Article on Assassin

Respect the opinons of all who have commented on the subject. My view is that agents are not all powerful and can be neutralized. You just don't play in the agents' ball park. The term assassinate is an unfortunate one and conjures up Admiral Yamamoto's airplane crashing and burning. Think of agents as special operations/special forces and things come into perspective, I think.

The Discovery Channel last week detailed the exploits of a SINGLE Americn Green Beret in Afganistan In a three day mission he killed 14 Afgans, destroyed a cave full of weapons (including three stinger missles), destroyed three hundred pounds of heroin and placed a tracking device on the truck of an Al Quida captain who was then killed by an American aircraft that homed in on the signal. Ji Indur is a sissy.

···

From: "David Clemmensen" <david_clemmensen@post.tele.dk>
Reply-To: mepbmlist@yahoogroups.com
To: <mepbmlist@yahoogroups.com>
Subject: Re: [mepbmlist] Re: Article on Assassin
Date: Tue, 27 May 2003 18:04:53 +0200

Yes the agent pover of the DS is grate but if the is made enny Futher limitesion on it the DS will not stand a chance but will lose to the power of gold and numbers you might as well remuve dragons.

David
  ----- Original Message -----
  From: kingoftherill
  To: mepbmlist@yahoogroups.com
  Sent: Tuesday, May 27, 2003 5:28 PM
  Subject: [mepbmlist] Re: Article on Assassin

  I have to disagree with Richard's line of thought. DS do not win the
  majority of games because agents are so strong. The games in which
  agents influence the outcome dramatically is because the Dark
  Servants use their agents better, and the free do not.

  With proper diplomacy and cooperation between the free there is no
  unsurmountable agent advantange given to the DS. I played in a game
  recently which illustrated that. So did Bobbins, and Ovatha 88, among
  others. We were the free. It does take a lot of coordination and work
  but the free can neutralize the agent advantage of the DS.

  I don't see a need to change agent rules any more than they have been
  changed from how they were originally written. What I see is a need
  for people to think more and come up with ways to redress what are
  perceived as national imbalances. The free have better economies,
  better armies, better characters over all. The DS are more compact
  for the most part, making it easier to coordinate, and have some
  national advantages over the Free, but the neutrals have all the
  advantages that the DS possess, so diplomacy is needed.

  In our recent game, we could deal with the enemy agents. They did not
  strike terror in our hearts. We lost both the southern neutrals in
  that game by the way. Thus losing our economic advantage.

  It is my opinion that the Free have just as much chance to win this
  game with the rules as they are as the DS do. They have to work hard
  at it but there is no built in advantage to either side. So again I
  see no glaring imbalance that requires a change of the rules. The
  rules are the rules, learn to work within them and to make them work
  for you, don't lobby to have them changed to change the outcome of
  games.

  American Brad

  -- In mepbmlist@yahoogroups.com, "Harlequin Games"
  <harlequin.games@xxxx.xxxxx.xxxx wrote:
  > >AGENTS ARE STILL OVER-POWERFUL
  > >
  > >I'm not saying this just because the Free characters in ME 10 are
  getting
  > >slaughtered. I wrote on this subject in the old Allsorts NL, and > haven't > > >changed my opinion. The vast majority of ME games are won by the > Dark > > >Servants. The reason is simple: if the game goes the distance,
  the DS, and
  > >particularly the Cloud Lord, can churn out so many super-agents
  that they
  > >can kill and kidnap with impunity. Any that are captured by
  guards escape
  > >the following turn, any that are Doubled can be Countered, or re-
  doubled by
  > >allied emissaries.
  > >
  > >I don't object to assassins as such. They have their place to
  play in the
  > >game like any other characters. What I do object to is the way
  their sheer
  > >NUMBERS dominate the midgame and decide the endgame. No nation in
  history,
  > >mythology or fantasy ever churned out agents of such power so
  quickly and
  > in
  > >such numbers as the Cloud Lord can in ME. CL can name agents at
  rank 40,
  > >plus 20 to assassinations/kidnaps, plus the chance of stealth.
  > >
  > >NO other nation in Middle-earth can name new characters capable of
  carrying
  > >out Hard orders from the second they are named! This is unfair on
  ALL
  > other
  > >nations, not just the Free. It unbalances the game. Moreover it
  pushes
  > the
  > >Cloud Lord to produce just one type of character. Those
  characters may be
  > a
  > >game-winners, but when you have such HUGE advantages, is playing
  the
  > >position really that much fun? So you win a game playing Cloud
  Lord, big
  > >deal. Win a game as the Woodmen, then you have achieved something!
  > >
  > >I suggest CL should name agents at 30 not 40, with plus 10 not 20
  to
  > >assassinations and kidnaps, but still with the chance of stealth.
  This is
  > >the same level of advantage when creating new characters that
  other nations
  > >have.
  > >
  > >Secondly, something should be done to inhibit the way in which
  companies of
  > >up to 9 of assassins can be deployed to hit up to 9 targets in a
  single pop
  > >centre. Again, this has no justification in history, mythology or
  fantasy.
  > >Assassins were and are SOLITARY killers. Show me a single
  instance where
  > >assassins operated as a group. I don't think the word assassin is
  > mentioned
  > >ONCE in all Tolkien's writings. So where is the justification for
  a gang
  > of
  > >up to 9 of the bastards in the ME game?
  > >
  > >I am against making rules that say: you can't do such-and-such;
  this
  > >irritates players who want to know: why not? It's more
  intelligent to make
  > >rules reflect history/mythology/fantasy. So what can be done to
  make
  > >assassins behave in a realistic, solitary manner? Remember, this
  has to be
  > >entered on a computer program!
  > >
  > >How about: 1) only a nation's highest-ranking agent can attempt an
  > >assassination/kidnap? This is explained very easily: the top guy
  takes
  > >precedence. Yes, this is true in criminal fraternities as well as
  > >government agencies!
  > >2) only one assassination/kidnap order per nation per turn?
  Explained very
  > >simply by the need for secrecy, plus the intelligence and logistic
  > resources
  > >needed to get the assassin to the right place at the right time,
  and to
  > make
  > >sure he was not intercepted!
  > >
  > >Or 3), if a company moves onto an enemy pop centre, the chances of
  one or
  > >more members of the company getting discovered could be multiplied
  by the
  > >number of people in the company. Those discovered should be
  arrested by
  > the
  > >local militia (with appropriate chance of escape to a neighbouring
  hex next
  > >turn). Of course the chance of discovery should also be
  influenced by the
  > >loyalty of the pop centre, and any fortifications (therefore
  guards). So a
  > >pop centre with very low loyalty would offer little or no
  resistance, but a
  > >fortified capital city would be realistically well guarded!
  > >
  > >4) allow mages to cast a one-shot Warding spell on a pop centre,
  or Guard
  > >spell on a character. Such spells would have to be renewed each
  turn to be
  > >continually effective, would only be as strong as the mage's skill
  rank,
  > and
  > >therefore an assassin/kidnapper who was skilful enough or
  possessed an
  > >appropriate artifact would still get through to complete his
  mission.
  > >
  > >On a related subject, the Steal gold order should be chucked out
  > altogether.
  > >It is ludicrous that a thief, or even a number of thieves, can
  steal enough
  > >gold to cripple a nation's economy. As for training your agents
  by having
  > >them steal gold from your allies' pop centres, what real-life ally
  would
  > >allow that? Stealing artifacts from enemies is one thing,
  stealing tons of
  > >gold quite another.
  > >
  > >Summary: the Dark servants win too often. This is due almost
  entirely to
  > >their superiority in agents. My suggestions are intended to
  restore
  > balance
  > >to the game. If you've any comments or better ideas, send 'em in!
  > >
  > >Richard Devereux.
  > >

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Respect the opinons of all who have commented on the subject. My view is
  that agents are not all powerful and can be neutralized. You just don't
  play in the agents' ball park. The term assassinate is an unfortunate one
  and conjures up Admiral Yamamoto's airplane crashing and burning. Think of
  agents as special operations/special forces and things come into
  perspective, I think.

  The Discovery Channel last week detailed the exploits of a SINGLE Americn
  Green Beret in Afganistan In a three day mission he killed 14 Afgans,
  RD: And those were just the friendly ones! Sorry, I just could not resist that :slight_smile:

  destroyed a cave full of weapons (including three stinger missles),
  destroyed three hundred pounds of heroin and placed a tracking device on the
  truck of an Al Quida captain who was then killed by an American aircraft
  that homed in on the signal. Ji Indur is a sissy.

  RD: I too respect the opinions of others; however I don't think you can compare a Green Beret armed with automatic weapons, explosives and space-age technology with a guy whose weapons are no more sophisticated than a dagger.
  Richard.

···

----- Original Message -----
  From: Ovatha Easterling
  To: mepbmlist@yahoogroups.com
  Sent: Wednesday, May 28, 2003 1:18 AM
  Subject: Re: [mepbmlist] Re: Article on Assassin

  >From: "David Clemmensen" <david_clemmensen@post.tele.dk>
  >Reply-To: mepbmlist@yahoogroups.com
  >To: <mepbmlist@yahoogroups.com>
  >Subject: Re: [mepbmlist] Re: Article on Assassin
  >Date: Tue, 27 May 2003 18:04:53 +0200
  >
  >Yes the agent pover of the DS is grate but if the is made enny Futher
  >limitesion on it the DS will not stand a chance but will lose to the power
  >of gold and numbers you might as well remuve dragons.
  >
  >David
  > ----- Original Message -----
  > From: kingoftherill
  > To: mepbmlist@yahoogroups.com
  > Sent: Tuesday, May 27, 2003 5:28 PM
  > Subject: [mepbmlist] Re: Article on Assassin
  >
  >
  > I have to disagree with Richard's line of thought. DS do not win the
  > majority of games because agents are so strong. The games in which
  > agents influence the outcome dramatically is because the Dark
  > Servants use their agents better, and the free do not.
  >
  > With proper diplomacy and cooperation between the free there is no
  > unsurmountable agent advantange given to the DS. I played in a game
  > recently which illustrated that. So did Bobbins, and Ovatha 88, among
  > others. We were the free. It does take a lot of coordination and work
  > but the free can neutralize the agent advantage of the DS.
  >
  > I don't see a need to change agent rules any more than they have been
  > changed from how they were originally written. What I see is a need
  > for people to think more and come up with ways to redress what are
  > perceived as national imbalances. The free have better economies,
  > better armies, better characters over all. The DS are more compact
  > for the most part, making it easier to coordinate, and have some
  > national advantages over the Free, but the neutrals have all the
  > advantages that the DS possess, so diplomacy is needed.
  >
  > In our recent game, we could deal with the enemy agents. They did not
  > strike terror in our hearts. We lost both the southern neutrals in
  > that game by the way. Thus losing our economic advantage.
  >
  > It is my opinion that the Free have just as much chance to win this
  > game with the rules as they are as the DS do. They have to work hard
  > at it but there is no built in advantage to either side. So again I
  > see no glaring imbalance that requires a change of the rules. The
  > rules are the rules, learn to work within them and to make them work
  > for you, don't lobby to have them changed to change the outcome of
  > games.
  >
  > American Brad
  >
  >
  >
  >
  > -- In mepbmlist@yahoogroups.com, "Harlequin Games"
  > <harlequin.games@xxxx.xxxxx.xxxx wrote:
  > > >AGENTS ARE STILL OVER-POWERFUL
  > > >
  > > >I'm not saying this just because the Free characters in ME 10 are
  > getting
  > > >slaughtered. I wrote on this subject in the old Allsorts NL, and > haven't > > >changed my opinion. The vast majority of ME games are won by the > Dark > > >Servants. The reason is simple: if the game goes the distance,
  > the DS, and
  > > >particularly the Cloud Lord, can churn out so many super-agents
  > that they
  > > >can kill and kidnap with impunity. Any that are captured by
  > guards escape
  > > >the following turn, any that are Doubled can be Countered, or re-
  > doubled by
  > > >allied emissaries.
  > > >
  > > >I don't object to assassins as such. They have their place to
  > play in the
  > > >game like any other characters. What I do object to is the way
  > their sheer
  > > >NUMBERS dominate the midgame and decide the endgame. No nation in
  > history,
  > > >mythology or fantasy ever churned out agents of such power so
  > quickly and
  > > in
  > > >such numbers as the Cloud Lord can in ME. CL can name agents at
  > rank 40,
  > > >plus 20 to assassinations/kidnaps, plus the chance of stealth.
  > > >
  > > >NO other nation in Middle-earth can name new characters capable of
  > carrying
  > > >out Hard orders from the second they are named! This is unfair on
  > ALL
  > > other
  > > >nations, not just the Free. It unbalances the game. Moreover it
  > pushes
  > > the
  > > >Cloud Lord to produce just one type of character. Those
  > characters may be
  > > a
  > > >game-winners, but when you have such HUGE advantages, is playing
  > the
  > > >position really that much fun? So you win a game playing Cloud
  > Lord, big
  > > >deal. Win a game as the Woodmen, then you have achieved something!
  > > >
  > > >I suggest CL should name agents at 30 not 40, with plus 10 not 20
  > to
  > > >assassinations and kidnaps, but still with the chance of stealth.
  > This is
  > > >the same level of advantage when creating new characters that
  > other nations
  > > >have.
  > > >
  > > >Secondly, something should be done to inhibit the way in which
  > companies of
  > > >up to 9 of assassins can be deployed to hit up to 9 targets in a
  > single pop
  > > >centre. Again, this has no justification in history, mythology or
  > fantasy.
  > > >Assassins were and are SOLITARY killers. Show me a single
  > instance where
  > > >assassins operated as a group. I don't think the word assassin is
  > > mentioned
  > > >ONCE in all Tolkien's writings. So where is the justification for
  > a gang
  > > of
  > > >up to 9 of the bastards in the ME game?
  > > >
  > > >I am against making rules that say: you can't do such-and-such;
  > this
  > > >irritates players who want to know: why not? It's more
  > intelligent to make
  > > >rules reflect history/mythology/fantasy. So what can be done to
  > make
  > > >assassins behave in a realistic, solitary manner? Remember, this
  > has to be
  > > >entered on a computer program!
  > > >
  > > >How about: 1) only a nation's highest-ranking agent can attempt an
  > > >assassination/kidnap? This is explained very easily: the top guy
  > takes
  > > >precedence. Yes, this is true in criminal fraternities as well as
  > > >government agencies!
  > > >2) only one assassination/kidnap order per nation per turn?
  > Explained very
  > > >simply by the need for secrecy, plus the intelligence and logistic
  > > resources
  > > >needed to get the assassin to the right place at the right time,
  > and to
  > > make
  > > >sure he was not intercepted!
  > > >
  > > >Or 3), if a company moves onto an enemy pop centre, the chances of
  > one or
  > > >more members of the company getting discovered could be multiplied
  > by the
  > > >number of people in the company. Those discovered should be
  > arrested by
  > > the
  > > >local militia (with appropriate chance of escape to a neighbouring
  > hex next
  > > >turn). Of course the chance of discovery should also be
  > influenced by the
  > > >loyalty of the pop centre, and any fortifications (therefore
  > guards). So a
  > > >pop centre with very low loyalty would offer little or no
  > resistance, but a
  > > >fortified capital city would be realistically well guarded!
  > > >
  > > >4) allow mages to cast a one-shot Warding spell on a pop centre,
  > or Guard
  > > >spell on a character. Such spells would have to be renewed each
  > turn to be
  > > >continually effective, would only be as strong as the mage's skill
  > rank,
  > > and
  > > >therefore an assassin/kidnapper who was skilful enough or
  > possessed an
  > > >appropriate artifact would still get through to complete his
  > mission.
  > > >
  > > >On a related subject, the Steal gold order should be chucked out
  > > altogether.
  > > >It is ludicrous that a thief, or even a number of thieves, can
  > steal enough
  > > >gold to cripple a nation's economy. As for training your agents
  > by having
  > > >them steal gold from your allies' pop centres, what real-life ally
  > would
  > > >allow that? Stealing artifacts from enemies is one thing,
  > stealing tons of
  > > >gold quite another.
  > > >
  > > >Summary: the Dark servants win too often. This is due almost
  > entirely to
  > > >their superiority in agents. My suggestions are intended to
  > restore
  > > balance
  > > >to the game. If you've any comments or better ideas, send 'em in!
  > > >
  > > >Richard Devereux.
  > > >
  > > >
  > > >
  > > >
  > > >
  > > >
  > > >
  >
  >
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[Non-text portions of this message have been removed]

For my 2 cents on this...

Agents and Agent nations are by far the best to play. IMHO

I have been the Cloud Lord and LOST Jindur on Turn 5 to a dragon
encounter while with an army...but still able to make something of a
KILLER group of thugs and have my nation place in the top three when
our side finally won.

Recently I have been in 2 FA games and have made strong Agent nations
with both FP and DSers. Of course the DS and 60 As with +20 knp/ass
are much better than what a FP could easily put in the field.

Agent nations if well protected from army attacks can in fact help
armies do better in the field (Poof, where did that enemy army go),
they can help EMIs do their INFOTHR job...which is all an EMI is good
for after the POP limit is hit...AND Agents can wipe mages up all
over Middle Earth if any old curses squad lands in the same hex.

Now I am not trying to join any debate on what is what...but I do
have to speak up for the inherent strengths that Agents have...as
they stand out so much more than any CHAR class alone or combined for
that matter. IMHO :wink:

Gary

Except for doubling agents, which makes the agents all but useless
towards the nation that did the doubling. I've had excellent luck
doulbing agents and keeping tabs on them as they run around, watching
with amusment when they land on my PC/army and fail over and over again.
:wink:

Mike

···

GearonSkywalker [mailto:garyaswegan@yahoo.com] wrote:
[agents] can help EMIs do their INFOTHR job...which
is all an EMI is good for after the POP limit is hit...

And let's not forget the ImprPop function, either. Very useful
later in the game...

Tony Z

···

On Wed, May 28, 2003 at 11:36:56PM -0600, Urzahil wrote:

>GearonSkywalker [mailto:garyaswegan@yahoo.com] wrote:
>[agents] can help EMIs do their INFOTHR job...which
>is all an EMI is good for after the POP limit is hit...

Except for doubling agents, which makes the agents all but useless
towards the nation that did the doubling. I've had excellent luck
doulbing agents and keeping tabs on them as they run around, watching
with amusment when they land on my PC/army and fail over and over again.
:wink:

--
In the beauty of the lilies Christ was born across the sea,
With a glory in his bosom that transfigures you and me --
As he died to make men holy let us die to make men free,
While God is marching on! --Julia Ward Howe

For my 2 cents on this...

  Agents and Agent nations are by far the best to play. IMHO

  I have been the Cloud Lord and LOST Jindur on Turn 5 to a dragon
  encounter while with an army...but still able to make something of a
  KILLER group of thugs and have my nation place in the top three when
  our side finally won.

  Recently I have been in 2 FA games and have made strong Agent nations
  with both FP and DSers. Of course the DS and 60 As with +20 knp/ass
  are much better than what a FP could easily put in the field.

  Agent nations if well protected from army attacks can in fact help
  armies do better in the field (Poof, where did that enemy army go),
  they can help EMIs do their INFOTHR job...which is all an EMI is good
  for after the POP limit is hit...AND Agents can wipe mages up all
  over Middle Earth if any old curses squad lands in the same hex.

  Now I am not trying to join any debate on what is what...but I do
  have to speak up for the inherent strengths that Agents have...as
  they stand out so much more than any CHAR class alone or combined for
  that matter. IMHO :wink:

  Gary

  That is EXACTLY why I oppose agents being so powerful: under ME rules agent powers reach absurd heights. Not only can they raid a nation's treasury despite all the obvious precautions that any ruler and his servants would take, but a company can carry out up to NINE assassinations per turn, and will cut thru any guards who intervene.
  This is totally absurd: nowhere in history or myth are NINE ssassinations carried out simultaneously.

  I drop the argument that the rules favour the DS: the agent rules permitting the above are a nonsense, regardless of allegiance.

  I agree with a previous contributor who said he disagreed with making a rule against something just because a rule was being abused. It is up to the rule-maker to come up with rules which are not open to abuse, and to amend the rules if they are abused.

  ME is a brilliant game but that does not mean that it can't be improved. The steam engine was a brilliant invention, it still works, and it still has a romance about it; but it is not as efficient as the latest trains in France or Japan (forget the UK).

  There has been no shortage of suggestions for rule changes/improvements but all GSI bring out is 4th Age, with no rule changes, a couple of rules bolted-on to the old framework and a few different artis thrown in.

  This shows nothing but contempt for the consumer. I am almost as angry at GSI as I am at the current Labour govenment whose contempt for the electorate is even worse. Better stop there!

  Richard.

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[Non-text portions of this message have been removed]

···

----- Original Message -----
  From: GearonSkywalker
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, May 29, 2003 4:10 AM
  Subject: [mepbmlist] Re: Article on Assassin

Richard,

I too think Agents CAN be the most powerful/abused force in the game.

FA is no exception, 5 agent nations with SNA31 can have 20 80 rank
killers on T1 hitting pops. I think I had 6-7 kills in one turn in a
recent game and I was one of 3 nations that had that many at one time.

FA can however be a little Agent unfriendly...for example MEBPM siad
that as part of the set-up two teams can agree to take 2 of 4
quadrants instead of East VS West. If say a team gets NE and SW as
starting locations, Agent nations will have little room to hide and
be protected. I think at most with Quads each side would elect to
have 2 or 3 TRUE agent nations at MAX because of the risk of military
weakness in the QUAD.

MEPBM is a class organization with some very dedicated people, Clint
being the easy favorite. I think some hands are tied with respect to
changes, but they are still receptive to the consumer.

We have but to ask for our wishes to see if they can grant them.

O.T. Did you ever tell me if you were currently in a FA game? It
would be great if we were butting heads in a game and did not know it.

Gary

  From: GearonSkywalker
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, May 29, 2003 4:10 AM
  Subject: [mepbmlist] Re: Article on Assassin

  For my 2 cents on this...

  Agents and Agent nations are by far the best to play. IMHO

  I have been the Cloud Lord and LOST Jindur on Turn 5 to a dragon
  encounter while with an army...but still able to make something

of a

  KILLER group of thugs and have my nation place in the top three

when

  our side finally won.

  Recently I have been in 2 FA games and have made strong Agent

nations

  with both FP and DSers. Of course the DS and 60 As with +20

knp/ass

  are much better than what a FP could easily put in the field.

  Agent nations if well protected from army attacks can in fact

help

  armies do better in the field (Poof, where did that enemy army

go),

  they can help EMIs do their INFOTHR job...which is all an EMI is

good

  for after the POP limit is hit...AND Agents can wipe mages up all
  over Middle Earth if any old curses squad lands in the same hex.

  Now I am not trying to join any debate on what is what...but I do
  have to speak up for the inherent strengths that Agents have...as
  they stand out so much more than any CHAR class alone or combined

for

  that matter. IMHO :wink:

  Gary

  That is EXACTLY why I oppose agents being so powerful: under ME

rules agent powers reach absurd heights. Not only can they raid a
nation's treasury despite all the obvious precautions that any ruler
and his servants would take, but a company can carry out up to NINE
assassinations per turn, and will cut thru any guards who intervene.

  This is totally absurd: nowhere in history or myth are NINE

ssassinations carried out simultaneously.

  I drop the argument that the rules favour the DS: the agent rules

permitting the above are a nonsense, regardless of allegiance.

  I agree with a previous contributor who said he disagreed with

making a rule against something just because a rule was being
abused. It is up to the rule-maker to come up with rules which are
not open to abuse, and to amend the rules if they are abused.

  ME is a brilliant game but that does not mean that it can't be

improved. The steam engine was a brilliant invention, it still
works, and it still has a romance about it; but it is not as
efficient as the latest trains in France or Japan (forget the UK).

  There has been no shortage of suggestions for rule

changes/improvements but all GSI bring out is 4th Age, with no rule
changes, a couple of rules bolted-on to the old framework and a few
different artis thrown in.

  This shows nothing but contempt for the consumer. I am almost as

angry at GSI as I am at the current Labour govenment whose contempt
for the electorate is even worse. Better stop there!

  Richard.

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···

--- In mepbmlist@yahoogroups.com, "Richard DEVEREUX" <rd@p...> wrote:

  ----- Original Message -----

[Non-text portions of this message have been removed]

I too think Agents CAN be the most powerful/abused force in the game.

As a player of the game I think players overestimate the impact Agents have on the game. If you look at the current game ends and the impact those Agents had then it would clearly be that some of them were dominated by Agents but mostly not. Armies is where it's at, and players constantly underestimate their value.... (player opinion here guys!)

As a GM we're unlikely to change anything - mostly because GSI won't let us. We've introduced a few tweeks for the game (as suggested by players) for 1000 etc, but that's about all we can do at present. I have some ideas for this in the future but I want to get some of our projects completed before we look at other items.

I think some hands are tied with respect to changes, but they are still receptive to the consumer.

** We try to be - don't always get it right but it's nice to know some players appreciate it. That doesn't mean that I now want everyone to jump up and comment on the things they don't like - been there and done that - but constructive criticism is always welcome (not always enjoyed!) but very useful.. :slight_smile:

Question: Some of you will have recently received the latest incarnation of GWCs - feedback on them welcome. They are for games that have recently ended (April onwards and won't be backdated).

Clint

Well done to my foes
I know the Dwalfs took themselves out with taxes, but it seemed to be your actions that took the Elves out. Its a good thing the game ended when it did from my point of view. Your armies would have been able to take out my major town next turn. Good game hope you enjoyed it as much as I did.
Hail to the Goblins and Wargs noble foes.
Gareth, Northmen BOFA112

···

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[Non-text portions of this message have been removed]

In answer to the question posed below I have recently finished my first game (a BOFA game) and was surprised to recieve the badge and certs. I like them all but the badge is the best followed by the A5 cert. Good idea, nice quote. I also like the fact that someone on my team who eliminated himself through tax also got the badge and certificates.

Clint, is it only the last player of any nation on the side that wins or anyone who plays a nation on the winning side that gets a GWC?

Gareth Northmen BOFA + ? 1650

···

Middle Earth PBM Games <me@MiddleEarthGames.com> wrote:
Question: Some of you will have recently received the latest incarnation of
GWCs - feedback on them welcome. They are for games that have recently
ended (April onwards and won't be backdated).

Clint

Yahoo! Groups Sponsor
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[Non-text portions of this message have been removed]

Richard,

  I too think Agents CAN be the most powerful/abused force in the game.

  FA is no exception, 5 agent nations with SNA31 can have 20 80 rank
  killers on T1 hitting pops. I think I had 6-7 kills in one turn in a
  recent game and I was one of 3 nations that had that many at one time.

  FA can however be a little Agent unfriendly...for example MEBPM siad
  that as part of the set-up two teams can agree to take 2 of 4
  quadrants instead of East VS West. If say a team gets NE and SW as
  starting locations, Agent nations will have little room to hide and
  be protected. I think at most with Quads each side would elect to
  have 2 or 3 TRUE agent nations at MAX because of the risk of military
  weakness in the QUAD.

  MEPBM is a class organization with some very dedicated people, Clint
  being the easy favorite. I think some hands are tied with respect to
  changes, but they are still receptive to the consumer.

  We have but to ask for our wishes to see if they can grant them.

  O.T. Did you ever tell me if you were currently in a FA game? It
  would be great if we were butting heads in a game and did not know it.

  Gary
  I'm not playing 4th Age currently. I agree with what you say about Harle AND their hands being tied in many respects. They have always told me what they can and cannot do, and been v helpful when I set up variant games.

  Richard.

  >
  > From: GearonSkywalker
  > To: mepbmlist@yahoogroups.com
  > Sent: Thursday, May 29, 2003 4:10 AM
  > Subject: [mepbmlist] Re: Article on Assassin
  >
  >
  > For my 2 cents on this...
  >
  > Agents and Agent nations are by far the best to play. IMHO
  >
  > I have been the Cloud Lord and LOST Jindur on Turn 5 to a dragon
  > encounter while with an army...but still able to make something
  of a
  > KILLER group of thugs and have my nation place in the top three
  when
  > our side finally won.
  >
  > Recently I have been in 2 FA games and have made strong Agent
  nations
  > with both FP and DSers. Of course the DS and 60 As with +20
  knp/ass
  > are much better than what a FP could easily put in the field.
  >
  > Agent nations if well protected from army attacks can in fact
  help
  > armies do better in the field (Poof, where did that enemy army
  go),
  > they can help EMIs do their INFOTHR job...which is all an EMI is
  good
  > for after the POP limit is hit...AND Agents can wipe mages up all
  > over Middle Earth if any old curses squad lands in the same hex.
  >
  > Now I am not trying to join any debate on what is what...but I do
  > have to speak up for the inherent strengths that Agents have...as
  > they stand out so much more than any CHAR class alone or combined
  for
  > that matter. IMHO :wink:
  >
  > Gary
  >
  > That is EXACTLY why I oppose agents being so powerful: under ME
  rules agent powers reach absurd heights. Not only can they raid a
  nation's treasury despite all the obvious precautions that any ruler
  and his servants would take, but a company can carry out up to NINE
  assassinations per turn, and will cut thru any guards who intervene.
  > This is totally absurd: nowhere in history or myth are NINE
  ssassinations carried out simultaneously.
  >
  > I drop the argument that the rules favour the DS: the agent rules
  permitting the above are a nonsense, regardless of allegiance.
  >
  > I agree with a previous contributor who said he disagreed with
  making a rule against something just because a rule was being
  abused. It is up to the rule-maker to come up with rules which are
  not open to abuse, and to amend the rules if they are abused.
  >
  > ME is a brilliant game but that does not mean that it can't be
  improved. The steam engine was a brilliant invention, it still
  works, and it still has a romance about it; but it is not as
  efficient as the latest trains in France or Japan (forget the UK).
  >
  > There has been no shortage of suggestions for rule
  changes/improvements but all GSI bring out is 4th Age, with no rule
  changes, a couple of rules bolted-on to the old framework and a few
  different artis thrown in.
  >
  > This shows nothing but contempt for the consumer. I am almost as
  angry at GSI as I am at the current Labour govenment whose contempt
  for the electorate is even worse. Better stop there!
  >
  > Richard.
  >
  >
  >
  >
  >
  >
  >
  > Yahoo! Groups Sponsor
  >
  >
  >
  >
  >
  > Middle Earth PBM - hit reply to send to everyone
  > To Unsubscribe: http://www.yahoogroups.com
  > Website: http://www.MiddleEarthGames.com
  >
  >
  > Your use of Yahoo! Groups is subject to the Yahoo! Terms of
  Service.
  >
  >
  >
  > [Non-text portions of this message have been removed]

        Yahoo! Groups Sponsor

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[Non-text portions of this message have been removed]

···

----- Original Message -----
  From: GearonSkywalker
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, May 29, 2003 10:20 PM
  Subject: [mepbmlist] Re: Article on Assassin

  --- In mepbmlist@yahoogroups.com, "Richard DEVEREUX" <rd@p...> wrote:
  > ----- Original Message -----