In Brief:

DCI: Last Alliance is the independent sequel to Dúnedain Counter Invasions: Tôl Acharn and is a WIP (Work In Prpogress) submod to Third Age: Total War.

Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance, at the end of the Second Age.
The counter-invasion Tôl Acharn, 'Vengeance Comes', allow you to move mighty hosts against the Dark Lord.

Strenghten the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm or as the brave riders of Rhovanion (using DCI mechanic).

Unless you instead fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.

Will the Men of the Mountain be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.

Links:

Official thread, at Total War Center: Twcenter.net
French fan thread, at MundusBellicus: Mundusbellicus.fr
Our Polish friends cover our progress here: Forum.totalwar.org.pl


Tôl Acharn and DCI mechanics in short

The "Tôl Acharn" is a 'counter invasion', the M2 Jihad-feature renamed; just as TATW have the "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will. The uniqe DCI mechanics allow factions of other cultures [religions] to temporary join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.



Features examples:

  • Third Age campaign map adapted to Last Alliance era - Preview
  • New battle map settlements - Preview
  • New UI (interface, menu, loading screens) - Preview faction symbols
  • Extensive new rosters and unit models
  • All new unit stats, prices and recruitment system
  • New buildings
  • New scripts (exemple: Tôl Acharn script, Immortal Nazgûl, the One Ring-events)
  • Palantirir: six truely useful palantirs, now without drawbacks
  • Extensive AoR system for the Númenórean Kingdoms, and corruption-balancing for them, the Kingdom of Khazad-dûm and the Kingdom of Lindon
  • Ample lore credibility - Background overlook
  • etc, etc

Factions:

League members that can call and join the Tôl Acharn

Non-League members (can join the Tôl Acharn if player)

  • Kingdom of Khazad-dûm - ancient Dwarven realm Preview
  • Rhovanion - the Northmen riders Preview

Sauron's followers (can call Invasions)

  • Hill-men of the North - Barbarians and sorcerers Preview
  • Orcs of the Misty Mountains - the Goblins rally Preview
  • Wildmen of Enedwaith - Primitive but cunning tribesmen
  • Mordor - realm of Sauron Sneak peak
  • Rhûn Confederacy - the East is moving Preview
  • Harad - southrons under Black Númenórean lordship

Invasion, Tôl Acharn or neither depending on player choice (Oathbreaker, Oathkeeper or neutral Middle-men)

  • Men of the Mountains - Fierce fighters with a burdensome past
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The DCI team is proud, through the craftmanship of Earl of Memory, to present the

Rhûn Confederacy



Easterlings is a term for a great variety of peoples and tribes that inhabit the North and East of Middle-earth. They appeared in the First Age during which many served Morgoth but certainly not all, as some fought the first Dark Lord till their bitter end.
During the Second Age Sauron reigned in the East that neither Valar, Elves nor Dúnedain had enlightened. Easterlings who wanted to be free took refuge in the fastnesses of wood and mountain, and ever fear pursued them. Most Men fell under Sauron's dominion, and they have grown strong and built many towns and walls of stone, and they are numerous and fierce in war and arm themselves with iron.
To them Sauron is both king and god, and they fear him exceedingly, for he surrounds his abode with fire.

Little about them is known in the West, especially as most who they met were wicked and ravening men who seek Sauron's favour or spoils of war, but it is clear they shall not be disrespected. They have been in Sauron's service for long, so their hate of the West goes deep and they ask for no quarter.
The Easterling hosts are great and varied. Included are the numerous Balchoth tribes, the armoured archers from the city states of Khand, from the distant Haerhûn ride heavy cavalry, and in great chariots that thunder across the battlefields kings of the East charge to victory.

Ruler: warlord Borthand


~~~


Game notes: Rhûn Confederacy represent its diverse nature through 'subfactions' that we call the "Tribal Courts": Balchoth, Khand and Haerhûn. There is a regular army of units avilable in every region once enough culture is reached, but each settlement may also be dedicated to one of three "tribes" though a building called Camp, that over time may be upgraded up till the level of Court.
The "Tribal Courts" provide different bonuses to the settlement, such as improved Law, Population growth or Trade income depending on whether you devote the settlement to the peoples of Balchoth, Khand or Haerhûn, but that also provide different kind of units, uniqe to the chosen Courts.
You may not have more than one kind of Court in a settlement, making them strategic choices. The six starting provinces of Rhûn are granted a "Homeland" instead of a "Court", that may not be replaced.
The Rhûn Confederacy has no family tree, but increase it's amount of generals through Man of the Hour and adoptions.


~~~


Regular Melee Infantry

Eastern Tribesmen
The Easterlings are short and broad, as well as long and strong in the arm, their hues are swart or sallow, and their hair is as dark as are their eyes. Morgoth lay his shadow upon most of them of old, and later Sauron's despotic theocracy befell them. Now Sauron, and the kings and chieftains who serve him, force the masses into service, to fight grim wars far from home, driven by lies and fear.
The Eastern Tribesmen have no armour besides a shield, but fight in large companies. Wielding spears they are good against cavalry, but have wavering morale.





Upgraded:



Rhunnic Spearmen
Sauron enlisted many savage tribes in the East that, corrupted by Morgoth in days long go by, served him well in bending the world to his will.
Societies in constant strife, which was often instigated by the Dark Lord himself, provide hardy men. Thus, armed with spear and shield, wearing basic armour and helmet, the Rhunnic Spearmen provide the bulk of many a warlord's hosts.
Especially good against enemy cavalry they, after a hard days fighting, most of all are looking forward to exultant feasting and singing songs of victory.





Upgraded:



Rhunnic Fencers
These swift swordsmen that wield gleaming blades with deadly efficiency, are known to serve kings, cities and the countless warring chieftains alike. Professional soldiers, loyal men-at-arms or double-crossing sell-swords, it makes no difference. Paid in gold their heritage in the East is always drawn in red.
Sauron acquired dominion over many savage tribes in Rhûn long ago and eased his rule over their lands by keeping them divided amongst themselves. He now urges them to seek land and booty in the West, and Rhunnic Fencers are eager to serve any lord who will endeavour to fulfil Sauron's wishes.
Disciplined soldiers wearing basic armour and helmet, armed with sword and shield.





Upgraded:

Regular Ranged Infantry

Eastern Archers
The people that inhabit the region from Rhovanion to the distant western Ocean, fear that great hosts of "wild men" will sweep over them, and rightfully so. From behind broad lines of spears and swords, arrows shall rain upon the enemy!
Few men have not made themselves familiar with bow and arrow from early age on, in order to put hare and venison over the fire. Merely mustered peasants, the Eastern Archers carry no armour, but as long as they are kept out of the enemy's reach, avoiding Sauron's wrath, they will perform their duty in the field.




Upgraded:

Rhunnic Slingers
The sling is an ancient weapon which appears to be simple, but requires great skill. In the right hands, a slinger's beads can crack skulls or incapacitate even a heavy armoured enemy at great range.
Because of the contact with Sauron and even before that with the Orocarni Dwarves, armour has become more common in Rhûn. This has made that these men are highly sought after, both in wars against rival tribes as in battles against the terrible West.
The confident slingers, clad in common eastern armour, look forward to feasting and revelling, when Sauron's enemies are overthrown and nothing remains but to take the spoils of battle.

[C Slingers]

Regular Cavalry

Rhûn Riders
It is reported with dread that swift shadows move at the horizon beyond the Inland Sea, how a great dust borne on a wind from the East, announces the oncoming of the Rhûn vanguard.
The Rhûn Riders are light, but have the potential to mass a force of cavalry far greater than any that may beforeseen. Being accustomed to warfare in open lands their charge is deadly, especially when they can hit a flank, or hunt down wailing archers or other scum.





Upgraded:



Rhûn Horsearchers
Many cultures on the plains of Rhûn have the horse to thank for livelihood and security. Cruel wars rage among the clans, often fought over cattle or honour. This makes some of them withdraw westward to escape the violence in search for opportunity. But when they arrive their hopes proof false for they are mustered into the hosts of the god of darkness and flame, and their minds are filled with Sauron's cunning hatred, regarding all that dwell in the West as enemies to be slain and plundered.
In great numbers they reach full effect according to their tactics of choice, being accustomed to warfare in open lands where they can bring down enemies at range with their strong composite bows. Although they wear decent armour, their preferred fighting style is to ever dart away from hostile attempts to lay hands on them.





Upgraded:

Balchoth

The tribes on the border to the West are called Balchoth, "Horrible Horde". They are more rustic than other Easterlings but also more numerous. More than to plunder they want to capture new land to settle in and till the earth, keeping native population as thralls.

Balchoth Tribesmen
The West whispers about the many new and dangerous tribes coming out of the East, steadily drifting in from beyond the Sea of Rhûn, they thrive on the borders between Rhovanion and Rhûn. They are rural farmers and settlers, but what they may lack in gear of war they make up for in numbers and hunting skills.
Their enemies call them all Balchoth, a mixed word of popular speech, from Westron balc "horrible" and Sindarin hoth "horde". A demeaning name, but one they shall soon regret!
The fierce Balchoth tribesmen are excellent skirmishers, who hurl javelins at their foes in battle but avoid close quarters if possible.





Balchoth Lancers
The Balchoth are more rudely armed than the folk from more civilized areas, and have no great number of horses for riding, using horses mainly for draught, but that means they value their cavalry highly. The chieftains devote resources to outfit their Lancers better than what is common with the Rhûn Riders, so lightning raids can be sent to neighbouring peoples, or defend against other raiders in turn.
A medium cavalry their name derives from the lance they use for their charges, while they wield axes in close quarters combat.





Balchoth Sicas
As the Balchoth communities constantly increase their numbers by kindred people coming in from the East, while slaves and plunder flow in from the West, chieftains can afford to strengthen their armies with full companies of the renowned Sicas. These fierce warriors, the ones deepest and longest in Sauron's servitude, hate the West. Both proud as bold, these men are used as shock infantry, especially suited for breaking up enemy formations.
The Sica is a weapon that looks like a huge reaping-hook, developed to cut trough the armours and shields of their more civilised neighbours. This devious weapon is also referred to as the "horse cutter" since it advantageously can be used to cut the legs out from under a horse in battle.



Haerhûn

From Haerhûn, the Far East, rulers come, from along the mountain range Orocarni and from Hildórien, where Men once awoke in the First Age. With them march grim warriors, filled with devotion to crush Sauron's enemies. But their chieftains and kings also establish trade routes for foreign luxury, increasing the regional wealth.

Haerhûn Axemen
Grim Men from the uncharted Far East arrive, eager to serve the Lord and defeat those who dare to oppose the god of darkness and flames. They are not tall, but broad and grim, clad in armour that offers them mobility and wielding great axes for breaking up enemy formations.
With axes and beards they resemble Dwarves, but then again they likely had their share of exchanges with the Orocarni Dwarves. Whence it comes that of the tongues of the Easterlings many show kinship with Dwarf-speech rather than with the speeches of the Elves, as is common with Men in the West.





Upgraded:


Haerhûn Lancers
Many kings ride in from the East to the service of Mordor, bringing new strength to the front line of Rhûn. For once they let rest the conflicts with neighbours and the peoples of Khand and Balchoth, for a peace and alliance imposed by Sauron, king of the world. The Haerhûn Lancers are proud to ride the plains near Hildórien, where Men first awoke when the Sun arose, and the enemies who live where the sun goes down will be unprepared to face the charge of gleaming lance points.
The Haerhûn riders have a decent armour, but excel in the charge, repeated until the enemy breaks. They have a sword as sidearm but should avoid prolonged melee.



Khand

The folks of Khand grew strong in earlier days of Sauron's rule, when they built many towns and walls of stone. The city states ceasless warring, and political intrigue within, have made sure their kings rule with an iron fist. City guards, agents, bribes and public executions help them make sure the population is held in line.

Khand Infantry
The city states of Khand are constantly at war, be it against rival settlements, or against enemies within their own walls. This has created a military culture that specializes both in fighting revolts and laying siege to cities. The Khand Infantry is made up of strong and war-hardened soldiers who ask for no quarter, nor expect to receive it. They wear heavy armour, carry maces and broad shields, and cover their faces to seem less human to their foes.
Finally Sauron has decided to direct the savage, mortal energy of the peoples of Khand against his enemies in the West. This surely will have dire consequences for anybody that stand in the way of the Khand armies. For they long for conquest and booty and are filled with hatred against Dúnedain, Dwarves, Elves and anyone else that dares to oppose them in equal measure.







Khand Marksmen
Khand's rulers enjoyed the supremacy of Sauron, towns they built and walls of stone. The city states have since competed and fought for contested resources and dominion over each other, so the demands of sieges have molded the military tradition.
Clad in heavy armour, and wearing masks inspired by the Dwarves, the Khand Marksmen are renowned and well-paid archers, using composite bows that are both far reaching and deadly. Now they are restless, plagued by the evil and darkness that Sauron set in their hearts, they lust for prisoners to send to servitude and new lands to occupy.

Special Units

Rhûn War-Chariot
At the head of swordsmen, spearmen, bowmen upon horses and laden supply wains, roll the war-chariots of kings and chieftains. Many Eastern lords fight in chariots, sturdy and rapid they move across the plains and fire arrows at the enemy.
But an enemy who thinks they are just fancy missile platforms must soon think again and cover his flanks as swiftly as he can. Thus preparing for the moment when the chariots in great weight crash into and disorder his lines, tearing men apart with sharp and vicious scythes attached to the chariots sides. They do this to pave the way for infantry and victory, and their charge is a feared threat to any host. (Rhûn AoR)



Rhûn Bodyguard
Over the open plains on the back of a fleet horse, the wealthy lords of the East enjoy falconry and the feeling of wind in their hair. But a life of power and ambition leaves little time for leisure. To secure the good will of Sauron, who bestows recognition, and to secure spoils of war and earn a name feared and renowned as a commander of men, one must ride out to war.
Most kings and chieftains are skilled with the bow from horseback, used to hunting dangerous beasts as they are, whilst an an elite bodyguard accompanies them at all times.
Heavily armoured and donning dehumanizing masks of war, inspired by the Dwarves, they spread death with strong composite bows, equipped with spears for close combat.

Credits:

All units are created by Earl of Memory

Preview images by xHolyCrusader
Unit original concepts by Ngugi
Faction icons and Tribal Courts by Withwnar
Texts by Ngugi; text editor Veteraan
Faction Leader portrait by Araval

Units have bare models from Rusichi Total War, and the head texture from Sumskilz
and round shields for the Haerhun units by GeMiNi][SaNDy

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Lore Videos: Second Age

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This is the unit roster of the Hill-men of the North, in the campaign. DCI: Last Alliance is a Third Age: Total War submod.

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Comments  (0 - 10 of 246)
CanadianBakin
CanadianBakin

looking forward to this :)

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Ngugi Creator
Ngugi

Glad to hear ^^

Reply Good karma+1 vote
Rob_13
Rob_13

Can you add more Black Numenorean units? in the original TATW mod mounted black numenoreans are in Mordor faction, and also the dismounted Black Numenorean can be unlocked by doing a moddification to a text file in the DATA folder. Will we see mounted and dismounted Black Numenoreans in this game? And also I would suggest to add more diversity to this race, since the mounted and dismounted black numenorean are very overpowered, so you could do a more diverse roster adding "Black numenorean MILITIA", "Black numenorean SWORDSMEN", "Black numenorean PIKEMEN", "Black numenorean ARCHERS", all of them with more regular stats. They could be a good addition for Mordor and the Hill-men of the North factions.

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Ngugi Creator
Ngugi

Hello.
Yes we will do that. There will be four, new, Black Númenórean units. Two infantry units, one archer unit and one mariner unit with bow. Five units if counting the infantry bodyguards.
The preview will come in late June or early July, when the first wave of attention for Warhammer presuambly settled, hehe.

None of them will be mounted, since the horses of Middle-earth were to small for Númenóreans [see Unfinished Tales], and I do not think the BNs brought horses from Númenor, more than that the starting two (yes, two) kings of Harad will be mounted.

Just as their cousins in Arnor & Gondor, they are the best warriors of their realms, while the native population make up the bulk of the army, from mere militia to many of the professional army's units.

Mordor will have access to one of the units, while there will be no one for the Hill-men. There have never been any Black Numenoreans in the north, that was invented by other games, not Tolkien.

Reply Good karma+2 votes
Rob_13
Rob_13

Very nice!!! and besides Mordor which other faction will have access to these BN units?

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Ngugi Creator
Ngugi

Oh, I assumed you had read the mod decription, so did not even thougth of mention it; Harad.

"reign as a Black Númenórean lord at the head of the grim Haradrim"
"Factions: (...) Harad - southrons under Black Númenórean lordship"

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Guest
Guest

Yes I missed the introductory text, I see it now, ok I will be expecting for the release of this submod, keep up the good work.

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Ngugi Creator
Ngugi

No worry; thanks :)

Reply Good karma+1 vote
Elros_Tar_Minyatur
Elros_Tar_Minyatur

Nexusmods.com Check this out

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Ngugi Creator
Ngugi

Neat, though Louis Lux, who made Elendil, will make Isildur and Anárion too so we got that covered :)

Reply Good karma+1 vote
Araval Creator
Araval

Actually, LL might need help with models, so thank you for sharing! :)

Reply Good karma+1 vote
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