), Arnor Catapult (siege unit), and Annuminas Steelbows (Archer MHH), or Annuminas Champions (Pikeman MHH). Plus any other necessary units.



Meh, Arnor's already a fine, complete faction as it is; it has a distinct style, fairly unique gameplay, and it doesn't completely go against the lore, so I don't think it needs any large changes like getting rid of Hobbits or moving subfactions around; aside from maybe altering their heroes, the only changes that would actually help the faction, imo, would be to combine Arnor soldiers and archers into a single early toggle horde and then have elite specialists like swordsmen, steelbowmen, and pikes come from higher-tiered barracks. The beacons are also a pretty good idea for people playing on fortress maps, but there's absolutely no need to mess with Arnor's fundemental mechanics, especially when you're trying to make Arnor so damned boring...

Edited by dojob, 09 April 2009 - 03:22 AM.

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And please add Bear-mans


#1480 shadowcreature

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Posted 09 April 2009 - 04:50 AM

A higher tier barracks would sound good. Perhaps either one can build when you have a level 3 barracks, or have it immediately available but at a very high price.




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