Issue: E-24 Date: 07-24-94 First Word Here we are at the next to last issue of the Mouth, at least for awhile. Brian and I are both looking forward to the break, but until then.... Let me start by apologizing for the rather large number of S&T articles in the Mouth this issue. At first glance, it might seem like your friendly editors are fulfilling some narcissistic desire to be read; but really, it's more harmless than that. You see, Brian has this overwhelming compulsion to complete all 25 nations before we shut down the Mouth, a compulsion he can't seem to shake. He also has strange thoughts about mint oreo ice cream and bathtubs filled with jello, but that's something I'm saving for the tabloids.... Also included is (finally) an entry from Jeremy Richman, one of the most shrewd ME players around. I've been bugging Jeremy to print something for quite some time, as by his own admission he disagrees with about 80% of the tactics that Brian and I recommend. So what does he submit? A Q&A with GSI (grumble, grumble). Maybe when we once again revive the Mouth for the new game, we can get Jeremy to do a counterpoint to the S&T's to give the readers a different point of view...yeah, sure. That man must be allergic to his word processor. Game 97 is still going strong, with all sorts of fun and vicious attacks taking place on both sides. The Dark Servants are FINALLY starting to take notice of me; of course, they waited until I destroyed all of Khand and marched 10,000 heavy troops to Osgiliath. Still, the game is getting really hot and heavy, and no one's pulling blows anymore. I suspect the death and damage toll will be truly horrendous before this one is over; certainly it's greater in this game than most of the others I've seen so far. And for you DOOM fanatics: Hell on Earth will be out in a couple of months. I can't wait; can you? Having said much of nothing, I'll see you all for the last issue of the Mouth. Tom Dragons Daelomin: offer TWO artifacts = recruited into army for Dark Servants. This was just a rumor before, but it's now been confirmed as fact by eminent dragon-hunter Jeremy Richman. The man's love for those smelly, scaled beasts knows no bounds.... Scatha: offer one HUNDRED thousand gold = dragon recruited into army for Dark Servants. And thanks to Darren Beyer for that bit of news on Scatha. That's one dragon I think I'll take a pass on, thank you. Personals Game 168 Sheldon Campbell, the Witch-King, is looking for a little help from his fellow Dark Servants. He can be reached at: 76137.2101@compuserve.com News from the Net ------------------------------------------------------- Post #1 ------------------------------------------------------- From: freeman@cae.wisc.edu (Samuel Freeman) Subject: ME-PBM game 169 Date: 6 Jul 1994 16:34:01 GMT A friend of mine is playing one of the neutrals in game 169 and would like to make contact with other players of any allegiance. His name is Bob Tweedy and his e-mail address is r.tweedy@genie.geis.com His phone # is 817-447-2423. ------------------------------------------------------- Post #2 ------------------------------------------------------- From: jurin@aol.com (Jurin) Subject: ME-PBM Game #170 Date: 8 Jul 1994 22:34:01 I am playing the Easterlings in Game 170. I would be very interested in hearing from Free Peoples and Dark Servants alike. Thanks! Jerry ------------------------------------------------------- Post #3 ------------------------------------------------------- From: look_out@delphi.com (Just Me) Subject: Middle Earth Date: 15 Jul 1994 05:23:57 GMT Hey all! I am just about to start in a new Middle Earth Game. Since this is my first game, I would like to start out with as much info as possible. So, my question is this: Is the a FTP site for ME stuff? (and if so, where.) Thank you, John P.S. I haven't even recived my possition [sic] yet, so I don't even know who I will be. ------------------------------------------------------- Post #4 ------------------------------------------------------- From: tolley_t@msdisk.wustl.edu Subject: GAME 107 Date: 15 JUL 94 09:03:50 CST I am looking for the long rider or the cloud lord in game 107. I would like to talk to them. If they or if anyone knows if they have email to contact me at my email address. TIM ------------------------------------------------------- Post #5 ------------------------------------------------------- From: stomljen@ux4.cso.uiuc.edu (You Better Work!!) Subject: MEPBM GAME #167 Date: 15 Jul 1994 22:21:56 GMT I am rhudaur in game #167. anybody else playing? steve ------------------------------------------------------- Post #6 ------------------------------------------------------- From: eschnurr@netcom.com (Eric Schnurr) Subject: ME: Bribe? Date: Mon, 18 Jul 1994 04:04:47 GMT Hi all, I'm looking for information/experiences with the Bribe order. How much money have people offered and succeeded or failed in recruiting a character from a defunct nation? (Will a 10Emis offering 200k gold always succeed? Will a 100Emis offering 500 gold always succeed?) I'll collect any info you send around and post up a summary. (Please give me the Emis. rank, amount of gold offered, and total ranks of the target.) Thanks! --------------------------------------- | Eric Schnurr | eschnurr@netcom.com | --------------------------------------- ------------------------------------------------------- Post #7 ------------------------------------------------------- From: freeman@cae.wisc.edu (Samuel Freeman) Subject: ME-PBM combat tactics Date: 18 Jul 1994 14:39:28 GMT Here's the Best/Worst Tactic vs. Tactic table from page 55 of the ME rulebook: Tactic Best vs. Worst vs. ====== ======== ========= Charge Hit & Run Ambush Flank Ambush Surround Standard Flank Charge Surround Flank Hit & Run Hit & Run Surround Flank Ambush Charge Flank When I first read the rulebook 8 months ago, I interpreted this table to mean that "Charge is best vs. Hit & Run" and that "Charge is worst vs. Ambush", for example. Now, after fighting many battles, I'm starting to think I've been reading the table backwards. I now think it should read "the best tactic vs. Charge is Hit & Run" and "the worst tactic vs. Charge is Ambush". I've met some vetearn [sic] players in battle, and it's obvious from the combat tactics they've chosen that even veteran players are confused on how to interpret this table. What do other ME players think? Sam freeman@cae.wisc.edu ------------------------------------------------------- response from shpark@mothra.syr.edu (Sheeyun Park) ------------------------------------------------------- Maybe I shouldn't comment as I have yet to get into a battle. But reading the rules it seems that there are two different ways tactics will have an effect on combat. On pg 58 of the rules, they give a listing of a sample combat. The first tactic (to be averaged into the troop modifier) seems to be based on the troop type. Then the tactics best/worst seems to be applied again (along with relation bonus) later to compute the army troop strength. So it might be best just to always go with the tactic that is best for the majority of troops instead of tryingto second guess what your opponant's tactic will be. Although if you can guess right, it probably would mean more since it doesn't get averaged with the rest. But it doesn't seem worth the risk. Don't mind me though. I'm just a newbie. I'd like to hear from the vets out there. Sheeyun Cloud Lord #168 ------------------------------------------------------- response from wang@ux1.cso.uiuc.edu (Wei) ------------------------------------------------------- I am almost certain that the first and obvious interpretation is right, that a charge is best vs. hit and run, and the best tactic against charge is ambush, etc. The message when you ambush their charge is "They charged... right into our ambush." It gives a huge advantage by the way, so it is worth suckering your opponents usually, since you get a significant bonus and they get a penalty as well. Wei ------------------------------------------------------- response from v011l6fc@ubvms.cc.buffalo.edu (DAVE ROSSELL) ------------------------------------------------------- I've always read the table as giving you some idea of the bonuses you can expect you and your opponent to get. For example, I've got a heavy cav army more than large enough to wipe out my opponent's heavy infantry force in the first round of combat, no matter what tactic I pick. That means I should choose my troops' tactics to minimize the amount of damage my enemy will do to me. Someone with heavy infantry is likely to try to FLANK, so I would have the heavy cav do a SURROUND, even though SURROUND isn't a good tactic for heavy cav. If you need to inflict the maximum amount of damage on an opponent, try to gues what tactic he or she is going to use, and pick the best one to combat it. This has worked well for me, and based on my combat reports, Ambush is the optimum tactic to use if your opponent is Charging. It seems to me that picking the right tactic helps in two ways: you get the bonus to your own troops, while your opponent gets a negative modifier when his or her combat strength is calculated against your troops. I think this is how it works out: Fire King has lots of heavy infantry so he decides to FLANK. N. Gondor has lots of light cav, so he SURROUNDS. N. Gondor's tactic vs. tactic modifier would be 115, since he picked the best possible tactic vs. his opponent's. The Fire King's modifier would be 90, since his was the worst possible tactic vs. his opponent's. These are important numbers in a close battle, since the army tactic modifiers are multiplied by your army troop strength, see p. 58 of rulebook. It is far more important to pick tactics by what your opponent's tactic is going to be, rather than by the tactic that works best for your troops. ------------------------------------------------------- Post #8 ------------------------------------------------------- From: grosspie@cae.wisc.edu (Carl William Ii Grosspietsch) Subject: ME-PBM Game #172 Date: 19 Jul 1994 20:41:58 GMT Hail ME-PBMers: The realm of the Dark Lieutenants in Game #172 seeks to open lines of communication with any other lords/ladies of Game #172 who frequent this newsgroup... And so shall rise the Shadow of Mordor, Urzahil, Lieutenant of the Dark Tower ********************* Carl Grosspietsch II grosspie@cae.wisc.edu ------------------------------------------------------- Strategy & Tactics: The Haradwaith >From Brian Mason The Harad start the game in a unique position. While strategically they are in almost the same boat as the Corsairs they are different in many aspects. They are very strong, economically, like the Gondors, but lack any significant character strength. Before we get a look at this very interesting position, lets take a look at the basic data which I usually present in these articles. Basic Data How does the nation of the Haradwaith compare to other nations? At the start of the game they rank as follows (Allegiance Comparison Tables, Tom Walton, "The Mouth," #3): item for comparison among all among Neutrals ================ ============== ======================== Total Tax Base 2nd 1st Resource Base 2nd 1st Combat Strength 19th 4th Character points tied for last tied for last Artifacts tied for last tied for last The Haradwaith have good production. Expected production (Population Center Development, Brian Mason, "The Mouth," #2) which has not been adjusted for climate for the nation of the Haradwaith would be as follows: material le br st mi fo ti mo go =========== ===== ===== ===== ===== ===== ===== ===== == production 775 557 371 0 3121 1101 316 8518 This is a list of below of Haradwaith characters, their starting abilities, and their assignments. Name co ag em ma assignment ============== ==== ==== ==== ==== ==================== Carlon 30 10 10 backup commander Ejenna 10 20 emissary/mage Haruth Raman 40 10 army commander Ossim Rallah 30 army commander Shabla 10 30 mage Shamara Katub 10 20 emissary/mage Ulfacs 30 navy commander Yezmin 10 10 10 backup commander The Harad often win the game (Winners and Losers in Middle-earth, Tom Walton, "The Mouth," #8) placing in nine of the thirty-one games there reported. Most often when the go dark, but also when they opt for the free. The Strategic Situation The Haradwaith start the game in a very interesting position. Because of their preoccupation with each other, most of the Mordor nations and the Gondors present little risk: they simply cannot afford to spend the troops attacking you. As a military threat, the Quiet Avenger is a non-factor. Her forces start out weaker than yours and you can out-recruit her. The biggest threat you face is from the Corsairs. The Corsairs are one of the few nations that can out-recruit you. All other factors being equal, the upper hand will probably go to he who strikes first. However, in a war of attrition you would both lose. Despite all this, the Harad must start out preparing for a strike by the Corsairs. Preparing for a war in Harad Listed below are key points which will describe preparations which the Harad can make for a war "defending the homeland." 1. On hiring armies: The ability to hire armies at no cost is, in my opinion, the best special advantage in the game. Only Cardolan, the Fire King, and Rhudaur also have this ability. The Fire King is hampered by not having enough population centers of significant size at which to hire. While the Harad do not have this problem, they do have a problem which Cardolan and Rhudaur do not share: having enough commanders to make this an effective strategy. The only way to do this is to get more commanders. Given your economy invest the money and get commander/agents which, when not into army generating mode can be very effective backup commanders. 2. Arrange armies intelligently: The major river starting in the 2734/2833 hexside will effectively split your realm into two seperate parts. With the Corsairs having a navy better than twice yours in strength, it is important that you have large ready armies and the means to recruit more in both the north and the south. 3. Bigger navy?: Short answer: no. Long answer: to equal the Corsair navy, in warships alone would require 34000 gold and 51000 timber. This is too expensive. 4. Improve defensive posture: Eight of your towns lack a tower. You can easily change that. You have six harbors and five ports. Remove most of them. They cost you 4000 gold per turn (the savings here would almost pay for the maintenance cost of the new towers). 5. Patrol: Give your navy the absolute minimum in troop strength (100 men-at-arms) and patrol your coastline. The objective here is to do as much damage as possible to the Corsair navy if they attack. 6. Food: Almost all your terrain (and that of the Corsairs) is rough. Use your food properly. An infantry army can move two hexes in rough terrain with food. With a force march it can still move two hexes without food. A cavalry army can move four hexes in rough with food, but only three without. First of all, keep your armies at locations which can feed them, but invest your food reserves in the cavalry armies where they are likely to do the most good. Other less-salient points There are other points worth mentioning which are not discussed in the strategic features above. 1. While you have a need for more commander/agents, you will also need to allow at least one commander to remove harbors and ports, build bridges, and downgrade relations when this becomes important. 2. If you make your backup commanders 10/20 with the 20 in agent class and ALWAYS have them guard something, it is not necessary to invest the gold in pure agents. At some point, these characters will be good enough to switch over to pure agent actions. 3. You have more than adequate mages. Have them train in both their emissary and mage skills every turn, if possible. 4. You have adequate tax base and adequate production, so do you need more? Of course! Make a 30 emissary and send him out. While there is no area on your map not seen by somebody, some places are more inaccessible than others, specifically, the rough hexes along the north side of the Harnen. You also might consider some of the other locations on the map off everybody elses. >From Tom Walton I've played the Harad twice now, in fact have just completed turn 38 in my most current Harad game (this is the Game That Won't Die). Harad is second only to the Corsairs in terms of which nations I favor, and for very good reason: it's an economic and military monster just waiting to be unleashed. However, since I've waxed lyrical about Harad before, I'll confine myself to a few points which Brian didn't mention: - Harad is a split nation and as such you must run it as two geographically separated realms - even if you still have your navy. You must assume that the navy will be lost at any moment, depriving you of the means to quickly move troops between your north and south territories. With that in mind, always keep capable garrison forces on both sides of the river. Failure to do so will invite opportunistic players to make a quick strike and take your pop centers, which have pitiful fortifications or no fortifications at all. - if you plan on going evil, or you decide to go good while the Corsairs opt for evil, destroy all of your harbors and ports. This will limit direct enemy landings to one hex: 2632. Unless the enemy lands somewhere else and marches into your kingdom (thus advertising their intentions), they'll have to arrive at that hex. By putting a strong garrison there, or close to it, you're assured of being able to meet and engage these forces before they can do significant damage to your realm. But be warned: if you start to remove your ports and harbors, an enemy might panic and make a quick strike before you complete the process. Try, if at all possible, to complete the process in two consecutive turns to prevent such a move. - Harad is filthy rich. Indulge yourself by creating split-class characters for the first seven or so open slots. Instead of commanders, go for commander-agents; instead of pure agents, try agent-emissaries. Reserve one slot for a pure emissary to be used to put down camps (the split-class emissary-agents can improve the loyalty of the new camps while guarding them at the same time). - Don't get too attached to your characters. In truth, the really, really suck, and will probably really, really suck for the entire game. If you go good this is especially true as, anyone who's of any note will quickly be assassinated or cursed to death by the Dark Servants. On the brighter side: as rich as you are, you can easily create new characters to take up the slack. You can't begin to imagine how frustrated the enemy will become when they kill a half-dozen of your characters only to find that you replaced in them in just two turns.... - With the strong economy, concentrate on a quick military build-up of properly equipped troops. In my Harad game, the terrain made heavy infantry virtually worthless; so instead of wasting my time on this, I recruited only heavy cavalry with bronze weapons and steel armor. One of these armies was so powerful it actually defeated a large enemy force with a dragon in it. - as Brian pointed out, the Quiet Avenger is laughable at a threat. More so, it's also a tempting target. Adunaphel can't possibly match you in battle, making conquest of her nation easy, fast and lucrative...so long as the other Dark Servants can be convinced that you'll go evil as soon as the campaign is concluded. Or you go Free. - As a final note: if you lean towards the Dark Servants, attempt to put a camp down in the hex opposite of Pelargir, on your side of the river. Gondor will almost definitely blow this bridge and then move to sink your navy, so you'll need a pop center available to quickly build a new bridge. If you can do this and get a large army across the river on the same turn, you can virtually assure the defeat of the Free Peoples. Strategy & Tactics: The Dog Lord >From Brian Mason Lets start this with a look at the basic data. Basic Data How does the nation of the Dog Lord compare to other nations? At the start of the game they rank as follows (Allegiance Comparison Tables, Tom Walton, "The Mouth," #3): item for comparison among all among Dark Servants ================ ============== ========================= Total Tax Base tied for 21st tied for 7th Resource Base tied for 15th tied for 3rd Combat Strength 11th 4th Character points 7th 4th Artifacts 5th 4th The Dog Lord has pretty poor production, especially in the areas necessary for him to be worth his name. Expected production (Population Center Development, Brian Mason, "The Mouth," #2) which has not been adjusted for climate for the nation of the Dog Lord would be as follows: material le br st mi fo ti mo go ========= ===== ===== ===== ===== ===== ===== ===== ===== production 87 1007 427 42 381 172 42 6689 This is a list of below of Dog Lord characters, their starting abilities, and their assignments. Name co ag em ma st assignment =========== ==== ==== ==== ==== ==== =============== Ashburgnul 20 50 mage #2 Borhan 30 agent #1 Bulrakur 50 attack command Dendra Dwar 20 20 60 30 mage #1 Gurthlug 30 20 emissary #1 Kaldurmeir 40 defense command Krusnak 30 20 30 attack subcommand Tonn Varthkur 40 30 combat mage Army Strategy The Dog Lord is strong in many areas. However, the strength of the army must not be overestimated, for if the massed Dog Lord armies were to meet the massed Eothraim armies the outcome would not be in doubt: the Dog Lord would lose. The object here, then is to harrass and take undefended population centers of Northern Gondor and only meet the Eothraim in pitched battle when additional Dark Servants, especifically the Dark Lieutenants, can arrange to attack together. Most of the strategy of the Dog Lord is contained herein: your objectives should be arranged with a bait-and-switch type mentality. You do not want to encounter the Eothraim, but you do want to acquire more population centers. The plan, then, is move your attacking army in such a way that on your next move you can attack many targets so that your true target is unknown. While your army is very good, and the time will come to use it, but the time is not in the early game. Attempt to meet small armies or undefended town/towers. For the moment, avoiding Easterling population centers is advisable. While conventional wisdom is to avoid the Eothraim camps, ending a turn there and destroying them has multiple good effects: one, it lowers the loyalty of Eothraim major towns which you will eventually need to deal with, two, it improves the morale of your own army so that it becomes a more potent offensive force, and three, scorched earth often puts an adversary into disarray. Use your defensive army at Morannon for two purposes: one, to defend this critically important pass, and two, recruit cavalry here as the conjure mounts allow. Then, your attacking army can come back and pick up replacements as they are needed. Eventually you will shuttle all the mounted forces to the attacking army, for there is no need for your defending militia to be other than heavy infantry. Get it to a nice core of about 2000 hi, and as the materials become available recruit heavy cavalry. Watch the prices of leather. You can conjure mounts, you cannot conjure leather. Buy excessive amounts when it is cheap or arrange for transfers from the players which have better leather production (Witch-King and Long Rider). Dump your command artifacts and combat artifacts in your attacking army where they will do the most good. With the artifacts available, Bulrakur becomes unchallegable to all but the best army commanders, and only Tarondor is usually in the area. Economy While it is tempting (increasing Dog Lord taxes to 70% will get the Dog Lord temporarily "in the black", and the large at start surplus would fund the first half dozen turns), doing so would eventually result in the dissolving of the Dog Lord camps. The first couple of turns can be played for modest gains, but strategic plans must be made with the Dark Lieutenants to attack the Eothraim. It is necessary to get more taxes. This can be done two ways: through creation or conquest. Creation is initially expensive, but if placed in some secure locations can yield great return. Conquest is easiest, but it is likely that anything taken in Rhovanion can be quickly re-taken by Mahrcared and friends. For development, then, you need a quality emissary. Spend the 10000 and then add another for 5000. Develop camps in the plains hexes on your map and once they hit 50 in emissary skill begin improving camps to, eventually, the town level. Character Strategy Apart from the two emissary creations what is to be done? Name a couple of agents. Your chance of getting stealth is to great an opportunity to pass up. If you do get one with stealth, then pass off the agent artifacts and go to work. First, stealing gold from the Gondors, then moving on the the more delicious task of killing characters. For your starting mages, I advocate using Tonn Varthkur as a mage in the combat army. You get someone else who can use a sword and you also get combat spells. Among the other two mages, Dendra Dwar can locate artifacts and Ashburgnul can go get them. Economy While it is tempting (increasing Dog Lord taxes to 70% will get the Dog Lord temporarily "in the black", and the large at start surplus would fund the first half dozen turns), doing so would eventually result in the dissolving of the Dog Lord camps. The first couple of turns can be played for modest gains, but strategic plans must be made with the Dark Lieutenants to attack the Eothraim. It is necessary to get more taxes. This can be done two ways: through creation or conquest. Creation is initially expensive, but if placed in some secure locations can yield great return. Conquest is easiest, but it is likely that anything taken in Rhovanion can be quickly re-taken by Mahrcared and friends. For development, then, you need a quality emissary. Spend the 10000 and then add another for 5000. Develop camps in the plains hexes on your map and once they hit 50 in emissary skill begin improving camps to, eventually, the town level. >From Tom Walton Just a couple of notes. This is a position I dread to play, as much depends on how competent your fellow Dark Servants are. One rotten apple can spoil your whole game.... - as Brian mentioned, your heavy cav can't match the Eothraim in battle. This means that your most obvious strategy is to avoid a pitched battle and hit undefended targets, driving the enemy crazy trying to track you down. However, it often turns out that one or more of your allies isn't very good and either refuses to support his neighbors or just plain bungles the attempt. That means that you'll HAVE to move your cav into battle, if only to keep Mordor intact. Prior to dispersing your forces to the winds, check out your allies to make sure they can hold up their end of the fighting. - a tactic you might want to consider is to split off 1500 or so cav and zip deep into the back country of Northern Gondor. Since Gondor almost always moves his troops east towards Minas Anor, you've a good chance of finding all the little towns in the area entirely undefended. With your best leader and a few artifacts, you can threaten these away, split off your army, and start recruiting more nuisance forces. By the time Gondor finally returns to wreak a little vengeance, you might have more armies around than he can easily deal with. In any case, you'll deprive him of much-needed production early in the game, and you can turn to scorched-earth if it appears that the Free are going to drive you out. Strategy & Tactics: South Gondor >From Brian Mason This is prehaps one of the most fun positions to play. You have many options, and at least initially, you do not have barbarians at the gates. Despite this, for your eventual success there are many things you must do, and do well. Here's the basic data. Basic Data How does South Gondor compare to other nations? At the start of the game they rank as follows (Allegiance Comparison Tables, Tom Walton, "The Mouth," #3): item for comparison among all among Free Peoples =============== ============== ========================= Total Tax Base 3rd 2nd Resource Base 4th 3rd Combat Strength 4th 4th Character points tied for 12th 3rd Artifacts tied for 11th 5th South Gondor has very good production in almost all areas due to their great number of population centers and their being spread over a variety of terrain types (players take note). Expected production (Population Center Development, Brian Mason, "The Mouth," #2) which has not been adjusted for climate for South Gondor (usually excellent, I might add) would be as follows: material le br st mi fo ti mo go ========= ===== ===== ===== ===== ===== ===== ===== ===== production 1327 383 255 0 4635 757 388 5856 This is a list of below of South Gondor characters, their starting abilities, and their assignments. Name co ag em ma st assignment ========== ==== ==== ==== ==== ==== =============== Argirion 50 Navy Commander Baranor 30 Capital Commander Belechael 30 20 Special Events Camlin 50 Recruiting Commander Celdrahil 60 10 SGEF Commander Dunsul 50 10 Recruiting Commander Marahil 10 10 20 SGEF Backup Saerol 10 40 Mage SGEF == South Gondor Expeditionary Force Army Strategy The first step is to get your armies coordinated. It will cost a turn, but consider recruiting and sending everything to Dol Amroth on turn one. Then transfer troops and ships so that the armies can be grouped in the following ways: 1. A minimal navy (with the Men-at-Arms) to be used as a naval strike force. This can end every turn in a different port and is primarily there to encounter navies of the opposition. If negotiations go well with the Harad, you can get more offensive and go after Quiet Avenger holdings. 2. A huge army which you send to Osgiliath or Pelargir after consultation with Northern Gondor. 3. Recruiting armies at Dol Amroth and Morthondost. The Dol Amroth army adds 500 heavy infantry every turn while the Morthondost army can build an army of heavy cavalry behind the lines. You can also use this to strike against unfriendly camps in Western Gondor. Character strategy 1. Name a 30 agent who can use the Ring of Impersonation to its best ability and put him to work. Keep him moving (the Dark Servants want your ring, too) and have him do safe actions until he is ready (steal gold from friendlys, sabotage ports/harbors which are not needed, etc.). He should name a 10/20 commander/agent who should do the same after getting his agent rank up. You need the commander/agent for two purposes: one, so that he can use his command skill to form a company so that your 30 agent need not execute a move order and his agent skill to scout when moving into an unfriendly hex. 2. Name a couple of 30 emissaries and lay claim to Western South Gondor with camps, and later villages and towns. 3. With the turn six new creations, get some backup commanders in your armies, and possibly another mage to supplement Saerol's lorely activities. Specific actions to take South Gondor must do many things, and it must do them all well. 1. Three of your population centers start the game not fortified. Spend the timber, and one commander moving around to do this. Fortifing these will allow you to raise your taxes to the 60-70% level. While you do not initially need this much taxable income, you should prepare to assist many of your allies financially. As allowed by prices and timber production, upgrade the fortifications at Dol Amroth. 2. Get into Ithilien quickly with a great deal of troops. The long term security of most of your population centers depends upon Northern Gondor. To get to you, the nations of Mordor must crush Northern Gondor first. It is alot better for you to fight at Osgiliath than at Dol Amroth. 3. Patrol the coast. The only immediate, and possibly long term danger you face is by Sea. The only nation which can match you on the sea are the Corsairs. If the Sinda or Northern Gondor are not committed to offensive action on the sea, see if they will give you their warships. It is also possible for the Sinda to make you ships at Edhellond and then transfer them to you. 4. Watch your back door. Almost everyone knows of the nice hexes west of Morthondost. Make sure no one starts building up behind you. >From Tom Walton Brian pretty much said it all. Only a few points I'd like to make: - you MUST support Northern Gondor RIGHT AWAY. Move as much as your army as you can to Osgiliath at the opening of the game. At this point, the Dark Servants won't be able to assassinate your leaders, and in combination with Northern Gondor you just might be able to destroy Mordor's starting forces. If you fail to act in support of your neighbor, you will ultimately perish for your foolishness. The support doesn't stop there. You must also continue to recruit and feed troops to the meat grinder in the Ithilien. Every orc you hack up is one less that your allies have to contend with, and that means one less that YOU will eventually have to contend with. Steady, strong support will keep Mordor penned up until their treasuries run dry and their economies force them to slow down their recruiting efforts. - Southern Gondor is a rich nation. Instead of hoarding gold for Mordor's agents to steal, send the excess to nations which are continually short. The Eothraim are good recipients of your bounty, as are the Woodmen and even the Sinda. Again, this isn't entirely selfless; the longer they last, the more damage they do, the less chance there is that you'll have to fight on your own territory. - Try your darndest to recruit one southern neutral to the cause. It doesn't really matter which; if you get the Corsairs, their navy is no longer a threat and you can easily put the Harad fleet out of commission. Blow the Pelargir bridge and they won't be able to invade. If you get Harad, the Corsairs will no doubt sink the Harad navy, meaning that you in turn can sink THEIR navy. Meanwhile, Harad will turn it's fearsome economic might against the would-be pirates, putting them out of the conflict for many, many turns. In any event, getting the two southern neutrals to pounce on each other means that you won't have to be quite as vigilant in your defense and can more fully concentrate on Mordor. Questions and Answers with GSI By Jeremy Richman Here's some recent Q&A with GSI: Q: Does having stealth help an agent doing a guard order? A: Yes, the guarding agent would be including his/her stealth in his/her chances since being hidden would seem to make the guarding easier.... Q: Are army commanders harder to 615/620 than other commanders ? A: Yes, army commanders are harder targets than ordinary commanders. Q: Is kidnapping in fact harder than assassination ? A: Kidnapping and assassination are both 'Hard' orders. GSI does not comment on which is really 'harder'. One could argue a case for either one being harder than the other.... (Tom's note: a statistical analysis done by a friend some time ago suggests that kidnap is 5-10 points easier than assassinate. Of course, in any analysis there's always a margin for error....) Q: The rulebook says, regarding kidnap/assassination, that one factor on success is the relations between the nations. Does this refer to the usual bit, that the target nation's relations affect the order, or does it also mean that the kidnapper nation's relations to the victim also affect the chance of success ? A: This is also something not discussed with players. How I Got Screwed by GSI by Tom L. The Situation: It is early in game 165. I am playing Cardolan. A small Rhudaur army encounters a Cardolan army at Amon Sul. After friendly Email discussion with Rhudaur, it is decided that both players will attempt to post a camp at Amon Sul. Luck of the draw will decide the winner and no objections will be made. Orders are given to the Cardolan army. They are as follows. 1. Post Camp 2. Wait two segments for other armies to clear out of area and then move on to objective. The Result : The Cardolan army fails to post a camp because there is already one there (Rhudaur beat them to it). They wait two segments and then look up and are amazed to see "non -(friendly/tolerant) fortifications". The army is immediatly stopped by the "non - (friendly/tolerant) fortifications". Lesson learned: After segment one of the movement phase, the ME progam assumes all pieces on the board are moving (even if they have not). They then can be stopped by anything that would normally stop them. GSI definition of movement is not the same as mine. The following is the letter I got in response to my complaint to GSI. "Tom, On the first movement (day), an army is allowed to leave a hex even if there are unfriendly armies/forts, unless the enemy gave stand and defend orders. This allows the army to move and assumes that no attacks occured earlier in the turn (else the army would be alone or destroyed). Subsequent entering of the hex would still possibly result in movement being stopped. However, if the first movement is 'home', then the army is not out of the hex on the first day. This is essentially the same as leaving and re-entering the hex after 'day' one. You should find that that is why your army failed to move out last time, but there is no reason why they could not move out in the future. Good luck in your game! GSI" [Tom's note: I'm glad the other poor Tom tried this before I did, because my definition of not moving is simply that - not moving. It would never have occurred to me that giving the order not to move means that the army actual runs out of the hex and then back into it. I also looked through the rulebook and could find no instance where the mechanics as described above are written down. In fact, it's implied that the 'home' order means that the army doesn't move for the day. I quote from page 30 of the fifth edition rules, 2nd paragraph under the header 'Army/Navy Movement': "Consequently, 'home' can be used to stay put in a hex for one or more days if desired. Each 'home' direction given in a movement order keeps the Army in their current hex for a single day (1 movement point)." Quoting again from the same section, fifth paragraph: "If an Army/Navy ENTERS a hex where there is a non- Friendly or non-Tolerant...fortified, non-hidden Population Center, then it may be forced to stop in that hex." (my emphasis added - Tom). Note the contradiction: the explanation of the home order clearly states that the army REMAINS in the hex, while you can only be stopped by enemy fortifications if you ENTER the hex. Seems to me that Tom was in the right and that GSI needs to make a correction to it's rule book - and perhaps compensate my unfortunate namesake for the confusion.] NEWS FROM THE GSI SEMINAR AT ORIGINS '94! by: William "Rock" Chasko I was fortunate enough to be able to attend Origins '94 in beautiful downtown San Jose this year. I spent my first three days playing the National Strategic Decision Making Game, led by Lt. Commanders Mark and Dan McDonagh of the Naval War College. If anybody wants to hear about that experience in this worthy publication, let your editors know and I'll write it up for the last (sniff!) issue... The good news is that, as promised, I attended the GSI seminar, and this is the promised report on it! The bad news is that most of the discussion focused either on the new game, GSI's future titles, or GSI's business operations/practices. Perhaps ten or so ME-PBM aficionados showed up for the seminar, led by Bill Feild and Pete Stassun. They brought with them the exquisite cover for the 2950 rule book - buy it just for the cover art, guys. The new rule book will have an index which will be usable with the old rulebook too. Bill Tallen, fellow gamer and my buddy of twenty-plus years, initiated a long philosophical discussion around the idea that GSI should publish the functions and equations that govern most actions in the game. In a typical wargame, the charts and tables give you these functions. Bill argued that someone training assassins or considering a choice of battle tactics knows from years of experience what their chances of success would be for a given action. A lively discussion ensued, with some members of the audience stating that they liked things the way they are, although they admitted that it gives experienced players an advantage. Feild acknowledged Tallen's point, and went on to say that not publishing the functions allows GSI to tweak them frequently as they see a need without having to publish frequent errata. [Tom's note: wait just a minute...GSI said last year that they don't tweak game functions without informing players first. Am I missing something?] On the 2950 game, we learned that registrations will be accepted in mid-August and games would start around September 1st. There will be a new riddles set. There will be many new encounters - 70 - 90% of the encounters in the 2950 game will be new! Dragons will be fewer, but more powerful - look for Smaug in the logical place... Hobbits will still only be NPC's, but Celeborn and Galadriel are now characters. The Saruman position has Saruman as a very powerful multi-skilled character, while all the other characters in the position are wimps. The Dark servants have pop centers in the Misty Mountains, but the Witch King has been relocated to Mordor. The Dragon Lord is still in southern Mirkwood, and The Balrog has taken up residence in Moria. The dwarves pop centers are pretty much the same, other than not having Khazad Dum anymore. The Silvan Elves still hold the pop center in the Rhun area. The Long Rider capital isn't in the Sea of Rhun anymore; the Cloud Lord position has a couple of minor changes. The GSI guys noted that there have been four or five games where The Ring has been located. In some of those, it has been picked up, but in only one game has it been successfully transported to Barad Dur. This occurred in a game that recently ended and a harrowing finish it was *THE LAST FREE PEOPLE CHARACTER* made it to Barad Dur with The Ring in hand. Unfortunately, the baddies were laying for him, and killed him with curses before he could chuck the thing into the volcano. Talk about suspense... The ring will hereafter be a little easier to find, but just as hard to hold on to... [Tom's note: yep, that was an exciting game to watch. I was in contact with the Dark Servants at the time.] There was some discussion of the proposal to pre-stamp the game envelopes and raise the cost of the game by 25 or 50 cents. I pointed out that I liked it, but many players in my state routinely fax their turns and would gain nothing - and actually lose a little - from this change. Bill Feild pointed out the savings that faxers now get since faxing is now (mostly) free. He also said the volume of mail going out of GSI at this point is large enough that GSI should soon qualify for reduced postage for batched mailouts. Bill Feild said that GSI was looking at developing some non-Tolkien-era games. A player asked if they would consider a game on the First Age. Bill pointed out that there were licensing issues that currently prevented that. Another suggestion was a computer game on the ME-PBM theme. Bill replied that yet another company had the rights to produce a Tolkien computer game, so while that was of interest to GSI, it was also not in the cards right now. There was considerable discussion of the manifold problems GSI experiences in entering turns. GSI pointed out that one of the problems involved in accepting a computer data file (as opposed to an e-mailed turn which has to be re-keyed anyway) is that such a file would not enjoy routine fixes that GSI regularly performs, such as fixing inverted order parameters when the mistake is obvious, or interpreting "one word" responses. While it didn't occur to me at the time, it would still be possible for GSI staff to review data files transmitted over the public networks - a process that would provide the indicated benefits, but still greatly reduce data entry time for GSI... GSI says that now that faxed turns are (mostly) free, the number of faxes that arrives at GSI has increased from 30 - 40 per week to 250 per week. With this increase has come an increase in problems: faxing the blank side of the form, faxing to the wrong number, the fax machine runs out of paper over a weekend, etc. GSI advised giving them a call to insure that faxed turns have arrived intact. GSI has installed a fax modem to help with the fax volume; this should allow the "paper-runs-out-on-weekends" problem to be solved. The session was fun - at least I though so - and it was indeed a pleasure to lay eyes on the guys that brought us this fine game...I hope I can schmooze with them again in Philadelphia at Origins '95. Reports on Game 158 by Jeff Holzhauer Orientation: On turn one I attempted to move Dragon Lord Armies to 2711 in a preemptive strike. Both armies were intercepted by the Woodmen. The Dwarves moved both armies from the Iron Hills 14 MP east to 3105 and 3106. The Eothraim player moved armies to 2817, 3016, and 3216. This was a major mistake (IMHO) because (with the only benefit being the placement of 3 camps) he completely telegraphed his intention to go for Dol Goldur. He should have (IMHO) moved all three armies to 3116. I would have assumed that the icon was the North Gondor starting army. The Eothraim could have combined his armies, moved, and caught me by surprise. Instead..... This Week on the Reptilian Broadcast Network: Orc/Woodman Mudwrestling Championship! In a makeshift mud puddle at 2610 the orc champion Wodurishak challenged the reigning woodman wrestler Waulfa. The two wrestlers plunged into the mud and began wrestling. After several minutes of intense wrestling, Waulfa was the first to lose his shirt. The second round began quickly: Wodurishak lost his footing in the slimy mud and fell. Waulfa took shameless advantage of this slip and did a massive belly flop onto poor Wodurishak. The pain of the mighty blow seemed to daze Wodurishak and he was unable to resist as Waulfa ground his face into the mud until he expired. Consumer reporter Duran fights back! The ever vigilant consumer advocate Duran traveled to Sarn Lothduin in order to purchase an order of Woodman Kabobs for the great Horsey barbecue (see next show). After Duran arrived at the market, shopkeeper Osric tried to raise the previously negotiated price. Well, it should come as no surprise to any of his loyal audience that Duran was not willing to stand for this. He set out to teach Osric and the other employees of Sarn Lothduin market the error of their ways. The townspeople set a cruel ambush for our loyal reporter, and he was forced to burn the entire town to the ground. Nonetheless, Duran will be bringing the full order of Woodman Kabobs to the Horsey barbecue. Osric was beaten severely, but Duran was willing to give him a chance to reform his ways. Mahrcared arrives early for Horsey barbecue! RBN president Khamul had invited the Eothraim for a Horsey barbecue on Turn 4. Unfortunately those mischievous horseboys tried to arrive early, no doubt with the intention of getting more free food. Mahrcared managed to sneak by the door guard with a group of his friends. Fortunately, the rest of his friends were unable to get past the doorman. Khamul has asked our adventurous consumer advocate, Duran to teach Mahrcared a lesson in etiquette. Mahrcared was, however, courteous enough to bring a reasonable assortment of horseys for the fire. This week on RBN children's hour -- Two episodes of Massive Overkill! Episode One: The Woodmen, Dwarves, and Sinda all march all available forces to Goblin Gate! Figuring that you can never have too much of a good thing, all three of Khamul's Mirkwood buddies have come to visit at Goblin Gate. Those silly elves are lagging a turn behind the rest, but they're on their way. Also in episode one, Khamul regrets that he his unable to visit with these friends, but he's busy preparing the barbecue. Episode Two: Gain I and Thelor II both arrive, with all their friends at Lag-auris. Khamul wonders aloud what could be so interesting about Lag-auris that it attracts the attention of two such fun loving, albeit short, guys. WHAT FUN I COULD HAVE HAD IF I STAYED IN? Response to Article by Philip R. Tripp for Game #101 I enjoyed reading Phipip's account of Game #10, which by the way was pretty accurate. Of course he didn't tell you the whole story. I am if you didn't realize it from the title the Witch King from #101. The game started badly with most of the dark servants sitting and doing nothing for the first turn. We got steam-rolled for a few turns before we blunted their offense. What didn't help was the Dragon Lord and Quiet Avenger both deciding to drop within the first 5 turns and the a few other nations dropping or getting knocked out. Four of us (Witch King, Long Rider, Blind Sorceror, and Cloud Lord) hung out till the end. We were two teams (WK-LR) and (CL-BS). Things weren't going too badly for us, but we decided to drop when the Cloud Lord lost his capital and the improve pop center order failed. After that the BS said he was going to drop and the Long Rider and I decided we didn't want to spent 50+ turns trying to win. The chance of winning though was not out of the question as you can see from the game result. I had the strongest mages in the game. I has fourth in characters with only 14 of the possible 21 characters. I also had over 200+ points in mage artifacts, 10000+ in combat artifacts, 50 point in emissary, 105 in command, and about 50 in agent. Yes I think the Long Rider and I could have had alot of fun. Especially since I was well on my way to having close to 400+ points of mages learning curses. Well the game is all water under the bridge now. I commend Philip, and the Long Rider, Blind Sorceror, and Cloud Lord players for their efforts. While all I can do is dream about how much fun I could have had with my characters, I did get some satisfaction knowing that the Dark Servants had the strongest characters. Ronald C. Cudworth (Scarimus) Speculations on player positions in the 2940 game: North and South Gondor By Brian Mason The information we have for these nations is fair if we assume that the position of them in 2940 is not greatly different from them in 3019. So, that being said, lets consider the positions jointly. Population Centers Many of the population centers of Northern Gondor have been lost either directly (in the case of the population centers of Rhovanion, many of those in Ithilien including Minas Ithil) or lost too annexation (in the case of the population centers of Rohan). There are a few documented cases of additions. The Ruling Steward Turgon builds the secret refuge of Henneth Annun (a hidden popultation center?) and the island of Cair Andros which was fortified to defend Anorien. These two make make up for Osgiliath and some of the Ithilien town/towers in the 1650 game. Also, there is the building of the beacon towers of Gondor: Amon Din, Eilenach, Nardol, Erelas, Minrimmon, Calenhad, and Halifirien. While having them as town/towers is probably too generous, it is likely that some (or all) of them will be somewhere between camp and town/tower. Minas Tirith (nee Minas Anor) is described as having decreased in size. It seems unlikely that Southern Gondor will have lost any of their population centers, however, depending on how many of the population centers as described above have been added to Northern Gondor, it is possible that some may be added to the elder Gondor. Characters The Ruling Steward in 2940 is Turgon. His son, Ecthelion II is a viable character, however, Denethor II is only 5, so is unlikely to be a character. On the side of Southern Gondor, it is likely that the position will be led by Adrahil of Dol Amroth (father of Imrahil). Forlong the Fat (from "The Lord of the Rings" is described as being old, so perhaps he may be a character here. Most of the other characters from "The Lord of the Rings" will be too young to be viable characters here. Overall, you would expect character types to be similar to those in the 1650 scenario. Artifacts With a few notable exceptions, the artifacts possessed by these positions are, more or less, the same. The most notable exception are the palantiri of Northern Gondor. At this time the only possess the Anor Stone. The may have additional artifacts, namely, the Great Horn from the Kine of Araw which was carried by the Stewards. This will probably be a significant combat artifact. Armies Speculation here would be in vain. Take the 1650 starting armies and multiply by some factor from 30 to 70%. Take your pick. Last Word This brings to a close our penultimate issue of this incarnation of "From the Mouth of Sauron." I hope you will forgive all the contributions made by yours truly in the "Strategy and Tactics" series. I started this mess way back in issue three with my first offering on the Woodmen. I, for some inane reason, feel compelled to finish them all before bringing "The Mouth" to a close. In looking back on some of my earlier efforts in this area, I note significant flaws (things I would change had I the compulsion), however, being under no obligation to re-write or write over, I'll let them stand. I have been especially gratified with Tom's marvelous input into these efforts of mine. Ever since his "Blood & Glory" series I have respected and valued his opinion. Those of you who have played with him (or against him) should count yourself lucky. I guess I'll bring this too a close before I begin to wax too lyrically. I'll save all that for the last issue. Keep in mind, if you want something to get in "The Mouth," next issue is your last chance. Get at it! Brian