Angmar
#661
Posted 25 January 2009 - 06:54 PM
#662
Posted 25 January 2009 - 07:14 PM
Clothed Facade- Turn Morgomir invisible to all except the Eye of Sauron. Enemy units in a radius of him cower in fear. The time he is invisible can be based on his level. Also, he would not be able to attack considering there would be a floating sword if he did.
And I know it sounds a lot like Wormtounge's power
Edited by Wanderer∞, 25 January 2009 - 07:15 PM.
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#663
Posted 25 January 2009 - 11:18 PM
Look, as long as Morgomir loses his resemblance to Arthas from Warcraft 3 and starts looking like...well, a wraith, would you believe it, then i'll be happy.
Edited by Gr1m, 25 January 2009 - 11:23 PM.
#664
Posted 25 January 2009 - 11:44 PM
Edited by AA IP'er, 25 January 2009 - 11:45 PM.
#665
Posted 26 January 2009 - 01:29 AM
-Ghundabad Warriors: Orc infantry armed with swords/axes and kite shields, along with heavier armour.. Unlike Mordor Orcs they can get upgrades.
-Ghundabad Archers: Orc infantry armed with longbows, along with heavier armour. Unlike Mordor Orcs they can get upgrades.
-Rhudaur Hillmen: Light Rhudaur infantry armed with spears, and the ability to toggle to axes/swords.
-Rhudaur Hunters: Light Rhudaur infantry armed with bows.
-Wolf Brood: Like the Dire Wolves already in the game, but with a better skin.
-Snow Troll: A single lightly armoured Troll unit that comes wielding a mattock.
-Hill Troll: A single heavily armoured Troll unit that uses a pike.
-Stone Thrower: Same old unit, but with better looking Trolls.
-Sorcerer: Same unit as the one ingame, even though I hate them.
-Barrow Wright: Either single unit or in battalions of three that have ancestral armour and swords from the kings of Arnor.
-Vampire: Just like in AA's description.
-Werewolf: Not the stupid giant loin-cloth blue thing, but a hunched over wold like creature, like a giant, furry, and clawed Gollum in the game.
I'm debating whether or not Black Numenorians should be in, since lore wise there were no Black Numenoreans even near Angmar.
#666
Posted 26 January 2009 - 01:40 AM
On your list. I think that the men should be the upgradeable units. The orcs of Gundabad were even less powerful than the Mordor ones. The would just be rabble. Whereas the men would be stronger and be worth more, so the WK would more than likely spend his resources on them. There is a model for the Werewolf being made right now. I am glad you like my idea for the Vampire. I really want it to being a hunter killer unit. Angmar needs to really bring in that feeling of horror and dread. They won their battles by dividing their enemies and then instilling terror.
#667
Posted 26 January 2009 - 01:53 AM
If I remember correctly, we have more powers for the Nazgul than we know what to do with already.
Look, as long as Morgomir loses his resemblance to Arthas from Warcraft 3 and starts looking like...well, a wraith, would you believe it, then i'll be happy.
I meant to be used only for Morgomir in Angmar, not for him elsewhere.
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#668
Posted 26 January 2009 - 03:41 AM
I guess now would be a good time to post my ideas for a new Angmar unit list...
-Ghundabad Warriors: Orc infantry armed with swords/axes and kite shields, along with heavier armour.. Unlike Mordor Orcs they can get upgrades.
-Ghundabad Archers: Orc infantry armed with longbows, along with heavier armour. Unlike Mordor Orcs they can get upgrades.
-Rhudaur Hillmen: Light Rhudaur infantry armed with spears, and the ability to toggle to axes/swords.
-Rhudaur Hunters: Light Rhudaur infantry armed with bows.
-Wolf Brood: Like the Dire Wolves already in the game, but with a better skin.
-Snow Troll: A single lightly armoured Troll unit that comes wielding a mattock.
-Hill Troll: A single heavily armoured Troll unit that uses a pike.
-Stone Thrower: Same old unit, but with better looking Trolls.
-Sorcerer: Same unit as the one ingame, even though I hate them.
-Barrow Wright: Either single unit or in battalions of three that have ancestral armour and swords from the kings of Arnor.
-Vampire: Just like in AA's description.
-Werewolf: Not the stupid giant loin-cloth blue thing, but a hunched over wold like creature, like a giant, furry, and clawed Gollum in the game.
I'm debating whether or not Black Numenorians should be in, since lore wise there were no Black Numenoreans even near Angmar.
It's an improvement over ur last list, but there's still some overlapping in roles; why get werewolves when u can get snow trolls? Or vice-versa?
And if ur gonna have the orcs be worthless spamlings like Mordor orcs and Goblins as AA wants, at least keep them in the thrall system to maintain some uniqueness, both from other factions' orcs and from Rhudaurmen.
There's just no real reason beyond a dislike of the style to get rid of that system. It's great for uniqueness and gameplay and I think Angmar would be rather bland without it since they're just spamming orcs and barbarians like the rest of the evil factions until those monsters come out, and trolls aren't very unique so ur left with sorcerers and vampires. They're cool and all, but u just need more than that, imo unless vampires are cheap and prominant throughout the game.
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#669
Posted 26 January 2009 - 03:55 AM
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#670
Posted 26 January 2009 - 03:58 AM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#671
Posted 26 January 2009 - 03:59 AM
If you really want to see that just go up against a few easy armies.
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#672
Posted 26 January 2009 - 04:03 AM
Game Replays Forums; I am Panda Bear™
Awesome sig by TravTech PANDA POWER!!!
And please add Bear-mans
#673
Posted 26 January 2009 - 04:18 AM
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#674
Posted 26 January 2009 - 06:12 AM
"Fear the Iron Crown"
RJ-ROWTK, Massive Middle-earth, Elven Alliance,
Battles of Narnia, Lone Wolf, Rhovanion Alliance,
Age of the Firstborn, The Fourth Age, Battles of Gondor,
Note: Mods are not "how much I like them" order
Argeleb
#675
Posted 26 January 2009 - 03:58 PM
#677
Posted 26 January 2009 - 07:23 PM
#678
Posted 26 January 2009 - 07:36 PM
#679
Posted 26 January 2009 - 07:42 PM
Now on to relevant matters. The Black Numenorian swords men fill a needed role they just are total rubish lorewise. Much better would to be make them Rhudar Dunidain. They became traitors to the kinsmen and attacked the other nations of Arnor. They had lessened their blood by taking Dunlanding wives so they wouldn't be as strong as Arnorians of pure blood.
#680
Posted 26 January 2009 - 10:07 PM
Once again, I agree with youOn your list. I think that the men should be the upgradeable units. The orcs of Gundabad were even less powerful than the Mordor ones. The would just be rabble. Whereas the men would be stronger and be worth more, so the WK would more than likely spend his resources on them. There is a model for the Werewolf being made right now. I am glad you like my idea for the Vampire. I really want it to being a hunter killer unit. Angmar needs to really bring in that feeling of horror and dread. They won their battles by dividing their enemies and then instilling terror.
I don't see any besides the Trolls. Maybe we should combine the Snow Trolls and Hill Trolls to make a Trolls of Angmar unit, it would be weaker and cheaper then the Werewolf, so the problem you mentioned will be fixed.It's an improvement over ur last list, but there's still some overlapping in roles; why get werewolves when u can get snow trolls? Or vice-versa?
I don't know about the Thrall system, but I don't really see any reason for or against it, so somebody had better convince meAnd if ur gonna have the orcs be worthless spamlings like Mordor orcs and Goblins as AA wants, at least keep them in the thrall system to maintain some uniqueness, both from other factions' orcs and from Rhudaurmen.
There's just no real reason beyond a dislike of the style to get rid of that system. It's great for uniqueness and gameplay and I think Angmar would be rather bland without it since they're just spamming orcs and barbarians like the rest of the evil factions until those monsters come out, and trolls aren't very unique so ur left with sorcerers and vampires. They're cool and all, but u just need more than that, imo unless vampires are cheap and prominant throughout the game.
So the list so far...
-Ghundabad Warriors: Orc infantry armed with swords/axes and kite shields.
-Ghundabad Archers: Orc infantry armed with longbow.
-Rhudaur Hillmen: Light Rhudaur infantry armed with spears, and the ability to toggle to axes/swords.
-Rhudaur Hunters: Light Rhudaur infantry armed with bows.
-Wolf Brood: Like the Dire Wolves already in the game, but with a better skin.
-Troll of Angmar: A single lightly armoured Troll unit that comes wielding a mattock.
-Stone Thrower: Same old unit, but with better looking Trolls.
-Barrow Wright: Either single unit or in battalions of three that have ancestral armour and swords from the kings of Arnor.
-Vampire: Just like in AA's description.
-Werewolf: Not the stupid giant loin-cloth blue thing, but a hunched over wold like creature, like a giant, furry, and clawed Gollum in the game.
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