For those who are interested, this is my draft roster for First Age forces. Some general notes are below. Getting the format to carry over to here seems difficult, so please excuse the slightly messey appearance.
UNIT NAME Orc Overlord POINTS 8 NOTES (Heavy Foot - Offensive)
Attack 6+ Attack Value 4+
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 6"
Armour 3 Strength Points 12
UNIT NAME Orc Fanatics POINTS 4 NOTES (Bellicose Foot)
Attack 5+ Attack Value 3+ Ranger.
Move 6+ Defence Value 6 Wild Charge.
Shoot - Shoot Value - Counter Charge on 7+
Courage 4+ Max. Move 8"
Armour 2 Strength Points 12
UNIT NAME Orc Warriors POINTS 5 NOTES (Light Foot - Offensive)
Attack 6+ Attack Value 4+
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 8"
Armour 2 Strength Points 12
UNIT NAME Mixed Warband POINTS 5 NOTES (Light Foot - Bow)
Attack 6+ Attack Value 5+
Move 5+ Defence Value 4+
Shoot 6+ Shoot Value 6+/Range 12"
Courage 4+ Max. Move 8"
Armour 2 Strength Points 12
UNIT NAME Orc Archers POINTS 4 NOTES (Light Missiles)
Attack 7+ Attack Value 6
Move 6+ Defence Value 5+
Shoot 6+ Shoot Value 5+/18
Courage 4+ Max. Move 6"
Armour 2 Strength Points 12
UNIT NAME Orc Scouts POINTS 2 NOTES
Attack 7+ Attack Value 6 Hard to target
Move 5+ Defence Value 6 Skirmish
Shoot 7+ Shoot Value 5+/12" Evade
Courage 5+ Max. Move 8" Fleet Footed
Armour 1 Strength Points 6
UNIT NAME Wargs POINTS 5 NOTES (Lesser War Beasts)
Attack 5+ Attack Value 4+ Ranger
Move 6+ Defence Value 6 Wild Charge
Shoot - Shoot Value - Fleet Footed
Courage 4+ Max. Move 12" Fear vs Horses
Armour 3 Strength Points 6
UNIT NAME Wolf Riders POINTS 7 NOTES (Lesser War Beasts)
Attack 5+ Attack Value 4+ Ranger
Move 6+ Defence Value 5+ Wild Charge
Shoot - Shoot Value - Fleet Footed
Courage 4+ Max. Move 12" Fear vs Horses
Armour 3 Strength Points 6 Cunning
UNIT NAME W-Rider Archers POINTS 5 NOTES (Light Riders)
Attack 7+ Attack Value 5+ Skirmish
Move 5+ Defence Value 6 Evade
Shoot 6+ Shoot Value 5+/12" Fear vs Horses
Courage 5+ Max. Move 12"
Armour 3 Strength Points 6
UNIT NAME Trolls POINTS 7 NOTES (Bellicose Foot)
Attack 5+ Attack Value 3+ Ranger, Wild Charge
Move 6+ Defence Value 5 Terrifically hard hide
Shoot - Shoot Value - Counter-charge on 7+ vs foot
Courage 4+ Max. Move 5" Fleet footed, Cunning
Armour 3 Strength Points 12 Fear. Slow (-1)
UNIT NAME Werewolves POINTS 10 NOTES (Lesser War Beasts)
Attack 5+ Attack Value 3+ Ranger
Move 6+ Defence Value 5+ Wild Charge
Shoot - Shoot Value - Fleet footed
Courage 3+ Max. Move 10" Fear. Cunning
Armour 4 Strength Points 6
UNIT NAME Elf Nobles POINTS 6 NOTES (Elite Foot)
Attack 5+ Attack Value 3+ Ranger
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 3+ Max. Move 6"
Armour 4 Strength Points 6
UNIT NAME Elf Elite Rangers POINTS 8 NOTES (Elite Foot)
Attack 5+ Attack Value 3+ Missiles
Move 5+ Defence Value 4+ Ranger
Shoot 6+ Shoot Value 5+/18"
Courage 3+ Max. Move 6"
Armour 4 Strength Points 6
UNIT NAME Noldor Infantry POINTS 7 NOTES (Heavy Foot)
Attack 6+ Attack Value 5+ Furious attack (venomous)
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 6"
Armour 3 Strength Points 12
UNIT NAME Gondolindrim POINTS 6 NOTES (Heavy Foot)
Attack 6+ Attack Value 5+ Mystical Armour (save a hit on a 6)
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 6"
Armour 3 Strength Points 12
UNIT NAME Sindar Infantry POINTS 5 NOTES (Heavy Foot)
Attack 6+ Attack Value 5+ Fleet footed
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 6"
Armour 3 Strength Points 12
UNIT NAME Noldor Archers POINTS 6 NOTES 9Light Missiles)
Attack 7+ Attack Value 6 Light armour (use mystical armour
Move 6+ Defence Value 5+ roll)
Shoot 6+ Shoot Value 5+/18"
Courage 4+ Max. Move 6"
Armour 2 Strength Points 12
UNIT NAME Sindar Archers POINTS 6 NOTES (Light Missiles)
Attack 7+ Attack Value 6 Sharp shooters.
Move 6+ Defence Value 5+ Fleet footed
Shoot 6+ Shoot Value 4+/18"
Courage 4+ Max. Move 6"
Armour 2 Strength Points 12
UNIT NAME Noldor Cavalry POINTS 6 NOTES (H. Riders/Mounted Miss.)
Attack 5+ Attack Value 4+ Fear vs man sized foot
Move 5+ Defence Value 5+ Counter-charge
Shoot 6+ Shoot Value 5+/12'
Courage 4+ Max. Move 10"
Armour 3 Strength Points 6
UNIT NAME Horse Archers POINTS 4 NOTES
Attack 7+ Attack Value 5+ Skirmish
Move 5+ Defence Value 6 Evade
Shoot 6+ Shoot Value 5+/12
Courage 5+ Max. Move 12"
Armour 3 Strength Points 6
UNIT NAME Edain Guard POINTS 4 NOTES (Heavy Foot)
Attack 6+ Attack Value 5+
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 6"
Armour 3 Strength Points 12
UNIT NAME Edain Levy POINTS 3 NOTES (Light Foot)
Attack 6+ Attack Value 5+
Move 5+ Defence Value 4+
Shoot - Shoot Value -
Courage 4+ Max. Move 8"
Armour 2 Strength Points 12
UNIT NAME Edain Archers POINTS 4 NOTES (Light Missile)
Attack 7+ Attack Value 6
Move 6+ Defence Value 5+
Shoot 6+ Shoot Value 5+/12"
Courage 4+ Max. Move 6"
Armour 2 Strength Points 12
Notes:
Warg riders posed a problem, but I think adding Cunning to the basic warg stats is enough. I don't think warg riders were super weapons. I have used some attributes in limited ways - such as wargs having Fear against horse mounted troops. This costs only 1 point instead of 2.
I am uncertain about trolls. I think they could be done a number of ways, including Elite Foot or Heavy Foot with some added attributes.
Werewolves are also something I am uncertain about, but I think this worked OK in the game.
I personally prefer having orc archers in mixed foot units or as scouts, so I would probably not use a dedicated archer unit.
All elven units are reduced figure units, representing their prowess.
The Edain here are not intended for the Haladin who seem to be more useful for guerilla warfare.
I still need to do dwarves and Easterlings.
Finally, a few more monsters will need adding - Balrogs, dragons, giant spiders, crows and bats to name a few.