Digest Number 1163

One man's opinion the Noldo fleet should be sent to South Gondor. Since only 100 marines are needed this is cheap.

···

From: "Richard DEVEREUX" <rd@pagan-47.fsnet.co.uk>
Reply-To: mepbmlist@yahoogroups.com
To: <mepbmlist@yahoogroups.com>
Subject: Re: [mepbmlist] Digest Number 1163
Date: Mon, 11 Nov 2002 21:29:00 -0000

- jmason said

This is exactly what I'm talking about. The Noldo should NOT be
used as a military power...and their economy isn't small. This is
why new players should not be playing these positions.

- reply

   Actually I argued for a non-military stance. (Using the two eastern armies to supoort Arthedain and Cardolan against the WK but disbanding the army starting at Imladis). However the experienced players on the team pressed, fairly determinedly, for a build up of the Imladis army and I decided to accept their viewpoint. As such it cost 6k a turn which could have supported the front line nations.. (To be honest it might have helped in attacks on 2409 & 2809 but for mistakes on my part, but was not needed for either. 2409 fell to the dwarves without my help and the attack on 2809 was only delaid a couple of turns).

   Possibly I phrased it poorly but what I meant was that, with their large character bill, the Noldo, at start at least, do not have the resources to maintain large miliary forces and as such I believe the funds would be better spent on aid to allies or developing their economy for later use.

   Steve

RD: Steve, your instinct was absolutely right. Noldo are a character nation not a military one but they have the potential to become the most powerful nation on the team.

I do however agree with your team-mates that you should recruit onto the Imladris army as it is in the front line. OTOH I would disband most or all of the troops in the far west as it takes them too long to reach any target. The gold released by this should, as you correctly observe, be used to develop your economy which will benefit the whole team later in the game.

Richard.

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One man's opinion the Noldo fleet should be sent to South Gondor. Since
  only 100 marines are needed this is cheap.
  RD: The problems as I see it are twofold:
  1) The Noldo commander takes at least 3 turns to move navy to SGo, during which time he can't give a single skill order to improve rank (which is of course a nonsense - if an army can practice manouvres en route, so can a fleet).
  2) The Noldo fleet is too small to make any difference to the naval balance of power so why bother sending it? Is the Noldo commander, having wasted 3 turns sailing a navy south, to transfer the ships to SGo, and waste another couple of turns moving back home where he can be useful?

  I'm interested to see how you answer these two problems.

  Richard.

···

----- Original Message -----
  From: Ovatha Easterling
  To: mepbmlist@yahoogroups.com
  Sent: Monday, November 11, 2002 10:26 PM
  Subject: Re: [mepbmlist] Digest Number 1163

  >From: "Richard DEVEREUX" <rd@pagan-47.fsnet.co.uk>
  >Reply-To: mepbmlist@yahoogroups.com
  >To: <mepbmlist@yahoogroups.com>
  >Subject: Re: [mepbmlist] Digest Number 1163
  >Date: Mon, 11 Nov 2002 21:29:00 -0000
  >
  >- jmason said
  >
  >This is exactly what I'm talking about. The Noldo should NOT be
  >used as a military power...and their economy isn't small. This is
  >why new players should not be playing these positions.
  >
  >
  >- reply
  >
  > Actually I argued for a non-military stance. (Using the two eastern
  >armies to supoort Arthedain and Cardolan against the WK but disbanding the
  >army starting at Imladis). However the experienced players on the team
  >pressed, fairly determinedly, for a build up of the Imladis army and I
  >decided to accept their viewpoint. As such it cost 6k a turn which could
  >have supported the front line nations.. (To be honest it might have helped
  >in attacks on 2409 & 2809 but for mistakes on my part, but was not needed
  >for either. 2409 fell to the dwarves without my help and the attack on
  >2809 was only delaid a couple of turns).
  >
  > Possibly I phrased it poorly but what I meant was that, with their
  >large character bill, the Noldo, at start at least, do not have the
  >resources to maintain large miliary forces and as such I believe the funds
  >would be better spent on aid to allies or developing their economy for
  >later use.
  >
  > Steve
  >
  >RD: Steve, your instinct was absolutely right. Noldo are a character
  >nation not a military one but they have the potential to become the most
  >powerful nation on the team.
  >
  >I do however agree with your team-mates that you should recruit onto the
  >Imladris army as it is in the front line. OTOH I would disband most or all
  >of the troops in the far west as it takes them too long to reach any
  >target. The gold released by this should, as you correctly observe, be
  >used to develop your economy which will benefit the whole team later in the
  >game.
  >
  >Richard.
  >
  >
  >
  >
  >
  >
  >---------------------------------
  >Get a bigger mailbox -- choose a size that fits your needs.
  >
  >
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  >
  >Middle Earth PBM - hit reply to send to everyone
  >To Unsubscribe: http://www.yahoogroups.com
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  >
  >
  >
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  >

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--- Richard DEVEREUX <rd@pagan-47.fsnet.co.uk> wrote: >

  RD: The problems as I see it are twofold:
  1) The Noldo commander takes at least 3 turns to move navy to SGo,
during which time he can't give a single skill order to improve rank
(which is of course a nonsense - if an army can practice manouvres en
route, so can a fleet).
  2) The Noldo fleet is too small to make any difference to the naval
balance of power so why bother sending it? Is the Noldo commander,
having wasted 3 turns sailing a navy south, to transfer the ships to
SGo, and waste another couple of turns moving back home where he can
be useful?

Noldo with their Elven seamanship should accept the Cardolani
navy and move south with it. Blocking navy, attack enemy neuts,
hand off to SG/Sinda/NG to do same, etc. Lots of options.

430 and 435 are Army/Navy commander (or with..) orders. Stop
along the shore on the way - considering you're hugging the
coast in defense against surprise QA/Harad invasions anyway,
I don't understand the problem with training. Of course a
navy still on the water can't train the army. They can sail
in neat patterns, but troops are land based. One needs land
to run around with horses and set up defensive positions on
hills, etc... An expanded 2nd Edition may have specialty
commanders (Cavalry, Navy) who may be able to increase their
ranks without affecting troops in this particular way, but
our simpleton 1st edition isn't flexible enough, so hug the
shore and all is well.

3 turns? And what Noldo characters takes less to get to the
action from wherever it is they come from anyway? Eh?

Brad butting in

···

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--- Richard DEVEREUX <rd@pagan-47.fsnet.co.uk> wrote: >

  > RD: The problems as I see it are twofold:
  > 1) The Noldo commander takes at least 3 turns to move navy to SGo,
  > during which time he can't give a single skill order to improve rank
  > (which is of course a nonsense - if an army can practice manouvres en
  > route, so can a fleet).
  > 2) The Noldo fleet is too small to make any difference to the naval
  > balance of power so why bother sending it? Is the Noldo commander,
  > having wasted 3 turns sailing a navy south, to transfer the ships to
  > SGo, and waste another couple of turns moving back home where he can
  > be useful?

  Noldo with their Elven seamanship should accept the Cardolani
  navy and move south with it. Blocking navy, attack enemy neuts,
  hand off to SG/Sinda/NG to do same, etc. Lots of options.

  430 and 435 are Army/Navy commander (or with..) orders. Stop
  along the shore on the way - considering you're hugging the
  coast in defense against surprise QA/Harad invasions anyway,
  I don't understand the problem with training. Of course a
  navy still on the water can't train the army. They can sail
  in neat patterns, but troops are land based. One needs land
  to run around with horses and set up defensive positions on
  hills, etc... An expanded 2nd Edition may have specialty
  commanders (Cavalry, Navy) who may be able to increase their
  ranks without affecting troops in this particular way, but
  our simpleton 1st edition isn't flexible enough, so hug the
  shore and all is well.

  3 turns? And what Noldo characters takes less to get to the
  action from wherever it is they come from anyway? Eh?

  Brad butting in
  RD: Thanks Brad and all others who have contributed to this thread - I seem to be in a minority! That doesn't mean I'm wrong, just a different approach (g).

  Richard.

···

----- Original Message -----
  From: Brad Brunet
  To: mepbmlist@yahoogroups.com
  Sent: Thursday, November 14, 2002 3:41 AM
  Subject: [mepbmlist] noldo fleet south

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