Curses and Teamwork

I personally think that curses is vital to blowing out the super agents and
to kill off army commanders now that 615 is so much harder.

I have seen CL agents with 70 natural rank, 25 stealth and 20 points of
artifacts fail to kill a c70 a/c in his own mtown. Now personally, I think
a high ranking a/c SHOULD be hard to kill. I have no gripes although it
does throw the balance of the game back to the FP (another topic). So you
need a way to blow out those big a/c.

Developing a viable curse squad is hard work and diverts a lot of resources.
It requires planning and dedication. The result is powerful but it rewards
teamwork and good play. I think that given the level of difficulty it is
fairly balanced.

Yes, it sucks if your team is not up on curses and the enemy is, you will
suffer. But just like any other aspect of this game, teamwork rules. Good
teams win, poor teams loose. The same goes for econ, armies and agents.
Yes, even agents. It takes discipline and a team approach to support a CL
player who is able to name 16 agents!

My $.02

Matt Ashley

ยทยทยท

-----Original Message-----
From: Richard Farrer [mailto:richard@rfarrer.freeserve.co.uk]
Sent: Wednesday, January 10, 2001 10:12 AM
To: mepbmlist@egroups.com
Subject: Re: [mepbmlist] 4th age and curses...

And the effect (auto-kill of highly important characters from
complete safety) is very powerful. Particularly when used in
conjunction with armies and/or agents -- but taking out high-ranking
army commanders (who are difficult to assassinate) and/or mega-agents,
before any agent or emmy actions can take place, can make a big difference.

______________________________________________________________
You've missed an advantage - particularly for the Noldor. Curse is
unblockable & comes before InfOther. If the Noldor Curse squad sit on a pop
centre, they can take out the army and influence the pop centre on the same
turn unless the army has backup commanders.

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