bruceqn wrote:
Right now, the new armylists are only Additional Pure Army Bonuses, just like with Harad's 'Serpent Horde' bonus in the regular rules. For now, they don't effect regular army lists.
I really hope they (mostly) stay that way, and do not become the permanent lists of the future.
Merging armies (Elrond's House and Rivendale) increases diversity and possibilities: more fun.
Fragmenting armies (Harad into 3, Arnor into 2, Fiefdoms into 2) limits diversity: less fun.
Here's hoping GW lets us keep deciding for ourselves if a Harad chieften can lead Corsairs and Mahud in the chaos of Pelennor Fields.
Here is a longer thread on this issue, and how it effects Arnor:
viewtopic.php?f=1&t=33091&p=416558&hilit=Arnor#p416558rather than creating an impossible army where Aragorn can fight alongside an ancestor dead centuries before his birth, we all should hope for more units. But again, Lore-wise, Arnor should not be as strong as Gondor. At Arvedui's time it was already a ghost of a nation.
And, by the way, why should an Harad Chieftain associated with desert lead Corsairs, who are by nature seabound? There's flexibilty, then there's making sense.
as for the question in the topic.
Arnor has not a lot of units as it is now. I found it good in smaller games, since every unit is an elité but, when big guns appear into the battlefield, they are quite lacking. Usually, Arnor means "grey company" with the occasional Malbeth leading a pack of ranger to save some wounds and an arnorian warrior with banner (The banner of the evenstar is good, but its bannerbearer is too fragile, with 2 wounds, D5 and 1 fate)