Thanks for the feedback - this is what I have got to give out to new players. I need similar comments for the 2950 game as the 1650 that I have created. Please comment and correct as appropriate for the entire document. Feedback very much welcome.
Advice for selecting Nations for new players
When joining a game:
· Choose either 2950 or 1650. 2950 has a slower build up to 1650 which is very aggressive and active from the game start. Players perfering a slower start should pick 2950 to 1650 games. 2950 games are more character based, but lower economic base to 1650.
· After choosing a scenario (1650 or 2950). Send me a list of the nations from the following list that you are happy to play (the more nations you choose the easier it is to create a balanced game). We strongly advise players choose these nations over any of the others available as they are particularly good for new players to the game.
In order or preference of ease and suitablility of play for new players. Choose Free People in preference to Dark Servants unless you have a strong preference for Dark Servants. They are easeier to play and more independent as a general rule. Dark Servants in Mordor need a lot of diplomacy and organisation to offset the Free Peoples military advantage at game start.
In addition the Dark Servant economic deficit (around 1/3 the income and recruiting base of the Free) is a major hurdle to overcome and often leads to bankruptcy or under-recruit and you get swarmed to by the FP hordes of armies. DS have a strong agent and character advantage and are mostly defende by the Mountains of Mordor.
Neutrals: All Neutrals will need to join a side at some time. Their major advantages are that they are not under threat by other aligned nations at game start as they are Neutral. Neutral nations can sometimes attack other Neutrals be warned! All have a strong economic base and all will need to chat to their aligned adjacent nations if they want to not be attacked by them. From a learning the game perspective it is often better to join a team and learn from your more experienced team-mates. As a Neutral you will have minor ot no assistance in learning the new game.
1650
Free People: Dwarves (8), Cardolan (5), Arthedain (4), Sindar (9), South Gondor (7)
Dark Servant: Long Rider (19), Blind Sorcerer (15), Fire King (18), Dark Lieutenants (20), Dog Lord (13)
Neutral: Dunlendings (23), Easterlings (25), Corsairs (21), Harad (22)
Not Cardolan and Arthedain, nor Fire King and Dog Lord both as new players in the same game. Both Corsair and Harad as new players or neither.
Quick synopsis of each nation follows
Free People::
Dwarves: Advantages: strongly military, difficult to knock out, strong economic base. A couple of strong characters. Disadvantages: spread over map. Special rules dwarves have some agent orders available to them.
Cardolan: Advantages: Strong military, difficult to knock out, decent economic base. Safely in the Northwest this nation is an excellent introduction to military recruitment and movement of large armies. Disadvantages: Weak characters. Special rules: Hire army at no cost (770).
Arthedain: Advantages: Strong military, decent economic base. Safely in the Northwest this nation is an excellent introduction to military recruitment, although weaker than Cardolan and movement of large armies. Disadvantages: Capital can be under threat by your nearest enemy the Witch King. Special rules: Mages
Sindar: Advantages: Strong Characters, good economic base, lots of Magic and agents. Disadvantages: Spread out population centres and armies. Mages are important for the team, so a reasonable level of diplomacy with the team can be daunting for new players. Special Rules: Hidden Population centres, spells.
South Gondor: Advantages: Excellent economy, strong characters, excellent armies. Disadvantages: Team relies on your economic support. The team also needs your military support which can be daunting to organise. Special Rules: Navies
Dark Servant:
Long Rider: Advantages: Strong Characters, decent economic base, good starting armies, safe capital and good agents. Independent to the battle for Mordor so low levels of communication needed. Disadvantages: Lots to learn. Special Rules: Agents, navies.
Blind Sorcerer: Advantages: Best Mages in the game. Very tasty start army. Disadvantages: Minor military impact, very much a support nation. Economy can be dangerous if you keep your army for too long. Special Rules: Magic lots of it.
Fire King: Advantages: Strong military, decent economic base. Low complexity. Nice mix of characters. This nation is an excellent introduction to military recruitment and movement of large armies. Disadvantages: Weak characters. On the forefront of the Gonorian military might you are potentially under threat from them. High level of talking with team-mates and organisation needed. Special rules: Hire army at no cost (770).
Dark Lieutenants: Advantages: One of the strongest Dark Servant nations it has very good characters, good agents. Safe population centres in Mordor. Strong economic base. Disadvantages: High complexity. Weak militarily, supporting role for the team is a necessity including some sacrifice of initital resources probably needed. Defence of Dog Lord, Ice King or Fire King essential.
Dog Lord: Advantages: Strong military, decent economic base. Medium-high complexity. Good characters with a nice mix of skills. This nation is an excellent introduction to military recruitment and movement of large cavalry. Disadvantages: Morannon (capital) protects the route into Mordor the heart land of the Dark Servants. You will come under attack by the Eothraim, Sindar, Northmen, Dwarves and/or North Gondor at some point in the game! Reasonable level of diplomacy with team-mates and organisation needed. Special rules: Summon Mounts.
Dunlendings: Advantages: Good characters, including good starting Mages, with the ability to name new tasty agents. Diasdvantages: Can be attacked by the military superior Rhudaur (24). Special Rules: Name agents @40.
Easterlings: Advantages: Good characters, good military, including good starting Mages. Safe location hard to take out allowing for a slow build up of nations. Diasdvantages: Often forced to go Dark Servant due to their preceived geographical nature. This nation is basically split in half with half the Population centres near the Sea of Rhun and the other in the far southeast whichever side you join its quite likely youll lose the other half.
Corsairs: Advantages: Good characters, including good starting Commanders and best Navies. Diasdvantages: Can be attacked by the long term military superior Harad. Adjacent to the Quiet Avenger communication with this Dark Servant, and the Neutral Harad is essential. Special Rules: Navies.
Harad: Advantages: Awesome economic base. Diasdvantages: Poor Characters, can be attacked by the short term military superior Corsair. Harad is split in half by the sea so knowledge of navies is important. Adjacent to the Quiet Avenger communication with this Dark Servant, the fleets of Free People Southern Gondor and the Neutral Corsair is essential. Special Rules: Navies, Hire army at no cost (770).
2950
Free People: Dwarves (8), Dunadan Rangers (4), Woodmen (1), Riders of Rohan (3), South Gondor (7)
Dark Servant: Long Rider (19), Blind Sorcerer (15), Dark Lieutenants (20), Fire King (18), Quiet Avenger (17)
Neutral: Corsairs (21), Khand Easterlings (25), Rhun Easterlings (22)
Woodmen: Advantages: Pretty safe nation. Agents and a decent economy. Disadvantages: Danger of being attacked by Witch King. Special rules: Need to understand military. Possibly need to learn about Agents.
South Gondor: Advantages: Excellent economy, strong characters, excellent armies. Disdvantages: Team relies on your economic support. The team also needs your military support which canbe daunting to organise. Special Rules: Navies
Blind Sorcerer: Advantages: Best Mages in the game. Very tasty start army. Disadvantages: Minor military impact, very much a support nation. Economy can be dangerous if you keep your army for too long. Special Rules: Magic lots of it.
Quiet Avenger: Advantages: Strong potential economy (Emissaries @40). Military minor (except navies). Strong character nation. Disadvantages: Danger that the South Gondor attacks you with navy. Special rules navies make this nation more complex to play.