Dear Edain team and companions, i hope you are doing great. This time i bring an idea for the dundeling oputpost, here it is:
Since Dunland in Edain relies heavily on a primitive culture and considering what the article of Isengard says: Wulfgar calls the clan chieftains to him. I came to realize that just summoning the brutes doesn’t improve the experience as I believed. I would rather build the steelworks over this building.
Then another question based on the article appeared:
Who are those chieftains anyway? The brutes? Radagast may say: not good, not good at all! ^^
This rather feels odd, for I believe Isengard does not lack raw force, yet there is a chance of making it better without getting rid of the brutes, for this units are lovely memories of the Edain at its elder days, so here is what I propose:
Make available three types of units, led by a clan leader, in this case, a brute:
The Isengarders: those closer to Isengard’s influence, clothed akin to the rohirrim, perhaps as the traitors of Rohan do. A better organized battalion that can benefit from the smelters of Isengard upgrade, thus unlocking the purchase of heavy armor and forged blades.
Crebain clan: Unorganized, but many, even though they can benefit from the smelters of Angernost they can only get access to the heavy armor, this battalion is formed with lesser pikes, swords and clubs.
The outlanded: Saruman uses the land feud between Rohan and Dunland to wage war into the hearts of the dunlanders. A battalion made of desperate peasants that will take higher resources from both units and buildings.
Every battalion should get a clan leader, as the Isengard article establishes. This chieftain should stay in the middle (if possible) of each battalion. Also, this chieftain will get the very same abilities as now: Vanguard of Dunland and Death to the horsemen, thus this raiding units will wreak havoc into the enemy lines.