My army set is designed for use only with the Silmarillion scenario, but it doesn't have to be. It may not be fair and equal, but if you find anything that is really unequal, please tell me. Changes from 1.0 are reduced prices and a lot of minor adjustments. And some major ones.
Name Turns Cost Retool Move Mv Type Str Special ----------------------------------------------------------------------------- Spy 1 2 10 18 Forest/Hill 1 Fire o' Morgoth 2 8 5000 50 Forest 2 +1 in Forest Spearmen 1 3 50 14 --- 1 +1 in Open Orchish Legion 2 4 200 16 --- 3 Horse Archer 2 8 400 26 --- 3 +2 in plains Seige Tool 3 14 700 10 --- 4 neg-City Swordsmen 2 5 300 14 --- 3 Gray Elf 2 4 250 16 Forest 3 +1 stack Forest Dwarven Legion 2 6 700 12 Hill 4 Human Bandit 2 8 350 26 Forest/Hill 2 Elven Knight 3 10 900 24 --- 5 +2 Stack Open Wolf Pack 2 6 500 16 Hill 4 Human Merc. 1 42 10 18 --- 4 Beast-Men 1 3 500 16 --- 2 Spider 2 10 1000 12 --- 2 neg-City Vile Stench 3 6 3000 6 Fly 5 -2 Enemy Dwarf Lord 3 10 800 18 Hill 5 +1 stack Hill Hounds 3 12 1500 18 Forest/Hill 6 +1 Special Osgolith 4 12 1500 16 --- 8 -1 Enemy Eagles 3 14 -3000 24 Fly 7 +1 Special Water Spirit 4 0 -3000 14 --- 7 negate Non-Hero Un-Dead 4 14 -3000 16 --- 7 +1 Special Balrog 4 14 -3000 22 Fly 9 +2Sp, Cancel Hero Melain's Guard 3 4 -300 8 Forest 4 +2inCity & +1Sp High Elf 4 18 -3000 18 --- 8 neg-Hero +1Sp Western Maia 4 18 -3000 20 Fly 9 +1 Special Dragon 4 22 -3000 20 Fly 7 neg-City & +2SpSpy: Your basic scout, very boring.
Fire of Morgoth: The evil creation of Morgoth, superfast, but only Morgoth can make them (without spending a fortune)
Spearmen: Weak Human units, not much good period.
Orchish Legion: Orcs are twisted elves, that are hideous and evil. They are fairly strong.
Horse Archer: Fast, strong in plains. High Elven horsemen, armed with bows of the Teleri.
Seige Tool: City taking devices. Stronger than the default, and less time
Swordsmen: Standard human troops.
Gray Elves: Fairly strong, but great in woods.
Dwarven Legion: Powerful and organized Dwarf armies.
Human Bandit: Cheap, fast, weak. Use for scouts or ambushes.
Elven Knight: A High Noldor. These wariors are strong and a powerful asset in plains.
Wolf Pack: Morgoth's wolves. Strong and fast and almost live off the land.
Human Merc.: Powreful fighters, who are quick to train and can be bought almost anywhere. Of course, too many and you'll find yourself out of money.
Beast-Men: Weak, quick to make, I don't really know their use, but I like the picture. Sort of, spearmen for Morgoth.
Spider: Morgoth trains these beasts to tunnel into cities. Cheap seige engines, weak Very useful.
Vile Stench: The evil smell that covers Angband is posonous. It drifts slowly on the winds. (this picture was easy)
Dwarf Lord: The Mouned Dwarven warriors. Good fighters, slightly slower since they ride dwarven horses.
Hounds: The Great dogs from the Isle of the Valar are feirce and strong allies.
Osgolith: These monsters are used by Morgoth as powerful weapons and scare troops.
Eagles: Manw is lord of all birds. He sent Eagles to aid the Noldor in exile.
Water Spirit: Ulmo, Valar of the Water is the most concerned with aiding the Elves. He has often times aided the Elves with water spirits, which quench all the evil flame and trickery of Morgoth. They also come free.
Un-Dead: Morgoth had the power to raise bodies from the dead, they will figth on either side though.
Balrog: The most powerful of Morgoth's followers. The Balrog's were one of his main weapons.
Melian's Girdle: The Magical power of Melian protected Doriath from all evil. (like the picture)
High Elves: Some of the Elves still on the Isle of the Valar came during the war and helped their kin.
Western Maia Spirit-folk from the west. Strong, but no cancel bonus, unlike their counter-part the Archon. They bear the sign of the tree. Technically any one that is on Morgoth's side wouldn't be western...
Dragon: Morgoth created the Fire Drakes also, but they proved to be hard to control. They do take away from city defense though (psst... they can fly over the walls)