mtd archer___mtd archer___mtd archer___mtd archer___mtd archer
____mtd archer____mtd archer____mtd archer____mtd archer____
spearmen___spearmen___spearmen___spearmen
___axemen___axemen___
Cavarly___________________________________________________________Cavalry
That's the basic for my main-army. Both lines of archer are spread to 3 rows and stand extremly close to each other. Skirmish is off, I do that manually on very hard as the AI sometimes uses their units right and lures you into painful friendly fire. Between those archers and those spearmen is just enough space to skirmish a short step back if they should decide to stop their charge and to avoid you standing in your spearmen. At first you'll be forced to use those squishy archers that deal a s*itload of damage but they have nearly no armor and die like flies if used wrong. This setup is a trap. Everything it does is make the enemy charge you at the flanks, you skirmish and all that's left is 6 infantry units in the middle that will get stormed.
There are still 3 units left. I tend to use a general or maybe even two on those 3 open spots for 2 apparent reasons:
1. Rhûns ranged fighting traps for noblemen are some painful addition as they fill the gap in the very weakness my setup has against Harad: The heavy cavalry. If you let the spearmen take the charge (and prolly die as Rhûn only fields squishy spearmen at least if you compare them to others), you can wipe any heavy cavalry unit with some panic-clicks around, letting your wayns cause not just tremendous fear but raising the moral of your own units that should take a lot of damage in a direct confrontation there.
2. A good chosen general with some nice moral traits raises the moral just the amount one will prolly need to survive a full-out-charge with only those units. But be careful with Rhûn generals - they are useless in the wilderness and anything with obstacles on the map like woods or rocks, you'll have to check exactly where your army stands before a big fight if you take them with you.
There are some very important hints about using this setup. I never, ever focus Scarled Shields. It's a waste of ammunation, it's a waste of precious time before the charge comes and it'll render you less kills while making those shot angry and maybe chasing your bowmen around the map while they are needed in the real fighting.
I use the mobility of the bowmen to my advantage. Fast changes of formation, and even moving formations while fighting. When the enemy charges at me head on, I take a deep breath, fall back and form a semicircle, while skirmishing. It's important to always focus on the moving, routing or fighting enemies as those shielded Harads take less damage standing around. Else it's the usual archer drill - enemy archers coming in range first, followed by light infantry like Harandor Swords and numerous meatshields like Footmen of Harad which the AI will use in fearsome masses, followed by light cavalry and the general unit if it's moving. Any heavy cavalry has to be either avoided or lured into the fight with your infantry. The tricky part is that Harad general units are extremly hard to catch, being ranged themselves and heavily armored mounted units. If they engage my spearmen, I use the axemen to try and circle, use their strong warcry and charge in from behind or the flanks, causing a lot of damage extremly fast. Though they can't take much damage, they can deal it double time. And well - the cavalry does what the cavalry does. Wherever it is needed, whenever it is needed. Fast reponse or to stop an overwhelming attack and stall some time for the bowmen to do their job or to simply avoid massive routing.
Now - as the more experienced players will have noticed: This setup does not work against the powerful warmachine of the Harad that can massproduce stacks. That's why I use smaller "mounted-bowmen-only" armies with maybe 1-2 light or (if you have it at this point) heavy cavalry and 5-7 mounted bowmen, that will hit-and-run anything it can, advancing deep into enemy territory and taking out armies before they are stacked, killing off nobles before they reach the frontlines and sieging settlements (only siege) to draw attention to them.
I'm playing the Rhûn like some kind of mongolian raider party, making the life of the Harad miserable in the defence and the offence alike. Sometimes it's even great when you shoot off all your arrows, flee the battle, get chased on the worldmap and wipe a former 1200 men strong army with just skirmishing tactics. Though I already had to run in circles for 45 minutes when facing too many heavy armored units at once.
This will allow any Rhûn to build its actually powerful economy and to prepare for the invasion of Adûnabâr. For them I prefer a usual and pretty much normal mixture of some noble mounted bowmen to counter those royal longbowmen and a strong infantry, as my Harad tactics do nothing against the well armored units of Adûnabâr. So far I found a mixture of spearmen, dark helmets and great axemen with some heavy cavalry, a general and used terrain advantages like snow and woods as much as possible useful. I'm sure that if a player manages to either befriend Harad or occupy their territories, Rhûn is able to simply overwhelm Adûnabâr and the Reunited Kingdom with numbers in their heavy infantry.
The only thing I'm clueless about is Rohan. A really strong Rohan army might be the worst case for the Rhûn, except I'm missing out some uber-spearmen one might build later on (with Minas Ithil Royal Spearmen and some Royal Bowmen maybe). I didn't try out the berserkers so far though - might be good shocktroops and a good filler for one of the last 3 spots of my setup against Harad. But for now I'm using 1 additional cavalry and 2 generals to somehow balance my biggest weakness.
Cheers~