Being Dale
Although there is a scattering of advice about Dale on this forum after reading page 6 onwards of the Rohan in Need thread I decided it might help for there to be a conclusive guide to Dale in one place. This is certainly not going to be it but is rather a number of my experiences in playing Dale condensed into one place.
Dale can be a loving, responsible faction who makes all your third age wishes of defeating the Dark Lord come true, or the spoilt, unresponsive brat who frustrates your efforts at every turn and guarantees victory to your enemies. It all depends on your opening moves and a bit of luck in fighting Rhun.
Why Dale?
Firstly I have a love hate relationship with Dale which sums them up as a faction:
·
I hate their lack of solid cavalry – you are basically going to be using Yeoman’s who can’t be relied upon for anything including following your orders
· I love their strong economy – you should never have to go into the red
· I hate their distant staring position – you move your capital between turn 20-40 to prevent corruption and it is 5K I would rather spend fighting Rhun at this point
· I love their archer units – who doesn’t want an regenerating archer army
· I hate how easily their generals die – in one battle I had 3 generals fling themselves into the void before any serious fighting had got underway
Fortunately the two things you are going to use alot of in this and any campaign is archers and money and Dale has these in abundance and adoptions are every other turn and I didn’t like their pictures anyway. Overall I love Dale because as a campaign it can provide a good pace of play that isn’t overwhelming depending on how you deal with Rhun. Also there is room to actually build a good few things instead of just churning out units and going bankrupt.
Early army/s
This should be all the generals, any other archer units and infantry you can muster from your starting villages alongside a few supplements that you can build before you get too far away. As soon as possible get a few cavalry in there.
Actually Fighting Battles
At this stage probably good to give advice on how I fight a battle. Later a my full stack are 7-8 archers (3-5 generals), 4-5 cavalry and the rest infantry. Play defensive battles as much as possible and use FIRE ARROWS. 4 archers on fire arrows and 4 normal and you have a death storm of morale sapping destruction which just needs a well timed cavalry charge. Mass routs are very easy to achieve with Dale and is one of the many reasons you should love/hate them too.
Economy
The usual stuff; build farms, roads and anything else that will repay itself in 10-20 turns. Hold back on going unit crazy I personally prefer to adopt a few candidates early as despite high maintenance they are probably going to be a solid unit and are ‘free’ to recruit.
Spies
Use them and lots of them to see where the enemy units are and going and actually use this information, spies are not there so you can just see more of the nice terrain.
Starting Moves (turn 0-20)
Conquest
There are 4 towns you need to capture fast:
· Araw
· Dolwinion
· Kugavod - give to the Dwarves as a buffer against Rhun in the north
· Uldonavan – key to defeating Rhun
This can be a bit of a challenge and getting there before Rhun is important but not essential in the case of Uldonavan as you should be able to rapidly take it off them. Either way your guys are going to be running their little rendered boots off.
Next Stage (20-60)
Conquest
You are going to start pushing into Rhun, Uldonavan will supply most if not all the reinforcements because it can and no one will tell it otherwise. If you can fight a good battle you only really need one good stack to have Rhun on their knees and begging for ceasefire around turn 50-60. So the next set of key towns you will hopefully be able to take in this time are:
· Burh Ermanarikis – 2 bridges are an important defensive position and good fall back if things go wrong
· Mistrand – the capital, garrison script but is a money maker
· Mattaram – good for tying up any relief armies coming from the south
· Rhomen – garrison script
· Kelepar – I left this until after Rhomen as I wanted to knock out the garrison script town first but that is personal preference
Note that the AI will nearly always attempt to relieve its cities under siege over taking back ones they have just lost. Garrison accordingly. Wrap up what is left anyway you see fit. When you have taken most of the cities listed above consider moving your capital it will save you around 1000-1500 in corruption a turn, I chose Uldonavan as it was going to be fairly central to what my kingdom would become once war with Mordor begins.
Mordor and Onwards 60-120
When you are between 10-15 turns away from destroying Rhun it is a good time to consider building your armies to attack Morder. At this stage you should easily be able to support 3 stacks.
· 2 in the North to move down to the Black Gate – one starts at Dol Guldor and the other at Tirith Toron
· 1 from the East – this will probably be the army that finally crushed Rhun, reinforce and move to Nurnen and towards Barad-dur
Kill the Nazgul early and this becomes alot easier, also if you are lucky an Invasion will be called to somewhere and a good amount troops will walk off to foreign lands. FIRE ARROWS are battle winners when fighting Mordor armies, Orcs really don’t like them. As a point of reference on the run through proceeding this guide I had completed the game objectives by turn 150. I did take a number of attempts of less than happy sailing to perfect playing as Dale. After Mordor if you are really having a good time there is always Harad.
Units
After looking at a Gondor guide I thought was particulary good here are the units of Dale and what, if anything, they are good for (Green - Useful, Red - Never Used, Blue - a time and a place):
Hearth Watchmen – early holding units not too bad but not reliable
Dalesmen – slightly better than Watchmen/same use
Rivermen – rarely if ever used
Rhovanion Gadraughts – found a useful and reliable holding unit however an AOR
Dale Swordsmen – stock infantry as game progressed
Dale Swordmasters – had one unit to start with and by turn 150 still had one unit
Woodsmen – useful early on, replace with longbowment asap
Longbowmen – see above
Athala Rangers – see Dale Swordmasters
Bardian Marksmen – general unit type and therefore the backbone of most of my armies
Barding Hird – not unlocked by turn 150
Yeomen – stock cavalry
Aihwothiuda Horseguards – didn’t know existed until I looked at custom battle units and not unlocked by turn 150
Earls of Dale – see above
Overall Dale can take a bit of getting used to but if you get it right they are certainly one of the more rewarding factions in the game in terms of getting a balance between pace of play, city building, battles and game challenge.
Thankyou for reading.