Thanks for all the replies! From the top:
@Draugluin: Thematically I agree, and I might do that for the King of the Dead; I just didn't want Angmar to have an army where pretty much everything caused Terror from the start-- but maybe I'm being silly about that. As it stands, it's sort of set up so that you need Epics to get higher versions of Fear (Terror or Horror). I want to try a game or two with them just causing fear and discuss it with the group, and go from there. Maybe Terror-causing with less of a points-decrease than Gothmog suggests.... We'll see.
@Gothmog: Thanks for all the input! I'll just work my way down the list....
--Epic Actions are fine, but I won't just throw them on there. They need to serve the purpose of the hero within his faction. I'll see if I can come up with some things (ideas welcome of course).
--A better name for Mad Thenn is welcome. Just the first thing that came to my head. I wasn't totally sure what to call him.
--Golfimbul will be a MM Epic in all likelihood, alongside Azong and Bolg. The problem is, alongisde Durburz, all these Epics start to seem very similar. I don't just want to give them 4 different "goblin kings"; I want some variation and options for them as well. I think Bolg and Bodyguard is an excellent idea though! That's something to work on.
--I actually agree about the points-cost for Elves with the Initiative add-in, but I'm playing a game with these rules tomorrow, so I'll get a good chance to see it in action and discuss it there. Likely I'll add 5pts back to a few of them.
--My points reduction for the Spirits is admittedly somewhat conservative. I didn't want to swing to fast in any given direction. Also, they continue to have some really serious advantages in Spirit Walk and Spirit Grasp, assuming they are properly used. I want to cost them as they should be costed if we assume the player plays them well, so I'm not decreasing them to 30pts
just yet. My thinking right now is that 45/50 can make them very worthwhile for Angmar; it doesn't make them the only units you'd use, but it makes them a serious option. I'm not sure I want them costing the same as Carn Dum Men.
--Nazgul: I didn't change Dwimmer at all? Not sure what you're talking about with him, unless you just mean he should cost more. About the Betrayer, and the Knight of Umbar as well, I was thinking I might just change them back and reduce them to "company only" abilities. That's what I did originally, actually. But I want the Nazgul to work more as "negators" of power, rather than increasing offensive output-- I'm trying to make their abilities do more to shut down enemy abilities than anything to increase friendly powers. Except the Witch-King and (a little bit) Khamul, I want them to be more anti-hero/anti-courage Epics, if you get what I'm saying. :/
About Fell Beasts, I think a big part of the spirit theme of Angmar is the attempt to bring it back into the War of the Ring; these are the ghosts of old Arnor, not the ghosts who fought at Fornost, more or less. That's where I've gone with my Angmar Epics (the "Spiritseer" is actually supposed to be Undead Malbeth). So it doesn't seem such a stretch to me that when Dwimmer and Taint return north to awaken these spirits, they might do so by Fell Beast. (It's a possibility.) Same goes, essentially, for Fallen Realms-- we can't really say definitively that no Nazgul ever rode a Fell Beast to Umbar. (At least not since we're apparently saying Nazgul other than the WK actually have a Fell Beast.)
--*bows* Morannon's needed it. But I think we all knew that one....
--WoMT to 30 is a real possibility. Like so much of the Bestiary I still need to look more closely at their Faction.
--Blackshields and, in fact, everything else in MM needs some adjustment, I think. But like I said I have to look at MM some in order to decide what to do with it. Definite points increases for Blackshields though, and maybe some changes to the basic goblins as well....I'm not sure how I feel about them costing the same as Orcs with so much more ability.
--Same deal for Haradhrim, Dwarves, Rohan, etc. Need to look at it. Very probably I'll soon do the things you suggest.
--My means of "fixing" the Mithril/Crown combo was to make sure no MM Epic had more than 2 Resilience. Anything about adjusting points becomes problematic because I can't cost something based on the
possibility of a broken combo being used when that just means the cost is too high for every other possible use of these Fates (not using both, using them on separate heroes, etc.), and also because just increasing their cost doesn't affect games of larger points-values. I think they're both cool ideas as Fates, so I want to keep them in there. Best think I can think of is a moderate cost increase for the Rusty Mithril, and no Resilience 3 Epics for MM, so there's always a 1-in-6 chance the crown kills the hero you spent all your Fates on.
--I'll look at the Rats.
--I just like the name Gaurwaith more, actually.
You can call 'em wotcha want.
Thanks for the reply!
@Daersalon: Your depiction of the "werewolves" is more in accordance with his writing on the subject, to a point. But I don't think he would have discounted the possibility of a more classic "werewolf" creature existing. IIRC, Sauron was himself able to shape-shift into a Wolf, making him a prime example of this, in a way. Tolkien's world is open to a lot of things that he didn't explicitly lay down as law.
Again-- Half-Orcs could be cool. Just don't know what I'd do with them.
At least Bolg and Bodyguard will definitely be in. If we can come up with some original ideas, both Golfimbul and Azog can make it in as well.
Thanks! I think I got it all for now. I'll do some editing later tonight.