But by the time elf cav can do their raiding, the other player will probably have better pikes and defenses, so they'd be kinda useless as light raiders, which are much more useful in the early game.
Honestly, if we absolutely have to get rid of Arnor KoDAs and replace them with a more normal cavalry, then we may as well make Arnor Knights exactly the same as current Gondor knights, and no, I'm not being sarcastic about this.
What I mean is that the current Gondor knights, unlike the knights of previous betas, aren't as good as they were before because of their smaller hordes; so you now need to pay 1200 resources for the same number of cavalry that used to cost 600 resources, which means you can't really cav rush with Gondor any more because of the time it takes to get a good raiding force. If we were to restore Gondor knights to their old horde sizes (and increase their cost and training time a bit to balance them out) and add Arnor knights that are like the current Gondor knights but with different skins, then we could have units that are not only unique from eachother, but also fit in well within their own factions; since Gondor only has 1 cav unit (not counting KoDAs), it makes sense for their cav to be very good all-around units that are viable throughout the game, while Arnor cav wouldn't be quite as good because of their late cavalry and because they're more infantry-focused.
Now, if Arnor cavalry were like the current knights, then they wouldn't necessarily be light cav, but could instead support your troops by trampling infantry, killing wargs, and doing a bit of raiding, but they wouldn't be a major part of your force because of their low numbers.
I agree with the Gondor Knights thing. One thing I dislike about the mod is the smaller hordes, which devalues many units.
You're kind of right about the elves too. Maybe the Elf calvalry could just be elite horse archers? Their high speed, range and damage makes them excel against enemy cavalry and hand infantry, with damage bonuses against monsters. They can also ride with your Arnor knights to back them up against enemy cavalry or pikemen. They're more expensive than Arnor Knights by a fraction, but they can't recieve Banner of Reunited Arnor.
Here's my final draft for Arnor Knights:
They are medium-heavy cavalry that is well balanced, with emphasis towards being strongly armored. Like Gondor Knights, but stronger, much more armored, slightly slower, and more expensive. They're great at charging enemy lines, breaking up defenses, and opening a battle. They aren't as great for chasing units, but can hold their own against pikemen more than most cavalry units. When upgraded with the Banner of Reunited Arnor, they become the really elite heavy cavalry Royal Knights, which are stronger, slightly faster and take heavy armor and damage to an extreme for cavalry. Royal Knights can crush entire armies when upgraded in large numbers.
I like my Banner of Reunited Arnor idea as a upgrade. It transforms Arnor's medium, fairly balanced basic units into heavily armored elite troops.
Arnor Archers: Fairly balanced archers. More or less the same as Gondor Archers. Good armor and damage.
Steelbowmen: Banner of Reunited Arnor upgrade. Heavy archers with great armor and damage, plus a passive knockback effect at Lvl.2. Better melée attack than most archers, which is useful when they get caught by enemy infantry, which is quite possible due to their relatively low speed. Can mow down enemy heavy units.
Arnor Soldiers: Basic sword infantry. Slightly better against monsters than most units.
Royal Armsmen: Banner of Reunited Arnor upgrade. Elite swordsmen infantry that is resistant to crush, heavily armored and better against monsters and cavalry than most units. Great against basic enemy infantry, but not so much against pikemen.
I've already gone over Knights.
Here's templates for the Dunedain, still a little sketchy;
Dunedain Rangers: Basic ranger units that stealth in the woods and have a Longshot power at Lvl.2. Costs 250? 350? Better range, damage, attack speed and movement speed than Arnor Archers but not so much health. Steelbowmen still have the best range and damage, but are much slower. Rangers have low health and armor, so keep them for ambushes. Can be upgraded with Cloak of Shadows.
Dunedain Foresters: Ranger swordsmen. Costs 400 from a Lvl.2 Dunedain Camp. Fairly low health and armor. Great speed and melée damage, and can stealth in the woods. At lvl.2, they get a passive knockdown ability. Can be upgraded with Cloak of Shadows if you've purchased it. Highly effective when grouped with Rangers.
Dunedain Guildmaster: Costs 750 from a Lvl.3 Dunedain Camp. Single fast stealthy unit that can toggle between bows and swords. Excels against heroes and monsters but has low health, getting murdered by archers or cavalry. Great damage. Can be upgraded with Cloak of Shadows. At Lvl.2, they gain a temporary Blade Skill ability that doubles their armor and damage against heroes, allowing them to take on a hero without getting killed so easy. At Lvl. 5, he can use a cripple attack. It's not our of the question he could ride a horse at a higher level, so that the model isn't wasted.
Cloak of Shadows is an upgrade that can be purchased from a Lvl.3 Dunedain camp. It costs 500 to upgrade and 200 to apply. It improves stealth, allows the unit to stealth out of the forest when standing still, and allows the unit to become invisible while standing still in a forest.
Edited by Hasfusel, 22 May 2009 - 11:15 AM.