Fortifications
I read, and reread and reread the rules on the issue of how and when fortifications provide a bonus to the constitution of an army. And I am confused. Do they only provide a bonus in the case of an army ordering “defend” or do they provide a bonus to a the same Nation’s army no matter what he might happen to be doing in the hex (attacking, stand and defend, etc…)
Secondary powers
I have gone through all the lists publicly available giving artefact powers, and I am wondering to what degree they are complete. I am wondering for instance if an artefact reveals its secondary power to a nation who cannot use that power, or perhaps it only reveals itself to a nation or character who could use it.
I ask this question in light of rumors that there are in fact many more secondary power items than genreally known (and GSI appears to encourage this rumor) and because a friend of mine who owns old ICE material showed me the other day the powers of an artefact present in MEPBM but not listed with these powers.
Force march
Does it or doesnt it allow you to get to a hex before another army does:for instance both armies are adjacent to aeachother and what to move into eachother’s hex. (I know that using regular mouvement it doesnot matter the actual cost to each army to enter that hex, it’s a flip of a coin to determine whether he gets there first, ).
In other words when do the 2 extra days /mouvement points occur? at the end of mouvement, before?..
Now, Baron, haven’t we been through the fortification question last February? You didn’t beleve what was said? I could advise you about what my experiences are with artifact secondary powers, but what would be the point? Would you just raise the issue again in a couple of months?
I believe the bonus is applied to the constitution of same-nation armies in hexes with fortified pops (same nation…) during combat IF/WHEN another nation attacks. In other words, if you issue 230 or 235, you don’t get a “defensive” bonus, but you do NOT have to issue “Defend” orders in order to “defend”. Got it?
Arthedain73: I just brought up the subject again of fortifications because I was unsure whether you HAD to issue defend orders to get the bonus. PLayer clears this up nicely, saying it is either in case of defend order or simply not attacking,many thanks to him. Although Nanook says it is only when you are “defending” (maybe Nanook means "when you do not launch an attack, thus saying the same thing as Player).
Force march = OK
Secondary powers: Apparently Player insinuates that the lists available are either erroneous or incomplete. I assume therefore that if old ICE material is a guide, then there ARE other secondary powers than those on web databases.
On a side note: Is there anywhere I can get my hands on old Whispers of the Woods articles?
Yes, as Player explained more precisely. You don’t need to order Defend, but your troops only get the bonus if they’re playing defense. If you order an attack, they come out from the comfy fortifications and lose the bonus.
These fortifications aren’t so comfy, you know. The movies have “hollywoodized” them a little I think. Not only isn’t there any decent place to sit, the water is usually putrid and, well, the womenfolk are always close at hand.
My guys are always wandering off in the woods. “Very important business honey, won’t be home for days…!” so when I actually GET the defense bonus, I personally feel I’m ripping off the program to my own undeserving benefit. Hexes are really large places, you see. For all the people who think their troops shouldn’t even come out and fight at all, there’s me happily increasing my constitution while drinking beer around the camp fire.
From my understanding of secondary powers, and I may not be right, is that they change each game except for the ones on the ever popular lists. There are more secondary powers but not always with the same artifact each game.
I have heard (and don’t we love such information - Very scientific) that some artifacts had random secondary powers. The one I remember have been told is #18 - Tables of Dark knowledge, but I haven’t checked this myself. I guess this is the same af svenmoravec says…
Jeppe - Add Mothras to that list and you have 2 commonly known “random lost list” artifacts. Always Researched by mages who are in the process of learning the LAT’s while the main arties are being located.
And the lists were simply put together as people cast the spell over time. I’ve gone through numerous MoS editions and the start is where the editors list “new” and “updated” information pertaining to “The Lists”. Where this information flow stopped, suddenly the lists became static lore instead of of dynamic information.
I’ve researched a couple artifacts on “the lists” and have found different powers in different games - silly +750 swords being held by Dwarves, for example.
But this is all odd, really, as more often than not, the lists are accurate… What it means is, as I said earlier: if the toy doesn’t do what the list says, Do NOT blame the list. AND, it means that YES, if you’re playing the Duns, you’ve gone Free, and you’re bug-hunting the Easterlings, use those two guys to RA 2 artifacts a turn, just for fun…see what you get.
On a side note: Is there anywhere I can get my hands on old Whispers of the Woods articles?
Mouth of Sauron should be availble on our website - but we don’t have any copies of Whispers. We kept a few around for a while but then got rid of them as space was an issue.
I am interested in getting hold of secondary powers for 2950 item lists as the one I have is very inexact. Anyone got a list like that they don’t mind giving out?