Looks like you've got your wrapping technique down

- I reckon the face is a little flat, but that's probably the model itself, everything else looks great.
It's always tricky to get a good polycount balance, I mean what is the point of having a 350 poly item that is only 12 pixels wide on the screen! - I never know when to sacrifice polys without killing the detail. The problem with low poly characters is when you come to animate them, when you make your bone structure, often the minimal poly count can cause your model to warp too much when moving, like you might wish you had a few extra polies on the elbows, hips, shoulders and knees. I reckon your polycount is pretty good right now though, don't go much lower than that - it'd be nice to still have the occasional close up, I for one often want to get closer to the action to check out what the guys look like. Perhaps you can get closer to the action when in combat, maybe even have an auto camera height depending on the scope of the battle (like with two guys it's fairly close up, lot's of guys and the camera zooms out till everyone is in the screen).
I have to agree with punk, the modelling on the LOTR games is awesome, I'm no fan of the button bashing gameplay, but all the atmosphere is there. Any plans for a big gnarly LOTR style Troll Indi?. Using enemies much bigger than the players character is a good way to keep the player on their toes, once you've killed a troll, everything else is just axe fodder.
Van-B
P.S. Indi, play my compo entry enough and you'll eventually get to play as yourself

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The nature of Monkey was irrepressible!.