Game Reports

After-Action Report: Game 989

South Gondor / Harad / Dunlendings

(Free People Victory on Turn 15)

by Retzy

 

 

Overview

Game 989 concluded with a Free People victory on Turn 15. I played the South Gondor (SG), Harad, and Dunlendings trio. The game was intense but ultimately tipped in our favor due to aggressive coordination in the South. This report outlines my strategy, how the southern front unfolded, and key lessons for both sides—especially for Dark Servant players in this region.

 

Starting Strategy & Rewards

Key Strategic Truths:

  • Harad and South Gondor must win the naval/military war in the South, especially in Gunboat format where no help is coming.

  • Dark Servants (Corsairs and QA) benefit from having their recruiting centers already south of the river, eliminating the need for troop transport via navy.

  • South Gondor, by contrast, must play the naval game aggressively and efficiently, transporting troops southward early and often.

Harad Rewards:

  • Go heavy on Commanders. Harad must max-recruit from Turn 1, which requires as many commanders as possible.

  • Named a 30-Command character and gave Shabla (who started at a major town) +10 Command as must-haves.

  • No need to name Emissaries; instead, use rewards to boost emissary rank for Ejenna and Shamara Katub.

  • For naming: of the 4 new characters Harad gets, name 3 as commanders.

  • Defensive Setup: Built towers on Harad’s southern towns with a reward to slow DS movement and inflict early attrition.

South Gondor Rewards:

  • +10 Command for Baranor—he can board SG’s starting navy and be useful from Turn 1.

  • Mages are nice, but Command takes priority on the front line (SG isn’t Noldo).

  • Used an artifact reward to convert the SG weapon into a Palantír to aid with scrying (early intel = strategic edge).

 

Opening Moves

Turn 1:

  • SG troops sail south immediately. Get the ships emptied and reloaded quickly.

  • Harad merges starting cavalry into one large army. Buy mounts and begin aggressive recruiting.

  • Bought mounts + leather at 2354 for Carlon’s army. Split off capital cav and had them meet there.

  • Shabla (10-Comm reward character) hired an army at 2535 and began recruiting.

  • Used South Gondor navy to intercept QA naval movement. Killed QA’s 2135 navy (Ashturg) at 2532—first major victory.

  • Harad navy intercepts QA at 2933 and sinks another QA army with commander. Harad and South Gondor combine for two naval wins and two dead QA commanders.

  • Palantír revealed the Long Rider eastern cav was not heading south, giving me greater confidence in regional control.

Turn 2:

  • Harad northern navy ran into two Corsair navies at 2533, another landed at 2631. Good news: Corsairs are spreading themselves thin, aiming for North Harad.

  • This strategy is inefficient: wasting time at sea, exposing commanders, and losing recruiting time.

  • I had already landed SG troops, merged Harad cav, and continued mass recruiting.

  • One South Gondor landing navy returns with 22 warships and 2 transport to 2533 to try and finish off Corsair navies if they linger.

Turn 3:

  • SG navy sinks three more Corsair navies at 2533 (22 warships vs scattered enemy navies).

  • Lost only Baranor, 22 warships and 2 transports vs 3 Corsair commanders and most of their remaining navy are dead. Well worth the trade.

  • At this point, 5 DS commanders killed, multiple armies lost, and turns of DS recruiting disrupted.

 

Turns 4–7: The Collapse of the Corsairs

Turn 4:

  • SG army overran a Corsair force at 2337, likely the 6th DS commander eliminated.

Turn 5:

  • Harad cav + warmachines landed at 2136, with 800 more cav nearby at 2236.

  • By end of turn: 6 DS army commanders dead, 4 Corsair pop centers taken.

  • Minor DS harassment in North Harad, but Free People dominate the south.

Turn 6–7:

  • Cav returns to Harad homeland.

  • Built 10 more warmachines for castle sieges.

  • Marched on Corsair capital.

 

Tips for DS Corsair/QA Players

1. Don’t Waste Your Naval Edge

  • You have the luxury of not needing a complex naval game—don’t throw it away on inefficient sea movements.

  • Corsair navies sent to North Harad were a strategic misstep: commanders lost at sea, recruiting delayed, and key territory left exposed.

2. Play the Military Game First

  • QA has fun tools (double-scout, 40-point emissaries), but none of it matters if you lose the southern military war.

  • Early on, your job is to fight the armies, not chase artifacts.

3. Focus on DS Breadbasket Defense

  • QA and Corsairs are effectively the breadbasket of the DS economy.

  • You are rich. In Gunboat, prioritize self-preservation: raise taxes, spend gold on mounts and steel, and delay “teamplay” until your position is secure.

4. Diversions Only If You Can Afford Them

  • If you have spare commanders, use them for harassment in the north. But your first job is securing everything south of the river.

  • Harad should always be willing to trade North Harad for your homeland, and that’s a losing deal for you.

5. Coordinate with LR and CL

  • A savvy Long Rider or Cloud Lord player should consider sending agents south

  • LR might request agent support from CL in exchange for artifacts or double scouting.

  • The sooner you slow Harad and SG, the better.

 

Conclusion

The Free Peoples secured the South by focusing on rapid deployment, relentless recruiting, and smart rewards. The Dark Servants’ failure to prioritize the military front—especially the Corsairs’ and QA’s naval missteps—cost them dearly. Once the Free side gains a recruiting and positioning edge in the South, it snowballs fast.

If you’re playing QA or Corsairs in a Gunboat game: think armies first, agents second. Secure your turf before you try to win the game for Mordor.