2nd Edition changes regarding kidnap/assisinations

First of all, there are only 2 front line nations (Ng and Eoth) vs 7
in mordor.

what, no northies, no SG, no dwarfs, no sindar, no woodies? I don't
think you are saying that NG and Eoth should carry all the load?

they should all be playing ball with mordor by turn 10.

you have to forgive me too, I think I am talking more about 1650
grudge games where teammates do talk to each other and plan together.
Also where the Eothraim don't have to send everything they have to
3120 first go either just to lose the troops (and risk being blocked
as you described). Playing in the WC games are fantastic, I think the
game evolves to new heights when you have 12 (or 10) players sharing
info and working together, opens up many more options and makes for a
faster pace game.

of course, any army can refuse and move, refuse and 780, a number of
tricks assuming you have enough comanders. To which of course the
opposing army can do some tricks too (who said order 840 was never
used?). Heck, this might even force people to think about where they
move their armies instead of just pushing them as far as they can go
which can be predicted.

The current set up allows the killers to easily get the

good guys. And it is not that the co dies, he can be replaced. It is
the trained troops with their starting equipment that bothers me.Just
how many armies do you think the goods have.

losing armies to assassinations always sux, I personally would like to
see agent orders made harder when the agent is trying to assassinate
an army that is recruiting i.e. make it slightly harder to kill armies
sitting on their own pops. If the army is on the move, bad luck.

You are correct, the point I was stressing was that only those 2 can
pump troops into Mordor i within one turn. The Mirkwood boys are
several turns away until Dol Guldor falls and then still at least two.
SG has to go through the hassle of boating the boys up. In a non
grudge game, SG must maintain his fleet to ward off the southern
neutrals. It is more important for him to drop troops off away from
Osgiliath and then march to the fray.
--- In mepbmlist@y..., John Stagoll <john.stagoll@a...> wrote:

ยทยทยท

>First of all, there are only 2 front line nations (Ng and Eoth) vs 7
>in mordor.

what, no northies, no SG, no dwarfs, no sindar, no woodies? I don't
think you are saying that NG and Eoth should carry all the load?

they should all be playing ball with mordor by turn 10.

you have to forgive me too, I think I am talking more about 1650
grudge games where teammates do talk to each other and plan together.
Also where the Eothraim don't have to send everything they have to
3120 first go either just to lose the troops (and risk being blocked
as you described). Playing in the WC games are fantastic, I think the
game evolves to new heights when you have 12 (or 10) players sharing
info and working together, opens up many more options and makes for a
faster pace game.

of course, any army can refuse and move, refuse and 780, a number of
tricks assuming you have enough comanders. To which of course the
opposing army can do some tricks too (who said order 840 was never
used?). Heck, this might even force people to think about where they
move their armies instead of just pushing them as far as they can go
which can be predicted.

The current set up allows the killers to easily get the
>good guys. And it is not that the co dies, he can be replaced. It is
>the trained troops with their starting equipment that bothers me.Just
>how many armies do you think the goods have.

losing armies to assassinations always sux, I personally would like to
see agent orders made harder when the agent is trying to assassinate
an army that is recruiting i.e. make it slightly harder to kill armies
sitting on their own pops. If the army is on the move, bad luck.