If you like a challenge this position is for you. And unlike the Dragon Lord there is some realistic hope of actually doing well even in the face of competent opposition. Strengths Terrific characters especially commanders A well fortified compact recruiting base Lots of artifacts Good starting armies Decent tax base Weaknesses Terrible resource production Too far removed from your allies for them to support you militarily All and all your nation is pretty great. Unfortunately you are badly outnumbered. Unless you can find some help you will get overrun by sheer numbers. From game start you are facing two nations (Cardolan and Arthedain) who have nothing better to do then make your life hell. Before too long a third (the Noldo) will most likely be on your back as well. Pretty much the same situation as the Dragon Lord but unlike him you are given a little hope. There are two neutrals in your area and if you can recruit them then the odds will be a lot more palatable. Rhudaur is critical; there is no realistic hope if he attacks you, so make every effort to sway him to your side as soon as possible. Fortunately recruiting Rhudaur is fairly easy for you. A most effective recruiting strategy is to mention to him how dull his game will be as a Free nation. Don't forget about the Dunlendings either, you need to recruit them to even up the odds. Three on three is a lot better then four on two. Characters Initially all your new characters should be commanders. Make no mistake you need as many as you can get. Later on if you have done well you can start naming characters with agent or emissary skill. Use all your characters against your foes. You do not have the luxury of worrying about artifacts or victory conditions. Time is something you have precious little to spare, if you waste it you won't be long for Middle-earth. Economy Your anemic resource production in no way supports your economic needs. Something must be done immediately. You can try placing camps; you have the pectoral so this will be easy for you. However your economy will grow too slowly from only one character placing camps. You could name new emissaries or use Mûrazôr but then you are taking away from your ability to defend yourself. I think the best answer is to raise your tax rate. Your fortified population centers won't degrade no matter how low their loyalty gets. As soon as you can raise your taxes to as close to 100% as possible. This will give you enough gold as long as you can keep your tax base intact. Military This is your lifeline. You can not have too many troops. Recruit everywhere you can and never miss a turns recruiting for any reason. Your ultimate goal is to have a recruiting army on every population center above the size of a camp. The best way to use your armies is to be aggressive. Attack as soon as you can, don't lay back and be defensive. It's very important that you attack first. Capture or threaten as many enemy population centers as you can. Ashdurbuk Zalg, with his +30 command artifact, leading a cavalry army can be devastating. You want their armies chasing your armies and trying to recover lost towns. Plus if you have armies in their areas they are more likely to hold their armies in reserve to guard against your attacks. As long as you can keep the fighting on their population centers you are doing well. When they start landing on yours you are in deep trouble. Constant fighting also keeps their troop strengths below the magic number needed to take out your capitol. Make good use of personal challenge, you should have the best challenge in every battle except when Argeleb II is involved. Forcing them to fear losing commanders in this way slows down their movement and who knows you may get lucky. Lastly march on 2004 immediately, it's undefended and the last thing you need to see is a dwarven recruiting banner there. Final thoughts Since the Dark Servants can and usually do win after the Witch-King is eliminated you can expect very little help from your teammates. In reality your nation is a speed bump to keep the northwestern Free from marching east too early on in the war. Because of this and your location all you can hope for from your teammates is a little gold. Competent players will politely refuse any requests you make for agent support. It's simply better used around Mordor. How well you do is up to you, there is no safety net. There is no room for error or indecision.