Thank you, David, I enjoy naval discussions. Especially with a person of your reputation.
The naval battles down south can be tremendous. Since fleets inflict more damage than they receive, when the Noldo fleet show up it can be the largest fleet around. At least until the price of timber tumbles.
My suggestion is NOT to transfer the fleet to SG but have the Noldo actually work in the south with a company as well as a fleet. Yes, if you stay only at sea a commander can not train troops. It is possible to plan your route so that you end the turn at a shore hex enroute.
Many times I have seen Noldo or Sinda fleets on blockade duty at the mouth of the Corsair Gulf or the Harad gulf. This pins the hostile southrons in port or provides an early warning blocking force. How many times have the QA and Harad/Corsairs invaded SG in the middle game by sea? Many times, I think.
Best Regards. Try it some time.
···
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: Wed, 13 Nov 2002 20:25:08 -0000----- Original Message -----
From: Ovatha Easterling
To: mepbmlist@yahoogroups.com
Sent: Monday, November 11, 2002 10:26 PM
Subject: Re: [mepbmlist] Digest Number 1163One 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.
>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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