Likely the least popular nation in Middle Earth. The Woodmen start the game with friends, the Dragon Lord has artifacts and cool characters, and the other neutrals possess that one asset that makes them look a little less...mercenary...: time. Rhudaur has to pick a side and go to war as soon as possible. The armies you start with will soon bankrupt you. If you wait too long, the other players will decided for you.... You are necessary in the beginning of the war in the North West, an annoyance later. Rhudaur on its own will not turn the tables of the game and throw the balance of power to either side. It will have a definite impact on its region, though, and because of it's impact in the North West, it can be an exciting position to play. I write assuming that the Dunlendings will be a non factor. They too often are. Either they wait 10 or more turns before declaring, or they wait 10 or more turns before dropping. That's a long time that you are dealing with very serious problems of your own. If you and the Duns talk before the first run of turns and decide to move in unison, well, that's an entirely different sort of game anyway - saw Cardolan knocked out by the two neutrals on turn 4 once... Rhudaur is the one neutral position that actually hurts themselves by waiting to join the war. Your starting armies are going to quickly eat your reserves and since potential enemies surround your nation you are forced to maintain a strong military. Early diplomatic efforts are critical to Rhudaur. Send your contact info to every player as soon as you can. You need to speak to the nations around you immediately, even if it's you who has to make the effort. You must get a feel for the players around you so you can make an educated decision on which team to join. Don't make your decision on what you are offered. Instead decide based on which of your neighbors you feel are the better players and which would make the best teammates. This is not a position you play to win a certificate; it's possible but not likely. Get involved and help win the war, let someone else worry about winning the game. Dark Servant Rhudaur - The Witch-King is hopelessly outnumbered and, without help, will fall quickly in the face of competent opponents. If the Free are aggressively attacking the Witch-King you should not remain neutral for more then a couple turns. You may be tempted to wait and let the Witch-King absorb the early attacks of the Free. This is a mistake; he needs your help immediately. By working with the Witch-King you can turn those early battles from losses to draws or even to wins. You should attack as soon as you have downgraded relations against your targeted nation. Officially changing your allegiance can wait. Be aggressive! Use your neutral status to launch a deadly first strike. Cardolan's ability to hire armies at no cost makes them a formidable military nation. If you sit back in a defensive shell their attacks will quickly wear out your defenses. Once you are at war get a recruiting banner on as many of your population centers as you can. Don't forget about your ability to hire men @ arms armies at no cost. This is useful when money is getting tight. Ask your allies to reveal Imladris (2209) and conquer that major town. This is a priority. Remain wary of a possible attack by the Dwarves through Goblin-Gate. If you can't recruit the Dunlendings try and at least keep them neutral for as long as possible. The threat of attack from the rear can keep Cardolan from making all out war on you. As far as new characters goes a balanced mixture of commanders, emissaries, and agents is your best bet. Commander-agents are a particularly useful combination if you can afford to name them. It's Arfanhil and Murazor, back to back, fending off the Free World. Arthedain, Cardolan, Dwarves, Noldo, Woodmen and Sinda all take turns attacking the two of you. If the Free are competent and do not drop, you should eventually die. But it will be fun. The trick with a DS Rhudaur is to last long enough to win praise from your enemies.... DS Rhudaur is quite complicated, actually. There are so many more choices. Can your allies reveal Imladris for you? Should you send a force to try and save Goblin Gate for the Dragon Lord? Arthedain or Cardolan? How you split armies to attend to the various possible tasks is extremely important. You will require excellent communication and coordination with the Witch King. The two of you should determine if you are going to go banzai and try and break Arthedain right away, or each pick an enemy and hope to last long enough that Mordor will send effective assassin help for you to begin expanding. Once dragons start showing up (turn 5 or so), get characters out after them. You need all the help you can get. After your starting armies have been destroyed, you may very well never go out on the attack again. It depends on the Mirkwood Free, the Dwarves, and the Dunlendings. If you do get another large force onto the enemies towns, you're doing well. If not, well, keep hiring, direct the Mordor agents (they're more willing to send some if you're helping the Witch King...often not wasting any on the Witch King alone), and beg kick and scream for a major town far far away..... Free Rhudaur - The need to declare early is still important but for different reasons. Without your help the Witch-King will most likely fall very quickly. Failure on your part to attack early will cost you the opportunity to gain any population centers from the Witch-King. If the Dunlendings go Free as well your armies will have to march many turns to find anything to attack. Also if you try and join the Free after the Witch-King is defeated you may find a chilly reception to your offer. You may even find the Free attacking you while you're still neutral. Your worth to the Free decreases dramatically after the Witch-King falls and declaring Dark Servant at that point is total suicide. New characters for a Free Rhudaur should be almost exclusively agents. Agents allow you to defend yourself against the hordes of assassins streaming out of Mordor. They also are the most efficient way for you to contribute to the war effort. Your nation is simply too far away from Mordor to launch effective and cost efficient attacks using armies. Continue to raise and send armies east by all means but the fastest way you can help is with agents. Witch King. Pounce on him asap. Send your cavalry to help your new allies, either Goblin Gate, or around to the north road against 2305 or 2703. Move one huge army out to him, take care of your admin, and create another huge army right away. Mt Gram is your ultimate target. Then, clear the plains of Angmar, reclaim Zarak Dum for the Free, and coordinate with Arthedain for an attack on Carn Dum. You will have to refuse at every turn, so pay attention to the food if you want to go into the mountains. Dragons will appear just when you least want them too. Accept the huge economic bonus when your army is frozen into little ice statues by Lomaw, and start again. You will also lose a commander or two, as Mordor will send agents out to, if not save the Witch King, at least exact a little revenge on you. The Dark Servants will be calling you coward, backstabber, and other names. They will go away and leave you alone when you knock out their friend. After the Witch King is done, your characters will have developed to the point where you can use your emissaries to improve your camps and villages until they're in their 50's and higher, good enough to go on the offence. Your starting characters will be naming 30 agents that you can use in multinational companies to guard until they're more useful. Send an emissary and commander to an allied pop center to accept a transfer and hire an army right away. Other than the two-bit character help and a recruiting center on the front, you'll be an economic engine for the Free with your new camps/villages, and whatever you've taken from the Witch King. If that isn't interesting for you, well, go DS.... All Rhudaurs - I recommend raising your tax rate to 59% as soon as you can. It is also important to open cordial negotiations with the Dunlendings. Keep a wary eye on this nation until they join your team. Essentially: Pick a side and move troops at it until one of you is out of the game. Use Seammu and Marendil for your initial attacks, one with cavalry, the other with foot troops. Use the foot troops as one huge army marching at your enemy, and the cavalry for mobility. Either as an interceptor force, or to move deep into your enemies back-field. It isn't too strong, but a couple of undefended towns should be smoking ruins if you get to them. You have arguably the most important nation advantage in the game: the ability to hire armies for free. This is what you will be doing in the beginning, middle, and with a good team or good luck, the end game also. Your other character issues are secondary. This is also your greatest downfall. You can hire, heck, 1700 HI for free from nowhere in one turn, hey, even 2000.... But, the next turn you begin to pay for them. You will also have to watch your food: collect it at one pop center and get it into an army there right away, because you're most likely going to have to sell it again next turn. Try and keep your multi-classed characters home to recruit and train. Those 10 agents will be naming agents at 30 before you realize it. Briam will eventually be the leader of an effective emissary squad. Arfanhil has to take care of the essential capital orders, and should name another 40 commander (another useful military advantage) to help him. The one commander and 3 emissaries right away, with 60% taxes and very early troop losses, should keep you economically viable. You may need a one time infusion just as your reserves hit bottom, but if you're playing effectively, either team should be more than willing. Remember to focus. You can't do everything, so finish each job before trying to get on to something fresh and new. If you go Free, finish with Witch King before you start sending armies to Gondor. If you go DS, pick a strategy early, and throw everything at it. The more successful you are, the more negative attention you will receive from your enemies: emissaries and agents will be after you. Remember to use your challenge bonuses whenever possible: If you have one large army causing havoc for the Witch King, and Erennis just stole 2100 from Novtha Roglaw....he's probably working alone and vulnerable.... Best of luck and do enjoy the under-appreciated Hillmen!