As requested here it is again. This is what I have created so far with some
analysis of each nation. I've not done a strategic guide (there's a 1 page
document with 2 lines per nation that we give out with set-ups for loose
advice). I don't know 2950 very well so cannot really give advice there - I
would appreciate players who have played it a lot to provide me with some
examples of the advice that I have created for 1650.
Thanks - comments welcome.
Advice for selecting Nations for new players
When joining a game:
? Choose either 2950 or 1650. 2950 has a slower build up to 1650 which is
very aggressive and active from the game start. Players perfering a slower
start should pick 2950 to 1650 games. 2950 games are more character based,
but lower economic base to 1650.
? After choosing a scenario (1650 or 2950). Send me a list of the nations
from the following list that you are happy to play (the more nations you
choose the easier it is to create a balanced game). We strongly advise
players choose these nations over any of the others available as they are
particularly good for new players to the game.
In order or preference of ease and suitablility of play for new players.
Choose Free People in preference to Dark Servants unless you have a strong
preference for Dark Servants. They are easeier to play and more independent
as a general rule. Dark Servants in Mordor need a lot of diplomacy and
organisation to offset the Free Peoples military advantage at game start.
In addition the Dark Servant economic deficit (around 1/3 the income and
recruiting base of the Free) is a major hurdle to overcome and often leads
to bankruptcy or under-recruit and you get swarmed to by the FP hordes of
armies. DS have a strong agent and character advantage and are mostly
defende by the Mountains of Mordor.
Neutrals: All Neutrals will need to join a side at some time. Their major
advantages are that they are not under threat by other aligned nations at
game start as they are Neutral. Neutral nations can sometimes attack other
Neutrals - be warned! All have a strong economic base and all will need to
chat to their aligned adjacent nations if they want to not be attacked by
them. From a learning the game perspective it is often better to join a
team and learn from your more experienced team-mates. As a Neutral you will
have minor ot no assistance in learning the new game.
1650
Free People: Dwarves (8), Cardolan (5), Arthedain (4), Sindar (9), South
Gondor (7)
Dark Servant: Long Rider (19), Blind Sorcerer (15), Fire King (18), Dark
Lieutenants (20), Dog Lord (13)
Neutral: Dunlendings (23), Easterlings (25), Corsairs (21), Harad (22)
Not Cardolan and Arthedain, nor Fire King and Dog Lord both as new players
in the same game. Both Corsair and Harad as new players or neither.
Quick synopsis of each nation follows
Free People::
Dwarves: Advantages: strongly military, difficult to knock out, strong
economic base. A couple of strong characters. Disadvantages: spread over
map. Special rules - dwarves have some agent orders available to them.
Cardolan: Advantages: Strong military, difficult to knock out, decent
economic base. Safely in the Northwest this nation is an excellent
introduction to military recruitment and movement of large armies.
Disadvantages: Weak characters. Special rules: Hire army at no cost (770).
Arthedain: Advantages: Strong military, decent economic base. Safely in the
Northwest this nation is an excellent introduction to military recruitment,
although weaker than Cardolan and movement of large armies. Disadvantages:
Capital can be under threat by your nearest enemy the Witch King. Special
rules: Mages
Sindar: Advantages: Strong Characters, good economic base, lots of Magic and
agents. Disadvantages: Spread out population centres and armies. Mages
are important for the team, so a reasonable level of diplomacy with the team
can be daunting for new players. Special Rules: Hidden Population centres,
spells.
South Gondor: Advantages: Excellent economy, strong characters, excellent
armies. Disadvantages: Team relies on your economic support. The team also
needs your military support which can be daunting to organise. Special
Rules: Navies
Dark Servant:
Long Rider: Advantages: Strong Characters, decent economic base, good
starting armies, safe capital and good agents. Independent to the battle for
Mordor so low levels of communication needed. Disadvantages: Lots to learn.
Special Rules: Agents, navies.
Blind Sorcerer: Advantages: Best Mages in the game. Very tasty start army.
Disadvantages: Minor military impact, very much a support nation. Economy
can be dangerous if you keep your army for too long. Special Rules: Magic -
lots of it.
Fire King: Advantages: Strong military, decent economic base. Low
complexity. Nice mix of characters. This nation is an excellent
introduction to military recruitment and movement of large armies.
Disadvantages: Weak characters. On the forefront of the Gonorian military
might you are potentially under threat from them. High level of talking
with team-mates and organisation needed. Special rules: Hire army at no
cost (770).
Dark Lieutenants: Advantages: One of the strongest Dark Servant nations it
has very good characters, good agents. Safe population centres in Mordor.
Strong economic base. Disadvantages: High complexity. Weak militarily,
supporting role for the team is a necessity including some sacrifice of
initital resources probably needed. Defence of Dog Lord, Ice King or Fire
King essential.
Dog Lord: Advantages: Strong military, decent economic base. Medium-high
complexity. Good characters with a nice mix of skills. This nation is an
excellent introduction to military recruitment and movement of large
cavalry. Disadvantages: Morannon (capital) protects the route into Mordor -
the heart land of the Dark Servants. You will come under attack by the
Eothraim, Sindar, Northmen, Dwarves and/or North Gondor at some point in the
game! Reasonable level of diplomacy with team-mates and organisation needed.
Special rules: Summon Mounts.
Dunlendings: Advantages: Good characters, including good starting Mages,
with the ability to name new tasty agents. Diasdvantages: Can be attacked
by the military superior Rhudaur (24). Special Rules: Name agents @40.
Easterlings: Advantages: Good characters, good military, including good
starting Mages. Safe location - hard to take out allowing for a slow build
up of nations. Diasdvantages: Often forced to go Dark Servant due to their
preceived geographical nature. This nation is basically split in half -
with half the Population centres near the Sea of Rhun and the other in the
far southeast - whichever side you join it's quite likely you'll lose the
other half.
Corsairs: Advantages: Good characters, including good starting Commanders
and best Navies. Diasdvantages: Can be attacked by the long term military
superior Harad. Adjacent to the Quiet Avenger communication with this Dark
Servant, and the Neutral Harad is essential. Special Rules: Navies.
Harad: Advantages: Awesome economic base. Diasdvantages: Poor Characters,
can be attacked by the short term military superior Corsair. Harad is split
in half by the sea so knowledge of navies is important. Adjacent to the
Quiet Avenger communication with this Dark Servant, the fleets of Free
People Southern Gondor and the Neutral Corsair is essential. Special Rules:
Navies, Hire army at no cost (770).
2950
Free People: Dwarves (8), Dunadan Rangers (4), Woodmen (1), Riders of Rohan
(3), South Gondor (7)
Dark Servant: Long Rider (19), Blind Sorcerer (15), Dark Lieutenants (20),
Fire King (18), Quiet Avenger (17)
Neutral: Corsairs (21), Khand Easterlings (25), Rhun Easterlings (22)
Woodmen: Advantages: Pretty safe nation. Agents and a decent economy.
Disadvantages: Danger of being attacked by Witch King. Special rules: Need
to understand military. Possibly need to learn about Agents.
South Gondor: Advantages: Excellent economy, strong characters, excellent
armies. Disdvantages: Team relies on your economic support. The team also
needs your military support which canbe daunting to organise. Special
Rules: Navies
Blind Sorcerer: Advantages: Best Mages in the game. Very tasty start army.
Disadvantages: Minor military impact, very much a support nation. Economy
can be dangerous if you keep your army for too long. Special Rules: Magic -
lots of it.
Quiet Avenger: Advantages: Strong potential economy (Emissaries @40).
Military minor (except navies). Strong character nation. Disadvantages:
Danger that the South Gondor attacks you with navy. Special rules - navies
make this nation more complex to play.