FS 18/10

Hello Everyone

AUTOMAGIC We're very happy to announce a great improvement to Automagic. The
new version is called 2002c and is available on the MEPBM Games website
www.middleearthgames.com.

This includes a variety of improvements to error checking and presentation,
but most importantly it allows you to import data.

Starting Monday, 14th October, each turn you recieve will include an XML
data packet, attached to the same email as your results pdf. (XML is a data
format, it's quite easy to read XML files if you open them with a web
browser - such as Internet Explorer or Netscape.)

This file will contain a great deal of the data from your results, including
all your character details. Automagic 2002c can then load these details,
saving you the chore of having to update each turn, and preventing any
chance of a mistake.

If you have an older version of Automagic you will not be able to import the
XML attachments.

          * Please get the new version of Automagic as soon as you can *

Also, we will be bringing out a program called MEOW, which does a similar
job to Automagic but can be run on just about any computer and doesn't
require Excel. It is written in Java, so if you want to use it, you may have
to download and install a large (8meg) file, but it is free.

MEOW is currently in beta testing and we hope to release the first version
in early Winter. It will import the same XML files as Automagic. We'll
release more details presently.

FLAGSHIP RATINGS: Flagship have allowed us to offer a small prize for upto 5
players who send votes into them for Middle Earth. So if you haven't got
your ratings in yet then please do so.

NEW 1650 MAP on the Website - please check it out. It's very useful. 2950
map now on the website. We're intending to use the 1650 map with Nation
borders on it to send out laminated @ �15.00 each. If you are interested
then please get in touch. Although we have checked it multiple times there
might still be errors so please check it out and get back to us if you find
any.

The following new games are filling up. (Descriptions of the type of game
follow - please check this when contacting me with regards to playing in
that game).
Waiting List: When I get all 25 nations into the game I will allocate you
your choice of nation from the list of nations that you have sent me -
please send multiple nation choices. All nations are potentially available
until I set up the game.
Upto 2 nation game: You can play one or two Aligned nations, or one Neutral
nation.
2 nation game: You must play two nations.

Bofa: 2wk [Game 110] Beginners or Veteran's game: 2 available. Bofa Maps
available - A4 Card - �3.00.
1650 2wk [Game 67]: 7 available. Waiting List game.
2950 2wk [Game 219]: Email. Waiting List. 3 nations available.
1000 2wk [Game 40]: Probably going to be a Normal game (ie one nation per
allegiance allowed +20% kid/ass). 5 FP, 4 Neutral, 4 DS taken so far. 12
more nations needed.

Note please ask for variant games we can try to get you opposition for them
if you are interested - mostly Grudge teams though - if I get 10 players for
any single type of game then I will put it up for general availability below
and push it;

Grudge Games we need opposition for:
1000: David R 1650: Steve J (DS team)

I have drop-outs available - don't forget you get a free turn for taking
these up...
E [Early] = 0-10 turn, M (Midgame]= 11-20, L [Late game] = 21+ [A= Aligned
if a Neutral, N= not aligned if a Neutral, P = Postal and Email game, G=
Grudge, 1w = 1week game, 3w = 3week game]
Bofa: None
1000: None
2950: Rhun (m), 2 nations (e-gunboat)
1650: NGon (l), Dog (m), 2nations (e-gunboat)

Thanks
Clint

Player report Game 226 [10/10 ]
After much hardship and struggle, game 226 finally ends with a victory for
the Free Peoples. The game started with the Free Peoples taking the early
initiative and making a strong concerted effort into the Morgul pass. The
Dark Servants countered this by coming out strong from Dol Goldur and
Morannon and invading Lothlorien. By turn 6 the Minas Morgul and Caras
Galadhon had both fallen eliminating the Witch King and Sinda Elves.
However it was soon afterwards the White Wizard stepped away from neutrality
and entered into the fray on the side of the Free Peoples. After gathering
the remains of the Sinda, the combined forces of the Woodmen, Noldo, and
White Wizard were finally able take Dol Goldur and oust the Dragon Lord from
Greenwood on turn 13.

But the success up north was short lived as two fleets from the Corsairs
appeared on the shores of Gondor and capture Dol Amroth and Fanuilond.
Spurred by their recent successes, Dark Servant agents and emmissaries took
the initiative and took control of many Gondor population centers and
assassinated many a brave commander. The Free Peoples were reeling for a
few turns as the Dog Lord and Ice King also sent forth large forces from
Morannon. The contest was close, but in the end our superior agents,
emmies, and cursers prevailed as we stopped the Morannon offensive at Buth
Oviasa and hunted down the Corsairs armies with our agents. The game ended
on turn 20 as the Dark Servants conceded defeat with the failure of their
final offensive.-

Grima Wormtongue

Player report: 15/10 ME229 Game Report

After a hard-fought 20-turn grudge match, the Dark Servants emerged
victorious, having driven their armies across Gondor to the gates of Edoras
and Dunland. Early on, the situation was quite in doubt, but a concerted
team effort allowed us to carry the day.

The scenario was 2950 12v12, World Championship format (no Rhun, Corsairs
and Khand DS, Dun and WW free). The first few turns were fairly normal, with
the Khand and Long Rider armies heading north against the Dwarves and
Northmen, while the Mordor powers fought for the pass. The Mordor economies
were buoyed by several successful buyouts (and one botched mithril buyout)
organized by the Blind Sorcerer and Dragon Lord. Our early game artifact
recovery effort went well, netting us many of the major agent and curse
artifacts. Curse squads were up and running within ten turns, about the same
time the east side of the river was secured for the Dark and Imladris was
burned by the Dragon Lord (after the Noldo hid 2711 to help the Woodmen).

The beginning of the end, however, came on turn 14, in one of the most
unique combinations I've ever seen in ME. The DS had some armies on the west
side of the river, although the bridge had been taken down. DS emissaries
and agents were busy clearing out Minas Tirith, but we assumed North Gondor
would put an army on 2924 to keep it out of our hands. Plans proceeded to
rebuild the bridge and keep pressure on Gondor (including continuing Corsair
naval landings and QA assault from the south). No one could have predicted,
however, how events would transpire. DS armies had been suiciding against
the walls for the previous two turns, besieging the city and preventing new
armies from being hired, while character actions proceeded apace. On turn
14, the Free attempted to hold Minas Tirith by hiding the city with the
Mantle of Doriath. Unfortunately, they were about 63 orders too late. DS
emissaries took Tirith (multiple times, actually) before it ended up,
hidden, in Ice King hands. The next turn, the Cloud Lord stole the Mantle
and spirited it away to be lost forever in the Sea of Nurnen.

The Free almost dropped at that point (Clint actually notified us that the
game was over), but they ended up fighting valiantly until turn 20. Pelargir
was secured on turn 15 (by emissary action), and DS armies ranged to 2527
and the Rider and Northman capitals before it was all over. With multiple
curse and assassin squads eliminating such notables as Galadriel, Saruman
and Elrohir within a turn of each other, the Free were left with no choice
but to concede. Probably the most memorable of the Cloud Lord's many kills
would have to be the elimination of the Free curse company. After locating
the Free curse squad, the Cloud Lord assassinated the company commander,
stranding the squad for a turn, and allowing multiple DS assets to converge
and annihilate the Free mages. It was, to say the least, a bloodbath.

I would be remiss if I didn't mention the largest clash of characters and
armies, the battle for Mount Gundabad. Over several turns, the Free
attempted to move several armies through a Dunadan camp at 2204 (backed up
by their curse squad) to secure a large portion of the Mistys. With the
Curse Squad Waltz (thanks to ADJ for that one) in full effect, backed up by
dragons and assassins, over 20,000 Free troops were eliminated or disbanded,
and the Witch King held Mt Gundabad at the end of the game.

I would also be remiss if, as the Long Rider, I didn't mention the touching
deaths of Din Ohtar (turn 7, assassinated by Elrohir), and his companion
Lomelinde (turn 8, challenge from Elladan). Their faithful service to the
cause of Lord Sauron inspired their comrades to ultimate victory.

Thanks to the Free for a fun game, and to my entire team, who certainly
played as a unit:

Marc Pinsonneault (Witch King), Tom Woestman (Dragon Lord), Ben Shushan (Dog
Lord), Kevin Given (Cloud Lord), Andrew Jones (Blind Sorcerer), Brian Cash
(Ice King), Ulrik Bisgaard (Quiet Avenger), Nick Barnes (Fire King), Jason
Bennett (Long Rider), Matt Ashley (Dark Lts), Peter Nigro (Corsairs), Johan
Nilson (Khand Easterlings)

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