We'll see how it runs. If the coast V inland generates really good feedback and people want to play it (and it sounds great), i'll jump in then if it comes up on the games available list
Adrian
路路路
--- me@MiddleEarthGames.com wrote:
From: ME Games Ltd <me@MiddleEarthGames.com>
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Re: Games filling
Date: Sun, 08 Oct 2006 21:48:50 +0100
Note we can certainly try to do them if we have enough players. That means
around 12 players (most likely doubling up on nations).
If there's interest for that we can try to get players interested.
Clint
At 17:30 08/10/06, you wrote:
1000 has changed a lot since you've played it Adrian. We can't do variants
like this due to lack of player support - it works with Grudge teams well
having such variants but less well with "unusual" formats.Clint
At 11:35 08/10/06, you wrote:
>I also havn't played 4th age since way back when. The coast V inland
>scenario interests me heaps
>
>Adrian
>
>---
<mailto:happymadcat%40yahoo.co.uk><mailto:happymadcat%40yahoo.co.uk>happymadcat@yahoo.co.uk
wrote:
>
>From: "Guy"
<<mailto:happymadcat%40yahoo.co.uk><mailto:happymadcat%40yahoo.co.uk>happymadcat@yahoo.co.uk>
>To:
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>mepbmlist@yahoogroups.com
>Subject: [mepbmlist] Re: Games filling
>Date: Sun, 08 Oct 2006 08:28:27 -0000
>
>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
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>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?
> >
> > 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.
> >
> > Guy
> >
> >
> > --- In
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>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...
> > >
> > > -- Ernie III
> > >
> > > -----Original Message-----
> > > From: bbrunec296@
> > > To:
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>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....?
> > >
> > > Brad
> > >
> > > --- Guy <happymadcat@> wrote:
> > >
> > > >
> > > > Whats a Coastal Inland grudge variant Ernie?
> > > >
> > > > Guy Ouch III
> > > >
> > > > --- In
>
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>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.
> > > > >
> > > > > -- Ernie III
> > > > >
> > > > >
> > > > > -----Original Message-----
> > > > > From: me@
> > > > > To:
<mailto:mepbmlist%40yahoogroups.com><mailto:mepbmlist%40yahoogroups.com>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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