Strengths: Some of the best nation advantages Awesome military potential Only one Dark Servant in immediate striking distance Able to project power into any theater of the game Weaknesses: Economy not large enough to support ideal military Vulnerable to attack from four neutrals. Weak starting characters with no artifacts Cardolan is a very interesting nation to play. It is one of the supreme military nations, one of the most important diplomatic ones, and with a little foresight, a decent character nation as well. You shouldn't get bored playing Cardolan! Your first concern is the Witch King, and just as important, your relations with your nearby neutral neighbors, Rhudaur and Dunland. Unlike Arthedain and the Noldo, Cardolan is especially vulnerable to attack from these quarters as it's best defenses are merely rivers, not the hills and towers of Arthedain. So start negotiating with them both right away, and also Harad and the Corsairs to the south who are both capable of landing enough troops on your coast to ruin your day. They won't be able to ask for much, as frankly you don't have much to offer. However, you can impress them with your play, and later both Harad and the Corsairs might be interested in pop centers in the safe backyard of Eriador in exchange for your immediate help on their front. Rhudaur and Dunland can be critical to your immediate success, so start impressing them early by wasting the Witch King as soon as possible. Both these nations are just as vulnerable to you as you are to them, even more so in fact. Consistent military victories are the best way of convincing them, as neither of them want to see Cardolan's military might arrayed against their easier to conquer countries. There's nothing quite as convincing to Rhudaur as seeing 'large' or 'huge' armies marched past his front door every few turns. Characters: Although Cardolan's initial characters are weak, they are well suited for the nation's objectives, even more so than Arthedain's. Your first priority is to name two more 40 pt Commanders, you're going to need them. Your next slot is dicey, you're going to want some agents, as it is unlikely Arthedain is going to build any, and you're going to want a decent agent core as later you're likely to be on the front fairly quickly, and if Dunland goes dark one of the better agent nations is sitting right on your doorstep. You'll also want to take advantage of your plus 20 bonus to scouting which may very well lead to some nasty surprises for the Dark Servant agents if you prepare correctly. My recommendation is you park Aethelan in your capitol recruiting army and have him guard every turn as by turn four he should be able to name another thirty point agent. The last spot, you can name another commander, or a thirty point emissary, however the last is not as critical for Cardolan, as your tax rate is likely to be high enough that you won't have much success improving pop centers immediately, you can wait 'till later for that. Later, you might want to build a mage to hunt down the artifacts Finduilas III will be able to locate by turn five or so. One of Cardolan's most embarrassing attributes is it must refuse challenge from even lowly Rhudaur as it's highest challenge rank is forty one to start. Have Finduilas III Prentice Magery each turn until she's in her forties and then learn Locate Artifact, that works well enough most of the time. All the popular goodies will be gone by then but there's almost certainly going to be a few 2000+ pt combat artifacts around, especially the ones with good alignments. Pick up a few of those, as you can build a new commander, park him in a training army for a few turns, give him a sword and he'll have a 100+ challenge rank. They also are handy for battle, as if you stack three together that's like having an extra 1500 HI on the first round you're not paying maintenance on. However, keep naming agents when you get extra slots on turns 6 and 11. Or command-agents if you can afford them. This will be a nasty surprise for the Dark Servants when they get around to giving you the inevitable agent wedgie that all Free Peoples must endure. Dark Servants are likely to dismiss your potential, and in their conceit may give you an opportunity to get some of your own back. By turn ten they'll find your best armies are guarded by fifty point agents, with another one scouting for characters at near expert level. They might also find that your back up commander has a challenge rank over one hundred, enough to take out even the best Nazgul agents....an unexpected and unpleasant development for them, but it will make your day to have Ji Indur's head on a pike... Economy: The tax base is respectable, seven towns and two major towns give you an income of 20,000 per turn at 40%, but it's not enough. Also, unfortunately you have few pop centers producing gold or the other more valuable commodities, and you have no camps or villages that supply the most of any given item. You also have ports, harbors, navies and two castles, a fort and four towers to support. You'll also be recruiting at least 1400 HI a turn, so your economy is going to be under a great deal of strain. For that reason, I recommend you increase your tax rate to 69% to 79% as soon as you can. Park a character like Finduilas III in one of your unfortified pop centers, and perhaps an agent in another one. See if you can get the Noldo to have his agents destroy your harbors in those hexes. (don't have the agent Guard Location on that turn, have him Guard the Character) You might want to consider giving your navy to the Noldo, but try to get something for it, if possible. It's not completely useless, I'll go into greater detail below. One strategy may be to build as many camps as you can, but that would immediately require the building of a ten thousand gold emissary, and you're not going to have a whole lot of luck keeping camps anywhere that's not fortified if you use your military potential to the fullest. You're lucky in one regard, as there are numerous abandoned fortifications in the area that give a decent amount of gold to the first character to defeat the spirits, which any character with a challenge rank of 30 should be able to manage. However, you then have to pay maintenance on the fortifications which only the ones in the hills are likely to make a profitable endeavor, You'll want to make sure you, the Noldo or Arthedain gets camps in those abandoned fortifications on the road, as you don't want the Witch King screwing up your interior lines and preventing you and Arthedain from aiding one another in desperate straits. Military: Here is the true strength of Cardolan, able amass huge forces in very short periods of time. With it's ability to hire armies of HI at no cost in one turn, Cardolan can collect 2000 HI at it's capitol in one turn. Cardolan can easily bankrupt itself if it doesn't pay attention to projected maintenance costs. One of the most important things to remember, is how long it takes to march to the enemy, and lose those troops while gaining additional tax base and resources to sell. In fact, you might just breathe a sigh of relief if Rhudaur goes dark, as it will give you juicy targets only two turns march away. Your first move will be to recruit 300 HI at 1510 and force march to his town tower at 1907 that will give you the equivalent of about 2000 HI. That's enough to take a town/tower even if he moved a recruiting army there, a extra bonus for you if you destroy it. He'll probably get your army then, as you'll have to refuse personal challenge, unless you want to add an extra commander to this army and allow the commander to get burned, which I wouldn't recommend. If there's no army there, move onto one of his village/towers, and take that. Don't destroy, capture, you may get stockpiled resources as well, and it screws up his interior lines making it more difficult for him to combine forces. Coordinate with Arthedain, the both of you can take his capital in six turns or so with a little luck and no dragons. If you both have armies in Angmar turn 2, have them meet at 1806 and take that. If he tries to chase you down, pick unusual routes that give you an opportunity to take out his recruiting armies at Carn Dun or Mt Gram. (1804&2006) In the meantime, on the first turn have your army at 1113 recruit 300HI and move to the capitol. Have your navy at 1219 recruit 100 HI and move to Tharbad.(1614) Have your Navy at Tharbad recruit 400 HI and move to the capitol. Have any commanders that start in any city besides the capitol recruit HI and move towards the capitol. If you start with a commander in the capitol hire an army and move to 1510. Your objective is to take care of all your capitol orders, consolidate your forces, and get recruiting armies on 1614, 1513, 1510 and 1514. That's 1400 HI a turn, and should be enough barring emergencies,like the first turn Rhudaur goes dark. You should be able to send another 3-4000 Heavy Infantry equivalent to Angmar (or perhaps Rhudaur)by turn 4. Remember, you can just move any commander to a recruiting hex to set him up for next turn's recruiting, this is why you'll want to build at least two new commanders and use all five decent starting commanders in that capacity the first ten turns or so. The first couple, use anyone with command value, you want to hurt the Witch King as badly as possible the quickest you can the first few turns. It will give Rhudaur something to think about, and in an emergency you can send any spare or back up commanders to 1113 and 1317 and collect an additional 600 HI that can join the 1400 you're capable of getting there in one turn from your eastern recruiting sites. Don't bother blowing the bridge at Tharbad, that helps the Duns more than it does you. Tharbad is protected by a castle, as is your capitol, his only major town is protected by a tower. Due to the mechanics of movement, it takes two turns for him to march from his capitol to yours with infantry around the river, and three turns for you to do the same. Also, if the Dun player blows it, it's likely an advance indication he's contemplating going Dark. You may want to consolidate the northern navies under the Noldo banner, that will help your treasury and instantly makes those ships more valuable. However, try and see if you can get one of those extra combat artifacts the Noldo carries around and seldom uses, even if only until you can find some better ones of your own. Whine and snivel about how humiliating it is to have to Refuse Personal Challenge from Rhudaur if he goes dark, and how you'll actually be using them in combat, unlike most Noldo armies. Point out Rhudaur probably got a few from the Witch-King, maybe you can finagle one of the better ones, but don't be horribly disappointed if he refuses. Even though he'll have better ones shortly, that's just the way the Noldo are. Make sure he plans to use it though, as your navy is of some worth. If the Tharbad bridge gets blown it allows you to land 2000 HI in Dunland if you have to. It also allows you to ferry troops to Gondor when that becomes necessary. You can also use it to recruit from the farther reaches of Cardolan and move them more quickly in the event of an emergency. Later on, you may wish to exchange pop centers with players on the front lines to give them better protected ones, and to allow you to use your advantages to the fullest. Remember to have back up commanders and agents in those armies though. If you had any luck getting a good Noldo/Arthedain ally and Rhudaur dropped or went Good, you probably finished off the Witch King before Mordor could send him any appreciable agent help. When you get down south or east, you'll find out why North and South Gondor are afraid to go in their capitals!