16 vs 29

I seem to have noticed references to Middle Earth on
this list favour the 2950 edition. WW, WotR, and
others. I would hazard a guess that 1650 is much
more popular on our side of the pond....is it a little
more balanced in the older country?

Also, Jeremy R, I believe, set up a FA game without the
+20 kidnap/assass SNA......thoughts on Harlequin going
with that, or will those of us who like the idea go to
JR, and then he can request the special game and
provide the 25 set-ups to the company?

I appreciate a lot of positive replies to my earlier
questions regarding game starts with Harlequin..I think
I understand now, but I do have one further query:

I have gotten the impression that Harlequin only runs
a limited number of games for each era, and then waits
until the first one ends before starting another one.
I have seen a number of messages that seem to imply
that...as opposed to starting a game as soon as there
are 25 players...........

Best Regards,

Brad Brunet
young and impatient, doesn't want to have to wait the
numbers of months that he has in the past......

···

__________________________________________________________
Get your FREE personalized e-mail at http://www.canada.com

I seem to have noticed references to Middle Earth on
this list favour the 2950 edition. WW, WotR, and
others. I would hazard a guess that 1650 is much
more popular on our side of the pond....is it a little
more balanced in the older country?

I would have said 1650 is more popular with most of the experienced gamers.
We seem to be going for an increasing number of special scenarios to keep
the game "different" such as game 29 WOTR scenario and my own game 33 a 1650
scenario with no neutrals (and their pop centres split between the remaining
20 nations.)

I appreciate a lot of positive replies to my earlier
questions regarding game starts with Harlequin..I think
I understand now, but I do have one further query:

I have gotten the impression that Harlequin only runs
a limited number of games for each era, and then waits
until the first one ends before starting another one.
I have seen a number of messages that seem to imply
that...as opposed to starting a game as soon as there
are 25 players...........

I don't think this has ever been the case. If it where Harlequin would only
ever be running 3 games (1 from each era). They wouldn't be in business long
if thats all that was on the go.

Regards

Mike

No not quite correct, we run games correct we fill games when we can but we
only take startups for one game at a time per scenario. When that is filled
we start again with another game, ad infinitum

Clint

···

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----- Original Message -----
From: <ditletang@canada.com>
To: <mepbmlist@egroups.com>
Sent: Saturday, January 06, 2001 4:45 PM
Subject: [mepbmlist] 16 vs 29

I seem to have noticed references to Middle Earth on
this list favour the 2950 edition. WW, WotR, and
others. I would hazard a guess that 1650 is much
more popular on our side of the pond....is it a little
more balanced in the older country?

Also, Jeremy R, I believe, set up a FA game without the
+20 kidnap/assass SNA......thoughts on Harlequin going
with that, or will those of us who like the idea go to
JR, and then he can request the special game and
provide the 25 set-ups to the company?

I appreciate a lot of positive replies to my earlier
questions regarding game starts with Harlequin..I think
I understand now, but I do have one further query:

I have gotten the impression that Harlequin only runs
a limited number of games for each era, and then waits
until the first one ends before starting another one.
I have seen a number of messages that seem to imply
that...as opposed to starting a game as soon as there
are 25 players...........

Best Regards,

Brad Brunet
young and impatient, doesn't want to have to wait the
numbers of months that he has in the past......

__________________________________________________________
Get your FREE personalized e-mail at http://www.canada.com

Middle Earth PBM List - Harlequin Games
To Unsubscribe:www.onelist.com
http://dspace.dial.pipex.com/harlequin.games/list.htm

I seem to have noticed references to Middle Earth on
this list favour the 2950 edition. WW, WotR, and
others. I would hazard a guess that 1650 is much
more popular on our side of the pond....is it a little
more balanced in the older country?

RD: Hi again Brad,
I'm sure that 1650 is the most popular version of ME in the UK/Europe too.
Many players this side of the pond (myself included) tried 2950 and were
disappointed. The worst thing about 2950 is its smaller economic base which
means fewer troops and less game for the same money. Having a 100-1 chance
of one day being able to play Saruman the White does not make up for this!
WotR is 2950 but with pops and armies brought up to 1650 level so is a
special case.

4thAge is better insofar as there are more innovations, but GSI repeated the
mistake of giving it a small economic base.

Also, Jeremy R, I believe, set up a FA game without the
+20 kidnap/assass SNA......thoughts on Harlequin going
with that, or will those of us who like the idea go to
JR, and then he can request the special game and
provide the 25 set-ups to the company?

RD: I have found that Harlequin, to their great credit, respond favourably
to innovative suggestions by players, providing 1) they are technically
possible 2) legal and 3) have sufficient player support. For some time now
we've had 1650 games with pre-aligned neutrals. Mike Sankey came up with a
version of 1650 which did away with all the neutrals, the former neutral
pops and some of the armies being shared out between the two sides. Then
there's my own WotR version of 2950. All these are running as we speak!

So if Jeremy R wants a FA game without the +20 kidnap/assass SA, and if he
can recruit 25 players, go to Harlequin with it. I should think this is a
simple change compared to some they have been asked to make! I personally
love this idea but I don't, unfortunately, have time for another game at
present.

Regards,

Richard.

I appreciate a lot of positive replies to my earlier
questions regarding game starts with Harlequin..I think
I understand now, but I do have one further query:

I have gotten the impression that Harlequin only runs
a limited number of games for each era, and then waits
until the first one ends before starting another one.
I have seen a number of messages that seem to imply
that...as opposed to starting a game as soon as there
are 25 players...........

Best Regards,

Brad Brunet
young and impatient, doesn't want to have to wait the
numbers of months that he has in the past......

RD: I think there have already been some answers to this question on this
list, but your best bet is to email Harlequin direct, to make sure you get a
reply from them.

···

----- Original Message -----
From: <ditletang@canada.com>
To: <mepbmlist@egroups.com>
Sent: Saturday, January 06, 2001 4:45 PM
Subject: [mepbmlist] 16 vs 29

--- In mepbmlist@egroups.com, "Richard John Devereux" <devereux@l...>
wrote:

From: <ditletang@c...>
To: <mepbmlist@egroups.com>
Sent: Saturday, January 06, 2001 4:45 PM
Subject: [mepbmlist] 16 vs 29

> I seem to have noticed references to Middle Earth on
> this list favour the 2950 edition. WW, WotR, and
> others. I would hazard a guess that 1650 is much
> more popular on our side of the pond....is it a little
> more balanced in the older country?

RD: Hi again Brad,
I'm sure that 1650 is the most popular version of ME in the

UK/Europe too.

Many players this side of the pond (myself included) tried 2950 and

were

disappointed. The worst thing about 2950 is its smaller economic

base which

means fewer troops and less game for the same money. Having a 100-1

chance

of one day being able to play Saruman the White does not make up for

this!

WotR is 2950 but with pops and armies brought up to 1650 level so is

a

special case.

There are some virtues to the 2950 scenario. For starters, it appears
to be more balanced (though this is hard to track without the reports
of games that have ended.) I have a bit of a problem playing 1650
when there is a statistical 2-1 chance that the dark will win on turn
zero. You can argue whether this should be so, but that is the result
of a very long win-loss record which doesn't have a lot of evidence of
changing.

The free have much better characters than 1650 and a lot of starting
agent artifacts; in the games I've played it has been about 50-50 on
which side wins the agent war, which I gather is not the case in 1650.

The smaller economy has another interesting consequence: the
differences between the starting nations are much smaller. Especially
if it is not a grudge match, you really can build up a middling nation
into a powerhouse. I put the dragon lord into top position in game
88, fighting continuously and flinging armies from the Sea of Rhun to
the gap of Rohan and Bree. I suspect this sort of thing is far rarer
in 1650. It is also a better game to learn in - a lot more room for
recovering from early mistakes.

You do have to wait for the massed army battles, and it is absolutely
true that the first few turns in 1650 are a lot more action-packed.

4thAge is better insofar as there are more innovations, but GSI

repeated the

mistake of giving it a small economic base.

4th age has a much, much bigger problem; there has been a lot of
discussion of this on the message boards. The starting characters are
too good, and the deadly cloud lord-type abilities are far too common.
There are *many* starting 60 emissaries and 60 agents.

In straight 4th age, it is a frequent occurance to have a double-scout
60 agent hit a capital on turn 1 with a large pack of 60 agents with
stealth and +20 K/A in tow. All of your characters die and you don't
even know which nation did it (or even know that they are there!) As
a result, there is an agent arms race - and no curses to balance the
agents. Personally, I think that torquing down the starting
characters would fix a lot of this as well as adjusting the costs of
the SNAs to more accurately reflect their value. If 10 nations pick
+20 kidnap/assassinate, that means it is too cheap. Another possible
idea would be to pool the special nation abilities and
starting character points. If you pick the deadly abilities your
starting characters are weak, and if you forego them you can build up
the Elrond/Murazor type starters.

cheers,

Marc Pinsonneault

> Also, Jeremy R, I believe, set up a FA game without the
> +20 kidnap/assass SNA......thoughts on Harlequin going
> with that, or will those of us who like the idea go to
> JR, and then he can request the special game and
> provide the 25 set-ups to the company?

RD: I have found that Harlequin, to their great credit, respond

favourably

to innovative suggestions by players, providing 1) they are

technically

possible 2) legal and 3) have sufficient player support. For some

time now

we've had 1650 games with pre-aligned neutrals. Mike Sankey came up

with a

version of 1650 which did away with all the neutrals, the former

neutral

pops and some of the armies being shared out between the two sides.

Then

there's my own WotR version of 2950. All these are running as we

speak!

So if Jeremy R wants a FA game without the +20 kidnap/assass SA, and

if he

can recruit 25 players, go to Harlequin with it. I should think

this is a

simple change compared to some they have been asked to make! I

personally

love this idea but I don't, unfortunately, have time for another

game at

present.

Regards,

Richard.

>
> I appreciate a lot of positive replies to my earlier
> questions regarding game starts with Harlequin..I think
> I understand now, but I do have one further query:
>
> I have gotten the impression that Harlequin only runs
> a limited number of games for each era, and then waits
> until the first one ends before starting another one.
> I have seen a number of messages that seem to imply
> that...as opposed to starting a game as soon as there
> are 25 players...........
>
> Best Regards,
>
> Brad Brunet
> young and impatient, doesn't want to have to wait the
> numbers of months that he has in the past......
>
>
RD: I think there have already been some answers to this question on

this

list, but your best bet is to email Harlequin direct, to make sure

you get a

···

----- Original Message -----
reply from them.

4th age has a much, much bigger problem; there has been a lot of
discussion of this on the message boards. The starting characters are
too good, and the deadly cloud lord-type abilities are far too common.
There are *many* starting 60 emissaries and 60 agents.

This can be modified if players want - as a hand-mod. Ie only one nation
with XXX, highlest level XX (or only XX on a side). One thing we regularly
see is LOTS of Ems. I haven't really seen this addressed by the players.
Mages are relataively weak but they do get a freer rein on getting items.
Generally UK games get a singular nation on a side allowed +20%. As long as
all sides are up for this (or single players) then we can create such a
situation. One thing we recently discussed was a reward/punish system for
SNAs. Eg you pick MA@20 training or ship building and you get an influx of
8,000 gold to your start treasury - you choose Agents @40 and you get -5000.

Basically lots of ideas that can be played with here. As per usual if there
is a player base we'll try to support it.

Scenarios (which I have been pushing) are able to be created based on the
2950 or 1650 styles of games if players want.

Clint (player and GM)

Marc Pinsonneault wrote:

4th age has a much, much bigger problem; there has been a lot of
discussion of this on the message boards. The starting characters are
too good, and the deadly cloud lord-type abilities are far too common.
There are *many* starting 60 emissaries and 60 agents.

Another solution, rather than simply eliminating the Agent SNA's, might
be to restrict them - only one nation per allegiance, and/or you can't
have both +20 K/A and double scout. That would limit the number of
powerful Agent nations without removing them entirely.

-ED \1/

--- In mepbmlist@egroups.com, "Edward A. Dimmick" <dukefenton@e...>
wrote:

Marc Pinsonneault wrote:
>
>
> 4th age has a much, much bigger problem; there has been a lot of
> discussion of this on the message boards. The starting characters

are

> too good, and the deadly cloud lord-type abilities are far too

common.

> There are *many* starting 60 emissaries and 60 agents.
>
Another solution, rather than simply eliminating the Agent SNA's,

might

be to restrict them - only one nation per allegiance, and/or you

can't

have both +20 K/A and double scout. That would limit the number of
powerful Agent nations without removing them entirely.

-ED \1/

I like a combination something like this:

No nation can pick more than one of the major agent SNAs - hire at 40,
double scout, +20 K/A, increased stealth.

Only one nation of each alliance with +20 K/A and only one nation per
alliance with double scout. These nations can't have agents above 40
at game start, and the other nations in the game know which ones have
these two special abilities. (Fame of their assassins and spys has
spread around the world.)

This gives an agent package comparable to the cloud lord or
dunlendings at game start, with somewhat slower later development.
This is more than made up for by the fact that no one knows at game
start who the Ji Indurs of the world are, and gives the other nations
a chance to target and/or protect the agent powers early on when they
are not as powerful.

cheers,

Marc Pinsonneault