From the Mouth of Sauron Date: 04-01-95 Issue: E-30 Note: all authors retain exclusive rights to their material. Reprinting is allowed for non-commercial game use only. The Mouth is edited by Brian Mason and Tom Walton. All correspondence can be sent to them at: Brian Mason - mason@chara.gsu.edu Tom Walton - kazandar@aol.com, kazandar@delphi.com First Word ========== >From Brian Mason First of all, some acknowledgements are in order. Sam Freeman painstakingly overviewed the general info files and came across a few corrections which have been made. Corrected versions of the general info files are available via anonymous ftp at chara.gsu.edu. Sam's corrections (and two others I found) are listed below for those of you who want to correct your versions and not get a new file. Another reader pointed out that two of the files in the ftp directory were not readable, so I corrected the read/write permissions. Any other corrections, modifications, additions, or deletions which should be made to this, please don't hesitate to let one of us know. Sam Freeman also suggested an analysis, Climate in Middle-earth, where we are asking for your help. Details of that are listed below. Send all data to mason@chara.gsu.edu. Finally, what would an editorial be without an appeal for articles? Well, a whole lot shorter, but we still and always need them. Tom and I do not hold on to articles: there is no archiving. If you send us something, then it will come out right away. So, after every issue of "From the Mouth of Sauron" the queue is bone-dry. When do we need articles? All the time. What kind of articles do we accept? Any kind. Who can write them? Well, um, you. Brian Mason A Challenge from Phredd ======================= Having organized a Dark Servant Grudge Match Team for MEPBM, I now face a new challenge - waiting for a Free People team to step up to the plate to oppose us. As you may have seen in a recent Turn Report, there are three DS grudge match teams waiting [I'm in one of 'em]. So, I'd just like to urge anyone so inclined to put together a Freep team. 90% of my team is on email. 4 of us are veterans of past games, and I'm going to work very hard to keep us coordinated. If you're interested, get a freep grudge team together and tell 'em phredd sent ya! phredd Encounters ========== >From Mark: A character (in this case, a FP E42) has taken shelter from an unseasonable storm in a small, hidden cave. In the cave is a block of oblong stone which is engulfed in a transparent blue light, and on the block is an object which attracts her attention. It appears to be an artifact, but how to breach the protections present? Attack PHYSICALLY to drive off any guardians. Attack MAGICALLY to dispel any wards. Creep forward silently and REMOVE the item form the stone block. Leap forward and STEAL the item from the stone block. WAIT and see if the shimmering light goes out. Declare your ALLEGIANCE. Say one word. FLEE. I have unconfirmed reports that a FP emmie announced his/her ALLEGIANCE and got the artifact, and that a DS emmie WAITED and was attacked and reduced to 1 health by Druidain (??!!). I also have a confirmed report from a teammate that he had both Elrond and a C/A in the hex, but only the C/A got the encounter: the C/A tried announcing his ALLEGIANCE, and "the cave still seemed to be waiting". When Elrond tried to respond, he got the message that he found nothing unusual to react to. It may be that GSI has fixed the bug that allowed anyone in the hex to respond to encounters that have been "triggered", and I suppose the correct answer may be skill/class related (so that the C/A should have tried to steal, etc). Failing any feedback, I'll try the ALLEGIANCE bit again, and let you know. >From Dennis DeYoung: I am playing the Dwarves in 2950 G19. I moved Dain II to hex 2312 as a lone character and got the following encounter. Note that there were no options given, it just happened. Encounter for Dain II at 2312 In the past few days he has camped on the shore of a large lake known as Mirrormere. Some nights is seemed as if there were stange lights and movements beneath the calm waters. It was during the third night that strange things began to occur. Suddenly the hair on his body suddenly stood erect as ghostly Spirits and vague and nebulous shapes entered his camp. He began to ready himself for battle, but something soothing calmed his nerves. Now that he thought about it, the Spirits were beckoning more than threatening. He cautiously began to follow until a quagmire stopped him. As the Spirits continued to prompt him, he fought down his fear and began to dig. Soon he uncovered a small box which held precious jewels and gems. As he retrieved the treasure, the Spirits seemed to smile and to fade away. Later, the jewels and gems were appraised at 15000 gold pieces. It was sent to the capital. News from the Net ================= Collected by Brian Mason The following riddle information, in a digest format, is from the newsgroup rec.games.pbm. I'm afraid I've misplaced all the original posters addresses. The answers are from the net and are not mine. Before the inland sea that now is there There stood a place high in the air And atop this northernly spire The smithy's work vent forth it's fire Illuin. Mount Doom ? The sea is sea of Nurnen, though it's pretty far away ... Don't know if the entrance to the center of Mount Doom was in the north. Anyone who can confirm my answer, or explain that it's completely wrong? Tenth by the first And tenth by the second Third by the third Yet always thirty by all that reckon. This is a bit of a stretch, but how about Elrond? - He was in the tenth generation of the House of Edain - He was also in the tenth generation of the House of Haladin - He carried the third Elven Ring in the Third Age - By choosing to cleave to his Elvish heritage, his appearance remained that of a young man (i.e. thirty) This is totally unconfirmed by actual gameplay. If you do get a legitimate answer, please post. As red he was known But it was as guardian that the tales were sown. And so the guardian did slay the hunters, both man and beast. Yet the good did devour, Til death brought its own surcease. A one or two word answer... Carcharoth, the Red Maw, I think you'll find. You'll want to check the spelling though. Here is a general gaming question: Do any of you experienced USA and UK players have any info on what is required for successful sieging and threatening, and what the likely morale loss/ fortification destruction is in the event of a successful siege? There are three structures I am interested in.. camp/fort, major town/castle and major town/keep (gee, wonder which pop centre that is :) The army involved has about 6000 good quality, well armed and armored troops, perhaps a dozen or so war machines and a leader of no more than 50. Mike (mikep@biosci.uq.oz.au) I don't have any information on sieging. For threatening, my feeling based on some experience is that the quality of the commander is the most important factor. I've had excellent results with 90+ commanders, even with insufficient forces (ie. threatened a major town with only 1800 troops and a 90 commander). I've had and seen average to poor results with commanders less than 60 (less than 50% success rate), even with 1000+ troops vs camps. These days, I don't even bother to threaten unless I've got a 60+ commander, but if my commander is 80+, I'll give it a shot even with 60% of the forces recommended in the book. - Patrick McGehearty patrick@convex.com Corrections to the General Info Files ===================================== Sam Freeman, Tom Walton, and Brian Mason The population center list is missing two locations: 1. 2605 Waetan's Lodge Camp Hidden Woodmen 2. 3712 Kardavan Village/Tower Northmen The nation listing has the following errors: 1. The Northmen village at 3712 is named Kardavan 2. The Eothraim character is named Thuidimer, not Thuldimer. 3. The Arthedain town is named Culwic, not Forwic. 4. The IK character is named Khathog, not Kathog. He's an M40(50), not an E40. His challenge rank is 40(50) and he has artifact 20. 5. The LR cap, Tol Buruth, is at 4215, not 4125. The following show some variation from setup to setup. 1. The Eothraim army at 3715 shows either 900 HC or 900 HC & 300 LC. 2. The Eothraim army at 3217 shows either 300 HC & 300 LC or 600HC & 600LC. The listing for the Northmen navy is in error, but again, there appear to be two variants. 1. The Northmen navy is M20 and has 600 HI and either 300 or 600 LI. The 2950 Game - Commentary ========================== >From Wes Fortin First, a comment about Dave Holt's "Lessons" - AMEN! Next, my thoughts on the 2950 Scenario. Like most who have written on the subject of Mouth Issue 29, I too am very disappointed with GSI's performance. The original MEPBM has some balance problems as it is, and these are made worse in the new flavor of the game. In the old game, the Freeps have a huge advantage (collectively) in starting military and economies. Assuming competant play, most Dark Servant teams fight a war of attrition until they can build agents and recruit dragons to offset the Freep advantage. So, during the first 10-15 turns, the Servs typically fight a defensive war. Poor coordination will allow the Freep military to overun Mordor quickly. As the game progresses, those agents the servs built up (along with Curses Companies) can overwhelm the Freeps if they (the Free) let the agent game slide. Even then, most servs have a decent chance at Stealth which gives the servs a definite edge in the agent game. This is what GSI calls play balance. Free advantage in the early game, potential Dark advantage in the mid game, theoretical parity in the long game. We've all seen what a delicate balance that is and how either side can get crushed quickly if the balance is not maintained. Now, lets look at the new game. First, all economies have been scaled back. However, Freep pop centers tend to produce a wider variety of goods than those of the Servs. As a result, the Freeps can offset some of the loss of tax-base by production sells. The servs have no such advantage. Again, the Freeps start with the upper hand in economics. Second, all the militaries have also been scaled back. However, GSI has really unbalanced the game - again, in favor of the Freeps. The Noldo and Rangers face no credible military threat from any Serv. The Witch King is out of Angmar, with the exception of a single town - Mt. Gram, and is now extremely vulnerable in that he fights in Mirkwood AND Gondor. So, both the Noldo and Rangers need only worry about Neutrals and are in a very good position to build characters and economies and basically bankrole thier team. Furthemore, the WK and Dragon Lord, who had rough positions before, are now sitting ducks. Mirkwood has more nations to bring resources to bear against the diminished Dragon Lord, and the WK pop center of Mt. Gundabad. With SEIGE, even the large Serv pop centers can fall quickly. The WK must fight a three front war, or cede one or more fronts. The Dragon Lord fights alone, again, against more nations. Meanwhile much of West Mordor is tied up with the usual blood bath at Osgiliath. With fewer dragons available to boost the military (a "balance" factor I never really approved of - I'd prefer them to be random encounters, not recruitable, or much smaller in effect), the servs are in a world of hurt in the opening game - still. Third, the character game (which was the original balancing factor for the servs) is now more equitable. Good for the Freeps, really bad for the servs. There are more Elves and a higher chance for stealth amongst the Free. This numerical shift (in addition to the relative safety of both the Rangers and Noldo) has offset the usual serv advantage in agents. In addition, more high powered challengers are part of the Freep arsenal - further degrading the edge the servs had in the character game. What's worse, is that many of the servs start with lots of wimpy mages (I suppose GSI felt that this was some farsical offset of the military and economic advantage the freeps maintained), with the same random assignment of spells. If GSI had, instead, insured decent spells on these mages, that's fine. Otherwise, the servs have to spend $2K-$4K gold, per mage, in addition to maintenance for the mage, to get some combat benefit. Let's not forget what a 30-40 mage is likely to get as a casting percentage on those spells. Frankly, the servs can't afford characters that take forever to train, and provide a combat benefit that artifacts provide for free. Overall, the Servs are hosed in the new game. And, as Adam Waters pointed out, Agents are much more valuable than before. They can eliminate armies, bankrupt fragile economies, generate revenue, and are much less expensive than armies. I see the new game as degenerating into Agent wars as nations ditch unproductive and expensive characters for Agents. Since the Freeps have a better chance of holding thier own now in the Agent wars, and can maintain more characters early, it looks bad for the servs. The only way the servs stand a chance is to work together (always important), recruit neutrals, and capitalize on Freep mistakes. I am getting into another 2950 game as the Silvan Elves. That will probably be my last 2950 game. A new player's perspective on the 2950 game =========================================== By Mark Jaede, a.k.a. Game 22's Ecthelion II, Steward of Gondor, Bulwark of the West, Scourge of Mordor, Flaming Brand in the Hand of Manwe . . . Several writers in the last issue of the Mouth leveled serious criticisms at the 2950 game. Too little has changed from the 1650 game. Too many characters, artifacts, and encounters are the same. The rules regarding troop types have not been improved. Economies are too weak. Play balance has slipped toward the Dark Servants. Agents are too powerful. Bankruptcy strikes too easily. It's not enough like the trilogy and The Hobbit. Friends, I cannot make comparisons to the 1650 scenario, because I haven't played it. As of Turn 5, I cannot yet evaluate play balance. In fact, you long-time players may well believe that I have no standing to challenge your wisdom in these matters. But I do. You see, in my ignorance and naivete, I am aware of something you all know, yet seem to have forgotten: Even with its flaws, ME-PBM is a lot of fun. Silly me, I'm having the time of my life with my tiny armies, weak economy, inadequate agents, and overmatched alliance. Who knows? We might even win. But even if we don't, I am sure I will want to play the 2950 scenario again. I will want to try different positions, or different tactics in the same position. I might try to organize a team among people I know. In short, I will probably do just what you all have done with 1650. Eventually, I want to play a 1650 game, but I may be disappointed. All those troops! All those pop centers! Smashing, conquering, burning -- where is the delicate maneuvering, the subtlety of the 2950 game? I suspect it just won't feel right to me, just as the 2950 game doesn't feel right to those of you who started out in the earlier scenario. Of course, I will also learn to carp with the rest of you about the lameness of the troop types and the sameness of the encounters. I will have a problem and blame GSI (though they've done right by me so far). I will have suggestions for improvements and grumble when they are ignored. But I will play the game. Friends, forgive the 2950 scenario for being imperfect. It didn't solve all the problems of ME-PBM. It isn't totally new. What is new may not, in your opinion, be better. It's still a good game. Tactics for the New Game ======================== >From Wes Fortin The war over what to do with enemy pop centers probably won't pop up in the new game. For the most part, Tom's favorite (slash and burn) is the best tactic. No one can afford standing armies to ensure the enemy doesn't retake a pop center - so burn them and make sure. Burning Camps and Villages is more important. In the new game, taxes are likely to be high, and loyalties low. The loss of each pop center further reduces loyalties and can start the spiral to pop center degradation and evaporation. Emmies are more important. Early creation of camps (hence sellable produce) will be a critical factor in who can sustain troops and characters early on. Don't try to max out character builds. Build what you need/can afford. Since most nations start with little produce, a high debt, and not much in the way of stores, that agent assault on a town is real handy. It's unlikely that any of the front line nations have enough produce to sell to offset a huge debt. (see complaining about agents above). Economic warfare in the new game is much more a reality than in the old! Especially in the first 10 turns! Well, I'm rambling again and it's time to get back to work. My boss isn't in Zimbabwe. Thoughts on Climate in Middle-Earth =================================== By Sam Freeman I just got a setup for a new 1650 game. The setup was run a few days before the first day of Spring, so the season is listed as Winter and the pop centers are mostly "cold". Of course, the production values for all my pops are based on the cold climate. However, the first turn will actually be run in Spring, and I will get Spring production, not Winter production. This, of course, is also a problem during the course of every game whenever we approach a season change. Going into a warmer season, we get "expected" production values that are too low. Going into a colder season, we get production values that are too high. I could imagine a situation where someone could go bankrupt because of this if they didn't know any better. Let's say I was relying on food sells to keep me afloat and all my climates are "mild" (90% production) in Summer. Let's also say that it's currently the turn going into Fall. My turn report says "Summer" and my food production is still high. I need to sell all 9000 food I am producing to pay maintenance. If my climates drop to "cold" (30% production) in the Fall, I will only be producing 3000 food the next turn, even though my "Summer" turn is telling me that I will make 9000. If I didn't know that the production values listed in my turn report were wrong, I'd be screwed! I'm just glad that the first game I played in started in Winter and the first season change resulted in greater production, and not the other way around. GSI just instituted a new feature in their program to notify us that a season change was imminent. They obviously have some feature to their program that recognizes that the next turn will be run in the next season. Given this, wouldn't it be possible for them to just calculate what your real production values will be for the next season and tell you right on your turn report? Maybe if enough of us write to them... The other solution would be to add another data file to the data base -- a file that listed all the starting pops (which already exists) along with their climate for each season. This would require some input from the readership of the Mouth. Database of Climates ==================== by Sam Freeman and Brian Mason Sam kindly suggested a climate database, and between his results and mine we have pulled together the following listing. Please fill them in where you can and send data to mason@chara.gsu.edu Hex Name Winter Spring Summer Fall Owner 0408 Forlond |mild |mild |mild | Noldo Elves 0508 Lanthir Lamath |mild | | | Noldo Elves 0605 Telenaug |severe|cold |cool |cold Dwarves 0606 Noegrod |severe|cold |cool |cold Dwarves 0611 Harlond |mild | | | Noldo Elves 0707 Culwic | | | |mild Arthedain 0708 Mithlond-West |mild |mild |mild | Noldo Elves 0710 Mithlond-East |mild | | | Noldo Elves 0807 Eruimar | | | |cool Arthedain 0808 Galenros |mild | | | Noldo Elves 0810 Elostirion |mild |mild |mild |mild Noldo Elves 0812 Zagragathol |cold |cool |mild |cool Dwarves 0907 Caras Celairnen| | | |cool Arthedain 1006 Caras Fornen | | | |cool Arthedain 1014 Annon Baran |mild |mild |mild |mild Cardolan 1015 Traith Chefudoc|mild |mild |mild |mild Cardolan 1106 Baraketta | | | |cool Arthedain 1109 Tarmabar | | | |mild Arthedain 1113 Minas Girithlin|mild |mild |mild |mild Cardolan 1211 Athrad Sarn | | | |mild Arthedain 1219 Suduri |mild |mild |mild |mild Cardolan 1307 Rood | | | |cool Arthedain 1317 Balost |mild |mild |mild |mild Cardolan 1406 Malborn High | | | |cool Arthedain 1407 Fornost Erain | | | |cool Arthedain 1409 Bree |mild |mild |mild |mild Arthedain 1420 Enedhir | | |mild | Dunland 1510 Minas Malloth |mild | | |mild Cardolan 1513 Metriath |mild |mild |mild |mild Cardolan 1514 Argond |mild |mild |mild |mild Cardolan 1614 Tharbad |mild |mild |mild |mild Cardolan 1715 Nin-in-Eilph | | |mild | Dunland 1720 Angren | | |mild | Dunland 1804 Carn Dum | | | |polar Witch-King 1806 Cargash | |cool |mild |cool Witch-King 1817 Larach-Duhnnan | | |mild | Dunland 1905 Angsul | | | |cold Witch-King 1906 Shedun |cold |cool |mild |cool Witch-King 1907 Eldanar |cold |cool |mild |cool Witch-King 1908 Nothva Rhaglaw |cold |cool |mild |cool Rhudaur 1910 Fennas Drunin |cold |cool |mild |cool Rhudaur 1916 Cillien | | |mild | Dunland 1917 Wularan | | |mild | Dunland 1918 Arailt | | |mild | Dunland 1922 Freawul | | |cool | Dunland 2004 Zarak-dum |polar |polar |polar |polar Dwarves 2005 Morkai | | | |cold Witch-King 2006 Mount Gram | | | |polar Witch-King 2007 Penmorva |cold |cool |mild |cool Rhudaur 2008 Cameth Brin |cold |cool |mild |cool Rhudaur 2009 Thuin Boid |cold |cool |mild |cool Rhudaur 2010 Harnalda |cold |cool |mild |cool Rhudaur 2017 Treforn | | |mild | Dunland 2039 Ardumir | | | |warm Corsairs 2109 Tirthon |cold |cool |mild |cool Rhudaur 2119 Angrenost |mild |mild | |mild N Gondor 2121 Aglarond |severe|cold |cool |cold N Gondor 2135 Vamag | |warm | | Q Avenger 2136 Eradas | | | |warm Corsairs 2137 Caldur | | | |warm Corsairs 2208 Elnost |cold |cool |mild |cool Rhudaur 2209 Imladris |warm |warm | | Noldo Elves 2212 Khazad-dum |severe|cold |cool |cold Dwarves 2220 Dunlostir |mild | | |mild N Gondor 2223 Morthondost | | | |warm S Gondor 2225 Rendul | | | |warm S Gondor 2227 Dol Amroth | | | |warm S Gondor 2236 Isigir | | | |warm Corsairs 2305 Mount Gundabad | | | |polar Witch-King 2324 Glanhir | | | |warm S Gondor 2325 Edhellond |mild | | | Sinda Elves 2327 Cirith Dunrandi| | | |warm S Gondor 2328 Endil | | | |warm S Gondor 2337 Maros | | | |warm Corsairs 2339 Pellardur | | | |warm Corsairs 2405 Buhr Fram |severe| | | Woodmen 2409 Goblin-Gate |severe|cold | | Dragon Lord 2411 Eorcan |cold | | | Woodmen 2413 Cerin Amroth |warm | | | Sinda Elves 2421 Calmirie |mild |mild |warm |mild N Gondor 2424 Calembel | | | |warm S Gondor 2427 Sarlond | | | |warm S Gondor 2430 Caras Tolfalas | | | |warm Haradwaith 2437 Barazon | | | |warm Corsairs 2438 Havens of Umbar| | | |warm Corsairs 2508 Maethelburg |cold | |mild |cool Woodmen 2514 Carad Galadhon |warm | | | Sinda Elves 2520 Onodrith |mild |mild |warm |mild N Gondor 2527 Linhir | | | |warm S Gondor 2534 Kas Shafra | | | |warm Haradwaith 2535 Sukh Akhor | | | |warm Haradwaith 2605 Waetan's Lodge |cold | | | Woodmen 2608 Caras Amarth |cold | | | Sinda Elves 2609 Carrock |cold | | | Woodmen 2613 Sarn Lothduin |cold | | | Woodmen 2615 Vidus |cold | | | Woodmen 2617 Tir Limlight |cold |mild |warm |mild N Gondor 2619 Tir Anduin |mild |mild |warm |mild N Gondor 2622 Imdorad |mild |mild |warm |mild N Gondor 2626 Minas Brethil | | | |warm S Gondor 2628 Fanuilond | | | |warm S Gondor 2630 Eithel Thurin | | | |warm Haradwaith 2631 Barad Harn | | | |warm Haradwaith 2632 Has Adri | | | |warm Haradwaith 2634 Sook Ada | | | |warm Haradwaith 2635 An Pharax | | | |warm Haradwaith 2703 Kala Durlakarth|polar |polar |polar |polar Witch-King 2709 Galadbrynd |cold | | | Sinda Elves 2711 Buhr Widufiras |cold | | | Woodmen 2712 Sairtheod |cold | | | Woodmen 2715 Dol Guldur | |mild |warm | Dragon Lord 2730 Methir | |warm |hot |warm Haradwaith 2732 Caras Mirilond | |warm |hot |warm Haradwaith 2734 Kas Shadoul | |warm |hot |warm Haradwaith 2809 Sarn Goriwing | |cold | | Dragon Lord 2833 Has Yayb | | | |warm Haradwaith 2835 An Zalim | | | |warm Haradwaith 2904 Zarak Dum |polar |polar |polar |polar Dwarves 2908 Aradhrynd |cold | | | Sinda Elves 2912 Buhr Widu |cold |cool |mild | Eothraim 2915 Ceber Fanuin |cold | | | Sinda Elves 2924 Minas Anor |mild |mild |warm |mild N Gondor 2926 Minas Arthor |mild |warm |hot |warm N Gondor 2927 Pelargir |mild |warm |hot |warm N Gondor 3002 Celeb-Ost |polar |polar |polar |polar Dwarves 3012 Buhr Waldmarh |cold |cool |mild | Eothraim 3020 Tir Nindor |cold | | |mild N Gondor 3022 Lag-scara | | | |mild Ice King 3024 Osgiliath |mild |mild |warm |mild N Gondor 3026 Bar-en-Tinnen |mild |warm |hot |warm N Gondor 3028 Tir Ethraid |mild | |hot |warm N Gondor 3034 Lugarlar | |warm | | Q Avenger 3104 Lag-auris | |polar | | Dragon Lord 3105 Buhr Thurasig |severe| | | Northmen 3108 Dale |cold | | | Northmen 3109 Esgaroth |cold | | | Northmen 3110 Londaroth |cold | | | Northmen 3112 Buhr Ailgra |cold |cool |mild | Eothraim 3113 Buhr Waldaes |cold |cool |mild | Eothraim 3116 Romenost |cold | | |mild N Gondor 3120 Thuingwathost | |hot | | Dark Lts. 3121 Lag-konzi | |hot | | Dog Lord 3122 Durthang | | | |cool Ice King 3123 Barad Perras | | | |cool Ice King 3124 Minas Ithil |cold | | |cool N Gondor 3125 Lag-shemat | | | |cool Ice King 3126 Lag-majakul | | | |cool Ice King 3217 Buhr Anthar |cold |mild |warm | Eothraim 3220 Ashkiri |hot | | | Easterlings 3221 Morannon | |cool | | Dog Lord 3222 Carach Angren | |cool | | Cloud Lord 3223 Katund-akul | | | |cool Ice King 3224 Barad Ungol | |cool | | Fire King 3225 Lag-digtumarr | |cool | | Fire King 3230 Lag-malmabus | |cool | | Long Rider 3234 Wathduin | |warm | | Q Avenger 3316 Thorontir |cold | | |mild N Gondor 3319 Ursh Lanna |cold | | | Easterlings 3321 Lag-hundur | |cool | | Dog Lord 3322 Lag-ujakdagul | |cool | | Dog Lord 3323 Lag-lithlad | |hot | | Dark Lts. 3324 Lag-zajarzot | |hot | | Fire King 3325 Lag-flaksharbtu| |hot | | Fire King 3327 Lag-vrasfotak | |cool | | Fire King 3329 Olbamarl | |cool | | Long Rider 3335 Kul Dinbar | |hot | | Q Avenger 3416 Buhr Beorills |cold |mild |warm | Eothraim 3421 Lag-ulurikon | |cool | | Dog Lord 3422 Lag-fhauga | |cool | | Dark Lts. 3423 Barad-dur | |hot | | Dark Lts. 3426 Barad-wath | |cool | | Fire King 3428 Barduath | |hot | | Cloud Lord 3437 Tir Harn | |hot | | Q Avenger 3506 Nahald Kudan | |cold | | Dragon Lord 3528 Nurumurl | |hot | | Cloud Lord 3533 Jug Rijesha | |hot |hot |hot Q Avenger 3538 An Karagmir |hot | | | Easterlings 3605 Lar-Huz |severe| | | Easterlings 3607 Barak-shathur |severe|cold |cool |cold Dwarves 3612 Buhr Mahrling |cold |cool |mild | Eothraim 3621 Carvarad | |cool | | Dark Lts. 3622 Minas Durlith | |cool | | Dark Lts. 3624 Ostigurth | |cool | | Dog Lord 3626 Rul | |hot | | Cloud Lord 3627 Urlurtsu Nurn | |hot | | Blind Sorc. 3629 Kul Tarkorul | |hot | | Cloud Lord 3630 Kal Nargil | |cool | | Cloud Lord 3707 Azanulinbar-dum|severe|cold |cool |cold Dwarves 3713 Ilanin |cold | | | Easterlings 3712 Kardavan |cold | | | Northmen 3715 Buhr Gadraught |cold |mild |warm | Eothraim 3716 Warfinger |cold | | |mild N Gondor 3819 Buhr Padaruik |cold |mild |warm | Eothraim 3822 Lug Ghurzun | |cool | | Dragon Lord 3829 Virk Ulgath | |hot | | Blind Sorc. 3916 Kheled-nala |cold |mild |warm |mild Dwarves 3928 Zarok Ioriag | |hot | | Blind Sorc. 3929 Luglurak | |cool | | Blind Sorc. 4013 Shrel-Kain |cold | | | Northmen 4014 Riavod |cold | | | Easterlings 4015 Scari |cold | | | Northmen 4017 Lest |cold | | | Northmen 4025 Burch Nurn | |hot | | Blind Sorc. 4126 Orduga Aivaisa | |hot | | Blind Sorc. 4133 Sturlursta Khan|hot | | | Easterlings 4215 Tol Buruth | |cold | | Long Rider 4217 Dilgul |cold | | | Northmen 4228 Khand Amu |hot | | | Easterlings 4318 Mistrand |cold | | | Easterlings 4324 Neburcha | |hot | | Long Rider 4325 Buhr Ovaisa | |hot | | Long Rider 4335 Ovatharac |hot | | | Easterlings 4413 Rhubar |cold | | | Sinda Elves 4415 Elgaer |cold | | | Northmen 4425 Lagari Orath | |hot | | Long Rider 4430 Laorki |hot | | | Easterlings The Bribe/Recruit Order: A Call to Arms! ======================================== By Brian Mason There has been some discussion on rec.games.pbm about the bribe/recruit offer. Specifically, someone (Thomas Meier (anfalas@doom.gun.de)) asked: I wonder if anyone of you managed to figure out the chances for bribing/recruiting a character (#505)? What's a reasonable gold offer/emissary rank? To this there were two responses: From: Chelsea Wood (auril@delphi.com) Depends on your emmy's level compared to the target's rank. And figure on 100 gold per skill point for the target - let's say Hoarmurath would cost you 10,000 gold if you've got a emmy at least rank 50 or so. I've bought Urzahil with 20K with a 77 point emissary. while geting Hoarmurath for 25K with a (gasp) 40 point emissary. I had the money to burn, though...... From: Jeff Holzhauer (holzhauer@delphi.com) For what it's worth, I recently recruited a 100 point character for 6,000 with a mid- fifties emmisary, on my first try. I may have gotten lucky. C'est la vie. BTW, if you fail to recruit, do you spend the gold anyway? I'd like to make a call to all out there who have recruited or attempted to recruit to pass along some data which I can tabulate and then pass along the results. Specifically, I'd like to know the following things: 1. Rank (co+ag+em+ma) of target 2. Rank (em) of recruiter 3. Gold offer 4. successful? 5. if unsuccessful, did it cost you anyway? The Die is Cast =============== By Darin Fitzpatrick The cry of a gull met the soft sound of oarlocks as a small boat glided into a hidden cave. The oarsman shipped his oars, letting the craft's momentum drive it onto the small, stony beach. A slight figure, clad in a warm robe against the cool sea air, stepped ashore, calmly surveying the dim cavern. Goromil moved out of the shadow of the cave wall, his left hand holding an object covered by a cloth, his right hand on the hilt of his dagger. He peered into the face of the aged Easterling, then, seemingly satisfied, released his weapon and drew back the cloth with a flourish. "Behold the Deepwood Bracelet!" he whispered. "Held by Ents for half an age, it was returned to the Steward of Gondor in this time of great need. For it is an item of great power, harnessing the Essence of Arda for those with the knowledge and skill to wield it." Gorovod the Ancient bowed deeply. "Truly, you honor the people of Khand with such a mighty gift. I am one such, and will strive to use this power for the greater good." He paused, unwilling to reach for the wooden band, fearing to offend the generous Dunadan. The sound of the Sea, beating against cliffs outside, filled the cave for a moment. Goromil broke the silence with a grunt. "Loath am I to part with this item now, " he said, "for war rages even at the barricades of Osgiliath, and the tide is rising against Gondor. The treacherous Corsairs, our kinsmen of old, have once more betrayed us. Even now their raiders cross the southern fiefs of Lebennin, filling the folk of Gondor with fear. "Many of the Easterling people now serve the Nameless One, ensnared by his Nazgul, or craving battle with their ancient enemies of Gondor. How then can we know the faithfulness of Khand?" Gorovod bowed again, seeking his next words carefully. "You know of the leader of our people, Ovatha IV, whom many call the Great," he began. "He has united many of the tribes that once warred throughout the desert, bringing them together to serve a common purpose, seeking strength in unity. He is a marvel among Men, a leader in war and a valiant swordsman. Long has he pondered the fate of his nation, and long has searched the souls of his people. "Many great Men have arisen throughout the ages, attaining wealth and might, and holding sway over vast empires. Some have succumbed to the lure of Annatar, Bearer of Gifts, whom we now know as the Dark Lord. These Fallen Kings, puppets of their fell master, have approached the Great Ovatha, offering many gifts for his allegiance to Sauron." "Speak not the name of our Enemy, even here, where all seems hidden!" hissed Goromil. "His spies are everywhere, and his wrath is best not provoked by such as ourselves." "The wrath of the Eye will smite Khand soon enough," sighed Gorovod, "for though his gifts were generous indeed, behind every one lay the stink of corruption, the odor of slavery, and the sweet perfume of death. Ovatha has spurned them, for he is wise. Ever he ponders the proper course for his people, and ever his heart draws him to the noble cause of the Free. Not for Khand are the slave camps of Adunaphel, not for us the service of Uvatha, Wraith of Terror. The paths of Khamul, kinsmen of our Lord's ancestor, and Akhorahil, mighty Sorcerer of the Haradrim, have shown the folly of the Dark Lord's vassalage. Khand is fierce, Khand is proud, and Khand will always be Free." Goromil smiled, stirred by the passion in the old man's voice. "What then will you do? Surely we occupy much of our Enemy's mind here in the West, but will he not wish to punish you who defy him?" "We will strike swiftly, and with a heavy hand," declared the ancient one. "We will free our neighbors from the sway of the Nazgul. We will sweep across the desert like holy fire, cleansing our land of corruption, and tempering our souls in the knowledge that our cause is of the highest good. Perhaps we shall perish, but we shall never submit." "Take this artifact, then, and use its power well," said the Dunadan. "I am gladdened by your spirit, and convinced of your sincerity. May the Valar guide you in your conquests, and may we soon meet on the field of battle to triumph over our enemies." Gorovod accepted the bracelet with a final bow, then turned to the beach and the small boat waiting there. The sea was growing wilder, and the night colder. As he took his place and the oarsman began their return journey, he closed his eyes, shivering at the risk he knew his people faced, but warmed by the fire of his holy fervor, and the power so generously provided by his new allies, the Kings of the Sea. Game 115 and Team Play in Middle-Earth ====================================== By Tom Walton Most team play articles have focused on teams of ten. This one concentrates on a particular team of three that I play with in game 115 - a team that started out as random individuals and coalesced into a winning force out of necessity. Game 115 has been one of my favorites so far, in part because the fight was so desperate. I play the Cloud Lord (boy, is that a fun position!) and started out the game thinking that I would do typical Cloud Lord things - i.e., forget the armies and concentrate on planting daggers in various Free backsides. Such was not to be. On turn one, the Fire King, Blind Sorcerer, and Witch-King all dropped, leaving the Morgul Pass and Mordor's back door wide open, not to mention giving the enemy in Eriador free reign to do as they pleased. The Ice King marched out to do his part and, finding no Fire King, was slaughtered by Gondor; he has yet to recover from the damage. To add insult to injury, the Dark Lieutenants turned out to be a complete putz who wouldn't even sally out from Barad-dur, insisting that he needed to train his army up to 100 before moving (!). The Dark Lieutenants didn't do a single useful thing the whole game, and dropped when I kidnapped both Urzahil and Gothmog after he tried to steal Minas Ithil from me. The Long Rider was another player that piddled around and later dropped after contributing nothing to the war effort. We did poorly on the neutral front as well. The Easterlings dropped in the first few turns, as did the Corsairs, meaning that no aid was forthcoming from these two giants. While Harad did go evil, both him and the Quiet Avenger concentrated on gobbling up the inactive neutrals rather than intervening in Ithilien (they didn't fight a single battle in the area). Dunland stayed neutral until about turn 25 - after the war was essentially over - and Rhudaur dropped early. The Free also had problems, though not nearly on the scale we did. Northern Gondor was a new player and made some serious mistakes in the first half-dozen turns, although he played respectably from that point on. Southern Gondor was dropped on turn 2 and picked up again on turn 5, while the Eothraim dropped early. The rest of the Free stayed in, and the Sinda played a particularly aggressive game to make up for his loss of allies. In all, it turned out to be the Dog Lord, Dragon Lord, and myself facing off against the Gondors, Northmen, Dwarves, Sinda, Woodmen, Cardolan, Arthedain, and the Noldo (remember, the QA and Harad were busy swallowing up Umbar and Easterling territory). Not a very bright picture. It appeared that we were complete toast, and so we should have been given any sort of half-decent coordination on the Free side. I was thoroughly discouraged by events and almost left the game as well, but was convinced to stay in by the sheer enthusiasm of my Dog Lord teammate. Aside from which, I'd never played in such a terribly unbalanced game and wanted to see how long I could last. For lack of any other options, we essentially divided up our responsibilites based on the territory we could reach. I took up the mantle of Guardian of Morgul Vale, while the Dog Lord stood firm at Morannon. The Dragon Lord was charged simply with staying alive against the half-dozen or so Free who wanted him dead. We dove into the game with a fierce desperation that only the doomed can truly enjoy. I won't go into the blow-by-blow details of the game, just a summary. In the Ithilien I faced off with the Gondors and the Sinda (the elves sent something like 5,000 troops to the area in total), both with armies and agents. Though they kept amassing huge armies at Osgiliath for a drive through the pass, through luck and a few good guesses I kept them stalemated for close to twenty turns. In fact, my agents managed to strike into the Gondors and destroy thousands of troops by kidnapping army commanders at their recruiting bases (I especially did a number on Dol Amroth, repeatedly hitting the capitol as often as I could). When Harad and the QA finished up in the south and finally decided to land in Southern Gondor, I'd already decimated his leadership so badly that he couldn't stand against them. In short, I won in the Ithilien - as the Cloud Lord, no less. In the Rhovanion, the Dog Lord took on the Free and duked it out on the plains. The fight there was also touch-and-go for quite some time, but in the end he prevailed over his opponents and blew the enemy right out of the water. As the Dog Lord had no real agent support (I needed everything to fight my three enormous enemies) I came to appreciate his tactical acumen and devious mind by watching him consistenly outmaneuver the Free. The guy is very, very good with his cav. Most impressive, though, was the Dragon Lord. As one who's played the position, I can tell you that it sucks even under the best of circumstances. Having to fight the Mirkwood AND Eriadorian powers alone, the Dragon Lord literally held on by the skin of his teeth for the entire game. There were many turns when it appeared that he would be destroyed, or at the very least driven back to Mordor; but he too was an excellent player (and lucky in the dragon recruitment department). He not only survived, but conquered the Woodmen and the Sinda, pushing back invading Eriadorian armies in the process. Our threesome communicated in the most casual sense by email. Often we sent only a turn report, asking for or offering aid as circumstances warranted. There weren't any long phone calls or intense planning sessions, just a "here's what's going down in my part of the world" sort of correspondence. Yet we coordinated well where we could and just seemed to 'mesh' as far as our styles and plans were concerned; there were never any disagreements among the three of us about what to do, never any reluctance to part with valuable resources to help out an ally. Even though we didn't join as a team, we just kind of became one for lack of any other alternatives - and we did better together than most teams that're deliberately formed. The Free, on the other hand, never did make a very good team. The Gondors and the Sinda coordinated fairly closely in the Ithilien, but not at all with the other Free. The Eriadorian powers were a good bunch, but they didn't work things out with the Sinda or Dwarves and moved into the Anduin in force too late. And the Dwarves and Northmen apparently never communicated with the other two groups about events in the Rhovanion. So, while the Free had us outgunned by a long shot, they formed small groups and failed to concentrate their efforts on destroying us piecemeal. Normally, this wouldn've been enough; after all, no Dark Servant is capable of standing against two or three competently-run Free nations. But then, while our enemies were decent it turned out that we three were much more than decent (buff knuckles here). We used superior skill and our willingness to lend each other a hand to stave off defeat in all three theaters time and time again. And while we did that, we slowly picked away at one of our enemies, destroying them a little at a time, until suddenly, around turn 25, we went from certain defeat to possible victory. It's now turn 38 and victory is more than possible, it's a surety. Only the Noldo and Arthedain remain, though Arthedain is nearly gone and huge armies are even now within reach of Noldo territory. As the Cloud Lord, I own two pages (small print) of pop centers, including my new capitol - Minas Anor - and am fielding close to 15,000 heavy troops and almost a dozen 90-100 point agents. And even though those pesky Noldo just landed a huge navy at Osgiliath - a move of desperation on their part - they miscalculated by thinking that all of our forces are in Eriador. In fact, Gaerdae will rue his landing site when he sees 7,000 heavy cav bearing down on him next turn (I'm the Warden of the Fatherland). Not to mention the fact that Ji Indur and friends are much closer than he thinks.... The point of this recount of game 115 is that a team - even a casual team of three - can face and beat overwhelming odds when the enemy isn't well- coordinated. Had we failed to work together, we would've gone down a long time ago; had the Free managed to coordinate more closely across theaters, they would've overrun Mordor in the first twelve or thirteen turns of the game. Instead, the formerly doomed underdogs are going on to claim victory from our opponents in one of the most lopsided games I've ever seen. Communication and cooperation on our side - and the lack of it on the Free side - were the keys to our win. As echoed by previous writers, Middle-Earth is a team game unparalleled in the industry. It's the only game I've ever played where teamwork means so much, the only one that I know of that'll allow three well-coordinated players to beat the kind of odds we faced. The lone wolf is often the first skinned in Middle-Earth; or later skinned by the angry winners, if he fails to participate in a meaningful way (much as we're doing to the Duns right now). If ever you get into a seemingly hopeless game but find a couple of players on your side that're true gems, give it a shot - who knows, you might end up overruning Imladris! Revising the Middle-Earth Combat System ======================================= By Tom Walton As most long-time Middle-Earth players know, the combat system has some serious flaws. I've often wished I could take keyboard in hand and rewrite portions of the program to correct the errors, either in small ways or sweeping ways. Under the title of 'small changes', the two items I'd most like a crack at are army troop strengths and the naval-land combat routine. As you know, there's no difference between light and heavy troops in terms of strength points per gold; it costs just as much to support 1 combat point of light infantry as it does to support one combat point of heavy infantry. Worse, it takes twice as many orders to raise the same strength of light infantry as heavy infantry, twice as much food to feed a light army, and giving them weapons or armor counts for only half as much. So what's the point of raising light troops? There isn't any. Even if you're short on gold and can't raise all the troops you like, it still makes much more sense to raise half as many heavy troops as light troops - if just to conserve on food consumption and spare yourself some command orders. For armys designed to threaten, men-at-arms or archers are a much better buy. The changes I'd make are simple and designed to make light troops more efficient to support than heavy troops. Instead of having light troops be exactly 50% of the strength of heavy troops (at 50% of the maintenance cost), instead increase the strength of light troops to 67%- 70% of their heavy counterparts. Thus light infantry would be worth 7 points, not 5, and light cavalry would count for 11 points, not 8 (also indirectly correcting the misperception that heavy feudal infantry is somehow more powerful than cavalry of any stripe). What's the end result of this change? You get more bang for your buck with light troops than with heavy troops, some compensation for the increased cost in orders, food, and equipment to raise them up and use them in the first place. An example: let's say you can only support 4,000 gold worth of troops in terms of maintenance because of budget constraints. Under the current system you could hire 1,000 HI or 2,000 LI, both armies having the same strength (10,000 combat points). By increasing the strength of the light infantry, you now have the choice of raising up and maintaining 10,000 points worth of heavy infantry or 14,000 points of light infantry. You get a stronger army in light infantry, at a price in orders, food, and under-used equipment. But at least now there's an option worth considering. In practical terms this wouldn't mean much for powerhouse 1650 nations like the Corsairs or the Gondors. They can afford to recruit heavy troops full bore at a constant rate. In practical terms this wouldn't mean much for powerhouse 1650 nations like the Corsairs or the Gondors. They can afford to recruit heavy troops full bore at a constant rate. But for many of the lesser nations, including most of the Dark Servants, light troops now become a viable option - especially so if you usually run your armies without food, weapons, or armor anyway, or if you have alot of commanders but lack the gold to have them all raise heavy troops. It's quite likely that you'd see alot of Woodmen or Northmen light infantry, Dark Servant light orcish soldiers, and Eothraim/Dog Lord light cav. This is even more true in the 2950 game, where all economies are crippled. Here, maintenance is key to keeping a nation afloat, and light troops would be favored by just about everyone, especially in the early turns. The 'more bang for your buck' option would be the only way to field armies of size against an enemy without pushing yourself into bankruptcy. The second major problem deals with naval/land combat. An army commander can attack and move in the same turn; a naval commander cannot. If a naval commander attacks, he automatically anchors ships, goes ashore, and fights. Unfortunately, to get back on his ships and leave after the battle, he has to issue TWO orders: Pick Up Ships and Move. That's three orders in all. Which means that a naval commander can't fight and move during the same turn, completely eliminating the movement advantage received from having a navy in the first place (that is, unless he wants to leave all of his warships behind). The change I'd make here is a simple one: alter the movement routine so that a commander which moves out to see automatically picks up all of his warships and transports on the way out. This is already done with transports, so why not with warships? Such a change would return flexibility to navies and make them useful in shoreline raids again, enlivening the otherwise stale sea game in Middle-Earth (e.g., the Corsair attacks on the coastline of Gondor would once again become a possibility). Given free reign I'd revamp many areas of the combat system. A few examples: (1) change combat weapons to boost army morale rather than do a set amount of damage. Thus, the weapons wouldn't be worth much in small armies, but could make quite a difference when used with a larger army. Anduril, for example, might boost army morale in combat by as much as +25%. (2) alter the creation of light/heavy troops to eliminate weapons and armor. Light troops use no metal to create, while heavy troops would use two bronze or one steel to create (in the same vein as making cavalry with mounts and leather). The order would be 'Recruit Infantry/Cavalry', with the type recruited depending on what the player specified be taken from stores. This makes more sense than the current system. Heavy troops are heavy because they have much better arms and armor than light troops, which would be true if you expended metal in making them in the first place. And maintenance would still be higher, because you'd have to keep up all those metal weapons and armor. A side effect would be the elimination of weapons/armor from the combat algorithm, making the other factors (morale/training/command skill/tactics) all the more important. (3) allow for additive command skills in armies. Say, for example, that each character in the army with command skill gets to add 20% of his skill to the army commander's rating. This compensates for having a useless second or third commander in the army and provides a bonus to those nations which have the commanders to spare. You'd also be able to recreate certain historical battles, wherein the Dark Servants had lots of troops but only one decent commander, while the Free had less troops but many skilled leaders. Example of how it works: army commander has a skill of 60, subcommander 1 a skill of 50, subcommander 2 a skill of 40. The two subcommanders add 20% of their rank to the army commander's for the combat (in this case 18 points), boosting the effective rank of the army commander to 78. (4) Make it possible for an army to break and retreat rather than get destroyed, and base it upon current morale. The higher the morale, the more likely it is that the army will stick around. A small army with a high morale could break a much larger army with a terrible morale, winning the day when by all rights the bigger army should've crushed them. Does that sound like the battle outside of Minas Tirith? Food for thought, anway. Last Word ========= As I write this it looks like my other new 2950 game is about to fold after five turns of play. The reasons are too complex to detail here, but I find the situation especially ironic for two reasons: first, I finally found a team that seems just about perfect to play with; and second, it looks as if I'm actually going to place in the game (I've never placed before) - and I didn't do a darn thing to deserve it. I haven't even fought a battle yet. Hell, I've never stuck around for the boring endgame part, I wonder if I'll get any sort of special 'victory' message on my last turnsheet? My inclination is to stay in two games at most now (rather than a half- dozen), and since it looks as if 1650-115 is going to drag on and on and oooooooon - and I'm already committed to joining another 1650 game - you probably won't be getting any reports on the new scenario from me again (unless I rejoin with this team). As you know, I'm not particularly fond of it and can't see doing 2950 any time in the near future. That means: readers, we need you to report on the interesting tidbits and changes you run across in your adventures even more now. For me, it's back to mega armies and laughing at enemy commanders feeble enough to waste their time burning villages.... In other news, it looks as if pbem is finally starting to take off. The short turnaround time, much lower prices, convenience, and reliability of email delivery (the U.S. postal service prided itself on an 86% on-time delivery rate this year) make pbem attractive to many of those with access to a computer. GSI has stuck a foot into the waters by allowing players to email their turns in, a concession which I heartily applaud - no more mailing the turn out the day after I get it and praying the postman decides to do his bloody job. All predictions are that pbem will explode in growth, while regularly pbm will remain steady or even shrink in total player base. Maybe GSI will take the next step and make eturns available? Wouldn't that be something? To would-be authors: if you could redo the Middle-Earth combat system, what would you change? Articles in this vein would be very much appreciated; I'm interested in hearing what you think. And finally, I'm looking for ME-related software. Nothing in particular, I just want to collect interesting and/or useful programs for our data library. Do you have a turn checker? A computerized map? A combat engine? I'd love to get a hold of anything and everything having to do with Middle-Earth; just tell me where to call to download, or which ftp/web site has the goodies. That's all this time around, Tom