OSGILIATH, GONDOR – Following closely on the heels of the hugely popular and successful “Occupy Ithil” movement, the “Occupy Osgiliath” offshoot has gained traction the past fortnight as tens of thousands of orcs, trolls, and goblins have taken up residence in public areas. This reporter estimates their numbers at close to 100,000. Gondorian police and all other security personnel have fled the city in panic. Anachary reigns as hooligans destroy the footbridge over the Anduin. After parading his troops down the tree-lined Avenue des Champs-Valinor, The Warlord pledged to restore order. “Fear, the city is rank with it. Let us ease their suffering. We 99% will no longer submit to the oppression of the 1%. The age of Men is over. The time of the orc – and other downtrodden, politically repressed non-human races – has come!”
Be pissed all you want but we did not have good “starting locate luck” as you put it. Actually some on our team felt like we had a bad set of starting spells, including not a single LAT. The artifact hunting game is the effort you make of it; and yes, we did put no small effort to the task. Sidebar: I was fairly certain you got a critical early rumor at the RoC site, for we did not. After the game we should definitely compare notes.
It’s T7 and the FP have yet to put an army into Morannon, Osgiliath, or any WK center other than Gundabad, which we abandoned T1. We are feeling very good on these fronts as well as Umbar.
No comment on any of the other issues you raise. As Clint is fond of saying, it will all be discovered in the course of play.
Greetings Warlords,
looking on spells etc. … it’s more ore less always the same.
One side get a good set the other party not…
… next game it might be different!
So good luck, then!
Have Fun!
Gixxx
I’ve never been in a game where on T0 someone said, wow, what a great spell set we have. Usually the contrary is true, and there is grumbling about rotten luck. Without a doubt there are always multiple valid choices for what the big mages ought to be doing turns 1-3, but if you have the dedicated focus to have them start up the artifact lore list beginning T1, by T3 you can have a lot of LAs & LATs regardless of your starting lot. Much easier for the DS to do so, but in a grudge setting the Dun mages & Meriot can make a contribution too. So while it may appear one side got good spells, it may just be that they were more focused.
Na, that’s not the whole truth.
The DS have the better skilled mages and a LA coming up with the start-up will be enough. Of course the Freps have the same chance, but they don’t have a Drag able to learn teleport and move out to get the toys.
So in the most cases the DS have the better chance to get the major toys.
… but the Freps have their military power (as you can see, your CL is out of the game).
Will be interesting to follow your game reports.
Have Fun!
Gixxx
Dear Drew,
I find it very hard to believe that you did not start with some spells in the locate sequence. We know for a fact that you had the encounter for RoW, RoC and #188 turn two, which means that you must have located these artifacts turn one.
The question is not whether you start with LAT but whether you can learn and cast it quickly. FP started with one RA on a 50 mage, and the LA of course failed turn one. By the time we had LAT turn 3, you had already picked up the major artifacts, but that of course just how things usually are for FP in these games. The times we have played DS, we have also secured all or most major artifacts.
I don’t disagree with anything you say here. And since when is the ‘whole truth’ ever told on this forum?
Kim,
I only said no LATs, not that we didn’t have any spells lower on the list. I agree that the DS have some inherent advantages to the initial artifact hunt, and we did our best to exploit some of those, but my point really was: rarely does a team feel they have been dealt good luck in spells. When you have no LATs, maybe a handful of LAs and RAs combined, and some of these spells are on certain multiclassed mages who have a number of other very useful things they could be doing T1 & T2, how many teams decide to have every mage that knows LA or RA learn and cast on T1? Then on T2 continue your triangulations on the ones you didn’t trip, and devote the characters to cover the possibilities up to 7 hexes in some cases? Sure some teams will, but not all, and once again I agree it is usually easier for a DS team to do so. But some teams will haphazardly try locating a few artifacts and write the rest off as bad luck on the starting spells. It’s a particular allocation of your resources that could be used doing other things. Granted there was one artifact in particular where we got lucky tripping the encounter without having covered all the possible at/near hexes, but there’s always some good luck and bad luck in any game. Cheers!
Drew
Hi lads
Had the good luck/bad luck thing re LATs at startup come up in one of our games recently. Here’s the cold hard numbers and experience. I found that M50’s without artifacts were successful at LAT far less than 50%, probably more like 25% and really not worth the time waste. With decent arty support in the region of +25-30 they were normally successful but there did seem to be some discrepancy with the more powerful arties often causing them to be unsuccessful. The M60s and better had a clear advantage and were normally successful at every cast if they had a small arty on them.
So Freep v’s DS.
Freep have 9 Magi of M50 or better (counting Duns and Corsairs) compared to DS 15. DS has a 167% advantage
M60’s or better, DS have 4 to Freep 2 - So the most successful magi are a 200% advantage to DS
Startup spells across M50s and better are 81 to DS and 48 to freep - an advantage of 169% to DS.
DS have 12 mage arties to Freep’s 5 giving a 240% advantage (and a much wider spread ie freep are limited to 5 or 6 LATers no matter what they do)
The strength of those arties combined is +285 to DS and +130 to freep, a DS advantage of 219%
No matter how you look at it, the least advantage in any section the DS enjoy is +67% with most factors over +100% or double the Freep punch.
I’ve seen startups that completely defy this probability of course, but statistically, the DS should splatter the Freep in the arty hunt so long as they pay attention. When you add the capability of throwing PC75 or better characters capable of taking the encounters, the DS having both the characters and the spare orders, compared to the low rank freep that are building armies, the advantage to DS only grows.
Take it for granted the DS will win (or at least try not to be terribly disappointed when they do), there’s something wrong if they don’t. They need to look at their effort, and blind unusual luck otherwise…
Even if the freep commit everything to the hunt, they’re still likely to be outgunned, and that leaves nothing left for tripping wight encounters, PC’s and nation orders.
Hope that helps?
Cheers
Rob of the Baskervilles
Boiling it all down to this statement, I concur.
But you could say there’s a marginal win, winning somewhat handily, and winning with a near shut out, such as g73. I would never suggest M50s try learning LAT without a powerful artifact; the key here, imo, for the FP to contend for perhaps one of RoW/RoC/Tinc and then for some of Elenruth/EMV/Elenya/Collohwesta is for all the M50s to cast LA T2, learning both RA & LA if not already on the list, THEN ALSO committing the characters required to cover the multiple possible locations, if not in the far SE. I have rarely seen FP do that, which I believe is critical in trying to come away with something useful.
Drew
Hi Drew. I think you’re right, and also - often there is no accounting for the determination DS teams put into stuffing it up I had an outing as the BS whereby every one of the M60/70 nations found something far more pressing to do (curses and conjures etc). As the dust settled from departing bodies I found my BS and the IK’s Hoarmy from memory were the last bewildered participants. They did get some arties to me over time though (hence the good practice with the variables with M50’s and LAT’s). Where we failed to get the magi involved though, the agent nations went after the encounters hammer and tong (well it was for their toys afterall We did well out of the encounters, cleaned up the arties by and large and gave the freep a bit of a kicking, so the agents stayed just out of the enjoyment of the sport The freep generally don’t have that luxury, there aint no back up plan.
The freep’s better strategy is to break with the normal arty hierarchy ie 1. RoW, 2. RoC, 3.Tinculin etc, and start hen pecking what they want because they can’t compete for the lot. If the DS have 6 LAT’s and the Freep 4, then by the third full turn the DS are a complete turn ahead and accelerating away.
I think it worth the effort by the freep to tie up the DS if nothing else, don’t give it to them, and take a win where you can get it. Also as in my experience, the DS can make a bollocks of it too.
There’s always unusual startups too. Recently Will enjoyed LAT’s at startup with both Elrond and Erestor from memory, and took all the top ranked arties (RoW,RoC and Tinculin) presumably Brad’s DS missed out entirely on LAT’s. This goes waaaay against the statistics of probability, but it does happen, and does point out another case for the Freep taking part. (Incidentally Brad’s team won against Will which also points out that tenacity can win a bad position, ie they didn’t have those early artifact wielding killers to level the attack, instead the arties were against them which is a magnitude worse, and Will is a very good player on the attack).
There’s one other point, whilst the Freep are typically weaker on LAT and retrieval, I have seen an inordinate number of the bigger artifacts start in the NW. It’s almost always a case that either RoC or RoW start in the NW - two turns from serious DS attention. Again that might just be a statistical bubble experienced by me, but it is as regular as grandpa…
Brad’s team met Will’s team on one of the ring hexes on Turn 3 with 4 newly named FP agents also in attendance…!! It was an impressive FP arty game, I don’t think the man named a single emissary all game…but 1 player running 12 can do what even the most iron-fist managed “team” cannot.
That’s why you got a turn 17 surrender methinks Brad. No long game plans, build up of economy and secondary recruit. It’s a very interesting game I haven’t seen before though, and very hectic, not a dull moment! I’m not sure what to make of it. A freep needs to buckle the DS defences quickly, little chance of winning the long game unless enough damage and eliminations are achieved, but it goes against the grain for me to have less eggs, less options and less baskets. It is an exciting and unique game with Will, he’s good at applying consistent and excessive pressure. But that’s a different kettle of worms entirely from the arty hunt. I think what I was getting at above is that I’ve seen freep teams fold because they got a rough deal on arties. That’s not realistic given the statistical weight against them, and also it’s taking absolutely no note of their strengths - army and economy. Likewise many DS have surrendered when they get a bad deal on arties, but your game against Will was part proof that determination, and the time honoured Russian strategy of trading space for time, grinding the attack down can also win. The arty hunt is not the cornerstone of a team win that most think it to be.
Will played an excellent FP military game, but in the 12v12 you get distracted by the extra-Mordor theatres. By the time he was ready to start the real attack on the DS homeland, we were starting brushfires all over the backfield, stealing pops, and about to curse 3 a turn. People overrate “The South”… Anyone think they’re DS super heroes (lots of people think that because, well, the DS win most of the time…), offer Will a challenge - good ride…
Hi Brad, I’d second that, Will is great opposition, good fella too! The things he can do without the need to vet them with allies are a real eye opener first time out against him. He gave us a good solid kicking early, but after he ran out of steam (and I did a quick check), I found he’d missed our vitals. Needs to break the DS defences fast, unfortunately for Will, he faced unfeasible belligerence on the day a weakness for the ‘all or nothing’ approach.
Turn 9 report:
A good turn for FP and not so good for DS I would say
Things are heating up nicely all over and we are entering the mid game. We have CL confirmed dead, and no DS agent kills this turn so this evens up the character balance slightly.
In Angmar WiK and Rhudaur are beginning to feel the FP wrath. This turn 1910, 1905 and 2004 were taken, for how many turns can Angmar keep the pressure ? Time will tell
Mirkwood has been completely conquered as 2809 were destroyed this turn. Now its time to send wave after wave towards Mordor…
Back of Mordor has been invaded and next turn 3822 will fall along with LR camps. Yes, LR has also taken two NM towns, but these will be taken back shortly.
Corsairs area has turned into a huge slaughter field, large armies from several nations are fighting down here and we see the DS agents and curze teams are on their way as well as the FP agent squad already present. Next couple of turns should be a lot of fun down here
But the biggest kick in the face must have been Dol opening his turn report. I bet he must have been in shock, when he realized that Morannon had been captured despite having three dragons, IK casting summon storms and a lot of troops defending. In fact we were in shock ourselves that we actually managed to capture going through three dragons. Had we know you had three dragons defending, we would likely not have attacked and the combat was obviously very close as our armies only survived with a few hundred troops left…if you had sent in more troops or FK had attacked as well with his 900HI then the result might have been different
I think this battle was so exceptional that it deserved to be displayed:
Battle at 3221
In the Cold climate of the Mountains of 3221, a conflict took place in the hours of late morning under a
omen-filled sky.
At the head of a calm army rode Captain Waulfa of the nation of the Woodmen. The mount on which he rode
moved calmly to the front of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
142 Woodman horsemen w/maces wooden none a mob
549 Beorning footmen w/battle axes wooden/bronze leather ragged ranks
116 Woodman footmen w/hand axes bronze leather solid ranks
29 Woodman archers w/long bows arrows none solid ranks
At the head of a highly energetic army rode Captain Thuidimer of the nation of the Éothraim. The mount on
which he rode cantered anxiously along the side of the battle lines. Behind him the forming ranks were
filled with:
Troops Weapons Armor Formations
3400 Éothraim horsemen w/lances bronze leather/bronze ragged ranks
877 Plainsman horsemen w/broadswords bronze/steel leather/bronze solid ranks
At the head of a rebellious army rode Commander Leofigild of the nation of the Éothraim. The mount on which
he rode moved with trepidation to the center of the battle lines. Behind him the forming ranks were filled
with:
Troops Weapons Armor Formations
900 Plainsman footmen w/broadswords wooden none ragged ranks
At the head of a rebellious army rode Lord Argeleb II of the nation of Arthedain. The mount on which he rode
moved with trepidation to the center of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
1100 Dúnadan knights w/lances wooden/bronze bronze/steel a mob
600 Lesser Dúnadan knights w/shortswords bronze/steel bronze ragged ranks
At the head of a rebellious army rode Captain Hallas of the nation of Cardolan. The mount on which he rode
moved with trepidation to the center of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
591 Lesser Dúnadan horsemen w/broadswords wooden/bronze bronze a mob
177 Eriadoran horsemen w/spears bronze leather ragged ranks
At the head of a rebellious army rode Hero Dendra Dwar of the nation of the Dog Lord. The mount on which he
rode moved with trepidation to the center of the battle lines. Behind him the forming ranks were filled
with:
Troops Weapons Armor Formations
400 Orc warhoundriders w/scimitars wooden none a mob
At the head of a demoralized army rode Commander Hoarmûrath of the nation of the Ice King. In his hands was
borne the glowing Hammer called Snow Hammer. The mount on which he rode stood cautiously at the rear of the
battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
500 Troll footsoldiers w/battle axes wooden leather/bronze a mob
At the head of a calm army rode Commander Baltab of the nation of the Ice King. The mount on which he rode
moved calmly to the front of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
700 Troll footsoldiers w/battle axes wooden steel a mob
At the head of a highly energetic army rode Captain Uklurg of the nation of the Fire King. The mount on
which he rode cantered anxiously along the side of the battle lines. Behind him the forming ranks were
filled with:
Troops Weapons Armor Formations
800 Troll footsoldiers w/battle axes wooden none a mob
100 Goblin archers w/short bows arrows none ragged ranks
At the head of a calm army rode Captain Marglin of the nation of the Dwarves. The mount on which he rode
moved calmly to the front of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
2832 Dwarven footsoldiers w/war hammers bronze/steel bronze/steel solid ranks
278 Dwarven footsoldiers w/battle axes bronze/steel bronze/steel ragged ranks
362 Dwarven archers w/crossbows arrows none ragged ranks
At the head of a demoralized army rode Veteran Harband of the nation of the Dog Lord. The mount on which he
rode stood cautiously at the rear of the battle lines. Behind him the forming ranks were filled with:
Troops Weapons Armor Formations
400 Troll footsoldiers w/war mattocks wooden none a mob
The Major Town of Morannon flying the flag of the Dog Lord is situated in the Mountains here. It is
fortified by a Keep, and it is under siege or attack.
Suddenly, violent bolts of lightning crashed into and around the battleground. Unnaturally strong and
driving rain caused Army Commanders to review their chosen tactics. Captain Waulfa changed tactics to
standard battle formation. Captain Thuidimer changed tactics to standard battle formation. Commander
Leofigild changed tactics to standard battle formation. Lord Argeleb II changed tactics to standard battle
formation. Captain Hallas changed tactics to standard battle formation. Captain Marglin changed tactics to
standard battle formation.
Report from Marglin…My commanders moved among the troops before battle, readying them, bolstering their
resolve, and issuing last minute orders. Some of the troops needed this encouragement but others were
checking the readiness of their weapons. Finally the order was given by the clear voice of their Commander…
Keep close ranks. Use standard formation. Like we practiced!
Against the forces of Dendra Dwar, they charged our standard formation and hit us hard.
Against the forces of Hoarmûrath, they charged our standard formation and hit us hard.
Against the forces of Baltab, they charged our standard formation and hit us hard.
Against the forces of Harband, it was a classic attack - our standard formation against theirs.
After the battle had joined in earnest, heroes made their presence known all over the battlefield. Uruial
(an extremely old red stunted dragon) stumped toward his opponents, smashing those who opposed him with his
talons while roasting every archer who came within reach! Hoarmûrath rode into the enemy ranks with his
glowing Hammer and cut down a score of foes before they knew what had happened. Scorba (a great red dragon)
thundered toward his opponents, smashing those who opposed him with his talons while crushing others with
his huge swinging tail! Khuzadrepa (a great black dragon) flew over his opposition calling upon the powers
of nature and flinging lightning and hail into the midst of the stunned troops! Báin I fought side by side
with the troops and diverted many a blade during the pitched battle with his glowing Hammer.
Report from Marglin…Our archers took the high ground upon which to stand and aim and fired volley after
volley. Our foot soldiers were forced to fight the terrain as well as the enemy in these boulder filled
ravines and high trails. The troops fought well, but they could have been better trained. They fought as if
uninspired. Although the enemy fought hard, we finally succeeded in overwhelming them after a long battle.
Commanders on the scene ordered their troops to salvage what they could from the remains of the enemy
forces…
Captain Thuidimer: 2 Food
Lord Argeleb II: 1 Food
After the battle… Waulfa’s forces were destroyed/routed in the battle. Waulfa appeared to have survived.
Thuidimer’s forces were victorious in the battle, but suffered severe losses. Thuidimer appeared to have
survived. Leofigild’s forces were destroyed/routed in the battle. Leofigild appeared to have survived.
Argeleb II’s forces were victorious in the battle, but suffered severe losses. Argeleb II appeared to have
survived. Hallas’s forces were victorious in the battle, but suffered severe losses. Hallas appeared to have
survived. Dendra Dwar’s forces were destroyed/routed in the battle. Dendra Dwar appeared to have survived.
Hoarmûrath’s forces were destroyed/routed in the battle. Hoarmûrath appeared to have survived. Baltab’s
forces were destroyed/routed in the battle. Baltab appeared to have survived. Uklurg’s forces found no enemy
armies to fight. Marglin’s forces were victorious in the battle, but suffered huge losses. Marglin appeared
to have survived. Harband’s forces were destroyed/routed in the battle. Harband appeared to have survived
but suffers from serious wounds.
The attacking war machines let loose with a barrage of aerial missiles that tore at the fortifications and
inflicted some damage before the actual ground assault! The battle for Morannon was vicious and quick.
Although the defending militia fought hard to stem the assault, they were outnumbered and eventually fell
before the onslaught!
After the attack on the population center… Thuidimer’s army survived the attack on the Major Town, but
suffered severe losses. Thuidimer appeared to have survived. Argeleb II’s army survived the attack on the
Major Town, but suffered severe losses. Argeleb II appeared to have survived. Hallas’s army survived the
attack on the Major Town, but suffered severe losses. Hallas appeared to have survived. Marglin’s army
survived the attack on the Major Town, but suffered severe losses. Marglin appeared to have survived. The
Major Town has been reduced to a Town. The Keep has been reduced to a Castle. The Town has been under
siege/attack this turn. The Town now flies the flag of the Éothraim.
Yes, we were surprised that three dragons didn’t hold Morannon – surprised, but not shocked, as we knew it was close, and our prebattle math guesstimates told us that two dragons would not be enough. Oh well, in what game does Morannon hold forever? And I seriously doubt the next wave that appears to be en route will be enough to penetrate any further than Morranon; in fact I would not be surprised at all if it were too little to retake Morannon back from us again, for we will surely retake it. The far south still looks very good for us, considering the QA capital did not fall as you predicted in the other thread and Harad looking much stronger than Corsairs. The Ithil Pass and Anduin Valley look very favorable right now, a veritable sea of dark troops with the last free forces being crushed this turn – those that weren’t overrun last turn.
Here’s to a long and interesting game.
Drew
Any news about this game?
Have Fun!
Gixxx
Short version. DS immediately reestablish themselves at Morannon and start projecting force up to the xx17 row, where Ren’s pet lizard ate 2500 wood faeries and two more conflicts on that row this turn. LR burned a third NM town, and his pet lizard lives to roast two more NM armies this turn. Speaking of NM, their foray into eastern Mordor came to bitter end thanks to the timely arrival of DoL HC. SG mustered troops from Near Harad to save 3028, with battles raging along the road between there and 3026 the past couple of turns. NG sailors & marines desert en mass after the mysterious disappearances & deaths of King Tarondor and his council of regents & lords – the whorehouses of Vamag have never been busier. Ditto the NEF – Noldorin Expeditionary Force. Strange elvish magic has caused entire cities and major towns to simply vanish under the watchful eye of Haradan and Avenger forces, only to reappear the next fortnight with a different settlement elsewhere vanishing. No more mushrooms in the soldiers’ soup kettles! T12 in the north, and WK/Rhu are still putting up a valiant fighting retreat. WK is down to his mountain MTs, but neither of which are under any serious pressure. As of this writing, Rhu still holds the capital and 3 towns, but those numbers will shrink after this turn run.
Thanks Drew,
what’s your current turn?
Have Fun!
Gixxx