While I know there are players who wish this game to move even more towards a chesslike/strategy game, it was designed and intended to be a wargame. My fellow wargamers might find of interest a recent Fortune Magazine issue. It deals with decesions, good and bad, and how they are made.
Included in the magazine is the U.S. Marines’ doctrine on decision making, which parallels my experience in the U.S. Army and, indeed, in other large organizations. They can be applied to the wargame called “middle Earth”.
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Use your initiative. If you have to constantly seek guidance/approval of others/superiors you are a limited asset. Work within the mission but make your own decisions.
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Make decisions quickly. In ME we have the luxury of one to three week decision cycles, so this is less applicable. The military commander might have one to three seconds to make a decision. Still, don’t dither.
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Do something rather than nothing. Or as we use to say in the Army “do something even if it is wrong.” Constantly reacting will lose the game for you.
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Seventy percent is good enough. Perfect and complete information is impossible. If you think you know 70% of a situation it is enough to win, since it allows you to make good decisions.
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Team work. No body can do everything well himself. This is thrust home in the game constantly.
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Don’t fear making mistakes. In the game you only kill makebelieve characters and troops. Unlike the real commander who kills real men. So, why fear a mistake?
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Don’t micromanage. You kill creativity and initiative this way. More and more games/players are moving towards a fascistlike regimentation. Efficiency is everything. This will only work if your opponent is non-creative.
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Have clear objectives. Your ME team’s strategy should have a clear mission. IE, eliminate Rhuduar and then the WK.
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Share the lessons you learn. At least with your ME allies and friends.