Iron Hills

* Castle
* Camp

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"Not long after most of Durin's Folk abandoned the Grey Mountains. Grór, Dáin's son, went away with many followers to the Iron Hills; but Thrór, Dáin's heir, with Borin his father's brother and the remainder of the people returned to Erebor. To the Great Hall of Thráin, Thrór brought back the Arkenstone, and he and his folk prospered and became rich, and they had the friendship of all Men that dwelt near. For they made not only things of wonder and beauty but weapons and armour of great worth; and there was great traffic of ore between them and their kin in the Iron Hills."
—Appendix A, Annals of the Kings and Rulers: "Durin's Folk"

The Dwarves have a massive angular fortress to provide a high number of extensions. The peculiarity of the faction is defined by a leading realm selection: **Erebor**, **Iron Hills**, or **Ered Luin**. The focus depends on the leading realm. The fortress offers 7 building plots, with 2 more available after researching an upgrade. In addition to a large number of unit upgrades, the Dwarves have three different sources of raw materials: wood, ore and stone. On camp maps, the dwarves have a hexagonal ring of walls with a small opening. Erebor's focus is on infantry that can be enlisted in a plethora of different variations. On settlements they can build Mineshafts, Lumbermills or Travel Camps. Ponies are generated every few minutes from Travel Camps so that Ironbreakers can leave for Khazad Dûm, returning as seasoned Veterans.

## Strategic Points

### Castle

The castle is a heavily equipped stronghold with walls, defense plots in the base and a gate. The player can unlock additional defense plots by purchasing a defense plot upgrade. It has 7 building plots and 4 defense plots.

### Camp

The camp has high walls with a single entrance. The walls, however, cannot gain defence upgrades, but there are still plots on the inside that can be unlocked with the upgrade. It has 5 plots with 4 defence plots.

### Outposts

The Iron Hills can pick between a regular outpost where they can build regular troops or the Ered Mithrin Bastion, home to fierce dragon slayers.

### Settlements

On settlements they can build mineshafts that produce resources, lumber mills which produce wood resources and travel camps which make elite troops into Veterans of Khazad-dûm.

## Heroes

### Drár

"In the Third Age, few Dwarves are prone to wanderlust. Múrin and Drár are two exceptions to this rule, having travelled far and wide beyond their home in the Iron Hills."
—Games Workshop

Drár is the captain of Dáin's rear guard, a keen crossbowman whose heavy pavise shields makes him unusually resilient for a ranged hero.

**Recruitment location:**  Hall of Warriors

### Múrin

"In the Third Age, few Dwarves are prone to wanderlust. Múrin and Drár are two exceptions to this rule, having travelled far and wide beyond their home in the Iron Hills."
—Games Workshop

The captain of Dáin's vanguard, Múrin is a powerful fighter who cleaves a way through the enemies of the Iron Hills to give the soldiers their opening.

**Recruitment location:**  Hall of Warriors

### Narin

"We are hastening to our kinsmen in the Mountain, since we learn that the kingdom of old is renewed. But who are you that sit in the plain as foes before defended walls?"
—The Hobbit, "The Clouds Burst"

Narin is a messenger of Dáin and the Iron Hills, as well as a diplomat. He sent a message to the elven and Lake-town armies at the Battle of Five Armies to warn them to stay out of the way.

**Recruitment location:**  Hall of Warriors

### Thorin III

"Then Bard II, Brand's son, became King in Dale, and Thorin III Stonehelm, Dáin's son, became King under the Mountain."
—Appendix B, The Tale of Years (Chronology of the Westlands): "The Third Age"

Thorin Stonehelm was the son of Dáin and a lord of Erebor and the Iron Hills. When Dáin was killed during the Easterling invasion of Erebor, Thorin became King Under the Mountain and led the dwarves and men to victory once news of Sauron's defeat reached the area.

**Recruitment location:**  Hall of Warriors

### Dáin Ironfoot

"But go specially to my cousin Dáin in the Iron Hills, for he has many people well-armed, and dwells nearest to this place."
—Thorin Oakenshield, The Hobbit, "The Gathering of the Clouds"

Dáin Ironfoot was a lord of the Iron Hills who came to Thorin Oakenshield's aid during the Battle of Five Armies. After Thorin's death, he was crowned King Under the Mountain and brought peace and prosperity to the area. He was later killed while defending Erebor from an Easterling invasion in the War of the Ring.

**Recruitment location:**  Citadel

## External Buildplots

### Buildings

2 Mineshaft: -10%
3 Mineshaft: -15%
4 Mineshaft: -20%
5 Mineshaft: -25%
 Lumber Mill (X)
 Travel Camp (C)
 Ered Mithrin Bastion (X)

### Heroes

No heroes can be recruited on out building plots for this faction.

## Spellbook

**Due to recent changes by Fandom, the hover mechanics of the spellbooks no longer works. Below you can see how the spells are arranged in the game. To find more about each power scroll down to the tabber.**

**Tabber**

* Carc's Raven
* Rallying Call
* Lone Tower
* Undermine
* Final Stand
* Dwarven Runes
* Art of the Dwarves
* Gandalf the Grey
* Beorn
* Summon Citadel
* Earthquake

## Strategy

The Iron Hills subfaction of the Dwarves is the most defensive variation of the three subfactions. Most of the warriors and soldiers of the Iron Hills have improved armor, and some abilities and upgrades that further buff their armor. Clearly, the theme of the Iron Hills is more about biding one's time, bolstering defenses, and holding up against superior forces through defensive advantages.

This is the faction with the fewest hero units, and even fewer hero units that are exclusive. King Dain makes an appearance in this subfaction again, albeit as Lord of the Iron Hills after losing his mountain to Smaug. The only real difference with Dain Ironfoot is that his army-buffing powers increase their armor rather than boosting their attack strength. Thorin III also makes a second appearance in the Iron Hills subfaction, but unlike Dain Ironfoot, he's the exact same hero as in Erebor, with the exact same powers and abilities. The rest of the hero units are more or less for auxillary purposes.

The mighty Bastion is the Iron Hills' unique outpost, which is a tiny fortress that can train upgraded soldiers that are specialized against hunting monsters. It also has access to the Mighty Catapult, which deals extreme damage to an area as an ability.