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Thread: Heirs of Angmar Submod *Now looking for 2d & 3d artists*

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  1. #1

    Default Heirs of Angmar Submod *Now looking for 2d & 3d artists*


    This is a submod to create a faction for TATW 3.0 based on the fallen kingdom of Angmar. This is a result of the discussion over in the Angmar: Yea or Nae Thread. Work is going well right now, but we still need the help of some 2d and 3d artist.

    Mission Statement

    Mission Statement


    The purpose of this submod is to make a faction for Third Age: Total War based on, and drawing inspiration from, the Kingdom Angmar. Like the
    Easterlings ofRhûn, Tolkien didn't describe the realm of Angmar, or it's forces, in great detail. As such, we will need to fill in some of these blanks to present a fun and coherent faction. However, I suggest we follow some of the following principles when filling in these gaps, as it will make for a better mod as a whole:

    1. It Must Not Contradict: Nothing we add to the mod should contradict anything said in Tolkien's writing.
    2. It Must Follow Logically: When filling in the gaps, make sure it makes sense within the context of Tolkien's work. So no cheese cake-men or teddy bears balrogs.
    3. It Must Serve the "Feeling" of the Faction: Every aspect of the mod should try to reinforce our core ideals for the faction.

    Well what are our core ideals? Good question! The following are a few ideals for the faction I think would suit it well:

    • A Dark Mirror: One of the things I liked so much about the idea of an Angmar faction is the possibility that it could be a dark mirror of Gondor and Arnor. Gondor and Arnor are waiting for the return of the King, so too is Angmar. Gondor and Arnor have a well armed and armored professional army, so too does Angmar. Etc.
    • Lost Knowledge: Much like the people of Europe in the dark ages, the Heirs of Angmar live among the ruined splendor of their forefathers. Much of the knowledge that allowed Angmar destroy the kingdoms of Rhudar, Cardolan, and Arthedain has been lost to the mists of time. The arms and armor made today are not the same quality as those made a thousand years ago. However, wthis is beginning to change as the heirs of Angmar begin to recover the knowledge that was once lost.
    • A Kingdom of Men: Angmar should be a kingdom of men. This does not mean that it's armies are all men, or that even a majority of the units are. However, I feel that it should have human faction leader and family tree. Orc units should be led by human captains, and all generals should be men as well. This is a pure preference choice on my part, but I feel it would distinguish Angmar from the OoG and OotMM.
    • A Kingdom of Slaves: The Witch King's forces were destroyed at the Battle of Fornost, and so any survivors that remained would be very small in number. To make up for the lack of warm bodies, the Heirs of Angmar began taking slaves, both men and orcs, to supplement thier forces. This gives an explanation as to how they were able to rebuild their forces when they were so few in number.
    • A Kingdom of Iron: Angmar itself means "Iron Home" in Sindarin, and so an Angmar faction should reflect that. The mountains of Angmar have an abundance of iron, and the Heirs of Angmar put it to good use. Iron weapons, Iron Armor, Iron warriors, everything about the faction should scream "Iron" to the player.
    • Evil Men of the North: Angmar should present a different play style and aesthetic to the other human followers of Sauron (i.e. Harad and Rhun). This can be done several ways, but I think it's very important that Angmar be distinct from other factions.
    • Númenor? No way: I think think this faction can be unique and successful without relying on the idea of Black Númenóreans. While I agree that they are (extremely) cool, I think they be better used in a Umbar faction myself. While the faction would have no Númenóreans in it, the Witch King himself was likely a Númenórean. As such, I don't think it would be improper if some of the lost knowledge regained by the Heirs of Angmarhad it's basis in Númenor, so higher tier units could use arms, armor, and tactics based on those of the lost kingdom.



    Unit Roster

    Tier 1


    • Thrakatel Raiders (Human light spear infantry)[Slave]
      • The Thrakatel ('Bringers', Black Speech) are human slaves that have been trained to serve as raiders for Angmar. Most slaves are kept in work camps where lack of food and forced labor drive them into an early grave. The exception to this cruel rule are the Thrakatel and Gimbatel. These men are given better rations and privileges that other slaves lack. However, one must willing to betray one's closest friends or family to even be considered among their ranks. As such, the Thrakatel and Gimbatel are loath to give up what they have rightfully earned. The Thrakatel serve as Angmar's raiding force, bringing back the slaves and plunder that the Gimbatel have found. In battle, the Thrakatel are lead by the whip of their slave-masters, forced to fight with only a spear and wooden shield as a defense. However, these men will not shirk from combat, as they know all too well the fate that will await them at the hand of their masters should they fail.

    • Gimbatel Hunters (Human light archers)[Slave]
      • The Gimbatel ('Finders', Black Speech) are human slaves that have been trained to work as scouts and hunters for Angmar. Most slaves are kept in work camps where lack of food and forced labor drive them into an early grave. The exception to this cruel rule are the Thrakatel and Gimbatel. These men are given better rations and privileges that other slaves lack. However, one must willing to betray one's closest friends or family to even be considered among their ranks. As such, the Thrakatel and Gimbatel are loath to give up what they have rightfully earned. The Gimbatel serve as Angmar's hunters and scouts, searching out undefended communities for the Thrakatel to raid. In battle, the Gimbatel are lead by the whip of their slave-masters, forced to fight with a poorly crafted short bow, with only a dagger to serve as back up. However, these men will not shirk from combat, as they know all too well the fate that will await them at the hand of their masters should they fail.

    • Rhudaur Clansmen (Human medium axe infantry) [AoR][Armor Piercing]
      • The Rhudaur clansmen are hill-men that served the witch-king king in ages past. With the kingdom of Angmar once again on the rise, several of the Rhudaur clans have sworn fealty to the lord of Carn Dûm as their forefathers did years ago. Armed with axes and threadbare mail, these men hope to bring death to their enemies and plunder to their halls. Ferocious in battle and without mercy, the Rhudaur clansmen are a fitting ally to Angmar.

    • Rhudaur Riders (Human light cavalry) [AoR]

      • The Rhudaur riders are hill-men that served the witch-king king in ages past. With the kingdom of Angmar once again on the rise, several of the Rhudaur clans have sworn fealty to the lord of Carn Dûm as their forefathers did years ago. Armed with spears and threadbare mail, these men hope to bring death to their enemies and plunder to their halls. However, Rhudaur is not a suitable environment for the raising of horses, and so the mounts used by these men are barely suitable to pull a plow. In spite of this, they are a useful addition as they add much need mobility to Angmar's armies.

    • Snaga Stalkers (Orc light infantry) [Slave]
      • Snaga stalkers are some of the most disdained members of Angmar's new kingdom. As snaga ('Slave', Black Speech), they are a feeble and cowardly lot who avoid open battle for as long as they can and prefer riskless bloodshed, the murder of the helpless in the cover of night, and plundering without defense. The snagas of Angmar often leave the security of their master’s fortresses to go on long raids, under the leadership of Angmar's slave masters. They roam the dark woods and hills of the barren wilderness of Eriador and the surrounding lands to burn down remote hamlets and farms, hiding from the daylight traveling only at night with relentless stamina. Snaga stalkers have become very familiar with the wild lands and are well capable of hiding and ambushing. They are barely armored and their arms would be considered rubbish by most people, but now they have grown numerous and bold again in their old strongholds in the north they might even dare to show in the open – as long as they know the whips of their masters are behind them.

    • Snaga Skirmishers (Orc Javeliners) [Slave][Armor Piercing]

    Tier 2

    • Uruklug "Orc-tower" Guards (Orc medium pike infantry)
    • Uruklug "Orc-tower" Archers (Orc medium archers)
    • Barrow-Wights (Undead heavy sword infantry) [AoR][Armor Piercing]
    • Snaga Olog (Troll heavy club infantry) [AoR][Slave]
      • Snaga Olog ('Slave troll', Black Speech) are monstrous creatures that hail from the mountains and dark places of Angmar. Having been captured and forced to serve in Angmar’s armies, they bear a strong resentment for their masters and would like just as much see their overlords dead as their enemies upon the battlefield. It is for this reason that they are forced to live in extremely poor conditions, even by orc standards, and if any one of them grows to be too strong they are immediately killed lest they attempt to usurp their masters. Though somewhat untrustworthy (occasionally having “accidents" where several handlers are killed) these creatures are extremely strong and hard to kill. As such, their use on field of battle and the fear they strike in Angmar's enemies is more valuable than any problems they might cause.

    • Snaga Wargs (Warg medium cavalry) [Slave]
      • There are many fell creatures wandering in the dark and hidden places of Middle-Earth, especially in these dark times. Among the foulest of these creatures are the wargs. These canine beasts are nearly as large as they are ferocious. As Snaga ('Slave', Black Speech) these wargs are not truly tamed (if a warg can ever really be considered "tame") but merely captured, given some rudimentary training to allow a rider to fight from atop their backs and increase their bloodlust. The wargs are then forced to bear their riders into battle and win glory for Angmar! Though some of these creatures welcome the chance for slaughter and “fresh meat,” most must be whipped and tortured to prevent them from killing their riders or escaping during the heat of battle. This is despite of, or perhaps even because of their “training”.


    Tier 3

    • Durbatil Swordsmen (Human heavy sword infantry)[Slave]
      • The Durbatil ('Ruled', Black Speech) are slaves that were trained from their childhood for one purpose: to fight for Angmar. They are amongst the most loyal servants to the Heirs of Angmar, and their blind loyalty makes them valued above all other slaves to Angmar. These elite slaves are chosen from the strongest and smartest slaves before they reach puberty. The Durbatil Swordsmen are the best swordfighters of the human slaves of Angmar, hand-picked from only those that have already killed a man in single combat. They are amongst the heaviest troops Angmar has to offer, and thus they are often used in places where lighter troops would be worthless. If there is a chokepoint to capture or a castle to storm, these men accomplish their task with brutal efficiency. These men are not, however, easy to recruit. They are trained from childhood, and many die before ever reaching adulthood. Every year new men enter the ranks of the Durbatil, but the training time for these soldiers is too long to allow for mass recruitment.

    • Durbatil Bowmen (Human heavy archers)[Slave]
      • The Durbatil ('Ruled', Black Speech) are slaves that were trained from their childhood for one purpose: to fight for Angmar. They are amongst the most loyal servants to the Heirs of Angmar, and their blind loyalty makes them valued above all other slaves to Angmar. These elite slaves are chosen from the strongest and smartest slaves before they reach puberty. The Durbatil Bowmen are the best archers of the human slaves of Angmar, hand-picked from only those that can consistantly hit a live target between the eyes at 200 yards. Their skill in marksmanship is excellent, and they are clad in heavy armor which gives them some much-needed protection against missiles and melee weapons. Although excellent archers, they are not well suited for melee combat even though they can handle a sword adequately. These men are not, however, easy to recruit. They are trained from childhood, and many die before ever reaching adulthood. Every year new men enter the ranks of the Durbatil, but the training time for these soldiers is too long to allow for mass recruitment.

    • Durbatil Horsemen (Human heavy cavalry)[Slave]
      • The Durbatil ('Ruled', Black Speech) are slaves that were trained from their childhood for one purpose: to fight for Angmar. They are amongst the most loyal servants to the Heirs of Angmar, and their blind loyalty makes them valued above all other slaves to Angmar. These elite slaves are chosen from the strongest and smartest slaves before they reach puberty. the Durbatil Horsemen are the best riders of the human slaves of Angmar, hand-picked from only those who have been able to ride down a fleeing slave through wilds of Eriador. These horsemen excel, like all cavalry, in open field combat. Their heavy armor protects them from most missiles and cuts received in melee, and their heavy longswords are a nightmare to fight against, especially if on foot. These men are not, however, easy to recruit. They are trained from childhood, and many die before ever reaching adulthood. Every year new men enter the ranks of the Durbatil, but the training time for these soldiers is too long to allow for mass recruitment.

    • Ashankûaž Bodyguards (Human heavy cavalry) [General's Unit]
      • Angmar is on the rise again, and it needs men worthy to walk in the footsteps of the Witch-King. The Ashankûaž ('First-Men', Black Speech) are the most heavily-armored troops Angmar has to offer, and they hold an elite status in its armies. These bodyguards are hand-picked amongst the Ashankûaž, each of which is a direct descendant of the original garrison of Carn Dûm who were chosen by the Witch-King himself. However, even then, only the greatest warriors are chosen from these "pure-blooded" men of Angmar to defend the general himself. Those who are not chosen instead serve in the ranks of the Ashankûaž heavy infantry, where they hope to distinguish themselves enough to join the ranks of a general's bodyguard. Every single member of the Ashankûaž Bodygaurd has proven themselves a hundred times on the battlefield and they are blindly loyal to their commanders, due in no small part to the exceptional benefits a general will give to those that serve him well. These men were born to kill. However, Generals must to be careful with these troops, as they are extremely hard to replace. Although they are more than excellent melee fighters, they would be hard pressed to cut through a thousand enemies or win a battle without any support. The Ashankûaž are best used where the need is the worst, as they are likely to turn the tide of the fight.

    • Ashankûaž of Carn Dûm (Human elite spear infantry) [AoR]



    Musing on the Heirs of Angmar from the "Angmar: yea or nay" thread

    Quote Originally Posted by illathid
    If there was some sort of "Remnants of Angmar" faction, I would take them in slightly different direction. I would have it be a faction of evil men, who had taken up the arms and armor left behind after the defeat of the Witch King (sort of like how the greenway guards for Eriador use old arms and armor from Arnor). They would be led by a very small number of Black Numenoreans (perhaps Agandaur from "War in the North?"). I would not have a Nazgul lead them, as they were all accounted for during the war of the ring. As the faction developed they would gain more of Angmar's secrets as ruined sections of Carn Dum become reopened. The unit list should have a strong slave soldier feel to it. Enslaved orcs, goblins, trolls, and other creatures. The core units should have an almost Mameluke feel to them, captured as children and raised to be the perfect warriors. Visually, I would the think the core units should have a very "northern" look to them (i.e. Black iron, fur lining, horned helms, etc.).

    I think this would strike a good compromise between the people who would like a return of Angmar (complete with armies of Black Numenoreans), and the people who feel that this would be unsupported by the lore. This is because you would never have more than a handful of Black Numenoreans in your army at any given time, because only the generals would actually have Numenorean blood. Anyways, that's my two cents on the issue.


    Quote Originally Posted by illathid View Post

    What we know about Angmar from the "Lore"
    Angmar ("Iron Home" in Sindarin) was founded by the Witch-King of the Nazgul sometime around the year 1300 in the Third Age. The capitol of this kingdom was the mountain fortress of Carn Dûm.For many years the Witch-King gathered orcs and men to his banner, wait for the moment to strike. He quickly allied with the hill tribes of Rhudaur, who had deposed the Dúnedain rulers of that country. These hill men harassed the forces of Arthedain, and in 1356 killed King Argeleb I. In 1409 Angmar assaulted Arthedain and Cardolan in earnest, destroying the ancient Tower of Amon Sûl on Weathertop. The armies of Angmar then rampaged through Cardolan until they were forced out by Elven armies from Lindon and Lórien.

    With Cardolan all but destroyed the Witch-King could focus his attention on the Kingdom of Arthedain. He harried the kingdom for almost 500 years while amassing a force to provide a killing blow. Then in 1974 Angmar struck, destroying Arthedain and occupying the capitol of Fornost. Believing his victory complete, the Witch-King settled in Fornost and began to settle it with his followers. However, this victory was short lived as, only a year later Prince Eärnur of Gondor arrived and, with help from his elven allies, destroyed the armies of the over confident Witch-King on the field of battle. After the battle, the Witch-King returned to Mordor and served Sauron in other ways. Angmar was destroyed, but so to were the kingdoms of Arnor.

    Important Things to Note

    • All references to Angmar seem to explicitly mention how it was served by both men and orcs. This would be quite odd if men were only a minority of Angmar's armies, so a logical implication would be that men played a substantial role the ruling of the kingdom.
    • Angmar existed as a discreet political entity for more than 600 years. This is almost three times as long as the United States have been in existence. Thus it's quite likely that a substantial infrastructure was built in Angmar to support its armies.
    • Angmar's armies were defeated at the battle of Fornost, which occurred on the plains between Nenuial and Fornost near the southern hills of Evendim. The armies of Gondor and the Elves did not put Carn Dûm to siege.

    What this means for an "Angmar" faction

    The following is a narrative that I think would provide the basis for an "Angmar" faction in the third age that, in my opinion, doesn't violate any of the lore stated above. I'm hoping I've made this at least somewhat similar to the narrative
    DisgruntledGoat wrote for the Easterlings of Rhun in an effort to make them a coherent faction.

    When the Witch-King was defeated at the battle of Fornost, the bulk of his forces were utterly vanquished. However, as the former capitol, Carn Dûm held a token garrison of men lead by a castellan appointed by the Witch-King himself. Angmar's defeat at the hands of Gondor was so complete that news of it never reached garrison. Loyal to their master and with stores to last years, the garrison kept to their duty and maintained the fortress as best as they could. The garrison tried to keep their arms and armor in good repair, would go out on raids secure foodstuffs, and protect the fortress from other raiders who saw it as a target. As time went past, a new generations of the garrison was born. However, these men lacked the knowledge of their forefathers, so large portions of the fortress fell into disrepair. The arms and armor of this new generation lacked the same craftsmanship of those that came before.

    And so, little by little, as each new generation came the knowledge of Angmar was lost to the mists of time. What they didn't forget, however, was that they had a right to rule. They alone had kept their duty to the Witch-King and one day they would see the realm of Angmar rise again. Tribes of hill folk began to swear fealty to the descendants of the garrison, as even though they were but a fraction of their former glory, they were still better provisioned and equipped than the tribes. The power of the Heirs of Angmar, as they sometimes called themselves, was on the rise. The troll pits were filled once again, and countless slaves, both men and orcs, were taken by the Heirs of Angmar.


    When news of the One Ring reached Sauron, the eye turned his gaze to the north once more. Finding the forces still loyal to his cause in the north, he bid them to harry and raid the lands of Eriador, and distract the Dúnedain rangers who guarded the Shire. This would give the Nazgul the opportunity they needed to seize the ring from the foolish hobbit who possessed it.

    Anyways, that's my idea for the basis of a faction. I was trying to go for an Evil Romano-British meets Holy Roman Empire kind of feel, with just a dash of the Nights Watch for flavor . Hopefully I'll get some good feedback on this, as I may try to turn it into a sub mod if I have time.

    P.S. As you can notice, I didn't mention black numenoreans once, as they seem to be one of the major sticking points for a lot of people. While they are cool, I think a Angmar faction could be just as satisfying to play without them whatsoever.
    Last edited by illathid; January 21, 2012 at 07:11 PM. Reason: Update

  2. #2

    Default Re: Heirs of Angmar (Potential Submod)

    Ideas that I gave in the beginning : outdated for some part but most of them correspond to the way we are making the faction
    I think you should also add some quote from the last pages of the thread. I found very interesting statement and propositions.

    Edit : indeed the last post of romaneck that i +rep was really iterresting propostion and it would really add to an original evil feeling. Maybe you could make a summary of all the good idea that were mentionned?


    Okay so time for exposing ideas and perspective :



    The way I see we are gonna do this faction is :


    Angmar will be mostly human faction (with some orcs), with savage rhudaur men as meat shield and pikes, and the heir of angmar as mighty fully armored elite troops (one for cav, one for archer and the other for infantery) with armors that coud be inspired by the one the witch king wears or it could be another evil look (we can also inspire ourselves from other LOTR games).







    During the game the heir of angmar could slowly regain their ancestor's legacy, knowledge, craft skills... So they could be at first simples heavy and medium units , but after some cultural acheivements, they would return to theirs ancestor's might and glory : we will be able to recruit the fully armored heir's of Angmar units and we would also have access to The archer heir's of angmar, and the cavalery heir of angmar (i propose ice crown reapers for the name).





    There can also be some slaves units, enslaved by the heirs that can serve as the lowest infantery.




    There could also still be some orcs warg riders and i propose the addition of armored wolves.

    It would be cool to also have wright like those in the barrows.

    This would give Angmar a fully different feeling from other factions, because it would give something more than the feeling that you are controlling only mindless creatures.


    Angmar troops could also relies on the fear they impose in their enemy : this would be the case for the ghosts, the angmar heir and the wolves.

    They could sent some low moral units roots just by their presents on the battlefield.
    The design of the angmar heir's armor could also be gorgeous.





    SO OVERALL :


    I'm not in favor of an other orcish faction because i think there's enough of orcish faction already and the point of angmar is to give another feeling, another spirits to the evil sides, otherwise there's no point.

    Also i'm not in favor of an only savage and mindless rhudaurian servitors faction, that's why the implementation of the elite unit heir's of angmar (that represent angmar's elite) is mandatory to the faction.
    The addition of wolves and ghost would add to the sensation of power and mastery of the elements that angmar would have (and it's 100% lore-wise) .
    Last edited by GueulEclator; January 14, 2012 at 06:07 PM.

  3. #3
    smoesville's Avatar Vicarius
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    Default Re: Heirs of Angmar (Potential Submod)

    Here is a link that you might find very useful.
    Were there but a tree in this godforsaken place i would have hanged myself.

  4. #4

    Default Re: Heirs of Angmar (Potential Submod)

    I am here, now.

    What would you have me do?


    What's contained within that source, material for our work?

  5. #5
    smoesville's Avatar Vicarius
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    Default Re: Heirs of Angmar (Potential Submod)

    Quote Originally Posted by Colonial1.1 View Post
    I am here, now.

    What would you have me do?


    What's contained within that source, material for our work?
    If you're referring to my post then it's the former Angmar faction submods units, released as a resource for other modders.
    Were there but a tree in this godforsaken place i would have hanged myself.

  6. #6
    Black_Nebula's Avatar Tiro
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    Default Re: Heirs of Angmar (Potential Submod)

    I was thinking about a sub mod on this idea as well and I thought that it could be part of the reuniting of Sauron and the one ring. I thought it would be a good penalty for not destroying the ring. Having the Witch-King transfer to Orcs of Gundabad and be removed from Mordor, as well as certain settlement requirements.
    "I find your lack of faith...disturbing" -DV

  7. #7
    francis86's Avatar Decanus
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    Default Re: Heirs of Angmar (Potential Submod)

    i suc in modding,i really would have to help,this submod idea is really great!Sure i follow you at 100 pourcent

  8. #8
    francis86's Avatar Decanus
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    Default Re: Heirs of Angmar (Potential Submod)

    wow,lot of mistake in my text,i wanted to say i suck in modding but i really would have love to help lol,but i can try my best and learn..It's so a freaking good idea

  9. #9
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Heirs of Angmar (Potential Submod)

    @ francis86
    You can always edit the post by clicking the botton next to 'Quote' under your post, so you can avoid double posting as well

    Here is a link to your best new friend - the modding workshop section; http://www.twcenter.net/forums/forumdisplay.php?f=272
    Go into the tutorials (second from the top), find an area of interest and start testing. My top advice is to begin small with one thing or a narrowed field, so you wont overstrech. By each new feat you master the understanding for modding in general increases, thus next step will be easier and the joy will be a good pay back for your time. Best of luck!
    Last edited by Ngugi; December 21, 2011 at 06:45 AM.

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  10. #10

    Default Re: Heirs of Angmar (Potential Submod)

    As far as i am concerned there won't be black numenorean in our angmar submod : instead there will be heir's of angmar : descendant of the first evil men of angmar, that, under the witch king, were powerfull and mighty men that had mastered many secrets and were heavely equiped. Those evil men are not necessarely black numenorean, they are just descendant of other evil men that served the witch king before and became very powerfull under his teachings.



    Although there could be just one unit of black numenorean (some kind of general's body guard) that would return to angmar with the restoration of the factions glory. There could be considered the elite amougnst the elite (the master of the heir's of angmar) and could look even more mighty than the heirs.
    Angmar's general could also be black numenorean. So in the end, only the leaders would be black numenorean, the elite would be angmar heirs (evil men almost as powerfull and mighty than black numenorean), the medium would be rhudhaur men and wolves and the meat shield would be orcs|slaves.




    But again there could be. (it's just a possibility that I do not 100% support but some have proposed it)




    We all agree that a black numenorean only faction would clearly be lore rape. But if there's only a handfull of them to rule over angmar then this would make sense (since black numenorean nobles always survived in some part of the world).

  11. #11

    Default Re: Heirs of Angmar (Potential Submod)

    Okay so in ordor to win some time, we could reuse units from dead projects : here are the two dead project I am talking about :




    1. for rhudaurian units and one Heir of angmar archer unit :


    -http://www.twcenter.net/forums/showthread.php?t=462413 : this one would be for our rhudaurian units and our heir's of angmar archer elite unit(called dark ranger in the dead project). The idea of dark ranger is really good and they really look like the evil counterpart of dunedain ranger : it's a very nice unit.








    2 .The next dead project would be for our Heirs of Angmar units. I want to repeat it : Heirs of Angmar won't be Black numenorean. We might use the black numenorean models of this dead project but we call them differently and give them a different lore. That's it.

    -http://www.twcenter.net/forums/showthread.php?t=396317 : this one for the black numenorean unit they created : i repeat, angmar wont be a black numenorean faction, but we can takes some of the best looking of the black numenorean unit from this project, rename them to Heirs of Angmar (Heirs of angmar rider, Heirs of angmar swordsman for exemple), change their lore description so they wont be described as black numenorean but as our mod's heirs of angmar and that's it.

  12. #12
    francis86's Avatar Decanus
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    Default Re: Heirs of Angmar (Potential Submod)

    great idea,already asked for an authorisation to the AMF team

  13. #13

    Default Re: Heirs of Angmar (Potential Submod)

    Okay, an idea. What if, as they grow, different evil people and orcs come to support them? Like if Arnor pops out, a nazgul comes and supports them. Or if you capture certain dwarfish halls, Rhun sends smithies or troops in gratitude.

  14. #14

    Default Re: Heirs of Angmar (Potential Submod)

    It could be great.
    We could combine cultural and military acheivement :
    -military achievement makes more evil men and orcs (more evil men) come to angmar


    By buildings certain type of building it could correspond to uncovering their former legacy (in the form of forgotten knowledge, builidings, powerfull weapons)


    -cultural acheivement would improove the native angmar units : new heir of angmar's unit could be added (max 3 or 4 in total since it's elite units), and the already existing heirs of angmar units could have the possibilities to improve their armors and weapons.

  15. #15
    Mhaedros's Avatar Brave Heart Tegan
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    Default Re: Heirs of Angmar (Potential Submod)

    Why would Rhun care about what happenes in the MM? They are fighting Gondor, Dale and the dwarves, no way would they sand troops to the other side of ME.
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  16. #16

    Default Re: Heirs of Angmar (Potential Submod)

    Quote Originally Posted by Mhaedros View Post
    Why would Rhun care about what happenes in the MM? They are fighting Gondor, Dale and the dwarves, no way would they sand troops to the other side of ME.
    Because as some of them flocked to Sauron, more might flock to a powerful nation in the north, were men and orcs fight together. It's not like the whole of Rhun is moving to MM, or that the Ruler of Rhun is telling them to do this.

  17. #17
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    Default Re: Heirs of Angmar (Potential Submod)

    Did you even read my post?
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  18. #18

    Default Re: Heirs of Angmar (Potential Submod)

    Quote Originally Posted by Mhaedros View Post
    Did you even read my post?
    I Don't think so

  19. #19
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    Default Re: Heirs of Angmar (Potential Submod)

    ...kind of like deserters who comes to the big guys?
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  20. #20

    Default Re: Heirs of Angmar (Potential Submod)

    Yeah. Kind of like that. Maybe one troop of units, but with that unit, you get other bonuses. Better Armour from Rhun, Ports(Better Sea trade) or Farms from Harad, Better Trolls from MM, Better Orcs from Isengaurd/Mordor.
    Edit: Also, it isn't like this are front line troops. Just a single person who can help there technology expand.

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