2nd Edition changes regarding kidnap/assisinations

Having won 1650,2950 and fourth age games as freeps--and DS--rules changes
would still benefit the imaginative TEAMS and be detrimental to the
'fiercely independent operators' whose game looks alike whether freep or
DS--"powerful or wimpy!"

Multiple nation coordination wins--evenly matched games are still
influenced slightly by luck or USE of the SNA's.

We have wondered about multiple troop types and decided advantages in
different terrain, numbers, types and armor still count--other factors such
as winter campaigns may be made too realistic

It is sometimes essential to throw armies at the Freeps for DS to live. It
is always essential for freeps to grow agents--but it the Sind and Noldo
start in a team players-- DS is NOT a one-sided win.

Placement of starting characters, especially with artifacts is becoming a
zero turn tactic--Marahil and the Anguilion being two--strengths,
attributes and artifacts may need to vary more with starting points that
make some kind of sense!

···

-----Original Message-----
From: ferrismk@cs.com [SMTP:ferrismk@cs.com]
Sent: Friday, March 02, 2001 10:48 AM
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: 2nd Edition changes regarding kidnap/assisinations

Amen Brother!

Message: 2
   Date: Thu, 01 Mar 2001 20:36:00 -0000
   From: ggiacoppe@aol.com
Subject: Re: 2nd Edition changes regarding kidnap/assisinations

shh Tony, they might realize that maybe if they change how they play
(instead of changing the rules) it's possible to win as freeps...

I mean how many times do you put your finger in the light socket
before you decide to stop?

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