The Dragon Lord is considered the most vulnerable of the DS team. His isolated position and proximity to large hostile FP armies, means that there is usually nothing he can do to avoid a beating. The combined Woodmen, Sinda and Dwarven starting armies can kick the Dragon Lord out of Mirkwood by turn 6 if they work as a team. Fortunately, the Dragon Lord has a slew of good characters. With help from his team-mates and a little luck (for example a recruitable dragon showing up), the Dragon Lord can keep the Free armies at bay. This is a challenging position. Players who have won as the Dragon Lord are rare indeed!
Strategy Guide by Brian Mason
Discussion by Tom Walton
Discussion by Keith Peterson
Discussion by Tom Walton II
Discussion by Brian Lowery
Dragon Lord Starting Information
Surviving as the Dragon Lord
Strategy & Tactics: The Dragon Lord
By Brian Mason
After my last strategy & tactics submission to "The Mouth" (Cardolan, Mouth #5), I was a bit mystified as to which nation to discuss. I am probably most familiar with the other nations I am currently playing (Rhudaur in game 97 & Northern Gondor in game 131), however, as those games are still active, I don't really want to discuss any of the more unusual actions I took as those nations at this time (too many of my adversaries in those games read "The Mouth").
I have developed other strategies similar to my efforts for other nations, but rather than fall send out something developed in this manner, I thought it might be more interesting, from a discussion standpoint, to throw out a clay pigeon. I've never played a Dark Servant, or a character strong nation, so most of my observations herein will be either simplistic or just plain bad ideas.
The choice of the Dragon Lord as something needing a good strategy was suggested by Jerry Clark and was written during a snowstorm at Mt. Wilson Observatory in the 100-inch dome, waiting for the weather to clear so I can do some work.
The Big Problem
Expected revenue and production:
The following are the expected revenue from the population centres given at the start of the game at a 70 % tax rate and the expected gold production. Also, is the expected total production of commodities as well as expected stores. These are computed from "Population Centre Development," Table 1 (Brian Mason, "The Mouth," no. 2). Rather than take the expected values for mild, I have taken them to be cold in mountain and far north population centres and mild elsewhere.
le
br
st
mi
fo
ti
mo
go
tax
total
143
247
113
10
921
203
36
3421
21000
There is no substantial production of any quantity to equip troops on a regular basis with good weapons or armour (i.e. bronze & steel), or to equip mounts (i.e. leather & mounts). Also, there is not sufficient timber production to make a substantial number of war machines or to improve existing fortifications (with the exception of Lag-auris, which is probably not worth fortifying because it is SO vulnerable). It might be possible in the long term to improve fortifications at some locations (e.g. Goblin Gate, if still held, to more securely hold the pass across the Misty Mountains, or Lug Ghurzun to make it more secure). The most effective use of production would be to sell them for additional revenue.
Expected costs:
Fortifications:
5000
Armies:
12900
Characters:
12200
Total:
30100
Expected Revenue less expected costs: - 5679
So, even with a significant tax increase, the Dragon Lord is in significant financial difficulties. Also, one of his revenue generating locations is very vulnerable: Nahald Kudan.
A Radical Idea - A way to deal with the issue is the following strategy. It is (at least to me) a radical strategy. It has been stated (A Response to Wes from Tom Walton, "The Mouth," No. 4) that against a united front of the Sinda, Dwarves, and Woodmen that Dol Guldur and Goblin Gate cannot be held without substantial intervention from Mordor. Taking this as a given, what is the best course of action as you cannot count on the aforementioned intervention? If we take as a given that the Dragon Lord power base in Mirkwood cannot be held, what remains is to re-establish himself somewhere else. I recommend that Khamul name four emissaries and that these do nothing but work on establishing the backup nation (and what will eventually be the Dragon Lord's main holdings).
There is nothing on the Dragon Lord map which is not seen on maps of the Northmen, Sinda, and Woodmen. Building a backup nation anywhere on the Dragon Lord map is inadvisable. However, the area in and around Lug Ghurzun is a good location.
Examine the following:
In the first series of six hexes (3821-3921, 3722, 3922, 3823-3923) surrounding Lug Ghurzun we have four mountain and two hills & rough hexes. Developing those six hexes to towns would cost 72,000 gold, although in most realistic cases this would take at least six turns (turns one & two: create three camps each turn, turns three & four: improve three camps to villages each turn, turns five & six: improve three villages to towns each turn). As seen below, four emissaries are committed to this undertaking. All of this assumes that the creations and improvements occur all the time with no failure. This is probably not realistic, but will serve as a starting point for the analysis. The orders below assume having three emissaries to execute them, even though there are four. This is an attempt to compensate for emissary failure.
The following cost analysis considers the six population centres to be developed as a separate cost. Expenses are given and net costs are given considering development and revenue from these six hexes only. Consider the following:
Turn one: Create two camps in mountain hexes, one in hills & rough. Cost: 6000 gold. These are anticipated to produce 2491 gold per turn total. Net cost: 6000 gold.
Turn two: Same as turn one. Net cost 6000 gold from turn one + 6000 gold - 2491 gold from turn one camps is 9509.
Turn three:Improve three camps to villages. Cost: 12000 gold. These, at 70 % tax rates will produce 5250 gold per turn. Net cost 9509 from turn two + 12000 gold for village improvement - 4982 gold production is 16527.
Turn four: Same as turn three. Net cost is 16527 gold from turn three + 12000 gold for village improvement - 5250 from turn three village taxes - 4982 gold production is 18295.
Turn five: Improve three villages to towns. Cost 18000 gold. These, at 70 % tax rates will produce 10500 gold per turn. Net cost is 18295 from turn four + 18000 gold for village improvements - 10500 from turn four village taxes - 4982 gold production is 20813.
Turn six: Same as turn five. Net cost is 20813 from turn five + 18000 gold for village improvements - 15750 from turn five village and town taxes - 4982 gold production is 18081.
At current revenue rates, this total cost for all six turns of 18081 is minimal. On turn seven this is paid back, with 7901 gold to spare. These costs do not include the associated character costs, the 20000 gold to get the four emissaries, the 2400 gold per turn minimum maintenance fee for the emissaries, etc. Substantial selling of resources along with possible grants from other Dark Servants may be necessary.
However, an additional side benefit will be the emissaries themselves. There are a total of eighteen emissary orders, each allowing for increases of 1-10 points. Dividing these eighteen emissary orders among the four emissaries (five for the first two emissaries to arrive, four for the others) and basing improvement to the emissaries upon "More Character and Skill Improvement" (Tom Walton, "The Mouth," No. 3) the projected emissary ranks are: 49, 49, 54, and 54. This will make a very effective company (coupled with a commander) to move into a begin influencing enemy population centres.
General Strategy
So, while these new emissaries are developing a new base of operations what should the Dragon Lord forces do? If Mirkwood cannot be held, then go into a scorched earth plan of attack. The place for greatest gain is in Lorien against the Sinda.
Turn one: All three of the good mages (with the exception of Khamul) should learn reveal population centre and prentice magery. The army at Goblin Gate should add 400 hi and move towards Lorien. The two armies at Dol Guldur should combine after adding 400 hi and move towards Lorien. Khamul changes the tax rate and names an emissary.
Lhacglin improves GrdLoc and PrenMgy). Increase in costs: 3200 gold per turn (hi), 600 gold per turn (new character), plus 5000 gold character startup costs and costs associated with improving characters.
Turn two: All three of the good mages above learn reveal population centre (if unsuccessful on turn one) or prentice magery and then move and join one of the two armies. The army from Goblin Gate moves onto Cerin Amroth while the army from Dol Guldur moves onto Caras Galadon. Khamul moves and joins an army as Lhacglin improves again. Emissary # 1 names emissary # 2. Increase in costs: 600 gold per turn (new character), plus 5000 gold character start-up costs and costs associated with improving characters.
Turn three:The two armies attack whatever armies they have facing them. The mages cast combat spells and reveal the population centres. Lhacglin improves again. Emissaries # 1 & # 2 name emissaries # 3 & # 4, then begin moving south. Increase in costs: 1200 gold per turn (new characters), plus 10000 gold character start-up costs and costs associated with improving characters less costs due to army losses.
Turn four: Caras Galadon and Cerin Amroth destroyed. Armies move back towards Dol Guldur and Goblin Gate to hold them as long as possible. The mages move to population centres to learn teleport and locate artefact true. Lhacglin improves once more. Emissaries #1 & # 2 reach the backup nation area, emissaries # 3 & # 4 reach halfway. Increase in costs: costs associated with improving characters less costs due to army losses.
Turn five: Armies back at Dol Guldur and Goblin Gate. Mages continue researching spells or begin casting them. Emissaries # 1 & #2 begin build-up. Emissaries # 3 & # 4 reach backup nation region.
All of these moves are "idealised." That is, the moves take place with no armies or other obstacles getting in the way. This is probably not realistic, but it serves as a beginning. What the Dragon Lord most needs is gold. Lhacglin might need to move to the capital to execute a sell order every turn to fund continuing expenses as well as the population centre build-up in the south.
A Final Word
There is a rumour, thus far unconfirmed, that the Dragon Lord can recruit any dragon recruitable by Dark Servants by simply stating your name. If this is so, it makes for a significant play balancer.
A Reply to Brian Mason
from Tom Walton
I've played the Dragon Lord now for 8 turns, the Dwarves for 26. Based on my experience, I'd modify Brian's model with the following assumptions:
(1) Given competent play among the Dwarves, Sinda, and Woodmen, the towns of Gundabad (Witch-King), Dol Guldur, Goblin-Gate, and Sarn Goriwing can all be taken by the end of turn 6. This happens regardless of how skilled the Dragon Lord is, or how fast he recruits; he simply can't match the starting armies of these foes, or recruit fast enough to repel an attack. Without substantial outside intervention, a solid FP group will drive him into the ground early. Remember, I'm assuming a COMPETENT foe, which might not be the case in your game.
So, I'd say assume that Nahald Khudan will be captured on turn 2, Goblin-Gate on turn 3, Dol Guldur and Sarn Goriwing on turn 6. Apply the appropriate economic losses accordingly. If it doesn't turn out this way, all the better for you. I won't even comment on Lug Ghurzun, a juicy target for the Northmen and Eothraim.
(2) Raising taxes to 70% is a nice idea, but only Duran is capable of doing this with any sort of success. And unfortunately, Duran sometimes starts at Goblin-Gate. If he does, you probably won't be able to jack taxes beyond 60-65%.
(3) Building camps is a great idea for the Dragon Lord; he's going to need them right quick. But I wouldn't put them in the mountains of Mordor. Why? For the simple reason that his loyalty's gonna go to hell in a handbasket from all the captures. Instead, I'd put them in the Grey Mountains; you won't get very much production, but dragons are a constant presence at pop centres located here, and each dragon will raise a DS pop centre 1-10 points in loyalty per turn. In other words, the dragons act as built-in emissaries that you don't have to pay for, and are much more skilled than your own characters.
As a bonus, you can track recruitable dragons in this manner, and the camp loyalty will increase so fast that even mediocre emissaries will be able to raise these sites to villages and towns within just a few turns. A final benefit: these camps are difficult for the FP to reach; they're off-map of ALL players; and they're next door to two Dwarven towns, where the same dragons are LOWERING the loyalty 1-10 points. When those emissaries hit a skill score of 50+, they can drop in on these towns and steal them in a couple of turns; not a darn thing the Dwarf can do about that unless he wants to station armies over them.
(3) When going after the Sinda, make sure you plot your movement to avoid the Woodmen and Dwarves marching for Goblin-Gate. Otherwise, you'll smack head-on and lose your forces. Same thing when marching from Dol Guldur in case the Woodmen move to block.
(4) As an alternate plan, avoid enemy armies and destroy all the pop centres you can reach. I did this as the Dragon Lord in my own game; so far, I've lost my village and Goblin-Gate in trade for two camps, three villages, and two towns among nearby enemy nations. I also have an army over the Dwarven town of Norr-dum threatening away with no FP relief in sight. The 'scorched earth' policy freaked the enemy out, forcing him to commit approximately 10,000 troops to attacking/hunting me down ever since the game started. This sort of thing works well in a team game (to help the team), or as a gesture of resistance, but it also makes your nation a very unwelcome centre of attention among the Free - so consider it carefully.(5) One option you might want to try. Since the Dragon Lord usually gets thrashed pretty good, have the Witch-King march out right away from Gundabad to take Buhr Fram and engage the Woodmen army. Then have the Witch-King transfer both Gundabad and Buhr Fram to the Dragon Lord.
What does this do? It keeps the Dragon Lord in Mirkwood a bit longer; it allows him to recruit at Gundabad, which is generally hard on the Witch-King (who needs his commanders and troops on the western front); it allows another avenue of approach against the Woodmen; and if the Dwarves in the Iron Hills don't march west, it provides a good back-up capitol in the event that Dol Guldur falls (you don't have to relocate to another region).The loss of the 7,500 gold in taxes won't affect the Witch-King much, since supporting the army and characters based here usually costs more than is produced by the town anyway. However, transferring this plus Buhr Fram (2,500 gold or 5,000, depending on whether the WK threatened or captured it) will add a great deal of punch to the Dragon Lord, whose economy starts with a tax base of 30,000 but drops to 20,000 almost immediately (loss of Goblin-Gate and Nahald Khudan).
From Keith Peterson:
I enjoyed the work Brian Mason put into the DragL theory. Unless you can get those loyalties pumped up, it simply isn't going to work, however. He's hypothesising a 70% tax rate, which makes it even more unlikely. Since you, Tom, didn't jump on it, I wonder how many people understand how loyalty affects the ability to improve pop ctrs. The program assumes that the pop ctr needs a base 40% for a village, a base 55 for a town, a base 75 for a MT, and 100 for cities. Anything under that is apparently a direct negative modifier to your chance to improve the pop ctr. Loyalty over that base improve your chance to increase the size of the pop ctr.
In Brian's example, you've got 30 pt emissaries making camps -- which will have 15 loyalties (before the decrease for taxes!) Now he wants to make them villages -- but he'll have a -25 to his roll (40 -15). With a good emissary, you might pull this off, but not with a 30-35 emissary. To assume that you'll get to make this a town with a -40 (55-15) modifier is even more unlikely. The Compuserve players have been working under this system for about two years, and it seems to work very well. Players who try to make MTs with 25 loyalty can't, for example.
Note that this means that there is a severe penalty for high taxes - you can't increase your pop ctrs very easily -- if at all!
Response to Keith Peterson
From Tom Walton
In regards to upgrades, I've used 45-50 point emissaries to improve camps to villages on a regular basis, when the camp loyalty was only in it's low 20's. I've also used mid-50's/low-60's emissaries to improve villages to towns on a number of occasions, again with loyalty in the low or mid 20's. I've only improved one town to a major town, but did so with a mid-70's emissary on a town with a loyalty in the low 40's. I've found I'm much more likely to fail to place a camp than upgrade an existing pop centre, using emissaries of the listed skill ranks. Loyalty is no doubt important, but I have some doubts about it being a direct modifier to the emissary's skill rank. Given that assumption, I should've failed my upgrades about half the time (at least), and to my recollection I've only done so three or four times across twelve games.
Response to Tom Walton
From Brian Lowrey
Unless the Dwarfs screw things up an aggressive Dragon Lord and Witch King can take out both the Woodman Major Towns by turn 3.Witch King recruits 400 HI and moves to Buhr Fram. Also takes cav from capital and moves to Buhr Fram. This is a large enough force to take out the army from the Woodman capital if he moves on Buhr Fram; this will also eliminate the Witch King army. Dragon Lord combines troops and moves to 2711. Turn two: Witch King either Kills the Woodman army or Threatens and moves to Woodman Capital. Dragon Lord Captures or Destroys 2711 and Moves to Woodman Capital.
Characters:
Definitely Emissaries and Definitely the Misty Mtns. Between the Witch King and Dragon Lord creating camps here - well that's a lot of Dragon Names.
I also feel its important to build one or two Agents. If you want help from DS Agents you equal the best scouts in the game, effectively scouting for characters you will befriend a lot of agents and the Dragon Lord & Witch King can use some friends.
Starting Characters:
It is tempting to stack some mage artefacts on Celedring. Pump his challenge rank to 190 and surprise Bain. Very nice +40 ring and a sword for Duran. If you show off your 190 challenge rank early they should waste a lot of orders refusing challenge this will slow them down a bit. This reduces the effectiveness of your mages but a 190 challenge rank can be worth a lot early in the game.
Mt Gundabad:
The idea of giving this up to the Dragon Lord is interesting and worth doing if the Witch King cannot get the Blind Sorcerer or Cloud Lord to exchange Gundie. If the WK can get an exchange its better for the Witch King and the presence in Mirkwood is now maintained by either the Cloud Lord or Blind Sorcerer and the Dragon Lord Economies, all of the witch King Economy can now be focused in the west.
Outlook:
Against good FP players the Dragon lord should be removed from Mirkwood early with one Major town a hidden town and a few camps remaining. This is definitely the economy of a character based position, this should be planned for. The Dragon Lord has some good characters it could be fun.
Help:
Besides the obvious help from your team-mates I think GSI needs to seriously consider strengthening this position by giving at least one more major town in Mordor. For that matter most Dark Servant positions need some Economic help! Boy this position looks grim when you write it up - its fun to run play though.
Surviving as the Dragon Lord
By Bobbins
Playing the dragon Lord position is a great challenge and one of the most important positions on the DS team. Your objective is simple - survive! You are invaluable to the DS team and they should do EVERYTHING to keep you going. In a team game or against good opposition, you should be eliminated by turn 5 (at least from Mirkwood). Against poorer opposition, you have a chance. Winning the game as the Dragon Lord is nigh on impossible. However, there are a few things you should do to try and improve your chances....
Lets assume you're on your own and the Dog Lord cavalry doesn't turn up to help you. If it does, great! For the purposes of this though, lets assume you don't get help.
Co-ordinate with your DS allies to post camps in the mountains. Sounds simple doesn't it! You'd be suprised how often the Mordor nations put down camps in their immediate vicinity rather than in the misties. Make them send their emmisaries to the misties and you'll have more chance of snaring a good dragon. Dragons can also be picked up in the hills & rough at hexes 2617, 2717, 2817, 2518 etc. This is a good 1st stopping off place for the DS emmies on their way to the misties. Also, Throkmaw tends to turn up at 1916, 1917, 1918. Get the Duns to tell you when Throkmaw arrives here - he might tell you! It doesn't hurt to ask.
What else? Well, in most games, a big dwaven army turns up at Goblin Gate on turn 2. Bain, with his starting artefacts is the most powerful challenge character you'll face early on. Celedhring is no slouch though. Giving him the Ring of Bleeding on turn 1 to compliment Maranya and Taurim he already holds, means that he has a challenge rank of approximately 160. Move him to join the army at Goblin Gate and challenge Bain on turn 2? A nasty suprise for the Dwarves.
If one of the DS characters starts with reveal pop centre (always possible with Murazor, Dendra Dwar et al), then you're in business! As far as the Dragon Lord is concerned, having a character start with this spell is more important than Reveal Artifact True. On turn 1, get whoever has the spell to move and reveal 2514. Move your starting army from Dol Guldor onto 2514 and it's yours - no-one has enough troops to stop you capturing it. The presence of an extra major town to recruit from makes survival more likely. At the begining of the game, the Sinda are weak - take advantage of this. If you can take a city off them on turn 1, you have a great chance. If you do have the chance to reveal 2514 on turn 1, then I generally abandon Goblin Gate and recruit and move that army into the swamp at 2511. Yes, that's right, move them into the swamp! You can then move this army + the main army now at 2514 onto 2413 and capture that city on turn 2. Obviously, this removes the main Sinda threat and you now have 3 MT to recruit 1200HI per turn - bring on the Freeps!
Another, possible tactic which is more dangerous but could be tried if no-one on the DS team has reveal pop centre, is to transfer all but 100 troops into your main army at 2715 and forcemarch NW,NE,NW,NE onto 2711. A forcemarch will just get you here. With any luck you'll face minimal Woodmen troops because they will have moved to either go for the early strike on Dol Guldor, or the main force will be worrying about the Witch King at 2305.
Send someone to recruit from 2809. It's important to have an army icon here. In the early game, the free won't have any assassins good enough to take this army out. Paranioa will set in and the free will have to recruit armies in-order to make sure they have enough troops to counter any threat you may pose. 100HI will be enough. The free might think you are recruiting every turn! It becomes hard for the free to take this pop because a) they need an army with food to get up the mountain to take you out and b) they won't want to do that until they can take the pop centre - and because the pop centre is hidden they will wait until it's revealed.
Get Ji to head to help you from the start. He can pick up a Dog Lord agent artefact at 3119 (the Dog Lord should move here on turn 1 to block the Eothraim) and be at Goblin Gate on turn 2. Just intime for the dwarves.
To pay for all this recruitment - dump your food in your armies on turn 1 and sell it. Get all your teammates to do the same. In the beginning, the DS are on the defensive and won't be marching very far. Even the LoR can dump most of his armies food. If everyone has high bank balances, prices will be high, you'll get more for the stuff you sell.
On turn 1, send one of your higher rank challenge characters to one of the ruins for the Spirits and Wights encounters. A few extra gold won't hurt anyone. The Freeps tend not to go on turn 1 to these encounter sites. (Their characters are spread out all over the place and they usually try and get them into position on turn 1). You can be virtually guaranteed of being first to 2321 - although this doesn't always trigger a spirits and wights encounter. 2013 always does though.
Good luck!