27. Apr 2024, 13:29 Hallo Gast.
Willkommen Gast. Bitte einloggen oder registrieren. Haben Sie Ihre Aktivierungs E-Mail übersehen?

Einloggen mit Benutzername, Passwort und Sitzungslänge. Hierbei werden gemäß Datenschutzerklärung Benutzername und Passwort verschlüsselt für die gewählte Dauer in einem Cookie abgelegt.


Select Boards:
 
Language:
 


Autor Thema: Edain 4.7: Wandering Companies  (Gelesen 1075 mal)

Elendils Cousin 3. Grades

  • Administrator
  • Ringträger
  • *****
  • Beiträge: 5.697
  • German, Motherfucker! Do you speak it?
Edain 4.7: Wandering Companies
« am: 16. Jun 2023, 19:27 »
Greetings, companions of the Edain!

Today, we have a new unit for that will bolster the ranks of the Imladris faction in 4.7: The Wandering Company, also known as Gildor's Companions. They will take the Blademasters' spot as the starting unit in skirmishes, but will not be recruitable in the barracks.


Gildor's companions are inspired by the group of elves that Frodo and the hobbits encounter on their way to Bree. The noldor had quite likely been journeying towards the Emyn Beraid, looking towards the Uttermost West with help of the Palantír of Elostirion. The halflings, hunted by the Black Riders, are welcomed by the elves who share their fire and protection, aware of the danger that the Nazgûl pose. The active ability of the Wandering Company represents this:
Take Some Rest (Level 2): Gildor's companions make camp to recover from their weariness and quicken their souls. They become immobile for 30 seconds and can no longer fight for this duration, but gain increased vision range. Allies in their vicinity are slowly healed.


Ingame, Gildor's companions are designed as a moderately powerful unit to help Imladris with their slow start. Unlike previously with Blademasters, Imladris will start out with two units now; this makes it much easier to conquer the first settlements and defend them from aggressive enemies or start creeping, especially accompanied by Gildor Inglorion. Speaking of Gildor: to incorporate his special connection to the Wandering Company, his ability Gildor's Song will now - in addition to other effects - allow all Wandering Companies in his vicinity to replenish fallen members: Drawn by his music, more Noldor will join him on his journeys.

In order to make sure that the Companions will not make other swordsmen (of which Rivendell has plenty) obsolete, they are considerably weaker than the other Noldor. They are still capable of dealing with most other swordsmen, but without the military equipment, they can be overwhelmed quickly if players are not careful. After all, these are only wandering elves; for this reason, they are also unable to be upgraded with Banner Carriers, Heavy Armor or Forged Blades. To make up for that, they gain improved resistance at level three:
Traveling Armor(Level 3): The experienced travellers put on light leather armour, taking reduced damage especially from ranged attacks. Passive ability.

As you can see, the Wandering Companies are a unit that can fend off smaller forces and protect your settlements at the start of the game, but should be replaced by more powerful and versatile units as the game progresses. Depending on your opponent, you may choose to go for an outpost and recruit Dúnedain, get Blademasters from the barracks or even build several farms and go directly for discounted cavalry. The choice is yours! The companions will still prove useful in small numbers thanks to their active ability, which is all the more useful for the mighty elves of Rivendell and Lindon. If you want to recruit more of them, they are now available in the Resting Camp that can be summoned from the spellbook. It has not only received a new model, but should also be a very useful spell now that it can recruit units to help stem the tide against evil.


We hope you liked this article and are, as always, looking forward to your feedback!

Your Edain Team