Oh btw, did it hurt that my cursers first “prime” target was Ringlin?
Fun game, can’t wait for the next one!
Oh btw, did it hurt that my cursers first “prime” target was Ringlin?
Fun game, can’t wait for the next one!
Let’s keep the pairings one more game to see how it plays out unless more people want to tweak it
I concur, keep the triads the same for at least one more game.
Although I played the DS, the FP seemed to be giving at least as good as they got. I feel the Fog of War greatly helped the DS get the concession vote from the FP. Had they have known the nature and extent of each traids gains, they might have voted differently.
Although the DS had just knocked out Harad, it felt like the game was going to take the 50 (or was it 52) turn limit to get full resolution.
I was shocked when the vote came through.
Mike Bel…
Sauron at gundabad was a huge plus for us
It allowed us to leave it undefended so I am glad to see u lost your army as we hoped u would move up to an unexpected saurian encounter
Your concentration on our camps in the misties was annoying but not game changing. Still undecided if the camp busting is worth it.
I think our taking of 2904 and 3002 slowed u down just enough to allow mordor to defend and bring our characters online.
I am not sure why everyone thinks that a dark servant nation has to be eliminated by turn 12 or so. As witch king and rhuduar we were never in danger of getting eliminated as we planned on getting rolled up north and new we would be relocated south. Whomever plays the trio should plan accordingly.
It was fun to make fun of Tony playing as he had seven enemy nations with armies on his pop centers one turn. The turn results were not very favorable that turn. I think hef actually had 10 battles between the two nations in one turn.
Just signed up for another game.
Tim
The fog of war also prevented you from seeing how badly you damaged the Eo - NG - Northmen. The Northmen not so much though I had zero defense for whatever you wanted to do to me.
The Northmen gave you (the DS) some great developed pop centers down south (a nice city for one). I had more you were going to take too.
You were systematically taking all the NG pop centers.
I think the Eo and NG may have had 10-12 characters to play between them and no way to get more since you were stealing gold every turn.
The FP were defeated. That was very, very clear from where we were sitiing.
The Eo and NG were a few turns from total collaspe and the Northmen were reduced to irrelevance.
You won - fair and square.
I am signed up and I think there are only two trios left.
Just signed up myself. Looking forward to it. What are the trios, again?
Jason
NG, NM, EO
WM, DW, SE
AR, CA, NE
SG, DU, HA
WK, RH, CL
DrL, DoL, DkL
IK, FK, BS
QA, LR, CO
Also listed numerically and a reminder about the extra round of diplomacy on Turn 1.
DS
11, 14, 24
12, 13, 20
15, 16, 18
19, 17, 21
FP
4, 5, 10
1, 8, 9
2, 3, 6
7, 22, 23
No-Drop Gunboat Format with these additional rules:
A diplomacy round on turn 1 and then follow the normal turn 6, 11, etc.
A reminder is sent out at the 1 Week mark to help ensure people do not miss turns.
Ok, thanks!
Hmmm. Just wondering if people thought it a good idea put one of the four agent nations in each FP triumvirate (WM, Sindar, Noldor, Duns). It at least gives nations a chance to either protect from crippling 690s in character shortages, or steal back the same turn and hope for balance.
Perhaps in another iteration…
Jason
Err, scratch that. It’d only help the nation with agents on the reverse 690s, but at least you could provide guards.
Age old problem… :D:D
Hi All
Martin and I will again join forces to dominate the world of Middle Earth. Well
actually just a win would be nice.
This would be my changes to the Freep alliances if any. I’m happy to play
with the combo as is though.
The Dark seem well suited to support each other. They have some weakness,
but as there alliance won last gme, there is no review.
My thoughts/suggestions which as Ulysses212 says will share the FP agent resources.
North Eastern Middle Earth
Northmen/Dwarves/Woodmen
Location:
Centreing around the lonely mountain these three nations all feature in the
hobbit. The maps are very complimentary and give a good coverage of N/E
Middle earth.
Characters:
A good mix of command, emissary and agent powers. Lack of mages is the
inherent weakness of the FP.
Military:
Their population centres and armies are such that they can support each
other.
Economies:
2 strong, one weak. That is a good balance. Woodmen can expect Dwarves
and Northmen to give financial support.
Central Middle Earth
Notherern Gondor/Eothraim/Sinda Elves
Location:
The three most central nations representing the military might of the FP. The
combined maps cover the exit from Mordor as well as the forward holdings of
the Dragon lord.
Characters:
A definate emphisis on command, but with agent and mage support from the
Sinda elves. Stealthy elves and powerful mages can support the military
nations in those hexes of inevitable conflict.
Military:
The strength of this combination. Enough force to break into Mordor with
nations able to support each other. Capabale of several different campaign styles.
Economies
1 Strong 1 good, 1 hemoraging. Surely enough finance to run a powerful
militay campaign.
Coastal Middle Earth
Harad/Southern Gorndor/Noldo Elves
Location:
All are naval nations and can support each other. THeir maps cover the
coastal waters of middle earth.
Characters:
Powerful Noldo characters and artefacts add a dimension to the military
campaign of your other 2 nations. Agents and big emmies will allow you to
compete with the LR and QA agents. The mantle will help greatly in the defence of Harad.
Military:
Two strong military in SG and the Harad. The Noldo can bring ships into the
war also, adding yet another military dimension.
Economies:
The best of any combination one would imagine. Allies could expect some
money when orders are spare.
Western Middle earth
Artheadin/Cardolain/Dunland
Location:
The 3 Military nations west of the misties. They are all immediate neighbours
to the WK/Rhu and are set for campaigning in the NW.
Characters:
The Dunland agents add the character element to the combinations. Your
high ranked double scout may actually be able to find and stop some of them
CL killers.
Military:
Should have enough to win the war in the north without allied support. It is 3
on 2, with Noldo and Dwarf likely adding nuisance value at least, likely a lot
more.
Economies:
3 solid economies, all capable of runnning their own sustained war.
Just sharing thoughts and ideas.
Mike
I really like the alternative you laid out from regional and improved map coverage perspectives. However, I am worried that it leaves the FP without a 2x scout plus elf nation combo while the DS will have LR/QA in combo still and the Dog, Dragon, Dark Lt’s combo has 2x scouts and considerable agent/stealth artifacts and stealthy starting agent characters.
I think we are going to wait for the third instance of this variant before considering changes though.
I like Mike’s FP alternatives, and would play any of those combinations…
I don’t think the double scout with the Elves is all that necessary…as the DS don’t get the double scout with the CL or IK…so this makes it interesting in that sense…
I think putting a “safe” nation like the Noldo with an at risk nation like Harad is a good call. It also gets the Noldo the RoI early…which makes them an instant “threat” from an agent perspective…
I’m game for trying one more variant with current combo’s, and if the DS manage to win again, then tweaking the FP combos as necessary…
later
tony
Clint, I just don’t like how weak character-wise this FP combo is. I don’t mind splitting NG/Eo up…but keeping them together makes a powerful/combined containment force to deal with Mordor. You’re right about the character issues though…
To that end, I’d advocate putting the Sinda with the Eo/NM option. Putting the Dwarves/Woodmen together, with perhaps NG.
You could go DW/NG/Duns as well. And pair the Arth/Cardolan with the Woodmen.
lots a variants…all intriguing in their own rights…
later
tony
I vote we keep the nation trios the same for one more game before tweaking.
Tim Huiatt
I agree.
Doug
A mute point for some.
The game filled super quick and Martin and I find ourselves on the “outer”
for the rematch. It seemed our reply though within hours of request was
not fast enough.
Next time for us maybe? Stupid Aussie time zones…
Good gaming all.
Mike
Well then, I guess you’ll just have to jump into the 1 week game to get your fix…
Mike,
Very Sorry to see you missed this game. In my opinion you played the best on the free side as you outguessed, outplayed and outmanuevered Tony and I on more than one occasion.
One thing you could have changed, and this is probably a matter of opinion on style as opposed to trying to be a critism is if you had simply let our cav threw and too your backcourt instead of intercepting it, you would have probably lost three or four towns.
However, Tony and I had absolutely no defense if you had pushed forward instead of going back to wipe our cav out. You would have rolled us five turns earlier, at the expense of three or four of your towns. Trust me, you stilled rolled us, but it could have been real ugly real fast for us. And with really high taxes, it allowed us to generate enough revenue too not need money until turn 10.
Well done, bummer you are not in the game.
tim