General Gunboat Discussion

Hi all!

I started a thread about allowing diplomacy in Gunboat games, and it somewhat developed into a general discussion about game balance etc. I propose we leave the old thread for the diplomacy thing (last proposal was 20 words diplo to all allies every 5 turns - I support that, finding 100 words too much) and use this one for the other issues.
Let me sum up what has been said so far:

  • Mordor nearly unbreakable
    Agree on that, the Gondors have a hard time fending off the DS in normal game already, the DS all see the crucial places on their maps while SG and Eo know nothing about Osgiliath etc. Maybe pairing Eo/NG would help. I consider Nol/Eo too strong anyway, Nol/Dun would be better.

  • Nation balance is considered a little off
    Agree on that, too. Rhudaur cannot be saved, each player who survives beyond turn 10 has to be awarded a special price. So it should be paired with a stronger nation than Dklts. Makes no sense giving him a backup anyway - what for, the chars? lol
    But should be more fun playing on with one nation, then. So I propose a Rhudaur/Corsairs team, leaving Drl&Dklts. I consider Cor&DrL too strong anyway, with all the MTs, DrL can savely survive being expelled from Mirkwood, operate his excellent chars from the south and still get the map!
    Don’t agree that WK/BlS is too weak. WK can do allright with some financial support and recruting dragons, and hold out long enough to build some secret backups with his excellent emis. When finally expelled from Angmar, he should have some nice foothold elsewhere.
    IMO next critical nation after Rhudaur is Harad. No chance vs Cor and QA, who outrecruit him easily, plus Art can do nothing to help and the crappy Har chars are not worth saving anyway. Har should be paired with a stronger char nation to provide little more defense.

What do you think about the nation combos?

Regards,

Here is the full list of nation pairings for 1650 gunboat:

4+22 Arthedain +Harad
6+23 N Gondor +Duns
7+1 S Gondor +Wood
8+2 Dwarves+North
9+5 Sinda+Cardolan
10+3 Noldo+Eothraim.

18+14 Fire King+Cloud Lord
20+24 D.Lieut+Rhudaur
16+19 Ice King+ L.Rider
11+15 Blind + Witch K
17+13 QA+Dog Lord
12+21 DragonL +Corsair

Why must nations be paired up in Gunboat anyways?

Is it because some nations like Rhudaur are considered not viable without diplomacy?

Combos seem to me a bit unnatural. They modify the game from the original. The examples given my Mormegil seem to prove this point.

[if all it comes down to is controlled diplomacy, then this can be arranged as suggested on other thread]

Ok firstly I have not played gunboat, so my opinion is based on speculation rather than experience, however I think that the FP pairings are quite balanced, the 3 economically weakest and most vulnerable nations have powerful partners as follows:

7+1 S Gondor +Wood
8+2 Dwarves+North
10+3 Noldo+Eothraim.

I would not agree the 4+22 Arthedain +Harad partnership is a weak one. North Gondor has the support of Dunland (pop centers should be exchanged to get them recruiting closer to Mordor) so South Gondor should help Harad against the QA and Corsairs and it would be foolish of them to attack the Ithil Pass only.

The pairing’s character combination is pretty crappy as you say, but since there are less than 6 good character nations in the FP team, there is bound to be one bum character pairing.

With regard to the DS pairings I agree Rhudaur should be paired with one of the most powerful DS nations, the Cloud Lord or Corsairs. I would prefer the Cloud Lord as it would bring the agents to the north west and could possibly prolong the conflict there.

This would change the following DS pairings if it were a straight swap:

24+14 Rhudaur+Cloud Lord
20+18 D.Lieut+Fire King

The 20+18 D.Lieut+Fire King pair may not be ideal as it has basically one map, though it would help the Fire King plug the pass in the early game. It it would take considerable changes to accommodate an alternate partner for either the Fire King or Dark Lieut. and as I like the other partnerships, it would be tempted not to try.

Paul

You are right, IF SG WOULD help Harad, there might be a chance. On the other hand, the only chance to breach Mordor would be a combined attack of both Gondors at Ithil in the early game, when the Duns have crap troops which are far away. A swap of pop centres, or rather a donation from NG, is not likely to happen before t 5.

I like your idea of Rhu/CL - that would be a real challenge for experienced players! It might not finally save Rhu, but would surely make the game in the north more interesting. And playing on with CL alone still is fun enough. Plus, this would relieve NG a little from the agent threat, under which it will suffer heavily with the current setup.

Still, I think the DrL/Cor combo too mighty.

Why must nations be paired up in Gunboat anyways?

Without the communication it is really impossible for some nations to be viable. Rhudaur is a good example of this, you face five nations with only the WK to back you up. Most likely, he will sit back and watch you soak up everyones attacks before doing anything himself. I guess it could be fun if you wanted to play for only 5-7 turns!!

I think the benefit of the CL/Fk arrangement is that it can help thwart the NG assault into the pass. With the Cl agents there it takes alot of pressure off the FK armies to stop the assault. NG/Duns can easily outrecruit the FK

I dont think Rhu/DrkLt’s is all that handy, its tough to find someone to pair nicely with Rhu…

Why must nations be paired up in Gunboat anyways?
Is it because some nations like Rhudaur are considered not viable without diplomacy?

Yes there is absolutely no doubt a DS Rhudaur and several nations on either side would not be viable without a ‘sponsor’ nation. In a single nation game gold could be shipped from richer to poorer nations every few turns, but wouldn’t it be annoying if the receiving pop center was captured by the enemy?

In addition considering the additional cost of a set-up in a gunboat game, who would start a nation that was likely to be eliminated well before turn 10?

Paul

Originally posted by klub
With regard to the DS pairings I agree Rhudaur should be paired with one of the most powerful DS nations, the Cloud Lord or Corsairs. I would prefer the Cloud Lord as it would bring the agents to the north west and could possibly prolong the conflict there.

This would change the following DS pairings if it were a straight swap:

24+14 Rhudaur+Cloud Lord
20+18 D.Lieut+Fire King

The 20+18 D.Lieut+Fire King pair may not be ideal as it has basically one map, though it would help the Fire King plug the pass in the early game. It it would take considerable changes to accommodate an alternate partner for either the Fire King or Dark Lieut. and as I like the other partnerships, it would be tempted not to try.

Paul [/b]

I dont like the Rhd/CL pairing as CL will not be able to help poor Rhd anyway. By the time CL’s agents are good enogh for assassinating armycoms, Rhudaur will allready have been leveled with the ground. If not CL’s agent capacity is used to help defend Mordor, NG/Duns/SG will break through the Ithril pass in a matter of time, if FK/DkL/IK are the only nations defending it.

WK/Rhd could also be an interesting pairing, letting that player coordinate WK/Rhd military actions in an attemth to save Rhd. The downside is of course neither nation can support each other economicly, as both will be in severe need of gold. But hopefully his allied will be aware of this as well, and send them gold.

I dont like the Rhd/CL pairing as CL will not be able to help poor Rhd anyway. By the time CL’s agents are good enogh for assassinating armycoms, Rhudaur will allready have been leveled with the ground. If not CL’s agent capacity is used to help defend Mordor, NG/Duns/SG will break through the Ithril pass in a matter of time, if FK/DkL/IK are the only nations defending it.

The CL agents would be more successful in their assassination / kidnap of the relatively low ranked Arthedain / Cardolan commanders compared to their Gondor counterparts, especially after a couple of steals on the way to the north-west.

Surely by your reasoning they would also not be able to stop the Gondors from ploughing through the Ithil pass in the early game either, presuming SGo abandons Harad?

It comes down to balance, concentrating on one target to the exclusion of everything else can be risky.

Paul

Originally posted by klub
[b]The CL agents would be more successful in their assassination / kidnap of the relatively low ranked Arthedain / Cardolan commanders compared to their Gondor counterparts, especially after a couple of steals on the way to the north-west.

Surely by your reasoning they would also not be able to stop the Gondors from ploughing through the Ithil pass in the early game either, presuming SGo abandons Harad?

It comes down to balance, concentrating on one target to the exclusion of everything else can be risky.

Paul [/b]

My experiences with CL assassins still tells me that Armycoms are damn hard to take out in the early stages of the game. And the initial CL agents have to train for MANY turns before they should begin taget armycoms, with a reasonable successrate. But I agree that its of course still easier to take out a 40 arth than a 50 SG armycom.

In a uncoordinated game like GB, the initial DS forces inside Mordor should be able to deal with the Gondors the first 5-6 turns without any CL agent aid. But when NG/SG/Duns first gets the recruiting mashine rolling, and the initial DS forces are used up, Mordor WILL require CL agents or get slaughtered.

Totally agree with you about army commanders, they are tough to take out in the early game without artifact boosts.

I hope me-games get a gunboat game together soon, so I can experience it first hand!

Paul

Quite a few duo of nations in dropped games available - all in excellent condition.

Clint

Clint

Picking up a standby in GB has the additional problem of not only being a little ramshackle when you pick them up but you also have no-one to talk to. You don’t know who all those strange PC’s on your map belong to. What has happened to starting PC’s not on your map and no longer on your pdf. Why is your main army hexes from home with no enemy in sight. Who is active, who isn’t, it does take a few turns to get a grip.

It may be an idea to send a brief synopsis with at least the basic information as to what has happened. A new ruler should at least know that.

@ Woody

generally, this problem can be amended by contacting the former player. If he does not reply, though, like in my case, you are pretty screwed, since Harly normally does not save the pdfs.

In normal games, drop outs are often taken over by the rest of the team, at least until a replacement is found. This is not possible in GB, so I propose an improved SS-system, meaning the GMs have to do the turns until a standby takes overs. If a position is vacant for more than two turns, it is mostly wrecked beyond repair and hardly anyone would take over

This is not possible in GB, so I propose an improved SS-system, meaning the GMs have to do the turns until a standby takes overs. If a position is vacant for more than two turns, it is mostly wrecked beyond repair and hardly anyone would take over

The positions are fine - as with many such positions if they aren’t being attacked they are fine. Having us do the turns - well we haven’t got the time - it can take a few hours to do a turn properly - would we be aggressive/defensive? Camp build up chars, etc.

It may be an idea to send a brief synopsis with at least the basic information as to what has happened. A new ruler should at least know that.

Hard to arrange. I can see if we can organise a better system of keeping the turns though for Gunboat games.

Clint

c’mon Clint, doing a turn will cost you 20 minutes at most ;o)
and I think we both hope that vacant GB positions should not pile up that much to keep you hours…

enhanced SS would be defensive and self-preserving of course. Improving economy, training chars, keeping armies that can be afforded and defend if attacked. It should not include any actions that are off the map.

I picked up my only game of GB, and it is still going strong. The original player was willing and able to provide me with the previous 10 turns of pdfs.

Mahrc

[QUOTE]Originally posted by Mormegil

  • Mordor nearly unbreakable

    somewhere this became a false gospel… n gondor can crack the ithil pass by turn 5, turn 7 at worst, ALONE. i have now done it twice.
    1650 is an excellent game, but way too many guys are doing the same moves time and again, using the same game plan. n gondor throws his best troops piece meal into 3124.( 900 hv cav into the mountains?) the dwarf attacks 2409, ignoring 2715 (which is a greater threat, and closer to mordor). the witch king / rhudar have to play only defense ( why?). morannon is unassailable.( the eothraim can assemble 6000 hi in three turns, send him the money and let him try).
    yes, the dragon lord in 1650 and the rhun easterlings in 2950 are the two most difficult positions to surive. but, at some point we took certain things, made them constants, and stopped thinking.

sm
still wandering around, awaiting a turn

you are right, in 1650 new strategies are rarely tried - and this is mostly because they are not succesful, I would think

New ways are only to be found in team games with great cooperation. In GB, players will rather not tend to a strategy where they do not know if supported by others, that is why they hang to the obvious things.
You say NG can breach Ithil alone, but that can only happen if the DS play crap. Strong fortifications are even stronger when you have to take them out on your own, that is why Mordor is harder to take in GB.