Unique Units

In regards to the Dunedain Rangers what do you mean? comment:

I am not really sure. A lot of the info is older that was copied over. Perhaps it is in regards to having more than 1 UU. Not sure. I think it is a throw away comment.

I was wondering what whoever posted the idea meant by it being a ranger & horseman
 
Updated with Rohan and Arnor UUs

Spoiler :
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces


Quendi:

Noldor: House of Fingolfin:
- UUs:
*Swordsmen

Noldor: House of Fëanor:
- UUs:
*Swordsmen

Teleri:
- UUs:
*Elven Archers
*Swan ships [early transport]

Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]

Vanyar:
- UUs:
*Spearmen
*Magic


Good Men:

Númenor:
- UUs:
*Unique ships

Arnor:
- UUs:
*Dunedain Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)

Gondor:
- UUs:
*Guards of the Citadel

Edain:
-UUs:
*Swordsman


Neutral Men:

Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)

Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up

Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units

Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units


Evil Men:

Haradrim:
- UUs:
*Mumakil [replaces war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)

Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]

Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)


Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units

Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)

Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Dragons [replaces knight]
strength: 13 (+3)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)


Khazâd:

Longbeard:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons

Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
 
I like the ship in general but I would give Arnor also Rangers on foot. I actually meant that there were two units, one as replacement for knight and one for the archers or something.
Elven archers I would restrict to the Sindar.
The Teleri should get a couple of unique ships, including this early transport.
Gondor also tower guards, maybe trebuchets instead of catapults and maybe ithilien rangers (not sure about these).
I would give the Rohirrim really more than just two UU's and make most of there horse units unique and maybe restrict them in the making of advanced infantry.
Isengard should get a blend of Uruk-Hai and men units I think, but not only just one unit uruk hai.
The mumakil cannot replace the war elephant because it does not exist in the game as a normal unit. Also a UU does not have to replace a unit if we don't want to. Haradrim should also get some unique ship(s) for the corsairs and we can maybe use the boarding party system of FFH to actually be able to board ships (the Lanun in FFH2 have it).
I would give the Easterlings two chariots (one with one and one with two horses). I'm not sure about replacing horseman, can also just be a seperate unit for them (other civs cannot make them).
Angband should also get werewolves and several types of dragons (cold dragon, flying dragon, normal non-flying dragon with fire). This could be an upgrade path.
Dwarven slingers might be good as replacements for the archer for both dwarven civs.
 
Updated with Berenthor's suggestions

Spoiler :
Civilizations:
UUs:
*Note: stuff in parentheses are changes made to unit that the UU replaces


Quendi:

Noldor: House of Fingolfin:
- UUs:
*Swordsmen

Noldor: House of Fëanor:
- UUs:
*Swordsmen

Teleri:
- UUs:
*Swan ships [early transport, other ships]

Sindar:
- UUs:
*Elven Archers
*Forest Sentry [double? defense on Forest Tiles, works especially nice as elven cities can be in forests.]

Vanyar:
- UUs:
*Spearmen
*Magic


Good Men:

Númenor:
- UUs:
*Unique ships

Arnor:
- UUs:
*Dunedain Horse Rangers [replaces knight]
strength: 14 (+4)
movement: 2
cost: 140 (+50)
Immune to first strikes
Flank attack vs. Catapults and Trebuchets
Ignores terrain movement costs (added)
1 first strike (added)
+25% defense bonus (added)
*Dunedain Foot Ranger [replaces archer]
strength: 6 (+3)
movement: 1
cost: 40 (+15)
1 first strike
+50% city defense
+25% hills defense
Immune to first strikes (added)

Gondor:
- UUs:
*Guards of the Citadel
*Trebuchets [replaces catapult, but has same stats as trebuchets in regular game]
*Ithilien rangers [?]

Edain:
-UUs:
*Swordsman


Neutral Men:

Rohirrim:
- UUs:
*mearas long-spear [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
1 first strike (added)
*mearas long-sword [replaces knight]
strength: 13 (+3)
movement: 2
cost: 160 (+70)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
2 first strikes (added)
*other horsemen [?]

Northmen:
- UUs:
*Dale archers [replaces archers]
strength: 5 (+2)
movement: 1
cost: 50 (+25)
1 first strike
+50% city defense
+25% hills defense
+50% vs. Melee Units (added)
*workboats that don't get used up

Dunlending:
- UUs:
*units plunder more gold??
*cheaper but weaker units

Isengard:
- UUs:
*Uruk-Hai [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 40
+10% City Attack
+25% vs. Melee Units
*other Uruk-Hai units [?]


Evil Men:

Haradrim:
- UUs:
*Mumakil [stats similar to war elephant]
strength: 10 (+2)
movement: 1
cost: 80 (+20)
Doesn't receive defensive bonuses
+50% vs. mounted units
1 first strike (added)
*Corsair [replaces infantry]
strength: 6 (+1)
movement: 1
cost: 80 (+40)
+10% City Attack
+25% vs. Melee Units
Starts with Amphibious and March promotion (added)
1 first strike (added)
*ship for Corsair [?]

Easterling:
- UUs:
*Chariots [replaces horsemen, but has the same stats as chariots in the regular game]
*War Chariots [replaces horsemen, but has the same stats as the war chariots in the regular game]
*Pikemen [replaces infantry, but has the same stats as pikemen in the regular game]

Angmar:
- UUs:
*sorcery maybe?
*Some kind of undead (Barrow Wights? maybe have some different undeads)


Shadow:
-UUs:
*Orcs [replaces infantry]
strength: 4 (-1)
movement: 1
cost: 20 (-20)
+10% City Attack
+25% vs. Melee Units

Mordor:
- UUs:
*Uruks [I have no idea what this is]
*Trolls [replaces infantry]
strength: 10 (+5)
movement: 1
cost: 160 (+120)
+20% City Attack (+10%)
+50% vs. Melee Units (+25%)

Angband:
- UUs:
*Balrogs [replaces infantry]
strength: 13 (+8)
movement: 1
cost: 320 (+280)
+30% City Attack (+20%)
+50% vs. Melee Units (+25%)
*Foot Dragons [replaces knight]
strength: 12 (+2)
movement: 2
cost: 120 (+30)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
*Flying Dragons [replaces Foot Dragons]
strength: 14 (+2)
movement: 3 (+1)
cost: 240 (+150)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost (added)
1 first strike (added)
Can destroy tile improvements and hurt city defenses [-10% per turn]
*Cold Dragons [replaces Flying Dragons]
strength: 16 (+2)
movement: 3
cost: 360 (+120)
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets
Ignores terrain cost
2 first strikes (added 1)
Can destroy tile improvements and hurt city defenses [-25% per turn] (added 15%)
*warewolves
strength: 12
movement: 2
cost: 160
+50% vs. Mounted Units
1 first strike
Immune to first strikes
Doesn't receive defensive bonuses
Flank attack vs. Catapults and Trebuchets


Khazâd:
- UUs:
*Dwarven slingers [replaces archer]
strength: 6 (+3)
movement: 1
cost: 60 (+35)
1 first strike
+50% city defense
+25% hills defense
Starts with Amphibious (added)

Longbeard:
- UUs:
*Dwarven Sappers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 80 (+40)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
Starts with Amphibious (added)
*Dragon slayers [replaces infantry]
strength: 7 (+2)
movement: 1
cost: 120 (+80)
+25% City Attack (+15%)
+50% vs. Melee Units (+25%)
+100 against dragons

Broadbeams & Firebeards:
- UUs:
*Khuzdul Miner [replaces Worker]
movement: 2
cost: 60
Can improve tiles
+25% construction speed for Expansive leaders
+1 gold for every mined resource (added)
 
Deffinately correct.

Only 1 spelling correction. Werewolves.

Great list. I am liking it more and more. The only other units Angband should have are puny (cheap) Orcs and maybe some weak (cheap) men. Those would be regular units however.

Things are moving along quite nicely now in this area. Thank-you sandman730.
 
I agree Trolls go to Angband as well.

Perhaps we could Rename Foot Dragon to either Land Dragon or Drake.

In the Units thread I think we have decided to make Orcs (Cheap/Weaker Units) as a UU for both Mordor & Angband. This will be their primary Foot Soldier (It can scale up like other Units).

In case you are wondering sandman730, yes, I believe we are going with all UU for Angband & Mordor. The regular Units just don't properly reflect those particular Civs. Of course, if you have any ideas, don't hold them in, speak up.
 
I assume we have a variety of orcs? Not only orc-warrior, but also orc-crossbowman and orc-axeman?
 
For the orcs, I would say different kind of orcs (warrior, archer, etc) would be better.

On the dragons, this is how Tolkiengateway discribes the different dragon types:
Means of locomotion:
  • Some dragons (Scatha) had no legs, or front legs alone, and crawled like snakes.
  • Others (Glaurung) walked on four legs, like a Komodo dragon or some other lizard.
  • A third type (Ancalagon, Smaug) could both walk on four legs and fly using wings. Winged-dragons only first appeared during the War of Wrath, the battle that ended the First Age, so all dragons introduced before the end of the First Age couldn't fly (such as Glaurung), although breeds of wingless dragons did survive into later ages.
Fire breathing:
  • The Urulóki (singular Urulokë, Fire-drakes) could breathe fire. It is not entirely clear whether the term "Uruloki" referred only to the first dragons such as Glaurung that could breathe fire but were wingless, or to any dragon that could breathe fire, and thus include Smaug.
  • The Cold-drakes could not.
 
So we will see Orc versions of these Units. All (except for Warrior) will be weaker and cheaper to produce. These will go to both Mordor & Angband.

Orc Units (UU):

Spoiler :
Warrior

Swordsman
Axeman
Swordsmaster
Long Swordsman
Infantry (axeman and swordsman both go here)
(only evil) Berserker (does collatoral damage during attack, attack is higher than defense)

Spearman
Phalanx
Pikeman

Bowman
Archer
Longbowman
Marksman
Crossbowman

Scout
Hunter
Ranger


Perhaps we should remove some though for the Orcs.

I would recommend removing the following Units:

Infantry
Phalanx
Marksman
Ranger

What do you think?
 
Maybe we can make the ranger only for non-evil civs? The rest looks good. Maybe berserker also a troll? Otherwise maybe we have only one troll unit (infantry) and that does not sound right. Also we might not want orcs to upgrade to a troll so that you can build both (orcs cheaper and weaker, trolls more expensive and stronger slightly).
 
I would drop some more of them. The list I would keep:
Spoiler :

Warrior

Swordsman
Axeman
Long Swordsman
Berserker

Spearman
Pikeman

Bowman
Archer
Crossbowman

Scout
Hunter


Some different versions of Trolls is needed as well IMO (Troll (infantry), Troll Beserker, Troll Stoneslinger)
 
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