The First Age of the Sun and Moon is perhaps the most eventful timeline within the works of JRR Tolkien. It is steeped in theological and philosophical themes, while retaining the epic scale that most are accustomed to when they think of Tolkien. Our hope is to recreate, as accurately as possible, the words and ideas of the author into the Total War universe. As there is yet to be any concrete display of what we believe to be the greatest and most thought-provoking age within the world of Arda, here is to you Silmarillion: Total War.

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We chose to have a limited number of factions, ensuring they each receive the time and depth that they deserve. Our method for balancing eschews the traditional 1v1 dogma. This will emphasize team play. When teams work together, they will win...if they don't...Melkor will win again.

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Previews:

Keep in mind, these are merely rough sketches, subject change. More articles will be published as we progress, complete with images and fleshed out rosters!

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:

TBA

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:

TBA

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.

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vikingman369
vikingman369 - - 151 comments

I wonder how the look of each faction will be.

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