I started playing TATW 3.2 and decidedto play Dale. I can only play the “good” side as I am too heavilyinvested in them since reading the Hobbit at age 11. I realise youcan get a lot of fun from channelling Sauron but it's not for me. TATW is marvellous adaptation and a full game in the Total War canonin its own right. I doff my rustic hobbity cap to you, gamedevelopers!
I chose Dale as it seemed a bit remotefrom the main action. I previously played V.2 once and gave up whenI got Legolas and most of the elves killed.
This is how I grew Dale from Financialand Production position No. 13 to number 1 in both in about 100turns.
Grand Strategy
I am firmly in the “Money is the "sinews of war” camp. So most of my Total War games are like this:
1. Build a massive economy
2. Brutal imperialism, with a side helping of brutal imperialism.
It'sa game of two halves. The first part I stay meek as a mouse and try not to offend anyone till I have the financial muscle to build powerful armies, then I rampage around. I'm not going to recapitulate the many excellent strategy guides available, just highlight a fewmethods and tactics I used. Currently I am at Turn 185, I own Rhun,and am bashing Mordor, Gundabad, and have a truce with the OoMM. I have about 7 full-stack armies plus other forces.
I guess this is a form of aggressive turtling, turtles with go-faster stripes if you like.
Economy
I concentrated on building up my developed towns, especially Esgaroth and Dale. I turned up the taxes to Very High. You can do this. Although it slows growth, I think the financial trade off is worthit. When your governor is in a city that completes an economic building you get higher “taxman” traits. When you get the topone (25%) if the city has a basic income of 2000 gp/turn, that would be an extra 50K in income over 100 turns. Although you may beteetering on the edge of riots at public order of 70% and a red face,you can keep them from tipping over. If you reduce the taxes to Highfor a few turns then you can put them up again or build public order enhancing buildings like town halls.
I built roads, economicbuildings, farms, town halls, etc, then later ports, rather than military ones (except where necessary).
Expansion
As the Dwarves (allies) are protecting the northern flank. I opted to expand south. Olduvan castle is an obvious major strongpoint and jumping-off point for attacking Rhun. I don't think you have any option but to fight the most powerful economy at the start of the game. I never managed to negotiate a truce with them, so I gave up and decided to smash them.
Around Turn 75 I moved my capital t Dorwinion, after the area was secured. This was an excellent move,as it doubled my net income from 5.5K to 11,000 gp a turn.
Strategy
It was aterrible grind until I could support two decent armies and attack Rhun in both North and South pincers. I had built a port in Dorwinion, under the impression that I would then be able to launch an amphibious assault across the Sea of Rhun but this was not so, you can't build ships there. Though ports are worth it for the trade.
At one point I saw I had fought 97battles, with 5 losses. As I had around half a dozen clashes with bandits, that means that I had beaten Rhun 85 times, with only at most two 15 unit armies. As I soon got sick of defeating an army,then getting it ransomed and having to fight it again, I started mypolicy of executing all prisoners. It's hard but fair.
The Dwarves had captured Kugavod. I looked at the terrain. Just East o f the city is a brilliant choke point: a bridge in a wood. Any human player could defend it till Mt Doom freezes over with a handful of doughty dwarves. I thought that flank was secure. In any case I didn't have enough troops to send a force to hold the bridge.
Of course the computer couldn't hold it for toffee. During the mid game, I had basically one army fighting around Olduvan, while Rhun forces kept capturing Dorwinion and breaking through towards Grasgard. The dwarven army which waswandering around there with its military access did nothing to assist. I asked them for help against Rhun. Nowt. While I do like to encourage Dwarven tourism, I don't think they were earning their pay.
As my economy strengthened I could send a northern army to secure the North East and recapture Kugavod (I didn't give it back to the dwarves because they'd just lose it again and it is a gold mine – turns over 3.5K a turn). The southernpincer captured Burgh Emmerwhatsit, then I had a river line to defend. Although I didn't realise there was another Rhun town –Rhunen south near Mordor, I could then build forces and send them into Rhun's heartland from North and South and I destroyed them around T110 ish. The slow but painful task of turning them into “my”cities is continuing, but as they have gold mines, the income islarge, espcially if you continue the policy of maximising economically productive buildings. I destroy most inns, etc immediately as they encourage drunken traits in your governor.
Diplomacy
Normally in TW games I cleave to the Genghis Khan/Donald Rumsfeld view of diplomacy. You don't need it when you are going to get your retaliation in first. In TATW Dale was so weak I tried to get alliances with all the good parties(Silvan Elves, High Elves, later on Eriador, good terms with Rohanand Gondor). I started paying tribute to Gundabad, Mordor, 100 gp aturn for 5 turns then I renewed it. I reckoned this was not enough to aid their war effort, but would keep our relations going up from Very Poor to Poor so they would not invade me but remain neutral. This worked.
As I got richer, I started paying 200gp a turn to the dwarves and Silvan elves as they were always broke –then when I was approaching 50 K in the bank I started giving it away in 5000 gp tranches to my allies. I must have given the good side at least 40K. I'd send a diplomat back in two turns and they'd be bankrupt again. I'm not sure if they spent it on fast cars and loose women, or perhaps went for a spin at Honest Shagrat's Casino. Not sure if this was a good idea.
Dale Troops
Archers: brilliant – Dale's best soldiers
Close combat infantry: Hearth Watchmen (schiltrom capable), Dalesmen, Dale swordsmen – perfectly OK.
Cavalry: Yeomen, Dale cavalry – weak but all you have to work with.
Rivermen: I had a theory that these light infantry could form a second rank behind my fighters and hurl their javelins overhead to maximise the damage in the first rounds of combat. It didn't seem to work that well and I now think I should have invested the money in archers instead. Rivermen are fast though, and can catch slower routers and slaughter them.
HearthWatchmen can be used in schiltrom on your flanks to stop enemy cavalry, particularly General's units from breaking in. They will be stopped by the spears then you can counterattack with reserve units and hopefully kill the general.
The heavier elite infantry you get later on such as Dismounted Earls and Dale Swordmasters I have found to be over-rated. Barding Hird with their spearwall seem to be more effective and take fewer casualties.
Mercenaries
Rhovanian hunters, Riders, spearmen. Excellent units. With Dale's shortage of troops they are certainly worth having.
Bandits: cheap to recruit, relatively expensive upkeep. However I have had some perform well on the battlefield in ambushes, manoeuvring round to attack the rear,chasing routers, and even defeating general's units so I have a soft spot for them.
Battlefield tactics
With Dale you are best off with a “counterpunch” approach in attack or defence. Basically you want to seize a good, preferably high position and waste as many of the enemy as you can with your superior archers, outranging them, then when your enemy is weakened,attack with your competent, but not brilliant, close combat infantry. Dale cavalry shouldn't be used in frontal attacks but go round theflanks. Expect heavy attrition on them as they can't really go toe-to-toe with very much, especially enemy cavalry. I thinklongbowmen are definitely superior to woodsmen as archers and it is worth recruiting them if you can. Although woodsmen are still a pretty effective weapon.
Because it slows you down so much I stopped using artillery. I might now put them in my forces because I am starting to attack Mordor but I have not needed them up till now.As they are not essential for sieges and the distances in Middle Earth are so great the movement penalty makes them not worth having.
Trolls
My armies have around 5 veteran archer units each, including the General's Bardian Marksmen. These can be used on “fire at will” orders to generally support adjacent units with fire, or concentrated on important enemy units. Either way the“arrow storm” is devastating - you can wipe out whole charging orc units of 250 before they reach your ranks.
However I must take issue with the writer of a guide to killing trolls who states that you can kill them with archery volleys, and suggest that only two would be enough if they are fighting a unit hand to hand. I haven't found that to be the case. I have subjected troll units to withering fire and it takes ages to kill them. I don't do experiments but on the battlefield they seem very hard to kill. Recently I sieged a Gundabad small town with a palisade and as the orcs had no archers I could pour fire on the Trolls (12), with collateral damage to the Snaga, from outside. It seemed to take 10 minutes, till I ran out of ammo to kill 11 trolls, even though they were taking fire in the rear as well as the front. Over 400 archers, say 20 arrows each, that's 8000 rounds into the beaten zone! When I assaulted the town I took only 40 casualties with over 800 enemies dead, so it was well worth doing.




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