Arnor
#1461
Posted 07 April 2009 - 12:26 AM
#1462
Posted 07 April 2009 - 12:26 AM
My political compass
There's a story that the grass is so green...what did I see? Where have I been?
#1463
Posted 07 April 2009 - 12:27 AM
#1464
Posted 07 April 2009 - 02:19 AM
#1466
Posted 07 April 2009 - 01:00 PM
It's good to know that someone has the same point of view.
http://us.mnzeo.2y.n...wimoovevio.html - that's fun
#1467
Posted 08 April 2009 - 02:29 PM
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.
#1469
Posted 08 April 2009 - 10:41 PM
they helped arvedui although i could see your point; they didnt help them in battle but they helped their king, ArveduiThe 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.
Lossoth allies is a little rubbish, change it to hobbit allies! except no hobbit heroes, just hobbits.
#1471
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?
here's what i have to say.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.
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.
#1472
Posted 08 April 2009 - 10:47 PM
b/c they were summoned and they came in the battle of fornostNot 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?
Sure, kick em out of the armies
put them as a summon instead
srry for double post
#1473
Posted 08 April 2009 - 10:52 PM
"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..............
#1475
Posted 09 April 2009 - 12:10 AM
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.
#1476
Posted 09 April 2009 - 12:43 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#1477
Posted 09 April 2009 - 12:53 AM
they could be an inn faction............but should be mostly men
#1478
Posted 09 April 2009 - 12:54 AM
Careful. This link is DANGEROUS. Do NOT click it. This one, however, is fine.
I had the meaning of life in my signature, but it exceeded the character limit.
#1479
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:
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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#1480
Posted 09 April 2009 - 04:50 AM
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