Page 3 of 9 FirstFirst 123456789 LastLast
Results 41 to 60 of 178

Thread: Wainriders Official Announcement and Faction Previews

  1. #41

    Default Re: Wainriders Official Announcement and Faction Previews

    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?

  2. #42

    Default Re: Wainriders Official Announcement and Faction Previews

    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
    One of the most sophisticated Total War modders ever developed...

  3. #43

    Default Re: Wainriders Official Announcement and Faction Previews

    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.
    One of the most sophisticated Total War modders ever developed...

  4. #44
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: Wainriders Official Announcement and Faction Previews



    Umbar

    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.


    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
    Spoiler Alert, click show to read: 


    Many of the soldiers of Umbar are drawn from the hinterlands and the inland provinces that surround the great haven, Southrons by descent who have taken up with the tall masters of the Sea for a chance at pay and travel. These young men go to war with a tall shield and a spear, typically lacking other armour. While they may serve well to keep the peace as garrison troops, they are unlikely to provide more than numbers on a battlefield, and if not supported by stronger troops they will be among the first to turn and flee.

    Plainsmen Skirmishers
    Spoiler Alert, click show to read: 


    Fleet of foot and agile, these skirmishers are well able to close to javelin range and then retreat before a counterattack can be mustered. They form an important part of an army of Umbar, whose strongest forces are often heavily armed but slow. The skirmishers wear no armour and carry no shield, choosing instead only loose garments of thin cloth - the better to resist the brutal heat of the southlands. They are thus eager to avoid melee combat, being unarmoured and carrying only a small knife, and will only enter combat when it seems unavoidable.


    Tier 2

    Mariner Archers
    Spoiler Alert, click show to read: 


    These archers provide the ships and hosts of the Corsairs and the Lords of Umbar with a respectable ranged capability. Though they are most effective when onboard their Dromunds and Marauders, they can be – and often are – used on the field of battle. Armed with a short bow and sword, they are lightly armoured apart from their brimmed helmets. They can serve as swift flanking troops at need, but should be kept away from fierce fighting.

    Plainsmen Mounted Skirmishers
    Spoiler Alert, click show to read: 


    Tournament riders are highly respected in the South, even among the Lords of Umbar, and it is of such riders that mounted skirmisher units are made. The skills for which they are revered are of great use on the battlefield: accuracy, speed, and control are of the utmost importance to these horseback javelinmen. They are highly skilled in closing to a little within the range of a well-thrown spear and bringing their mounts speedily away before they are placed in danger. The added pace of their horses makes them far more effective at this than their unmounted counterparts, and gives them a small advantage in melee. However, they are best at ranged attacks and should be preserved for them wherever possible.



    Tier 3

    Mariners
    Spoiler Alert, click show to read: 


    The Númenóreans have a long and proud history of sea-faring, none more so than the people of the coasts of the South, where the most famed haven of the Men of Westernesse was founded. These Mariners are a sea-borne infantry unit, carrying a pair of heavy javelins for boarding actions or to prepare the way for a charge. For closer work they bear reliable swords and stout shields, and are protected by scale armour and reinforced helmets. While their gear is specially suited to fighting at sea, these hardy men will give a good account of themselves wherever they are called to battle, whether on the inland plains of the Harad or on the coasts of Gondor itself.

    Spearmen of the Harad
    Spoiler Alert, click show to read: 


    Obliged to draw upon the native Southron population for much of its soldiery, the Lords of Umbar will find few Haradrian foot troops more reliable than these heavily-armed spearmen. Spearmen of the Harad are highly disciplined and proud, formed originally from guards who protected the tents of noble chieftains. Now serving loyally in the armies of Umbar, these men will prove a stubborn force for cavalry and infantry alike, holding a line of battle while swordsmen or cavalry cut through the enemy ranks.



    Tier 4

    Guards of the Haven
    Spoiler Alert, click show to read: 


    The great Haven of Umbar was one of the most powerful and prominent strongholds of the Númenóreans in the Second Age. Its defensible location made it mighty; its position as a trade port brought it wealth. Far enough from Gondor to house exiles from that kingdom, and yet near enough to threaten its coasts, Umbar has ever been irresistible to Dúnedanic kings or lords wishing to bring it under their power. But once captured, such a prize needs strong wardens. The Guards of the Haven stand watch over the walls and palaces of the city and fortress, wielding spear and bow in its defense. Some of the finest soldiers in the realm, they know they are entrusted with securing a vital stronghold. Any captain will be thankful for the vigilance of these tireless men, whether they are securing the city walls or supporting a host in the field.

    Scarlet Shields
    Spoiler Alert, click show to read: 


    These skilled riders combine the horsemanship of the people of the South with the discipline and resilience of well-armed Dunedanic soldiers. They are renowned among Umbar's forces, their sudden appearance on the flanks of a battle line itself often enough to send foes into a rout. In melee, once the impetus of their spear-armed charge is spent, they can sweep out fine long sabers and deal death to those who remain. While highly trained spearmen may give these riders pause, they are more likely to sweep the enemies of Umbar before them, the thundering of their passage signaling the climax of the battle.

    City Ballistas
    Spoiler Alert, click show to read: 


    There are few peoples in Middle-earth with technology advanced enough to create such a devastating war machine as the ballistas of Umbar. These weapons utilise the elasticity of animal sinew, cured over a period of many months, to shoot a huge bolt over hundreds of feet on the battlefield. They are crewed by a team of some of the strongest men in the Lordship, and it requires all of their power to operate the machine; two men are needed to pull each of the pair of cranks, as well as one for loading the bolts into the ballista itself. Therein lies the weakness of the magnificent machine, however. For all its ingenuity, it needs men to work it.



    Tier 5

    Palace Guard
    Spoiler Alert, click show to read: 


    These elite soldiers, drawn from the most loyal and capable servants of the Lords of Umbar, are equipped with finely wrought scale armour and helmets with flaring crests that signal their pride in guarding their great haven and stronghold. They wield long polearms, trusting to the length of their weapons and the strength of their armour for defense. Whether guarding the high citadel of Umbar or the person of their captain on a battlefield far from home, these dedicated men will hold their ground to the utter end of hope.

    Black Númenóreans
    Spoiler Alert, click show to read: 


    Ensnared by the seductive gifts of Sauron, these dangerous warriors possess great influence in Umbar. There are still those across the South who recall tales of the days when fair Men from the Sea ruled these lands and strove against the terrible armies of Gondor. Fighting for now under the banner of the Lords of Umbar, the Black Númenóreans are clad in black mail and wield two-handed long swords more in the tradition of Gondor than Harad. They serve as heavily armed elite troops, fearsome on the attack - yet a wise commander will hold them back for a killing blow, lest their enthusiasm drive them deep into the enemy ranks where they may be surrounded.

    Umbar Knights
    Spoiler Alert, click show to read: 


    While the direct descendants of Castamir, who sat upon Gondor’s throne for a decade, are no more, there are many in the south who claim blood-ties to the lords of Gondor. Umbar Knights defend the Lords of Umbar and their many relations, armoured in fine scale and proudly displaying their Dunedanic heritage. Not the swiftest of Umbar’s troops, these heavily armed knights can scatter enemy ranks upon their lances or hew down foes with their long swords. They fight upon imposing steeds bred and trained upon the plains of the Harad, inured to the hardships of travel and war and as devastating in the charge as they are resilient in battle.



    Special Units

    Corsairs
    Spoiler Alert, click show to read: 


    The Corsairs wield their paired cutlasses with an enthusiasm that comes from their love of battle, their skill at close quarters honed by many years of fighting upon decks - both their own and those they plunder. They are hardy men, a sea-borne storm of steel, laughing cruelly as they meet their enemies whether upon land or upon the waters. Their abandon can leave them vulnerable, however, if they find themselves fighting against a disciplined opponent able to withstand a charge and counter attack. Their light maritime hauberks of brazen scale may not provide sufficient protection from a determined sword or spear thrust. Despite this, a love of plunder and glory will keep the Corsairs on the battlefield when more sensible men might flee.

    Mûmakil
    Spoiler Alert, click show to read: 


    These beasts are unrivalled in their size as well as their strength, serving as a mighty tower of strength for the hosts of Umbar. Riding atop the backs of the Mûmakil, javelin throwers hurl their near-limitless supply of shafts into an enemy often already filled with terror. The Mûmakil utterly ruin an enemy's morale though they themselves are hard to control as a means of attack. These beasts fear too much arrow fire, and are especially susceptible to thrown spears at closer range; they are given to running amok if panicked and should they do so then the most skilled commander will not be able to bring them back under his control. Due to their weight and girth Mûmakil are not able to board sea-going vessels although they may cross shallow rivers during battle.

    Nobles of Gondor
    Spoiler Alert, click show to read: 


    For some of these men, exile in the South was a choice; for others, necessity. The Kings who sit and plot upon the throne of Minas Tirith are often jealous and watchful of those near akin, and since the days of the Kin-strife many of noble blood have rankled under their suspicious gaze. Finding freedom across the Sea, or a lord to whom their allegiance seems deserved, companies of these men may lend their considerable skill to a worthy leader. Their proud helms and well-made armour speak to their lineage, and in battle they comport themselves as swordsmen of high bearing, doughty and unflinching. They fight fiercely to regain a position of honour in the service of their new lord.



    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...

  5. #45

    Default Re: Wainriders Official Announcement and Faction Previews

    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...

  6. #46

    Default Re: Wainriders Official Announcement and Faction Previews

    Here's a quick look at some of those units in battle against Gondor: https://www.youtube.com/watch?v=qm4u...3nyu0Y14AaABAg
    One of the most sophisticated Total War modders ever developed...

  7. #47

    Default Re: Wainriders Official Announcement and Faction Previews

    More. Plz. This is so good. Unbelievably good.

    It's like cocaine.

  8. #48
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: Wainriders Official Announcement and Faction Previews

    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





    Woodland Realm


    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.


    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
    Spoiler Alert, click show to read: 


    The woodland Elves have never had great store of metal for weapon-smithing, and those who go to war often arm themselves with bow or spear. An axe, however, makes a reliable weapon as well - especially when it is light enough to wield in one hand. The Silvan Axes, unusually for the people of the Greenwood, train solely for melee, holding off foes as part of a line of battle, where it is often their role to defend the lighter archers arrayed behind them. They are well-trained and disciplined, and their style of fighting, with axe and shield, makes them suited to attack as well as defence.



    Tier 2

    Greenwood Bows
    Spoiler Alert, click show to read: 


    The dense forests of the Woodland Realm provide little opportunity for massed volleys of arrows, but the Elves who dwell there learned long ago the value of striking down a foe from a distance. Greenwood Bows are the archer companies trained in those forests, skilled in the arts of stealth and ambush. The axes at their belts are sharp, but their light hunting leathers are little protection against a spear thrust. Thranduil's people must remain vigilant against new threats from the lands beyond their borders, and these archers are a boon to any Elven host.



    Tier 3

    Sindar Spears
    Spoiler Alert, click show to read: 


    These are some of the best-armed guards and warriors of the Elvenking and formidable defenders of the Woodland Realm. Protected by strong yet light Elven scale and burnished helms, they are a resilient arm of the Elven host. While often defending Thranduil's halls, if called upon to fight in battle they provide a sturdy bulwark for the many archers and lighter troops fielded by the king. Their large shields and skill with their slender spears make them reliable defensive troops, whether standing against foes who threaten their homes or ranged in a battle line against hordes of enemies.

    Greenwood Scouts
    Spoiler Alert, click show to read: 


    These lightly armed riders bear a bow and long knife into combat. Their normal duty is to patrol the outskirts of the Woodland Realm and give early warning of enemy movements, but they are swift and deadly in open battle as well – provided they are supported by hardier troops. Greenwood Scouts often range along the flanks of a battle line, letting fly their arrows from horseback with unearthly accuracy and riding down fleeing or poorly disciplined foes.



    Tier 4

    Greenwood Guards
    Spoiler Alert, click show to read: 


    The Elvenking's halls have many guardians - some seen, some unseen. The Greenwood Guards are among the former. Famed for their skill with the bow, they also wield great axes against foes who close to fight in melee. These are among the strongest troops available in the Woodland Realm, suited for a variety of roles in battle. Their leather armour is light enough to ensure they will not tire quickly, and stout enough to withstand blows – but prolonged fights against disciplined foes are best left to more defensive troops.

    Sindar Riders
    Spoiler Alert, click show to read: 


    These riders are better armed than the Greenwood Scouts, suiting their role in battle. They bear sword and shield and wear flexible scale armour that protects while allowing freedom of movement. Centuries spent defending their shrinking lands against Orcs and other evils have honed these riders' skill: though they are not shock troops, the swiftness of their mounts and the valour of their hearts make them a threat to most foes save well-trained spearmen.

    Sindar Nobles (bodyguard unit)
    Spoiler Alert, click show to read: 


    These elite troops are armed and trained in the fashion of the Sindar, clad in armour of leather and scale and bearing fine helms and large shields. While many in the Elvenking's forces prefer the bow or spear, these warriors wield long swords in battle, and their skill and courage makes them the most dependable troops in the realm. Entrusted with their lord's life, these are among the best trained soldiers in the kingdom, equally able to stand and hold a critical point in a battle line or to charge the enemy in a rush of glittering blades.



    Special Units

    Silvan Wandering Company
    Spoiler Alert, click show to read: 


    Many of the Silvan folk do not live in great Elven cities or settlements, but in smaller communities; some take no permanent homes but wander between villages and hunting grounds, moving according to the season or for some other purpose. It is best to band together in the wild, so these Silvan Elves will often be found in companies of skilled and stealthy bowmen who can take down their prey unseen or avoid unwelcome watchers. While their keen eyes make them deadly hunters, they are lightly armed and carry only a knife for close fighting, making them better suited for springing an ambush or shooting down foes from behind a battle-line of stronger troops.

    Galadhrim Wandering Company
    Spoiler Alert, click show to read: 


    While the Galadhrim are most commonly found in the land of Lothlorien, like other Silvan Elves they sometimes wander in the outer world, often gathering together into companies of archers for protection during their travels. A captain who takes these Galadhrim into his host will find them dependable and disciplined marksmen, not shrinking from combat. Living near dangerous foes they are used to conflict, but are not as heavily armed as others in an Elven host, and are best kept from melee.



    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.
    Last edited by webba84; October 08, 2020 at 07:44 AM.

  9. #49

    Default Re: Wainriders Official Announcement and Faction Previews

    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.

  10. #50
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: Wainriders Official Announcement and Faction Previews

    Yes it does fit quite well. That's probably going to be true for a lot of the faction symbols, and they won't be very difficult to port back to DoM as desired.

  11. #51

    Default Re: Wainriders Official Announcement and Faction Previews

    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.

  12. #52

    Default Re: Wainriders Official Announcement and Faction Previews

    Here's a video previewing most of the units above in a battle against Durin's Folk https://www.youtube.com/watch?v=lsn1O9X3yms
    One of the most sophisticated Total War modders ever developed...

  13. #53

    Default Re: Wainriders Official Announcement and Faction Previews

    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
    One of the most sophisticated Total War modders ever developed...

  14. #54

    Default Re: Wainriders Official Announcement and Faction Previews

    Mounted on a giant rhino, I assume.

  15. #55
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: Wainriders Official Announcement and Faction Previews

    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
    Last edited by webba84; October 09, 2020 at 08:50 PM.

  16. #56

    Default Re: Wainriders Official Announcement and Faction Previews

    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!

  17. #57

    Default Re: Wainriders Official Announcement and Faction Previews

    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).
    One of the most sophisticated Total War modders ever developed...

  18. #58
    webba84's Avatar Artifex
    Join Date
    Sep 2011
    Location
    Staddle
    Posts
    6,923

    Default Re: Wainriders Official Announcement and Faction Previews

    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: 

  19. #59

    Default Re: Wainriders Official Announcement and Faction Previews

    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 ?

  20. #60
    Centenarius
    Join Date
    Aug 2012
    Location
    Italy
    Posts
    806

    Default Re: Wainriders Official Announcement and Faction Previews

    Very nice and unique symbols
    Temporarily retired from modding.

Tags for this Thread

Posting Permissions

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