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Thread: A Guide to the Chiefdom of Dunland

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    Default A Guide to the Chiefdom of Dunland

    Wolves in the Woods: A Guide to the Chiefdom of Dunland




    Despite a central starting position and the proximity of 2 strong foes, Dunland is probably the easiest of the 4 “barbarian” culture factions in the Dominion of Men (the other 3 being Khand, Rhun, and North Rhun). This is because there is little ambiguity about diplomacy or strategy: you will be at war with Rohan and the Reunited Kingdom, probably through the entire campaign.


    Goals for the Chiefdom are relatively straightforward: take 25 settlements, including Edoras and the Hornburg. Following the most intuitive path (attacking Rohan early, and fighting the Reunited Kingdom in the mid to late game) will lead to great wealth for your people, and ultimately victory.


    Dunland's starting provinces are a disparate lot, but they benefit from the high population growth common to barbarian factions. This is a very good thing, since it means you can recruit more or less constantly – which you'll need to. Your troops are fierce and dangerous, but they die in alarming numbers in battle, meaning you'll want to be training – and retraining – often.

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    The three core settlements for Dunland are Dunhold (your capital), Dunchrioch, and Dunfreca. These will be your major troop recruitment centers, so don't stunt their growth with overly high taxes, and get to work improving military development here. You also begin in possession of the fortress of Dol Baran (just south of Orthanc) and Anghal, an unassuming province in the western lowlands that can become a wealthy trade center.


    As a major faction, Dunland can build Specialization Buildings in its most developed settlements. Some of these are, in effect, mutually exclusive. For example, the Hillmen Fort and Pikemen Training Grounds allow Dunland to train Hillmen and Elite Pikemen, respectively. But if the faction has converted to the Shadow Cult, these SBs will provide no benefit, and simply continue to drain your treasury due to their hefty upkeep costs. You may want to tear these down and replace them with the Cult-related SBs if you have converted.


    I like to aim for the Hillmen Fort in Dunhold, and the Sheep Trader in Anghal. Dunfada may be a good option for a Sheep Trader as well, since it is a Chief City and therefore can build all buildings without policy restriction. That means you can build a Great Market *and* your highest-tier military development, allowing you access to the Riders of the Isenmarch and Isenmarch Guard (a trainable bodyguard unit), both of which are only available here. Therefore, making Dunfada a dedicated cav province probably makes the most sense.


    Pikemen Training Grounds can be built in Dunchrioch, with its proximity to Rohan. While your Tribal Pikes are good against cavalry, they are extremely vulnerable to missiles and will take heavy losses in melee; Elite Pikemen are more defensive in nature and will hold out longer in battle.


    Dunland can also build Hunting Parties anywhere you have Mustering Fields and a Financial or Open Policy. Something of an in-between option, Hunting Parties grant increased experience for your skirmishers and light cavalry, as well as a bonus in trade. This is perhaps a good choice for a settlement with some trade potential but no livestock resource, such as Lond Daer.


    Finally, Dunland can build 2 Cultic SBs: a Cultic Temple City and Cultic Scions of Dunland. The former can help maintain order in an especially unruly settlement, while the latter allows recruitment of well-armed Cultic swordsmen and riders (provided you have converted to the Cult).


    So, about that. Dunland is one of a few factions that can choose to convert to the Shadow Cult (it begans as a “Ways of Darkness” faction). Doing this requires that you build Cultic shrines and temples in a majority of your settlements. Initially this seems like a daunting task, but it is made easier by taking Edoras: conquering this important settlement of your hated foes stirs the Cultic element of your population, adding a 10% bonus to Cultic conversion in all of your settlements. Since this bonus is added as a "building" effect, it will instantly turn any forts (which cannot build alignment-related buildings) to the Cult, and make it easier for you to convert other places.


    Converting is not a permanent choice, but it does require some investment and planning. Conversion to the Cult brings new recruitment options: you lose the ability to train some high-tier troops from your Homelands (Tribal Pikes, Wolfhunters, and Axes of the Wolf, as well as Dunlending Hillmen and Dunlendish Elite Pikemen), which are replaced by heavily-armed Spears of the Shadow and Axes of the Shadow; and you may also train Orcs (but not Uruks, Trolls, or Wargs) in the Misty Mountains Hold or any other Orc-holds you may possess. Cultic conversion also changes your recruitment options in Fiefdoms and Outlands, replacing any local levies with the no-frills Underling Footmen (a spear unit) and Underling Horsemen, and removing your ability to recruit any Assimilation Units (such as Vassal Riders, a copy of Rohan's spear-throwing riders).


    But should you convert? The decision depends largely on your preferred playstyle. Dunland's native troops are poorly armed compared to the disciplined Cultic soldiers, but they offer some great abilities (throwing spears, anti-cav bonuses, fear effect, armor piercing). To a lesser degree, your pattern of conquest may also play a role. If you have pushed far into the east or north, into Adunabar's initial holdings, you will find a large Cultic population that will be difficult to turn to the Ways of Darkness.


    Personally, I prefer Dunland's native troops. They are cheap and plentiful, and there is a great satisfaction that comes from winning a battle against a superior force with your fur-clad hillmen and tribals. Unless you have started converting your cities very early, you may find it takes a while to switch over to the Cult, during which time you have likely fought many battles and become familiar with Dunland's native style of fighting anyway. On a first-time playthrough, I'd recommend sticking with Ways of Darkness.


    We'll examine Dunland's native roster below.



    Hillmen and Hunters - warriors of Dunland



    The first thing you'll notice about Dunland's troops is that many units carry a throwing spear in addition to a melee weapon. Your most basic soldiers, Tribal Spears and Huntsmen, follow this pattern. The Spears make good garrison soldiers, and can also be used as second-line troops or flankers at need. They will crumple under a direct charge by Rohan's heavy riders, but so will most of your troops; better that the Spears take it than your Hillmen. The Huntsmen are skirmishers - something of a redundancy for Dunland. You can augment their experience by building a Hunting Parties SB, but even so you'll want to use these men just occasionally.


    Dunland's Bowmen comprise its sole archer unit. Very handy troops. With most factions, you don't want to engage in any kind of "archer duel," but with Dunland, you generally lack the cavalry to take out enemy bowmen. Your only option is to target enemy archers with your own, or let your fragile troops get shot to pieces. So send your Bowmen out ahead of your army if the enemy is bringing bows of his own, and try not to feel too bad as they get shot down - remember, it's them or your Hillmen, or Wolfhunters, or Pikes.


    Your Horsemen are mounted skirmishers. They come into their own against the foot-bound armies of the Reunited Kingdom. A few units of Horsemen in your army can rush ahead to distract and wear down a few units of heavy infantry. At need, they can also charge into an engaged foe, but it's best to use these riders to chase routing troops and keep them out of melee.


    Many Dunlendings have taken to the axe, and your Axemen will make up a solid component of your early armies. Ensure they have Fire At Will turned on, and remember that they can Warcry just before melee to increase their attack. They are more reliable and effective in melee than your Tribal Spears, and work very well on the flanks or just behind a line of pikes.


    Tribal Pikes (and Elite Pikemen) are your weapons against Rohan and any nation that fields cavalry. That includes the Reunited Kingdom, whose family members ride to war. Pikes are not necessary when fighting Tharbad, however, since that faction can only train limited riders. And in general, even against Rohan you are unlikely to need more than a few units of pikes - 4 is a reasonable number. I like to deploy those that I have in the front and center, with some in reserve to target flanking cavalry.


    Dunland is one of only 2 factions that can train War-hounds regularly (the other is the Beornings). Their greatest assets are their fear effect and their ability to tie up foes. A well-timed unleashing of your War-dogs can stop a charge cold, and help accelerate a rout. One unit per army is plenty.


    Wolfhunters are one of Dunland's signature unit. Their throwing spears, big attack, and fear effect make them a great unit in any army. Keep them back from the front line where they can safely throw and then Warcry before engaging, preferably from the flanks.


    Hillmen, trained at a Hillmen Fort, also have the fear advantage and Warcry, but lack throwing spears. They make up for this with the armor-crushing force of their crude maces, and to some extent with their shields, which offer slightly better defense. I typically deploy them on the flanks of a line of pikes or Axemen, at or near the front line, and send them against heavily armed foes.


    Axes of the Wolf are another top-tier native Dunlending troop. Warcry and armor-piercing axes, but no fear effect or throwing spears. Send them to hack down the enemy general or other tough soldiers.


    In Dunfreca, 2 unique riders can be trained: Riders of the Isenmarch and the bodyguard unit Isenmarch Guard. The former are your best cavalry, able to engage with the riders of other nations and to charge effectively into enemy infantry. They are well worth the cost and training time. Isenmarch Guard are axe-armed riders, and are mostly useful for giving your general some mobility on the battlefield. Your Chieftain's Guard - Dunland's basic bodyguard unit - are infantry, and, though strong, they can be vulnerable in melee (not least because of the potential for a friendly fire disaster, given all the throwing spears your troops carry).


    In battle, then, Dunland's strengths are fear and attack. Rarely do you want to set up a shield wall and grind away in melee; you want your troops moving - skirmishing, Warcrying, charging, flanking.


    On defense, of course, you'll want the foe to come to you - especially if you've set up on a nice hill. But when the enemy arrives, be aggressive with charging and flanking. You'll be surprised how effective your morale-damaging units can be, especially when they've decimated a foe with throwing spears, killed even more in a downhill charge, and outflanked the enemy with blood-daubed Wolfhunters.

    Below are a few shots from an early battle with Rohan. Dunland is defending; Rohan has attacked with 4 separate armies. I deploy my troops at the forest's edge, to take advantage of tactical ambushes (and the morale penalty inflicted on foes who see your units emerging from hiding). My pikes are just behind the first line of Tribal Spears and Axemen; Bowmen are at the very front. 4 Wolfhunters and a single unit of Hillmen take the flanks, with my general (on foot) and a unit of Isenmarch Riders to the rear:

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    The enemy sends its cavalry first - Riders of the Mark. My skirmishers will bear the brunt of the charge unfortunately:

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    But my pikes and other infantry surround the cav and quickly rout them:

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    Rohan sends in infantry to follow up; they too are soon dealt with:

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    With the first army routed, my forces re-form and await the approach of Rohan's other troops:

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    Not the prettiest victory, but meeting riders head-on in the field is generally a losing proposition for Dunland. With these soldiers defeated, my army is free to move on Edoras.




    Campaign Strategy


    Dunland's starting position offers early opportunities and threats. Your only ally initially is Adunabar, with its nearest possessions to your north, across Tharbad's territory. Suitable allies for you may include Harad and Rhun, and perhaps Dale, which sometimes allies with Adunabar as well. Tharbad is amenable to trade, but would make an untrustworthy ally (and often ends up warring with Adunabar). Overall, the prime value in alliances for Dunland is the Authority boost they offer to your High Chieftain. No ally of yours will be in a position to actively aid you.


    The most immediate concern is your prime enemy Rohan, to the east. Fortunately, the presence of mountains, a river, and the fort of Dol Baran make defending your lands against the Rohirrim a straightforward affair. In fact, Rohan's tendency to get drawn into wars along with its ally the Reunited Kingdom can make it easy for you to seize the initiative and aim for your best first target: Hornburg.


    In the early turns, you can assemble troops and send them to gather near Dol Baran under a decent captain, such as your heir. If possible, lure the Rohirrim to attack you - preferably by taking your large army and parking it on a mountainside in their territory. If Rohan doesn't take the bait, lay siege. You don't want to actually storm the walls of the Hornburg, but wait for a sally or counterattack.


    Early battles against Rohan can be difficult, as their heavy cavalry can ride over most of your troops at will. At this stage you won't have access to Elite Pikemen, so keep your Tribal Pikes in reserve (to avoid losses to arrows) and send them to attack strong enemy riders after melee begins. Swarming tactics and good timing will have to carry the day.


    With Hornburg taken, you have essentially secured your eastern flank. Expect Rohan to send armies more or less continually to attempt to retake it. But their cavalry is useless against walls, so if you can destroy their siege equipment you've won. Keep training warriors to replace your Hornburg garrison - especially Bowmen and Axemen - and turn your attention to other fronts.


    It can be tempting to push on into Rohan and end the threat for good, but Rohan is only one threat. The Reunited Kingdom, if left unchecked, can cause problems on your southern front, and their troops are arguably more dangerous than Rohan's. So take advantage of that stack sitting outside Erindol, and take that rebel settlement before the RK gets there. When you're ready, follow through with a larger army and take Thoronburg Keep. The Keep will secure the only pass through the White Mountains, and serve as a target for the RK just as Hornburg does for Rohan.


    You may consider pushing further, into Gondor proper. Thoronburg Keep guards the only pass through the White Mountains, but there is a long route around it as well. To that end, capturing the poorly developed province of Andrast and then moving into western Gondor can keep the RK from troubling your homelands.


    A notable independent settlement lies just northeast of Dunhold. This is the Misty Mountains Hold, initially held by Orcs. I typically ignore this hold until I'm near the end of the campaign or if I know I'll be turning Cultic, since this is the only nearby place to train Orcs. A Troll-hoard here offers some financial benefit, but after you have secured Hornburg and pushed far enough into Rohan to stop the near-constant sieges, you will be making more than enough money for your unsophisticated troops.


    To the west of your starting position lie a couple of (Mannish) independent settlements. These settlements are considered Homelands for you; if you don't take them, Tharbad might. In an ideal scenario, Tharbad gets involved in a war with Adunabar, and leaves you alone. In a less-than-ideal scenario, Tharbad decides you are a good target for expansion. It's worth keeping some troops around your homelands for such an occasion, and to deter any sudden aggression from your northern neighbor.


    Or, you can decide to be the aggressor yourself. Destroying Rohan seems like a reasonable thing to do as Dunland, but Rohan's provinces are all Outlands for you, meaning they will take a lot of money and time to develop. Tharbad's settlements are much easier to incorporate into your growing Chiefdom, and offer some good plunder and wealth through trade.


    Fighting Tharbad is like fighting a weaker Reunited Kingdom. They train mostly infantry, with a good proportion of archers. AI Tharbad also tends to build Ballistas, which can be a problem for you. The solution to that problem is an all-out barbarian charge straight at the enemy. Tharbad's troops may look disciplined and daunting on paper, but they don't stand up for long against a howling horde of Dunlendings.


    I like to roll up Tharbad from west to east, taking Lond Daer with one stack and then moving that army toward Tharbad itself while another stack deals with Greyholm and any roaming armies. Here again, Dunland's cheap unit upkeep costs allow you to overwhelm your foes and generate armies very quickly. Once you have taken Tharbad, you'll be able to defend it with your victorious forces (and, because you're so close to your core settlements, you can retrain your losses at speed).


    Before striking Tharbad, you may want to secure more of Rohan. Edoras is required for victory, and it may take a couple of tries to take. The terrain around Rohan's capital is flat and open: favorable for the cavalry that Rohan will field against you. Expect to take high losses in any open field battles, and bring a couple of armies accordingly. But once Edoras is taken, the fight is typically out of Rohan. You can use the excellent roads in the region to speed your armies to Aldburg and toward the Wold, at which point you can claim victory.




    Dunland seems like an underdog. It is the only barbarian faction and the only Darkness-aligned faction in the area; its soldiers are poorly armed compared to all of its neighbors; it has two nearby foes and just one distant ally. But Dunland's versatile units and build options can see it to success against some of the mightiest realms in Middle-earth.
    Last edited by webba84; January 29, 2016 at 11:43 AM.
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  2. #2
    webba84's Avatar Artifex
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    Default Re: A Guide to the Chiefdom of Dunland

    Great read, as always!

  3. #3

    Default Re: A Guide to the Chiefdom of Dunland

    Quote Originally Posted by CountMRVHS View Post
    Dunland seems like an underdog. It is the only barbarian faction and the only Darkness-aligned faction in the area; its soldiers are poorly armed compared to all of its neighbors; it has two nearby foes and just one distant ally. But Dunland's versatile units and build options can see it to success against some of the mightiest realms in Middle-earth.
    I think its two main disadvantages are a weak tech tree (despite SBs) and, on the tactical map, vulnerability to missiles (except for the Cultic troops, but then again I'd only play Dunland with its native roster). The building tree is the weakest of all major factions (Rhûn at least gets better markets). Love the special units though.
    IMO they are remarkably similar to the Suebi in Europa Barbarorum, especially regarding their roster.

  4. #4

    Default Re: A Guide to the Chiefdom of Dunland

    To some degree, I think the starting position makes up for tech tree weaknesses. (It could also be that I've been playing minor factions a lot lately, so having SBs to think about seems all sophisticated!)

    Orcs are cool, but I just don't have the heart to say goodbye to the Wolfhunters, Hillmen, et al. Course, you can switch back again; have your cake & eat it too. Seems somewhat shady, though.
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  5. #5
    demagogos nicator's Avatar Domesticus
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    Default Re: A Guide to the Chiefdom of Dunland

    Great guide. I will be handy when I will try my first Dunland campaign.

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