I would very much like to take this army to a tourney...here are some tips...
With no other troop type other than the
Warrior of Numenor, you should take one of each "type" of figure, a swordsamn, a spearmen with shield, and a bowman in equal ratio, i.e. 1:1:1. This will ensure that you have the maximum number of achers, which allows you to...
VOLLEY FIRE!
Following the 1:1:1 ratio, it is assumed that you'll probably have 12 Archers and 24 infantry. Set those archers up on a hill in your deployment zone and start volleying at the enemy from turn 1, whittling your opponent's army down (since about 3-4 shots will hit) until you get to combat, where, against Orcs and Goblins, you will most likely win more often than not, due to the higher Fight value.
Another point that I can make here about Fight value, is that when fighting an army like the Mahud, Uruk-hai, or Corsairs, you will have a 50:50% chance of victory, because, unlike the armies of Rohan and Minas Tirith, your Fight value matches their's, and thus, when a tie occurs (which is actually pretty common in the games I play
), you have to roll the "random dice roll" to determine victory.
On to heroes,
Captain of Numenor:
With the very respectable Fight value of 5, the captains of Numenor are a humble addition to the force. Even if you take Elendil, you probably should take a Captain as well, if only to provide a wider Stand Fast! to your troops.
Isildur:
With High Defence, High Attacks, High Courage, and a ton of Might, this Hero, albeit, the whole reason for the diasasterous War of the Ring, is probably your best choice for a Leader for the army of Numenor. Weighing in at a mere 100 points, he still gives you a full 500 points to fill with troops and other heroes
Elendil:
Effectively, Isildur with a Higher Fight, More Will, and less fate, Elendil's chief power lies in Narsil, which allows him to call one free Heroic Combat per turn without expending his own Might to do such. An extremely benificial move. Team him up with a few warriors of Numenor at all times and call the combat at the start of the turn (which, why you wouldn't seems to be rather silly with that free one
). When (not if) you win and if you kill all your opponents, you can then move another full move wherever you want, slingshotting yourself closer to objective markers or more dangerous foes
That's pretty much the army of Numenor...three heroes and one troop choice summed up to deadly effects...Onto Harad, or Mordor