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The Dwarves 1650


The Dwarves are just a perfect position for a new player.  They are relatively secure in the mountain stronghold of Moria and are unlikely (it's virtually impossible) to be knocked out of the game quickly.  Their economy is good and they have impressive starting armies and good characters equipped with very powerful artefacts.  Their main character (Bain) has one of the best challenge ranks in the game.

At game start your armies can quickly capture DragonLord population centres, and if you combine with the Sinda you can work together to kick the DragonLord out of Mirkwood.  The Dwarven soldiers start with better training and skills than most of the other nations.  This is a nation capable of waging a war!

However, the Dwarven position does have it's drawbacks.

You have excellent commanders but not much else.   You need to work to get a more rounded selection of characters right from the start.  You also have population centres spread all over the map so you won't get to see enemy armies approaching your exposed towns without regular communication from team-mates.  Dwarves also tend to suffer with Dragons more than most nations because their towns are in the mountains (where Dragons tend to hang around)!

Strategy & Tactics by Brian Mason
Strategy & Tactics by Tom Walton
Response by Brian Mason
Dwarves Starting Information

Strategy & Tactics: The Dwarves

By Brian Mason

What follows was prompted by a series of discussions carried out between the author and the editor last November.  Because of the at-start military power (both in troops and in combat artefacts) of this position there are many options which can be exercised. What follows is a plan, but by no means, the plan.

In the following strategy for the Dwarves there are two critical needs, one to maintain a very effective fighting force in two theatres, and two, to somehow improve the position and get a back-up capital. On the first point, the two areas are, first, in and around the Dwarven capital and to the East on the plains of Rhovanion. To protect the Dwarven capital, an aggressive action must be initiated East of the Misty Mountains against the Dragon Lord and elements of the Witch-King. Following the development of this fighting force, the armies to the East should be combined into an effective battle group to engage forces of the Dog Lord, Long Rider, and Dark Lieutenants in co-ordinated efforts with the Eothraim and Northmen. Emissaries are needed to develop camps in profitable, and preferably secure locations (Dimrill Dale and in and around the Blue Mountains), and then to improve one of the Blue Mountain population centres into a major town. As the initial attack is delayed somewhat to maximise the size of the fighting force, adequate time is given to utilise all combat artefacts.

Turn 1:

Bain takes over command of all armies at Moria. All bronze transported to Moria. Tax rates increased to 70%. All combat artefacts put into use. The Barak-shathur (3607) and Azanulinbar-dum (3707) move onto Nahald Kudan (3506). The Kheled-nala (3916) army begins moving North, as I consider this location currently undefendable (As a side note, I also consider Zarak-Dum (2004) undefendable). The plan of reorganising forces in Rhovanion far to the North might generate opposition from the Eothraim or Northmen. If you have active, reliable allies in those two, there is no reason that the reorganisation cannot take place at Kheled-nala. However, given the initial unpredictable nature of allies, I favour an Iron Hills build-up as the location is more secure.

Turn 2:

Relations downgraded with Dragon Lord. All bronze transported to Moria. An emissary is created. The Barak-shathur and Azanulinbar-dum capture Nahald Kudan. The Barak-shathur moves toward Erebor. The Azanulinbar-dum army moves onto Lag-auris (3104). Five hundred heavy infantry (bronze/bronze) recruited at Moria.

Turn 3:

All bronze transported to Moria. Another emissary is created. First emissary into Dimrill Dale. The Azanulinbar-dum destroys Lag-auris (while this and the previous moves against the Dragon Lord are very limited they serve three real purposes: one, they reduce overall Dragon Lord loyalty and production, second, they reduce the morale of the Dragon Lord player, and third they greatly increase the morale of the east armies). The Barak-shathur moves on Erebor. The Kheled-nala army reaches Azanulinbar-dum. Five hundred heavy infantry (bronze/bronze) recruited at Moria.

Turn 4:

All bronze transported to Moria. A Commander created. Third emissary is created. First emissary creates a camp and moves into the North Downs. Second emissary also moves into North Down. Relations downgraded with Witch-King. Camp posted at Erebor. Five hundred heavy infantry (bronze/bronze) recruited at Moria.

Turn 5:

All bronze transported to Azanulinbar-dum. Two camps created in North Downs and move into Blue Mountains. The third emissary moves into North Downs. Relations downgraded with Dog Lord and Cloud Lord. Two of three east armies consolidate. The next will join on the following turn and heavy infantry will begin to be recruited here to increase the size of this army (as of turn six it will be 3600). Five hundred heavy infantry (bronze/bronze) recruited at Moria for Bain's army, which now numbers 4700 heavy infantry. It moves off Moria and towards wither Goblin Gate or Dol Guldur depending on prevailing conditions.At this point, the West army is very strong and can do effective damage to the Dragon Lord. The East army is posed to recruit and is also prepared to do damage in Rhovanion against targets of opportunity. Several camps have been created, and more will be soon in the relatively secure region in the far west. Camps are placed in mountain, hills/rough, and forest, this allows for production of gold (for the economy), metals (for troops), and timber (for fortifications at new camps).

 

A Response from Tom Walton

My Dwarven strategy is rather simple: concentrate on one target. I used this to great effect in game 70; or rather, it would have been of great effect had my allies not decided to ship me gold on a critical turn.

It goes like this:

Moria army marches to Goblin-Gate on turn 2, joins up with Woodmen. Iron Hills armies march to Barak-shathur and capture it, then fly down the Narrows road to Gundabad. The army at Rhun marches west as well. In combination with the Woodmen (actually, the Dwarves can do this by themselves), you can take Goblin-Gate on turn 2 and Gundabad on turn 6; with the Sinda, you can take Dol Guldur on turn 6 as well. We did exactly that, although all of us were recruiting like crazy to make that final assault on Dol Guldur.

Once you accomplish these goals, the remaining forces of all three nations can march via the Mirkwood road to the southern Rhovanion, intervening in the Rhun area by turn 11. We had about 12,000 troops in the region after we forced the Dragon Lord out (I had about 6,000, my allies 3,000 apiece); can you imagine Mordor's surprise when they showed up to reinforce the other Free in the east? Had the Gondors shipped us gold like we agreed, the game would be over by now.

 

A Reply from Brian Mason

Your Dwarven strategy is solid, maintaining a strong presence both in Mirkwood and in the Iron Hills. I would definitely consider it as an alternative to the plan I outlined (and used in game 70). One thing: when making out my plans, I tend to set up for either inactive or unresponsive allies. Thus, my dwarves smash Goblin-Gate and Gundabad in a manner which allows them to accomplish these missions without any outside help at all - then move back to re- establish themselves in the east. Essentially, I plan on the Sinda not bothering to intervene, with perhaps a dropped Woodmen player (that position goes out early a lot). Hence the total concentration of force on the primary objective.

 

Dwarves Special Advantages


1.Heavy infantry recruits start with a training rank of 30.
2.Armies force march with no loss of morale points.
3.Fortifications are constructed at 50% of the listed timber cost.
4.All characters may Scout/Recon at a skill rank of 50 or better.

Population Centres

Name

Hex

Size

Fort.

Docks

Azanulinbar-Dum

3707

Town

Fort

Barak-shathur

3607

Village

Tower

Belegost

0812

Town

Fort

Celeb-Ost

3002

Town

Fort

Khazad-Dum

2212

City

Citadel

Kheled-nala

3916

Village

Tower

Noegrod

606

Town

Tower

Norr-dum

2904

Town

Tower

Telenaug

0605

Town

Tower

Zagragathol

0811

Village

Tower

Zarak-dum

2004

Town

Fort

(Italics - Hidden.  Bold - Capital).

Initial Forces

Hex

Morale

HC

LC

HI

LI

AR

MA

Ships

3607

30

600

300

3916

40

600

300

2212

50

1200

2212

30

1500

300

300

3707

30

1200

300

Initial Characters

Name

Com

Ag

Em

Ma

St

Chal

Artefacts

Azaghal

30

-

-

-

-

30

Bain I

50

-

10

-

-

51

10,60,102,120

Falin

40

10

-

-

-

41

Fulla III

30

-

10

-

-

31

17,140

Gain I

30

-

-

-

-

30

Thelor II

40

-

-

-

-

40

Thrar III

30

10

-

-

-

31

69

Threlin

40

10

-

-

-

41

A complete listing of all starting characters can be found here [Char List] (Excel 97 Format).

Map Ranges

UL:1903 UR:2703 LL:1915 LR:2715 - See Sample First turn for Dwarves

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