FS 26/7

Hello Everyone

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 4] - Veteran or Beginners game - (Vet: ALL 1650 orders
available): 3 Nation taken, but FP nations available. (Please note FP have
been upgraded).
1650 1wk [Game 135] : Waiting List, Upto 2 nation game. 15 nations
available.
1650 2wk [Game 51]: 1,2, 4, 6, 7, 9,10, 12, 17, 18,19, 21, 23,24, 25
available (2 other nations taken to be arranged)
2950 2wk [Game 236]: Email game. Waiting List. 6 nations available.
1000 2wk [Game 40]: Probably going to be a Normal game (ie one nation per
allegiance allowed +20% kid/ass). 4 FP, 1 Neutral, 2 DS taken so far.

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:
2950: Matt (10) 1000: None 1650: None
Last Alliance: None WoTR: None World Championship team: None

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, 1w =
1week game, 3w = 3week game]
Bofa: Veteran (NM - e)
1000: One (l)
2950: Sindar (e), Quiet (e - P), Fire (e-P), (e - P), Long (e - P)
1650: Blind (m), Dun (Gunboat nation), Rhudaur (m-N), East (m-Nx4) What's up
with the Easterlings! :slight_smile:

Clint

Player report: (Long) 24/7: ME65 1650 Game report

After 33 turns the DS triumphed, but this game had some serious twists and
turns.

Only a couple of the DS team knew each other from previous games, there were
two totally new players, quite a few inexperienced and one player who seemed
very experienced, but this was later determined to be an illusion.
Communication was very patchy from the off. Our team covered the UK, US,
French Canada and Australia. We soon found out that Kevin (Bobbins) was on
the FP team, but that they had newbies as well.

We got in contact with the Easterlings and Dunland, but discovered that the
FPs were 'bombarding' the neutrals with communication whereas our nominated
diplomats seemed incapable of stringing words together. A period of in-team
bickering began just after turn 1 and continued on and off until turn 7, not
really ideal. At one point a player later excuses sending a very fraught
email on the grounds of 'drinking too much coffee and Red Bull'.

Luckily the Freeps didn't really take advantage of our chaos and didn't
press Mordor, they also put very little economic pressure on us throughout
the game, with market prices quite high most of the game.

There was an early stumbling block when Dark Lt and Fire King Commanders
died failing to take 3124, and the DS managed to use a huge number of
characters and mages in an extended, and failed, attempt to find the Ring of
Wind which covers turns 1-5.

Early contact with the Corsairs and Harad indicated that they were either
mercenary or deranged. Dunland and Rhudaur seemed friendly and Easterlings
made a reasonable request of 2 artifacts to go DS.

Turn 4 and everything went wrong. The Dragon Lord had missed turn 3, he
then missed turn 4 and was eliminated when the Eothraim, Sinda, Noldo,
Northmen and Woodmen worked together to take his two MTs. At the same time
an Eothraim cavalry army had got into the back of Mordor and onto Cloud Lord
towns.

We had a bit of fun when the Sinda impersonated the Corsairs and was caught
out, the real Corsairs didn't appreciate being misrepresented, but
unfortunately the QA had also upset the Corsairs with some Aussie honesty.
It was looking like the South was unstable, but it also didn't seem likely
that either big neutral would jump in a hurry. In fact they were both
telling us that they'd like to declare the same way, which seemed like good
news as the Corsairs told us he had 'evil leanings'.

Turn 5 and an order error caused us to fail to take 3124 a second time we
also discovered that Dudannis (Northmen agent) now had the ROW, despite us
having located it on turn 1! We still haven't recovered any major
artifacts.

Turn 6 and the WK is feeling under pressure, but it seems like Arthedain and
Cardolan both miss their turns at just the right time. The Easterlings and
Rhudaur tell us they will go DS, but Dunland is going FP. The Eothraim
burns a CL town.

Turn 7 and the Fire King drops stating disgust at our (lack of) team play,
but the drop might be more due to the condition of his position. Kyle (Dog
Lord) takes it over, there is a Huge SG army on the FK capital...and the
Fire King only has 3 commanders for some reason, not ideal in a nation that
hires armies for free.

Turn 8 and Haradwaith surprises everyone by turning DS. He tells us he has
347,000 gold, which explains why the market has been so good, we don't get
much information on his position but it later becomes clear that hes got
loads of gold because he hasn't spent much improving Harad or its
characters. We also get confirmation that the Easterlings are DS and
attacking the Freeps. At the same time the Blind Sorceror drops and we get
to see his pdf for the first time. It explains why we haven't found any
artifacts - the BS position is in a mess, the new BS, Jacques (WK),
describes it as 'almost useless'. Pat the Ice King, plays a blinder and
charges down to sort out the West gate. Corsairs tells us that he's going
DS on turn 9. The Eothraim cav in Mordor burns another CL town.
Communication has now improved massively, whether this is due to need,
better results, or the loss of certain players is up for debate. The Dog
Lord and Ice King are doing a good job with their armies.

Turn 9 and the Corsairs go FP, incensing the QA who had made complex
arrangements for the transfer of his navy and a V/T for a Corsair victory
condition. Corsairs navies are all over the Harad pop centres. It makes
for a more balanced game though! Up North the WK is under pressure from
loads of different Freep nations and Rhudaur remains neutral.

Turn 10 and the Easterlings go DS officially, but they seem to have been
attacking the FPs for 4 turns. Communication with them is sparce in the
extreme. Cloud Lord agents are active in the North. Harad is being overrun
by Corsairs, NG and SG, and is not putting up much of a fight. The Eothraim
Cav burns the 3rd and final CL town.

Turn 11 and the QA keeps the WK in the game by giving him a MT and gold.
Murazor gets eaten by Scorba the dragon. The IK captures 3024. Reports of
Freep agents increase significantly. All we hear from Harad is that he is
being overrun, but with no detail, no pdfs and no replies to offers of help.
Rhudaur goes DS but is under massive attack immediately.

Turn 13 and the CL has terminated 13 FPs, holds 4 hostage, and has now made
the SG and Corsairs capitals no-go zones. The market prices collapse.
Harad's capital is under threat. NG's capital at 2924 is hidden just as
overwhelming DS force arrives there, brilliant timing by the FPs. Harad
gold finally leaves his vaults: 100k sent to the QA.

Turn 15 Elrond is taken out by Din Ohtar and the Pectoral is recovered in
the process. The QA is fighting a losing battle against the Corsairs. The
Easterlings get in touch after five turns of silence and offers gold to
desperate Dark Lts, Cloud Lord and Blind Sorceror. He reveals that he owns
the Rhun area, but the Eothraim core remains. Two Cloud Lord agents in the
North have now removed over 10,000 troops from the FPs. Dog and Ice King
armies are tearing into NG, but 2924 remains hidden.

Turn 17 The Dog Lord keeps Rhudaur in the game with a MT transfer, but is
then under attack by two Huge Sinda armies. A huge battle takes place at
2927 and the DS capture it with Dog, Drk Lts, Fire King and CL armies
participating. The ROW is finally taken after chasing it for 12 turns by
assassinating the current FP owner. The Cloud Lord has killed 22 Freeps and
holds 5 hostages. The Sinda capture a Dog Lord town and City. Kevin
(Bobbins) tells us that the Freeps have had a mass drop, with seven nations
dropping out, but that they have found replacements for them all!

Turn 18 The WK and Rhudaur have been removed from the North and the Freeps
own all the North and West of the map. Harad is still struggling, but DS
armies are swarming around SG and NG.

Turn 20 and SG is holding the DS off at 2527. The DS finally have an active
Curse squad and Tharudan is assassinated, recovering Tinculin. The Cloud
Lord has iced 29 Freeps and holds 6 hostages. 2924, NG capital is finally
revealed. Harad is still playing but hasn't spoken to the DS for four
turns. The Long Rider has no hostages, but has collected 17 artifacts.

Turn 21 and the IK and LR are attacking the Eothraim core. For some reason
the Dwarves and Sinda send 40k gold to the IK. Dog and IK are starting to
attack Dunland. The Dark Lts drops for personal reasons and Aussie Phil
(QA) takes over.

Turn 24 CL Emi takes 2924 from Eothraim (NG is out) and CL agents are
covering Arthedain, SG, Duns and Cors capitals. The QA capital falls to the
Corsairs. Harad gets in touch after nine turns of silence.

Turn 25 and Glorfindel dies on a Cloud Lord knife, liberating 5 artifacts,
including +85 of Command arties. QA captures Corsair capital, returning the
favour, all Corsairs forces have now been swept from the QA map for the
first time in the game. The WK is eliminated.

Turn 26 and FK captures Woodmen MT/F 2527. CL threatens Eothraim MT/F 2325.
The FPs have a curse squad operating. LR assassinates Thranduil and gets
some nice arties. IK burns Duns city at 1917. Freep Emis flip 2121 MT/F
from the Dog Lord.

Turn 27 and IK burns the Dun capital, CL threatens SG MT/F 2223

Turn 28 and the QA captures a Cors City, Rhudaur takes a Cors MT with Emis
and the BS captures a Cors MT. There are lots of Freep agents training up
stealing from the DS.

Turn 29 The Freeps appear to rally, with curse squads, Emi companies,
assassins and lots of agents stealing.

Turn 30 after lots of army and Emi pressure, the CL Emi flips SG Capital
2227. The Easterling drops and transfers the position to the Long Rider.
Somehow, over the ten turns that the Easterlings have not spoken to the rest
of the team the position has been devastated, with all North and Rhun
holdings being recaptured by Sinda, Northmen and Dwarf armies. QA takes two
more MTs from the Corsairs. Dark Tower constructed at Barad-Dur. CL has
Cors, Woodmen, Arthedain and Dwarf capitals under agent siege, Rhudaur is
covering the Cardolan capital with agents. The DS have been trying to find
the One Ring to stop the FPs getting it, but haven't yet found it.

Turn 31 Harad drops and has also left his nation in disarray. It is picked
up by an IK/BS tag team.

Turn 32 QA captures another Cors MT. Minas Arnor lost to FP emis. CL has
terminated 54 Freeps and has 15 Freep hostages. LR, Dog Lord and IK have
the last Eothraim and SG MTs surrounded by armies, agents and curse squads.
Northmen Emis take 2927 from Fire King. QA Emis are pressurising Arthedain
and now the Noldo capital is under agent siege, too. The Duns appear to be
out. The DS have a 3rd curse company up and running. The Rhudaur map has
been incredibly useful since the WK was eliminated. Communication and
co-operation have been at a high between the DS for the last 5 turns.

Turn 33. The FPs conceed. The DS are surprised, we thought they were
rallying and we were quite worried about what this horde of FP training
agents might soon be capable of. Special thanks to Kyle for the
organisation, Pat for the superb FP character threat summaries, Jacques and
Phil for their wild enthusiasm in the face of almost continually tough
circumstances for their nations, Mac for sticking with it despite being a
3rd world Rhudaur for most of the game (I really think that without the
Rhudaur map we could have lost, or at least been in the game for another ten
turns!) and Chris for quietly fighting the good fight in the East.

Overall it was a lesson in persistence and resolving differences between
team members, but against a better organised FP team we would have certainly
lost.

Final standings: 1st IK 2nd CL 3rd QA

Tony Ackroyd Cloud Lord

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