Strategy and Tactics: The Dwarves (1650)by Brian D. Mason
Because of the at-start military power (both in troops and in combat artifacts) 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 theaters, and two, to somehow improve the position and get a back-up capitol. On the first point, the two areas are, first, in and around the Dwarven capitol and to the East on the plains of Rhovanion. To protect the Dwarven capitol, 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 the forces of the Dog Lord, Long Rider, and Dark Lieutenants in coordinated 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 improve one of the Blue Mountain population centers into a major town. As the initial attack is delayed somewhat to maximize the size of the fighting force, adequate time is given to utilize all combat artifacts. Turn 1: Bain takes over command of all armies at Moria. All bronze transported to Moria. Tax rates increased to 70%. All combat artifacts put into use. The Barak-shathur (3607) and Azanulinbar-dum (3707) move onto Nahald Kudan (2809). 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 reorganizing forces in Rhovanion far to the north might generate opposition form the Eothraim or Northmen. If you have active, reliable allies in those two, there is no reason that the reorganization can not take place at Kheled-nala. However, given the initial unpredictable nature of allies, I favor 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 (3103). 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 Downs. 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 either Goblin Gate or Dol Guldur, depending on prevailing conditions. At this point, the west army is very strong and 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).
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