Strategy Idea - Dwarves

Hi,
Aha! Dwarves raising tax rate to 100% ...

Bain in capital, increase taxes to 100%. Forget emissaries, all
new characters named with agent skill.

Not thought about the all characters with agents skill twist, though I'm never
happy starting without emissaries at all. I'd still name a couple for later on in
the game. Of course the whole strategy hangs on Bain starting at the capital.

All pops are fortified and aren't under threat from DS emissaries for
quite the while. Ship gold out like crazy to allies in need. Crank
out armies at all costs from every pop possible.

Exactly. I've done this four times as the Dwarves, all with similar results. Yes,
your loyalties fall like proverbial stones but then again, by the time DS emmys
target your mountain towns north of Mirkwood, they're probably going to have had
dragons on them for a while and will have rubbish loyalties anyway.

I'd be surprised if you needed to send gold out more than once. Any FP team is
well-equipped with nations more than capable of sending out cash to those in
need. The main advantage is that you can recruit like crazy. All new characters
should come with command rank, and be sent out to hire armies everywhere.
Literally. You've got the gold to do it - especially with the injection from
Mirrormere every three turns.

By turn 10, you can have a busload of serious theives working towards being
assassins.
Completely unexpected from the Dwarves. You'll have sacrificed not a single
troop and would have been able to significantly aid your allies economically.

This could well work rather well. Though I would concentrate on the commanders
first and foremost. The main advantage of the increased gold income is the
ability to recruit like a mad thing. This will really help your team big time -
and in most areas of the map too. Yes, a couple of agents could well work their
way up to being pretty decent, but I'd argue that one ought to be doing that
anyway.

The problems with this strategy are pretty obvious. Get a reputation for doing
it, or if the other side find out anyway, and you'll soon find you pop centres
vanishing from underneath you. It's not pleasant to find the towns in the west
suddenly visited by Murazor and Angulion. OK, you can stand the income loss, but
the Noldo and Arthedain wont be too happy to see WK armies suddenly appear. In
fact, as the WK I'd now make a point of checking the loyalties out there anyway.

It's a decent strategy for a game that isnt going to last very long - but for the
long haul I found that it cripples the position. you don't have much opportunity
to build camps that stay around for very long and even if you subsequently drop
the tax rate, your loyalties are shagged. After playing this strategy a few
times, I'd say that it's worth a shot for the first few turns, but think about
lowering the tax again by turn 5 or 6.

And most importantly, don't do it all the time - predictability is a death trap
in this game!

Colin.

--- In mepbmlist@y..., Colin Forbes <colin@t...> wrote:

[snip]

The main advantage is that you can recruit like crazy. All new
characters should come with command rank, and be sent out to hire
armies everywhere.

[snip]

I would concentrate on the commanders first and foremost

If you end up needing to recruit from towns 150 hexes away from
Mordor through the mid game, then ANY plan is shot to hell, I'd
say. The one time I tried this, I was able to send out 20-25,000
gold every 2nd turn through turn 10. With this bonus for the Free
economy, characters and multiclassed characters can be named by
various nations. As a nation with only 1 real useful pop center,
the Dwarves start with 8 command skill characters anyway. Keeping
the money in reserves to support HI marching from whatever those
mountains in the far west are called only helps the DS economically.
Blow the wad ('cause more is coming...) and become a character nation
that recruits 500 HI a turn. If the game actually goes past turn 20,
you've got a good mix of agents and c/a's who can do things. ALL
these agent class characters are a bonus to the Free cause. Who's
expecting a Dwarven agent squad when the Sinda and Noldo have all the
Free agent arties? Exactly.....

Cardolan, for example. I've almost run Cardolan into the ground
by naming all but 2 em's with command skill and trying to maintain
2100 or so HI recruited a turn. I had to curtail my recruiting...
If my Dwarf ally sent me 20,000 even ONCE in the early game, I would
have been able to keep it up. Once momentum is lost..... There is
always money for the Eo and Woodmen and emergency funds for the
Northmen when necessary.. But a bonus, a BIG bonus, enables the
traditional Free philanthropists a little more breathing space...

The money lost in the transfer is more than made up by Cardy's Free
Hire. 10% of 20,000 is 2,000. vs 5,000 to hire. I'd argue that
Morale is more powerful than Training also, no...?

you don't have much opportunity to build camps that stay

As long as some other Free picks up the Pop Center Limit slack, who
needs camps?

predictability is a death trap in this game!

Aha! Too true.... 'Course, that's why those 1 week independent
games are so interesting: you can't even predict if all nations
are playing....hehehe...

Brad B

As others have pointed out the Free aren't exactly hard up for cash anyway!
And, lets face it, for the Dwarves to bank roll the rest of the Free means
the Gondors must've gone for a burton ... at which point its (probably) a
losing battle anyways 9 times out of 10.

Surely the best use of the Dwarven position is to support the Free with
metals? I've seen a number of Dwarven players selling their metal stock
regularly to support their economy, whilst their allies are buying metals
and funding the DS expansion.

My tuppence worth :slight_smile:

Matthew