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 Post subject: Gondor Militia
PostPosted: Tue Mar 10, 2009 7:06 am 
Wayfarer
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Hey, I was just thinking that during the War of the Ring, just after the Captains of the West rode off, that a small group of men formed together and became the Militia of Gondor, here are some profiles:

Gondor Militia: cost 4 points
F S D A W C
2/5+ 2 4 1 1 2

they have armour and Swords they may be given the following:

Shield:1
Bow:1
spear:1
pitchfork:2

With the pitchfork they get a +1 to rolls to wound, yet it dosen't count as a two handed weapon

Gondor Militia Captain: 35 points

F S D A W C M/W/F
3/5+ 3 5 2 2 2 1 3 1

They have sword and horn

They can be given:

Shield: 5
pitchfork:10 or 5
bow:5

Pitchfork: Well you know from the other one

Horn: may expend will to bring Militia, only one per will point, and they are only equiped with basic equipment.

Will: The captain can only expend 1 of his will points on Magic and Courage tests etc

So what do you think.

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PostPosted: Tue Mar 10, 2009 10:40 am 
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seems alright however id make them a little more survivable

militamen
F S D A W C
2/3+ 3 4 1 1 2


a gondorian militia men is armed with a hand weapon and wears sturdy leather armour or a suit of scrath built chainmail.

a militiamen may also be armed with the following

two handed axe: 1
short bow: 1
shield: 1

notes: the militia men are seasoned men who have seen many winters, although not as skilled or couragoes as there fellow gondorian comrades the make up with their excelent marksmanship honed from years of hunting in the wilderness

militia captain cost: 45 points

F S D A W C m/w/f
3 4 5 2 2 4 2 3 1

A militia captain is armed with a fine sword and wears a fine suit of mail and leather. he also carries a horn

shield:5
2 handed weapon: 5
longbow: 5

special rules: each milita captain has a finely crafted horn. these horns usually belong to a village. a milita captain may use one point of will to blow the horn. this counts as him automatically passinng a courage test and all militiamen within 20 cm automatically passes any courage tests they have to make.

notes: these militia captains are usually meant to represent someone of importance. the locals usually follow them to whatever end. the horns represent the leadership of the milita when the here there mighty heirlooms a courage of fire burns up in them which nothing can crush
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 Post subject: Cool ideas!
PostPosted: Tue Mar 10, 2009 6:22 pm 
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Interesting idea! Great work! :yay:

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 Post subject:
PostPosted: Tue Mar 10, 2009 8:28 pm 
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Why is a pitchfork better than a two-handed weapon, when it should be an improvised weapon?

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PostPosted: Tue Mar 10, 2009 9:18 pm 
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gaarew wrote:
Why is a pitchfork better than a two-handed weapon, when it should be an improvised weapon?


Yeah, it should be worse than the 2H weapon or even a hand weapon.

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PostPosted: Wed Mar 11, 2009 6:42 pm 
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A pitchfork should become a 2H weapon. I don't think they should have S2, cause that would be the same as Hobbit Militia.

Mitch, why do you give them 3+? They don't shoot as good as Gondor Rangers, they aren't trained in war at all.

I think this profile is the best:

2/4+ 3 4 1 1 2

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 Post subject:
PostPosted: Wed Mar 11, 2009 7:12 pm 
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What's the point in Horns?

From the look of it, it is just the same as Standfast! (or whatever it is called).

Going along the lines of a group of hastily put together workers, attempting to pass themselves off as a fighting force, how about something like -

Militia Horn (Militia Captain only) - In scenarios that use reinforcements, for each Militia Captain on the table, you may add d3 models to those that turn up. These additional models must be Militia. If you have no remaining Militia models in reserve, then 1 Militia model arrives, providing you have a suitable model to represent him. In scenarios that do noy use the reinforcments rule, Militia Horns have no effect.


Just an idea.

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PostPosted: Thu Mar 12, 2009 2:24 pm 
Kinsman
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Nice idea, which models are you going to use

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PostPosted: Thu Mar 12, 2009 2:48 pm 
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Gorb@g wrote:
Nice idea, which models are you going to use


Well, I think that the Ruffian Archers from the Scouring of the Shire would be a good starting point. Maybe a few Rohirrim and Rangers mixed in, with some head/weapon swaps.

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 Post subject: milita
PostPosted: Mon Mar 23, 2009 10:10 am 
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i agree with gondolin
it would be an to great advantage having 3+
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