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!

Discord.gg

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Faction Reveal: Angmar

Militia Tier

Mount Gram Wretches

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

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

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

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.

Low Tier

Thrall Masters

Thrall Masters


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.

Angmarim Warriors

Angmarim Warriors


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.

Angmarim Pikemen

Angmarim Pikemen


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.

Warg Skirmishers

Warg Skirmishers


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.

Warg Raiders

Warg Raiders


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.

Middle Tier

Iron Crown Warriors

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

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

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

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

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.

High Tier

Northguard

Northguard


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.

Darkrangers

Darkrangers


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

Guardians of Carn Dum


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.

Unique Units

Witch Knights

Angmar BG


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

Agandaur BG


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.

Commander Sol

Our New Map

Our New Map

News 4 comments

A quick look at the brand new Conflicts of Eriador strategy map which I have spent the last few weeks creating.

Comments  (0 - 10 of 18)
ArnorilNumenarius
ArnorilNumenarius

Is Cardolan in this?

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Balrog_of_Morgoth
Balrog_of_Morgoth

Yes, its one of the Dunedain factions. If you choose to side with Haeranedain as Rhudaur player there are 3 Dunedain factions potentially.

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Argeomer
Argeomer

i think it is, yes. Some kind of Principality of Cardolan

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Commander_Sol Creator
Commander_Sol

Precisely correct Argeomer and Balrog_of_Morgoth.

The only "true" Dunedain faction is the Kingdom of Arthedain (with Aragorn) but the Principality of Cardolan is close enough, and as said Rhudaur will have a choice between the Haeranedain (far-wandering Dunedain) and Angmar at a stage in their campaign, potentially becoming the third "Dunedain" faction.

Reply Good karma+2 votes
Morgoth801
Morgoth801

Could you do a script with Arthedain or Cardolan to restore Arnor, and another with Imladris to restore Eregion?

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Commander_Sol Creator
Commander_Sol

The former is planned, the latter in a sense also. Sorry I didn't respond sooner, I don't check here as often as I should.

Reply Good karma+1 vote
Morgoth801
Morgoth801

Don't worry, thanks for your reply.

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Athilora
Athilora

This sounds fun. Looking forward to this one, Sol.

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Commander_Sol Creator
Commander_Sol

Thanks! The first article will be up soon detailing the overhauled map and Angmar faction roster, as well as a new Developer Diary on my YouTube channel.

Reply Good karma+3 votes
Argeomer
Argeomer

If you only focus on Eriador and just a bit of the surrounding regions (that border Eriador) you have the liberty to create all the castles and towns that you which, making a huge map of Eriador

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Commander_Sol Creator
Commander_Sol

We could do that, but better to have a smaller more detailed map than a huge empty one. Also, we don't need that many regions for it to be fun.

Reply Good karma+1 vote
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