Splitting your forces only works when you vastly outnumber your enemy or have a great technological advantage. The WK never had either until the end and even then the forces of Gondor crushed him with easy though they came to late. If he had moved on Arnor united that early in force he would have to dealt with the combined united and determined forces of Arnor, and Gondor would have come to their aid swiftly. It may in fact have brought the two kingdoms closer together and united them tightly. Which the dark lord would want avoided at all cost. Evil defeats us by dividing us. That is why the WK began a slow campaign to split them apart and bleed them dry. Gondor was the greater threat to Sauron but to defeat it first he began picking of their allies. Though things happened in unexpected ways to the benefit of good. Such as the sudden alliance and appearance of the Riddermark. His chief goal of course at all times was to destroy the Elves and take their rings but he had to take out Gondor first, and also those pesky Dwarves, who wouldn't seem to die even though two of their homes had been destroyed. In conclusion I would agree to your tactic, which is what the dark lord did overall but for Angmar itself it wasn't a good option.
Your list is pretty decent but it sort of makes them into a Gondor clone.
I would suggest the following:
Units:
Infantry:
Brigands: Real weak raiding and scout unit. Good only against reasource buildings and decent against other buildings. They steal resources as they hurt structures.
Wildmen of Rhudar: A horde of un-armored and club wielding wildmen, you can choose three upgrades for them, pikes, axes, and bows. Pikes being your basic pike unit, axe is good against buildings and infantry, and bows is a very basic ranged unit. Axe throwers go by-by b/c they are extremely unrealistic. This gives the the versatility of the Thrall masters without the annoying suddenly popping into being units and the disorganized choice of units.
Thrall Master: Leadership buff guy. Like a troll drummer.
Gundabad Orcs: A moltly group of varied orcs. They have pikes, swords, axes, clubs, and random weapons of death. They are really balanced. Not bad against anything but not good against anything. They can be upgraded with FB and HA.
Men of Carn Dum (Men of Angmar, whatever works): Heavy anti-infantry spear men. They hold a shield and short spear. They are not good against cav, but destroy Infantry without taking much damage.
Arnor Traitors: Heavy Toggle infantry. These are traitors of Arnor that now fight for the WK. They come HA and are mostly used as archers behind the lines, b/c traitors are cowards and don't want to risk fighting.
Cavalry:
Dire Wolves: Raiding wolves. Good at causing fear with their howl.
Black Wargs: Slightly better raiding wolves. Much more powerful fear inducing howl.
Warg Riders: Warg riders. Why Wargs? B/c it is physically impossible to ride the wolves as they are normal. You would break their back.
White Wolves: Elite dire wolves with pure white fur. The WK's special pets. They are excellent at inducing fear and chaos in the enemy.
Wild horsemen: Rhudar wildmen on horses. The wield axes and are great for raiding.
Monsters:
Troll: Random type of troll, either mountain, hill, or cave troll. They can be equipped with weapons when they level up.
Barrow Wright: These are fell spirits that the WK commands. They can inhabit dead corpses to increase their ability to attack but also makes them more vulnerable.
Vampire: A large bat like creature that swoops down on units and devours them. Good for scouting. When at lvl 5 they gain a power that lets them latch on a unit until it is dead. They can't let go though so surrounding units can attack it. But sucking a man dry like this causes immense terror so only ranged units could attack. They cause fear as they fly overhead, and when they get higher they get an small escort of normal bats that ups their terror.
Werewolf: A dark spirit inhabiting the the body of a walking wolf like creature. They have deafening and terrifying howl which is uttered before they go into battle. They then go in blood craze and tear into the enemy. The kill all around them so they are best sent alone as beserkers.
Single Units:
Spies: Used for spying on the enemy and disrupting his resource and unit flow. Stealth, resource steal, and damage building are all in his bag of tricks. An advanced agent of the WK will even be able bribe units away.
Assassin: A single use unit that has only extrememly powerful kill power. Used to kill the leaders of the enemies of WK. The enemy armies are nothing without their leaders.
Black Numenorian (Just b/c ppl insist, but he is going to be more cannon that other BN.): A dark and twisted man. He has spent many years studying the black arts and has sold himself to the dark lord and pledged to fight for Morgoth's ends. He worships the darkness. Extremely few in numbers most live in the far south, but a few went north with the WK and now provide dark magic for him. They stand behind his forces uttering dark spells and incantations. Calling upon fell spirits and blackness they send terror, doubt, sickness, and confusion in to their foes. Though if attacked they can wield the double handed swords with deadly effect. These blades are cursed and poisoned Morgul blades. These rare men are a dark terror to the forces of good and are know only in rumor. (So basically you set them behind your lines and they start chanting which debuffs your enemies. When attacked their swords do poison damage and the victim turns into a wright)
Stone Throwers: Same old.
Buildings:
Rhudar Grog Hall: Lvl I:Brigands and Rhudar Hillmen
Lvl II:Rhudar Horsemen.
Lvl III: Thrall Master.
Carn-Dum Garrison: Lvl I: Gundabad Orcs, Spies
Lvl II: Men of Carn Dum, Assassins
Lvl III: Arnor Traitors
Wolf Den: Lvl I: Wolves, Wargs.
Lvl II: Warg riders
Lvl III: White Wolves
Dungeon: Lvl I: Trolls
Lvl II: Vampires, Barrow Wrights.
Lvl III: Werewolves, Black Numenorians.
Dark Iron Forge: Same old same old.
I'll get some concept art up soon of my buildings and units.
At Wanderer: I was commenting on the young part. But he also would have either been with Sauron in Dol-Guldur or out east of south
Edited by AA IP'er, 19 March 2009 - 07:06 PM.