I've been a longstanding lurker in this forum and have played all versions of this truly amazing mod except 1.2. Credit and congratulations to all involved!
I am delighted to see the reworked Eriador and also the Gundabad/Angmar remnants faction in 2.0 because that is a part of the map I have only previously "visited" by means of an High Elven let's-link-Imladris-with-Lindon-while-I-wait-for-Orthanc to change culture juggernaut. I usually tend to be a quality over quantity player (you know, the guy who plays Aragon in Stainless Steel or Khwarezm in Broken Crescent). I like winning with few troops and fewer casualties and get thrills when the enemy costs me more gold than lives).
I loved the new Dale (despite - and maybe even because - of the lack of OP bodyguards) , and I love the new Arnor even more. Its early mix of keep-your-distance archers and mobile shock cavalry is perfect for me, and it's later "discovery" of the value of defensive formations mirrors mine with M2TW.
So, cut to the chase, I am now playing reformed Arnor. I really love the faction, but two things I wish to modify in my next playthrough. First: the map. Given Eriador's lack of early determined enemies and later potential economic/military dominance over the orcs of the Gundies and Misties, I intend to have at least Fornost (and quite possibly Amon Sul and even Staddle) stay rebel at the beginning of the game. I fell these guys need to earn their unification, rather than achieve it when Saruman and Gundabad are already crumbling to dust (as happened to me). This my limited modding experience allows me to code quite easily.
The other issue: an AP unit. Arnor has none. Even the High Elves - with whom I have enjoyed the same roaring success many others seem to experience playing the Silvans - now have the Smiths of Eregion, and for good reason. Arnor (especially if slowed down by my proposed strat map changes) will be struggling against armoured orcs (Isengard) or thick-skinned trolls (Gundies and Misties) for a significant part of the middle game. And if they can adopt pikes, they should be bright enough to adopt axes/maces too.
What I'm looking for here are suggestions. I rarely mod units and I try to do so "realistically" and in the spirit of the faction and the mod I play. E.g. I see why Uruks may make sense for Romuli in Thera but not "Good" Factions in TATW. The value of horse archers can be apparent to concerned Franks in Broken Crescent but not Spanish conquistadores who already field tercios and muskets.
So, what AP unit makes sense for Arnor?
In my campaign didn't even have lumbermen I could carry over at reformation because of the building bug, so I felt this lack keenly.
I need to choose just one. It should be rare and slowly regenerate for balance, but not awkward in gamplay terms for fun, so I assume slow recruitment in any settlement with the right culture/barracks/other devs but sans AOR.
Here are a few options and my thoughts on them, first mercs and then new tactics:
Dwarven mercenaries/subjects - e.g. halbardiers or 2H axemen, quite suitable for the purpose but tricky to judge in AOR/cultural terms, especially in my campaign where the Dwarves attacked my Elven allies and I totally crushed them in the West - could still justify using their methods though
Rohirrim mercenaries - that would be either Riddermark Axemen as flankers or Riddermark Skirmishers as a highly flexible jav cav innovation - attractive for the purpose but variably justifiable - Skirmishers are perhaps too strong to add to Arnor's limited but nonetheless powerful cavalry roster and Axemen make sense, but they're rare and some Arnor players may be at war with Rohan, not allied like me
Elven smiths - here for the sake of argument, fit for purpose, but too rare to be mercs and unlikely to even be reestablished in meaningful numbers in a non-Elven re-conquest of Eregion
Rhudaur mercenaries - the Gundies get a merc unit that fits the bill exactly, Rhudaur axemen I think they're called, a medium infantry unit with pre-charge javelins and axe and shield in close combat - if Arnor is re-established, couldn't the King persuade some of these renegades to take th oath? This is quite plausible but their equipment would need rejigging to conform to Arnorian military style
Beornings - not exactly neighbours (although I had a border after I stormed the High Pass) but suitable for purpose as 2H axemen flankers, not very Arnorian in feel though?
Or:
the domestic innovations:
Battle ready Dunedain armed with 2H axes / maces - new unit using the old 2H sword BRD (Eriador only, not Arnor) with AP weaponry - these powerful Rangers would be quite used to individual heroics and choose a new role and tactics over fitting into reformed Arnor's new, more formation based, military doctrine, so becoming powerful flankers but vulnerable to missiles and cav charges
Heavy halbardiers akin to the Barding Hird - reformed Arnor's new formation fighting doctrine combined with the experience of Rangers facing trolls and dwarves of the Blue Mountains - slow, heavily armoured, acting as a disciplined unit but with high cost and limited tactical flexibility
I believe a reformed Arnor would face this choice. I am not sure. Which would yours be?





















