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Thursday, July 1, 2021

Fleshing Out the Faction: Arnor

Hey Reader!

As you probably know, not all of the factions in the Middle Earth Strategy Battle Game have the variety of choice as the "big factions" like Mordor, Minas Tirith, and Isengard. And while that's not necessarily bad (in truth I'm amazed we have some of the factions we do have in the line, as they get little time in the books and less to no time in the movies), it would be nice if some of those smaller factions got a bit more love to make them more playable on the table.

Today our posts is one of those attempts to correct this, offering homebrew options for new warriors and heroes for the faction of Arnor.

The ideas for these units can also be found in our new adventure module, The Dark Age. It covers the rise of the Witch-King of Angmar to prominence in the north and the fall of Arnor, with the players serving as agents of the Witch-King as he conquers the lands of men. For more on this and to download the free module, visit the downloads page here.


I.  Three Kingdoms: Arthedain, Cardolan, and Rhudaur

By the early Third Age, the Kingdom of Arnor was comprised of three regions: Arthedain to the west, Cardolan to the south, and Rhudaur to the east. The topography varies for each of them, resulting in variance in military development and needs for each portion of the faction. This will serve as the basis for our development of the faction: each of these will provide different units for Arnor.

Currently Arnor gets access to three warrior choices: the Hobbit Archer (which technically comes from west of these regions), the Warrior of Arnor (which will come from Arthedain), and the Ranger of Arnor (which will come from Rhudaur).

For the new models, we make the following assumptions based on the history of the region. First, Arthedain had the largest cities, giving them option to lots of trade, metalworking, and strong leadership (which is why it lasts the longest of the factions). The remnant of Arthedain would become the Dunedain that we know so well from the travels of Aragorn.

Second, Rhudaur is on the frontier against the Ettenmoors, with watchtowers but no major settlements, and their people are primarily guardians along the road leading east to Imladris. With woods and frequent troll incursions, all of their warriors are prepared to meet large, bulky threats in the field. Third, Cardolan is primarily hill country and downs, with few large settlements or industry. This means Cardolan units will be more lightly armed, and will be almost completely devoid of armor.

The captains will be similarly built, following the same guidelines. You'll have a mix of lesser captains and "Kings of Men"-style profiles, but no new named characters.

So with this in mind, here's our crack at fleshing out the Arnor faction.


II.  New Profiles for Arnor

The following are considered homebrew units, and until such time as we see another Arnor-centric campaign I have little hope of getting these models approved. But if anyone is looking for ideas to try out (and if somehow the powers that be find this post), here's a starting point.


Arthedain

The Kingdom of Arthedain possesses the last great towns of Arnor, and thus they tend to be more well equipped than the forces of Rhudaur and Cardolan. Sitting on the northern border of the ancient kingdom, the warriors of Arthedain are pushed harder and further than the other kingdoms, and this has made them more dour and valorous in the face of evil.


Arthedain Town Militia (7 Points - Arthedain, Arnor, Infantry)

Lighter militia designed to watch the walls and roadways of Arthedain, the militia are more lightly armored but are also trained in the use of bows to fend off bandits and orc raids. Still they are reliable infantry, especially as a second rank behind a line of warriors, providing spear and archery support for the heavy infantry as long as the line holds.

Move F/S S D A W C

   6”        3/4+ 3 4 1 1 2

Equipment: Sword, Spear, Armor, Bow


Arthedain Lancer (14 Points - Arthedain, Arnor, Cavalry)

Fast riders with long lances for riding down orcs and would-be rabble-rousers, the lancers of Arthedain are decent cavalry for the north country. They still suffer from the timidity of a broken people, so you will not commonly see these lancers charging trolls or fell spirits of the north, but when the ranks of the enemy draw up, the men of Arthedain mount their steeds to ride them down into the dust.

Move F/S S D A W C

  10” 4/4+ 3 5 1 1 2

Equipment: Sword, Lance, Armor, Shield

Upgrades: May take the following upgrades:

  • Banner: 25pts

Special Rules: Expert Rider


Lord of Arthedain (65 Points, Hero of Valour - Arthedain, Arnor, Infantry)

A local lord who leads the forces of Arthedain, they sport the best arms and armor available and fight with great vigor to hold the line against the forces of Angmar. Often taking up lances and horses and mounting up beside the lancers, the lords of Arthedain are among the most noble of the remnant of Arnor on the battlefield, bravely taking on those that their men are too afraid to charge.

Move F/S S D A W C M/W/F

   6”         5/4+ 4 6 2 2 4 2/2/ 1

Equipment: Sword, Heavy Armor

Upgrades: May take the following upgrades:

  • Shield: 5pts
  • Lance: 5pts
  • Horse: 10pts

Heroic Actions: March, Defense

Special Rule: Hold Fast: Arthedain models are +1 Courage when within 6” of a Lord of Arthedain.


In addition to these, the Captain of Arnor and the Warrior of Arnor are considered to be "Arthedain" choices for the purposes of list building.


Rhudaur

The eastern reaches of the old kingdom, the Kingdom of Rhudaur is sparsely populated due to the trolls that live in the region and constant raiding by the orcs of the mountains. The result is a flexible and mobile group of archers, relying on distance and careful aim over armor and formal lines. These are rangers and horsemen of great quality, though lightly armed and armored, relying on the woods and hills to protect them over fortifications and shields.


Rhudaur Woodsman (7 Points - Rhudaur, Arnor, Infantry)

The woodsmen of Rhudaur are stout warriors, using axes to fell trees for homes, walls, and weapons, and bows and daggers for hunting and skinning creatures. The backbone of the Rhudaur economy, the woodsmen are also the men in the most danger, going into places commonly haunted by evil or dangerous creatures in order to provide for their villages and towns. 

Lightly armored but capable of dealing great damage with their axes, woodsmen are often supported by rangers and swordsmen to insure their survival.

Move F/S S D A W C

   6”        4/4+ 3 3 1 1 2

Equipment: Two-Handed Axe, Dagger, Bow

Special Rules: Woodland Creature


Rhudaur Swordsman (8 Points - Rhudaur, Arnor, Infantry)

The swordsmen of Rhudaur combine their fighting prowess with swords with daggers for parrying and quick strikes. While not as skilled as the rangers in accuracy, the swordsmen of Rhudaur still aid in repelling enemies at range with their bows, then drawing their swords and daggers when the battle closes to melee.

Move F/S S D A W C

   6”        4/4+ 3 4 1 1 2

Equipment: Sword, Bow, Armor, Dagger

Special Rules: Paired Fighting (while wielding a sword and dagger, the bearer gains +1 Attack)


Rhudaur Captain (55 Points, Hero of Fortitude - Rhudaur, Arnor, Infantry)

The captains of Rhudaur patrol the forests and crags of Rhudaur, serving as a flexible shield against marauding forces from the east and northern vales. Accurate and mobile, these captains rely on far less armor than their Arthedain counterparts, hoping to kill the enemy from a distance before it can close to melee.

Move F/S S D A W C M/W/F

   6”        5/3+ 4 5 2 2 4 2/1/ 1

Equipment: Sword, Armor, Bow

Upgrades: May take the following upgrades:

  • Horse: 10pts
  • Dagger and Paired Fighting special rule: 15pts

Heroic Actions: Accuracy


Lord of Rhudaur (60 Points, Hero of Valour - Rhudaur, Arnor, Infantry)

A local lord who leads the forces of Rhudaur, they sport excellent weaponry and are sometimes able to procure horses for quick travel across the battlefield. Wise and shrewd, the men of Rhudaur turn to their lords for leadership and guidance, providing reliable valor in a fight and a steady hand to bring the enemy low. 

Move F/S S D A W C M/W/F

   6”       5/4+ 4 5 2 2 4 2/2/ 1

Equipment: Sword, Armor

Upgrades: May take the following upgrades:

  • Shield: 5pts
  • Bow: 5pts
  • Horse: 10pts

Heroic Actions: Accuracy, Resolve

Special Rules: Mountain Dweller

Special Rule: Move Swiftly: Rhudaur warriors, Rhudaur Captains, and Rangers of Arnor gain the Mountain Dweller special rule when within 6” of a Lord of Rhudaur. Warriors in the Lord of Rhudaur warband do not count toward your army's bow limit.


In addition to these, the Ranger of Arnor is considered to be a "Rhudaur" choice for the purposes of list building.


Cardolan

The region of Cardolan is a hill country where livestock are common, and those that live here have a harsh life with no natural or man-made defenses. The result is a culture of skirmishers and brave sword brothers, sworn to protect the lords of Cardolan.

A landscape of downs and rolling hills, the Cardolans live a more pastoral and “highland” life, with smaller villages maintained and defended through force of will and true grit.


Cardolan Shepherd (7 Points - Cardolan, Arnor, Infantry)

The shepherds of Cardolan watch over the sheep of the region, and when engaged by brigands, wargs, or orcs, they fight with vigor and ferocity. When their lord summons them to battle, they are often placed on the flanks where they can pelt the ranks of the enemy to support the main body, relying on speed and accuracy to keep them safe. Cheap levies that melt away at the sign of danger, they are good mid-range attackers, if perhaps not reliable when a fight gets grim.

Move F/S S D A W C

   6”        2/3+ 3 3 1 1 2

Equipment: Two-Handed Staff, Dagger, Sling (12” range, S2 hit, and may fire twice if the bearer doesn’t move)

Special Rules: Mountain Dweller


Cardolan Hillman (10 Points - Cardolan, Arnor, Infantry)

The men of the hills use throwing spears and long weapons to keep their enemies at bay due to their lack of armor. Armed with javelins and spears behind stout shields, the hillmen are harassing infantry that can form up in ranks as a makeshift “anvil” for the rest of the Cardolans to swarm and overwhelm.

Move F/S S D A W C

   6”        3/4+ 3 5 1 1 2

Equipment: Spear, Throwing Spears, Armor, Shield

Upgrades: May take the following upgrades:

  • Banner: 25pts

Special Rules: Mountain Dweller


Cardolan Oathsworn (7 Points - Cardolan, Arnor, Infantry)

The bravest of the men of Cardolan use large two-handed swords to cleave through their enemies, not afraid to charge headlong into them to drive off the enemy. Lacking in armor, oathsworn Cardolan warriors are brave beyond belief, putting all of their faith in their training with the blade.

Move F/S S D A W C

   6”        4/4+ 3 3 1 1 4

Equipment: Two-Handed Sword, Dagger

Upgrades: May take the following upgrades:

  • War Horn: 20pts

Special Rules: Sprint: After declaring a charge but before selecting a target, the bearer rolls a D6: on a 1-3, the model adds +1” to its Move statistic. On a 4-6 the model adds +2” to its Move statistic. The model must charge this turn if you roll for Sprint.


Cardolan Captain (55 Points, Hero of Fortitude - Cardolan, Arnor, Infantry)

The captains of Cardolan are often heads of local clans, skilled in battle and fearless in the face of any danger. They don’t live to be very old, but in their time they accrue such glory as will earn them a place in one of the many barrows that dot Cardolan’s landscape. Armed to the teeth and capable of killing many before meeting a glorious end, the captains of Cardolan serve their lord with unwavering valor.

Move F/S S D A W C M/W/F

   6”        5/4+ 4 4 2 2 4 2/1/ 1

Equipment: Two-Handed Sword, Dagger

Upgrades: May take the following upgrades:

  • Throwing Spear: 5pts
  • Sling: 5pts

Heroic Actions: Strength

Special Rules: Bodyguard (Arnor)


Lord of Cardolan (60 Points, Hero of Valour - Cardolan, Arnor, Infantry)

A local lord who leads the forces of Cardolan, he sports the best armor his people can find, and often hefts the javelin or the greatsword alongside his men. Often found in the second rank to keep his men in line and encourage them as they stand their ground, the lords of Cardolan encourage their men to flee the enemy and harass them rather than engage in pitched battles. 

Move F/S S D A W C M/W/F

   6”        5/4+ 4 5 2 2 4 2/2/ 1

Equipment: Spear, Armor

Upgrades: May take the following upgrades:

  • Shield: 5pts
  • Two-Handed Sword: 5pts
  • Throwing Spears: 10pts
  • Sling: 5pts

Heroic Actions: March, Accuracy

Special Ability: Loose at Will: Cardolan models are +1 to their Shoot Value when within 6” of a Lord of Cardolan.


III.  List Building with Arnor

What this does is it effectively gives you three "flavors" of Arnor that you can mix and match to create your army, much like how Mordor and Isengard have different themes and types running through their lists. Arthedain presents dependable heavy infantry (but without Shieldwall, so they will play differently from Minas Tirith, and more like Numenor, actually, which is fitting) and some cavalry (albeit without the durability of Gondorian cavalry), but limited range options. 

Rhudaur adds ranged options galore, but they are only S2 bows, so while you get range you don't get the damage output of, say, Dale or even Minas Tirith (which gets access to far larger numbers of rangers and access to longbows through Citadel Guard). And with your heroes lacking good armor and Heroic Defense, your survivability for all of these options is below average.

You can ally in Cardolan, which gives you access to very offensive-heavy models but little to no armor, so even your heroes are looking easy to wound by most troops. That's...a bit scary, when you think about it, but if you can shield them from danger you can pack quite a punch against the enemy.

So as you mix and match, you'll feel like you're "uniting the clans," much like a Fiefdoms army does (albeit with weaker but cheaper heroes, and no phalanx of pikes supported by heavy charge cavalry to survive in "the grind" of the first few rounds of melee combat). But you do get the "pull the men from the hills and vales to defend our home" vibe, which I love.


Conclusion

What do you think? Does this look fun to play? At the very least I feel like this fleshes out the faction more and makes it more fun to play by adding new aspects of strategy to your list building. No more, "put a heavy line of infantry in front of your heroes, backed up by rangers, maybe with some hobbits for suppressing fire," which is basically what the list is now, and instead says, "what villages do you want to call up to defend the realm, and what do they bring to the fight?" Thematically you could also limit yourself to a single aspect of the faction, if you're more of a theme person. There are plenty of options here, which is a nice improvement over what we have currently.

Let us know in the comments below what you think! We'd love to hear from you! And if you find this interesting, keep an eye out for our upcoming campaign which is currently in testing, called The Dark Age, where you get to play as the Forces of Evil taking over Arnor, fighting these profiles and more in an attempt to satisfy the will of the crowned Witch-King of Angmar.

Watching the stars,

Centaur

"I watch the stars, for it is mine to watch." ~ Glenstorm, Prince Caspian

6 comments:

  1. I think that this might be a bit too much. Which isn't necessarily bad but I think something like Dol Amroth where there is named characters for each of the 'fiefdoms' with 1 unit for the different groups and then 2 -3 units for the main faction (IN this case Arthedain) which might have the lancers, and then arthedain warriors (the warriors already in the faction). And then maybe each faction adds something Arthedain doesn't already have like Rhudaur having rangers. And then Cardolan having maybe a fountain guard like unit to represent the bridgeguards of Tharbad or something like that.

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  2. I like the ideas of this faction! One thing to note is the typo in the Arthedain lancer profile. While it would be great to have a 2 wound cav model, it would need a courage value. Overall a great article with some really good ideas!

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    Replies
    1. Thanks for the catch - added a few spaces to the header and all is good. :-)

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  3. It's cool and I love the fiefdoms style buffs. It feels slightly over tuned sometimes tho.
    Fight 4 and 2 attacks for 8pts seems very good.
    Why should the woodsman be fight 4 when the Shepard's are fight 2? I'd be more inclined to the fight 3 strength 4 for them.
    Expert rider seems excessive and I'd give the riders heavy armour. Just make them mounted Arbor warriors. Maybe fight 4 with lancers and d6 is to much. But I think it would fit better

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  4. Also those slings are scary, with the buff from the lord they could be 2 shots each hitting on 2+ :o

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  5. I think this article really does help to flesh out and expand the kingdom of Arnor (which does only have 6 profiles in the books). I think that it seems to be limited to light cavalry (with the exception of the Lord of Arthurian) and so the cavalry might not be used very much (they will die fast). In my heavy-infantry/lots of shooting play style, this isn’t a problem but for Rohan players wanting a change it could be. All in all, I think this is a great article and I will see if the rest of my group would be okay with me 3-D printing models and using these profiles.

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