Overall the Free People 3 nation combinations look very good, keeping good regional separation and a mixture of strengths and weaknesses. Looking at each combination in more detail:
Clint’s FP Combination 1:
3 - Eothraim, 7 - S Gondor, 23 - Dunland
Very nice combination, character potential with military mix, no proposed changes.
Clint’s FP Combination 2:
1 - Woodmen, 4 - Arthedain, 22 - Harad
This combination has very weak characters and Harad & Woodmen are likely to take a beating at game start. One stronger nation should probably be added.
Clint’s FP Combination 3
2 - Northmen, 8 - Dwarves, 10 - Noldo
As has been by Starkhorn, Dwarves and Noldo are in very strong game start positions and Northmen has potential, a powerful set of characters, with strong safe nations.
Clint’s FP Combination 4
5 - Cardolan, 6 - N Gondor, 9 - Sinda
A combination I would like to play, good characters and up front military action.
So without too much fuss we could either put either the Dwarves or Noldo from combo 3 into combo 2, I would prefer Dwarves to replace Woodmen or Noldo to replace Arthedain, to keep regional separation. Therefore combinations 2 & 3 could change as follows:
Mod 1, FP Combination 2:
4 - Arthedain, 8 - Dwarves, 22 - Harad
No outstanding nations, but solid performances economically and militarily, perhaps a little weak on characters but an improvement and contributing to a overall good combination.
Mod 1, FP Combination 3:
1 - Woodmen, 2 - Northmen, 10 - Noldo
The weaker Woodmen and Northmen are boosted by the superlative Noldo, a very nice combination for players who may tend to the character game.
OR:
Mod 2, FP Combination 2:
1 - Woodmen, 10 - Noldo, 22 - Harad
Again the Noldo provides an envious character set, making up for the deficiencies of the others
Mod 2, FP Combination 3:
2 - Northmen, 8 - Dwarves, 4 - Arthedain
No great weaknesses or strengths, but has potential to be a strong combination.
The DS combinations are probably more difficult to put together and ask a difficult question which will likely spilt the players depending on whether you think agents are already too powerful. Should the Cloud Lord be paired with the QA who can Double Scout? personally I do not think so.
I also believe that since Rhudaur will be lucky to make it to turn 10, he should be paired with the most fun DS nation, the aforementioned Cloud lord.
Below are Clint’s proposed combinations, I am afraid I don’t have time to write on their merits or proposed modifications today
Clint’s DS Combination 1:
12 – Dragon Lord, 13 – Dog Lord, 18 – Fire King
Clint’s DS Combination 2:
11 – Witch King, 14 – Cloud Lord, 17 – Quiet Avenger
Clint’s DS Combination 3:
15 – Blind Sorcerer, 16 – Ice King, 19 – Long Rider
Clint’s DS Combination 4:
20 – Dark Lieut, 21 - Corsairs, 24 – Rhudaur
Paul