Page 1 of 4 1234 LastLast
Results 1 to 20 of 64

Thread: Thoughts for new concepts for units, buildings and faction events

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Thoughts for new concepts for units, buildings and faction events

    [Pre-text Hi, long time fan of tw and lotr, new tatw player 3.1 absolutely loving it grt job king kong and the team, and first time poster so will apologise if I cover topics already discussed and not computer savy so apologises if my ideas are not mod-able but thought I’d put them out there, and my concepts are sourced either from lotr fiction/GW minatures/other lotr games and my brain]

    So a few ideas for new units to bolster factions or add more narrative and fun!.. even though theres already so much fun to be had enjoy!

    OoMM

    – Mountain Giants (their mentioned in the Hobbit) – probs take the design concept from TBFM2 they look pretty good, have just lower stat value than a Ent unit have either as a mercenary unit or recruit-able by evil in the high pass or be a final build unit from the troll breeder which would for OoMM have another build level i.e. Mountain Giant Hold.
    – Goblin Prowlers (GW miniature) – medium infantry, black cape wearing, medium armour scheme, carry large curved axe, bonus armour, bonus cavalry, can ambush.
    – Goblin Spearmen – early/medium unit of spearmen similar to goblin infantry but with cavalry bonus since needs a unit boost.
    – Moria Blackshields (GW miniatures/my brain) – Large goblins, Large shields, Spearmen, heavy armoured, recruit-able only from Moria. Most brutal breed of mountain goblin spawned in the darkest pit of Moria wear blacken armour for better concealment in the labyrinth mines of Moria constantly on guard for intruders in the lost holds of Durin’s treasury.
    – Drake brood (TBFM2) – they can be similar to the new awesome spiders for Mordor except of course more Serpent/Small wingless dragon look-a-likes. No longer can be found the likes of Anclagon the Black, Smaug the Golden, Scatha the Worm yet the offspring of Glaurung still have not completely gone from the world, deep in the darkest caves of the mountains this evil still lingers no longer the size of their ancestors, Drakes have adapted instead to survival and scavenging, yet gathered together they can still cause the fear and devastation of their fathers of old.

    OoG

    - Dire Wolf Riders (TBFM2/Lotr fiction) – more a slight alteration for the Gundabad guys since the in the fiction the north was infested with dire wolfs, large white wolfs which could replace the warg concept, and have maybe a larger profile bonus fight in snow.
    - Barrow Whites (Lotr fiction) – similar to the new hobbit concept which I think is awesome when OoG own the Barrow Downs, they get an autonomy message from the Whites – We have come forth to pledge our allegiance to your dark master we ask that we are allowed to rule our old kingdom of Cardolan (barrow downs same conditions as the shire) and our swords are yours! – unit will be same size as a full unit of the Nine, good design in GW miniatures, and with similar stats except maybe a movement penalty to any unit fighting it.
    - [idea for more units in faction event Reforge the Realm of Angmar]


    Gondor

    - Druadan Hunters (lotr fiction) – another similar concept to the hobbit autonomy when Gondor owns the Druadan forest they get a message for Ghan-buri-Ghan asking for autonomy same deal and they help by sending units and have ambushing forces assisting the defense of minas tirith , they lack armour, can hide anywhere, javelins/spears and shield, bonus against armour, good concepts in GW miniatures.
    - Oathbreakers (lotr fiction) – very special situation when Gondor excepts Aragorn as King AND Aragorn is at the Stone of Erech in Erech he can summon the Oathbreakers for 20 turns, a really tough army, 12-15 unit strong cavalry, spear, sword and bow, every unit causes fear, Aragorn must command them or they melt away and they vanish at the end of 20 turns, cannot be used in a siege. Design concept from the movie.
    - Clansmen of Lamedon (Lotr fiction/GW miniatures) – because I love variety I think these miniatures are awesome, also be double sword wielding unit that Gondor doesn’t have can only be recruited from Lamedon.

    Rohan

    - Druadan Hunter (lotr fiction) – they can recruit them as mercenaries only in West March and Druwaith Iaur.

    Rhun

    - Clan Chariots & Wainriders (Lotr fiction, GW miniatures) – this I’m not sure can be mod-ed but anyway, Clan Chariots are simple chariots large charge bonus not great fight/defense stats bow armed light armoured look like a chariot with clan warrior/hunters on it. Wainriders Heavy armoured chariot concept look like clan guard/Variag armour or even Loke-Rim but I think Variag would suit, scythed blades, bonus fight against cavalry, large charge bonus, better fight stat. Recruited from caravan stops and caravansary.
    - Khand Axemen – Medium infantry Variag design concept, large two handed axe bonus fight against cavalry, bonus against armour.

    FPoE/Arnor

    - Wardens of the Marches & Guards of Amon Sul – I love the whole Arnor reunification idea and to go with it once Arnor has been unified there could be a option to rebuild the tower of Amon Sul as a construction cost building, maybe even have the campaign building icon change to a tall tower once completed has a bonus field of view and extra recruitment slot bonus and no longer building restriction, also then can recruit the Wardens and Guards. The wardens will have similar Anorian armour style maybe more hooded and cloaked with a different helm concept and will wield javelins and spear/shields, the Guards similar armour concept to Anuminas Knights but wield a large two handed halberdier.
    Long has the hill of weather top stood crowned with the ruins of the mighty tower of Amon Sul, once Elendil stood there awaiting Gil-Galad coming from the West. Now only the old images of kings, long gone, stand vigil over the barren land.
    With the runification of Arnor the tower is rebuilt and to guard against the threats to the new kingdom the most steadfast Duadain have been recruited into the guard of Amon Sul sworn to protect the marches from any and all foul creatures armoured in plate mail and wielding a mighty halberdier these mighty warriors are well prepared for the task, as too often the trolls come down out of the coldfells.

    Mordor

    - Castellans of Dol Guldur (GW miniatures) – first should check the miniatures out they look gooood, but be cool to have a heavily armoured infantry unit other than uruks, even though they are cool too! Be a usual man sized unit, heavy armoured, shield sword wielding, very good morale i.e. never break, recruit-able only from Dul Guldur.
    Who knows the dark secrets of the dungeons of Dol Guldur? Or can fathom the power still held in the tower of the Necromancer, evils winds whip the dark hill in the depth of Mirkwood, their dark sentinels wait for trespassers, who can say where they come from, or are they mortal? Or has the Dark Lord encased the souls of his enemies in iron and shadow to live forever in the servitude to the power in the East.
    - Blackguard of Barad-dur (GW miniatures) – milking GW but they are very good concepts also I like the idea of an unique force from Barad-dur itself and I like variety stats a little above uruks, largeee! shield, wield largeee! maces, effective against armour, recruit-able only from Barad-dur, concept similar to uruks yet bigger and darker.
    - Spectres of the marches (lotr fiction) – similar to the Barrow White/ hobbit autonomy if evil holds the dead marshes, the faction doesn’t get as much a message from the spectres more like a report – Master we hold the Dead Marches but the lads are losing their nerve guarding this festering swamp, say they seen ghosts, dung-rats I had them whipped and reported, but they still don’t shut their gobs, even lost a few to the mist, I say we go make war elsewhere let the swamp guard itself? – same autonomy applies and as long as evil holds the marches any invading army gets attacked by a force of spectres similar to the oathbreakers but not as big, less high stats … more fleshy.

    Silvan Elves

    - Guards of Galadrim Court (GW miniatures) – concept just like the miniatures only recruitable from Caras Galadhon wield very long spears (pike unit), heavily armoured.
    - Radagast the Brown (lotr fiction) – I apologise if he is already part of the Silvan elves since I haven’t actually got round to playing them yet but be cool to have him as a special general.

    Dwarves

    - Guardians of the Forge – mainly because there is no hammer wielding dwarves out there! Heavily armoured, hammer and shield, effective against armour, concept similar to khazad-dum with maybe a blue theme unit recruit-able only from Thorin’s Hall.
    Long have the Dwarf’s smith in the Ered Luin, after the fall of Beleriand they still forged their blades, after the fall of Novgrod and Belegost, the forge still burned on, even the rise and fall of mighty Khazad-dum and Erebor the dwarves still held their ancient realm for the might of the Guardians of the Forge has never been checked.
    - Trebuchet – mainly because I see the dwarves as the most industrious nation therefore would have awesome weapons of war.
    - Argument of Kings – A massive very robust/built solid very dwarf looking trebuchet longest range in the game, biggest area effect attack in the game and largest damage to walls and guarded and powered by iron guard, recruit-able only from Azanulimbar Dum.
    The long story of the Dwarves is a sad tale to tell, once so strong with mansion wrought from the very bones of Middle-Earth. Now little is left of their once great kingdom only a few places remain were the dwarves have found solitude from Dragons, Orcs, shadow and flame. There they hold on to deepest grudges against their usurpers devising in caverns deep the ruin of their enemies so when the time is right they will unleash the anger of the dwarves, the Argument of Kings.

    Isengard

    - Dunlending Riders – just thought be cool to field almost an army of dunlending people, be light cavalry spear and shield, in mockery of the Rohan the Dunlending have loosely formed their own cavalry from stolen horses of the Rohirrim studs.
    - Dunlending Bowmen – light armed bowmen with axes form skirmish lines before the armies of Isengard.
    - Wolfguard – Dunlending heavy infantry, looted armour from Rohan royal guard carry large two handed axes and have Wolf pelts over their helmets sign of their status closest thing the Dunlendings come to a noblemen, heavy armour, and bonus against cavalry.
    - Ruffians (lotr fiction) – mercenary recruit-able in the shire area, similar profile to bandits but wield big wooden club.

    Harad

    - Abrakhan Guard (GW miniatures) – really good concept model from GW wield massive broad two handed sword bonus against amour, lack armour yet heavy hitting unit kinda goes with the Harad vibe, recruit-able only from Umbar.




    Special Event idea - Along the lines of the Reunification of Arnor which I think is so cool.

    Reforge the Realm of Angmar - OoG high chieftain starts with ancillary Legacy of Angmar which looks like the Iron crown of the Witch King, Similar to Aragorn and FPoE. Condition Alliance with Mordor, Own the former territory of Angmar so from Carn Dum to Barrow Downs and the shire, from Gundabad and Mitheithel to Evendim hills, at Fornost construct a requisite building Black Altar. Bonus Black Numenorians as additional units to bolster the strength of Angmar recruit-able in all locations, the last of the Duadain despair with loss of Aragorn the last of line of king relinquish the last of their heritage and swear loyalty to the Dark Lord as their fore-fathers in Numenor had done of old.

    Units will include concept similar to nazgul bodyguard

    – Black Numenorian Swordmaster – similar to battle ready duadain but dark.
    – Black Numenorian Rangers – again similar to rangers.
    – Black Numenorian cavalry – similar to nazgul bodyguard.
    – Barrow whites recruitable from Barrow Downs.
    – The Witch King gives the option to come back and rule them as a new leader.
    – New banner colour dark green/plae green symbol.


    Buildings

    I just really like the idea of special buildings for the narrative sake and also faction bonus so here’s a short list.

    Mithlond – Grey Havens Harbour – already built large harbour and wharf for trade
    Beorn’s Hall – Beorns Honey Mead – Public order bonus and trade
    Rosgobel – Radagast’s Halls – Public order bonus and growth
    Dol Guldur – Dungeons of the Necromancer – Recruit castellans public bonus order
    Bree – Prancing Pony – Public order bonus and trade bonus
    Carn Dum – Pits of Utumno – Public order bonus extra recruitment slot
    Erebor – Khazad Vault – Public order bonus and trade bonus
    Mistrama – Loke-Khan Palace – Public order bonus and growth bonus
    Dale – Earl’s Court – recruit Earls and public order bonus and trade bonus
    Barrow Downs – Barrows – Recruit Barrow Whites
    Fangorn – Welling hall – Recruit Ents
    Erech – Stone of Erech – Recruit Oathbreakers
    Gobel Ancalimon – Ruins of Khana – public order bonus and growth bonus
    Gundabad – Hoard of Scatha – Public order bonus and trade bonus
    Umbar – Abrakhan Court – Recruit Abrakhan guard and trade bonus
    Thranduils Halls – Feasting Pasture – Public order and growth bonus
    Rhovanost – Easterling Encampment – growth bonus and extra recruitment slot
    Dunharrow – Paths of the Dead – Public order bonus

  2. #2
    Ultra123's Avatar Senator
    Join Date
    Nov 2009
    Location
    London
    Posts
    1,171

    Default Re: Thoughts for new concepts for units, buildings and faction events

    this is a very interesting post, welcome to the forums and that post certainly deserves +rep!

    i agree with all your units ideas, and would love to see this implemented!

    though be prepared to be spammed by the lore-loving game breakers!

  3. #3
    francis86's Avatar Decanus
    Join Date
    May 2011
    Location
    Drummondville/Quebec
    Posts
    519

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Ideas are good and I have too but what we lack is people able to do those things lol

  4. #4
    Dwarven Berserker's Avatar Campidoctor
    Join Date
    Sep 2011
    Location
    Netherlands
    Posts
    1,829

    Default Re: Thoughts for new concepts for units, buildings and faction events

    All I can say... wow... those are some pretty neat ideas you have there mate, +rep

    Oh and some good news too:
    -Wain riders/chariots have already been created. They are in the game files but are not useable in-game though. They are still a little buggy so that's why they haven't been put into the game (yet).
    -Oathbreakers have also been made, though only in a submod (unless they have been put into the vanilla mod as well without me knowing )
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 
    Spoiler Alert, click show to read: 
    this signature is completely pointless. have a nice day

  5. #5

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Quote Originally Posted by hownowbrowncow View Post


    – Mountain Giants (their mentioned in the Hobbit) – probs take the design concept from TBFM2 they look pretty good, have just lower stat value than a Ent unit have either as a mercenary unit or recruit-able by evil in the high pass or be a final build unit from the troll breeder which would for OoMM have another build level i.e. Mountain Giant Hold.

    Giants were only mentioned in the hobbit; And it might be that they don`t exist. At least, they didn`t took part in the Wars of the Third Age and did show no concern to the struggles of the various factions.

    – Goblin Prowlers (GW miniature) – medium infantry, black cape wearing, medium armour scheme, carry large curved axe, bonus armour, bonus cavalry, can ambush.
    – Goblin Spearmen – early/medium unit of spearmen similar to goblin infantry but with cavalry bonus since needs a unit boost.
    – Moria Blackshields (GW miniatures/my brain) – Large goblins, Large shields, Spearmen, heavy armoured, recruit-able only from Moria. Most brutal breed of mountain goblin spawned in the darkest pit of Moria wear blacken armour for better concealment in the labyrinth mines of Moria constantly on guard for intruders in the lost holds of Durin’s treasury.

    Reasonable; As long as they are done well.


    –Drake brood (TBFM2) – they can be similar to the new awesome spiders for Mordor except of course more Serpent/Small wingless dragon look-a-likes. No longer can be found the likes of Anclagon the Black, Smaug the Golden, Scatha the Worm yet the offspring of Glaurung still have not completely gone from the world, deep in the darkest caves of the mountains this evil still lingers no longer the size of their ancestors, Drakes have adapted instead to survival and scavenging, yet gathered together they can still cause the fear and devastation of their fathers of old.

    There were no drakes in the Misty Mountains.

    OoG

    - Dire Wolf Riders (TBFM2/Lotr fiction) – more a slight alteration for the Gundabad guys since the in the fiction the north was infested with dire wolfs, large white wolfs which could replace the warg concept, and have maybe a larger profile bonus fight in snow.

    I don`t recall Direwolfs appearing in the lotr books.

    - Barrow Whites (Lotr fiction) – similar to the new hobbit concept which I think is awesome when OoG own the Barrow Downs, they get an autonomy message from the Whites – We have come forth to pledge our allegiance to your dark master we ask that we are allowed to rule our old kingdom of Cardolan (barrow downs same conditions as the shire) and our swords are yours! – unit will be same size as a full unit of the Nine, good design in GW miniatures, and with similar stats except maybe a movement penalty to any unit fighting it.
    - [idea for more units in faction event Reforge the Realm of Angmar]

    Should be called Barrow Wights. However; They were bound to one place and couldn`t leave the Downs, so..


    Gondor

    - Druadan Hunters (lotr fiction) – another similar concept to the hobbit autonomy when Gondor owns the Druadan forest they get a message for Ghan-buri-Ghan asking for autonomy same deal and they help by sending units and have ambushing forces assisting the defense of minas tirith , they lack armour, can hide anywhere, javelins/spears and shield, bonus against armour, good concepts in GW miniatures.

    The Druadan fought for no one; They just wanted to be left alone. It would be unreasonable to add them.

    - Oathbreakers (lotr fiction) – very special situation when Gondor excepts Aragorn as King AND Aragorn is at the Stone of Erech in Erech he can summon the Oathbreakers for 20 turns, a really tough army, 12-15 unit strong cavalry, spear, sword and bow, every unit causes fear, Aragorn must command them or they melt away and they vanish at the end of 20 turns, cannot be used in a siege. Design concept from the movie.

    Already included, IIRC.

    Clansmen of Lamedon (Lotr fiction/GW miniatures) – because I love variety I think these miniatures are awesome, also be double sword wielding unit that Gondor doesn’t have can only be recruited from Lamedon.

    Reasonable.

    Rohan

    - Druadan Hunter (lotr fiction) – they can recruit them as mercenaries only in West March and Druwaith Iaur.

    The Druadan fought for no one; They just wanted to be left alone. It would be unreasonable to add them.

    Rhun

    - Clan Chariots & Wainriders (Lotr fiction, GW miniatures) – this I’m not sure can be mod-ed but anyway, Clan Chariots are simple chariots large charge bonus not great fight/defense stats bow armed light armoured look like a chariot with clan warrior/hunters on it. Wainriders Heavy armoured chariot concept look like clan guard/Variag armour or even Loke-Rim but I think Variag would suit, scythed blades, bonus fight against cavalry, large charge bonus, better fight stat. Recruited from caravan stops and caravansary.

    The Team has decided not to add Chariots.

    -Khand Axemen – Medium infantry Variag design concept, large two handed axe bonus fight against cavalry, bonus against armour.

    Kinda Reasonable.

    FPoE/Arnor

    - Wardens of the Marches & Guards of Amon Sul – I love the whole Arnor reunification idea and to go with it once Arnor has been unified there could be a option to rebuild the tower of Amon Sul as a construction cost building, maybe even have the campaign building icon change to a tall tower once completed has a bonus field of view and extra recruitment slot bonus and no longer building restriction, also then can recruit the Wardens and Guards. The wardens will have similar Anorian armour style maybe more hooded and cloaked with a different helm concept and will wield javelins and spear/shields, the Guards similar armour concept to Anuminas Knights but wield a large two handed halberdier.
    Long has the hill of weather top stood crowned with the ruins of the mighty tower of Amon Sul, once Elendil stood there awaiting Gil-Galad coming from the West. Now only the old images of kings, long gone, stand vigil over the barren land.
    With the runification of Arnor the tower is rebuilt and to guard against the threats to the new kingdom the most steadfast Duadain have been recruited into the guard of Amon Sul sworn to protect the marches from any and all foul creatures armoured in plate mail and wielding a mighty halberdier these mighty warriors are well prepared for the task, as too often the trolls come down out of the coldfells.

    Don`t think that they would add anything gameplay wise.


    Mordor

    - Castellans of Dol Guldur (GW miniatures) – first should check the miniatures out they look gooood, but be cool to have a heavily armoured infantry unit other than uruks, even though they are cool too! Be a usual man sized unit, heavy armoured, shield sword wielding, very good morale i.e. never break, recruit-able only from Dul Guldur.
    Who knows the dark secrets of the dungeons of Dol Guldur? Or can fathom the power still held in the tower of the Necromancer, evils winds whip the dark hill in the depth of Mirkwood, their dark sentinels wait for trespassers, who can say where they come from, or are they mortal? Or has the Dark Lord encased the souls of his enemies in iron and shadow to live forever in the servitude to the power in the East.

    Unreasonable. Mordor already having that many Black Numenoreans is a stretch.

    - Blackguard of Barad-dur (GW miniatures) – milking GW but they are very good concepts also I like the idea of an unique force from Barad-dur itself and I like variety stats a little above uruks, largeee! shield, wield largeee! maces, effective against armour, recruit-able only from Barad-dur, concept similar to uruks yet bigger and darker.

    Well, dunno, kinda reasonable i guess.


    -Spectres of the marches (lotr fiction) – similar to the Barrow White/ hobbit autonomy if evil holds the dead marshes, the faction doesn’t get as much a message from the spectres more like a report – Master we hold the Dead Marches but the lads are losing their nerve guarding this festering swamp, say they seen ghosts, dung-rats I had them whipped and reported, but they still don’t shut their gobs, even lost a few to the mist, I say we go make war elsewhere let the swamp guard itself? – same autonomy applies and as long as evil holds the marches any invading army gets attacked by a force of spectres similar to the oathbreakers but not as big, less high stats … more fleshy.

    Bound to one place and they wouldn`t move.

    Silvan Elves

    - Guards of Galadrim Court (GW miniatures) – concept just like the miniatures only recruitable from Caras Galadhon wield very long spears (pike unit), heavily armoured.

    Adding one or two units to the Silvan Elves would be reasonable.


    -Radagast the Brown (lotr fiction) – I apologise if he is already part of the Silvan elves since I haven’t actually got round to playing them yet but be cool to have him as a special general.

    IIRC, he didn`t fight. He is included as an ancillary; Suits his supporting role the most.


    Dwarves

    - Guardians of the Forge – mainly because there is no hammer wielding dwarves out there! Heavily armoured, hammer and shield, effective against armour, concept similar to khazad-dum with maybe a blue theme unit recruit-able only from Thorin’s Hall.
    Long have the Dwarf’s smith in the Ered Luin, after the fall of Beleriand they still forged their blades, after the fall of Novgrod and Belegost, the forge still burned on, even the rise and fall of mighty Khazad-dum and Erebor the dwarves still held their ancient realm for the might of the Guardians of the Forge has never been checked.

    Just another AP Units for the dwarves? Which fills the same purpose as so many others? Not directly opposing it, but it wouldn`t add anything.

    - Trebuchet – mainly because I see the dwarves as the most industrious nation therefore would have awesome weapons of war.

    A possibility.

    -Argument of Kings – A massive very robust/built solid very dwarf looking trebuchet longest range in the game, biggest area effect attack in the game and largest damage to walls and guarded and powered by iron guard, recruit-able only from Azanulimbar Dum.
    The long story of the Dwarves is a sad tale to tell, once so strong with mansion wrought from the very bones of Middle-Earth. Now little is left of their once great kingdom only a few places remain were the dwarves have found solitude from Dragons, Orcs, shadow and flame. There they hold on to deepest grudges against their usurpers devising in caverns deep the ruin of their enemies so when the time is right they will unleash the anger of the dwarves, the Argument of Kings.

    Nah, too arcady. Such a Weapon was never mentioned in the books and it wouldn`t add anything to the faction.

    Isengard

    - Dunlending Riders – just thought be cool to field almost an army of dunlending people, be light cavalry spear and shield, in mockery of the Rohan the Dunlending have loosely formed their own cavalry from stolen horses of the Rohirrim studs.
    - Dunlending Bowmen – light armed bowmen with axes form skirmish lines before the armies of Isengard.
    - Wolfguard – Dunlending heavy infantry, looted armour from Rohan royal guard carry large two handed axes and have Wolf pelts over their helmets sign of their status closest thing the Dunlendings come to a noblemen, heavy armour, and bonus against cavalry.
    - Ruffians (lotr fiction) – mercenary recruit-able in the shire area, similar profile to bandits but wield big wooden club.

    Alltogether, i would like to see the Dunlending Roster expanded. Recruitable evil men "Ruffians" For Isengard would be very nice.


    Harad

    - Abrakhan Guard (GW miniatures) – really good concept model from GW wield massive broad two handed sword bonus against amour, lack armour yet heavy hitting unit kinda goes with the Harad vibe, recruit-able only from Umbar.

    Are those those nude fatties? Unreasonable.. If you want shock troops you have the Troll Men already, no need to add a completely fictional unit.


    Special Event idea - Along the lines of the Reunification of Arnor which I think is so cool.

    Reforge the Realm of Angmar - OoG high chieftain starts with ancillary Legacy of Angmar which looks like the Iron crown of the Witch King, Similar to Aragorn and FPoE. Condition Alliance with Mordor, Own the former territory of Angmar so from Carn Dum to Barrow Downs and the shire, from Gundabad and Mitheithel to Evendim hills, at Fornost construct a requisite building Black Altar. Bonus Black Numenorians as additional units to bolster the strength of Angmar recruit-able in all locations, the last of the Duadain despair with loss of Aragorn the last of line of king relinquish the last of their heritage and swear loyalty to the Dark Lord as their fore-fathers in Numenor had done of old.

    Units will include concept similar to nazgul bodyguard

    – Black Numenorian Swordmaster – similar to battle ready duadain but dark.
    – Black Numenorian Rangers – again similar to rangers.
    – Black Numenorian cavalry – similar to nazgul bodyguard.
    – Barrow whites recruitable from Barrow Downs.
    – The Witch King gives the option to come back and rule them as a new leader.
    – New banner colour dark green/plae green symbol.


    I wont comment on such an lore abomination.

    Buildings

    I just really like the idea of special buildings for the narrative sake and also faction bonus so here’s a short list.

    Mithlond – Grey Havens Harbour – already built large harbour and wharf for trade
    Beorn’s Hall – Beorns Honey Mead – Public order bonus and trade
    Rosgobel – Radagast’s Halls – Public order bonus and growth
    Dol Guldur – Dungeons of the Necromancer – Recruit castellans public bonus order
    Bree – Prancing Pony – Public order bonus and trade bonus
    Carn Dum – Pits of Utumno – Public order bonus extra recruitment slot
    Erebor – Khazad Vault – Public order bonus and trade bonus
    Mistrama – Loke-Khan Palace – Public order bonus and growth bonus
    Dale – Earl’s Court – recruit Earls and public order bonus and trade bonus
    Barrow Downs – Barrows – Recruit Barrow Whites
    Fangorn – Welling hall – Recruit Ents
    Erech – Stone of Erech – Recruit Oathbreakers
    Gobel Ancalimon – Ruins of Khana – public order bonus and growth bonus
    Gundabad – Hoard of Scatha – Public order bonus and trade bonus
    Umbar – Abrakhan Court – Recruit Abrakhan guard and trade bonus
    Thranduils Halls – Feasting Pasture – Public order and growth bonus
    Rhovanost – Easterling Encampment – growth bonus and extra recruitment slot
    Dunharrow – Paths of the Dead – Public order bonus




  6. #6
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Quote Originally Posted by Lordinquisitor
    Spoiler Alert, click show to read: 
    – Mountain Giants (their mentioned in the Hobbit) – probs take the design concept from TBFM2 they look pretty good, have just lower stat value than a Ent unit have either as a mercenary unit or recruit-able by evil in the high pass or be a final build unit from the troll breeder which would for OoMM have another build level i.e. Mountain Giant Hold.

    Giants were only mentioned in the hobbit; And it might be that they don`t exist. At least, they didn`t took part in the Wars of the Third Age and did show no concern to the struggles of the various factions.

    – Goblin Prowlers (GW miniature) – medium infantry, black cape wearing, medium armour scheme, carry large curved axe, bonus armour, bonus cavalry, can ambush.
    – Goblin Spearmen – early/medium unit of spearmen similar to goblin infantry but with cavalry bonus since needs a unit boost.
    – Moria Blackshields (GW miniatures/my brain) – Large goblins, Large shields, Spearmen, heavy armoured, recruit-able only from Moria. Most brutal breed of mountain goblin spawned in the darkest pit of Moria wear blacken armour for better concealment in the labyrinth mines of Moria constantly on guard for intruders in the lost holds of Durin’s treasury.

    Reasonable; As long as they are done well.


    –Drake brood (TBFM2) – they can be similar to the new awesome spiders for Mordor except of course more Serpent/Small wingless dragon look-a-likes. No longer can be found the likes of Anclagon the Black, Smaug the Golden, Scatha the Worm yet the offspring of Glaurung still have not completely gone from the world, deep in the darkest caves of the mountains this evil still lingers no longer the size of their ancestors, Drakes have adapted instead to survival and scavenging, yet gathered together they can still cause the fear and devastation of their fathers of old.

    There were no drakes in the Misty Mountains.

    OoG

    - Dire Wolf Riders (TBFM2/Lotr fiction) – more a slight alteration for the Gundabad guys since the in the fiction the north was infested with dire wolfs, large white wolfs which could replace the warg concept, and have maybe a larger profile bonus fight in snow.

    I don`t recall Direwolfs appearing in the lotr books.

    - Barrow Whites (Lotr fiction) – similar to the new hobbit concept which I think is awesome when OoG own the Barrow Downs, they get an autonomy message from the Whites – We have come forth to pledge our allegiance to your dark master we ask that we are allowed to rule our old kingdom of Cardolan (barrow downs same conditions as the shire) and our swords are yours! – unit will be same size as a full unit of the Nine, good design in GW miniatures, and with similar stats except maybe a movement penalty to any unit fighting it.
    - [idea for more units in faction event Reforge the Realm of Angmar]

    Should be called Barrow Wights. However; They were bound to one place and couldn`t leave the Downs, so..


    Gondor

    - Druadan Hunters (lotr fiction) – another similar concept to the hobbit autonomy when Gondor owns the Druadan forest they get a message for Ghan-buri-Ghan asking for autonomy same deal and they help by sending units and have ambushing forces assisting the defense of minas tirith , they lack armour, can hide anywhere, javelins/spears and shield, bonus against armour, good concepts in GW miniatures.

    The Druadan fought for no one; They just wanted to be left alone. It would be unreasonable to add them.

    - Oathbreakers (lotr fiction) – very special situation when Gondor excepts Aragorn as King AND Aragorn is at the Stone of Erech in Erech he can summon the Oathbreakers for 20 turns, a really tough army, 12-15 unit strong cavalry, spear, sword and bow, every unit causes fear, Aragorn must command them or they melt away and they vanish at the end of 20 turns, cannot be used in a siege. Design concept from the movie.

    Already included, IIRC.

    Clansmen of Lamedon (Lotr fiction/GW miniatures) – because I love variety I think these miniatures are awesome, also be double sword wielding unit that Gondor doesn’t have can only be recruited from Lamedon.

    Reasonable.

    Rohan

    - Druadan Hunter (lotr fiction) – they can recruit them as mercenaries only in West March and Druwaith Iaur.

    The Druadan fought for no one; They just wanted to be left alone. It would be unreasonable to add them.

    Rhun

    - Clan Chariots & Wainriders (Lotr fiction, GW miniatures) – this I’m not sure can be mod-ed but anyway, Clan Chariots are simple chariots large charge bonus not great fight/defense stats bow armed light armoured look like a chariot with clan warrior/hunters on it. Wainriders Heavy armoured chariot concept look like clan guard/Variag armour or even Loke-Rim but I think Variag would suit, scythed blades, bonus fight against cavalry, large charge bonus, better fight stat. Recruited from caravan stops and caravansary.

    The Team has decided not to add Chariots.

    -Khand Axemen – Medium infantry Variag design concept, large two handed axe bonus fight against cavalry, bonus against armour.

    Kinda Reasonable.

    FPoE/Arnor

    - Wardens of the Marches & Guards of Amon Sul – I love the whole Arnor reunification idea and to go with it once Arnor has been unified there could be a option to rebuild the tower of Amon Sul as a construction cost building, maybe even have the campaign building icon change to a tall tower once completed has a bonus field of view and extra recruitment slot bonus and no longer building restriction, also then can recruit the Wardens and Guards. The wardens will have similar Anorian armour style maybe more hooded and cloaked with a different helm concept and will wield javelins and spear/shields, the Guards similar armour concept to Anuminas Knights but wield a large two handed halberdier.
    Long has the hill of weather top stood crowned with the ruins of the mighty tower of Amon Sul, once Elendil stood there awaiting Gil-Galad coming from the West. Now only the old images of kings, long gone, stand vigil over the barren land.
    With the runification of Arnor the tower is rebuilt and to guard against the threats to the new kingdom the most steadfast Duadain have been recruited into the guard of Amon Sul sworn to protect the marches from any and all foul creatures armoured in plate mail and wielding a mighty halberdier these mighty warriors are well prepared for the task, as too often the trolls come down out of the coldfells.

    Don`t think that they would add anything gameplay wise.


    Mordor

    - Castellans of Dol Guldur (GW miniatures) – first should check the miniatures out they look gooood, but be cool to have a heavily armoured infantry unit other than uruks, even though they are cool too! Be a usual man sized unit, heavy armoured, shield sword wielding, very good morale i.e. never break, recruit-able only from Dul Guldur.
    Who knows the dark secrets of the dungeons of Dol Guldur? Or can fathom the power still held in the tower of the Necromancer, evils winds whip the dark hill in the depth of Mirkwood, their dark sentinels wait for trespassers, who can say where they come from, or are they mortal? Or has the Dark Lord encased the souls of his enemies in iron and shadow to live forever in the servitude to the power in the East.

    Unreasonable. Mordor already having that many Black Numenoreans is a stretch.

    - Blackguard of Barad-dur (GW miniatures) – milking GW but they are very good concepts also I like the idea of an unique force from Barad-dur itself and I like variety stats a little above uruks, largeee! shield, wield largeee! maces, effective against armour, recruit-able only from Barad-dur, concept similar to uruks yet bigger and darker.

    Well, dunno, kinda reasonable i guess.


    -Spectres of the marches (lotr fiction) – similar to the Barrow White/ hobbit autonomy if evil holds the dead marshes, the faction doesn’t get as much a message from the spectres more like a report – Master we hold the Dead Marches but the lads are losing their nerve guarding this festering swamp, say they seen ghosts, dung-rats I had them whipped and reported, but they still don’t shut their gobs, even lost a few to the mist, I say we go make war elsewhere let the swamp guard itself? – same autonomy applies and as long as evil holds the marches any invading army gets attacked by a force of spectres similar to the oathbreakers but not as big, less high stats … more fleshy.

    Bound to one place and they wouldn`t move.

    Silvan Elves

    - Guards of Galadrim Court (GW miniatures) – concept just like the miniatures only recruitable from Caras Galadhon wield very long spears (pike unit), heavily armoured.

    Adding one or two units to the Silvan Elves would be reasonable.


    -Radagast the Brown (lotr fiction) – I apologise if he is already part of the Silvan elves since I haven’t actually got round to playing them yet but be cool to have him as a special general.

    IIRC, he didn`t fight. He is included as an ancillary; Suits his supporting role the most.


    Dwarves

    - Guardians of the Forge – mainly because there is no hammer wielding dwarves out there! Heavily armoured, hammer and shield, effective against armour, concept similar to khazad-dum with maybe a blue theme unit recruit-able only from Thorin’s Hall.
    Long have the Dwarf’s smith in the Ered Luin, after the fall of Beleriand they still forged their blades, after the fall of Novgrod and Belegost, the forge still burned on, even the rise and fall of mighty Khazad-dum and Erebor the dwarves still held their ancient realm for the might of the Guardians of the Forge has never been checked.

    Just another AP Units for the dwarves? Which fills the same purpose as so many others? Not directly opposing it, but it wouldn`t add anything.

    - Trebuchet – mainly because I see the dwarves as the most industrious nation therefore would have awesome weapons of war.

    A possibility.

    -Argument of Kings – A massive very robust/built solid very dwarf looking trebuchet longest range in the game, biggest area effect attack in the game and largest damage to walls and guarded and powered by iron guard, recruit-able only from Azanulimbar Dum.
    The long story of the Dwarves is a sad tale to tell, once so strong with mansion wrought from the very bones of Middle-Earth. Now little is left of their once great kingdom only a few places remain were the dwarves have found solitude from Dragons, Orcs, shadow and flame. There they hold on to deepest grudges against their usurpers devising in caverns deep the ruin of their enemies so when the time is right they will unleash the anger of the dwarves, the Argument of Kings.

    Nah, too arcady. Such a Weapon was never mentioned in the books and it wouldn`t add anything to the faction.

    Isengard

    - Dunlending Riders – just thought be cool to field almost an army of dunlending people, be light cavalry spear and shield, in mockery of the Rohan the Dunlending have loosely formed their own cavalry from stolen horses of the Rohirrim studs.
    - Dunlending Bowmen – light armed bowmen with axes form skirmish lines before the armies of Isengard.
    - Wolfguard – Dunlending heavy infantry, looted armour from Rohan royal guard carry large two handed axes and have Wolf pelts over their helmets sign of their status closest thing the Dunlendings come to a noblemen, heavy armour, and bonus against cavalry.
    - Ruffians (lotr fiction) – mercenary recruit-able in the shire area, similar profile to bandits but wield big wooden club.

    Alltogether, i would like to see the Dunlending Roster expanded. Recruitable evil men "Ruffians" For Isengard would be very nice.


    Harad

    - Abrakhan Guard (GW miniatures) – really good concept model from GW wield massive broad two handed sword bonus against amour, lack armour yet heavy hitting unit kinda goes with the Harad vibe, recruit-able only from Umbar.

    Are those those nude fatties? Unreasonable.. If you want shock troops you have the Troll Men already, no need to add a completely fictional unit.


    Special Event idea - Along the lines of the Reunification of Arnor which I think is so cool.

    Reforge the Realm of Angmar - OoG high chieftain starts with ancillary Legacy of Angmar which looks like the Iron crown of the Witch King, Similar to Aragorn and FPoE. Condition Alliance with Mordor, Own the former territory of Angmar so from Carn Dum to Barrow Downs and the shire, from Gundabad and Mitheithel to Evendim hills, at Fornost construct a requisite building Black Altar. Bonus Black Numenorians as additional units to bolster the strength of Angmar recruit-able in all locations, the last of the Duadain despair with loss of Aragorn the last of line of king relinquish the last of their heritage and swear loyalty to the Dark Lord as their fore-fathers in Numenor had done of old.

    Units will include concept similar to nazgul bodyguard

    – Black Numenorian Swordmaster – similar to battle ready duadain but dark.
    – Black Numenorian Rangers – again similar to rangers.
    – Black Numenorian cavalry – similar to nazgul bodyguard.
    – Barrow whites recruitable from Barrow Downs.
    – The Witch King gives the option to come back and rule them as a new leader.
    – New banner colour dark green/plae green symbol.


    I wont comment on such an lore abomination.

    Buildings

    I just really like the idea of special buildings for the narrative sake and also faction bonus so here’s a short list.

    Mithlond – Grey Havens Harbour – already built large harbour and wharf for trade
    Beorn’s Hall – Beorns Honey Mead – Public order bonus and trade
    Rosgobel – Radagast’s Halls – Public order bonus and growth
    Dol Guldur – Dungeons of the Necromancer – Recruit castellans public bonus order
    Bree – Prancing Pony – Public order bonus and trade bonus
    Carn Dum – Pits of Utumno – Public order bonus extra recruitment slot
    Erebor – Khazad Vault – Public order bonus and trade bonus
    Mistrama – Loke-Khan Palace – Public order bonus and growth bonus
    Dale – Earl’s Court – recruit Earls and public order bonus and trade bonus
    Barrow Downs – Barrows – Recruit Barrow Whites
    Fangorn – Welling hall – Recruit Ents
    Erech – Stone of Erech – Recruit Oathbreakers
    Gobel Ancalimon – Ruins of Khana – public order bonus and growth bonus
    Gundabad – Hoard of Scatha – Public order bonus and trade bonus
    Umbar – Abrakhan Court – Recruit Abrakhan guard and trade bonus
    Thranduils Halls – Feasting Pasture – Public order and growth bonus
    Rhovanost – Easterling Encampment – growth bonus and extra recruitment slot
    Dunharrow – Paths of the Dead – Public order bonus
    I pretty much agree with Lordinquisitor here. Some ideas are reasonable and some are just not appropriate or would not add anything to the game.

  7. #7
    Ultra123's Avatar Senator
    Join Date
    Nov 2009
    Location
    London
    Posts
    1,171

    Default Re: Thoughts for new concepts for units, buildings and faction events

    I wont comment on such an lore abomination.

    here we go...!! D

  8. #8

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Quote Originally Posted by hownowbrowncow View Post
    Isengard
    ...
    - Dunlending Bowmen – light armed bowmen with axes form skirmish lines before the armies of Isengard.
    ...
    - Ruffians (lotr fiction) – mercenary recruit-able in the shire area, similar profile to bandits but wield big wooden club.
    I thought about posting suggestions for such units in the suggestion thread a wile ago. I strongly support them. Although I wouldn't add in Dunlendig Riders. After all they were driven out of their homelands by the horse-people. Some other suggestions are also quite good, others aren't. Lordinquisitor already commented about that.

  9. #9
    Spartanss300's Avatar Libertus
    Join Date
    Jun 2011
    Location
    New York, New York
    Posts
    84

    Default Re: Thoughts for new concepts for units, buildings and faction events

    wow. you really put a lot of thought into this. I support your ideas but the problem is finding someone to make them.

    "The Spartans are the equal of any men when they fight as individuals; fighting together as a collective, they surpass all other men."

  10. #10

    Default Re: Thoughts for new concepts for units, buildings and faction events

    That's quite a first post, some nice ideas on there.
    It's always a good thing to see more unit variety.

  11. #11

    Default Re: Thoughts for new concepts for units, buildings and faction events

    cheers for the props guys, it was a brainstorm session and a half thinking it all up, all in good sport just love unit variety in games ovo I understand a bit of a lore stretch but tolkien deliberately made his world a little ambiguous so to allow readers the chance to imagine in their own way - quote a journey in the dark - "something has crept, or has been driven out of dark waters under the mountain. There are older and fouler things than Orcs in the deep places of the world"

  12. #12

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Some really nice ideas! Maybe I will create some of these units for AUM
    Last edited by Agostinos; January 06, 2012 at 09:55 PM.
    Don't smoke the seed

  13. #13

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Really nice idea indeeed.

    And everything seems lore coherent in my opinion

    Bonus Black Numenorians as additional units to bolster the strength of Angmar recruit-able in all locations, the last of the Duadain despair with loss of Aragorn the last of line of king relinquish the last of their heritage and swear loyalty to the Dark Lord as their fore-fathers in Numenor had done of old.
    This is a good explaination for black numenoreans in the north. +rep for that
    Last edited by GueulEclator; January 07, 2012 at 01:27 AM.

  14. #14
    francis86's Avatar Decanus
    Join Date
    May 2011
    Location
    Drummondville/Quebec
    Posts
    519

    Default Re: Thoughts for new concepts for units, buildings and faction events

    haha when i saw those ideas,I knw my friend gueuleclator would love it as well

    we should make a black numenorean lover group haha

  15. #15
    Hallow's Avatar Ducenarius
    Join Date
    Mar 2009
    Location
    Norway
    Posts
    967

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Agree with pretty much everything Lordinquisitor said.
    "Romans regarded peace not as an absence of war, but the rare situation that existed when all opponents had been beaten down and lost the ability to resist."


  16. #16

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Quote Originally Posted by francis86 View Post
    haha when i saw those ideas,I knw my friend gueuleclator would love it as well

    we should make a black numenorean lover group haha
    yeah you guessed right.
    anyway those suggestion should be put in the suggestion thread too. It could give some ideas to KK.

  17. #17
    Ultra123's Avatar Senator
    Join Date
    Nov 2009
    Location
    London
    Posts
    1,171

    Default Re: Thoughts for new concepts for units, buildings and faction events

    lol im in with the group!

  18. #18
    Dutch-Balrog's Avatar Domesticus
    Join Date
    Jun 2010
    Location
    Amsterdam
    Posts
    2,188

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Welcome to the forums!
    Wow, you've got some nice idea's here. Maybe there will be some1 who can make some of those units. But there are also some things i would just say NO about, like the Black Nϊmenorians for Angmar and the Angmar faction itself, but overal, nice idea's. Have a +rep.

  19. #19

    Default Re: Thoughts for new concepts for units, buildings and faction events

    Let me join the others in welcoming you to the forums. That is a very thought provoking post and has a lot of good suggestions. Some are not exactly lore correct, but none are downright ridiculous either, it is a game not a shrine, or for example the HE faction would not exist. +rep

    If I cripple myself with lore in my gaming that is fine for me, but I see no reason to force it on the entire community.

  20. #20
    Ultra123's Avatar Senator
    Join Date
    Nov 2009
    Location
    London
    Posts
    1,171

    Default Re: Thoughts for new concepts for units, buildings and faction events

    my god muller!!


    you deserve some rep!

    what a amazing sentence


    If I cripple myself with lore in my gaming that is fine for me, but I see no reason to force it on the entire community.

Page 1 of 4 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •