FS 24/8

Hello Everyone...

24/8 1650 Scenario, Game 60, A Win for the Dark Servants! (Player report)
Formal Game Winners:
First Place: Dragon Lord (Greg Shaffer)
Second Place: Easterlings (Andrew)
Third Place: Noldo Elves

A well-coordinated team victory by the DS on turn 14. The Northmen missed
turns and was eliminated early, followed by an Eothraim who had economic
support but not army support from his allies. Way too few FP troops were
mobilized for them to fight this war effectively (the Dwarfs couldn't do it
alone). The FP finally conceded when 11,000 DS troops with dragons and war
machines arrived at the NG capital, Long Rider cavalry arrived in western
Gondor, and the Woodmen couldn't stop a Dragon Lord invasion.
Due to generous team play, no DS nation (other than Rhudaur, briefly DS) was
eliminated or even driven from their homeland. Most of the neutrals had
already responded positively to superior DS team play & diplomatic efforts;
Cardolan was overrun with Dunlendings, and Easterling armies drove all FP
resistance from Rhovanion. The non-existent race with the Elf mages for
locating lost artifacts was firmly won by the DS, making DS agents deadly
from the very start. Dragon recruiting was pursued aggressively by DS, with
no preventative measures taken by FP to reduce the number of dragons
recruited. Chock up another win for well-coordinated allies who support
each other selflessly!

20/8 The Pubmeet went with a bang - thanks for all those who turned up we
had 22 players turn up all told and had a cool chat about the game,
mechanics and a fun time with the 77 crowd. :slight_smile:

20/8 Pubmeet part II: Okay looks good for the weekend game of ME in
Copenhagen. 19th Jan start, pubmeet in the evening of the Sat, and finish
late Sunday. Please get in touch if you are able to make it. We've got
around 13 players so far.

10/8 Latest update done on this. Neutrals still show up but the rest should
be sorted now. Thanks for the input it's been very useful. Please tell us
if you notice any irregularities here please!

I have drop-outs available - don't forget you get a free turn for taking
these up...
E= 0-10 turn, M = 11-25, L = 26+
1000: 5 - two of them are NK
2950: None
1650: DogL (e), Corsairs (e), Harad (e), East (e)

and the following new games filling up:
1650 2wk [Game 86]: 3, 12, 15, 18-20, 24
1650 1wk [Game 130]: Send me a LIST of nations - when I get to 25 players I
will allocate the positions - 14 positions so far (Note 95% of players get
their 1st choice)
2950 2wk [Game 222] 2 nation game (ie any aligned player can play 2
nations): 1, 4, 6, 7, 21, 24
1000 2wk [Game 46]: NKA (No Kidnap or Assassination game] we need 1 player -
FP prefered

Grudge Games we need opposition for:
2950: 1 teams 10/12 Any alignment 1 wk Ben Shushan, 1 team of 10 Greg
Schaffer, 1 Team of 2x6 = 12 Tom Francis, 1 Team of 10 with 4 new players -
Matt Lincoln
1000: 1 team 9-12 player team (any alignment) David Ruzic
1650: 1 x 6 player Team Nick Nicolau needs 4 more players

Thanks

Clint

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I wasn't isn't this game but it sounds like the Dark
Servants had at least 3 of the neutrals (Rhudaur,
Duns, Easterlings) and maybe more, plus the Freeps
were plagued by drops and poor play.

Hmmm. Sounds rather like Ronald Reagan bragging about
his invasion of Grenada. From where I sit in the
cheap seats it is far more impressive to win against a

nobler opponent...

Nevertheless, congratulations on the victory.

J-

···

--- MiddleEarthGames <me@MiddleEarthGames.com> wrote:

24/8 1650 Scenario, Game 60, A Win for the Dark
Servants! (Player report)

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I was in the game too. We got Rhudaur, who then died the turn after. We
also got the Duns and Easterlings. We then effectively told the Corsairs
and Harad that we didn't want them, unfortunately the FPs didn't seem to
want them either.

Nothing like RR. Both sides had the standard resources and opportunities to
court the neutrals. The DS used theirs. The FPs didn't. Maybe a lesson
here?

I don't think any of the FPs dropped, but they were certainly plagued by
poor play and almost non-existent teamwork.

Most of the DS team has asked for a grudge game as the FPs, so we are indeed
seeking our nobler opponents.

Tony Ackroyd
QA

···

----- Original Message -----
From: Joseph Williams <rhudaur@yahoo.com>
To: <mepbmlist@yahoogroups.com>
Sent: 24 August 2001 19:03
Subject: Re: [mepbmlist] FS 24/8

--- MiddleEarthGames <me@MiddleEarthGames.com> wrote:
> 24/8 1650 Scenario, Game 60, A Win for the Dark
> Servants! (Player report)

I wasn't isn't this game but it sounds like the Dark
Servants had at least 3 of the neutrals (Rhudaur,
Duns, Easterlings) and maybe more, plus the Freeps
were plagued by drops and poor play.

Hmmm. Sounds rather like Ronald Reagan bragging about
his invasion of Grenada. From where I sit in the
cheap seats it is far more impressive to win against a

nobler opponent...

Nevertheless, congratulations on the victory.

J-

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TONY A & JANETTE S wrote:

Nothing like RR. Both sides had the standard resources and opportunities to
court the neutrals. The DS used theirs. The FPs didn't. Maybe a lesson
here?

This is a trend I have noticed. The FP, in games I have played DS, have not
recruited neutrals as heavily as the DS. WHY NOT?
I alway try and recruit every Neutral. Sometimes I end up with neutrals I don't
want an the ones I want end up going the other way because my side has too many
already but that is the part of diplomacy.

Kurgan

More players playing for the first time perhaps? Most people having
their first ever game opt for FP, in the spirit of the book. This is always
raised whenever the question about why DS win most games is raised.

The Player Rating System, should help us to avoid mismatched teams.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

kurgan <kurgan@olp.net> wrote

This is a trend I have noticed. The FP, in games I have played DS, have not
recruited neutrals as heavily as the DS. WHY NOT?

Problem with a player rating system is that it
discourages players from sacrificing themselves
for the greater good of the team. Even if you
have teams "vote" for the best teammates the
value of a selfless player is not understood
by newer players, typically overlooked by more
selfish players, and rarely appreciated by other
than the very best players.

We saw how ugly that behavior got back in the Deft
Gaming days when it came to the winners' certs.

J-

--- wrote Laurence G. Tilley:

···

The Player Rating System, should help us to avoid
mismatched teams.

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I'm confused. I'm a relative newcomer to the British company, having
played most of my Middle Earth with GSI out of Miami, Fl USA. What
is this player rating system? I haven't seen it, or know anything
about it. Is this something that we're doing already? Or is it
something that is coming down the pike?

Scott

--- In mepbmlist@y..., Joseph Williams <rhudaur@y...> wrote:

Problem with a player rating system is that it
discourages players from sacrificing themselves
for the greater good of the team. Even if you
have teams "vote" for the best teammates the
value of a selfless player is not understood
by newer players, typically overlooked by more
selfish players, and rarely appreciated by other
than the very best players.

We saw how ugly that behavior got back in the Deft
Gaming days when it came to the winners' certs.

J-

--- wrote Laurence G. Tilley:
> The Player Rating System, should help us to avoid
> mismatched teams.

__________________________________________________
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Messenger

···

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Depends on which system we adopt, it doesn't have to include voting,
and voting might only be a partial element. Your point, which I find
very convincing actually, is a good argument for a very simple system: 1
point per player for each team win.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Joseph Williams <rhudaur@yahoo.com> wrote

Problem with a player rating system is that it
discourages players from sacrificing themselves
for the greater good of the team. Even if you
have teams "vote" for the best teammates the
value of a selfless player is not understood
by newer players, typically overlooked by more
selfish players, and rarely appreciated by other
than the very best players.

sm_069@yahoo.com wrote

I'm confused. I'm a relative newcomer to the British company, having
played most of my Middle Earth with GSI out of Miami, Fl USA. What
is this player rating system? I haven't seen it, or know anything
about it. Is this something that we're doing already? Or is it
something that is coming down the pike?

Hi Scott,
The player rating system is something we're talking about as an opt in
arrangement for recording the success of players from game to game.

The call for it comes from the dissatisfaction many players have with the
Victory Points system, and a desire to encourage better team play.

At present we're at Stage One, which is asking potentially interested
players to submit their details for a player roster, which we'll post on the
web. See the form at the end of the last issue of Bree if you're
interested.

Stage 2 will be debate here, and eventual voting, as to which kind of
player rating system we adopt. Some favour a vote by each player at
the end of the game for "best player" "best opposition player" etc.; a
proportional voting system; a simple games won system; a 'better' VP
system; a system which amalgamates two of these; etc. A player roster
could have columns, which show for example: games played; votes
won; games won (i.e. in winning team); total old VPs... and this may be
attractive because different players could make their own judgements
based on the data. If you thought that the voting system stank, you
could simply ignore that column, and look at team games won.

Can I politely ask people to hold on to their ideas for stage 2 for the
moment. I've been talking to Clint, and the stage 1 player roster is in
hand...

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

--- In mepbmlist@y..., "TONY A & JANETTE S" <janton@c...> wrote:

I don't think any of the FPs dropped, but they were certainly
plagued by poor play and almost non-existent teamwork.

Actually, most the Free People dropped at one time or another. The
reason the remainder of us conceeded was because we were left with 4
people each running 2 nations

Eothraim dropped on turn 4
Eothraim + Northmen eliminiated on turn 5ish
Cardolan + Arthedain dropped on turn 10
Noldo + South Gondor dropped on turn 11
And finally on turn 13, first the Dwarves, then N+S Gondor, and then
the rest of us dropped.

As for neutral, Haradwaith was on the FP side, and fighting the
Corsairs before the end :slight_smile:

sm_069@yahoo.com wrote:

I'm confused. I'm a relative newcomer to the British company, having
played most of my Middle Earth with GSI out of Miami, Fl USA. What
is this player rating system? I haven't seen it, or know anything
about it. Is this something that we're doing already? Or is it
something that is coming down the pike?

It is something which has been proposed to replace the current Victory
Point system with a measure more accurately reflective of both technical
skill and less objective things such as team play and communications. A
tall order to be sure, but desired by many.

As long as we're on the topic, here's my $0.02 worth:

In previous discussions I mentioned that in some games such as Victory!
(which I mention mostly because I'm familiar with it) the victory points
are based on concrete things such as number of enemy forces destryoed,
territory gained, etc. In addition, each player is allowed to choose
from a list of optional goals such as destroy the most enemy ground
troops, have the highest treasury, or have the highest national morale
(sort of a global loyalty instead of the pop-center based we're used
to).

The current system of measuring VP's by the nation's primary resources
(population centers, characters, and troops) is not so bad IMHO; but the
measure of wealth, if used at all, should at least include the value of
other resources held. It's the nation Victory Conditions that seem to
be the real sticking point, since they appear to be fairly random and in
many cases encourage either backstabbing or at least non-cooperative
play.

Ergo, as seems to be the custom, I hereby propose my version of an
alternative:

First off, while nations should be given some running measure of how
they're doing, this should not be expressed as 'Victory Points' since
'victory' *anything* by definition belongs only to the victors, i.e.,
the winning team. If nothing else, this removes the annoying spectacle
of seeing an undeclared Neutral or enemy nation in the 'Top Three.'
Moreover, it focuses attention where it belongs - on what you're doing
right now.

Final Victory Point totals would be broken down into several categories;
overall total possible is 10,000 instead of the current 2500.
Mathophobes please bear with me - this is not as bad as it looks!

30% (3000 points) would be based on measures of national strength -
armed forces, population centers, and characters. Note that there is no
category for gold, since population centers are the basis for economic
power and the level of gold in the national treasury is not only
incomplete but redundant in reflecting this. Each category is worth
1000 points, with the highest nation [1] being arbitrarily set at 1000
and others valued on a percentage basis - IOW if your army is 80% the
strength of the highest nation you get 800 points. (As matters stand it
is possible for even slight differences in strength to put a nation
several places down the list giving a disproportionately low VP rating,
or less commonly a far weaker nation may be 'next' with relatively
little difference. The proposed measure allows a more direct evaluation
of relative strength.) Nations should get a rough (but not exact)
measure of how they are doing in each category as the game progresses,
e.g. 'Military advisors indicate that our armies are [the most powerful,
very strong, strong, above average, average, weak, very weak, puny,
pathetic] compared to those of our allies.' (Yes it's possible for all
nations to be at or above 'average'!) Lastly, measure of the 'strength'
of population centers should include some factor for the ability to
produce resources (both taxes and materials).

35% (3500) of the VP's would be based on achievements during the game
such as:
* Strength of enemy troops destroyed
* Value of enemy pop centers destroyed/captured
* Value of gold and resources produced
* Value of gold and resources sent to allies
* Number and/or strength of enemy characters killed
* Number of artifacts found/recovered/stolen
etc.
There would be 7 categories (not necessarily those mentioned), each
rated at 0 to 500 points as for the nation categories above. Again,
some sort of running total should be provided.

20% (2000 points) of final score would be based on nation victory
conditions at 400 points each; these would be all-or-nothing, either you
get the points or you don't. One of the Victory conditions should
reflect the nation's personality, goals etc. and be invariable from one
game to the next - for example Northern Gondor might seek to hold all 3
pop centers from 2924 to 3124, or the Corsairs might seek to own
Pelargir. In 2950, the Dunadan Rangers might want to keep Aragorn
alive, and the White Wizard definitely wants to find the One Ring - but
he has to keep it to get the points! The other 4 VC's should be chosen
by the player, based on what they hope to achieve. In addition to
familiar goals such as owning a particular pop center or gaining 10
additional artifacts, players could choose from such things as:
* Have the largest army (or most powerful armies) at games end
* Keep a particular character alive to the end of the game
* Make the highest total profit from selling products
* Ship the most gold and resources to allies
* Steal the most gold from enemies
* Have the greatest increase in [armies, pop centers, characters]
between game start and end - a good chance for weak nations to get some
extra points, as it's far easier for the Woodmen to double their
character points than it is for the Noldo
* Have the highest average pop center loyalty
In fact, one might allow players to design their own VC's so long as the
goal is measurable, attainable, and doesn't involve acting against
teammates - for example you cannot seek to hold an artifact that starts
with an allied nation.

5% (500) of VP total is based on achievement of various 'feats' or, if
you will, general Victory Conditions open to all nations. These would
be minor but satisfying or symbolic achievements such as destroying or
capturing an enemy capital, ownership of a strategic population center,
killing an enemy's leader (Nazgul, Elrond, Tarondor, Eoder, Saruman,
etc.), keeping your nation's leader (or all 8 starters) alive to game
end, or coup de grace (eliminate a nation by direct action such as
capturing the last MT or killing the last character). Each is worth a
set number of points with an overall cap of 500 - past a certain point
pulling off feats is just hogging the spotlight! Successfully
destroying the One Ring would be worth 500 points all by itself.

10% (1000 points) of final score would be based on vote by team members,
again on a sliding scale from 1000 (unanimous first place votes) to 0
(unanimous 'you suck' from your teammmates). Exactly how players would
vote is open to question, but it should be possible for everyone to get
a 'good' rating if the team is in fact well-knit and capable; rating
each separately from 1 to 10 would be the simplest way to do this, but
maybe a limit on the number of '9' or '10' ratings would be advisable.
[2] Here's the kicker: Losing alliances also get to rate their
teammates, and all players' ratings are listed separately in the game
report.

Scores could then be reported something like: [3]
   Game 1650/27 Nation VP/Rank Player Rating
      Top Nations: Noldo 7765/1
                    Northern Gondor 7542/2
                    Dunlendings 6232/3
      Players:
         John Doe Woodmen 4556/10 (775)
         Jim Shue Northmen 5672/8 (780)
         Ben Dover Eothraim 2336/12 (850) Nation Eliminated
         Anne Other Arthedain 5784/7 (820)
         Mike Hunt Cardolan 6104/4 (540)
         Jim Shue Northern Gondor 7542/2 (860)
         Ben Dover Southern Gondor 5996/5 (850)
         Anne Other Dwarves 3225/11 (820) Nation Eliminated
         Mike Hunt Sinda Elves 4783/9 (540) Nation Eliminated
         John Doe Noldo Elves 7765/1 (775)
         Oh My Witch King (820) Resigned
         Golly Gee Dragon Lord (760) Nation Eliminated
         G. Whiz Dog Lord (850) Nation Eliminated
         Dat Hurtz Cloud Lord (670) Dropped
         Oh My Blind Sorcerer (820) Resigned
         Jack Koff Ice King (650) Nation Eliminated
         Golly Gee Quiet Avenger (760) Resigned
         Jack Koff Fire King (650) Nation Eliminated
         G. Whiz Long Rider (850) Nation Eliminated
         Dat Hurtz Dark Lieutenants (670) Dropped
         Jim Shortz Corsairs (N) ( 0) Undeclared
         I. Noshare Haradwaith (DS) (440) Nation Eliminated
         York Hunt Dunlendings (FP) 6232/3 (450)
         Kid Ding Rhudaur (FP) 5889/6 (790)
         Ring Ding Easterlings (DS) (860) Resigned

Note that Dark Servants only have Player Ratings listed, while the sole
undeclared Corsairs get nada. (In Fourth Age games Neutrals are an
alliance unto themselves and could rate each other.)

A cursory glance at the above standings would indicate, for example,
that Kid Ding got both a respectable score for Rhudaur and good ratings
by teammates, whereas the Hunts (brothers perhaps?) may have made
respectable scores but did not exactly endear themselves to their
teammates. Anne gets good marks for team play despite losing a nation.

Over time individual players could develop a history that looks like
this:

John Doe
   1650/27 Woodmen 4556/10 (775)
           Noldo Elves 7765/1
   1650/36 Northern Gondor 4532/8 (750) Nation Eliminated
   1650/47 Witch King 8996/1 (890)
   1650/89 Haradwaith (DS) 5666/4 (810)
   2950/22 Rhun (FP) 6704/3 (790)
   2950/76 Corsairs - Undeclared, no points
   1000/15 Buggles (N) 4550/5 (780)
   1000/29 Wrecking Crew (DS) (830)

Well, that ended up being a lot longer than I planned, but IMHO it's not
as complicated as it looks, and requires no changes in the essential
game mechanics - however it would require a little extra code and some
more work for the GMs so maybe not very feasible.

OK, fire away...

-ED \1/

[1] Whether the index is the highest on the winning team or the highest
overall is a point of legitimate debate.
[2] This is simply an overall rating; one could have separate ratings
for skill and team play, the former being used to 'match up' players on
similar ability to keep newbies from getting steamrollered. I submit
that a separate skill rating is unnecessary since it is easy enough to
just match players by how many games they've been in - ex. 0-5 'Newbie,'
6-15 'Veteran,' 16-30 'Master,' 30+ 'Grand Master.'
[3] Disclaimer: Stats are for illustrative purposes only. Any
resemblance to actual players, scores, or games is purely coincidental.

When I said I didn't think any 'dropped' I meant that we hadn't seen any
missed turns. I guess the 4 nations which were taken over didn't miss turns
because you guys took them over straight away?

The Eothraim and Northmen were both eliminated by our team targetting their
MTs, but we were suprised that they didn't get replacement capitals given to
them by the rest of you.......

For interest for anyone else, our team was Transatlantic and none of the
players had played together before, we also had two complete newbies and a
few relative newbies. I would only call one of our team 'very' experienced.

Tony
QA ME60

···

----- Original Message -----
From: <oysteint@ifi.uio.no>
To: <mepbmlist@yahoogroups.com>
Sent: 26 August 2001 14:28
Subject: [mepbmlist] Re: FS 24/8

--- In mepbmlist@y..., "TONY A & JANETTE S" <janton@c...> wrote:

> I don't think any of the FPs dropped, but they were certainly
> plagued by poor play and almost non-existent teamwork.
>

Actually, most the Free People dropped at one time or another. The
reason the remainder of us conceeded was because we were left with 4
people each running 2 nations

Eothraim dropped on turn 4
Eothraim + Northmen eliminiated on turn 5ish
Cardolan + Arthedain dropped on turn 10
Noldo + South Gondor dropped on turn 11
And finally on turn 13, first the Dwarves, then N+S Gondor, and then
the rest of us dropped.

As for neutral, Haradwaith was on the FP side, and fighting the
Corsairs before the end :slight_smile:

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