> RD: Now you know how the 1650 Northmen feel.
never played the northmen. But I do hear horror
stories of terrible fights and war zones from that
side of the game board. Actually if I wanted to play
the northmen, I would play the northmen (but that's
just me).> There
> is no way they can
> protect all their defenceless pops from attack and
> they can't see half of
> them either. They have to make decisions which ones
> to defend and which
> ones to abandon to luck.Can they use armies to intercept the incoming enemies
?And you are talking of pop centres in plural. I'm
taking pop centre in the singular (more of this below
...)
>
> Why should Long Rider - or any other nation - get
> special treatment?I must look up my defination of special treatment. I
was thinking 'improvment' when I mentioned moving the
pop centre one hex.I remember in WoTR G1 that the new armies had no food
in them. I've also suggested that in WoTR G2 that
these armies get food. What you call special
treatment, I would call 'tweaks', and the aim is to
improve player enjoyment.
RD: I call moving a pop to give a particular nation an advantage, or to
remove a disadvantage, special treatment. There are plenty of nations which
have vulnerable pops - why should LoR be different?
Food for the new armies is another matter. This was an oversight, of course
they should have started with the appropriate amount of food, and this
should be put right in WotR 2.
Ditto with the pop centres starting off with food if
they produce none. But as I've no idea why this is so
in normal games, i'm not asking for it.
RD: No, I've no idea why this happens either, but I am aware that it does.
I've no plans to ask for any more food for new pops. Nobody playing WotR1
has bothered mentioning this!
>In
> WotR 4121 is a town in mountains, so already it
> can't be attacked by hostile
> armies unless they have food.So ??? 4121 is on the outer ridge line. In a lot
of the middle earth games that i've played, this outer
line is avoided by DS since its so easy for the free
to send down small cav armies and burn out any DS pop
centre.
RD: Well, it depends how each side plays, doesn't it? Last time I played Dk
lieutenants I hired army on 3621 (since Miruimor started there anyway) and
sent it out to burn the FP pops in Rhovanion/Rhun. It didn't get many
before it was wiped out by the Dwarves, but it sure kept the FP too busy to
attack 3621! Where was the FP cav? You'll have to ask them that!
I could ask why the l/r (whose capital is at 3329
-thats 12 hexes away) plonks down a town with no
defenses at 4121 when they have a neutral m/t 4 hexes
away. The nearest free m/t with armies is also 4
hexes, and the free capital is at 4013 (thats 8
hexes). I suppose orcs are meant to be stupid, but
thats real stupid.
RD: Nah nah nah. Orcs not stupid. Orcs build 4121 as an outpost. Gotta
start somewhere.
The place is just asking to be taken over. However it
is a brillant place to be used as an attack on the
free (since its is a town, and its near the free pop
centres), thats why I would have liked it moved away
one hex. My preferred option would be to include it on
no one map.
RD: It IS a brilliant place from which to attack the FP. That's the whole
idea of putting it there. It gives the FP and LoR something to fight over.
It's MEANT to be provocative. In WotR1, LoR has launched armies from 4121
with mixed success. The last such army has just died, and FP have hit 4121
with agents and emis, but so far (t19) it is still in LoR hands. Just
suppose the FP DO take 4121 - it will become a magnet for DS agents. Every
character the FP put in there will be assassd and the place will be robbed
blind every turn. Why would DS want to retake it?
The smart free would thus have more reason to capture
it (since they can't tell when the DS start cranking
out HC armies). This forces the DS to start cranking
out HI, and doing up the defenses. I wouldn't call
free/neutral/ds fighing over a critical town in
no-mans land special treatment, but a tweak to improve
game enjoyment.>You want a recon map?
> Stick some emis in
> there, pump up the loyalty, make it a Major town!not worth it. Its too easy to fall to the free (as its
4 hexes from the nearest free and neutral armies). The
only hope I had to keep the place was to move in
armies from below, ie the free see an army pop up and
would think that i've just created 300 HI. But in fact
i've just jumped up 2000 HI. That's bound to upset
their counting skillsBut I left the game before I
was able to do that.>
> This game wasn't meant to be easy.While i'm looking at the dictionary, i'll skip 'easy',
and instead look for 'fun'.> Disappointed?
actually yes. But rather than complain, I would rather
put in positive improvements. I won't be playing the
l/r in WoTR game 2, but that doesn't mean I don't want
them to have a better game than whoever is currently
playing the l/r (and I've no idea who is playing the
l/r).
RD: Me! I started off with 2 nations, handed LoR to a player who joined
late, and took it back when he dropped.
How many character changes did the l/r get ? None.
How many extra armies did the l/r get ? None.
How many pop centre changes did the l/r get ? One -
this town, and for the reasons above, i think they got
ripped off.
RD: Nah, for them the game just got..... interesting.
They did get the extra 15K that every DS got. But for
the l/r, its just another 2950 game with beefed up
allies.> Consider it a challenge!
I didn't think that WoTR was designed as another
challenge. I thought it was meant to improve the pop
centre base so that the game would more likely
represent the LoRT book (unless my memory is playing
tricks on me).
RD: Correct. The pop base was beefed up. Unless I'm mistaken, you object
to the siting of just one of the 'new' pops. Any change to a game design is
bound to offer new challenges.
> It IS only a game!
which is meant to mean ??? Since it is meant to be a
game, what's the problem of moving the only pop centre
that the l/r get, a single hex left or right ?Left moves it onto a DS map (so they can see if the
free capture the place and then use it to get into
mordor). Right moves it off everyone's map (and thus
allows some mystery).
RD: Come ON, if all players know what pops are where at game start, what the
hell difference does it make if if a single pop is one map or the other or
neither?
If Harlequin decided to shift the LoR town at 4121 one hex e or w in WotR2,
I wouldn't have a problem with it. But I don't see why this should be done
for the sole benefit of LoR.
finally, I think WoRT is a great game. While not
perfect (how much was food selling at its peak ? And
were the free able to use the extra pop centres they
got ?), I think small improvements in WoRT Game 2 can
result in a better game.thanks
m
RD: Agree with your last para. I just don't think you've made a case that
moving the LoR town at 4121 improves the GAME. It might improve things for
LoR, but not the game as a whole.
Regards,
Richard.
···
----- Original Message -----
From: "Din" <din_ohtar@yahoo.com.au>
To: <mepbmlist@yahoogroups.com>
Sent: Sunday, March 18, 2001 11:17 PM
Subject: Re: [mepbmlist] Last Alliance: nation changes
>
> Richard.
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~-~>
> Make good on the promise you made at graduation to
> keep
> in touch. Classmates.com has over 14 million
> registered
> high school alumni--chances are you'll find your
> friends!
>
http://us.click.yahoo.com/l3joGB/DMUCAA/4ihDAA/oyQWlB/TM
>
---------------------------------------------------------------------_->
>
> Middle Earth PBM List - Middle Earth and Harlequin
> Games
> To Unsubscribe:www.egroups.com
> http://www.MiddleEarthGames.com
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
____________________________________________________________________________
_
http://calendar.yahoo.com.au - Yahoo! Calendar
- Access your appointments and meetings online.Middle Earth PBM List - Middle Earth and Harlequin Games
To Unsubscribe:www.egroups.com
http://www.MiddleEarthGames.comYour use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/