Sons of Feanor:
-20 unit size, weapon upgrades cost 15, armor upgrades cost 30
Better armor and shields (Noldor)
Heavy Lancers, Horsemen, and Knights, but no pikes.
Lightly armored Edain. Lower Noldor MD than Fingolfin
House of Fingolfin:
Max 10 armor values, max 8 shield values
Limited flexible roles: no pikes, no heavy cavalry (only light lancers), no Horse Archers
Supplemented by Edain Auxiliaries, providing infantry flexibility
Noldor have the killing power
Hidden City of Gondolin:
The most well rounded and versatile of all Elven factions. Has access to most unit/weapon types except halberds, crossbows, and melee cavalry.
Large number of specialists who are excellent in their area of expertise.
Light troops have a bonus fighting in snow.
Only three mid tier units. Everything else is high tier and expensive. High tier units are all capped at 2. Mixing the specialists together in ways that make sense will be an important part of building a Gondolin army. Gondolin high tier specialists red prices are 100% of base price.
Hammer of Wrath troops upgrade for half price.
House of the Wing get -20 men.
Exiles of Finarfin:
Has poison arrows. (Scouts only)
Stealth elements- more prominent than other Noldor, less so than Ossiriand.
No cavalry whatsoever.
Heavy units smaller in size (-10 men)
No high tier shock infantry. More defensively minded, less well rounded than Feanor or Fingolfin.
Heavy units upgrade armor for half cost. Light units cannot upgrade. Attack upgrades cost 30 for all units.
Kingdom of Doriath:
Medium axe armed shock troops, all troops have +2 in the woods and can hide in the woods
Decent AP. Regular upgrade cost
Aggressive melee units, lacking in units that can hold long lines
Two Bodyguard Units
Elves of Ossiriand:
Lightly armed/ armored and skirmisher reliant
Kiting tactics before melee
Most units can hide anywhere, ambush-heavy
Very low shield and armor values, micro-heavy
Lack the size and strength of other Elven factions due to no Edain
The Falathrim:
Raiders. Fastest light infantry in the game. 1.2 speed.
Predominantly light mid tier roster, with light shielded melee cavalry, and 2 high tier armored units.
Eglarest units get +2 bonus in scrub, while Brithombar units get +2 bonus in the forest. Infantry only.
Noldorin Refugees: Heavy infantry gain + 10 men.
Lacks shock infantry. Lots of spears and longswords. Lacks AP outside of Javelins.
Dwarves of the Blue Mountains:
Most heavily armored
Access to versatile pikes,, compared to Elven factions
Access to powerful crossbows
Limited cavalry
Typical Dwarf faction atm
Orcs of Thangorodrim:
Heavily armored with decent stamina
Average morale, average attack, average MD
Strong armor, decent armor piercing
Lacking in pikes, very limited cavalry, but has access to strong troll and drake units
Limited high tier infantry options, few skirmishers
Orc of Tol in Gaurhoth:
Warg Reliant with many types of Wargs
Four armor with possibility to upgrade for all heavy infantry and heavy Wargs
All upgrade costs are base due to distance from Thangorodrim’s forges.
Above average AP. Slightly smaller numbers because of distance to main orc outpost.
-20 unit size. Wargs do not upgrade armor.
Easterlings:
No foot Archers; Only bow cavalry
Access to halberds and throwing axes
Scimitar armed medium infantry, 6 armor average, shock infantry uses the Falx; decent shield values of 7 average for mid/high tier
Split between two philosophies; Sons of Bór with good armor and morale values, and Sons of Ulfang with higher attack, but lower morale/armor. All mod tier units enjoy +20 men on infantry units, high tiers get +10.
A reminder that all factions and units are subject to change, testing will determine for sure how much of the current rosters will remain the same and how much will be changed and adapted to better balance the mod.