Have you thought yet about the status of Edhellond? ~1850 would be little more than a century before its final abandonment, but theoretically it was still inhabited by Elves, yes?
Have you thought yet about the status of Edhellond? ~1850 would be little more than a century before its final abandonment, but theoretically it was still inhabited by Elves, yes?
For another angle on some of these units, here's a video preview of the Black Forest Tribes: https://www.youtube.com/watch?v=9qiPt5sZtig
Enjoy
WRT Edhellond, we have discussed it - as we get closer to campaign map implementation I'm sure we'll discuss it again, but IIRC we are not thinking that it will be an Elven settlement as such.
The faction-specific mercenary mechanic of Alexander allows us to place mercs in various places that are limited to certain factions - so, e.g., for Elven factions, they may find some Elven "mercenary" units available in the area. An additional option might be to allow actual Elven recruitment from the settlement associated with Edhellond. I'd be hesitant to put an Elven city with Elven units in the middle of Gondor at game start, though; as we know, the AI is likely to attack neighbors.
For half a century, the Lords of Umbar have been exiles – exiled even from their place of exile, the great haven of Umbar. It was to Umbar that the sons of Castamir fled after their father was slain by Eldacar at the head of an army out of the wild North. And after the Kin-strife, it was to Umbar that the enemies of the King of Gondor would flock – Corsairs, Southrons, and those of Dunedanic blood who would not bow to the descendants of Eldacar.
Umbar
Here the Lordship of Umbar grew, independent of Gondor’s crown: mighty in ships, ruler of the coasts, challenging the strength of the Kings. Here men remember with pride the coming of the great fleet of Ar-Pharazon the Golden, the humiliation of Sauron, and the mastery of the Numenoreans. If any place can call itself seat of the power of Men in Middle-earth, it is Umbar.
The Lordship has been bereft of its stronghold and refuge for fifty years, ever since the assault of King Telumehtar, who stormed Umbar and destroyed the last descendants of Castamir. Ever since, the remnants of the Lordship have clung to the coasts and hinterlands, nursing their strength, biding their time.
And now Gondor is weak. Now come rumours of a power rising in the East, strong enough to destroy the Northmen and throw back the hosts of Gondor – strong enough even to slay its king in battle, as has not been done for centuries. Now may be the moment to seize the haven, rebuild the fleets, and make Umbar the pride of Men once more.
Tier 1
Footmen of the Harad
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Plainsmen Skirmishers
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Tier 2
Mariner Archers
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Plainsmen Mounted Skirmishers
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Tier 3
Mariners
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Spearmen of the Harad
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Tier 4
Guards of the Haven
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Scarlet Shields
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City Ballistas
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Tier 5
Palace Guard
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Black Númenóreans
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Umbar Knights
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Special Units
Corsairs
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Mûmakil
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Nobles of Gondor
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Disclaimer: This is not an exhaustive list! All rosters are a work in progress and unit list may not be complete or finalised; appearance and description may change in the final release.
It is quite doubtful that very much Dunedanic heritage remained in the 'Lordship of Umbar' even prior to the 1810 destruction of the Haven by Gondor, nonetheless there are hints that something of a unique cultural and political entity survived in the region even until the War of the Ring and the end of the Third Age, albeit one that was inextricably aligned with the Haradrim. However, the concept of a largely Dunedanic Umbar as established by the sons of Castamir is a fascinating one, therefore we have taken some small artistic license in portraying the faction more along these lines, though at the start of the campaign it will certainly be at the nadir of its power. The task of retaking the city of Umbar from Gondor, and then maintaining independence from an ascendent Harad will not be an easy one. And of course there's always the matter of an old feud to deal with...
Excellent. I have a RK campaign going right now in which my initial moves were to leave only the 3 Companies of the Guard in Minas Anor, build some ships and units, and then immediately pile two full stacks into a naval assault on Umbar. 40 turns later, the main focus of my wars are along the Anduin vs Adunabar, but I hold the entire coastal region of Umbar. The colonial forces there consist of a small core of Knights of Dol Amroth, King's Swordsmen, and Bowmen of Gondor, with about half of my field armies and all of my garrison forces consisting of assorted local mercenaries and levies. Looks like Umbar should give a similar flavor, with the player having to choose between very small and expensive units and large but unreliable units...
Here's a quick look at some of those units in battle against Gondor: https://www.youtube.com/watch?v=qm4u...3nyu0Y14AaABAg
More. Plz. This is so good. Unbelievably good.
It's like cocaine.
Glad you're enjoying them Next one is coming soon, I've got some extra IRL stuff to take care of this week which is why it's been a bit slower, but it will be done soon
edit: Told you
It is the Third Age of the Sun in Middle-earth, but in the deeps of the great forest a gloom gathers. The Elvenking Thranduil has been the leader of his people since the War of the Last Alliance at the close of the last Age – the battle that saw his father Oropher slain, and from which he led back home a host that was scarcely a third of the size of the one that had set out.
Woodland Realm
That war saw the defeat of Sauron, but in the long centuries since, ominous rumours have troubled the borders of the Silvan folk. Now, more than rumour stalks the fringes of the forest. Evil stirs under the eaves in the southern reaches of the wood, whence Oropher removed his people long ago. Cruel people of the Witch-king settle at the sources of the Great River, and Orcs multiply in the caves of the mountains. And to the east, a powerful folk has emerged, slaying or driving before them the free Northmen who once dwelt south of Celduin.
These great movements of peoples have brought war to the kingdoms of Men. The vigilance of Gondor has failed. As the Elvenking looks out upon a world changed, he must make a choice: merely to defend his ever-shrinking realm, or to risk war once again on his own people’s behalf.
Tier 1
Silvan Axes
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Tier 2
Greenwood Bows
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Tier 3
Sindar Spears
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Greenwood Scouts
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Tier 4
Greenwood Guards
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Sindar Riders
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Sindar Nobles (bodyguard unit)
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Special Units
Silvan Wandering Company
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Galadhrim Wandering Company
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Disclaimer: This is not an exhaustive list! All rosters are a work in progress and unit list may not be complete or finalized; appearance and description may change in the final release.
Do you think this faction icon could be used for the Elves in the main mod? After all, they're de facto the Woodland Realm plus associates.
Just out of curiosity, why are Axemen the Tier 1 (and thus most common) melee unit? I know there was one mention of Sindar with axes in the Silmarillion, but in the Hobbit, the only "units" mentioned for Thranduil's host are spearmen and bowmen.
Here's a video previewing most of the units above in a battle against Durin's Folk https://www.youtube.com/watch?v=lsn1O9X3yms
WRT the spears vs axes, I think this is one way for the faction to differentiate itself from the Elven Realm in DoM (since there of course Threshold Spears are at t1). You might also argue that the Elvenking's body of spearmen (spearelves?) would have been a cohort of his higher-tier, more reliable troops, rather than a more common 'militia' type unit.
So in short, we should picture Thranduil as a precursor to the Achaemenid Persian rulers with their corps of Immortal spearmen
Mounted on a giant rhino, I assume.
Exactly as Count says, spears and bows are the mid-high tier bulk of the army (in accordance with the Hobbit which, btw, also mentions swords) so the type of militia unit was chosen as much for variety as anything else. If it was a weaker spear unit then it would be redundant as soon as you get the T3 one, as axes they're actually the only 'all round' infantry in the faction (aside from the BG) and therefore remain more useful regardless of the level of development.
But yeah, the giant rhino is still WIP
I just discovered this work. It's really cool!
Even if I don't know if I will play it (because Rome: Total War diplomacy), it's a delight to watch your work and read you thoughts. Keep up the great work!
Thanks, Deathshade!
If you haven't seen this yet, check it out: https://www.twcenter.net/forums/show...iplomacy-Guide
Some great tips in there for working RTW diplomacy (which, admittedly, does at times feel like swimming through an underwater maze in the dark). It's only been the last few years that I think I've actually gotten a handle on it, and it's helped me play the kinds of campaigns I enjoy (i.e., not necessarily *constant* warfare with all your neighbors).
Taking a bit of a break from roster previews this week. You may have spotted that on our last faction roster preview the faction logo had gotten something of a visual upgrade. Now, courtesy of Vhaelor, we are happy to preview the full selection of faction symbols for Total War: Wainriders. Enjoy!
Spoiler Alert, click show to read:
So, going left to rightand top to bottom :
Gondor - Arnor - Umbar - Lindon - Woodland Realm - Dorwinion ?
Western Horde - Angmar - Harad - Rhovanion/Eotheod ? - Angrenost - Black Forest Tribe
Eastern Horde - Mordor ? - Khand ? - Orocarni ? - Durin's Folk - Blue Mountains ?
Very nice and unique symbols
Temporarily retired from modding.