From the Mouth of Sauron
Date: 03-01-97
Issue: E-47
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 - crazymax@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
==========
Greetings fellow players!
Just a couple of brief mentions before we get to the LONG OVERDUE
issue #47.
1. I still have people sending me corrections to the general info
files (which I encourage and appreciate). Generally, when a new
issue comes out a new version of the general info files is made
which reflects these changes and additions. The general info files
are available at the ftp site (see above). While I often get
changes or corrections, I rarely get additions. Take a look at the
dragon and regular encounter lists and see if you can fill in any
blank spots. I know there are groups and individuals out there who
jealously guard their lists. Let's put Free Speech in action here!
2. A policy recently instituted by GSI is email confirmation of
turns. This is as good as a return receipt on postal mail, and
for the paranoid among us (what's that behind me???) it is a
appreciate and welcome bit of customer service. Now, people like
me who write out turn reports but forget to hit the "send" button
(stupid, stupid, stupid) won't get special serviced.
That's it. On with the issue!
Brian Mason
In Your Ear
===========
From Jeff Hyde
--------------
I have an interesting twist to your query about how to deal with
neutral players and what is fair or not. First, neutral players
may not join with more than one other neutral. This is how GSI
attempts to avoid neutrals 'ganging-up' on one side or another.
Second, if everyone on one side or another comes across as a jerk,
there is no reason why they should be forced to play with them.
That is unless you agree with my suggestion below.
My recent experience is a little different than what you describe
in the latest issue of the Mouth. I joined a 2950 game that is
now in about Turn 13. Around Turn 9, my side, the Dark Servants,
discovered that two of the neutral players were friends with
players on the Free People team. Friends through playing together
in another game. As you would expect, when they realized they
were all in the same game, their choice was made as to which side
they would play. (They did not know they would be playing
together before the game started.)
This gave them a huge advantage. They immediately began
downgrading, plotting strategies, coordinating artifact hunts and
providing information to the Free Peoples. They got to be a team
that starts with 12 players instead of 10! On top of this one of
them unscrupulously pretended to be our friend and deceived us
into thinking he was going to join our side. We were very stupid
and sent him some production. I was quite surprised when one of
his armies showed up at my backup capital! His other neutral
cohort was more honorable with us and told us from the beginning
that he did not know which side he was going to choose and
therefore did not attempt to form a friendship with anyone on our
team.
Fortunately, one of the other neutrals was stupid, insulted both
sides by sending a message intended for the Free to the Dark and
vice versa, and dropped early. The other two neutrals, upon being
told what happened decided to join us. They said they did not
want to play with people who play that way. There are enough
headaches in the world to worry about. They don't need to add
playing a game with people who falsely pretend to be your friend
to that list.
Anyway, we encountered a situation where the cards were stacked in
one sides favor from turn 1. In addition to knowing they had a
team of 12 instead of 10 to start the game, they could concentrate
their efforts on negotiating with 3 neutral nations instead of 5.
They could also sweeten the pot, offering those remaining 3
neutrals a better deal to join their side. Lucky for us that they
were jerks and said they would not talk to the neutrals until they
joined. Otherwise it's 15 vs. 10. Money and time wasted. Start
a new game.
The point to this story is that this is a problem that will happen
more and more often as time passes. The more people that play
MEPBM, the easier it gets to communicate via e-mail, the more
people are going to get to know each other through the game. Not
everyone will gain satisfaction, like you do, by playing against
their friends. Instead the lowest common denominator, greed, will
take over and people will realize they have an unfair advantage
and exploit it.
Perhaps to avoid situations like the one described above, GSI
should enforce a 3/2 rule. The first 3 neutrals to choose a side
get to play with that side, the remaining 2 are forced to play the
other. This would force the neutrals to take a more active role
in deciding which way to go. They could not just sit back and
wait. If they wait too long, they get stuck playing with the
jerks. And who wants that?
Any comments or suggestions?
From Jeffrey Combes
-------------------
Brian,
I just finished reading "The Last Word" and here what happened in
my first game (ME 1650 #232, a team game, I was alone).
I was Harad and at the beginning of the game I let both sides know
I wanted to stay neutral as long as I could, at least till turn
10. I would be making my decision based on which side
communicated and cooperated the best. I started talking with the
Corsairs and Rhudaur almost immediately and established good
dialogue with them. I entered a non-aggression pact with the
Corsairs.
The Duns went FP on turn 1 and after some negotiations Rhudaur and
the Corsairs followed on turn 3. Then everyone found out that the
Easterlings had dropped. I stood by my stand to stay neutral,
still hoping to get more familiar with the ME rules and orders. I
even left several ports, so as not to give the impression that I
was going DS. But never the less the Corsairs, Noldo, Cardolan,
Sinda, and SG decided that it would be a better game if I was DS,
so they attacked on turn 7.
Rather then a good game I m pretty sure they just wanted to
increase their victory points and taking my PC s would be easy.
Sounds familiar doesn't it? Scott and I had planned the same thing
for the Harad if they didn't go FP. The difference being we
basically gave Harad an ultimatum, where the FP in game 232 just
decided to attack.
My initial inclination was to go FP, cut a deal with the DS to
leave me alone, in exchange for Harad gold, supplies, and
information. Then I would use my characters and small armies to
annoy and disrupt the FP at every opportunity. Without the FP
ability to militarily move against me and the DS agreeing not to,
I believe I could have easily finished in the top 3 of the Free if
they won or been the last Free if the DS managed to win. But this
was my first game and I wanted to gain experience in all aspects
including military battles. Do you know of anyone ever trying
this tactic before? If so did it work?
The point of this message being, I think that unprovoked attacks
on a neutral "just to make the game more even" is sickening.
Granted an even game is a better game, but to attack a potential
ally just to make it so is too illogical for me. When Scott and I
were planning our attack on Harad I thought about the benefits of
taking the 8 Harad PC s north of the river. With that economic
boost I would have been a good bet to finish in the top 3. But I
won't do what happened to me just to win the game.
Jeff of SG
From Gian Giacoppe
------------------
Brian, I was faced with a very similar situation in an earlier
game, as the Harad player, the DS team was making all kinds of
tactical errors (this was a grudge game) and not coordinating
their efforts. I was in contact with both sides, and eventually
(well turn 7 or 8) changed my icon to the lightbulb. (I however,
sent $$ to BOTH sides before declaring) The freeps made better
contact etc. with me throughout the turns 3-5. However, in game
251, my main complaint from the start has been the lack of a LR
player, I happen to think that GSI has an obligation to fill both
sides with players before starting a game. The LR address was
unfunctional (is that a word ?) from turn 1 - hence GSI SHOULD
HAVE KNOWN or at least had a duty to inquire as to the existence
of a player. This is my basic problem with the game (GSI matched
sides equally - many of our players used winner's certs for the
positions).
The upshot? I have not proposed that any neutral go DS for play
balance, (despite my prior experience as the Harad - in fact, they
DS team sent me copies of there turnsheets) I have said that minus
a LR player, and with 1 of 4 neutrals on our side, we will lose.
14-10 is given the fact that you know how to play, losing odds,
and given those odds, I'd rather waste my money on beer or a new
game. (and would therefore drop) 14-11 is highly unlikely, but
since you have agreed to give the LR player a breather (OK a
standing 8 count - imagine his tax rate after 5 turns of SS ) We
have decided to pretty much stick it out. Our team has begun
serious efforts to talk to neutrals, (rather than the elect a team
member to talk to each one individually- a plan which does not
work) but I for one have received no response whatsoever from
either the Duns or Eaterlings, and and this early in the game I
am personally amazed at the ability of you to command such a
loyalty from them. (as Sartre would say "hats off") I have sent
what I figure are info-filled notes worthy of at least a "thank
you". (I've even received no response to a "what would it take?"
kind of message - geez what did you promise? - vital organs for
transplant?) If we were interested in being "poor sports" we
could all drop, and transfer enough cash and PC's to someone to
finish in the top three, but that couldn't be a neutral... b/c
they have to declare to win, and the GSI program has the all drop
flaw. (heck we considered dropping over the LR position, but b/c
WE not GSI screwed up with the neutrals, WE take responsibility -
GSI didn't even say "sorry" about the LR)
And yes I started the whole scream at GSI mess...
From Brian Lowrey
-----------------
Hi Brian,
Leaving town soon (Australia) so I will not be around for a while
stirring things up. I will be monitoring the email but having
Steve/Russ run my turns. I tell you this assuming it does not
matter (The three of coordinate each and every turn completely
anyway...)
I enjoyed reading your closing comments in mouth_46. My
frustration that recently came out in the flurry of e-mail to GSI
I think primarily influenced by most if not all of my games since
97 having an incredible lack of competition or games decided by
missing or dropped positions. From your closing comments it
sounds like you may have been experiencing the same type of games.
To bad this can be a great game, it just seems to be the exception
anymore (At least for me).
I will not drop 251 until I see it as completely hopeless. I
think the next few turns will tell a lot. Our team is working
together better than we have for the first five turns I hope we
have an opportunity to continue. To bad it could not be done
sooner. I think a lot of the bad things that are happening to
Mordor could have definitely been prevented with better
communication.
Hope 251 is still going when I return.
Miscellaneous
=============
From Ludicrous Wack
-------------------
We have tried to set up a Middle Earth Chat channel, but to no
avail.
Our list of netheads is too short to reach a good portion of
people on IRC. Do you know of any chat sessions concerning Middle
Earth Play By Mail?
You can catch us on stlouis.mo.us.dal.net; port 7000; #Wack
OR
warnerbros.com; port 6667; #babylon5
Have a bot that I am retooling again and want to put it up for a
fileserve and riddle/encounter/general info purposes.
Any comments can be directed to:
Reverend Ludicrous Wack
azalan@hargray.com
From Andrew Jones
-----------------
All,
Anyone out there in ME1650-257? Know anyone who is?
Has anyone ever reliably determined which army a dragon joins when
it is recruited? Largest? Highest morale? Highest command rank?
Combination of the above? I've looked several places and cannot
find a definitive answer.
From Henning Rindbeak
---------------------
I am a new player in mepbm (ca.40 turns) and i have been using
your info file for the 1650 scenario heavily. I have some minor
corrections for the 1650 info file.
In section 1.17 the QA armies have a morale of 30 (all of them)
In Section 2.03 Starting pop.center summary 0811 Zagrragathol
Village Tower owned by the dwarves is missing.
In the sections of encounters at the Vampire encounter (i think it
is 4.23):
The free people option flee did not lead to the escape of my noldo
commander emissary and she was sucked dry by Celgor (it was at
Minas Ithil). I now that you has written that it often leads to
the character surviving with one wound. But not always. I don't
now if it is because Celgor cant stand to leave a noldo beauty
alive or it was just a coincident.
1.07 Southern Gondor
Baranor is a 30 mage not commander.
1.14 Cloud Lord
Ji Indur has a base challenge of 52 not 62 (but it is better with
a to high challenge than a to low :-)).
3.07 Neutral Combat Artifacts
85 Navron +500 belongs to Southern Gondor and not the northern
tyrants (guess who i am playing :-))
These data is from a rather old issue (about one year) so they may
not be valid anymore.
From Scott ?
------------
I can't stress enough the importance of the uncover order. Among
other things, it reveal the SNAs a nation purchased.
Encounters
==========
From Fred Young
---------------
I recently started ME-PBM, one year ago. I have been recently
reading the back issues of the Mouth. In Mouth 15, you stated
that graveyard encounters do not affect dark servant armies. This
is just not true. In a game I am currently in as the Long Rider,
I had the below encounter.
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 attacked the troops. Cries of
pain were echoed by the haunting cries of anguish emitted by these
Spirits as they cleaved and swung and grappled with our ranks.
Just as we thought we had driven them off, a new onslaught of
rotting bodies climbed out of our baggage train and renewed the
fight. It was long into the night before we were able to cease
the battle and count our losses. Not only did we lose troops, but
our food supplies were totally destroyed!
This happened to an army that did not move or have anyone join it.
All I did this turn was recruit troops. The direct result was a
loss of 156 of my 500HC in ST/ST. I only had 1 food in the army.
Tom's reply: please note that you referred to the encounter
information in Mouth 15 (!) which was published a long time ago in
a galaxy far, far away. GSI sometimes tinkers with and changes
the encounters, hence our plea for updates when you see something
that doesn't jive with the information files. It could very well
be that the encounter info was right on target when Mouth 15 was
produced, but that the encounter itself has been altered since
that time.
From Fred Young
---------------
Most people have never even seen the dragon GOSTIR. I have had
this encounter 3 out of 4 consecutive turns. I can't shed any
light as to how to recruit it yet. I have only had the encounter
with characters I can't afford to lose at this time in the game.
I plan to move expendable characters in the same areas that I
encountered him to try to learn more on recruiting. I acted MEEK
in all three circumstances and walked away completely healthy. I
had this encounter in rows 4 and 7 in the Iron Hills area in 3
separate hexes.
And Another from Fred
---------------------
For readers of the Mouth and Fourth Age Fanatics in Particular.
I had the following random encounter with a 73 Mage with a 113
Challenge rank, I was not looking for an artifact in this hex.
Pukel-creature Encounter:
Character was hastening to take cover from a sudden and unseasonal
storm when he came across an overgrown (or perhaps hidden!) path.
Daring the unexpected opportunity as a welcome respite from the
foul weather, he followed the path, finding it to be both narrow
and broken. After a brief but difficult trek, he was relieved to
enter the small, hidden cave found at the path's end. To his
surprise, the cave provided not only shelter from the weather but
also an interesting discovery. In the center of the cave was an
oblong block of dark stone, engulfed in a faint transparent blue
light that covered the entire surface. Upon the stone lay
something that did not shine, but attracted his attention
nonetheless. The cave seamed almost to be calling him. He
couldn't tell what it was, and certainly the item there was a
powerful artifact, he thought, but how might one breach the
possible protections?
attack PHYSICALLY to drive off any guardians
attack MAGICALLY to dispel any wards
Creep forward silently and REMOVE the item from the stone block
Leap forward and STEAL the item from the stone block
WAIT and see if the shimmering light goes out
Declare your ALLEGIANCE
Say___________(only one word)
FLEE
How will character react? (Choose any reaction shown in all CAPS
or provide info requested in parenthesis. If no reaction is
given, he will be assumed to have chosen "FLEE".)
I stated one word (COLBRAN), this is the type of Pukel creature
from the Creatures book in Middle Earth Role Playing. The
outcome was combat, i.e. wrong answer.
In the presence of the intimidating magical power, Character stood
forth and proclaimed, "Colbran." Suddenly the chamber trembled,
and the light went out, and he felt that he was ill- equipped to
carry out his original plan of action. He stumbled, indecisively,
and then slowly he became aware that the light was returning and
he found himself a mere handswidth from the stone block. As he
was just about to reach the valuable artifact and hail the lack of
any apparent guardian, Character suddenly realized that where the
stone block used to be, standing between himself and the artifact,
was a towering Pukel-creature, originally the creation of the
Druedain and the Daen Coentis. Only his lightning-like reflexes,
reflected in a backward leap, saved him from the first swift and
deadly attack - a ball of lightning aimed at his head! If that
had landed, the fight would already be over. He reviewed his
tactics quickly, circling the enchanted creature and casting spell
after spell that seemed to have no effect. But it seemed that the
creature was likewise unable to injure him. Finally, he realized
that the glow of the creature was beginning to dim. Suddenly, he
cast an inspired spell which surrounded the weakened manlike
being. He watched in awe as the dim glow finally extinguished -
the sign of its final death.
I got a whopping ONE point to mage rank, no artifact!!!
As a side note: One week prior in a different Fourth Age game I
had same encounter with a 45 Emmy, I stated ELBERETH, which is a
holy word. This response went to combat also, character died.
I don't know of anyone winning against this and thought everyone
would like to know this encounter may not be worth the effort, at
least when you defeat the Werewolf Caran-carach or some other
creature encounter you get a bonus to one rank and some gold. I
can prentice magery and do as well as this without the possibility
of dying.
From Scott ?
------------
One of my characters, upon receiving the results of the first
turn, has stumbled across the Ruins of Vamag. Some spirits
attacked her, and she got away with wounds. So, tip for Free
players: Stay away from old DS ruins until we get more info.
Yes, Brian, it specifically mentioned the Ruins of Vamag by name.
And to answer the unspoken question, no, there were no abandoned
forts there. Just an encounter at 2135.
[Also from Scott....]
I had this encounter in a 2950 game.
He has found the terrain difficult for the past few days. This
area is known as the Dead Marshes and for good reason. It seems as
if nothing could live in the fetid atmosphere which surrounds him
day after day. During one of his night's wet camps, the hair on
his body suddenly stood erect as ghostly Spirits and vague and
nebulous shapes entered his camp. He began to ready himself for
battle, but something soothing calmed his nerves. Now that he
thought about it, the Spirits were beckoning more than
threatening. He cautiously began to follow until a quagmire
stopped him. As the Spirits continued to prompt him, he fought
down his fear and began to dig. Soon he uncovered a small box
which held precious jewels and gems. As he retrieved the treasure,
the Spirits seemed to smile and to fade away. Later, the jewels
and gems were appraised at 10000 gold pieces. It was sent to the
capital.
[The character is question was a Dark Servant.]
From Lawrence Tilley
--------------------
Brian, this message from Mike Sankey may be of interest for the
Mouth.
------- Forwarded message follows -------
Laurence - I seem to remember some time ago you were doing some
research into what army a recruited Dragon will join. Did you ever
come to any conclusion? I have just had a Dragon (Smaug) recruited
in game 86 - it did not join the army I expected. It joined an
army that had the lowest number of troops, the worst equipment,
the second highest command rank, the lowest morale? The only thing
I can put my finger on is that the army had the most food! Any
ideas?
Here's more:
Laurence:
Have done some more checking on the Dragon encounter I told you
about. The army commander who got the Dragon wasn't the highest
command rank but he did have the highest total of net ranks (in
this case command + agent). Could this throw any more light on it?
And yet more:
This is Kim Andersen quoting me:
================================
Dear Laurence and others
>Try this formula: The recruited dragon goes to the commander
>with the highest net ranks, so it would go to a C40 A15 rather
>than a C50. Yes, Amazingly....The Rhd commander, which Lomaw
>joined had the highest overall skill, but NOT the best command
>rank !!!
>Does this fit your experience?
Well, David Williams once told me that Dragons either join:
1) The capital army
2) The largest army (in size)
or 3) The best commander
But it looks like we have to alter that rule, now doesn't it !!!
Instead of best commander it should be best overall commander. Im
quite sure Dragons does not always join the best overall
commander. So Williams formula seems quite realistic. WKs two
dragons joined both the best overall commander and the largest
army.
===============================
From Bill Mahan
---------------
I am currently playing in a 2950 scenario/Game #56 for the Free
Peoples. A character of mine had an encounter with Angurth the
dragon. All information that I could find indicated that a result
would be combat. My character's challenge rank is 132, but most
likely not high enough to kill a dragon.
I decided to offer him ONE artifact, since no one seemed to know
what the result would be, and received the following result:
Looking up at the Dragon, he posed his words carefully. "Angurth,
I have come to ask you, the noblest of Dragons, to join our
battle. As incentive, I offer to you any artifact I own!" Angurth
looked up as he heard the offer, and his words were almost lost in
laughter. "An artifact! You dare to offer ME a measly artifact!
You deserve to die...!" Angurth looked sneeringly down at the
warrior before him. It would be fun to slaughter this puny
warrior, he thought. The Dragon watched as the warrior launched an
all out attack against what he believed to be the Dragon's weakest
points. Suddenly, a fiery breath hit the warrior with stunning
force. Giant talons spun him around and the whipping tail struck
him again and again. Angurth laughed as his opponent fell to the
ground gasping for breath and writhing in pain. "So fall all of my
enemies," he whispered and flaming lances of fire pierced the
warrior's body. As his enemy fell, Angurth turned with
satisfaction and left the scene. It was only some hours later that
the warrior regained consciousness and, although gravely wounded,
he was able to flee the scene.
I would assume that this might fall into a result of
injured/killed. Hopefully this will help your records.
From Todd Stewart
-----------------
For the Generic Dragon Lair encounter.
My dwarf emissary was killed when she CLAIM ed the treasure.
Perceived Problems with the 4th age scenario
============================================
By Darrell Shimel
This title is entitled perceived problems, because I've never
actually played this scenario. I am however, trying to put
together a team as I write. I have noted several possible
problems, and would love to have people tell me I'm wrong. Of
course, the 4-8 month waiting list for good teams would tend to
confirm my first two points.
1) Character imbalance toward the Good.
I well coordinated Freep team can easily start the game with
better characters then the DS or Neutral. If one nation is elves,
one dwarves, and one men the team can start with good (cheaper)
commanders, mages and emissaries. The DS can only get agents and
emissaries.
It may seem only slightly unfair that the Freeps can get a
discount on three character types but DS only get 2. If you
examine training issues, this problem is much worse than initial
impression.
Mages are hard to train at any time of the game. The difference
between a 50 and a 60 mage is about 5 prentice magery orders.
That is an eternity in MEPBM. Add on the extra starting spell,
and this is very significant.
In the early game, commanders will likely be preforming orders
which do not receive training. Relation change, recon, tax rate
change, Post Camp, fortify pop. are all going to be very important
in the early game. While the 50 commander is as good as a 60 for
most of these orders, the extra 10 points will really help the
Post Camp. This could have a long lasting effect on the game.
The difference between a 50 agent and a 60 agent is one and a half
steal gold orders from a nearby neutral camp or village.
Remember, in this game, they won't know that agent "John Smith"
who stole gold form their camp is from Nation X. It would take
some work to find out who to be angry at.
All alliances have access to cheap 60 emissaries, so no imbalance
there. Actually, there is a slight disadvantage to the Freeps.
Since they will have fewer nations selecting human, they will have
fewer nations with 60 emissaries. The difference between a 50 and
a 60 emissary is 2 create camps. Since this is something you will
likely be doing anyway, the disadvantage is very small.
2) Artifact hunting imbalance toward the good.
Since the Freeps have better Mages, they have better locates.
Better Commanders and Mages means better challenge ranks to defeat
those encounters which protect many of the artifacts. If the
Dwarves or Elves save SNA's for artifacts, they'll most likely get
a combat artifact. This would practically ensure a challenge rank
sufficient to hunt artifacts.
3) Pop. Center conflicts
A recent WotW article, now posted on GSI's web pages, discusses
capital placement. Before reading this article, I spent some time
studying the map. I identified about 7 places I'd like to put a
capital. The article listed 10 locations, and 5 of my 7 were
included. I'm sure others could see the same advantage to my
locations that I saw. If I list only three locations and they're
all taken, where does my capital go?
Certainly, more than 5 or 10 good locations exist, but there are
not an abundance of "Very Good" locations. Let's say that
experience shows that 10 sites are "very good". We are a pretty
well connected bunch. The word of these locations will spread
quickly, and the requests for these locations will skyrocket. If
I only list three "very good" sites, it becomes very likely
they'll all be taken by others.
Example: If 5 people select the woods on the Rhun sea
(Defensible, map skewing, mountain island, decent weather, etc.),
four will be bumped to their secondary choices. Certainly a
couple of them would have selected the mountains near 4435 for
similar reasons. That location will most likely be taken by
nations that selected it as their primary choice. Do you always
put a third choice as an average location, that nobody is likely
to want, so that you don't "randomly" get a really sucky location.
In a team game, it would be nice to place your capital in relation
to your teammates. Everyone lists their primary choice. If
anyone gets bumped to their secondary choice, then everyone gets
bumped.
The current process is sucks. Let's say that we're selecting the
Rhun sea as our home area. If I get bumped from my primary
choice, my secondary would have to be 10 hexes away. The third
location would have to be 10 hexes from both of the first two.
Try finding three good sites, each 10 hexes apart, in an area that
small. Now imagine a team of 4 people all trying to select 3
locations 10 hexes apart, and 4 hexes from each of other's.
If I don't get my primary location, it was because someone from
outside the team got into the area. Because we all selected sites
close to each other, it is likely several sites will be bumped.
Several teammates could find themselves randomly assigned, if that
is how GSI does it.
Like I said, these are just my impressions. I hope to be proved
wrong.
Reply from Brian Mason
----------------------
Darrell,
Thanks for the article. This will be for issue #47 which Tom and I
have scheduled for just after xmas.
[Tom's note: okay, so it's almost Easter. Close enough.]
Just a couple of comments.
I've played in one FA game (playtest) and am starting another.
Point 1: I've always felt agents and emmies were the best two
character classes, so, IMHO, the DS are getting discounts on the
two "primo" classes while the FP only get one and the two lesser
classes. Also, it is relatively easy to "ramp up" a commanders
skill rank fast. Just have him as subcommander in an army and have
the army commander issue ArmyMan while he/she does TrpsMan. I
think mages are the bigger issue as they are so hard to train.
Remember, though. the various nations are not PREVENTED from
having a 60 rank character of any type - it just cost more. I
think the agent factor makes this a bit of a wash.
Point 2: No argument here.
Point 3: I've selected "not as good" sites, simply so I can be in
a not so busy area. I've often considered developing in the top
couple of rows (promise, didn't do it in 251), just to get away
from everybody (despite the hit you take in production). However,
in every "mock" nation I've designed for the 4th age I've included
Capital Insurance. It's expensive, but what sort of nation you
design is often part of your location. Where you are is too
important for random chance.
Thanks for the submission and your thoughts!
In regards 251: Quite frankly, I'm glad that certain members of my
team (who shall remain nameless) managed to botch diplomacy and a
few crucial orders (esp w/ respect to you). We had a pretty good
advantage for a bit, but this has leveled the playing field.
Rookie Mistakes to be Avoided in MEPBM
======================================
by Darrell Shimel
I'm quite disappointed with the lack of content in recent issues
of the Mouth. In a past article, I tried to start some
controversy over "Determining Winners in MEPBM." Unfortunately,
this effort was sabotaged by an editor who wrote a supplementary
article. The person playing SG in 2950-48 would do well to read
this article.
[Tom's note: sabotaging efforts is one of the substitutes for
actual pay when doing the editorial gig.]
Now I'll try to solicit input on a topic that I could really use.
Here is a list of rookie mistakes that I have made (or seen made).
I hope others will add items, so that I can avoid them. I'm not
talking about the simple, "missed a mailing date", "wrote a number
incorrectly", or "missed a required information". These are
concept errors.
1) Troops eat after they transfer armies.
1st army 3000 troops, 5000 food.
2nd army 6000 troops, 17000 food.
I transferred 5900 troops form army 2 to army 1, then tried to
execute full movement. The army didn't arrive at its expected
location, because the troops transferred before eating. When time
came for movement, they had no food.
2) I'm not sure how many times I saw this stressed, but I still
misunderstood it. Artifacts effect the chance of success, but not
the result.
A 20(35) commander will NamComm a 20 commander, not a 30.
3) This one is almost too stupid to include, but I actually did
it. NatTrans can only be done to one of your pop. centers. Don't
try to NatTran directly to an allies pop. center.
4) Gold transfers come at the end of the turn, but costs must be
paid up front. Don't expect a gold transfer from an ally, to pay
your bills on the turn that it is made. You'll be bankrupt with
gold in the bank.
5) Don't assume that a powerful enemy character in your capital
has something better to do than challenge that emissary you just
named. You'll end up with an empty character slot, and Cirdan
will get some cheap training that will come back to bite you
later.
6) If you have overwhelming force on an enemies capital, are about
to take them out of the game, and they have a small army with a
commander better than yours, expect a challenge. Refusing might
even be a good idea.
7) The converse of this is also true. When an enemy has a coupe
of powerful armies on your capital, and you have an army with a
potential challenger, don't assume they'll refuse and attack.
They may attack and move to your backup, causing the situation
described in 6) above.
All for me this time, I hope to see items I can learn from.
Last Word
=========
From Tom Walton
This Mouth is *late* - so late, in fact, that a good many people
thought it had up and died. In a sense I guess it did for awhile,
as, quite frankly, I had little interest in publishing it.
Well, after something of a break the interest has been rekindled
and the Mouth will go back to a two-week schedule (I know, I know,
I've said that before; but this time I mean it - trust me!). If
there's an obvious lack of material, a note will go out telling
the subscribers that there isn't enough stuff to warrant a new
Mouth and that that issue will be skipped.
That's all I have this time round.