Games filling

The following new games are filling up.
1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
1650 2wk [Game 39]: 15 nations available.[13/7]
2950 2wk [Game 27]: 22 nations available. [18/8]
1000 2wk [Game 41]: 21 nations available. [7/8]

Grudge Games we need opposition for:
Perry Carlson 2950 Grudge team

[Non-text portions of this message have been removed]

Hey Clint --

With Game 41 (Coastal/Inland grudge match scenario) starting, a new number needs to be allocated to the 1000 2wk game below. :slight_smile:

-- Ernie III

···

-----Original Message-----
From: me@MiddleEarthGames.com
To: mepbmlist@yahoogroups.com
Sent: Thu, 5 Oct 2006 2:02 PM
Subject: [mepbmlist] Games filling

The following new games are filling up.
1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
1650 2wk [Game 39]: 15 nations available.[13/7]
2950 2wk [Game 27]: 22 nations available. [18/8]
1000 2wk [Game 41]: 21 nations available. [7/8]

Grudge Games we need opposition for:
Perry Carlson 2950 Grudge team

[Non-text portions of this message have been removed]

________________________________________________________________________
Check out the new AOL. Most comprehensive set of free safety and security tools, free access to millions of high-quality videos from across the web, free AOL Mail and more.

[Non-text portions of this message have been removed]

Whats a Coastal Inland grudge variant Ernie?

Guy Ouch III

Hey Clint --

With Game 41 (Coastal/Inland grudge match scenario) starting, a new

number needs to be allocated to the 1000 2wk game below. :slight_smile:

-- Ernie III

From: me@...
To: mepbmlist@yahoogroups.com
Sent: Thu, 5 Oct 2006 2:02 PM
Subject: [mepbmlist] Games filling

The following new games are filling up.
1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
1650 2wk [Game 39]: 15 nations available.[13/7]
2950 2wk [Game 27]: 22 nations available. [18/8]
1000 2wk [Game 41]: 21 nations available. [7/8]

Grudge Games we need opposition for:
Perry Carlson 2950 Grudge team

[Non-text portions of this message have been removed]

________________________________________________________________________
Check out the new AOL. Most comprehensive set of free safety and

security tools, free access to millions of high-quality videos from
across the web, free AOL Mail and more.

···

--- In mepbmlist@yahoogroups.com, DrakaraGM@... wrote:

-----Original Message-----

[Non-text portions of this message have been removed]

Is the "Ouch" in anticipation of the novella of
explanation you're expecting....? :wink:

Brad

···

--- Guy <happymadcat@yahoo.co.uk> wrote:

Whats a Coastal Inland grudge variant Ernie?

Guy Ouch III

--- In mepbmlist@yahoogroups.com, DrakaraGM@...
wrote:
>
> Hey Clint --
>
> With Game 41 (Coastal/Inland grudge match
scenario) starting, a new
number needs to be allocated to the 1000 2wk game
below. :slight_smile:
>
> -- Ernie III
>
>
> -----Original Message-----
> From: me@...
> To: mepbmlist@yahoogroups.com
> Sent: Thu, 5 Oct 2006 2:02 PM
> Subject: [mepbmlist] Games filling
>
>
>
> The following new games are filling up.
> 1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
> 1650 2wk [Game 39]: 15 nations available.[13/7]
> 2950 2wk [Game 27]: 22 nations available. [18/8]
> 1000 2wk [Game 41]: 21 nations available. [7/8]
>
> Grudge Games we need opposition for:
> Perry Carlson 2950 Grudge team
>
> [Non-text portions of this message have been
removed]
>
>
>
>

________________________________________________________________________

> Check out the new AOL. Most comprehensive set of
free safety and
security tools, free access to millions of
high-quality videos from
across the web, free AOL Mail and more.
>
>
> [Non-text portions of this message have been
removed]
>

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

Chuckles...

Well, to TRY to keep it simple, here's the basic deal. This is from memory so I may not get it quite perfect, but then, anyone else who wanted to try it could adjust the rules to their mutual liking anyway.

It is a 4th Age grudge game variant that two teams are trying out for the first time as far as I know.

One team -- let's call them the civilized (FP) Coastal Alliance -- is 12 nations, consisting of both Kingdoms (i.e. Arnor and Gondor) plus the following 10 regions with one regular nation each: Forlindon, Harlindon, Eriador, Dunland, Enedwaith, Rohan, Harondor, Umbar, Far Harad, Near Harad.

The other team -- let's call them the barbarian (DS) Inland Alliance -- is 13 nations, consisting of the remaining 13 regions: Angmar, Northern Wastes, Iron Hills, Rhudaur, Lorien, Northern Mirkwood, Southern Mirkwood, Rhovanion, Rhun, Northern Mordor, Southern Mordor, Eastern Mordor, Khand.

Anyway, the idea was to make the assumption that, under the new rules, a Kingdom is no longer about twice as good as a regular nation, but is still better nonetheless, so valuing them at about 1.5 nations each, that means both sides have effectively the power of 13 regular nations, and all 25 regions are in play.

Some additional factors came into the design of the variant.

One was to try to see if the economic bonuses of the northern and interior nations -- especially those which are both -- in terms of bonus pop centers -- did indeed make up for the better climates of the south and the coast.

Another was to let one side make significant use of navies without necessarily having huge numbers of warships -- i.e. to use the oceans and rivers as a mode of transport -- while the other side would get to take better advantage of the road network for internal lines of movement. Admittedly, Near Harad is pretty far "inland" while Angmar does have some "coast" -- but Angmar's coast is pretty useless, serving more as a possible invasion site than a place to build a fleet... And Near Harad certainly does have that major river to use,

We also wanted to split the regions up to allow for a fairly long border for the front lines, while allowing a few nations on each side to be protected/rear area nations if they wanted.

In order to enforce some additional separation between the two sides -- and to truly make the Coastal Alliance coastal -- all non-Kingdom Coastal Alliance nations were required to place their capitals on either coastal (i.e. adjacent to the ocean, doesn't have to be shore) hexes or on major river hexes. Other pop centers would have to be within the same region and within 3 of the capital etc. as usual.

To prevent having immediately inaccessible capitals, hexes 2430, 3329 and 4215 were limited to having town-sized or smaller pop centers on them. (It is allowable to improve those to MTs and move capitals to them later, as a reserve location, but we didn't want capitals on those locations to start with.)

Other than that, current standard nation building rules applied. Capitals and all pop centers within the assigned region, secondary pops within 3 of the capital, all capitals at least 4 apart, etc. No nations get bonus or penalty gold, as no random region selection involved -- each team can figure out who is where however they like -- but all regional bonuses do apply.

No Kingdom recons -- especially need to enforce that with both Kingdoms on the same side!

No strategic victory allowed -- necessary when one side controls all strategic pop centers to start with. (Though a reasonable possibility would be to allow the Inland Alliance the possibility of a strategic victory if they manage to take the required pop centers away from the Coastal Alliance -- it would not necessarily be a big advantage, considering how much would need to be taken, and that may also be something that would be reasonable for the barbarians to try and something the civilized folk would not do.)

No "+20 K/A" nations, but other than that, can take stealth, double scouting and name A40s etc.

Now, obviously, there are some imbalances built into the variant. But then, the old 1650 and 2950 scenarios clearly have some imbalances built in as well -- 1650 gives the FP a big economic advantage and the DS a significant character advantage for instance.

In this variant, the Coastal Alliance has the two Kingdoms, giving it certain capabilities that are not available to the Inland Alliance. The ability of the Kingdoms to get up to 21 characters for example. But they also start off with one less nation -- so the initial character strength is 8 lower. The CA thus starts out behind the IA in this regard, can pass them early, and then later on when other nations can have more and more characters the IA can get ahead again and stay there. Economically, the Kingdoms have slightly more than regular nations, and the CA has better climate, but again the IA has more nations and more bonus pop centers so the starting economic totals are pretty close, with the IA likely to have the taxation advantage (not hurt by bad weather!) and the CA likely to have the production advantage.

So there you have it -- there may be a few things I didn't mention, but the idea is 2K+10 vs 13, the former FP and coastally based, the latter DS and internally based. The former with better technology (a few still-useful Kingdom special abilities such as road-building) and production, the latter with bigger hordes (more tax base and recruiting centers).

Balanced? I think so, after much checking of various things. Of course, the fact that our first turns are due at effectively early Fall, and so we'll have our poorer climate right from the start and at its worst in the critical "just after the camp limit got reached" period, well, it will be a challenge for my Inland Alliance... :slight_smile:

-- Ernie III

···

-----Original Message-----
From: bbrunec296@rogers.com
To: mepbmlist@yahoogroups.com
Sent: Fri, 6 Oct 2006 9:26 AM
Subject: Re: [mepbmlist] Re: Games filling

Is the "Ouch" in anticipation of the novella of
explanation you're expecting....? :wink:

Brad

--- Guy <happymadcat@yahoo.co.uk> wrote:

Whats a Coastal Inland grudge variant Ernie?

Guy Ouch III

--- In mepbmlist@yahoogroups.com, DrakaraGM@...
wrote:
>
> Hey Clint --
>
> With Game 41 (Coastal/Inland grudge match
scenario) starting, a new
number needs to be allocated to the 1000 2wk game
below. :slight_smile:
>
> -- Ernie III
>
>
> -----Original Message-----
> From: me@...
> To: mepbmlist@yahoogroups.com
> Sent: Thu, 5 Oct 2006 2:02 PM
> Subject: [mepbmlist] Games filling
>
>
>
> The following new games are filling up.
> 1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
> 1650 2wk [Game 39]: 15 nations available.[13/7]
> 2950 2wk [Game 27]: 22 nations available. [18/8]
> 1000 2wk [Game 41]: 21 nations available. [7/8]
>
> Grudge Games we need opposition for:
> Perry Carlson 2950 Grudge team
>
> [Non-text portions of this message have been
removed]
>
>
>
>

__________________________________________________________

> Check out the new AOL. Most comprehensive set of
free safety and
security tools, free access to millions of
high-quality videos from
across the web, free AOL Mail and more.
>
>
> [Non-text portions of this message have been
removed]
>

Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com

Yahoo! Groups Links

________________________________________________________________________
Check out the new AOL. Most comprehensive set of free safety and security tools, free access to millions of high-quality videos from across the web, free AOL Mail and more.

[Non-text portions of this message have been removed]

:slight_smile: In part Bradarf. Also attempting to set a record in a game with
the same name character dying over 10 times..

Guy

···

--- In mepbmlist@yahoogroups.com, Brad Brunet <bbrunec296@...> wrote:

Is the "Ouch" in anticipation of the novella of
explanation you're expecting....? :wink:

Brad

--- Guy <happymadcat@...> wrote:

>
> Whats a Coastal Inland grudge variant Ernie?
>
> Guy Ouch III
>
> --- In mepbmlist@yahoogroups.com, DrakaraGM@
> wrote:
> >
> > Hey Clint --
> >
> > With Game 41 (Coastal/Inland grudge match
> scenario) starting, a new
> number needs to be allocated to the 1000 2wk game
> below. :slight_smile:
> >
> > -- Ernie III
> >
> >
> > -----Original Message-----
> > From: me@
> > To: mepbmlist@yahoogroups.com
> > Sent: Thu, 5 Oct 2006 2:02 PM
> > Subject: [mepbmlist] Games filling
> >
> >
> >
> > The following new games are filling up.
> > 1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
> > 1650 2wk [Game 39]: 15 nations available.[13/7]
> > 2950 2wk [Game 27]: 22 nations available. [18/8]
> > 1000 2wk [Game 41]: 21 nations available. [7/8]
> >
> > Grudge Games we need opposition for:
> > Perry Carlson 2950 Grudge team
> >
> > [Non-text portions of this message have been
> removed]
> >
> >
> >
> >
>
________________________________________________________________________
> > Check out the new AOL. Most comprehensive set of
> free safety and
> security tools, free access to millions of
> high-quality videos from
> across the web, free AOL Mail and more.
> >
> >
> > [Non-text portions of this message have been
> removed]
> >
>
>
>
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>

Thats way too short! I didnt even finish my 2nd cup of coffee reading
it. Could you write a book instead? :stuck_out_tongue:

Interesting format and for me has more entertaiment value and
motivation then a usual 1000. I admit 4th age just does'nt
motivate me, whats missing is a ME story behind it and it fragments
into 20-24 personal identities with little relation to eachother.
Knocking out a 1000 nation isnt the same level of adreniline
rush to me as a knocked out 1650. Why, who are they and who cares..

Let me know how the game pans out Ernie. :slight_smile:

Guy

Chuckles...

Well, to TRY to keep it simple, here's the basic deal. This is from

memory so I may not get it quite perfect, but then, anyone else who
wanted to try it could adjust the rules to their mutual liking anyway.

It is a 4th Age grudge game variant that two teams are trying out

for the first time as far as I know.

One team -- let's call them the civilized (FP) Coastal Alliance --

is 12 nations, consisting of both Kingdoms (i.e. Arnor and Gondor)
plus the following 10 regions with one regular nation each:
Forlindon, Harlindon, Eriador, Dunland, Enedwaith, Rohan, Harondor,
Umbar, Far Harad, Near Harad.

The other team -- let's call them the barbarian (DS) Inland Alliance

-- is 13 nations, consisting of the remaining 13 regions: Angmar,
Northern Wastes, Iron Hills, Rhudaur, Lorien, Northern Mirkwood,
Southern Mirkwood, Rhovanion, Rhun, Northern Mordor, Southern Mordor,
Eastern Mordor, Khand.

Anyway, the idea was to make the assumption that, under the new

rules, a Kingdom is no longer about twice as good as a regular nation,
but is still better nonetheless, so valuing them at about 1.5 nations
each, that means both sides have effectively the power of 13 regular
nations, and all 25 regions are in play.

Some additional factors came into the design of the variant.

One was to try to see if the economic bonuses of the northern and

interior nations -- especially those which are both -- in terms of
bonus pop centers -- did indeed make up for the better climates of the
south and the coast.

Another was to let one side make significant use of navies without

necessarily having huge numbers of warships -- i.e. to use the oceans
and rivers as a mode of transport -- while the other side would get to
take better advantage of the road network for internal lines of
movement. Admittedly, Near Harad is pretty far "inland" while Angmar
does have some "coast" -- but Angmar's coast is pretty useless,
serving more as a possible invasion site than a place to build a
fleet... And Near Harad certainly does have that major river to use,

We also wanted to split the regions up to allow for a fairly long

border for the front lines, while allowing a few nations on each side
to be protected/rear area nations if they wanted.

In order to enforce some additional separation between the two sides

-- and to truly make the Coastal Alliance coastal -- all non-Kingdom
Coastal Alliance nations were required to place their capitals on
either coastal (i.e. adjacent to the ocean, doesn't have to be shore)
hexes or on major river hexes. Other pop centers would have to be
within the same region and within 3 of the capital etc. as usual.

To prevent having immediately inaccessible capitals, hexes 2430,

3329 and 4215 were limited to having town-sized or smaller pop centers
on them. (It is allowable to improve those to MTs and move capitals
to them later, as a reserve location, but we didn't want capitals on
those locations to start with.)

Other than that, current standard nation building rules applied.

Capitals and all pop centers within the assigned region, secondary
pops within 3 of the capital, all capitals at least 4 apart, etc. No
nations get bonus or penalty gold, as no random region selection
involved -- each team can figure out who is where however they like --
but all regional bonuses do apply.

No Kingdom recons -- especially need to enforce that with both

Kingdoms on the same side!

No strategic victory allowed -- necessary when one side controls all

strategic pop centers to start with. (Though a reasonable possibility
would be to allow the Inland Alliance the possibility of a strategic
victory if they manage to take the required pop centers away from the
Coastal Alliance -- it would not necessarily be a big advantage,
considering how much would need to be taken, and that may also be
something that would be reasonable for the barbarians to try and
something the civilized folk would not do.)

No "+20 K/A" nations, but other than that, can take stealth, double

scouting and name A40s etc.

Now, obviously, there are some imbalances built into the variant.

But then, the old 1650 and 2950 scenarios clearly have some imbalances
built in as well -- 1650 gives the FP a big economic advantage and the
DS a significant character advantage for instance.

In this variant, the Coastal Alliance has the two Kingdoms, giving

it certain capabilities that are not available to the Inland Alliance.
The ability of the Kingdoms to get up to 21 characters for example.
But they also start off with one less nation -- so the initial
character strength is 8 lower. The CA thus starts out behind the IA
in this regard, can pass them early, and then later on when other
nations can have more and more characters the IA can get ahead again
and stay there. Economically, the Kingdoms have slightly more than
regular nations, and the CA has better climate, but again the IA has
more nations and more bonus pop centers so the starting economic
totals are pretty close, with the IA likely to have the taxation
advantage (not hurt by bad weather!) and the CA likely to have the
production advantage.

So there you have it -- there may be a few things I didn't mention,

but the idea is 2K+10 vs 13, the former FP and coastally based, the
latter DS and internally based. The former with better technology (a
few still-useful Kingdom special abilities such as road-building) and
production, the latter with bigger hordes (more tax base and
recruiting centers).

Balanced? I think so, after much checking of various things. Of

course, the fact that our first turns are due at effectively early
Fall, and so we'll have our poorer climate right from the start and at
its worst in the critical "just after the camp limit got reached"
period, well, it will be a challenge for my Inland Alliance... :slight_smile:

-- Ernie III

From: bbrunec296@...
To: mepbmlist@yahoogroups.com
Sent: Fri, 6 Oct 2006 9:26 AM
Subject: Re: [mepbmlist] Re: Games filling

Is the "Ouch" in anticipation of the novella of
explanation you're expecting....? :wink:

Brad

--- Guy <happymadcat@...> wrote:

>
> Whats a Coastal Inland grudge variant Ernie?
>
> Guy Ouch III
>
> --- In mepbmlist@yahoogroups.com, DrakaraGM@
> wrote:
> >
> > Hey Clint --
> >
> > With Game 41 (Coastal/Inland grudge match
> scenario) starting, a new
> number needs to be allocated to the 1000 2wk game
> below. :slight_smile:
> >
> > -- Ernie III
> >
> >
> > From: me@
> > To: mepbmlist@yahoogroups.com
> > Sent: Thu, 5 Oct 2006 2:02 PM
> > Subject: [mepbmlist] Games filling
> >
> >
> >
> > The following new games are filling up.
> > 1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
> > 1650 2wk [Game 39]: 15 nations available.[13/7]
> > 2950 2wk [Game 27]: 22 nations available. [18/8]
> > 1000 2wk [Game 41]: 21 nations available. [7/8]
> >
> > Grudge Games we need opposition for:
> > Perry Carlson 2950 Grudge team
> >
> > [Non-text portions of this message have been
> removed]
> >
> >
> >
> >
>
__________________________________________________________
> > Check out the new AOL. Most comprehensive set of
> free safety and
> security tools, free access to millions of
> high-quality videos from
> across the web, free AOL Mail and more.
> >
> >
> > [Non-text portions of this message have been
> removed]
> >
>
>
>
>
>
>
> Middle Earth PBM - hit reply to send to everyone
> To Unsubscribe: http://www.yahoogroups.com
> Website: http://www.MiddleEarthGames.com
>
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>
>

________________________________________________________________________
Check out the new AOL. Most comprehensive set of free safety and

security tools, free access to millions of high-quality videos from
across the web, free AOL Mail and more.

···

--- In mepbmlist@yahoogroups.com, DrakaraGM@... wrote:

-----Original Message-----
> > -----Original Message-----

[Non-text portions of this message have been removed]

After a long think of 4th age and possible variants last night..
IMO the great thing about 4th age is nation setup but is let
down by a formal framework and story setting. A possible future
for 4th age could be 5 or 6 variants such as the coastal
scenario. I would be happy to play such a 4th age story variant
but not the usual 4th age.. 1650 (normal, grudge and especially
GB for me) :))

Guy

···

--- In mepbmlist@yahoogroups.com, "Guy" <happymadcat@...> wrote:

Thats way too short! I didnt even finish my 2nd cup of coffee reading
it. Could you write a book instead? :stuck_out_tongue:

Interesting format and for me has more entertaiment value and
motivation then a usual 1000. I admit 4th age just does'nt
motivate me, whats missing is a ME story behind it and it fragments
into 20-24 personal identities with little relation to eachother.
Knocking out a 1000 nation isnt the same level of adreniline
rush to me as a knocked out 1650. Why, who are they and who cares..

Let me know how the game pans out Ernie. :slight_smile:

Guy

--- In mepbmlist@yahoogroups.com, DrakaraGM@ wrote:
>
> Chuckles...
>
> Well, to TRY to keep it simple, here's the basic deal. This is from
memory so I may not get it quite perfect, but then, anyone else who
wanted to try it could adjust the rules to their mutual liking anyway.
>
> It is a 4th Age grudge game variant that two teams are trying out
for the first time as far as I know.
>
> One team -- let's call them the civilized (FP) Coastal Alliance --
is 12 nations, consisting of both Kingdoms (i.e. Arnor and Gondor)
plus the following 10 regions with one regular nation each:
Forlindon, Harlindon, Eriador, Dunland, Enedwaith, Rohan, Harondor,
Umbar, Far Harad, Near Harad.
>
> The other team -- let's call them the barbarian (DS) Inland Alliance
-- is 13 nations, consisting of the remaining 13 regions: Angmar,
Northern Wastes, Iron Hills, Rhudaur, Lorien, Northern Mirkwood,
Southern Mirkwood, Rhovanion, Rhun, Northern Mordor, Southern Mordor,
Eastern Mordor, Khand.
>
> Anyway, the idea was to make the assumption that, under the new
rules, a Kingdom is no longer about twice as good as a regular nation,
but is still better nonetheless, so valuing them at about 1.5 nations
each, that means both sides have effectively the power of 13 regular
nations, and all 25 regions are in play.
>
> Some additional factors came into the design of the variant.
>
> One was to try to see if the economic bonuses of the northern and
interior nations -- especially those which are both -- in terms of
bonus pop centers -- did indeed make up for the better climates of the
south and the coast.
>
> Another was to let one side make significant use of navies without
necessarily having huge numbers of warships -- i.e. to use the oceans
and rivers as a mode of transport -- while the other side would get to
take better advantage of the road network for internal lines of
movement. Admittedly, Near Harad is pretty far "inland" while Angmar
does have some "coast" -- but Angmar's coast is pretty useless,
serving more as a possible invasion site than a place to build a
fleet... And Near Harad certainly does have that major river to use,
>
> We also wanted to split the regions up to allow for a fairly long
border for the front lines, while allowing a few nations on each side
to be protected/rear area nations if they wanted.
>
> In order to enforce some additional separation between the two sides
-- and to truly make the Coastal Alliance coastal -- all non-Kingdom
Coastal Alliance nations were required to place their capitals on
either coastal (i.e. adjacent to the ocean, doesn't have to be shore)
hexes or on major river hexes. Other pop centers would have to be
within the same region and within 3 of the capital etc. as usual.
>
> To prevent having immediately inaccessible capitals, hexes 2430,
3329 and 4215 were limited to having town-sized or smaller pop centers
on them. (It is allowable to improve those to MTs and move capitals
to them later, as a reserve location, but we didn't want capitals on
those locations to start with.)
>
> Other than that, current standard nation building rules applied.
Capitals and all pop centers within the assigned region, secondary
pops within 3 of the capital, all capitals at least 4 apart, etc. No
nations get bonus or penalty gold, as no random region selection
involved -- each team can figure out who is where however they like --
but all regional bonuses do apply.
>
> No Kingdom recons -- especially need to enforce that with both
Kingdoms on the same side!
>
> No strategic victory allowed -- necessary when one side controls all
strategic pop centers to start with. (Though a reasonable possibility
would be to allow the Inland Alliance the possibility of a strategic
victory if they manage to take the required pop centers away from the
Coastal Alliance -- it would not necessarily be a big advantage,
considering how much would need to be taken, and that may also be
something that would be reasonable for the barbarians to try and
something the civilized folk would not do.)
>
> No "+20 K/A" nations, but other than that, can take stealth, double
scouting and name A40s etc.
>
> Now, obviously, there are some imbalances built into the variant.
But then, the old 1650 and 2950 scenarios clearly have some imbalances
built in as well -- 1650 gives the FP a big economic advantage and the
DS a significant character advantage for instance.
>
> In this variant, the Coastal Alliance has the two Kingdoms, giving
it certain capabilities that are not available to the Inland Alliance.
The ability of the Kingdoms to get up to 21 characters for example.
But they also start off with one less nation -- so the initial
character strength is 8 lower. The CA thus starts out behind the IA
in this regard, can pass them early, and then later on when other
nations can have more and more characters the IA can get ahead again
and stay there. Economically, the Kingdoms have slightly more than
regular nations, and the CA has better climate, but again the IA has
more nations and more bonus pop centers so the starting economic
totals are pretty close, with the IA likely to have the taxation
advantage (not hurt by bad weather!) and the CA likely to have the
production advantage.
>
> So there you have it -- there may be a few things I didn't mention,
but the idea is 2K+10 vs 13, the former FP and coastally based, the
latter DS and internally based. The former with better technology (a
few still-useful Kingdom special abilities such as road-building) and
production, the latter with bigger hordes (more tax base and
recruiting centers).
>
> Balanced? I think so, after much checking of various things. Of
course, the fact that our first turns are due at effectively early
Fall, and so we'll have our poorer climate right from the start and at
its worst in the critical "just after the camp limit got reached"
period, well, it will be a challenge for my Inland Alliance... :slight_smile:
>
> -- Ernie III
>
> -----Original Message-----
> From: bbrunec296@
> To: mepbmlist@yahoogroups.com
> Sent: Fri, 6 Oct 2006 9:26 AM
> Subject: Re: [mepbmlist] Re: Games filling
>
>
> Is the "Ouch" in anticipation of the novella of
> explanation you're expecting....? :wink:
>
> Brad
>
> --- Guy <happymadcat@> wrote:
>
> >
> > Whats a Coastal Inland grudge variant Ernie?
> >
> > Guy Ouch III
> >
> > --- In mepbmlist@yahoogroups.com, DrakaraGM@
> > wrote:
> > >
> > > Hey Clint --
> > >
> > > With Game 41 (Coastal/Inland grudge match
> > scenario) starting, a new
> > number needs to be allocated to the 1000 2wk game
> > below. :slight_smile:
> > >
> > > -- Ernie III
> > >
> > >
> > > -----Original Message-----
> > > From: me@
> > > To: mepbmlist@yahoogroups.com
> > > Sent: Thu, 5 Oct 2006 2:02 PM
> > > Subject: [mepbmlist] Games filling
> > >
> > >
> > >
> > > The following new games are filling up.
> > > 1650 2wk [Game 37] Gunboat: 6 duos available [5/7]
> > > 1650 2wk [Game 39]: 15 nations available.[13/7]
> > > 2950 2wk [Game 27]: 22 nations available. [18/8]
> > > 1000 2wk [Game 41]: 21 nations available. [7/8]
> > >
> > > Grudge Games we need opposition for:
> > > Perry Carlson 2950 Grudge team
> > >
> > > [Non-text portions of this message have been
> > removed]
> > >
> > >
> > >
> > >
> >
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> >
> >
> >
> >
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> >
> >
> >
> >
>
>
>
>

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