*saves trouble*
Tar-Herumor, Champion of Fornost.-A Black Numenorean general, Tar-Herumor. He is descended from a great Lord of the Haradrim from the Second Age, who fought alongside his brother Ferumir against the Last Alliance of Elves and Men. He is a master of siege warfare, and spent the first eighty years of his adulthood honing his skills in constant war with the Snow-Men of Forochel and the Orcs of the Misty Mountains. Most recently, however, he has allied himself with a new Dark Lord; the Witch-king of Angmar, Chief Servant of Sauron the Enemy. In Angmar's War with Arnor, he commanded the assault upon the walls of Fornost, and won great praise from the Witch-king. Despite his ancestry, the long years of endless conflict have begun to take their tole on the aging warrior; though a pure-bred Numenorean, all Men will succumb to the "Gift of Illuvatar". He wields a longsword, a shield, and wears heavy armour.
Rank One.-Mount. Mounts an armoured, black horse.
Rank Three.-The Puppet-Master. Leadership; all nearby units gain a thirty percent increase in movement speed and experience. In addition to this, all allied Siege Weapons near him gain a fifty percent attack speed and damage boost.
Rank Three.-Dark Arts. Heals nearby units and heroes.
Rank Six.-The King's Men. Grants experience to all units in a radius.
Rank Eight.-A Cloud of Serpents. Calls down a large volley of arrows and several catapult stones which bombard a specified area.
UnitsOrc Warriors.-Standard Orc warriors..though, unlike Mordor, can be upgraded with Heavy Armour and Forged Blades.
Orc Trackers.-Orcs with bows...while they're still crap archers, can be upgraded with Heavy Armour. Also, use Poisoned Arrows against units and Flaming Arrows against structures - they gain access to that once they reach rank two.
Outlaw Brigands.-A mix of Wildmen of Dunland, Rhudaur Hillmen, etc. Anyway, toggle between spears and bows. Have strong health and attack, but relatively weak armor. Also move quite fast and are stealthed when in trees upon reaching rank two.
Were-wolf of Forochel.-A single unit, only useful in melee combat. As you could guess, a werewolf - though not like what you're likely used to. Instead of toggling from an ordinary Man to a...hairier Man, stays as a monstrous, bipedal, ferocious wolf.
Emissaries of the Iron Crown.-Vampires..basically a large, humanoid bat. Useful mainly for scouting, causing fear in enemy troops, and providing air support in combat if forced. Acts as a miniature Nazgul on Fell Beast. Like the Were-wolves, single units.
Black Numenorean.-Single, Captain unit. Provides leadership to nearby troops while creating negative effects in enemy ones. Wields a large, claymore-like sword, and gets a heavy armour upgrade upon reaching a certain rank - three, maybe five.
Mire-Wights.-Slaved to a building, the "Fell Haunt" for lack of a better name. Take away enemy leadership effects, and attack enemy troops in melee combat - pretty much exactly like the Barrow-Wights found ingame.
Wolf-Brood.-The Dire Wolves found ingame, except the horde structure is less of an ordered block and more of a...horde
also, upon leveling up, spawns a scaled-up Wolf Chieftan to act as the banner carrier.