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Thread: A Guide to the Kingdom of Rhovanion

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    Default A Guide to the Kingdom of Rhovanion

    Wilderland Rising – A Guide to the Kingdom of Rhovanion



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    Above: rallying the troops for a defense before the gates of Dale.

    Rhovanion joins the Beorning Chiefdom on the bottom rung of Northmen realms in the Dominion of Men. Both factions are relatively poor and undeveloped, and both command just 3 provinces at game start (Dorwinion has the fewest, with 2, but Dorwinion is a trade income powerhouse). But while the Beornings are at least shielded by the surrounding forests, mountains, and rivers, Rhovanion is exposed to attack from all directions.


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    Above: Rhovanion's starting position. Note your Scout agent, in position near Dorwinion (hint, hint...)


    Rhovanion's strategic vulnerability is exacerbated by its military … uniqueness. Put simply, Rhovanion's troops are not built for taking punishment in melee. Play them like a typical faction, with a battle line of infantry flanked by a few units of cav and backed by a sprinkling of missile troops, and you'll lose, or at best win a pyrrhic victory. You'll have to finesse every unit in battle to gain maximum advantage, rely on your skirmishers, and keep a tight rein on your cavalry if you hope to win with minimal losses.


    So Rhovanion is a faction for players who enjoy unpredictability on the campaign map and who prefer to experiment tactically. It's also a faction that, in my opinion, certainly deserves its “Laughing at Live Dragons” difficulty designation.


    Victory for the Kingdom means taking 20 provinces, including 3 immediately adjacent settlements that are held by independent peoples (rebels) at game start: Mid-deeping, Lith Morchant, and Braig Estolad. You have a choice, then, of how to approach your campaign as Rhovanion: grab these necessary settlements early and stay out of wars with major factions as long as possible, or push hard against your more organized neighbors from the very start.


    The latter course of action is suited to an aggressive player, and is probably the surest path to victory. If you can pull off a devastating initial attack, you can quickly gain momentum against an AI faction and secure your position. Neighboring factions at the beginning of the game can all be found to the north and east: Dale, Dorwinion, and the Dwarves. Of these, Dorwinion is the likeliest target. Their units are similar to yours, making battles a relatively straightforward affair, and with some luck you can score a knockout blow in the early years by taking their capital, Belegant. In addition to being considered a Homeland for you (making it much easier to develop), Belegant is an incredibly wealthy and productive town, and with its pre-built high timber walls it is easy to defend. Take it early, hold it, and develop it – then connect it to a trade network and watch the mirian flow.


    Even though Dorwinion's other settlement, Rathwin, is closer to you, it's worth the risk of bypassing Rathwin entirely and making straight for Belegant. Once you threaten their capital, the armies of Dorwinion will typically ignore your lands and scramble to defend Belegant, or try to take it back from you. Once you've beaten them in the field, you can take Rathwin at your leisure, or leave it as a buffer between you, Dale, and North Rhun.


    Because make no mistake – Dale is extremely likely to attack you, regardless of your diplomatic overtures. The Bardings of Dale begin the campaign at war with the Chiefdom of North Rhun, and due to their strong alliance with the Dwarves this war often lasts for some time. But they'll still find the opportunity to take a swing at other likely targets – and this means you, especially if you've extended your frontier with Dale by taking Rathwin.


    Dale's provinces count as Fiefdoms for you, making them a reasonable target, but not so attractive as Dorwinion's lands. Of course, it doesn't quite matter, since you'll need to take them anyway if (when) you end up at war with Dale. And Dale's lands offer something else for a desperate king of Rhovanion: the ability to train Retainer Longbowmen. Available at the highest-tier Military Development building (Hosting Halls), these archers out-range and out-damage your own Rhovanion Hunters – which is excellent, since ranged units will play a major role in your forces.


    As noted above, Rhovanion's military is not designed for prolonged melee. Over the ages, the people of Rhovanion have been variously conquered and enslaved; their victories have often relied upon stealth, sudden uprising, and hit-and-run tactics. The “Wilderman” bloodline that is so prevalent in your family members reflects this, granting bonuses to campaign movement speed and cavalry command. In battles, then, your units will want to wear down their opponents at range, skirmish to tire them out, spring tactical ambushes, and master the hit-and-run cavalry charge.


    It is no surprise, then, that perhaps the most important native units for Rhovanion are the Foresters and March-wardens – from the bottom and top tier MD, respectively. Foresters are skirmishers, with deadly javelins but little staying power in melee. Still, at 80 men per unit they can entangle other units at need (especially enemy riders), giving your own cavalry time to get into position for a deadly charge. The March-wardens are your war-winners. It may seem strange to say that of a relatively no-frills medium cav unit, but March-wardens are the heaviest cavalry available to Rhovanion, and they have the speed and charge to do great damage to most enemy troops – as well as the armor and defensive skill to take relatively few losses in melee. This means you can let the March-wardens fight for longer than you'd feel comfortable with your Scouts, without having to retrain them nearly as frequently.

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    Above: March-wardens strike an Easterling flank.

    The requirements for March-wardens are steep. You'll probably want to dedicate Rhovanost to training March-wardens and little else, lest you drain the population. Population loss is a huge problem for Rhovanion, since most of your troops are so fragile and will require retraining after most battles – hence the focus on ranged units and tough riders. (You will also need to invest in building lines that increase population growth, such as markets and herbalists.)


    Units of secondary importance include your basic bowmen (Hunters) and Scouts. Since it's unlikely that you'll be able to train March-wardens in great numbers until late in the campaign, you'll have to rely on Scouts for support. These riders lack a shield, and are vulnerable to arrows and... well, everything, really. Choose your charges carefully, and ensure their spears are lowered when they make contact with the foe – if not, pull them out and try again. Using your Scouts effectively is complicated by the fact that your infantry troops are not strong enough to act as a proper “anvil”. So you must get your Scouts out and around the enemy flanks quickly, so they can make their charges before your infantry starts taking heavy losses.


    Another good use for Scouts is as an anti-cavalry force. Send several Scout units to charge into enemy riders; their spears can do surprising damage, even to enemy generals. But use care when sending them after archers or skirmishers. Many ranged units in DoM are not as “soft” as you might assume, and it's difficult to pull off a really devastating charge against units that are skirmishing away from your cav.


    However you use them, you'll want plenty of Scouts in your armies (stiffened by as many March-wardens as you can afford). Aim for 6 units of Scouts or more in a stack – there's little point in bringing just 2 units to a battle, since Scouts must work in tandem to isolate and charge enemy units from multiple sides.


    Members of Rhovanion's noble houses ride into battle as well. These Rhovanion Nobles are a hybrid unit, armed with spears for the charge and javelins for ranged work. They are not as durable as some bodyguard units, so make good use of their javelins before engaging. And take careful note of your commanding general's traits, especially those that affect hit points. You don't want an Over-bold, Under the Weather general leading a glorious charge that ends in his death and the routing of your forces. If you use your general in combat, have him accompany March-wardens or other riders.


    Melee infantry for Rhovanion includes Spearmen and Axemen. I confess I have little experience with the Axemen. The Spearmen are 100 men per unit, with a nice and symmetrical upkeep of 1 mirian per man – the perfect garrison troops. They can also be of use in battle, especially as a way to occupy enemy riders or weak soldiers like the Easterling Warband, but they will take heavy losses. The Axemen are 80 men per unit – armed similarly to the Axemen of Rhun, but fewer in number, lacking the latter's Warcry ability and less sturdy in melee. Building your army around your infantry will result in heavy losses even when you win – and that requires more retraining, which drives down population levels and income.


    One exception here is the Vassal Axemen, available to you in Rhun's provinces. A copy of the Axemen of Rhun, these troops are worth considering for regular duty in your armies. While they are stronger than anything similar you can train, they are a second-tier unit for Rhun, so don't expect miracles. Still, should you find yourself advancing into the East, they are worth the infrastructure requirements.


    To see these units in action, we'll look at an example of a mid-campaign battle between Rhovanion and Rhun. The battle takes place somewhere south of the Sea of Rhun, in open and flat terrain. Such battlemaps are a mixed blessing for Rhovanion – on the one hand, open terrain is good for cav. On the other hand, your ranged troops would benefit from some hills, and your infantry might prefer the cover of woods in order to attempt an ambush or two.


    My forces in this battle consist of the following:


    -1 family member (FM), with good combat traits
    -4 March-wardens
    -4 lighter riders (a mix of Scouts and mercenary riders available in Rhovanion)
    -4 archers (a mix of mercenaries and Hunters)
    -4 Foresters
    -3 melee infantry (2 Spearmen and 1 Axemen)


    Note that the Foresters (and archers, at need) can act as melee infantry in a pinch.


    The enemy forces are predominantly melee infantry, with 8 Axemen of Rhun, 7 weaker spear units (Easterling Warband and Nomadic Watchmen levied in Khand), a unit of Easterling Skirmishers, and a couple of Eastland Raiders (light cavalry), one of which acts as captain.


    Despite having more units present, we are outnumbered in this battle.


    I deploy my troops as shown below. My archers occupy the front line, in the center. Some distance behind them is my small line of infantry. I like to leave some space for the archers to skirmish backwards without running into my own infantry, since the AI will often “test” your lines and then withdraw before committing to an attack. Giving your archers some room to skirmish allows them to make clear shots against any withdrawing foes.


    Also in the front line, on the archers' flanks, are my foot skirmishers, the Foresters. Note the considerable gap between them. This gap allows one unit to skirmish away from an approaching foe, while the other unit stays in place to continue casting javelins.


    Cavalry is deployed on each flank. Here, I have my March-wardens divided between the 2 flanks, occupying the first line of cav. Behind them are the Scouts/mercenary riders. Different deployments are possible; sometimes it's preferable to overload one wing with all of your cav. In this case, though, there is a lot of enemy infantry to deal with, and I want to be able to hit them whenever opportunity arises.


    The general is positioned in the center, with skirmish turned off and fire at will turned on. He will join up with one or other bloc of cav, as circumstances dictate. As a tough FM with some good hit-point traits, he's not afraid to get into combat, and I'll try to use him against the enemy captain.


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    The next image shows the enemy army approaching. I move my right cavalry wing outward to entice some enemy units to follow (and turn their flanks toward my archers).


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    The next shot is taken from my left-wing, looking across the line of battle. Infantry is now engaged, and my cav has been busy. Note at the top of the image, in the far distance, my Foresters skirmishing away from some enemy infantry – keeping them tired, peppered with javelins, and away from the main fight. My right cav wing, after some successful charges against enemy forces, has retreated behind my lines and joined with the left wing, which is routing some enemy units in the foreground. I'll need to quickly destroy these axemen in order to aid my infantry – in the middle distance – before they rout. At the far left, you can just make out some of the enemy captain's unit of riders. I'll dispatch some March-wardens to deal with him.


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    Below, the last fragments of the enemy battle line are routed by my massed cavalry. My infantry have taken around 50% casualties, but my March-wardens, despite a lot of fighting, have taken very few. The fight isn't quite finished, however – note the top-down map, which shows several enemy units still chasing my skirmishers. They'll make short work for my victorious riders.


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    Campaign Strategy


    If you don't want to start a war with your neighbors immediately, you need to decide which independent settlement to attack first – before those neighbors get there.


    Thrimfeld (the East Bight) is a relatively safe choice, in that it is not likely to be contested early in the game. The Beornings or Dale may take it if you dally, but if you get there first, it is unlikely they will start a war over it. Contrast this with Mid-deeping (a target for Adunabar), Lith-morchant (ditto), or Braig Estolad (Rhun). The downside is that Thrimfeld is an Outland for Rhovanion, whereas the other 3 are all Homelands. Still, to my mind it's good to establish a relatively quiet corner of your realm early on. Othewise, you may find that, in addition to being sucked into wars with Adunabar and Rhun, your northwestern borders are under pressure from other Northmen.


    The difficulty of Rhovanion's position is that threats are liable to come from 2 or 3 directions at the same time. AI factions have a way of teaming up on the player, so if you begin a war with Rhun you're soon to find Dale invading from the north. There's little to be done about this, but to some extent you can decide which enemies to pursue and which to leave for later.


    For example, Adunabar often strikes north from Mordor, taking Lith-morchant and Mid-deeping. Adunabar is a tough opponent for Rhovanion, since their troops are not likely to wilt under missile fire or cav charges – so you don't want them getting too big. Alliances with Rohan and the Reunited Kingdom should be easy to obtain, and together you can begin to squeeze the Cult. After taking Mid-deeping and one or 2 other settlements from them, you may be able to force Adunabar to accept a ceasefire and trade rights – which is good, because by this time it's likely another faction has started a war with you.


    It's possible to have a short-term war with Adunabar because their central location makes them susceptible to a lot of attention from other factions, and this in turn makes them likely to want peace. Compare this situation to Rhun. Rhun seems like a natural foe for Rhovanion (and it's likely you'll war with them eventually), but their position in the East is quite secure. Rhun begins allied with Khand, and they are not guaranteed to pick a fight with Adunabar. That leaves North Rhun and Dorwinion for them to fight, but both of those factions are often already pressured by Dale (or you). So if you begin a war with Rhun, chances are good that the Easterlings will have lots of land and few foes – a perfect recipe for a long, drawn-out war. And that's exactly what you want to avoid in the early game.


    So, save war for Rhun until it's inevitable. Instead, choose the more profitable route for initial expansion: north.


    Dale is a good target for an early war for several reasons. They're Northmen like you, so the populace of any captured towns is likely to be well-disposed to your conqueror's tread. They're bigger than you, but not unmanageably so. Their lands are well-defended, surrounded by mountains, forests, and rivers that you can easily hold against other foes.


    And they're really rich.


    Of course, thanks to their strong alliance, going to war with Dale means going to war with the Dwarves. Most of the time, though, this is just a formality. The Dwarves will hardly ever venture out from their mountain holds to attack you, with 2 big exceptions. If you send troops into their territory, expect the Dwarves to attack. And if you besiege the city of Dale, a Dwarven host from Erebor may well attack your forces.


    A more common concern is bribery. The Dwarves will use their wealth to snap up any armies or towns of yours they can. The best defense against this is agents of your own. Keep an Emissary (or Scout, if you can) in every town, and use agents to escort troops as you send them back and forth across your land.


    You may consider taking the fight to the Dwarves yourself. For the most part, this is a very bad idea. The Dwarves have nothing to do but train lots of astoundingly well-armed fighters and make money. But the Dwarf-hold of Narag-zigil is right next to your homelands. You may think that bringing it under your rule would be nice – after all, you're not even benefiting from the trade to be had if you're at war. Well, it's your funeral...


    Actually, you may be able to pull it off. Narag-zigil is isolated from the rest of the Dwarven Kingdom. If you're lucky, they will have trained some troops and sent them on patrol, leaving the settlement itself relatively ungarrisoned. Bring a full stack, including a lot of Foresters and March-wardens, and hope you can assault before any reinforcements show up. If you can capture the walls and rain down javelins, then you may see some success with repeated cav charges. Even so, prepare to take tremendous losses.


    The rewards for taking Narag-zigil are worth considering this bold move, if you can spare the troops. Even with a tiny population, it yields incredible trade riches, augmented by two vast Dwarf-hoards – which you can sell off for 20,000 mirian each if you desperately need the funds. And the walls are strong enough to withstand a huge assault … maybe even the assault of that Dwarven army you bypassed on your way in …


    Gaining new territory can be difficult for Rhovanion, since your army is not designed for assaulting fortifications. You may prefer to besiege a settlement and then wait for the enemy to send out a reinforcing army to attack you. This turns the battle into a defensive one, and, if you kill the besieged captain plus most of his forces, you may get the town without having to go over the walls.


    Another trick is to look for opportunities on the campaign map. It's rare that the AI will leave a town entirely ungarrisoned, but sometimes you'll see an AI army standing adjacent to a settlement that you'd like to capture:


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    If you play this right, you can get the town without ever having to lay siege. Attack the army outside, and the town's garrison will show up as reinforcements. If you win the battle – and kill every foe – you can walk into the town unopposed. It's not enough simply to destroy the garrison force here; since you're not besieging, if some routers from either army are allowed to escape the field, they will retreat to the town, forcing you to settle in for a siege.


    The late campaign offers some unique challenges. By this time the northern parts of your realm are likely secure, but you may be busy fighting a vast Easterling chiefdom and just need a few more settlements for victory. Keep an eye on events in the south and west. You probably haven't been able to influence any wars south of Mordor or west of the Misty Mountains, and around this time you may begin to see a conquering Harad or Dunland approach your borders. War with another giant, rich faction can set you back several years. So be sure to move on the campaign map the same way you do in battle: quick, decisive strikes. Snap up any likely settlements to get to your 20 before these behemoths decide to plow into your lands, and claim your Rhovanion victory.


    Rhovanion is a lot like Harondor in its reliance on cavalry and skirmishers. Where it differs is in the openness of its strategic options. The flip side of not being hemmed in by sea, rivers, and mountains is that there is a great deal of variety in how any given Rhovanion campaign may play out. Make a false move, and your new kingdom will vanish as surely as did the ancient realm of Vidugavia. But strike boldly and feint when necessary, and you may establish for yourself a lasting dynasty in the wide, wild lands beyond the Greenwood.
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  2. #2
    MasterOfNone's Avatar RTW Modder 2004-2015
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    Default Re: A Guide to the Kingdom of Rhovanion

    Superb stuff, as always! Maybe mention that Rhovanion, like Harondor, has a choice of alignment buildings? And farms are always good for population growth (not so sure about markets!)
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  3. #3

    Default Re: A Guide to the Kingdom of Rhovanion

    Ah, yes, forgot the alignment thing! Will add.

    Not all tiers of farms add to pop growth, but I'm pretty sure all tiers of markets do.
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  4. #4
    Beorn's Avatar Praepositus
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    Default Re: A Guide to the Kingdom of Rhovanion

    All tiers of markets do, but that's their only worth imo. The financial benefits of Farming are much greater.

    Great guide! Having spent>80% of my game time with Rhovanion, I have to agree that 2 are the most important principles of your campaign: Capture Belegant as soon as possible, train skirmishers, archers and Marchwardens. Belegant gives you the much-needed money to develop your poor lands while being highly defensible, and I find Scouts & Spearmen good only for catching routed enemies and fodder respectively. Your Axemen are passable, but even T2 enemy units will give them fits. Foresters are almost as meh as the Spearmen are in meele but they can use javelins well, so they became my standard garrison and Middle Earth version of Peltastae.

    Avoid your Homeland settlements South and West of you at the beginning, or else Rhun and Adunabar will swallow you very soon; It pays keeping a strong garisson in Ereb Gobel too, AI Dale often picks whether to attack you or Rathwin based on garrison size. If you can't avoid early wars vs Dale, capture their Southernmost settlement and keep a strong garisson there, it has Wooden Walls and is a great spot to let the Blue Waves crash until you are able to push further north.

  5. #5

    Default Re: A Guide to the Kingdom of Rhovanion

    With the worst roster and the worst economy in the mod, plus an awful starting location, this faction is definitely a great choice for those particular players who always complain about the game being too easy, or those who get bored playing Hayasdan on VH in Europa Barbarorum.


    Quote Originally Posted by Beorn View Post
    Avoid your Homeland settlements South and West of you at the beginning, or else Rhun and Adunabar will swallow you very soon;
    The three rebel provinces to the West and SW don't have any trade resources either, so they have a very weak economy. Mid-deeping is the worst as it doesn't even have farming. Lathron might be a good target eventually. It doesn't have an economy either, but a wonder and a relatively secure location.

  6. #6

    Default Re: A Guide to the Kingdom of Rhovanion

    I kept thinking I would take Lathron eventually, but never got around to it in my latest campaign - I never felt like I could safely leave Mid-deeping alone, once I took it. And I felt forced to take Mid-deeping more for strategic reasons than anything, since Adunabar would have had easy access to my homelands. (This campaign saw Adun. conquer up the Anduin to Feorfeld and Langwyke, and strike west over the Undeeps into Rohan's territory. Lathron was actually a pretty strongly-held region for them; at the end of the campaign I counted at least a stack and a half hanging around there) But it would have been a nice, defensible position. And I always forget about the Wonder aspect too, despite the Argonath being right there on the map
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  7. #7

    Default Re: A Guide to the Kingdom of Rhovanion

    I tried two different early game approaches, one was taking Belegant first, the other one Burne. While it is possible to take Belegant very early, there are some advantages to wait a bit.
    -Dorwinion is the lesser threat and can serve as a reliable medium-to-long-term ally, depending on how long they survive. If they take the island settlement of Hithe they have a good chance for long-term survival. They will block easterling advances for a while and upgrade Belegant with level 4 markets and farms, which you won't get otherwise
    -Dale will attack you anyway, while Dorwinion doesn't necessarily. Posing strong in the north is a really good advice. This seems to often result in a favorable chain reaction. Dorwinion will go for North-Rhun, while Dale likely goes for Dorwinion. North Rhun, being under pressure from Dale and Dorwinion will lack time and resources to take their eastern homeland rebel settlements, which will cause Rhun to direct more troops towards the north instead of west, increasing the likelihood that Adunabar takes southern and eastern Rhovanion which can give you a more quiet time in the south for a while, as Adunabar is busy with other wars and Rhovanion is not a prime target on their list.
    -making a move towards Dorwinion first increases the likelihood that Dale takes you as the jucier target. I personally prefer to fight against Dale together with Dorwinion and North Rhun, than to possibly have all of them as enemies very early in the game.

    With regards to timing, I found it useful to have a few quiet buildup and recruitment years first, while keeping the main strength of the army in striking distance to Burne. Once Dale had taken Rathwin, I got an alliance with Dorwinion and let them pay me for attacking Dale. The AI really doesn't like to have disconnected territories and taking Burne from Dale will disconnect Rathwin from their main area. They seem to be more defensive in single disconnected areas and left their two full stacks mostly in Upper Dorwinion without threatening me.
    Eodor is less well developed, but relatively easy to take. I took it a few times and gifted it to North Rhun. It's good to keep Dale busy fighting other factions. The biggest early game challenge was taking the City of Dale itself. One full stack including March Wardens and Ranger mercenaries (to deal with the hearthmen) was sufficient, but there was some risk attached to the move. One full stack could be wiped out in an ambush, a second one during the siege of Dale in a bridge battle. Their third full stack would have been too much, so I blocked it with small stacks and took the city before it could attack me. After Dale was taken, things got much easier, though expansion is still slower than with other factions due to the nature of the units.

    A note on Thrimfeld: Due to the inevitability of a war with Dale there seems to be quite a chance that their ally the Beornings send an expedition into your lands. In my campaigns they moved towards Thrimfeld and Northern Rhovanion with three full stacks. Thrimfeld as an outland without walls is not the most attractive expansion choice and will only give lowest tier factional units and woodmen axes. No need to own the settlement for the ranger mercs either, as you can always sneak over the border and recruit some. What I find really useful is to give Thrimfeld and Holt to the Elves, in case the Beornings are a source of instability. For the wood resource, Heorth in the north is a better choice, since it counts as a fiefdom and will be much quicker built up.

    I'm curious about strategies to go towards the south first. I thought one possible way to pull that off is to gift northern Rhovanion to Dorwinion, so Dale is blocked for a while. What always keeps me from taking the independent settlements first is their undevelopedness, especially the lack of walls. Playing Dorwinion this wouldn't matter that much as their infantry is strong, but holding an unwalled settlement with Rhovanion is quite a task I'd say. Did anyone try successfully?

  8. #8

    Default Re: A Guide to the Kingdom of Rhovanion

    Great points!

    I haven't tried the South-first strategy with Rhovanion. Closest I've tried is to target the Brown Lands first, but that ended in disaster. I didn't do any diplomatic prep-work, so there were the predictable results: Dale attacking early, Rhun showing up, etc.

    I've never blitzed Dorwinion either, but you make a good case against it. Dale is definitely the bigger threat, and though formidable, Dorwinion's infantry can be dealt with by your javelins. (Their BG is also quite a bit easier for you to deal with in the newest version.) So they can get a little bigger without much problem.

    I'd say one of Rhovanion's biggest problems is distance. Distance is what makes Dale and Rhun big problems (their power centers are out of reach for you to strike while still somewhat defending your homelands) and Dorwinion less of a danger (because it's closer).

    That's why Thrimfeld has always seemed like the easiest first target. You are right that it can invite Beorning conflict, but I've been able to avoid that in the past either by luck or keeping a deterring force (which isn't such a hardship, since the next target - Burne - is right nearby). I usually don't like to start wars myself, although in Rhovanion's case there's a very good argument to be made for hitting Burne: I don't think I've ever had a campaign where Dale didn't attack me from that direction.
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  9. #9
    webba84's Avatar Artifex
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    Default Re: A Guide to the Kingdom of Rhovanion

    Bear in mind that I have yet to successfully complete a Rhovanion campaign yet, but if I were to attempt a 'south-first' strategy it would still begin with an attack north - sharing a border with Dale is just too much of a danger.

    Rather than gifting away northern Rhovanion to Dorwinion, which both weakens you and strengthens a rival, I would aim to take Burne and gift it to the Elves as soon as possible. That weakens Dale, secures your northern border (can also take and gift Holt as well if you want to make extra sure), and since you no longer share a border probably you can get peace with Dale and the Dwarves again almost immediately (will need 2 diplomats).

    You should be able to get all that out of the way in the first few turns, and then turn your attentions fully south.
    Last edited by webba84; January 30, 2017 at 07:14 AM.

  10. #10

    Default Re: A Guide to the Kingdom of Rhovanion

    I think Burne to the Elves could work for a south first strategy. Good point there! The painful part would be missing out on those Retainer Longbowmen still, which might be less of an issue against Rhun with their low-range missile units, but more so against Dunedainic factions. Probably south first will still be super hard, even if Dale is kept away. Not sure if I'll ever try, especially because it's hard to find any spearmen that are of higher quality than lowest tier (Southron Mercenary Spears would be the only theoretically available tier 2 spearmen for Rhovanion, afaik) to have a bit of a human wall in those unwalled areas.
    The most promising way seems to me to aggressively move south-east towards Tham, which can be easily defended using a combination of mercenary slingers and Easterling levies. All in all, this could be a more challenging, but doable approach to playing Rhovanion.. Going south-west first seems almost impossible to me. What could be interesting though is to emphasize the barbarian side of Rhovanion more and hit Rohan unexpectedly in the Wold and get horse archers early. Either way, the next walled settlement towards the south will be an outland and it will take a long time to develop, so hitting Dale and/or Dorwinion first will always be more profitable.

    I also have to admit that I never finished a Rhovanion campaign, but this one looks very good now. Holding my Rhovanion area starting settlements, Dorwinion, and Dale (except Framsburg, which I'm besieging constantly, trying to get a protectorate). Rhun is a threat, but perfecly under control. Border garrisons are strong enough to send anything home.These siege defenses are a bit tiring though, but the stage is almost set to strike back towards the east. My strategy worked well in the way that I almost didn't have overlap between fighting Dale and Rhun and now with 100k in the bank and a powerful area under control it doesn't look like any faction could keep me from reaching victory conditions.

    My motivation to continue are the two following super elite Rhovanion army compositions that I imagine to have in the future of the campaign.
    The all-cavalry deathstack:
    - 1-4 Generals
    - 4 March Wardens
    - 4 light cavalry (Rhovanion, Rohan, or Easterling versions)
    - 8-10 Retainer Scouts
    --> a bit heavier on jav throwing generals against well armored Dunedainic factions, and some more horse archers against the rest

    and the elite conquest army
    - 1-2 Generals
    - 2-4 Vassal Axemen (alternatively Black Shields or Gondor Mercs)
    - 2-4 Rangers
    - 1-2 Variag Mercs
    - 2 Dale Longbowmen Mercs
    - 4 Retainer Longbowmen
    - 2 March Wardens
    - 2 light cavalry (again either Rhovanion, Rohan, or Easterling versions)
    --> in the west more rangers and swordmen mercs instead of Vassal Axemen.

  11. #11

    Default Re: A Guide to the Kingdom of Rhovanion

    I've never taken Rohan as Rhovanion. Integrating those Retainer Scouts into your armies does sound tempting!

    As for the wall-less nature of those southern settlements, you might have to rely on field armies for your defense. Probably a bit more expensive (and risky) than having garrisons you can be confident in, but on the other hand never getting besieged is good for your economy. You'd want 3 armies, I think: 1 to play defense/dissuade in the north; 1 to push south east vs Rhun; and 1 to push/defend SW vs Adun. Might not be able to afford enough to pull it off.
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  12. #12

    Default Re: A Guide to the Kingdom of Rhovanion

    Yeah, price and populaton are the main issues with three armies. That seems almost impossible. To save one army, the non-chosen direction could be blocked by the Elves again, by either gifting them Mid-Deeping and Ost-in-Agarlad in the west or Erebost in the east, so the unwalled homelands could be developed with less trouble. Almost getting tempted to try something in that direction.

  13. #13

    Default Re: A Guide to the Kingdom of Rhovanion

    I wonder if it's possible to get Dorwinion as a protectorate early? Then you could use them instead of the Elves.
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  14. #14
    Beorn's Avatar Praepositus
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    Default Re: A Guide to the Kingdom of Rhovanion

    I always striked South at first as Rhovanion, and, while I haven't completed a campaign too, I have reached the point where you aren't especially threatened by anyone.

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