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.