Angmar
#1022
Posted 13 April 2009 - 01:21 PM
#1023
Posted 23 April 2009 - 07:29 AM
#1024
Posted 23 April 2009 - 07:56 AM
Personally, I'd prefer that Karsh had legs.
I'd prefer it if Angmar had been done right in the first place.
#1028
Posted 23 April 2009 - 05:50 PM
Edited by Atomic, 23 April 2009 - 05:51 PM.
#1029
Posted 23 April 2009 - 06:42 PM
With just that, they're fine for me.
#1030
Posted 24 April 2009 - 06:00 AM
As for the Angmar vampires, I'd say that they aren't quite vampires, as in powerful maiar spirits in Bat-like forms, but bats of flesh and blood, larger than their other kin and descended from the vampires of the First Age. Like wargs and white wolves are the flesh and blood cousins of the werewolves.
#1031
Posted 24 April 2009 - 07:22 AM
Before someone says it, and I know they will, the bats fighting in the battle of the Five Armies were probably just that - huge bats. Distant, distant relatives of vampires, almost certainly, but without the powers. The book says huge bats, they were probably just...gigantic bats.
Vampires are right down there with Werewolves in my eyes, but Angmar needs units. Add 'em as units...but do not, please, do NOT make them heroes. Please.
Edited by Captain of Arnor, 24 April 2009 - 07:27 AM.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#1032
Posted 24 April 2009 - 10:12 PM
Before someone says it, and I know they will, the bats fighting in the battle of the Five Armies were probably just that - huge bats. Distant, distant relatives of vampires, almost certainly, but without the powers. The book says huge bats, they were probably just...gigantic bats.
Yes but I think it wouldn't hurt to add some sort of fear ability to the bats palatir
How 'bout a magic trick?
"Never give up. Never surrender."
-Captain Jason Nesmith
#1033
Posted 25 April 2009 - 03:13 AM
I know seeing some massive man sized bats would kinda freak me out pretty good, so that, I don't mind at all. :D I imagine that would be completely canon.
'The Twilight of Man is nigh, and coming ever closer. The days have shortened into cold, forlorn darkness and sunrise to sundown is a bitter struggle for survival. But do not think for a moment that we shall not fight. We shall not go quietly into the dusk. We shall not throw down arms and flee, or surrender. We will go on, we will not falter. And even should we die, we shall make an end that will be remembered for thousands of years. For beautiful Arnor that is, for glorious Númenor that was! We are the Dúnedain, we are the Men of the North, and our foes will remember our steel!'
Formerly Lord_Faramir.
My political compass: http://www.political...=1.62&soc=-4.56 (A lot has changed.)
#1034
Posted 25 April 2009 - 03:46 AM
Just a little o' the 'ole pointy stick in the eye, folks. Don't mind me
#1035
Posted 25 April 2009 - 05:35 AM
But back on the bats subject, they were also mentioned to have swooped down and feasted on the blood of battle casualties in the Battle of Five Armies, perhaps an ability to sap the health of targeted vicitms, healing themselves in the process.
#1036
Posted 25 April 2009 - 05:51 AM
#1037
Posted 25 April 2009 - 09:20 AM
Use the bacteriologic war it was used several time during middle age by throwing contaminated clothes and wastes on ennemy lines and keeping the ennemy from getting rid of its own wastes and dead during a siege.
Here my idea for the pest effect : on units (not on heroes, nor siege, nor monsters) poison+slow down
on building (slow down)
Where to implement it : the catapults could be able to switch between rocks and dead corpses. Angmar cata should be the weakest siege with damages but when switching to dead corpses the cata would slow it's firing rate but contaminate targeted areas. The sorcerers should have a power to contaminate on a larger area and a longer time than catas. and finally a last tier power to contaminate on huge area for a very long time instead of that stupid wolf
for the sorcerer : change their power for more subtle magic based on fear and diseases.
here some idea : the sorcere have 5 servant.
- blood rage : sacrifice 2 servants to make your units around the sorcerers enter in a blood rage that make them faster and stronger but uncontrolable (It don't know is that last point can be coded)
- contaminate : sacrifice 2 servants to contaminate
- basic fear : sacrifice 3 servants to make non-heroes targeted units get uncontrolable fear
To make them look like less like a zoo :
- Send the dire wolves to Goblins
- Have hill trolls come by 3 and without formation nor banner carrier (I can't stand those well trained troll)
- Have snow trolls come alone
(- Have the dire wolve also avaible for the Goblins (because of Bo5A) and remove wild wargs from Isenguard Isenguard is not a wild faction it's an organised faction )
-> Of course reduce the cost of trolls
Add Barrow wightsrecruitable at the level 2 dark temple
Have Karsh walk on legs
Add Dark numenorean knights using the horse of the mounted slaver and the the swordmen as a rider.
Change the last upgrade of the fortress for a bat nest that can recruit up to 3 gigantic bats that are flying units weak at fighting but that can contaminate
#1038
Posted 25 April 2009 - 02:14 PM
I'd say keep the dire wolves to give Angmar for a bit more strategic diversity (i.e you could overrun the enemy with massed hordes of orcs and hillmen and wolves), besides, they aren't really fit to go to another faction the way they look now.
Depending on what happens concerning Trolls in Angmar, I'd agree with you ideas on the trolls.
Isengard wild wargs could go, to keep the concept of a more organised military might intact in the faction. But I would not send the dire wolves, but the wargs to the goblins, because they'd stand out from the more aesthetically pleasing Goblin units, and Wargs are closer.
I don't know if Karsh should have legs, because none of the other barrow wights do, it would look inconsistent, and in most artistic designs, they are portrayed as having no legs, because they are spirits not corporeal creatures bound by gravity.
Black Numenoreans were incredibly low in number after Numenor's Downfall and Sauron's first demise, there were evil men who occupied Carn Dum, but what they were remains dubious, but they certainly were not BNs, or large enough to form organised cavalry.
#1039
Posted 25 April 2009 - 03:15 PM
The idea of bacteria warfare sounds cool, but I'm not sure where it fall in to the history of Angmar
The people of Cardolan was nearly annhilated by the black pest if I remember well. We could imagine Angmar has something to do with this
I'd say keep the dire wolves to give Angmar for a bit more strategic diversity (i.e you could overrun the enemy with massed hordes of orcs and hillmen and wolves), besides, they aren't really fit to go to another faction the way they look now.
Depending on what happens concerning Trolls in Angmar, I'd agree with you ideas on the trolls.
Isengard wild wargs could go, to keep the concept of a more organised military might intact in the faction. But I would not send the dire wolves, but the wargs to the goblins, because they'd stand out from the more aesthetically pleasing Goblin units, and Wargs are closer.
I think the dire wolf would fit Goblins well because of this interview of Del Toro in the "New Yorker"
"There will be different sensibilities involved in this movie than there were in the original trilogy. First of all, because we have the travelogues in 'The Hobbit' which goes to places and variations on races that were not addressed in the trilogy. My belief on the 'Wargs' issue is that the classical incarnation of the demonic wolf in Nordic mythology is not a hyena-shaped creature. It is a wolf. The archetype is a wolf, so we're going to go back to the slender, archetypical wolf that is, I think, the inspiration for Tolkien. Listen… if we were having a drink two years from now I would spill the beans, because I'm a pretty easy guy about spilling the beans, but I can't in this instance I can't because it's three years from now... believe me, I am jumping up-and-down inside this fat body!"
I don't know if Karsh should have legs, because none of the other barrow wights do, it would look inconsistent, and in most artistic designs, they are portrayed as having no legs, because they are spirits not corporeal creatures bound by gravity.
On a second thought you're probably right
Black Numenoreans were incredibly low in number after Numenor's Downfall and Sauron's first demise, there were evil men who occupied Carn Dum, but what they were remains dubious, but they certainly were not BNs, or large enough to form organised cavalry.
I'm trying to get ideas for more humans for Angmar
#1040
Posted 25 April 2009 - 03:18 PM
And the last of them died in Dol Gudor, so they're still alive.
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