Welcome all to Conflicts of Eriador!
This will be a submod for Divide and Conquer Version 4+, and will be regularly updated with new content for the Eriador factions and a whole new map!
I am working on the mod with modellers R3AP3R, BillBaraka and SirPandora and writer Matt12304.
For more information, join the Conflicts of Eriador discord server using the link below!
Mount Gram Wretches
These orc spearmen are by far the worst unit Angmar can field. Don't expect them to kill anything and you'll be pleasantly surprised when they take 5 men with them.
Mount Gram Host
Just as with the Wretches, these orcs won't kill much. However, they will do some damage, a significant improvement to the Wretches none.
Mount Gram Gaolers
These orcs may actually kill something, but it won't be due to damage. As halberdiers, their AP attack will kill at least some enemies. Don't let them be targeted by archers though, or they will simply melt.
Mount Gram Trackers
Your first ranged unit, these archers will do barely any damage due to their poor attack and terrible accuracy. Additionally, they will melt in any form of melee combat, so don't ignore them.
A unique support unit for Angmar, these AP mace wielding warriors' chanting ability is about the only thing that will keep your orc units from running at the first sign of trouble. They are incredibly valuable in your armies but due to their relatively low defence and attack they belong here.
These dual wielding humans are Angmar's first truly deadly unit, able to decimate most enemy units at their tier and also some above them. Always train these men when they are available, and they'll give you no cause to regret it.
The counterpart of the Warriors, these men excel at holding the line against any and all who come against them. If they are flanked they won't last very long, but if you prevent that then they won't let you down.
The first cavalry unit for Angmar, these warg riders throw javelins before you charge them in. Make sure to use all the javelins, for these orcs will not survive long in melee.
The warg-archer equivalent of the Skirmishers, these orcs will give a decent showing provided they aren't caught or shot at. Only commit them to melee if you absolutely have to, their prime use when empty of arrows is to run down routing enemies, and for good reason.
Iron Crown Warriors
The first of the menacing iron-clad humans, the Iron Crown Warriors will devastate enemy formations when flanking, and will be your hardest hitters, bar one unit appearing later.
Iron Crown Halberdiers
As is the case in lower tiers, you get a unit of hold-the-line infantry to complement the attackers. These AP Halberdiers will utterly slaughter any unit that relies on a high armour stat with their exceptional attack stat.
Iron Crown Longbowmen
While these men cannot quite be called marksmen, they are still a drastic improvement over the Mount Gram Trackers, your only prior foot archer. These men are quite accurate and deal good missile damage. Additionally, they will do well in melee.
Mount Gram Marauders
Your only dedicated lancer, these warg riders have a devastating charge and good defence. However, they are still not strong enough to be left in prolonged melee or they will break/die.
Mount Gram Raiders
The greatest ranged cavalry unit you can field, these orcs are easily the greatest marksmen of that race. They won't fight well in melee, but will deal a lot of damage when kept at range.
The best of the best of the humans of Angmar, these men wear full dark plate and wield strong maces. Their AP attack being high and defence also very good, these men will never run and would happily face enemies that should be all rights be above their level.
Angmar's answer to the Dúnedain Steelbows, these men are true masters of the bow. Excellent range, accuracy and missile damage, but their melee stats let them down a bit.
Guardians of Carn Dûm
The mounted counterparts of the Northguard, armour piercing melee cavalry that will annihilate most other cavalry they encounter. Their lack of a lance does weaken their initial charge, but this is the only Angmar cavalry unit that can survive in protracted melee.
The Witch-Knights are the generic bodyguard unit of Angmar. They wield sharp swords and tall shields, with replicas of the Iron Crown adorning their helms. These men would gladly die for the Witch-King.
Guardians of the Barad Heleg
Black Númenoreans, these men are loyal to only two beings. The Witch-King, and Agandaur their lord. They are some of the greatest human swordsmen in Middle Earth, perhaps save only the Grey Company.
And that concludes Angmar's roster, our first complete one with the mod. I hope you bear with me for the others that will later come.
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