From the Mouth of Sauron Date: 03-15-96 Issue: E-42 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@rio.com Back issues of "From the Mouth of Sauron" and the general info files are available at chara.gsu.edu via anonymous ftp. First Word ========== Let me from the outset offer an apology. I'm afraid that the two articles I've produced for this issue are a bit more technical than is usually presented. I've been doing some solutions at work involving the calculation of orbital elements of binary stars and I'm working in a mindset which is a bit more analytical than is usual. Nevertheless, I owe these articles to you. I've been collecting the data (from many different sources who I greatfully thank) for some time and don't want to be (like some of those you may have encountered in the game) a black hole for information: lots of info goes in, but nothing comes out. I'd like to think that the results I've come up with are accurate but only time (and your experience) will tell. While I have no desire to go through the task of doing this again I'd be interested if those of you who put them to use will tell me if they seem to work or if they're off. Brian Dragons and Encounters ====================== >From Camaleon ------------- As I told you in the other mail, here is the result of my encounter with Ando-Anca. My char Lhachglin (Ag:35, Em:15, Ma:40) was wounded, with only 53 HP, so as I hope you will comprehend, I used the order 120, healing spell before the react to encounter. The spell this time worked, and it was the one that gives you 50 HP, plus the 14 of the turn, makes a total of +100. And again, I do not if I am very lucky or is because I am the DrL. I think is the second. I Demand and he fight with me, living me knock out thinking that I was dead with 25 HP. Later from Camaleon ------------------- (since Tom, your co-editor, procrastinated for so long on this issue) By the time I am playing, I had a lot of dragons around Sarn Goriwing and Goblin gate. So I decided to leave always a char there to react. This one is from my last turn, 11. Celedhring (Co:30 Ag:37 Em:0 Ma:55(90) Chal: 144) encountered Angurth at the Goblin, as the file says, if I attack him I will recruit him. But I was not sure, because the dragon was half sleeping and quite. So I try Demand obedience. As always for me, DrL, by now, the same result, a fight and the dragon left me in the ground with 25 HP!! I did lost a char with a dragon. May be is true that the char of the DrL never die with dragons encounters, I hope so :) But the most important thing is my last encounter, Ando-Anca at Sarn Goriwing. My character had before an encounter, Daelomin, the one you tell in MoS 41. So he is w/ 53 HP only. I try a health spell, of course, but it may not work. Then I demmand obedience. Lets see if any dragon lisents to me!! I will tell you the resault of this encounter next week. BTW, Angurth rised my loyalty at Goblin, first 10 pts!!!!, and the second time 8!!!! The problem is that in the second time, loyalty was 92 and now is 100!!! So, I guess it will give more than 8. I am surprise, because other dragons only rised my loyalty 3 or 4. >From Lawrence G. Tilley ----------------------- In article (pADeJHATXIIxEwZM@engas.demon.co.uk), Eastern Natural Gas Business Systems (wdb@engas.demon.co.uk) writes >A wandering Dark Servant (Haradwaith) army got this encounter at >Minas Ithil (Cloud Lord) > >As we crossed an ancient graveyard last night, the ground seemed >to erupt with the dead! Rotting bodies, Skeletons, and Ghosts >streamed out of their graves and moved towards our troops. >Suddenly, however, they stopped and a single Ghost moved forward. >"Hail, warriors. We are the scouts who fell to a vile ambush many >years ago. But I see that you are not the ones for which we >search. You may pass." And with those words, the Spirits returned >to their graves with a long sigh of despair. When I looked in my >baggage the effect was the gain of 80 suits of armour and 80 >weapons - all Mithril! > >I have not seen this encounter described before so happy hunting. > >William >From Dennis DeYoung ------------------- > From laurence@lgtilley.demon.co.uk Wed Feb 14 15:43:33 1996 > > Dear Kevin & Dennis, > > Found in Mouth 37: > > Post #1 > ------------------------------------------------------------------- > From: dcd@nasa.kodak.com (Dennis DeYoung) > Subject: ME-PBM Strange Riddle > Date: 25 Jul 1995 02:39:37 GMT > > >The riddle merely states the following letters (some have accents >on > >them, but they are NOT listed here)... > > > > d r o u k n n a l t a o h n i > > Anyone ever seen this one? It's from a 2950 game if it matters. Please > E-mail direct and post the solution if you have a clue. > > - Dennis > > > ------------------------------------------------------------------ > response from Kevin McGee (kdmcgee@aol.com) > ------------------------------------------------------------------- > > Dennis, > > I have heard of other players getting that riddle, but I have yet to > hear of a solution. > ---------------------------------------------------------------- > > Did either of you ever find a solution? I've a player who has > encountered it in Allsorts game 3. > > Regards, > > Laurence G. Tilley Sorry, I never did get a solution. I'm still interested in one as I'm sure The Mouth is also. >From Mike Hostetter ------------------- Seeing the frenzy over determining which army a Dragon will join, I decided to pitch in my $0.02. In the years that I've been playing (since 1650 Game 5!), I've only had one rule for which army a Dragon would join and, to the best of my knowledge, it has never failed. A Dragon will go to the army commander that has the highest total base ranks (C + A + E + M). No artifacts, challenge ranks, stealth, etc. matter at all. Now the only other system that has not been disproven (again, in my experience) is the possibility that the Dragon goes to the army commander with the highest base challenge rank (as calculated by the GSI algorithm but excluding artifacts). I have no idea how all this might interact with the ability of the Woodmen and some other (mostly Neutral) nations to get a bonus on challenge rank -- perhaps some enterprising reader could report on this, and also check the applicability of my rule to their own data. >From Keith Peterson ------------------- Found one thing right away: my records show multiple players reporting that Turkulon stated that he was interested in artifacts. (One where the player offered and didn't have them, the other where the player was FP and the dragon answered that he *would* have taken them if they had been DS). Miscellaneous Items =================== >From Dennis DeYoung ------------------- Brian, Regarding your "Last Word" in issue 41... You said, "For the three victory conditions: most mithril, most artifacts, and most kills, GSI only keeps track of those positions who have that as a victory condition." My first thought on reading this was: WOW!... Really?! (frown) I thought this was for information purposes only and not connected to the individual victory conditions in any way. Highest mage rank or highest challenger aren't victory conditions, right? That information is purely provided as trivia. I do not doubt what you learned from GSI- I'm just very surprised. You continued, "Also, I have no idea whether I truly had the most artifacts. I just had the most artifacts among those positions who needed to acquire 10 or more artifacts. If you're worried about these victory conditions you need only be concerned about others who have the same victory condition." I have always found it interesting to see who had the most mithril, artifacts, and kills- and also assumed that it was among all players. I was also surprised by GSI's enlightening response to your question on the most kills in 2950 Game 3. However, as I recall the victory condition is usually to get 10 kills or 10 additional artifacts (above the starting number for that nation.) Is this correct, or do some naitons have to get "the most" of these things? Do all who get their 10 kills get the 100 points for accomplishing that? As I recall, the mithril requirement is however to simply get "the most mithril" (I used to assume this meant among anyone and that by getting the most, even if it were not MY victory condition, I could keep someone else from satisfying their victory condition to have "the most mithril.") Anyway I just wanted to clear up the difference between - *most* mithril, - *10 additional* artifacts, and - *10* kills. Thanks for your insight into this Brian! And Also from Dennis.... ------------------------ This is a response to Marc Parker's excellent article in Mouth 41 entitled "Special Abilities in Middle Earth...One Man's Opinion". I was impressed with Marc's article overall; he effectively analyzed the special abilities and explained his reasonings. However, I disagree with a couple of things in the article- of course. As soon as I got to the section where Marc graded (A, B, C, D, or F) each ability I started to regrade using my own personal experiences, feelings, and style of play. I'm sure everyone who read this article did. I'm not sure why it prompted me to write this instead of eating lunch though- let's just say it did and leave it at that. I agreed with most of Marc's reasoning. There were a couple that I did not agree with though and I'll talk a little about these. Marc ranked the Type I skill of "Naming 40 pt. Commanders, Emissaries, Agents, and Mages" as a B while he gave "Chances of a Stealth Bonus" an A ranking. I would have reversed these. Regarding Stealth- We all know that Lord Murphy's Law applies here: "If you want it then it just ain't gonna happen." You never get stealth on those new agents, instead that new commander gets it. I would argue that since this bonus is not guarenteed that it is much less valuable, unlike the 10 pt. hiring bonus Marc gave a B rank to. Furthermore I feel, as do many others, that stealth doesn't add directly to an agents rank for both the chances of an order going off and for the result of that order when it does go off. I would guess that it adds to the first portion only but the result of the Kidnap (for example) is based on just the base agent rank. Also, stealth is nearly useless for mages and commanders, and mostly useless for emmies. For these characters stealth might be important once a game typically. Regarding Hiring new 40 pt. Characters- This is the kind of special ability that determines what kind of a kingdom you will develop! Who as the Northmen or QA doesn't hire a ton of emmies? North Gondor hires a ton of commanders (you know- to replace all those they lose to DS agents...) The Duns usually become an agent nation. So this is a guarenteed 10 pt. bonus to ~75% of all your newly hired characters. Wow! That's a lot of points and every one of those points is going to be useful to that character, unlike that *possible* stealth bonus. 10 pts. in your prime skill means that character can be useful immediately and also represents a 4 turn time savings and about 2700+ gold savings that would have been spent on maintenance during those 4 turns of training. 40 pt. agents can steal gold from enemy camps right away and 40 pt. emmies can put down strong camps that won't disappear and are easier village material right away. (Since I find that more than the starting number of mages on a side is less useful than another emmie, agent, or commander, I'm leaving them out of this arguement. In fact, I would degrade the ability to hire 40 pt. mages to a C ranking at least.) So my ranking is: Possible Stealth Bonus............................... B Hire 40 pt. Emmies, Agents, or Commanders............ A Hire 40 pt. Mages.................................... C I also have some comments on the skill of "All Characters Recon/Scout at a rank of 50". As the Dwarves in 2950 Game 19 I had a nice emmie corps running around taking MTs from the DS in one turn. They were in a company and usually did a ScoChar or ScoPop or Recon as their spare order. I almost never detected the bad guys in the hex, or got the army commander's name, with 8 of these orders at a time! Again, I suspect that the changes of an order going off and the level of the results are two different things and the 50 pts. doesn't apply to both. Perhaps also it's just that a 50 pt. scout doesn't do much (but it did seem, to me anyway, that my A44 and A56 characters were getting much more success with their scouting...) Having played Cardolan twice, I feel that the special ability of "Hiring Armies for Free" is extremely useful! It allows Cardolan in particular to pay for troop maintenance instead of the hiring of 8 new armies or so in the first handful of turns- this translates into a possible scheme that will wipe out the WK in the north in 5 turns guarenteed with only the risk of loosing perhaps a couple of FP pop ctrs (if the WK is smart and lucky) which are easily retaken. Nations which are invaded and have this ability (and have lots of commanders) can hire lots of small armies with which they can stop the enemy armies while they bring in a larger force to crush them with. Nations with this ability are also perfect for moving to other parts of the world and supporting a teammate by taking over a pop or two and fielding army after army. This is clearly an A attribute in my mind!!! Marc's obviously a pretty sharp guy, since he must have realized that as soon as he assigned rankings to the various special abilities people would want to adjust them for various reasons. Marc wrote, "This is only one man's opinion. Feel free to write a response to this, as I'm sure there are several ways of interpreting this data." You're right Marc, and I did. You did an excelent job to begin with though. Marc's analysis about the big picture near the end of the article was right on: the huge FP economic advantage is countered by DS dragons, artifact, special ability, and character power. >From Jeff Hyde -------------- I'm in search of some advice and insight into working with GSI when trying to get a new game going, and thought you may have some personal experiences from which to draw. Early last December I along with four teammates sent in a start-up request to GSI for the 2950 game. We requested the Free People and each had a list of three or four nations we would like to play based on previous games and the strengths or weaknesses of our players. One person is new to the game so we would rather he not play a front-line position. The people at GSI said it would take 3-5 weeks to fill our request, although they did mention that the holiday season might slow things a little bit. Well, to our dismay, here it is February 19, and we are still not in a game! Eleven weeks seems a little ridiculous to me, considering I have called twice and asked them to call me if there were any opportunities to get in a game scenario other than what we requested ie.. switch to Dark Servants, take other antions, etc. No calls so far. Have you or anyone you know had this problem, and if so, what can I do to push GSI. I understand that they are somewhat hand-cuffed by the number and type of submissions they receive, but they are taking three or four times as long as they promised, and we are wondering if we shoud say hell with it and get our money back. Any suggestions would be welcomed. >From Payton Turpin ------------------ I'm replying to Shayne Gray's question about use of the 805 "Use Movement Artifact" order. The "Movement" artifacts are those that make moving a navy on the open seas just as safe as moving in coastal waters. These include #19 the Staff of Storms, #40 the trident Gaergil, and possibly some others. The commander leading the navy has to give the "Move Navy" order as well as the 805 "Use Movement Artifact" order to make open sea movement safe. I made good use of this as the QA in ME-138. The Easterlings had established a backup capital in the far north in Noldo territory. After taking his original capital I sent a fleet north keeping off the maps using the Staff of Storms, and then surprised his backup capital only a turn or two later. I don't know of any other use for the 805 order. Anyone else? >From Mark Jaede --------------- In Mouth 41, one author asked about the function of the Use Movement Artifact order. I believe that this is primarily (perhaps exclusively) relevant to navy movement on open seas with the assistance of an artifact such as Gaergil. The navy commander must issue both the Use Movement Artifact and Move Navy orders to get the benefit of "open seas as coastal waters." >From Arnold ? ------------- Anyway, game 23 just ended last month. As your piece in Mouth 41 goes, GSI only keeps track of stats when they're victory conditions. Well, in game 23, hoarding artifacts was a Dragon Lord condition, not mine. But, I ended up with the most artifacts. Same with mithril. Hoarding mithril wasn't a condition of mine either. Then again, it could be that Allsorts is running the game, and not GSI. It's just as well also. >From Brian Lowery ----------------- Looking for players in game 228, Playing the Sinda Elves, joined with a friend who is playing the Dwarves. Please contact at brian@majiq.com (Sinda) or ozz@majiq.com (Dwarves) News from the Net ================= ------------------------------------------------------------------- Post #1 ------------------------------------------------------------------- From: thomei@rs63.zfn.uni-bremen.de (Thomas Meier) Subject: MEPBM: Army Encounters Date: 23 Nov 1995 14:17:36 GMT I've got a question concerning army encounters. In one of my DS games, Sauron appeared at one of my camps (I never saw him before). One of my armies is in range, so I thought it would be good idea to send this army into the camp where Sauron is. Let's assume I MoveJoin (#870) some more characters into the destination hex/army. Do those characters arrive BEFORE or AFTER Sauron meets the army commander, raising skills (& giving spells to mages)? (Assuming, of course, that Sauron will stay for this turn.) Thanks for your help. ------------------------------------------------------------------- Post #2 ------------------------------------------------------------------- From: dade-sc@ix.netcom.com (Leo DiBenigno ) Subject: MEPBM-which is better-1650 or 2950 Date: 22 Nov 1995 16:33:54 GMT I am interested in starting MEPBM but am faced with a decision about which date to choose. Can someone please explain the difference and which is better in your opinion. An e-mail reply would be appreciated. ------------------------------------------------------------------- Post #3 ------------------------------------------------------------------- From: dade-sc@ix.netcom.com (Leo DiBenigno ) Subject: MEPBM/1650 or 2950/Which is LOTR? Date: 25 Nov 1995 21:34:56 GMT Of the two start years available for MEPBM, which is set in the time that the Lord of the Rings trilogy takes place in? Thanks for an e-mail response. ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- ME2950 is near the LOTR timeframe (actually 50 years earlier). ME1650 is 1300 years earlier. ------------------------------------------------------------------- Post #4 ------------------------------------------------------------------- From: atischer@cse.utoledo.edu (August Tischer) Subject: MEPBM:Bribing/Recruiting Date: Fri, 1 Dec 1995 16:20:32 GMT I was just wondering if anyone knew how long after a nation had been dropped could that nations characters be recruited. Two turns? Five? I've never tried it before and would like to know how long I have to act. All the rulebook says is "for a limited amount of time." Thanks. ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- I don't have any precise data. I have succeeded 6 turns after a nation went inactive. I strongly suspect that characters who are listed in some other nation's victory conditions don't go away without help. I.e. if part of my victory condition is to eliminate Gildor, and the Noldo have dropped, Gildor will be around until game end unless someone takes him out. ------------------------------------------------------------------ Response from baidins@stimpy.eecis.udel.edu (Juris Baidins) ------------------------------------------------------------------- Characters who are someone's victory condition will indeed stick around, BUT, after a while the character's nation becomes unknown (if I remember right, it has been a long time since game 7) and the only thing you can do with the character is kill them. ------------------------------------------------------------------- response from eichmann@ceres.amp.uni-hannover.de (Holger Eichmann) ------------------------------------------------------------------- A successfully bribed character stays the whole game (at least I never heard that he left a nation again). I know the rulebook is saying something like 'he can be bribed a limited period of time only'. This does not mean that he stays a few turns only, but after a few turns he cannot be bribed any more! A few turns after a nation has collapsed all characters will start to refuse all bribe attempts (some will even vanish). The number of turns is random (I think around 6-10). ------------------------------------------------------------------- Post #5 ------------------------------------------------------------------- From: imivars@yeti.dit.upm.es (Nacho Mas) Subject: MEPbm question... Date: Wed, 13 Dec 1995 11:32:37 GMT+1 Does anyone know if there are more riddles that can kill characters than the Morgoth one?. This is the situation... : One healthy nazgulwith more tha 110 challenge locates one of the big mage artifacts. He goes for it and gets a riddle. This one: Huntsmen, rider, bearer; One of seven, King bearer, tree lover so he thinks, perfect, that is Orome and so says with the ReacEnc order. Then when he tries to move away he finds himself death in the ground for a sudden burst of light....!!! You can imagine my face when I received my resultsheet. Anyone knows what happened? Thanks, anyway... ------------------------------------------------------------------- response from kgiven@aol.com (KGiven) ------------------------------------------------------------------- Absolutely. Here's the scene on T3, G17 of 2950. Bolvag, Ji Indur and Drekk (a nothing DkL agent) are in the hex with two unidentified Dwarves and the Ring of Wind. The RoW can be gotten by answering the riddle that starts "Risk-taker ..." - the correct answer is Gandalf. In order to maximize against the dwarves, who may have known the riddle as well, we have all three DS characters answer. It was fatal ... killing Drekk. Looks like we dodged a bullet. Nope. The following turn Ji Indur is killed trying to steal the RoW. And so it goes. ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- Yes, there is a riddle where Sauron is the correct answer, and when a good character gives the response, he dies. For some reason, I haven't gotten around to trying that again to see if good characters always die. :-) ------------------------------------------------------------------- response from Pete Brown (pete@fludge.demon.co.uk) ------------------------------------------------------------------- I have lost both Elrond and about six 30-40 level emissaries to this riddle. Everyone died so my opinion is that it is 100% chance of death for Freeps. ------------------------------------------------------------------- Post #6 ------------------------------------------------------------------- From: Yale University Public Cluster User (ph@directory.yale.edu) Subject: MEPBM question Date: 19 Dec 1995 22:13:19 GMT I've read somewhere that there's a program out there for keeping track of Middle Earth's map (as the size, location, and number of pop centers changes). Is this true? If so, where can I find it. Thanks, Pete Maksym ------------------------------------------------------------------- response from cabai@aol.com (Cabai) ------------------------------------------------------------------- I have one, it is 90 % accurate for 2950, and I don't know about other level. I also have the Allsorts combat calculator. E-mail me if interested. Beorn (Game 38) Blind Sorcerer (Game 40) ------------------------------------------------------------------- Post #7 ------------------------------------------------------------------- From: itig077@rossegat.uji.es (SOLER GARCIA) Subject: To MEPBM Players...... Date: 22 Dec 1995 10:33:45 GMT Here in Spain we play in game 8. Were virgin to PBM games but we hope to do well. When we finish our game we will send a sort history of it. Central de Jocs is keepeing the games and it will start game 18 in January, so we are all starting. MERRY CHRISTMAS / FELIZ NAVIDAD / BON NADAL from Castello (SPAIN) 40,00 N - 0,00 E David Montanyes Sabater Vicente Soler Garcia Manolo Blasco Felip Roberto Rio Pacios Diego Camany Beltran. ------------------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) ------------------------------------------------------------------- Good luck ! Hopefully you're playing the Dark Servs (my favorite bunch of people!) THe Immortal Dark Servant (G) ------------------------------------------------------------------- response from Bernard Matthey-Doret (bmatthey@mail.vtx.ch) ------------------------------------------------------------------- can you make a complet card list with the rarity of all middle earth cards ------------------------------------------------------------------- Post #8 ------------------------------------------------------------------- From: timwolf@mindspring.com (tim wolf) Subject: MEPBM Recruiting DS team for 1650 1 week all email game. FP's Ready! Date: 28 Dec 1995 12:03:19 GMT We are currently looking for DS players in an all email game of Middle Earth PBM. The FP team is already assembled and awaiting us. All interested players please reply to both globalgm@aol.com and timwolf@shapeshifter.com. Note, this will be a rapid game with the turnaround on game turns being 1 week. It's essential that all players have email access (as you probally do else you wouldn't be reading this) and the time to play the game to it's completion. If you're not sure that you will have the time for such a commitment, this game is not for you. ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Are we talking about a GSI US game here? Are they able to send results out by e-mail yet? Allsorts, here in England keep promising to develop e-mail results. ------------------------------------------------------------------- response from timwolf@mindspring.com (tim wolf) ------------------------------------------------------------------- Yes it will be a US game hosted by GSI. The turns are sent out in PDF format which is readable by Adobe Acrobat Reader. You can download this program directly from Adobe and I believe they have just released an "Amber" version of the reader which functions as a plug-in to Netscape 2.03 beta and later. I don't know if Allsorts is offering the same service or not. Looking at their Web Site at http://www.ftech.net/~pbmweb/allsorts/me/ they still say that they will offer this service shortly. Who knows whether this is a current document or not. Unless there's some kind of copyright agreement which says that Allsorts gets all citizens of GB and GSI citizens of the US, I don't see why there should be any reason you wouldn't be able to participate in the game. You'd probally be well advised to either maintain a well stocked account with GSI or use a credit card though to ensure you're funds don't dwendle to 0 while GSI waits for sea-faring snails to deliver your mail. We'd be glad to have you if you don't have problems with the 1 week turnaround. Perhaps if you sent a note to gsi@elink.net they'd be able to answer your questions with more authority. If you dicide you'd like to join our team of DS (5 positions open as I write this) drop me some email at timwolf@shapeshifter.com with a list of the positions you'd perfer to play. You should cc this mail to globalgm@aol.com as since he is the person who will be submitting the team to GSI. ------------------------------------------------------------------- response from timwolf@shapeshifter.com (Tim Wolf) ------------------------------------------------------------------- There are still four or five positions left in this game. Nations will be assigned after we have 10 definite players based on your list of preferences. ------------------------------------------------------------------- Post #9 ------------------------------------------------------------------- From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) Subject: MEPBM The Worst Position? Date: Mon, 1 Jan 1996 22:57:53 Which nation would you say in Middle Earth Play By Mail is the worst one to start with. I had always thought that the Woodmen were born losers, but having just elected to start up as Rhudar, I find that a lot of opinion considers them to have the unfortunate honour. Both these nations rank near the bottom in the "Mouth of Sauron" listings, but it has to be said that they are often the least popular and therefore taken on by new players and dropped. How to they fare when taken on by experienced players? ------------------------------------------------------------------- response from tandmb@sierra.net (Josh Knapp) ------------------------------------------------------------------- Having played both of them, I can positively state that you have your work cut out for you. Rhudaur can be sort of interesting though - at least in the early game when all those non-neutral people up in the area (Witch-King, Noldo Elves, Dwarves and Artheedain) are being reasonably nice to you...you'll have to be VERY heavy on off-the-board diplomacy if you want to survive. The Woodmen can be fun IF you have competent people playing either the Dwarves or Sinda Elves (or even better, both) but this is a position that needs to be part of a good team to get anywhere. ------------------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) ------------------------------------------------------------------- Undeniably, the worst position in either 1650 or 2950 is the Dragon Lord. In 1650, the Dragon Lord can forget about military help from Mordor until about Turn 10 or so, while taking on the Woodmen, Sinda, Dwarves, perhaps even the Noldo, Eothraim and Northmen. 2950's Dragon Lord is in (as if it was possible) even worse position. They basically have the same pop centers, but have to face the Silvan ELves, Sinda Elves, Woodmen, possibly the Noldo, Northmen, Dwarves, and North Gondor. Characters are MUCH weaker than in 1650, with Celedhring moving over to DrkLts and Lhlachglin removed. And they have to deal with the likes of Galadriel (200+ challenge rank at game start!) ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------ I have to agree with this analysis. The Dragon Lord can't even hope for help from the Neutrals. In 1650, the Witch King can be in almost as bad a spot, but if either the Duns or Rhudaur can be convinced to join him early, there is some play in the position. For the Dragon Lord, his only hope is for weak play by one or more of his opponents. Even then, he needs support from his allies to make a continuing impact. I can't speak for the Dragon Lord in 2950, as that position dropped on turn 3 in the one 2950 game I played. As mentioned earlier in this thread, some feel the Woodmen are too weak and poor to be viable. The Woodmen can actually be a fun position if you get a little help from the Dwarfs and Sinda in holding off the initial Dragon Lord attacks. Recruit armies to stop the Dragon Lord (and possibly the Witch King). Name some emissaries and put lots of camps in rough hexs to the south, and you can even get a positive economy. Then, around mid-game, your agents are good enough to be useful in combination with other Free agents. Winning can be hard due to the weak starting position, but the position is viable. If the Woodmen out-lives the taking of Dol Goldur, there is no reason why they can't make to the end of the game. ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Your comments on the Woodmen betray a problem with your analysis of the Dragon Lord. You seem to assume that DrLo will go after them. In one game (are you reading Holger Eichmann) as DrLo I was advised to stay at Dol Guldur and Recruit, Recruit, Recruit. I rejected the advice and went after the Woodies. I failed, due to an unlucky challenge, and then lost Dol Guldur to the Stunties & the Pointy Eared Brigade. Staying at Dol Guldur would have been a much better option. Admittedly I would have needed financial aid from my team, but probably not as much as I did when I'd actually lost the capital. Dol Guldur starts as an outpost, well ahead of the military lines. The sensible, but unexciting policy is to hold it until a break out from Mordor is achieved. The chances of an FP error, if you play 100% defencively are increased. In some games, FP have been known to dash themselves against the walls of Dol Guldur more than once. In one game in particular (yes you've guessed DrLo is my favourite) I'm doing very well thanks to LoRi agent support. DinOhtar & Lomelinde are often wasted around Rhun, because LoRi sees all the soft targets on his map... Meanwhile his (distant) neighbour is being knocked out. ------------------------------------------------------------------ response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Agreed, but having played both DrLo's, I found 2950 easier - the walls of Dol Guldur give you a few turns grace against the smaller enemy start up forces. There are a lot of enemies, but they have to co-ordinate themselves really well to take you out. ------------------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) ------------------------------------------------------------------- I played the Dragon Lord for over 30 turns in a 2950 game and was able to build a Sickness squad, which played a big part in decimating the Sinda Elves (heck, when I revealed 2514, it was literally a ghost town !) I'd decided early on, along with a supportive WK, to go the mage route, and by the time I went bankrupt (Rhun Easterlings and Silvan emissaries did me in by Infi'ngOther Dol Guldur after conventional assault and Threat had repeately failed (I mean, like 5 or 6 of that.(G)) although I did receive a backup MT (3622 also InfOther'ed away too...) it couldn't support my characters, plus I made a major blunder in my recruitment of Gaurithoth (actually a bit funny after the fact....I added a extra zero to my Bribe offer resulting in what had to be the most overpaid character in ME-PBM history, I mean 70,000 gold ???? just for Gaurithoth ?) I should've read my turn a bit more closely that day before emailing it to GSI. At one point due to assassination, I was down to 6 characters - Maben, Khamul and Ogrod were among the deceased, but I picked up several WK mages to fill in the vacancies in my Sickness squad. IMHO, a Sickness squad along with a bunch of DS agents with a couple of Dragon Lord scouts is a scary thing to have if you're a Freep - in your capital. That's how Galadriel, Helkama and a few others got slain, even nailed the Silvan's best agent at Dol Guldur with Sickness after a RC placed him close by and I gambled by Sicknessing him. ------------------------------------------------------------------ Post #10 ------------------------------------------------------------------- From: zubla@shc.uiowa.edu (Greg Chapman) Subject: MEPBM Easterling capital? Mapwork Date: 2 Jan 1996 09:52:42 GMT I'm waiting for my position (Newbie). Where is the Easterling capital? 4133? The mepbm.info file doesn't show it, and I couldn't figure it out from the Mouth 21 or 22 Nation strategy issue. Does anyone have a list of things they mark permanently on their 4-color world map? I thought putting in towns would be a good idea, but then I found out towns could be burnt. Lots of information to suck down to play this game... ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Good Luck. General advice: Talk to everyone, Identify the experienced players Do exactly what they tell you ! That way, you will soon become an experienced player = adict. Ignore the advice and you get knocked out and probably decide not to play again. I mark on everything, with a set of small font labels that I ran off from my WP. i.e. all the starting pops eg Sin MT/T *+ Would be a Sinda Major Town/Tower, hidden, capital Cor MT/F P Would be a Corsair Major Town Fort You usually know all about the changes to the pops in your area as the game progresses, so you don't need to plot them. Once you've declared (are you the Easterling, or are you planning to bash him - don't) someone on the team should be keeping a data base of all the population centre changes since game start. ------------------------------------------------------------------- Post #11 ------------------------------------------------------------------- From: eichmann@ceres.amp.uni-hannover.de (Holger Eichmann) Subject: MEPBM: Questions about Ents Date: Tue, 2 Jan 1996 15:03:00 GMT Hi! I have some questions about Ents: - I heard there are two kinds of Ents: Treebeard himself and some Ents without names. When I place a camp into Fangorn, do they appear on my result sheets, when the Ents are visiting that camp? I suppose that I'll see Treebeard like I would see Gandalf or Dragons, but I won't see the other Ents like I won't see Woses or Mumarkil. Is this right? - If this is right, how will Treebeard influence the loyality of a Free People camp? - If Treebeard changes the loyality, is there any difference whether the camp belongs to fair Elves or to sturdy Dwarves? What about recruiting? Is there any difference between Dwarves and Elves? Perhaps anybody has any information about that. Thanks for your help ------------------------------------------------------------------- Post #12 ------------------------------------------------------------------- From: timwolf@shapeshifter.com (Tim Wolf) Subject: MEPBM DS team still has a few positions available Date: Wed, 03 Jan 1996 14:51:55 GMT We still have a few positions available for the DS team I first mentioned on 12/28. Interested players should send a list of their preferences to globalgm@aol.com. Please cc mail to me at timwolf@shapeshifter.com so I'll know when the game fills and can post an article. ------------------------------------------------------------------- Post #13 ------------------------------------------------------------------- From: dobz@ix.netcom.com(Jeff Dobberpuhl) Subject: Middle Earth Newbie Questions Date: 15 Jan 1996 03:38:36 GMT I just signed up for my first campaign...YIKES what a TON of info to digest! I'm in the 2950 game, and have not yet been assigned my starting position. Here are my questions 1) Is there an FAQ, and if so, where can I get a copy? 2) What is the difference between Barrier Mastery and Resistance Mastery? These seem identical except for the amount of protection provided. 3) What is the general bread-n-butter advice for the first few turns of play? Thanx!!! ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- First, note I added "MEPBM" to the subject field. That is the convention for this newsgroup for questions about Middle Earth Play-by-Mail. If the question is only about 2950 or 1650, then include that number as well. 1: There is a web page which my (slightly old) records show to be at http://pubweb.acns.nwu.edu/~phredd/MEPBM.html Even more info to digest there. Do not feel like using this information is in some way "cheating". Most experienced players have access to similar databases and use it freely. New players who don't tend to have a severe disadvantage. 2: Pretty much. Your mages will start with some spells. Usually you have a particular mage stay with whatever defense line they start on due to not wanting to waste time learning more spells. Also, most people prefer attack spells to defense spells, but that is a debatable issue. 3: For the 2950 game, the most important issue is your economy. If you recruit too heavily or lose too many popcenters or fail to create enough camps, you will shortly go bankrupt, without having much impact on the game. This situation is worse in the winter for the northern nations (of either side). No nation starts with enough emissaries. Name at least two pure emissaries (30 skill points) on your first and second turns and start placing camps in rough hexes (best chances for gold) as soon as they are trained a couple of times. If everyone is active, somewhere around turn 8 to 10 the game hits the popcenter limit, and no more camps can be placed except when some are destroyed. You need to have your fair share by then or you will be relegated to being a second rate power. The second most important issue is your allies, especially those near you. You can contact them using the 3x5 cards mentioned on page 1 under the "What is Play-by-Mail?" section. I recommend sending 14 cards with your first turn, to all your allies and the 5 neutrals. Be sure to include name, address, and email address so they can contact you. Are they willing to cooperate in joint attacks? Do they have clue about how to play the game? Are they just trying to get you ground up by the enemy so they can pick up the pieces. If you are a neutral, which side seems more like the one you want to work with? With 25 people in the game, allies are a big deal. Fewer 2950 games have been played to completion than 1650 games, so there is still a lot of dispute about what the ideal strategies are for each position. Each position has its individual concerns so further details are best adjusted according to what position you are playing. In addition, different players have different styles and opinions. For example, I consider it wasteful to name a triple class character because I think it takes too long to develop their skills, while others consider a triple class to have great flexibility for a long game. However, I actively develop several classes in characters that start with 3 (or even 4) classes. The best answers probably depend on the situation. Even my advice about naming two emissaries at the start does not apply in all positions. In the 1650 game, many consider North Gondor to need no emissaries, due to their strong initial population centers. Instead they need to concentrate on commanders and agents. ------------------------------------------------------------------- response from pburrow@cc.umanitoba.ca (Paul Burrows) ------------------------------------------------------------------- I'm not sure about a rec.games.pbm FAQ specifically for MEPBM, but the your best bet is probably to access the MEPBM Web Site, and back issues of the Mouth of Sauron (also on Web), which is an e-zine devoted to MEPBM (both 1650 and 2950). MEPBM's URL address is: http://charlotte.acns.nwu.edu/phredd/MEPBM.html The Mouth of Sauron can be reached via the MEPBM Page, or directly if you like: http://charlotte.acns.nwu.edu/phredd/mouth/mouth-indx.html [ED: Well, actually, the DIRECT link is ftp://chara.gsu.edu/mouth] 2: That about sums it up. 3: Depends to a great degree on the nation you're playing, as you will see when you read the strategy articles in the Mouth. But in general terms: I would contact every single member on your team immediately (Turn #1) through the 3 by 5 inch card system that GSI runs, as coordination with your allies is essential. If you are playing a neutral, this may not be as crucial (as both the Goods and Evils SHOULD be contacting you to try and attain your allegiance...), but I would still recommend it. Poorly coordinated teams will usually get crushed by decent opponents, and they deserve to be. If your allies are more interested in achieving their personal victory conditions ahead of team coordination, you could be in trouble (and sadly, there are usually one or two members on every team that are like this), but try to stick it out. Similar assholes on the other side usually balance things out... Another general rule of thumb: really try to develop the areas that are your nation's strengths, but try to attain a modicum of self-sufficiency in areas that are your weakness. If you are a front-line nation, with major armies (such as Witch-king, Arthedain, Fire King, North Gondor, Dog Lord or Eothraim), then go hard, fast and furious, recruit a much as your deficit will allow, and name one or two Commanders or Command/Agents (the latter especially if you are Free) to round out your armies. Keep "seed armies" of 1-200 troops in major recruiting centres to maintain the recruiting pace required for the front lines, and then send successive waves of troops at the enemy as often as you can. You MUST get these troops into combat fast, as no one can support the maintenance cost in gold for too long. It is better to lose them in combat than be forced to retire them to balance the budget. If you are strong in Agents (i.e. the Cloud Lord, and to a good degree the Long Rider) or in Mages (Elves, Dragon Lord, Blind Sorceror, etc.) then it is still crucial to coordinate with your allies. Well-timed assassinations, thefts, and sabotage on the one hand, and strong artifact-locating and Pop Centre-Revealing ability on the other, can prove decisive. Unfortunately, the tendency is for the magical powerhouses to keep the artifacts that they find for themselves, even if they can be better served by one of your allies. My personal belief is that it is important to funnel agent and stealth artifacts, for example, to those allies that can utilize them most efficiently (i.e., the Cloud Lord for the DS, or perhaps the Elves for the Free, IF they are taking advantage of their potentials in these areas...). Likewise, front-line nations should get one or two decent command or combat artifacts to aid in their offensives. Well, I could go on forever, but really have stuff that needs to get done. Hope any of this helps. And don't hesitate to e-mail me directly if you have any other questions. ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Another reason why you should talk to your team of course - if something goes wrong, you will need allies who are prepared to send you gold. If your capital is under threat, a well managed team will give you a back up MT. Remember that your enemies will be working together to knock out individual nations. If they choose you as the first victim, you will need support. Or mountain hexes if you are a Dark Servant - dragons are most often reported there and can be recruited. Or forests if you are sure that you have a definite need for timber (war machines, fortifications & ships). In 2950, where there is very little cavalry, you might also consider plains for mounts. I'd prefer straight away. Turn 1. Commander NamChar Emissary Tom Turn 2. Emissary Tom NamEmiss Emissary Dick and sells something Turn 3. Tom and Dick name Harry & er.. Harriet and each sell Turn 4. All 4 emissaries do InfYour and move to their camp sites. Obviously if you don't want to use all 4 slots for emissaries, they move out faster. The loyalty of the camps they create is 50% of their rank. So rank 32 emiss creates loy 16 camp. ------------------------------------------------------------------- Post #14 ------------------------------------------------------------------- From: wolfen@gate.net Subject: ME:PBM encounter at ruins Date: Tue, 16 Jan 1996 17:04:48 GMT Hello all. In a 2950 scenario I went to nearby ruins, and had the encounter in which spirits lead your character to a cache of gems which are sent to your capital immediately (i.e., the favorable response). Lovely, especially early in the game. My question is this: With this encounter, does it pay to have the character Investigate Encounter? From the web site encounter listing, I assume the answer is 'No' - but if anybody knows different please let me know. cheers, jim p.s. if anybody is keeping a database on how much this encounter is worth, I nabbed 5K gold. ------------------------------------------------------------------- response from Saruman the White (Cliff_Yahnke@qmgate.anl.gov) ------------------------------------------------------------------- Jim: It does NOT pay to investigate encounter as the encounter was already triggered. This is unless you got an artifact encounter (e.g. "...you find the entrance to a hidden cave which can be investigated.."). All ruins are like this, so it is in your teams best interest to get to them right away since the first character will trigger the encounter. Also, it pays to send good challenge characters there (60-70+) to increase the likelihood that you will get cash rather than chased off. I've seen 30 Challenge guys pick up gold, put more frequently, they get driven off. In 2950, Game #45 (we're the ones playing against the guys at GSI), we picked up about 70,000 Gold on the first turn (total for our side). This can give a huge advantage in a game which emphasizes economics very strongly.... ------------------------------------------------------------------- Post #15 ------------------------------------------------------------------- From: wolfen@gate.net Subject: MEPBM - 2950 artifacts list? Map? Date: Tue, 16 Jan 1996 18:43:43 GMT Hello all. I've been looking through the various MEPBM sites, both WWW & FTP, and I haven't located two items that I could really use: o An artifacts list specific to the 2950 scenario, & o A comprehensive map in some standard graphics format, preferably with the 2950 starting pop centers already included. Could any of you direct me to either or both of these items? Thanks much... cheers, jim p.s. Another item that would be nice to have available from one of the download sites: The first-turn starting positions in .PDF format, as GSI sends them via e-mail. ------------------------------------------------------------------- Post #16 ------------------------------------------------------------------- From: drawes@cix.compulink.co.uk ("Mark Seward") Subject: Unsolved ME-PBM Riddles Date: Mon, 15 Jan 1996 19:54:14 GMT Can anyone solve these riddles? The first goes like this:- The character has entered a cave, there is a mirror with undulating lights, a skeletal warrior wearing runic symbols holding a large sword and finally a door facing the character secured by some sort of seal. Which is the best option to choose and do you know what is the result? The second is:- Known by another name at first, Then renamed by he of the third and the first, Its accidents spoke of its black thirst, But too late was its nature seen to be accursed. Could it be Isildur's Bane or One Ring? ------------------------------------------------------------------- response from thokamp@vnet.ibm.com ------------------------------------------------------------------- Don't know about the first one. I think the answer to the second one could be Gurthang. Turin got this sword from his friend Beleg and later accidently slew him with it. I can't recall what it was called at first. It was one of two black swords made of some metorite by the black elf Eol, father of Maeglin. That could explain the 'black thirst'. In the end Turin asks the sword if it will take his life, and it answers him that I would gladly drink his blood. Thomas Kampmann ------------------------------------------------------------------- response from rafrost@aol.com (RAFrost) ------------------------------------------------------------------- I can't directly remember its name, but I believe this is a magic sword from the First Age, forged by an elf. If I can dig up the records, I'll E-mail you the name. Otherwise look it up in the Silmarillion. ------------------------------------------------------------------- response from drawes@cix.compulink.co.uk ("Mark Seward") ------------------------------------------------------------------- Thanks for that, the original name was Anglachel. Will try it next turn unless I find something else. ------------------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) ------------------------------------------------------------------- Definitely Gurthang. I got that riddle as the Dog Lord in a 2950 (surprisingly enough, it was the riddle for the Gurthang site...) and it's the correct answer. Amarthlinde ------------------------------------------------------------------- Post #17 ------------------------------------------------------------------- From: p8dx014@stan.swin.edu.au (CHRISTOPHER DAVID WHITFIELD) Subject: MEPBM question... Date: 17 Jan 1996 22:39:49 GMT Just a small query - what exactly does happen to all the other pop centers of a nation (ie Rhudaur) when you destroy their capital and any backups? Basically, do they become piss easy to capture? ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- Every time you capture a major popcenter of a nation, all other popcenters have a small downward adjustment made to their loyalty. It is random, so not all popcenters are equally effected. If you capture all the MTowns and Citys of a nation, the cumulative effect will vary widely. Generally, your emissaries will need fewer Influence Others to take the popcenter, but Towers and Forts will still be obstacles. I understand that destorying a popcenter has less effect on loyalty than capturing it. Recall that the defensive strength of a popcenter is adjusted by loyalty, but has a base value in any case. For example, take a Town without any fortifications. It has a defense of 1000 * (1+ loyalty) If loyalty is 50%, then 1000 * (1+.50) = 1500. If loyalty is 20%, then 1000 * (1+.20) = 1200. You can see that dropping the loyalty helps some, but not dramatically. I believe Threaten is also affected by loyalty, so those will be easier as well. ------------------------------------------------------------------- Post #18 ------------------------------------------------------------------- From: Yale University Public Cluster User (ph@directory.yale.edu) Subject: MEPBM 2950 Encounter Date: 20 Jan 1996 09:06:14 GMT I have to send in an answer pretty soon, so if anyone can respond with ideas of what to do or what the outcome might be, I would be very grateful. The character, (50 Emmisary, challenge rank 25) came over a small ridge line only to hear screams and cries for help in the valley below. Moving cautiously forward, she peered from behind some bushes and other foliage to see that a small farming village had been raided by some ten to twenty men mounted Orcs and Wolves. The women of the village have already been made captive and the few remaining men seem hard pressed by the rampaging Orcs. The captives are to one side with only a few guard. It is obvious to her that she will be noticed as soon as she leaves her place of concealment. Should she FREE the captives (sounds like the agent thing to do) ATTACK the Orcs and save the farmers (the most satisfying- she's got a low challenge rank, but she might tip the balance) JOIN the Orcs in pillaging the village (not really an option- I'm FP) GO immediately for help (An emmisary thing to do, but she could be noticed and cut to ribbons, or find too little help too late) WATCH from hiding to see the outcome (probably the safest thing to do) FLEE (probably like GO but less helpful) Does anybody have any suggestions? I'd really like to solve this encounter, but I don't want to lose one of my best emmisaries. ------------------------------------------------------------------- Post #19 ------------------------------------------------------------------- From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) Subject: MEPBM King he was, tho slain by dragon ire, Date: Sun, 21 Jan 1996 17:11:47 +0000 Can someone help me with this riddle? Phredd's web pages are all screwed up when I access them. King he was tho slain by dragon ire but a man is known by what he does and a hero of vengeance he did sire. ------------------------------------------------------------------- response from Yale University Public Cluster User (ph@directory.yale.edu) ------------------------------------------------------------------- My approach to this riddle is to find a dragon and think of who he has killed. In the novels, the only dragons that are really named are Ancalagon, Glaurung, Smaug, and Scatha the Wyrm. Of these, I'm guessing that Smaug killed Girion, Lord of Dale (I wish I had my copy of "The Hobbit" with me. I think Smaug says something about Girion being dead, although I can't exactly pin my finger on it.) Girion was the ancestor of Bard the Bowman, who killed Smaug. Hence, Girion was a king who, if he really was slain by Smaug, sired the hero who avenged his death. Double check this, though. It involves some guesswork, and I could be wrong, but I think the answer is "Girion". Peter Maksym ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Thanks mate. We're close to deadline on this one. I've phoned the suggestion through to the player concerned, and if he uses it I'll let you know the result. ------------------------------------------------------------------- Post #20 ------------------------------------------------------------------- From: imas@enano.etsit.upm.es (Nacho Mas) Subject: MEPBM 2959 encounter... Date: 26 Jan 1996 09:52:41 GMT I am playing in one of the 2950 games in U.K. and looking for an artifact, I had this encounter. Does anyone know what to answer, perhaps the artifact ID? ??? had just bedded down for a good nights rest when his eyes were arrested by a soft glow emanating from over the next hill. Deciding that he had better discover the source of this glow, he picked up his belongings and made his way cautiously over the rise. As he drew closer, he noticed that the glow seemed to be coming from a small cave set back into the hill. He entered the cave ready for anything but halted in amazement when he entered the central chamber. Inside was a large dark mirror with constantly shifting images of people, places, and ancient artifacts. It was from the mirror that the glow was emanating. Across from the mirror stood a skeleton of a giant humanoid decked out in an assortment of intricately carved armor an holding a giant sword in readiness. Finally, between the mirror and the skeleton was a stout door set into the wall and fastened with a stout metal lock formed by an ancient craft. Should ??? Touch the mirror and call out a name ________ (Character ID) Touch the mirror and call out a place _______ (Hex # ) Touch the mirror and call out an artifact ___ (Artifact #) DESTROY the mirror Try to OPEN the lock on the door ATTACK the skeleton STEAL the armor and weapons from theskeleton FLEE I also have found Leucaruth in one of my camps and, being a neutral, I don't know how to deal with her. Is there any possibility of escaping her without a combat?... ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- Looks like you have found an encounter that noone has solved. My guess is that if you touch the mirrow and call out something, you get locate character/scry hex/locate artifact (maybe), and if you do anything else the skeleton responds. With a high challenge, you could attack the skeleton, or a high Agent rating you could try stealing stuff. Please let us know what you try and what happens. My data says that MEEK will let a neutral escape, while the same response from a free will provoke combat. ------------------------------------------------------------------- response from Pete Brown (Pete@fludge.demon.co.uk) ------------------------------------------------------------------- Well, my data says that only a Dark Servant can escape with MEEK, there being no confirmed escape method from the others. Good luck if you try it and please let us know the results ------------------------------------------------------------------- Post #21 ------------------------------------------------------------------- From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) Subject: MEPBM Dragon Leucaruth Date: Sun, 28 Jan 1996 10:26:52 +0000 Does anyone have more up to date information on this: ---- 5.13 Leucaruth (Editor's note: the table wasn't reprinted here because, frankly, it's a bitch to format. It's a direct copy from our database at Brian's ftp site, and can be viewed there.) ---- I'm playing a DS, it seems odd that so few options have been tried by DS. ------------------------------------------------------------------- Post #22 ------------------------------------------------------------------- From: kgp8d@fermi.clas.Virginia.EDU (Keith G. Parker) Subject: MEPBM games? Date: Wed, 31 Jan 1996 22:47:10 GMT Hey. I've been lurking around here lately, and I am finding myself interested by MEPBM. How would I go about getting into a game. I've never played a PBEM game before, although years ago I played a PBM game at the Univerity of Arizona. I'd appreciate any suggestions. Thanks. ------------------------------------------------------------------- response from ccallaha@leo.vsla.edu (Carol Callahan) ------------------------------------------------------------------- send GSI an Email and ask them to send you (via post) the information..Mention a Player and they recieve 2 free turns gmsystminc@aol.com ------------------------------------------------------------------- response from kgp8d@fermi.clas.Virginia.EDU (Keith G. Parker) ------------------------------------------------------------------- Thanks for all the help everyone. I found the MEPBM web site. The big question now is: Is it worth the $6.50 a turn? That price seems a little steep, but if the game's really high quality it might be worth it. I'd appreciate any opinions. KP ------------------------------------------------------------------- response from Patrick F. McGehearty (patrick@convex.COM) ------------------------------------------------------------------- Well, $6.50 a turn is a bit much if all you do is look over your turn, make the obvious moves and send it in every two weeks. To get full value out of the game, you need to communicate with some of your fellow players on a regular basis. With communication, you can establish a coordinated plan of action and see it unfold over a period of time. I have noticed that neutrals seem to have a high frequency of drops, which may mean that they fail to get involved with the coordinated action for each side, get bored and drop out. One way to think of the cost is that it is like going out to a series of movies every two weeks with a connected plot line. The more time you spend on the game, the more you are getting for your entertainment dollar. The game setup cost is $25 and you get a couple of moves for that money. If you find it not to your taste after those moves, you can drop out then. The rest of the players appreciate it if people who are dropping inform GSI so replacements can be found promptly. The game mechanics are consistent and reasonably well thought out. There are enough options to give you many choices each turn if you make the effort. It is important to get the web information on the game to make good choices, as the likelyhood of success for many orders is vague from the information given in the rule book. Indeed, that is my biggest gripe with the game. I would like more specific data about success rates for many of the in game actions. But then, I'm a numbers kind of guy. I have been able to develop estimates sufficient for satisfactory game play. Game production is generally good. Turns are processed on time and sent out promptly. When game staff make errors in turn input, GSI makes an effort to fairly adjust the player's position in ways which do not affect other player's reports. The biggest problem I have seen in game production is for players to not get their turns in early, and miss their turns because of external events such as postal holidays and/or email server problems. Being familar with the Hobbit and Lord of the Rings is not necessary to play the game. You can get the relevant information off the player maintained web-sites. However, knowing Middle Earth lore adds a lot of flavor to the game. My appreciation for the large scale off-stage military action in the Lord of the Rings has been enhanced by playing MEPBM. ------------------------------------------------------------------- response from paul@sheehan.demon.co.uk ------------------------------------------------------------------- It's worth it. The game is the highest quality and best thought out computer moderated game I have seen. It encourages in depth co-ordination with ones team mates and thus the overall enjoyment of the game is very high. Give it a try. ------------------------------------------------------------------ response from Tracy Scott (tscott@interlog.com) ------------------------------------------------------------------- I'm in my first game now. If you play a 3 week game your only spending $6.50/month - well worth it if you like this type of game. Before you start check out the MEPBM page otherwise you'll be running around blind for the first few turns. TS ------------------------------------------------------------------- Post #23 ------------------------------------------------------------------- From: panamon@netcom.com (Ian Verhaegen) Subject: MEPBM question Date: Mon, 5 Feb 1996 19:39:23 GMT If you have several commanders in an army and the main commander gets killed, what designates which of the remaining commanders takes over control of the army? ------------------------------------------------------------------- response from "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) ------------------------------------------------------------------- Command rank I think, presumably natural rather than as modified by artefacts. ------------------------------------------------------------------- response from Pete Brown (Pete@fludge.demon.co.uk) ------------------------------------------------------------------- Yes, this has been confirmed. Upon death of an army commander, control of the army will pass to the highest unmodified commander left in the army. ------------------------------------------------------------------- Post #24 ------------------------------------------------------------------- From: Patrick F. McGehearty (patrick@convex.COM) Subject: MEPBM Dealing with Dragons Date: 9 Feb 1996 09:56:34 -0600 I was wondering how others have dealt with Dark Servant armies that have dragons. It gets tedious to keep recruiting enough troops to eliminate the armies (generally requiring three times as many troops as in the DS army). I know that artifact powerful nations can sometimes build a challenge character into the 200+ range and sometimes succeed in with a direct challenge. Any other ideas? Has anyone succeeded at doubling a dragon? Has anyone tried to assassinate a dragon? ------------------------------------------------------------------- response from Pete Brown (Pete@fludge.demon.co.uk) ------------------------------------------------------------------- My word...a bunch of hopeful ideas there.... I doubt you can double agent a dragon since I've only ever heard of them being Lord Marshalls or Archmages (ie commanders or mages) & only agents or emissaries can be affected. I've no idea whether an assassination would work but I doubt it (still I've been surprised before...) I personally use either a curses squad (no use at all on the dragon since they have over 100 health (I've tried and it was still there!) but if you can remove the army commander and there's no backups then you're removing the army AND to dragon. The other main way is to send in a small army which is of sufficient size to destroy the opposing army. Don't worry about your defense since the dragon will wipe it out, just get a good offensive force since you will be attacking the army not the dragon (it just gives a good bonus to their attack but gives no defensive additions). The other option is, as you said, to get a bloody high level character and give him loads of high artifacts to get a very high challenge rank and then offer personal challenge to the dragon. But you'll need at least 200+ challenge and there haven't been many declared winnings this way to say what level you need to be. I'm in the process of trying to find a dragon to challenge with a char of challenge 258 to find out what'll happen... ------------------------------------------------------------------- Post #25 ------------------------------------------------------------------- From: Eastern Natural Gas Business Systems (wdb@engas.demon.co.uk) Subject: MiddleEarth Encounter Date: Fri, 9 Feb 1996 12:28:27 +0000 Just a quick question in a game of ME1650 my rank 98 Emissary has just met the "generic dragon in lair" encounter. I'm a Dark Servant so I was looking at "CLAIM the treasure for your nation" and "STATE your allegiance" but the encounters list has no information. Does anyone have any extra knowledge on this one? William D. Belben wdb@engas.demon.com.uk ------------------------------------------------------------------- response from Pete Brown (Pete@fludge.demon.co.uk) ------------------------------------------------------------------- The info I have is: ATTACK the dragon Combat for all nations STATE allegence ????? OFFER an artifact ????? CLAIM the treasure for your naton ????? steal some GOLD combat for all nations steal an ITEM combat for all nations say (one word) ????? FLEE escape unharmed for all nations My best bet if your want to try either of your two options would be to state your alliegence since I can hardly see a dragon freely giving up their treasure.... Can you Email me with the results though to update my list. ------------------------------------------------------------------- Post #26 ------------------------------------------------------------------- From: Pete Brown (Pete@fludge.demon.co.uk) Subject: MEPBM 2950 riddle Date: Mon, 12 Feb 1996 00:08:57 +0000 right...my time to ask for help the riddle is : "From the south they were, to war they went mostly with Gondor" it is awaiting a one or two word answer Any suggestions please Email me quickly as the deadline as quite soon ------------------------------------------------------------------- response from kgp8d@fermi.clas.Virginia.EDU (Keith G. Parker) ------------------------------------------------------------------- Corsairs? Haradrim? Let me know when you find the answer. KP ------------------------------------------------------------------- Post #27 ------------------------------------------------------------------- From: 069500@bud.swin.edu.au (Christopher David Whitfield) Subject: MEPBM Movement Question Date: 14 Feb 1996 01:45:47 GMT If one of my armies, and another neutral (we both have neutral relations toward eachother) want to move to the same hex, and then both move in the same direction, will they be forced to stop at the first hex? The points to notice are: i) One of the armies will arrive, and thus leave the first hex before the other army. However for some part of the turn - if I am treating the movement cost in segments=days - they will both be in the same hex before moving out. ii) The rulebook states : 'Two nations must be Tolerant or Friendly...to allow their Armies to move freely past each other. The way I interpret (ii) is that because the armies enter and leave the same hex at different times, and are moving in the same direction out of the hex, one will never actually move 'past' the other. Can anyone confirm or deny my thinking??? Cerebus ------------------------------------------------------------------- response from Lab 5 Use3 (user3%training%unimelb@pc.unimelb.edu.au) ------------------------------------------------------------------- >From the sounds of your description, my interpretation is that the armies will block each other -- so far as I know, if two non-friendly/tolerant armies are in the same hex for any MP (day) they will block each other and neither can move any further. Excuse the strange address I am mailing from. Good luck, John Cain ------------------------------------------------------------------- Post #28 ------------------------------------------------------------------- From: "Laurence G. Tilley" (laurence@lgtilley.demon.co.uk) Subject: MEPBM Are all DS chickens? Date: Tue, 13 Feb 1996 21:17:50 +0000 A little problem here. We the victorious DS team from Allsorts game 51 have signed up as an FP team for game 74 (1650). All neutral positions are also taken, but unfortunately the terror caused by our previous victory has paralysed all potential enemies. We are 5 English & 5 German players, all with some experience. Is there no one out there who can put together a DS team and rise to our challenge? ------------------------------------------------------------------- On Population Center Improvement, III (or as Chris Evans prefers, the UpYours Order) ============================================== By Brian Mason It is customary in a research paper, to put acknowledgments at the end. However, I'm going to place these guys names front and center. There tireless contribution of data has allowed me to complete this beast. Thanks to Holger Eichmann, Darren Frechette, Marcus Hayes, Alexander Maetzing, Thomas Meier, Patrick McGehearty, Bernhard Mueller, August Tischer, Bob Newton and David Wenger, for the contribution of data. In issue #34 of "From the Mouth of Sauron" Brian Lowery posed the following question regarding the above order. BL> Population Center Improvment (550): BL> BL> Until recently the sum of loyalty and emissary rank required to BL> improve a population center was: BL> BL> 70 Village BL> 90 Town BL> 110 Mtown BL> 130 City BL> BL> For over a year I never saw the above fail. Recently in 2950 BL> game 16 half of my camp improvments with a Emis/Loyal totals of BL> 70-74 have failed. Any thoughts? In issue #37 preliminary results were reported. There have been many attempts to understand exactly what determines whether an order is successful or not. The initial cut (as described by Brian Lowery, above) was to take a simple sum of population center loyalty and emissary rank, but other more complex factors were also investigated, as well as different pop center cutoffs. For example, consider commentary from Alexander Maetzing below: AM> In our group we had a discussion about the alorithm to maintain AM> the sucess-probability. It seems to be clear that you have to AM> add loyality and emissary skill and subtract a constant to get AM> this probability. But we have several meanings what this AM> AM> constant is: AM> AM> 1.) Ca: 0, Vi: 20, T: 40, MT: 60 AM> 2.) Ca: 10, Vi: 20, T: 30, MT: 40 AM> 3.) Ca: 10, Vi: 15, T: 20, MT: 25 AM> 4.) ... AM> AM> Another possibility to determine the sucess-probability may be: AM> AM> 2*emissary skill + loyality - constant AM> or AM> emissary skill + loyality/2 - constant However, as we are looking for a success probability, the more complex the equation the more difficult the analysis. The assumption of most of the people supplying the data, myself included, is that the probability is characterized by the simple sum (emissary rank + loyalty) plus some offset depending on the size of the population center. It has also been speculated (by Bob Newton, among others) that tax rate may have an effect. However, GSI continues to maintain that the only factors are emissary rank and loyalty. There are also multiple cases where the same emissary rank attempting the order on the same size population center of the same loyalty can sometimes result in success while other times there is a failure. The conclusion therefore is that, like skill rank improvement (see "More Character and Skill Development," Tom Walton, "From the Mouth of Sauron," #3), there is no set "value" where the upgrade works, but that there is a probability of success with each order, and the probability depends on the popultation center size, the emissary skill rank, and the loyalty of the popultation center. Here is a summary of the data. It is arranged a bit differently from the last data listing, but should be self-explanatory. Village ------- Upgraded: 49, 55, 55, 58, 62, 62, 62, 62, 63, 64, 65, 66, 67, 67, 67, 68, 68, 69, 69, 69, 69, 71, 71, 72, 72, 72, 72, 73, 73, 73, 73, 74, 74, 75, 75, 75, 75, 75, 76, 76, 76, 76, 78, 78, 78, 78, 79, 79, 80, 80, 80, 81, 82, 83, 83, 84, 84, 84, 85, 85, 85, 85, 85, 86, 86, 86, 86, 86, 86, 86, 86, 87, 88, 88, 89, 89, 89, 90, 90, 91, 91, 91, 91, 91, 91, 92, 92, 93, 93, 94, 94, 94, 94, 95, 95, 95, 96, 96, 96, 96, 97, 97, 97, 97, 97, 97, 97, 97, 97, 98, 98, 98, 98, 98, 99, 99, 99, 100, 100, 101, 101, 102, 102, 102, 103, 103, 103, 104, 104, 104, 104, 105, 105, 106, 106, 107, 108, 108, 109, 109, 110, 113, 114, 114, 114, 114, 115, 116, 116, 116, 117, 117, 120, 121, 122, 123, 123, 125, 126, 127, 127, 130, 131, 133, 133, 134, 135, 149. Not upgraded: 53, 55, 55, 59, 62, 63, 63, 64, 66, 69, 69, 69, 69, 70, 71, 71, 71, 72, 72, 72, 74, 75, 76, 76, 77, 77, 77, 78, 78, 79, 83, 83, 83, 85, 86, 87. Town ---- Upgraded: 65, 79, 82, 82, 86, 87, 87, 91, 92, 92, 93, 93, 93, 94, 94, 95, 96, 97, 97, 97, 98, 98, 99, 99, 99, 100, 100, 100, 101, 101, 101, 101, 101, 102, 102, 102, 103, 104, 104, 105, 106, 106, 106, 106, 107, 107, 107, 109, 111, 111, 111, 112, 112, 113, 114, 115, 116, 117, 117, 117, 118, 120, 120, 121, 124, 126, 129, 129, 130, 131, 132, 140, 147, 149, 150, 152, 155. Not upgraded: 52, 57, 60, 67, 71, 76, 77, 79, 82, 83, 84, 87, 88, 90, 91, 91, 95, 96, 100, 100, 103, 103, 105. Major Town ---------- Upgraded: 101, 103, 105, 105, 105, 107, 107, 108, 109, 110, 110, 111, 111, 112, 114, 114, 115, 117, 118, 118, 119, 120, 120, 120, 121, 122, 122, 123, 124, 125, 125, 127, 127, 127, 129, 131, 132, 132, 132, 135, 136, 136, 137, 138, 140, 147, 147, 150, 185, 188. Not upgraded: 75, 97, 98, 100, 101, 103, 106, 107, 108, 111, 114, 114. City ---- Upgraded: 122, 122, 125, 126, 127, 128, 131, 134, 135, 139, 142, 142, 144, 146, 147, 153, 154, 159, 161, 163, 163, 164, 172, 191. Not upgraded: 75, 120, 121, 127, 128, 138, 138. To a certain extent, our data collection is hampered by our own efforts. When you execute an upgrade order you want it to work. Therefore, players err on the side of caution and usually attempt the order when the chance of success is good. As a result of this, we have "not upgraded" underrepresented in the collection of data below. However, this does not prevent us from characterizing when the orders should work, and as players, that is what we are most interested in determining. Another problem is that most of the upgrades are of villages and towns. Because of the greater cost, and the amount of time needed to recover the expense, towns and major towns are rarely upgraded. As a result of this their data is underrepresented. The plan is to look at trends from the village and towns and see if they can be extrapolated. There is a 38 point spread between the lowest success and the highest failure for villages, and a 40 point spread between these benchmarks for towns. While the ranges for major towns and cities are much less (13 and 16 points, respectively), this is thought to be due to the relative paucity of data, and not to any deviation from the others. However, the spread itself is questionable, as their is an underrepresentation on the ends of the spread in all cases. A summary of the results is given below: Percentage chance of upgrade (via double-step overlap) em+loy = 45 55 65 75 85 95 105 115 125 135 145 Village 50% 65% 63% 71% 95% 100% --> Town -- 20% 25% 40% 70% 80% 91% 100% --> M. Town -- -- 0% 0% 0% 53% 70% 93% 100% --> City -- -- 0% 0% -- -- -- 60% 63% 90% 100% Many of the numbers above are in question due to small number statistics. However, the village values above 65 and the town values above 85 are probably safe from these errors. The values fit best if you assume a point value separation between popultation center sizes of less than the nominal value of 20 quoted above. However, characterizing the probabilities in smaller increments (say increments of five) would require about four times the current supply of data, or, specificially, results from about 100 upgrade orders for the camp --> village 550 order in the 40 - 90 point range. Given the available data, some guesses can be made. Within the statistical error of +/- 10%, those of the village which are well characterized have chances of success which are approximately equal to the simple sum (the maximum difference in the "well characterized zone" being 10%). The town values which are well characterized (those above 85) are well fit to a simple sum - 15% value. These fit the data in the "well characterized zone" with a maximum difference of only 1%. The major town results which are well determined are only those about 105 and 115. However, the simple sum - 30% fits this well with a maximum difference of 8%. A simple sum - 45% is then assumed for the "upgrade-to-city" probability. The results are summarized below: Projected percentage chance of upgrade em+loy = 45 55 65 75 85 95 105 115 125 135 145 Village 45% 55% 65% 75% 85% 95% 100% --> Town 30% 40% 50% 60% 70% 80% 90% 100% --> M. Town 15% 25% 35% 45% 55% 65% 75% 85% 95% 100% --> City 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Apart from taking Bill Feild in a dark alley and "roughing him up a bit," there is no way to prove the above result is true. However, it can be shown to be false if there are successful upgrades of towns, major towns, or cities, with simple sums of less than 15, 30, and 45, respectively, or failed upgrades of villages, towns, major towns, or cities, with simple sums greater than 100, 115, 130, and 145. On the Bribing and Recruiting of Characters, III ================================================ by Brian Mason Unlike the results presented for population center improvement, the results for bribing and recruiting are not as clear. First, allow me to present the data, as before. Emissary Rank Bribed Character Rank Gold Offer Successful? ------------- --------------------- ---------- ----------- 10 60 35000 yes 33 73 50000 yes 37 50 8215 no 39 72 25000 yes 43 64 25000 yes 43 96 50000 yes 46 20 9000 yes 46 35 25000 yes 48 77 50000 yes 49 82 50000 yes 51 100 50000 yes 54 58 15000 yes 55 70 15000 no 55 70 16000 yes 55 100 6000 yes 56 80 5000 no 58 37 12500 yes 58 68 9000 no 58 68 11500 yes 59 50 7000 yes 59 53 10000 no 59 53 15000 yes 59 68 8000 no 59 68 9000 no 59 80 5000 no 62 58 8400 no 63 74 4000 no 63 74 6000 no 63 100 9000 no 64 57 4000 no 65 100 15000 yes 66 72 5000 no 67 42 4000 yes 67 77 10000 no 68 70 6000 no 68 70 15000 yes 68 73 4000 no 69 66 5000 no 69 68 10000 no 69 100 10000 yes 70 30 7500 yes 70 67 12000 yes 70 70 11000 yes 70 100 5000 no 73 68 20000 yes 73 71 5000 yes 74 47 16000 yes 75 84 20000 yes 76 78 8500 no 77 62 15000 yes 78 66 5000 yes 78 70 7500 yes 78 81 5000 no 78 81 8000 yes 78 100 6000 yes 79 69 20000 yes 80 100 2500 yes 83 48 20000 yes 84 71 15000 yes 85 58 16000 yes 98 72 7000 yes 100 61 5000 yes 100 69 10000 yes 100 100 5000 no The first strategy is to consider each attribute separately, and see what correlations can be seen: Emissary Rank Success/Attempts ------------- ---------------- 0 - 20 1 / 1 21 - 30 0 / 0 31 - 40 2 / 3 41 - 50 6 / 6 51 - 60 8 /15 61 - 70 7 /19 71 - 80 11 /13 81 - 90 3 / 3 91 - 100 3 / 4 Bribed Rank ----------- 0 - 20 1 / 1 21 - 30 1 / 1 31 - 40 2 / 2 41 - 50 4 / 5 51 - 60 4 / 7 61 - 70 13 /20 71 - 80 6 /14 81 - 90 3 / 4 91 - 100 7 /10 Bribe Amount ------------ 0001 - 5000 5 /15 5001 - 10000 10 /22 10001 - 25000 20 /21 25001 - 50000 6 / 6 The working hypothesis is that there is no exact number, but it is, like pop center improvement, some function producing a percentage chance. The data here is rather sparse, and without any set place to begin I decided to try a great number of possibilites of the form: bribe amount % chance = ------------ + (k/2) * emissary rank - (1/2) * bribed (j/2) * 100 char. rank for all values of j,k,l between 1 and 10. If there are any which succeed where the % chance is less than 0 that set of j,k,l solutions is thrown out. If there are any which fail where the % chance is more than 100 that set of j,k,l solutions is also thrown out. I'm not going to clog up the bandwidth here with a detailed description of the program. We're all computer literate here, and it's a simple program that I'm sure any of you (given sufficient boredom) could come up with on your own. Suffice it to say, that for the data set above these are the possible solutions: j,k,l ----- 3,1,1 4,1,1 4,3,2 5,1,1 5,3,2 6,3,2 7,2,1 8,2,1 9,2,1 10,2,1 3,1,1 - Fits quite nicely. The 20-40%, 50-60%, 80-100% windows all fit well. The 0-20%, 40-50%, 60-80% do not fit as well, but having only 3,3, and 7 within those windows, these may fall prey to small number statistics. 4,1,1 - Might even be better than the 3,1,1 fit. The result for the 0-20% window is a bit high, however, the others all fit well, given the small number of data points. 4,3,2 - While acceptable, the values do not fit very well. 5,1,1 - As 3,1,1 above, this one is good. The 0-20% fit is better than the 4,1,1 result, however this is the only place it produces a better fit. 5,3,2 - Like 4,3,2, it produces allowed results, but does not fit very well. 6,3,2 - same as 5,3,2 above. 7,2,1 - not a bad fit, but not as good as 4,1,1. 8,2,1 - same as 7,2,1 above. 9,2,1 - same as 7,2,1 above. 10,2,1 - doesn't fit quite as good as 9,2,1 or others of the same family. Given the results described above, let me give the results for the dataset having the best fit, the 4,1,1 set. j=4, k=1, l=1 Expectation Actual Result For less than 0%, 1.0 fit and 0.0 were found. 0% 0% For less than 20%, 8.0 fit and 3.0 were found. 10% 38% For less than 40%, 16.0 fit and 6.0 were found. 30% 38% For less than 50%, 8.0 fit and 3.0 were found. 45% 38% For less than 60%, 7.0 fit and 5.0 were found 55% 71% For less than 80%, 8.0 fit and 7.0 were found. 70% 88% For less than 100%, 5.0 fit and 5.0 were found. 90% 100% For more than 100%, 12.0 fit and 12.0 were found. 100% 100% Given these factors, the equation representing the percentage chance of a bribe succeeding is taken to be: bribe amount % chance = ------------ + (1/2) * emissary rank - (1/2) * bribed 200 char. rank. So, this means a lowly 10 point emissary could bribe a 100 point super-character with the right amount of gold: in this case, 29000. There is apparently no need to ever bribe for more than that. Also, if you've got a very good emissary (for arguments sake, a 70) he can bribe 30 point characters for 6000 gold 50% of the time. While this is comparable to the cost to name characters, it can sometimes be helpful. If you are playing a nation which is constantly being stolen from (seems to happen to me all the time), this is a way to increase your character stable of characters. The steal gold order comes before the name character order. If the enemy has agents stealing you blind you are normally unable to name characters and your NatSells simply increase there coffers. However, the bribe order occurs before a steal, so you can attempt a bribe, get a character, and leave the nasty thieves with less to steal. Thanks to Holger Eichmann, Jeff Holzhauer, Jeff Santini, Bo Beaven, Chris Day, Greg Reid, Mark Mills, Patrick McGehearty,Marc Parker August Tischer and Thomas Meier for their contributions. Anatomy of a Game: The First Eight Turns ===================== By Tom Walton and Brian Mason Note: this series of articles was written quite some time ago, just around the time that turn 10 was being run. The game is now somewhat further along and not nearly as rosy-looking. You'll surely hear of it in future issues. In addition, I only wrote of 7 turns, while Brian wrote of 10; given my quick-as-molasses response time lately, we thought to go with the article as-is rather than wait a month or two for additions from yours truly. One of the most interesting - and least-heard-of - aspects of Middle-Earth is how other people's games are progressing. Like many other players, I like to follow along in the developments of wars I'm not involved in, analyzing the strategy employed to see how it falls out. The reason we generally don't hear about such games is quite simple: because they're in progress, an article which covers the actions and plans of a nation has the potential of falling into enemy hands upon publication. Not a good thing. And after the game is finished, most people don't care to write about it, even if they could remember what the heck they did twenty turns ago. I've decided to pen just such an article, after taking the simple precaution of not naming the game that I'm in. Many people know that I'm playing Cardolan in a game, and many also know that my ally, Arthedain, is Brian Mason; but no one knows the game number, and very few people in that game know who we are. So the odds of the Dark Servants stumbling upon this article and matching it up against the game they're playing are pretty darned slim. Besides, I could be lying. ;-) On with the show. The Pre-Game ------------ While Brian and I have played together in several previous games, only once before have we been in a position to plan together - as the Northmen and Eothraim in game 204. However, that was a team game and neither of us was particularly thrilled with the nations we eventually ended up with. Team games, as you know, are quite different from normal games; they really aren't my cup o' java. So essentially, this was the first time in more than two years that we managed to get adjacent nations in a normal game. We didn't expect this and were quite happy to see our turn 0 setups, which were our first choices. The Cardolan/Arthedain alliance allowed for all sorts of interesting possibilities that we were eager to put into play. In order to more firmly unite our peoples, Prince Hallas gave up all claims to the throne, swearing fealty to King Argeleb. The King was gracious enough to grant Hallas Cardolan as a perpetual princedom, and Reunited Arnor was born. Much rejoicing followed, and continued, until the ale at Metriath ran dry; at which point the King decided it was time to return to Fornost Erain (sans ale, there's nothing to recommend Metriath as a vacation spot). After analyzing the situation and deciding that we needed a decisive victory over the Witch-King which would also keep Rhudaur and Dunland off-balance, we opted to forego the typical, tried-and-true way of doing things: building up for the first five turns, then engaging in a mutual slugfest with Angmar somewhere between Cargash and Amon Sul. Not that the slugfest wouldn't work, but we didn't want the neutrals to get in on the action prior to wreaking a little havoc on the Plateau. On the off-chance that *both* Dunland and Rhudaur went evil, we wanted to be sure that we dished out enough damage to the enemy to keep from being overrun by superior forces. We weren't laboring under the illusion that we could defeat all three nations at once, if they were coordinated. Middle-Earth doesn't allow superior strategy to overcome superior numbers. The alternative we settled on was a wave' approach, wherein we would gather smaller armies - two to three thousand men - and send them into Angmar one after the other. This would keep the Witch-King on the defensive and bleed him dry of troops, at the same time confusing poor Rhudaur and encouraging him to caution. As the armies were going in one per turn, we always had a decent force between Rhudaur and our own nations, one which Rhudaur could see on his map and which could easily turn east if he got obnoxious. While the single army wouldn't be strong enough to defeat an aggressive Rhudaur, it would delay him for a turn and allow us to send the rest of our reinforcements to the battle area. We also decided to recruit like madmen, assuming that the worst would befall us and that we had no time to waste. Because Cardolan is capable of raising armies without cost, this resulted in my nation pumping out 1400 guys a turn on peak turns, while Arthedain could do the same at about 1300 troops a turn (early on; his recruitment would fall to less than this later). That's nearly 3,000 troops per turn aimed at the enemy, well above what the Witch-King could produce on his best day. Our strategy was relatively simple and accomplished all of our goals. We found that our economies could *barely* support the plan, assuming that everything went decently well, and that was good enough for us. After all, it wasn't as if our enemies were going to err on the side of economic caution, and victory often goes to him who rides the edge of bankruptcy with the most daring. :-) Turn 1 ====== The first turn was, of course, dull. Lots of marching, selling, buying, and creating characters. Not much to report, except that I settled on building four emissaries in the first five turns, with two more following on turn 6. This becomes important later. I didn't plot to build any agents, which may seem unusual. But consider: I'm Cardolan; I most likely will never see a stealth point, or an agent artifact. Chances are, any half-decent Mordor player could blow right through any guard I created. So why bother? If the enemy starts killing my characters, I'll just make more. Brian volunteered to take on the duties of communicating with other players, which I happily agreed to as I'm most certainly the less diplomatic of our duo. Unfortunately, the only cards I got were from Dark Servants or neutrals in distant lands; nothing from the other Free. The same, I think, was true of Brian, though he did manage to establish contact with the Noldo for all of one turn somewhere in the early days. More on *that* later as well. Turn 2 ====== I send out all of my turns by email. I get them by paper mail, but my distrust of my local post office (well-earned) means I'd much rather rely on the net to get my orders to GSI on time. Unfortunately, the AOL server burped and ate my orders after the Netcom server dutifully delivered them. AOL has no logging/error-checking routine, so of course, I wasn't informed of any failure. Which means that I was special-serviced. And that because my economic plans were so very tight, the turn's delay threw them into complete disarray. I had to replot all of my recruitment and sells, restructure my hiring of characters and forces, etc. It was a nightmare. And worse, the effect cascaded down the turns so that I ended up having far less troops in later turns than I otherwise would have. One lost turn resulted in an eventual decrease (by turn 10) of several thousand HI. Being special-serviced sucks. Fortunately no one took advantage of the fact that my armies were all in the middle of nowhere, unconsolidated and without orders. Aside from the brief-but-short-lived coup by nobles opposed to the idea of Reunited Arnor, this turn was also pretty dull. Turn 3 ====== Back on track now, my armies consolidated and the first strike force entered Angmar at Cargash. Pelendur reported that no one was home, which suited me just fine. A second army was gathering to follow him in under Lanaigh, and I was now recruiting at 1100 HI/turn. At this point I had several emissaries out and about, and all failed to create camps. An unusual run of bad luck, but it sometimes happens. Rhudaur was definitely in the game; we could see his armies moving. But neither he nor Dunland would respond to Brian's requests for communication. It looked bad regarding the neutrals. Still, Rhudaur hadn't attacked yet, and every turn he delayed was another nail in the Witch-King's coffin. Still no word from the Woodmen, Sinda, or Dwarves. It's at this point that Southern Gondor sends out a message that Northern Gondor has dropped, but SG doesn't reply to further cards. SG later falls off the VP list rather abruptly, indicating that he, too has dropped, and so the front against Mordor collapses without much of a fight. Turn 4 ====== Earnil finally manages to destroy the Tharbad bridge. And a good thing, too; the troops were starting to get nervous, whispering that the damned thing had been enchanted with evil sorcery. My flank is now secure. The invasion of Angmar is in full swing. Pelendur burns Cargash without incident and moves to Eldanar, there to encounter a big chunk of Angmar's home defense. There's no way he's going to win that battle, so he turns over command to Imlach (actually, he and Imlach were leading separate armies at Cargash; I consolidated them) in an attempt to avoid blame. Lanaigh is already marching north, one turn away from Eldanar. There's a brief panic as a Rhudaurian army appears on my map within striking distance of four of my towns, resulting in some really weird and strange army movements (intercept marches). I wonder at Rhudaur's genius, to pick *this* movement to invade when he can't see the rest of my forces, yet in some psychic fashion knows I'm not prepared to meet the threat. What insight! What daring! Turn 5 ====== What the - ? Rhudaur, after that brilliant move, decides to post a camp - and then marches into the *marsh* hex south of 1811, on the other side of the river. I quickly re-evaluate the man's genius. What possible reason could there be to march into that marsh hex? What, does he want to post a camp *there*? Surely Dunland will be just a wee bit annoyed at being invaded? Ah, well. At least I'm not going to lose any pop centers. Imlach loses at Eldanar, though he inflicts some serious casualties before going down. Alas, Imlach is also assassinated, which indicates that the Witch-King is probably getting agent support from someone. Not that I really cared that much, as Imlach's army had already been toasted. Unfortunately for the Witch-King, Lanaigh arrives with the new army (I opted not to divert him against Rhudaur, but rather continue on into Angmar - no sense in letting up on the Witch-King now). He turns over command to Pelendur ("hey, this is a battle I can *win*!"), who's skill at war is somewhat more impressive. Also arriving at Eldanar is Dancu of the Witch-King with 800 trolls. I'm sure Dancu would rather have been someplace else when 5,000 Cardolani HI marched into view, but such is life. Turn 6 ====== Pelendur easily destroys both Dancu and Eldanar, accounting for two towns of the Witch-King. I'm a full two turns behind schedule because of the bloody special service, which means, of course, that I have to face two more turns of recruitment by our foe. Not to mention a teetering economy. Fortunately, my neighbor and King has been busy pounding on the enemy himself. When not chasing after that really annoying Angmarian cavalry looting and pillaging in Arthedain's back yard, he's in Angmar wasting the remaining towns and taking out the rest of Angmar's army. Brian has actually accounted for more enemy troops by this point than I have, primarily due (grrr) to the coup that took place in Cardolan a couple of months previous. Whilst Pelendur is resting on his laurels at the smoking remains of Eldanar, a Rhudaurian army under Arfanhil shows. Figuring that he isn't there to congratulate me on my victory, a flurry of email goes back and forth between Brian and I discussing what we're going to do about Rhudaur's intervention into the war. Frankly, I'm not terribly impressed with Rhudaur at this point. Had he joined the war earlier, prior to the complete destruction of the Witch-King's army and most of the pop centers on the Plateau, he stood a chance of putting a halt to our invasion. Now it's too late. After a brief calculation of economic strength and forces, it's determined that I can hold Rhudaur at bay by myself while Brian continues to methodically destroy what's left of Angmar. Carn Dum will have to await our wrath a couple of extra turns, but we see no other changes that have to be made to our game plan. In other news, Dunland's pop centers have begun to degrade. It appears that he had dropped the game on turn 1, and that Rhudaur sent one of his armies down there to threaten away what remained. It's at this point that I also realize that GSI has changed the emissary rules without telling anyone. Not only is the population limit in the 1650 game now lower, but it's also more difficult to create or post camps. So I wasted an enormous amount of time trying to create camps with my emissaries, who's skill levels are now too low to do such things, which means that the villages I expected to have online by turn 12 won't be there. Another major blow to the ol' economic plan. Sigh.... Turn 7 ====== It turns out that Rhudaur's army' consists only of 2,100 troops - and that they're the starting forces for that particular army. I easily destroy it and send Arfanhil packing. My estimation of Rhudaur's skill goes down another few notches. Not only did he not recruit any new troops, he didn't bother to replace or disband his poorer ones. He has the same armies he started the game with, and has been paying maintenance on them this entire time. What a waste. Maerendil of Rhudaur marches into Eldanar on the heels of Arfanhil's defeat. Since we know where the force came from, we can make a fair guess at it's composition. Again, I should have a fairly easy time of it, wasting another 3,000 Rhudaurian traitors at small cost to myself. That accounts for more than half of Rhudaur's starting army for less than a third of my standing forces, with at least another 1,000 of his troops in Dunland trying to threaten away the remaining camps. Worse for him, though, is the fact that I moved a second army of 3,700 troops - mostly armed and armored heavy infantry - to 1909, with another 2,200 troops right behind them. So I've something like 9,000 troops poised to descend upon Rhudaur's 4,000 or so, and my troops are on average much, much better than his. Not only can I hold Rhudaur at bay by myself, it looks like I can conquer him by myself. Rhudaur's inauspicious attack actually had the effect of forcing me into war with him earlier in planned, meaning that I'll make up the two turns that I lost by being special serviced. I'm a happy camper. :-) Intermission ============ So far the war's gone well. While Arthedain has suffered some damage from Angmar's cavalry, that force is being run to ground and the captured pop centers retaken. On the other hand, the Witch-King has lost all of his pop centers except Carn Dum, Zarak-dum, and Gundabad. And while it may take us some time to reach Gundabad, both Carn Dum and Zarak-dum will soon be no more. With regard to Rhudaur, it appears that I'll be invading and capturing his towns without much in the way of real resistance, with a strong likelihood of forcing him out of the game in the next two or three turns. Unless he has some other card up his sleeve, his capitol will soon be mine. Dunland is, of course, out and almost all of it's pop centers have disappeared. That's unfortunate; I was hoping to capture a few given that I'm having such difficulty creating camps. Outside of Eriador, we don't have any idea what's going on, other than that both Gondors have dropped and the active players in Mordor are having a field day in the region. Once Eriador is cleared, Brian and I are in for one hell of a fight when we start marching east. The only good news here is that Mordor has also lost a few players, and Harad is out as well. It could be the other neutrals are gone, but we don't know yet (a scry is in the works to see). The only thing that's really annoyed me in this game is that both the Noldo and the Sinda have the elven-sickness'. You know what I'm talking about: they sit on their asses training their characters and grabbing artifacts, dutifully refusing to join in the fight while racking up vp's. Both of these nations have done *nothing* to help anyone in the war; they won't even communicate. At least if they dropped, we could recruit their characters and influence away their pop centers for our own use. As is, all of those resources are completely and utterly wasted in the hands of short-sighted little twits who somehow think they can win the game without participating even though Mordor already owns half the map. Hmmph. I plan on teaching them a thing or two out sitting out fights. My six emissaries are training like crazy and will soon be visiting *allied* pop centers if the allies don't wake up and smell the coffee. Whether or not those allies are active. *That* should get them worked up enough to communicate. (End of Tom's report) Turn 1, Arthedain ================= Like Cardolan, Arthedain's earliest goal was to recruit as fast as possible. In past games, playing both Cardolan in 62 and Rhudaur in 97, I retired Men-at-Arms on turn one. In this game I decided not to o so. First, I considered it likely that the Men-at-Arms would die n the first wave (thus making the retirement a moot point, and second, it would involve using an order than might otherwise be spent improving the army strength). In our "wave after wave" approach, the plan was for Cardolan to strike hard first. The hope was that he would engage most of the troops and emasculate Angmar. Then, Arthedain would move into a relatively undefended capital of Carn Dum and destroy it. In accordance with these plans we recruited 1100 heavy infantry, 100 eavy cavalry. Armies moved in shorter, segmented movements so that hey either ended at a location to post camps or to be able to recruit on the following turn. All moves are designed to eventually place most troops under Argeleb who will lead the attack on Carn Dum and to leave small recruiting armies behind in Arthedain. In preparation for the future development of Arthedain we named a 30 point mage to plan to take advantage of our nation advantage. Armies/Navies : 14100 Pop Centers : 5500 Characters : 6800 Revenue : 28000 (+1700) Reserve : 20000 Turn 2, Arthedain ================= Preparing to continue along the same lines, we continued to recruit a further 800 heavy infantry, transferred troops to Argeleb and transferred palantir to the new mage. We considered it very unlikely that Argeleb would have the luxury of using a palantir every turn, and given the maps of Arthedain and Cardolan, we both considered palantir scrys essential to advance planning. We were both surprised by two developments. First, our first palantir scry revealed that the Witch-king had already improved Carn Dum to a city and one of his villages to a town. The improvement of Carn Dum to a city implied that I'd need another 1900 heavy infantry (see Population Center Combat II, in "From the Mouth of Sauron" issue #39). This would effectively delay my attack by two turns, which would place more pressure on Cardolan and on my economy. The other big surprise was that Ashdurbuk Zalg had appeared with an army at Malborn High. With 4500 troops of the Witch-king accounted for in my scry it was not likely that the Witch-king had forces present to take my capital. However, as unlikely as it might be, it was necessary to guard against it anyway. If he were lucky with dragon encounters it forced me to do two things: one, move armies to attempt to contain him and two, maintain at least a token force at Fornost. These had the effect of delaying my troop recruiting and consolidation and placed further pressure on both Cardolan and my economy. We continued development plans by naming an emissary. Armies/Navies : 19100 Pop Centers : 5500 Characters : 7500 Revenue : 37600 (+5500) Reserve : 21200 Turn 3, Arthedain ================= Our armies made multiple intersecting moves that were designed to protect 1106, 1307, 1407, and 1409. Unfortunately for us, Ashdurbuk's army was all cavalry (122 HC, 600 LC) and he was able to get as far as 1006. Arthedain recruited a further 500 heavy infantry. At this point, it was clear that we did not have the troops necessary to chase down Ashdurbuk. Rather than engage in some attempt to do so, we opted to continue with our previous plans of focusing on the Witch-king population centers. The problem of how to do this with the continuing loss of revenue was beginning to present itself as a problem. Armies/Navies : 22300 Pop Centers : 6500 Characters : 8420 Revenue : 37600 (+ 380) Reserve : 33596 Turn 4, Arthedain ================= We moved our two large armies to consolidate and began building up. As expected, Ashdurbuk continued to attack, this turn moving to our village at 0807. We switched our recruiting at Fornost to heavy cavalry, recruiting 500. Armies/Navies : 24300 Pop Centers : 6000 Characters : 10080 Revenue : 33000 (-7080) Reserve : 24198 Turn 5, Arthedain ================= Argeleb moved a huge army to 1704. The assaults of Ashdurbuk continued with his move to Culwic. His attacks have devestated the Arthedain economy, taking out 15000 in tax base and an additional 5000 in gold production. The army at Fornost added a further 500 heavy cavalry. It was hoped that this all cavalry army with Argeleb's would be enough to destroy Carn Dum. The only thing which could prevent us are an increase in fortification level or a large garrison. While there is little we can do about the former it is hoped that the constant waves of Cardolan might stop the latter. We considered it unlikely that Ashdurbuk would return to defend Angmar. His force is not large enough to make any difference in the campaigns there. Armies/Navies : 30500 Pop Centers : 5500 Characters : 10480 Revenue : 27600 (-18880) Reserve : 5918 Turn 6, Arthedain ================= Obviously, not knowing the size of the Arthedain force, Angmar marched an army out to attempt to slow the Arthedain march. It was promptly overrun. While there was no keep at Carn Dum a large army of 2000 troops awaited Argeleb and Marl Tarma. Carn Dum would not fall. Cardolan sent 15000 gold to Arthedain to keep their war-ravaged economy afloat. Recruiting falls to zero and their is no garrison at Fornost. We sent an army out in search of Ashdurbuk. While the army we sent was not large enough to destroy his army the goal here was to weaken his army so that it could not take population centers and to stop him before he got to ours. We unexpectedly encountered a very small Witch-king recruiting army at our former village at 0807. Armies/Navies : 34700 Pop Centers : 6000 Characters : 10700 Revenue : 28900 (-22500) Reserve : 1145 Turn 7, Arthedain ================= We destroyed the Witch-king capital defense army of 2000 troops and then moved to the town/tower of the Witch-king at 1906. We decided if we could not take out the Witch-king capital we would do the same sort of damage to his economy that he has done to ours. In addition we destroyed the small recruiting army of 100 cavalry. Marl Tarma moved his cavalry force to stop recruits from Mt Gunabad. Armies/Navies : 34700 Pop Centers : 5500 Characters : 10160 Revenue : 25900 (-24460) Reserve : 15519 Turn 8, Arthedain ================= Arthedain continued the destruction of Angmar. We destroyed the town/tower of Shedun and moved to Mt Gram which is undefended. After threatening our former population center back at 0807 we moved to our former town at 0707 and found Ashdurbuk's army. While we do not have enough troops to stop him, we hope that this army and the one moving in behind might be enough. Marl Tarma met a new army moving off from Carn Dum. We continue holding our own by not recruiting and selling every turn. Scrys show that the former Dwarf town/fort at 2004 is now a Witch-king major town/fort. Yet another objective. Armies/Navies : 30510 Pop Centers : 5500 Characters : 10620 Revenue : 25900 (-20730) Reserve : 6310 Turn 9, Arthedain ================= Mt Gram is destroyed. To move onto Zarak-dum (2004) we will need to get food in our army. To do this, we will actually have to take a population center. Marl Tarma destroyed an army of 1000 troops. Apparently, in addition to being a damn fine player, the Witch-king is good at encounters; Ashdurbuk had a dragon. The net effect here is that we will do minimal damage to his army, and will lose two of our armies. Armies/Navies : 28967 Pop Centers : 5500 Characters : 11420 Revenue : 25900 (-19987) Reserve : 1078 Turn 10, Arthedain ================== Despite having the Ring of Barahir stolen, which effects Argeleb's skill rating, we threaten Morkai. The extra revenue will make a difference, and it is likely that the loyalty is low. Ashdurbuk destroys yet another Arthedani army, taking minimal damage, and now has two dragons. Marl Tarma's army destroyed and is destroyed by another army with a dragon. Scratch 400 more Witch-king troops. Ashdurbuk is at a new population center which he will take and further erosion of the Arthedain economy is in the cards for upcoming turns. Armies/Navies : 19743 Pop Centers : 6000 Characters : 11880 Revenue : 30650 (- 6973) Reserve : 0 Tales of the Great War: At the Prince's Court in Metriath ================================= By Tom Walton Finduilas, noble woman of Cardolan and seer to the Prince's Court, was young for her post. Having just seen her 23rd summer she was, by the accounting of the Dunedain, not long past childhood. Certainly too young to hold such a respected position, or to be the Prince's right hand. Nevertheless, she was these things. Those who doubted her abilities in politics, or war, or - worse for them - the arcane arts, were soon convinced of the error of their views. Those who dared to whisper that she had attained her office by warming the old Prince's bed were treated to a personal display of Finduilas's powers; and once so honored never spoke an ill word of her again. Indeed, many left Court of their own free will after she had enlightened them in this fashion. Finduilas, like her elder brother Pelendur, had little patience for fools. Less so now that a war was on, a war greater than any Middle-Earth had seen since Sauron last ruled in Mordor. The cherished beliefs of middle-aged men yearning for a past era, when women knew only the home and hearth, interfered with the prosecution of that war. Not to mention that it rankled. To be valued only as a maker of babies set Finduilas's teeth on edge. She had listened to the report of the messenger in a private side hall of Castle Metriath, holding to her icy exterior whilst privately dreading what news he might bear. It wasn't until she had heard that her brother was alive, and had defeated the Hill-Men at Eldanar, that the fevered beating of her heart slowed to a more normal pace. And then, when the messenger had gone to find rest and refreshment, she had cursed him soundly for choosing the path that he had. Not only did Pelendur lead the army, but he fought in the front lines with it as an example to his men; and this meant that his protection was little better than what a common soldier could expect. Common soldiers, Finduilas knew, had a habit of dying. She feared her hair would turn white from worry for her brother before another year was out. Still, she was proud of him; she couldn't help it. Though surprised by Arfanhil's approach through the forest, he had rallied his army and subjected the Hill-men to a resounding defeat. Over two thousand of the barbarians had fallen before the rest fled, while Pelendur had lost less than seven hundred of his own men. Such a victory was the stuff legends were made of. And just a fortnight before that he had stormed Eldanar and burned it to the ground, even though it was held by well-nigh a thousand trolls under Lord Dancu, a brilliant if twisted general. In the final fighting Pelendur had managed to slay two of the great terrors himself without aid, a feat few men could boast of. Afterwards he had sent a letter to his sister to assure her of his continued health, joking with her even in the midst of carnage: "...and though I know your fascination with the examination of the bodies of beasts and birds, in your quest to discover their inner workings, I fear that I won't be able to provide you with the corpses of the trolls I slew, much as you might otherwise wish. For it's five week's journey from this blasted plain to Metriath, and I think even you, dear sister, would falter at poking through the remains after so much time in the sun. Mayhap I can devise a way to capture one or two alive, or at least kill them closer to home...." Calm fully restored, Finduilas left the side hall and made her way to the inner castle, up to the main tower. The Prince would want the news straight-away, before others in the castle heard it from the messenger. She passed many servants and soldiers as she walked, far more than the ancient fortress had seen in centuries; it was a busy place, now that Cardolan and Arthedain fought to conquer all of Eriador. Who would've thought? she wondered to herself. Arnor reunited, and Argeleb king. Just a year ago Hallas had been planning another campaign into Arthedain. No one hindered her path, or thought to stop her when she was so clearly on a mission. One did not anger a sorceress unless necessity demanded it, unless one had a passion for experiencing supernatural retribution. She found Hallas alone in what he called his War Room'; he had been pondering his map, as she could see from the repositioning of the flags, but now he stood staring out through the open embrasure at the overcast day. Not for the first time Finduilas wondered what the original settlers saw in this valley; it rained two days out of three even in high summer. "Ah, my dear," Hallas turned, a smile breaking on the weathered face. "You have news, no doubt, of the exploits of your brother, the hero." Finduilas colored despite herself. "Yes, m'lord. He was caught unprepared at Eldanar by the Hill-men, as you know from the messenger we received three days ago. But it appears that against all odds he managed to rally his army and meet them on the field." "Must be this new way' he has of fighting," Hallas grinned. "The boy sets the nobility on their ears, but even they have to admit that he regularly accomplishes the impossible. But forgive me for interrupting." "After the battle was concluded, a count of bodies was made. The Hill-men lost over two thousand warriors before the rest fled, while my brother's army suffered less than seven hundred casualties. Many of these are wounded which must be returned home to recover from their injuries; less than half are dead." Hallas clapped his hands together, an uncharacteristic show of glee in the second-most powerful man in Arnor. "Amazing! Not only does he rally the army to meet Arfanhil's ambush, but kills three of their soldiers for every one of his own that falls! What a tale that will make!" "Yes, m'lord." Finduilas couldn't keep the pride out of those words. Hallas glanced sidelong at her. "You know, I hear that already the bards devise sagas of his exploits. My own chanced upon just such a ditty in a tavern near the main gate some days back, over the sacking of Eldanar. It apparently went on for quite some time over Pelendur's single-handed slaying of ten trolls." "It was two trolls, not ten." "Two, ten, what does it matter? It seems his soldiers love him, and that the common people aren't far behind. Another victory or two and he'll be immortalized in a dozen songs." "I'd rather he returned to the capitol with a whole skin. Most of the heroes in those songs end up dying rather badly." "Ah, yes," Hallas sighed. "I'm fond of him too, my dear. The boy has spunk. Reminds me of myself at his age, all eager to unite the dozen petty-kingdoms of Cardolan once more. And your brother, I think, is far more talented than I was. What I wouldn't give to be young again, to fight by his side...." Hallas's voice trailed off, eyes lost in memory. Then he shook his head. "But that's not to be, is it? I'm old, and getting older by the day. Can't keep up with the younger men anymore. Certainly couldn't keep up with you, if what some of the nobles whisper were true." He chuckled. Finduilas bristled. "I silence them for saying those things." "Yes, but does it stop them from thinking it?" "What does it matter, so long as they guard their tongues? Silence is sufficient for me." Hallas stared at her for so long she dropped her gaze, uncomfortable. "You lie," he finally said. "You accept their silence, borne of fear of your powers, because you cannot win their respect. And you cannot win their respect, as your brother has, because you are a woman who hold's what is traditionally a man's position. My nobles resent you even more than they resent Pelendur." Finduilas glared at her Prince, unable to speak. "Oh, don't think to frighten me now, with that look. I'm too old to care about being turned into a toad, or whatever ill fate it is you threaten them with. The truth is still the truth, regardless of what you might wish." Hallas paused, glancing down at the table that contained the great map of Eriador. "Haven't you wondered, Finduilas, why it is that I elevated you to such a position? Or that I let your brother make a new army that goes against all tradition? At the same time, I might add, that he manages to get many of the younger nobility killed in those battles of his?" Finduilas bristled. "Are you suggesting -" "Oh, stop it. You've seen the casualty reports. Those Arnorian Lancers' of his are always committed to the hottest parts of the battle. At their request, too. And they fall in astounding numbers, for all the fact that they're supposed to be far above the common trooper in fortitude." Hallas snorted, then continued. "The fact is, I approve. The Houses must be weakened and disorganized when my son assumes the throne of the Princedom. Which may be sooner than anyone thinks, if the rumors of assassins are true." "I won't let any assassin near you." Finduilas declared. Hallas grinned. "I'm sure you wouldn't. But I'm sure that Tarondor and the royal family thought the same before they were taken. The fact is that even your sorcery extends only so far, and the powers of the Enemy we face make your own pale in comparison. Were a Ringwraith to assault Metriath in the dead of night, I have little doubt that my life would indeed be in peril. "This isn't to slight you, my dear. You are the most powerful mage in Cardolan, perhaps in all of Arnor. The Enemy, however, isn't constrained by the limits of mortality. Where you've had a brief span of years to learn your craft, the Nine have had thousands. And their Dark Lord has had the whole of creation." Finduilas had no answer for this. What Hallas said was true. "But back to my point," he said. "Simply put, my nobles won't cause me too many problems because they fear me, and rightly so. I hanged many of their more troublesome relatives when I united Cardolan in my youth. "My son, however, does not inspire the same fear. He is a more kind-hearted man than I, closer to our King in temperament than myself. He wishes to rule by force of law, not by force of arms." "Is that not what a Prince should do?" Finduilas asked. "Perhaps in a better world, but our land has suffered from petty bickering for three hundred years before I came along and put a stop to it. Or most of it. The Houses haven't forgotten that they, too, once vied for the throne. "Which means that my son, for all of his good intentions, will inherit a fractious Princedom. One that might cause him no end of problems, not the least of which is civil war. I wish to leave him a throne he doesn't have to fight for the day he ascends it." "But surely the King would intervene, if that were so?" "Yes, Argeleb most likely would. He, too, dreams of a kingdom ruled by law. But Argeleb has his own problems in Arthedain, and a civil war in Cardolan could spread to his lands. If that happens Arnor shall fall again. I won't let that come to pass." Finduilas frowned. "I fail to see the implications. How can you prevent the possibility without utterly destroying the Houses?" Hallas chuckled. "One of the things I like about you, my dear. So direct in solving problems. Just hang the whole lot, eh? But hardly a good start to ruling by law. "It comes back to Pelendur, and you. Pelendur trains an army of common men that fights better than any force of nobles, one that loves him above all others. They would march to Mordor and back for him, as well they might have to. And yet Pelendur, for all the power he wields, is utterly loyal to me. And to my son. My nobles, were they to rise in rebellion, couldn't stand against him. And they're beginning to realize that, which is why they fear him. "You, they fear for different reasons. Your sorcery, and your sharp wit, inspire a terror that armies cannot. A man might be tempted to rise in rebellion though the odds in battle are grim; but to also face your sorcery? You, who would come flying to the aid of your brother on the field? Who guard the Prince's life with your arts? "You see, you and Pelendur together, bound to my son by the honor which you bear, represent a mix of fears that will keep the Princedom at peace. Where rebellious nobles might employ armies to overwhelm your sorcery, they see that first they'd have to defeat Pelendur. And where they might challenge Pelendur on the field, they'd also have to contend with your magic. Both of you together, backing my son upon the throne, are simply too powerful to overcome." "What does this have to do with the rule of law, if we help your son keep his throne through fear?" Finduilas frowned. "With any luck, my son will remain on the throne for a long time. And if not, then my grandson. You and your brother are both nearly pure-blooded Dunedain; you can expect to live another century and a half at least, if we survive this war with Mordor. "During that time, while the nobles are kept in check through fear, my line will rule by law. And with the passage of the years, the law will become a natural thing, ingrained in the minds of the common people. With enough time, it will seem as if there's no other way that things could be done. "When that happens, it will be impossible for the nobility to rise up against their Prince, for even the servant in the castle and the farmer in the field would be set against their lords. They would be brought down while the words of treason were fresh in their mouths. Then will the rule of law replace the rule of fear." "And no doubt you have some plan to thoroughly divest the Houses of power while this occurs," Finduilas commented wryly. Hallas laughed. "Well, best leave nothing to chance. If all goes well, the Houses will be nothing more than ceremonial positions by the time my grandson rules. There will be only three powers in Cardolan: the King, the Prince, and the law." Finduilas tapped her finger against her teeth in thought. "What of Arthedain?" "Wise beyond your years," Hallas smiled. "As I said, Argeleb and my son are in many ways the same. Argeleb, for all of his genius, doesn't have the black heart required to do the same to his lands." "You don't have a black heart," Finduilas objected. "Hah! I was mistaken in your wisdom. Of course I do. Just ask any of my nobles. "But to continue, Argeleb isn't as ruthless as I am. And he doesn't have to be. With a strong and united Cardolan at his beck and call, along with the likes of you and Pelendur, his nobles won't dare challenge his reign. No group of them could stand up to my Princedom, not with you and your brother around to teach them otherwise. Were the nobles of Arthedain to rise up, my son would march to his King's aid in an instant, sweeping all opposition before him. Thus, a secure Cardolan also means a King safe upon his throne. "Arnor reunited shall not fall again." Finduilas looked at Hallas for a long while before speaking. "I wonder if the bards in their taverns have gotten the name of their newest hero wrong. It seems to me that he stands here, in this room before me. Not upon the plain of Angmar." Hallas scowled. "Go away, girl. You speak nonsense. I'm just an old man hatching schemes and plots in his dotage. Hardly the stuff of heroism." "But-" "Go! Go, now, leave off! Turn one of my nobles into a toad or something. I need to fix my map." Finduilas walked to the door of the room, then paused and turned back. A smile played across her face. "If all works out as you have planned, then someday when your grandson sits upon the throne, and people live and breathe the law, I'm going to let out your secret to the world. All will know that Hallas, the warrior-prince of Cardolan, cared more for the people of Arnor than any other man, and did more to secure it's future than any general in the field. The bards will sing the name of a hero, and it won't be my brother." "Silly child, off with you! Obey your Prince for once!" Still smiling, Finduilas left the room, closing the door. Hallas was silent for a long time, brooding. "My dear, my dear," he muttered. "Don't you see? In the end the name of your brother will be sung, and perhaps mine as well. But your's people will only know in fear, and through no fault of your own. It will be *you* who saves Arnor from itself, in the end; you and your powers and your wit. And no one will understand but me. "The name of the real hero will be lost forever." Last Word ========= Well, the Mouth is once again finally out and on it's way. On my end, a printable ASCII text copy would amount to about 73 pages - which is what I get for waiting so long to put the blasted thing together. Talk about a formatting nightmare.... There are quite a few things I wanted to cover in this editorial, but given the outrageous size of this issue I'll take a pass until next time. Tom