Mae Govannen!
The addition of Rhudaur units to Gundabad’s roster has been met with some backlash on both TWC and YouTube. I appreciate these are only a small number of people who are bothered but it does highlight something that I find myself in agreement with:
Angmar don’t have ‘a thing’.
The Witch-king is planned but at the moment we do not know when or if this can be accomplished and as such, I think we should look to change Angmar to have a more defining feature.
In thinking about this topic, I also think that Dol Guldur suffer the same sort of identity crisis and I think it worth looking at them at the same time. There will however be an alternative thread specifically for Dol Guldur.
If we look at the other orc factions they all have a core idea:
Mordor has variety. Early, middle and late game orcs with middle and late game humans and late game monster units. They also get Sauron if you find the ring. When the ‘Covering Shadow’ system is implemented, then their level of variety will skyrocket with troops from every evil nation lining up to fight at Mordor’s side. (More on that soon)
Moria have ‘the horde’. The quintessential ‘goblin’ faction: swamping everyone they face with overwhelming numbers of trash. They also get a few machine units (crossbows and wrangler) which is fairly unique for Orcs.
Isengard have armoured quality. They are the most militaristic orc faction with heavy plate and clear tiers for their units. This quality aspect will be played up even more when their trash tier is cut. They also get Saruman and the ring mechanic and a large single nation roster.
Gundabad are elite. Each unit is superior to every other orc at that tier offensively but they pay for this with small numbers making their campaign quite tactical in where you deploy your small but strong armies. They also get the Orc Subjugation system that gives them the feeling of being all powerful as they conquer the world.
Isengard and Gundabad cross over a little bit but I think of them as being like the RPG classes of ‘Soldier’ and ‘Barbarian’ (both being excellent warriors but one being armoured and defensive and the other being massively offensive at the loss of defence, also Soldier’s tend to fight together and Barbarian’s fight alone). I am not concerned about either of them and feel as though they are essentially ‘finished’ (minor tweaks are to be expected but nothing further is really needed).
Angmar, to me, feel as though they take a little bit of everything from above but don’t take it to the degree the others do. They have a bit of Mordor’s variety with some Rhudaur units; they have Moria’s hordes but only for their trash and; they combine Isengard & Gundabad’s elites late game in their Witch-realm units. So they feel like Moria in the early game and Gundagard in the late game but never to the full extent of any of those factions.
Dol Guldur feel almost like a carbon copy of Mordor without the wider variety of the Mordor roster: they both have trash early tier, average middle tier orcs and average elite orcs; they both then get elite humans and trolls.
I would therefore like to discuss people’s ideas for changing up these two nations and making them very much their own factions.
My suggestion for Angmar follows and Dol Guldur will be discussed in this thread: DaC - Official Dol Guldur Discussion.
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I would suggest making Angmar’s ‘thing’ Raiders & Rhudaur.
In Lore, Angmar was utterly crushed after the battle of Fornost, its armies were wiped out and the north was left devoid of life. The hill-men of Rhudaur however were not completely destroyed some returned home but then Tolkien never mentions them again. They were descendants of the same stock of humans that Dunlendings and Bree-men were. This loose thread is what I think we should build Angmar from.
My backstory being that the Hillmen multiplied and expanded into the void left by the fall of Angmar. Spreading into the north and claiming it as their own. Meanwhile, a band of WK orcs survived the fall of Carn-dum and have lived there ever since. They have become expert raiders and use these raids to get what they need to survive. Only raiding because they cannot risk open war. The two peoples share a common enemy and form an uneasy alliance becoming the ‘Remnants of Angmar’.
So, the army becomes one of almost two parts:
1) Rhudaur provide your mainline troops: infantry and archers
2) Orcs provide your niche units: focusing on raiding and therefore having high speed with a BIG focus on Wargs. (Angmar would become the closest thing to a ‘cavalry orc faction’ and we could look into giving them a ‘horse warg’ so they don’t get the horrific debuffs that camels seem to have)
In order to focus the attention a little more to Rhudaur, I would also suggest:
1) Angmar’s culture change to Middle-men so they would have Wildmen towns and castles and wildmen portraits and UI. Chiefly, they would also have Rhudaur generals as default now. (Religion to remain Melkor’s shadow)
2) Agandaur would remain as their faction leader representing Sauron sending someone to rally the nation to all-out war rather than border skirmishes
They would therefore become the only true Orc/Human hybrid faction. They would also be the only real Orc Cavalry faction AND they would be the ‘fastest orcs’ which is a nice change to the usual playstyle of Orcs. They would have recruitment similar to the other wildmen so they wouldn’t feel as close to Moria’s hordes but also not as slow and small as Isen or Gundy.
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Now, in terms of separating them from the other wildmen who have the following summaries:
Dunland – heavy armoured wild men
Enedwaith – javelin throwing ambushing wildmen
Anduin – Jack of all trades wildmen
I think the men of Rhudaur would be ‘armour piercing strike infantry wildmen’. Their chief enemies throughout history have been heavily armoured Númenóreans/Dúnedain and heavily armoured High Elves. I also see the Hill-men as the most barbarian like wildmen in middle-earth. In addition, the Angmar campaign is quite challenging and having AP units would offset the smaller armies that the above might create.
An outline of a roster would be as follows (my personal opinion again) (R is Rhudaur, O is Orc):
Trash:
R Peasants (2h wooden something)
T1:
R Archer
R AP strike (2H clubs)
R pikes
R sword & board
Warg Archers
Warg spear & sword
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T2:
R jav w/ axe & shield
R AP strike (2H axes)
R Pike
Warg spear & AP mace
Warg jav w/ spear
O duel wield axes
O shortbow archers (high damage short range)
T3:
R AP strike (2H hammer)
R Archers
Warg Heavy Lance/Sword
O duel wield swords
O 2H sword
Uber:
O spear & shield (not raiders but ‘the last line of defence of Carn-dum’ kinda thing)
This discussion has been posed to the Beta team but I thought I would also throw it open to TWC where, arguably, DaC's longest running fans reside. All thoughts are welcome and suggestions are yours to make but PLEASE remember that we won't really consider large or complicated scripts: this is a faction overhaul first and foremost not a scripting overhaul. As I have said to others, the faction needs to be unique at its core BEFORE you start adding scripts to it.
Cair a Alph!
Arachîr Galudirithon