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Gr1m

Member Since 19 Oct 2008
Offline Last Active Jul 08 2009 06:06 AM

Posts I've Made

In Topic: Arnor

18 May 2009 - 07:44 AM

arnor already have light cavalery:rivendell riders and mounted rangers;maybe it should have and a type of heavy cavalery:knights of fornost,with heavy armor,but low speed and a weak trample attack with a good staying power; and think about a mounted hero,pls


Well, the mounted rangers are cavalry archers - that's a different category altogether. As for the Rivendell cavalry - I forgot to factor them in, but as is we could use them to argue that Arnor doesn't need another cavalry unit because they already have one.

I think we need to look at Arnor and her allies techtrees as seperate entities for now before bringing the whole into consideration. IMO there's a large number of issues in the Allies system that need to be brought up eventually.

Well they would have some sort of weakness like low armour and poor melee, if taken by surprise, they could be swept away be cavalry.


Pretty much. They'd be archer specialists, probably without a toggle. Think of them as Ithilien or Dunedain rangers, except a little more armor, and that pretty much fits the bill. Training to use a steelbow well wouldn't leave much room for proficiency in other weapons imo.

Plus it'd make them more unique as MHH if they were strictly ranged specialists.

In Topic: Arnor

17 May 2009 - 01:02 PM

I do however agree that Arnor could use a different force of cavalry. To make them unique, they could have slow speed, but excellent Armour and trample damage, but their weapon damage is pretty lousy because they have shields, and their slow speed makes it difficult for them to out manuver pikemen


I might be confusing terms here, so ignore me if I sound loony.

Low speed and good trample simply don't work together. Trample is for the most part the velocity of the charge into the front rank of infantry, so you need to be have a good charge speed to have any effect.

Drastically simplifying the battlefield to the extent of BFME yields two kinds of melee cavalry - light and heavy. Light cavalry is something like the Rohirrim - lance and a small light shield and relatively light armor to maximize the effect of the initial charge, but actual staying power once their momentum is lost is pretty poor. Heavy is more your Gondorian cavalry - larger, heavier shield and armor and a sword, designed to have better staying power once they are brought to a standstill, but a poor initial charge.

Rohan has the potential to have the best of both worlds if we tweak the axe riders and lancers, but as this is the topic on Arnor, onto that. The Arnor battle-line is heavy armored troops with decent staying power and good support in their archers, but little in the way of countering cavalry, so the Arnorian cavalry would realistically be tailored to that - lighter, swift cavalry designed to harass other mounted troops to prevent their charge being utilized, or harassing monsters like trolls, wargs and other fast-moving beasts, so we're looking at a light cavalry design. Spears to keep distance between the beasts and the rider and his mount, lighter armor and a smaller shield (if any shield at all) and lighter, more flexible armor - a mail cuirass would be good for that purpose, I think.

In Topic: Create-a-Hero

14 May 2009 - 09:06 AM

Yeah, about canon, the whole idea of cah was placing the player him/herself in the game.
So you could lead you're troops yourself, more af a what if basis (what if I was there to defend Minas tirith... with my dwarven army!)

The wizzard class doesn't say "I come from lands far away." because they're Tom Bombadil's neighbour.
There are more lands surrounding Middle earth where other wizards could have come from (Khand, Endor etc.)
And then we would almost forget the hermits who live in damp caves, observing middle earth, doing nothing until his peace is disturbed.
Not to forget you're dark mage who practices dark magic and necromancie in deep dark dungeons waiting for his time to strike.
So that would propably solve that problem.

But, if there are but 5 wizards in Middle earth, you should remove the Istari alcove from the Mote and te sorcerors of Angmar, those are non canonical too than.


While most of that post can be argued away, I think that last line is pretty spot on.

Plus, the mod - and the game itself - does pick and choose regarding canonicity all the time. Removing any CaH class on the sole reason of sticking true to canon doesn't really work.

If it becomes necessary to free up all the ability slots CaH uses, then axing it sounds fine by me. But I think redoing the CaH system, cutting down the abilities and rebalancing the whole thing seems a much more reasonable option. As has been said innumerable times already - if you don't like CaHs, then disable them.

In Topic: Arnor

11 May 2009 - 04:12 AM

Well Arnor needs something in there Inn besides hobbits :xd:


Realistically, as Arnor already has an allies system in their techtree without the inn, there's a bit of an issue as to what to do to replace it.

Maybe we could have Gondor as an inn ally, but instead of having other factions which realistically probably won't fit too well with Arnor's seperate timeline structure, you can instead choose to 'strengthen the ties', so to speak, with either the Elves, Dunedain Rangers, or the Istari, and each would have their own specific benefits - unlocking extra researches at the inn, maybe, or giving a global buff to units that fall under that type. Maybe even unlocking an additional elite unit for that faction - Noldor Warrior style Elves that are weaker an in a larger and combinable horde, maybe for the Elves, a King's Guard type unit for the Dunedain, and maybe a captain style unit with battle-altering buff auras for the Istari?

Keep in mind I really haven't thought this through. I just get ideas and post them.


Already posted this somewhere else, but I thought i'd throw it in here, mainly because these stickies tend to actually get read.

In Topic: Gondor

08 May 2009 - 10:16 AM

I don't think they threaten the balance at all. They aren't really THAT ZOMGWTFBBQ strong and they are balanced. They are a perfect example of what a MHH should be: not super weak or 'hai ur dead' strong like with Arnor's knights. They need to stay.


Agreed. They've got an excellent charge, but are quite vulnerable once they lose momentum in thicker clusters of troops. You do have to be quite smart in how you use the KoDA otherwise you will lose them.