Four alliance update: We've played all four alliances to winning result now. The games are very interesting and the whole map has undulating battlefronts. So far, Voice Oath seems strongest due to protected rear territories, and Second Darkness seems weakest due to fewer defensive options.
Here are a couple of suggestions to consider -- these go along with others that have been made to balance the overall game and strengthen Evil: For Angmar and Dul Guldor, there are few cheap defensive units available to enhance stacking to control key territories and pinch points. This limits strategic options, including attrition battles, strategic retreats, and capital hold-out strategies.
I suggest making the barrow wights cheaper and giving them a movement of 0 or 1. This would create a very unique unit, a very special feel when playing Angmar, and aligns with Middle Earth lore regarding Angmar being a haunted, ruinous realm. I also think it would be interesting to give Dul Guldor "Lesser Spider" instead of the Shelob-like (Mordor-like) Spider unit that it currently has. The lesser spiders could be cheap, defensive units that prefer wilderness or forest to keep with the lore of Middle Earth, specifically The Hobbit.