ME 1650 2nd edition

Oh what the heck, might as well throw my 3 cents (inflation is back) into
the mix. I'll go off of the list below, as my brain can't even begin to sort
all the other emails this thread has generated.

    Some of you will remember, this proposed revision thread leads back to a
previous one, where everyone and their half-orc brother wanted this or that
nation modified, because one side (the Free usually) had a perceived
advantage over another. When we had last left that thread, Clint had agreed
to gather the actual real data on how many times a certain side had won in
1650 and 2950, and which nations typically came in first thru third.
Remember this Clint? I would still wish to see this info before we start
thinking about a 2nd edition of ME. No sense in throwing the baby out with
the bath water.

    Before I begin with my ideas, I will state that I had knee surgery done
Monday and am on Lortabs (prescribed) and rum (needed). So if any of this
sounds loony, I can blame the drugs, rum, or both. :slight_smile:
I am only going to look at 1650, as this is the only game I will play. Call
it personal perference.

Starting characters and abilities -
    Stay at 21, good players can generally deal with the detail needed in
nation planning. You don't need a "special" character that is immune to
actions. If you are being hit by companies, there are ways around this. And
if you get hit by several nations against your own and die, that is part of
the game. No one wins every game.

    There are a few nations that could greatly benefit from some changes.
The Northmen are one that needs help. Can we all agree that the Northmen are
typically a punching bag in 1650? Why does a nation that has a nation bonus
to create E40s have no emmys? Give them one so that they have a chance to
reposition their nation and survive. Other than that, they have to be
diplomatic and point out to their allies to the west that if they fall, guess
who is next.

    The Woodmen could certainly use a character with a 30 agent skill.
Another perceived punching bag, just adding this little change could give
them a little more leverage when it comes to convincing their allies to help
the Woodmen.

    Give the poor QA a 40 emissary. The punching bag of the south, the only
nation really at the total mercy of his neighbors, give him a fighting chance
should the neutrals turn on him early.

    I do not agree with this notion floating around that all elves should
have stealth, or all trolls should have double healing, etc, etc. The elven
nations already are potential powerhouses IF played intelligently. And do we
really need to beef up some of the DS armies? It seems what people are
talking about is adding a totally new data file for buying racial types with
differing costs, modified troop types with differing costs, and changing the
per turn maintenance costs of some units. This would be a totally new game
and could dramatically change the game balance and playability of many
nations. Let's try to not mimic other games out there, Middle earth stands
up well as it is.

A couple of other changes I would make.

    Give the Corsairs a few more warships. Everyone thinks that navies have
little useful purpose. And everyone knows that if the Free are on the ball,
even if the Corsairs, Harad, and QA combine their fleets, the Free will win.
Yes the Corsairs can move across open ocean. But they still lose ships to
pirates, monsters, etc. But if the Corsairs can force the Free to think
about invasions, assuming they join the DS, suddenly naval planning has to be
considered. And if the Corsairs join the Free, the equaion against the DS
hasn't changed as they Corsairs still have the same amount of transports to
move into Mordor with.

    Give the Easterlings a fortified MT in the north. How many Free write
off the Easterlings as lost to the DS on turn zero? But what if the
Easterlings had a viable option of going Free? Wouldn't that help game
balance?

    Troop types should be looked at and overhauled. We can all think of a
situation where this or that troop type might come into play. But as a
general rule, you will only make either HI or HC. The rules seem to have
been set up to where maintenance costs would dictate that lower troop costs
would be useful. But the battle modifiers don't justify the use of lighter
troop types. Changing the terrain modifiers would help to balance this. But
care should be used to prevent this from changing the overall game balance.
Rhudaur could become an absolute powerhouse, if all of the sudden it's troops
ruled in rough country.

    Changing the battle system is also an option. Several games have a
Artillery, Missile, and hand-to-hand phase. And those armies without arty or
missile fire suffer greatly from their opponent's fire. Whether or not this
would be too great a change would have to be tested out in playtesting. But
it might make archers and seige weapons more useful.

    New spells would be nice. A spell that allows evasive movement with the
normal double movement penalty, on land and sea, that would be interesting to
see. Conjure armor, conjure weapons, and conjure production have
possibilies. Dispel Magic (cast on a specific character) would put a hurt on
an army counting on that certain spell going off. Everyone can come up with
other ideas from all the fantasy games and books they have experienced.

    Forget changing the way armies disband if you lose a challenge. That is
part of the game balance. You have a choice to refuse, no one holds a gun to
a commander's head and says step into the ring. If you REALLY want to keep
that army in ST/ST, when in doubt refuse. And if you get sand-bagged by a
hidden challenger, you have just learned the value of scouting ahead and
casting Divine Characters with army.

    I like the idea of being able to loot enemy armor and weapons. If I have
an army of naked HI, and we just whacked an army in ST, do you really think
we would just ignore all those nice weapons laying around?

    DON'T change the caravans to real travel time! The "gain" in added
"realism" certainly isn't worth the pain and suffering. I suspect that
someone who would advocate that change has never played the Eothraim or WK.
:slight_smile:

    Here comes one that we all have mulled over, changing or randomizing the
encounter tables. Three choices, reset them once, reset them periodically,
or reset them every game. Think long and hard about this. You could really
upset game balance.
    The main balance the DS have against the greater economic and recruit
base of the Free is dragons, with a secondary of grabbing agent and Curse
artifacts. If all the sudden, the DS have the potential of losing their
characters trying to place camps in mountains or in their starting pops, and
can't get dragons readily, you have just auto-killed the WK and Dragon Lord.
Dragons are often the only thing between a quick exit and hanging on for
these nations. And here is a news flash, there is a way to get rid of
dragons.
    If you change the artifacts every game, they will be either ignored (too
much time for too little gain), or it will come down to a luck ball roll when
someone finds an great artifact. Think about it, the time to go up and down
the list, research artifact spells you would cast, is this really a "gain" to
the game?
    What you may want to consider is tweaking a few artifacts to give them
higher bonuses against dragons, adding riddles to the data base, beefing up
the spirits, etc,. Face it, any game that has been around a while will have
it's "secrets" out on player data bases. At least in our game, even tyros
have access to them.
    Changing a few of the NPC's to be recruitable MIGHT be useful. Right
now, Galadriel and Celeborn are really only useful as walking artifact
holders. But if you are going to do this, do it for both sides. Wouldn't
you like to have a Balrog?

    Randomizing pop center placement comes under the heading of changing the
game balance. How would you like to get a set-up that just moved your pop
centers within a one turn move of your enemy? Once again, what actual gain
is this to the game?

    Skill increases should have a greater chance of gain if there is greater
risk. If you pull off a 1:3 challenge, you should have a greater chance at a
10 point gain than a 1 point wiff. And vice versa.
    
    Moving the map would make it more interesting for some nations that are
often not near the main battle area. It would also help make up for losing a
nation's map due to a drop out. How often have you seen a novice get the
Eothraim or Northmen, think they know everything, and go under by turn 5 or
10.

    Many other changes have been proposed. But what many people seem to
forget is this is in large part a TEAM game. No nation is meant to stand
alone. Every nation has drawbacks, and must rely on it's allies to help them
overcome these deficiencies. Almost every action has a counter to defeat it,
curses being a big exception.
    To start tinkering with every nation because you got killed playing this
position is not a just reason. This game was designed to promote teamwork,
and if your allies don't help, you WILL die. Don't start changing every
nation because of poor play by you or your allies. There are a few tweaks
that would help correct some of the issues the playtesting missed. But
Middle Earth 1650 is still a great game, one that I have played for years and
still wish to spend my money on.

Feel free to blast away.

Mark Ferris

Message: 9

···

Date: Tue, 27 Feb 2001 19:30:33 -0000
   From: "Middle Earth PBM Games" <me@MiddleEarthGames.com>
Subject: Re: Game Modifications

I don't know what can be done (we don't have access to the code). But I
have an understanding of what there is at present. The feeling I am getting
so far is that; Change would be good - Troops, Spells, Items, Encounters the
main bone of contention with a split on 947/8 orders.

Realism good but not at the cost of playablitiy.

1-Starting Character Abilities (closer to ICE MERP realism..?)

Who has the rights to these?

2-Nation Special Abilities (Racially differentiated..?)

Very much interested in "cheesing" up the nations

3-Troop Terrain Modifiers (Archers in the plains...LI in the rough...?)

*** Yes

4-New Capital Orders (Clint mentioned a 946...?)

(*** or new orders in general - Rob Pegg mentioned the 946 order I think)

5-New Spells (Someone had some interesting ideas..?)

*** Lots of variety here

6-Moving the Map

*** Can't see why this cannot be implemented in 1650

7-Caravan movement costs

*** Not a fan of this myself as it would slow the game and change it a lot -
normally you get a last minute panicy - "I lost my capital/army when I
wasn't expecting it now I am in a very bad way and need assistance NOW" type
message - it's hard to guess what situation you'll be in at the end of the
turn never mind two turns down the line.

8-Skill increase adjustments (more for harder orders..?)

** Not a fan - convince me

9-Agent/Guard adjustments

*** ?

10-Troop Racial Modifiers (Combat worth AND recruiting allowances)

*** Nations modifiers?

11-Randomized encounter/dragon responses

*** Sounds interesting.

12-Randomized Pop Center placement

** not so sure - maybe half and half?

13-Recruitable NPC's

*** And other chunky bits new to the game?

We have been asked for input on a "questionnaire" of sorts.

** Yes please

It's about now where a relatively detailed summary of what Harlequin CAN

and CANNOT do

would be useful, to help keep us on track.

** See above.

Clint

ferrismk@cs.com wrote:

Before I begin with my ideas, I will state that I had knee surgery done
Monday and am on Lortabs (prescribed) and rum (needed). So if any of this
sounds loony, I can blame the drugs, rum, or both. :slight_smile:

Please permit this little aside: mixing prescription drugs and alcohol is
stupid. At best you either reinforce the effects of both or weaken the
effects of the drug. At worst you risk permanent kidney damage.

<End pf public service message aimed at our younger readers>

Having had heart surgery a few years ago, I can empathise with the desire
for strong booze to wash down the painkiller...

Gavin

Clint had agreed
to gather the actual real data on how many times a certain side had won in
1650 and 2950, and which nations typically came in first thru third.
Remember this Clint? I would still wish to see this info before we start
thinking about a 2nd edition of ME.

Working on this at present. "Time, time, give me more time... "

    There are a few nations that could greatly benefit from some changes.
The Northmen are one that needs help. Can we all agree that the Northmen

are

typically a punching bag in 1650? Why does a nation that has a nation

bonus

to create E40s have no emmys? Give them one so that they have a chance to
reposition their nation and survive. Other than that, they have to be
diplomatic and point out to their allies to the west that if they fall,

guess

who is next.

I concur... :slight_smile:

    The Woodmen could certainly use a character with a 30 agent skill.
Another perceived punching bag, just adding this little change could give
them a little more leverage when it comes to convincing their allies to

help

the Woodmen.

Yep

    Give the poor QA a 40 emissary. The punching bag of the south, the

only

nation really at the total mercy of his neighbors, give him a fighting

chance

should the neutrals turn on him early.

Why not.

    If you change the artifacts every game, they will be either ignored

(too

much time for too little gain), or it will come down to a luck ball roll

when

someone finds an great artifact. Think about it, the time to go up and

down

the list, research artifact spells you would cast, is this really a "gain"

to

the game?

*** Make the weaker ones more powerful could offset that. I am not saying
make them insane, just better?
Clint

ferrismk@cs.com wrote

Forget changing the way armies disband if you lose a challenge. That is
part of the game balance. You have a choice to refuse, no one holds a gun to
a commander's head and says step into the ring.

It's daft to say "that's part of game balance" and suggest that
therefore it can't be changed. It can be changed, you may have to reset
the balance, by doing something else.

However, many people believe that the game is ALREADY imbalanced. For
example, many would say that agents are too strong, and that the DS are
consequently too strong, winning 2/3rds of all games. Making it harder
to disband armies would redress the current imbalance, not necessarily
cause a new one.

The chief objection in terms of internal consistency btw is not when an
army is disbanded following lost challenge, but when an agent takes out
the commander, and 5000 men go home as a result.

So armies where the commander is challenged out, should take a morale
drop. Possibly armies where the commander has been assassinated should
take a morale drop. Any army with low morale should be subject to
desertions each turn. But armies should not disband on mass, just
because they have no senior officer. They should stay still, like
anchored ships, suffering from morale drops and consequent desertions,
waiting for a commander to arrive, and rally them.

This proposed change tips the balance slightly away from agents, and
towards the FP (because they start with big armies not the +20 ClL
bonus). It adds greatly to the internal consistency. It makes just a
very small addition to complexity (one new order Pick up Army, or Rally
Army).

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

Hi guys

I absolutely agree with Laurence

An army of 5000 guys well trained and equipped disbanding because there ist no
Charakter left is kind of stupid.....

There should be a possibility to keep these armys.....

I also agree that the DS have a small advantage winning a 1650 game....#
They have the agentpower that makes the difference between victory and loss......

With this new Take army order, the Darks could still stop Free peoples armys and
with morale losses and desertations they still weaken the enemy... but they do no
longer have the power to change from defense to offense with one order by killing
a huge army.....

Another idea:
What about an order to turn Cav into Infantry

For example when given in an own Pop centre you Turn HC to Hi and Mounts, and when
given in the field you turn HC to Hi with Food (5 food per Mount).

I think this sounds pretty funny.... :slight_smile:

And please no angry horse fans or nature activists..... I like animals as well and
I am a vegetarian since 4 years :slight_smile:

Greetings

Stefan

I like the principle, but I don't think it needs another order, just
some adjustment of the combat algorithm.

It's this idea from table top wargaming, where the cavalry unit was a
lead bloke welded to a lead horse, that caused the tradition.

In RL (except as I said before, for the very proud 19th cav) cavalry
would dismount to fight if the terrain necessitated it.

Likewise, the concept of hi li ma being distinct and separate creatures
is poor. You are heavy, light or unarmoured according to what gear you
have (usually how lucky or rich you are)

So we need 3 troop types only, cav, inf, and archers. Cav and inf can
have any amount of armour they can get, and their effectiveness will
vary accordingly. Cav automatically count as if they were inf in any
terrain other than plains or shore hexes. This may sound harsh, but you
must remember that their mobility between battles already gives them big
advantages. This is consistent with the fact that much of the cavalry
of the pre-Napoleonic era, was in fact what should properly be called
mounted infantry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Stefan Maas <Joker_Macy@gmx.de> wrote

Another idea:
What about an order to turn Cav into Infantry

I like the principle, but I don't think it needs another order, just
some adjustment of the combat algorithm.

It's this idea from table top wargaming, where the cavalry unit was a
lead bloke welded to a lead horse, that caused the tradition.

In RL (except as I said before, for the very proud 19th cav) cavalry
would dismount to fight if the terrain necessitated it.

--->Agree this would be a good change....

Likewise, the concept of hi li ma being distinct and separate creatures
is poor. You are heavy, light or unarmoured according to what gear you
have (usually how lucky or rich you are)

--->What you say is right, but In fact reducing the number of recruitable
troop types would make the game boring in my eyes....
I like more kinds of troops....Individual troops for the nations and no "how
do I upgrade my troops"

So we need 3 troop types only, cav, inf, and archers.

---> When you prefer realismin Troops, Archers should be Inf units equipped
with weapons that have to be made with timber.....

Cav and inf can
have any amount of armour they can get, and their effectiveness will
vary accordingly. Cav automatically count as if they were inf in any
terrain other than plains or shore hexes. This may sound harsh, but you
must remember that their mobility between battles already gives them big
advantages. This is consistent with the fact that much of the cavalry
of the pre-Napoleonic era, was in fact what should properly be called
mounted infantry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

I do get your points, but don�t see the benefit for the game play....
Few troops that have to be equipped to be good will only make the gap between
the rich and the strong larger..... and I think you can�t see what effekt
this would have on game balance..... (Dark servants do have armor, but have
to sell it, so only light troops for the dark?) I think they would be overrun
by the Gondors in the first 20 turns....

Also I think more variety in troops will be more fun.
Make the Eothraim Cav better and his Inf weaker.....
Give the Trolls which are beefy but dumb more defense but fewer offense....
Something like this...
Add some new troop types....I like the mounted Infantry principle.... what
about troops using Mounts to travel but can�t fight on them. Probably using
Cav travel rate, Inf Combat strengh and costing something between both.

Greetings

Stefan

Pick up Army, or Rally
Army).

you will need to
a) see leaderless armies on your turn report.
b) identify which leaderless army you want to send the
new army commander into.
c) tell leaderless armies to disband if they are still
being paid.

Like laurence said, leaderless armies stand still,
fight in self defense using standard tactics, loss
morale every turn, and eventually break up.

thanks
din

···

Regards,

Laurence G. Tilley
http://www.lgtilley.freeserve.co.uk/

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If you read my post #4130 with several ideas in it is read, I
addressed both the disbanding army question and new troop types.

Regarding the statements on giving nations there character SNA. I
agree. For the 10 evils (mainly this first 9) the nazgul should embody
the SNA. To this end please review the following Nazgul Stats
    
Murazor 40c,40e,70m, 30st (Same)
Khamul 30c,30a,30e,40m,30 st (Same)
Dendra 20c,20e,60m,30st (Same)
Ji Indur 30c 40a,30m,30st
Akorahil 20c,10e,70mg,30st
Hoarmurath 20c,40ag,40mg,30st
Adunaphael 20c,40em,40mg,30st
Uvatha, 60co,10a,20e,10m 30st

Each Nazgul should have its nation's starting spell at 100. Thus
Denrdra and Uvatha know Conjure Mounts at 100 and Khamul Teleport at 100.

Give one of the Dark Liet is spell too at 100% (Conjure Hordes ?)

If anyone one has a problem with Uvatha becoming a 4 stater, a 10 mage
problably won't see much improvement.

While each nation still might have another character to use the SNA
like Drugandra for the LR (a 40 co) and, Gorthog and Errenis for the 2
40 agent nation, the Nazgul should embody the SNA.

For the FP
Arthedain replace Alquawen with Nirena (Argeleb's daughter) a 10em,40mg

For Northmen replace Beawyn with Maethelgar (a Northmen Bard) 40 Em
and put him in Esgaroth.

--- In mepbmlist@y..., Din <din_ohtar@y...> wrote:

···

>
> Pick up Army, or Rally
> Army).

you will need to
a) see leaderless armies on your turn report.
b) identify which leaderless army you want to send the
new army commander into.
c) tell leaderless armies to disband if they are still
being paid.

Like laurence said, leaderless armies stand still,
fight in self defense using standard tactics, loss
morale every turn, and eventually break up.

thanks
din

>
> Regards,
>
> Laurence G. Tilley
> http://www.lgtilley.freeserve.co.uk/
>
>
> 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/
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The idea is good, but the MA should stay. Having an army of MA and
mages to conjure extra MA is a good thing. This way some DS can
muster large armies capable of threatening FP popcenters.

Ulrik Bisgaard

So we need 3 troop types only, cav, inf, and archers. Cav and inf

can

have any amount of armour they can get, and their effectiveness will
vary accordingly. Cav automatically count as if they were inf in

any

terrain other than plains or shore hexes. This may sound harsh,

but you

must remember that their mobility between battles already gives

them big

advantages. This is consistent with the fact that much of the

cavalry

of the pre-Napoleonic era, was in fact what should properly be

called

···

mounted infantry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

It can't possibly make the game _more_ boring, because nobody ever
recruits anything other than hi and hc as it is. I'm saying that we
need to eliminate the troop types that nobody uses anyway. We would
need to look at some rule which would make the archers worth recruiting.
The 'archers fire first' is one option, but personally, I'd rather alter
to battle system so that archers fight _with_ the militia in the second
battle _if_ there is a fortified population centre, which of course they
should get a big armour bonus from.

So this simplification of the troop types would not make the game more
boring. If my suggestion of greater terrain/climate modifiers came it,
you would have to think more about where and when your troops fought. I
also thought that the idea which came into today about sub-commanders
being able to give supplementary tactical orders was a very good one:

Imagine having a sub commander who could take separate command of your
archer wing, and order them to fire first and retreat through the ranks
OR fight with the army OR fight in the pop.

Imagine having a sub commander who could take separate command of your
cavalry wing and issue tactical orders which had a more interesting
effect on the battle than the current stone, scissors, paper one. Like:

CHARGE similar to the present, gets full bonus for cavalry, _unless_ met
by a counter tactic, like ambush.

RESERVE cavalry stays out of the first round of the combat, but then
joins in intelligently, automatically selecting the best counter tactic
to the enemy.

PURSUE cavalry gets no special bonus, but if the battle is won, a
greater percentage of food, war machines, and armour is collected from
the routed enemy. And there btw Stefan is an answer to the problem you
have about the DS being poor - poor guys get their armour from rich guys
they have defeated in battle. Thus has it always been.

I like these sort of changes, because they simplify and rationalise
first, by removing the redundant and inconsistent troop types. Then
they don't add too much complexity for the new player - adding AttNatCav
and AttNatAr which are essentially no harder to get the head round than
AttNat and AttEnmy. BUT for the experienced player, the tactics start
to do something interesting, and give him increased options.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Stefan Maas <Joker_Macy@gmx.de> wrote

Likewise, the concept of hi li ma being distinct and separate creatures
is poor. You are heavy, light or unarmoured according to what gear you
have (usually how lucky or rich you are)

--->What you say is right, but In fact reducing the number of recruitable
troop types would make the game boring in my eyes....

Hi Laurence

I agree with most of the things you mention.....
More tactics and sub commander tactics would be a great thing...
But I still don�t want to reduce the number of different troop types...
Surely the light troops and the archers need some modification ..... (The men
at arms have the right to exist by the conjure hordes spell).....
I would like to see modifications to the other troops or to get rid of them
and replacing them by special units.....(What about dark servant troops only
desingned to make one huge strike (big offense poor defense) like kamikaze
units ...
I think are lots ideas for new troop types....
In addition to some new tactics (what about retreating?), we would have a new
combat system which is one of the most mentioned things to change....

Then a new encounter system with new encounters and riddles would make my
day...

Greetings

Stefan

"Laurence G. Tilley" schrieb:

···

Stefan Maas <Joker_Macy@gmx.de> wrote
>> Likewise, the concept of hi li ma being distinct and separate creatures
>> is poor. You are heavy, light or unarmoured according to what gear you
>> have (usually how lucky or rich you are)
>>
>
>--->What you say is right, but In fact reducing the number of recruitable
>troop types would make the game boring in my eyes....

It can't possibly make the game _more_ boring, because nobody ever
recruits anything other than hi and hc as it is. I'm saying that we
need to eliminate the troop types that nobody uses anyway. We would
need to look at some rule which would make the archers worth recruiting.
The 'archers fire first' is one option, but personally, I'd rather alter
to battle system so that archers fight _with_ the militia in the second
battle _if_ there is a fortified population centre, which of course they
should get a big armour bonus from.

So this simplification of the troop types would not make the game more
boring. If my suggestion of greater terrain/climate modifiers came it,
you would have to think more about where and when your troops fought. I
also thought that the idea which came into today about sub-commanders
being able to give supplementary tactical orders was a very good one:

Imagine having a sub commander who could take separate command of your
archer wing, and order them to fire first and retreat through the ranks
OR fight with the army OR fight in the pop.

Imagine having a sub commander who could take separate command of your
cavalry wing and issue tactical orders which had a more interesting
effect on the battle than the current stone, scissors, paper one. Like:

CHARGE similar to the present, gets full bonus for cavalry, _unless_ met
by a counter tactic, like ambush.

RESERVE cavalry stays out of the first round of the combat, but then
joins in intelligently, automatically selecting the best counter tactic
to the enemy.

PURSUE cavalry gets no special bonus, but if the battle is won, a
greater percentage of food, war machines, and armour is collected from
the routed enemy. And there btw Stefan is an answer to the problem you
have about the DS being poor - poor guys get their armour from rich guys
they have defeated in battle. Thus has it always been.

I like these sort of changes, because they simplify and rationalise
first, by removing the redundant and inconsistent troop types. Then
they don't add too much complexity for the new player - adding AttNatCav
and AttNatAr which are essentially no harder to get the head round than
AttNat and AttEnmy. BUT for the experienced player, the tactics start
to do something interesting, and give him increased options.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

Middle Earth PBM List - Middle Earth and Harlequin Games
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Pick up Army, or Rally
Army).

you will need to

Yes, the basic mechanisms are almost already there:

a) see leaderless armies on your turn report.

Like anchored ships

b) identify which leaderless army you want to send the
new army commander into.

Like pick up ships

c) tell leaderless armies to disband if they are still
being paid.

Like abandon ships

Increases options and improves game play, without adding to complexity -
anyone who can cope with the shipping orders, can cope with these, and
they'd be a lot more useful.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Din <din_ohtar@yahoo.com.au> wrote

I agree with most of the things you mention.....
More tactics and sub commander tactics would be a great thing...
But I still don´t want to reduce the number of different troop types...
Surely the light troops and the archers need some modification .....

You don't need light troops. All those wretched "408 HvInfan - -"
orders that go in represent men without armour, and using farm
implements to fight with. What's heavy about them?

Yes, we need to make archers worth recruiting. In answer to someone
else, archers are not just infantry with wood weapons. Well, it depends
on your idea of archers, but to me, they are men who have trained
extensively in a different art.

(The men
at arms have the right to exist by the conjure hordes spell).....

No problem. 5 ma = 1 hi as it is, so you simply adjust the spell so
that 40 standard inf - - are recruited instead of 200 old style ma.

I would like to see modifications to the other troops or to get rid of them
and replacing them by special units.....(What about dark servant troops only
desingned to make one huge strike (big offense poor defense) like kamikaze
units ...
I think are lots ideas for new troop types....

I'd rather see this kind of thing achieved through spells. Huge
varieties of troops types, and special forces are a fairy modern idea (I
know that computer games like to kid you that there were all sorts of
special forces in ancient times, but really, it was a WW2 obsession).
Better combat spells will put the mages in the armies, instead of
letting them hide doing intelligence spells until they can hide and do
curses. So spells could:
- do your "huge strike", remove all armour, big attack bonus
- allow special tactics and special tactics for the archer and cavalry
wings
- give your forces "special forces" type ability, 'Arrows of Fire',
'Forest Archer', 'Shelter from Arrows'
- give special protection vs wounding and capture for the characters
(Spells to give more options for damaging an army when you know you'll
lose)
- drop morale long term
- damage some armour
- cause some war machines to combust
as well as those already suggested by others, like
- alter terrain

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

···

Stefan Maas <Joker_Macy@gmx.de> wrote

yeah these same people who never use the order #840 and want to use
numbers to bolster their arguement that are invalid as they are from
games that ended before at least three agent "tweaks" have been done.

the number one reason people lose a game of 1650 is poor play.

However, many people believe that the game is ALREADY imbalanced.

For

example, many would say that agents are too strong, and that the DS

are

consequently too strong, winning 2/3rds of all games. Making it

harder

to disband armies would redress the current imbalance, not

necessarily

cause a new one.

The chief objection in terms of internal consistency btw is not

when an

army is disbanded following lost challenge, but when an agent takes

out

the commander, and 5000 men go home as a result.

So armies where the commander is challenged out, should take a

morale

drop. Possibly armies where the commander has been assassinated

should

take a morale drop. Any army with low morale should be subject to
desertions each turn. But armies should not disband on mass, just
because they have no senior officer. They should stay still, like
anchored ships, suffering from morale drops and consequent

desertions,

waiting for a commander to arrive, and rally them.

This proposed change tips the balance slightly away from agents, and
towards the FP (because they start with big armies not the +20 ClL
bonus). It adds greatly to the internal consistency. It makes

just a

very small addition to complexity (one new order Pick up Army, or

Rally

···

Army).

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

it's actually a troop type called dragoons - no nor from starcraft,
but instead soldiers who fought on foot but had horse transport...
MEPBM could impelemt dragoons I guess I wouldn't care much, it'd be
either LI or HI in combat that moves like cav, and costs maybe just
the mounts?

--- In mepbmlist@y..., "Laurence G. Tilley" <laurence@l...> wrote:

Stefan Maas <Joker_Macy@g...> wrote
>Another idea:
>What about an order to turn Cav into Infantry
I like the principle, but I don't think it needs another order, just
some adjustment of the combat algorithm.

It's this idea from table top wargaming, where the cavalry unit was

a

lead bloke welded to a lead horse, that caused the tradition.

In RL (except as I said before, for the very proud 19th cav) cavalry
would dismount to fight if the terrain necessitated it.

Likewise, the concept of hi li ma being distinct and separate

creatures

is poor. You are heavy, light or unarmoured according to what gear

you

have (usually how lucky or rich you are)

So we need 3 troop types only, cav, inf, and archers. Cav and inf

can

have any amount of armour they can get, and their effectiveness will
vary accordingly. Cav automatically count as if they were inf in

any

terrain other than plains or shore hexes. This may sound harsh,

but you

must remember that their mobility between battles already gives

them big

advantages. This is consistent with the fact that much of the

cavalry

of the pre-Napoleonic era, was in fact what should properly be

called

···

mounted infantry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

"Laurence G. Tilley" schrieb:

>I agree with most of the things you mention.....
>More tactics and sub commander tactics would be a great thing...
>But I still don�t want to reduce the number of different troop types...
>Surely the light troops and the archers need some modification .....
You don't need light troops. All those wretched "408 HvInfan - -"
orders that go in represent men without armour, and using farm
implements to fight with. What's heavy about them?

Yes, we need to make archers worth recruiting. In answer to someone
else, archers are not just infantry with wood weapons. Well, it depends
on your idea of archers, but to me, they are men who have trained
extensively in a different art.

I agree

>(The men
>at arms have the right to exist by the conjure hordes spell).....
No problem. 5 ma = 1 hi as it is, so you simply adjust the spell so
that 40 standard inf - - are recruited instead of 200 old style ma.

---> bad Idea, best about tjis spell is the option of threatening enemy pop
centres....

>I would like to see modifications to the other troops or to get rid of them
>and replacing them by special units.....(What about dark servant troops only
>desingned to make one huge strike (big offense poor defense) like kamikaze
>units ...
>I think are lots ideas for new troop types....
I'd rather see this kind of thing achieved through spells. Huge
varieties of troops types, and special forces are a fairy modern idea (I
know that computer games like to kid you that there were all sorts of
special forces in ancient times, but really, it was a WW2 obsession).

---> I think this has got nothing to do with any computer games....
I don�t believe that ther were much "special forces in ancient times, but those
would give the game variety..... and if its fun, why not...

Better combat spells will put the mages in the armies, instead of
letting them hide doing intelligence spells until they can hide and do
curses. So spells could:
- do your "huge strike", remove all armour, big attack bonus
- allow special tactics and special tactics for the archer and cavalry
wings
- give your forces "special forces" type ability, 'Arrows of Fire',
'Forest Archer', 'Shelter from Arrows'
- give special protection vs wounding and capture for the characters
(Spells to give more options for damaging an army when you know you'll
lose)
- drop morale long term
- damage some armour
- cause some war machines to combust
as well as those already suggested by others, like
- alter terrain

Some nice ideas, but in every case combineable with new troop types...
This would also be a reason to recruit more mages, even for northern gondor for
example...

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

Greetings

Stefan

···

Stefan Maas <Joker_Macy@gmx.de> wrote

Middle Earth PBM List - Middle Earth and Harlequin Games
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ggiacoppe@aol.com wrote

it's actually a troop type called dragoons

No, I'm sorry, but you are not correct. Dragoons were only one very
specific type of mounted infantry, and they are very much from the age
of gunpowder - their very name comes from their weapon, dragoon, a short
musket. Because it had a short barrel, like a sawn off shotgun, it
tended to spit fire, like a dragon, hence dragoons. And they favoured
it, because, you could just about use it from horseback. Which sort of
makes them part mounted inf, part cavalry doesn't it? And ironically,
later on, in the British Army (where it still remains in use for some
units) it evolved to become the term used for _heavy_ cavalry, as
distinct from lancers and hussars, being the terms used for light
cavalry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

actually, there is room to disagree...
I'm thinking the confusion is a cultural/language issue in part

taken from a "fan site" of the 1st Cav

  1st Cavalry Division Units have served the nation from 1833 to the
present; building a history rich in pride with solid ties to the
traditions and heritages of the United States Cavalry. The famed 1st
Cavalry Division was baptized by fire and blood on the western plains
in an era of horse-mounted cavalry. Dubbed the "First Team" by Major
General Chase, the division has always strived not only to be the
first, but the best.

By the 1830's it had become apparent that the rapidly expanding
frontier demanded highly mobile troops capable of tracking down and
pursuing the Indians beyond their usual haunts to cover the vast
expanses of the American West. The roots of the 1st Cavalry Division
are found in an answer to those who advocated a mounted military
force for speed and mobility, yet trained and properly equipped to
fight dismounted as well as mounted. In 02 March 1833, the U.S.
Regiment of Dragoons was constituted in the Regular Army and
subsequently on 04 March, the Regiment was organized at Jefferson
Barracks, Missouri, commanded by Colonel Henry Dodge, a former member
of the Battalion of Mounted Rangers. Dragoon Lt. Albert M. Lea
described Colonel Dodge as "a splendid man, soldierly, erect, with an
eagle eye, but lacking in the amenities and grammar."

When the War Department created the U.S. Regiment of Dragoons, it
retained a number of the officers of the Battalion of Mounted
Rangers. Among the commissioned staff of the Dragoons' were a number
of experienced infantrymen who were to become famous as cavalrymen,
Lt. Colonel Stephen Watts Kearny - 3rd Infantry, Lt. Jefferson Davis -
1st Infantry and Lt. Philip St. George Cook - 6th Infantry. However,
the reorganization did not include any of the enlisted personnel.
Instead, the Adjutant General, who was responsible for recruiting,
sent the officers of the new regiment throughout the different states
with directions to recruit an elite unit. The orders emphasized
aiming for a better class of recruits than usual and for "native
born" Americans. The Dragoons were flamboyant by any military
standard. Long hair, colorful scarfs, facial hair and even earrings
was adorned by these elite troopers.

"U.S. Regiment of Dragoons"
  In the field, enlisted men wore dark-blue wool fatigue jackets
trimmed with yellow worsted tape around the collar, cuffs and
shoulder straps. Officers generally retained their dress coats with
two rows of brass buttons and gold or yellow epaulets to indicate
rank; noncommissioned officers wore yellow sleeve chevrons. Trousers
were sky blue, with a single yellow leg stripe for enlisted men and a
double stripe for officers and NCOs. Off the parade ground, headgear
consisted of the ubiquitous dark-blue round forage cap with its small
black leather visor and chin strap. In theory, the Dragoons had a
yellow band on their caps, but most contemporary illustrations show a
plain blue cap, occasionally with a brass letter indicating the
wearer's company. The cap of the officers might sport large brass
stars or such other devices that caught their fancy.

The Dragoons were furnished with equipment representing the latest
in 19th Century technology. To carry his weapons, the trooper wore
two wide belts of whitened leather crossed on his torso. From the
left side was suspended an iron scabbard for the heavy, brass-handled
horseman's sword, known not so affectionately as "The Wristbreaker."
To the right side a belt clip held a Hall-North carbine. It was
supplemented by one or two huge .54-caliber caplock pistols,
muzzleloading smoothbores carried in saddle holsters.

The Dragoon version of the Hall-North carbine was a .52-caliber
smoothbore with a 21-inch round barrel fastened by two bands. It was
the first percussion weapon and the first breech loading weapon
adopted by any government on earth. Being a percussion cap firearm,
it was much more reliable in adverse weather conditions than the
flintlock, which required loose black powder for the priming charge.
The percussion system used a small copper cup that held an explosive
charge that exploded and ignited the main charge as the hammer fell.
Being a breech loading weapon, it was immensely easier to load on
horseback than a muzzle loader which called for a barrel-length
ramrod to seat the lead ball projectile on the powder charge.

When the U.S. Regiment of Dragoons were organized, the Western
Department of the Army (Army of the West) protected the perimeter of
the western frontier, a line stretching from Fort Snelling,
Minnesota, in the north, to Fort Gibson, Arkansas Territory, in the
south. At headquarters, Colonel Henry Dodge and Lt. Colonel Steven
Watts Kearny mapped the campaign that lay ahead. In the summer of
1834, their first western expedition was charged with impressing the
restless Pawnee, Kiowa and Comanche Indian Tribes of their presence
and force. On 25 June, they joined with the forces of General Henry
Leavenworth, commander of the Western Department of the Army, for a
two month exploration and survey of the western plains.

--- In mepbmlist@y..., "Laurence G. Tilley" <laurence@l...> wrote:

ggiacoppe@a... wrote
>it's actually a troop type called dragoons
No, I'm sorry, but you are not correct. Dragoons were only one very
specific type of mounted infantry, and they are very much from the

age

of gunpowder - their very name comes from their weapon, dragoon, a

short

musket. Because it had a short barrel, like a sawn off shotgun, it
tended to spit fire, like a dragon, hence dragoons. And they

favoured

it, because, you could just about use it from horseback. Which

sort of

makes them part mounted inf, part cavalry doesn't it? And

ironically,

later on, in the British Army (where it still remains in use for

some

···

units) it evolved to become the term used for _heavy_ cavalry, as
distinct from lancers and hussars, being the terms used for light
cavalry.

Regards,

Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/

I'm not the historian you guys are, but I do know that
the American Old West had many Englishmen. It seems
likely enough that the origin of the word dragoon came
about just as Mr. Tilley explained and migrated at
some point to America.

Jeremy Richman

--- In mepbmlist@y..., ggiacoppe@a... wrote:

actually, there is room to disagree...
I'm thinking the confusion is a cultural/language issue in part

taken from a "fan site" of the 1st Cav

  1st Cavalry Division Units have served the nation from 1833 to the
present; building a history rich in pride with solid ties to the
traditions and heritages of the United States Cavalry. The famed 1st
Cavalry Division was baptized by fire and blood on the western

plains

in an era of horse-mounted cavalry. Dubbed the "First Team" by Major
General Chase, the division has always strived not only to be the
first, but the best.

By the 1830's it had become apparent that the rapidly expanding
frontier demanded highly mobile troops capable of tracking down and
pursuing the Indians beyond their usual haunts to cover the vast
expanses of the American West. The roots of the 1st Cavalry Division
are found in an answer to those who advocated a mounted military
force for speed and mobility, yet trained and properly equipped to
fight dismounted as well as mounted. In 02 March 1833, the U.S.
Regiment of Dragoons was constituted in the Regular Army and
subsequently on 04 March, the Regiment was organized at Jefferson
Barracks, Missouri, commanded by Colonel Henry Dodge, a former

member

of the Battalion of Mounted Rangers. Dragoon Lt. Albert M. Lea
described Colonel Dodge as "a splendid man, soldierly, erect, with

an

···

eagle eye, but lacking in the amenities and grammar."

When the War Department created the U.S. Regiment of Dragoons, it
retained a number of the officers of the Battalion of Mounted
Rangers. Among the commissioned staff of the Dragoons' were a number
of experienced infantrymen who were to become famous as cavalrymen,
Lt. Colonel Stephen Watts Kearny - 3rd Infantry, Lt. Jefferson Davis

-

1st Infantry and Lt. Philip St. George Cook - 6th Infantry.

However,

the reorganization did not include any of the enlisted personnel.
Instead, the Adjutant General, who was responsible for recruiting,
sent the officers of the new regiment throughout the different

states

with directions to recruit an elite unit. The orders emphasized
aiming for a better class of recruits than usual and for "native
born" Americans. The Dragoons were flamboyant by any military
standard. Long hair, colorful scarfs, facial hair and even earrings
was adorned by these elite troopers.

"U.S. Regiment of Dragoons"
  In the field, enlisted men wore dark-blue wool fatigue jackets
trimmed with yellow worsted tape around the collar, cuffs and
shoulder straps. Officers generally retained their dress coats with
two rows of brass buttons and gold or yellow epaulets to indicate
rank; noncommissioned officers wore yellow sleeve chevrons. Trousers
were sky blue, with a single yellow leg stripe for enlisted men and

a

double stripe for officers and NCOs. Off the parade ground, headgear
consisted of the ubiquitous dark-blue round forage cap with its

small

black leather visor and chin strap. In theory, the Dragoons had a
yellow band on their caps, but most contemporary illustrations show

a

plain blue cap, occasionally with a brass letter indicating the
wearer's company. The cap of the officers might sport large brass
stars or such other devices that caught their fancy.

The Dragoons were furnished with equipment representing the latest
in 19th Century technology. To carry his weapons, the trooper wore
two wide belts of whitened leather crossed on his torso. From the
left side was suspended an iron scabbard for the heavy,

brass-handled

horseman's sword, known not so affectionately as "The Wristbreaker."
To the right side a belt clip held a Hall-North carbine. It was
supplemented by one or two huge .54-caliber caplock pistols,
muzzleloading smoothbores carried in saddle holsters.

The Dragoon version of the Hall-North carbine was a .52-caliber
smoothbore with a 21-inch round barrel fastened by two bands. It was
the first percussion weapon and the first breech loading weapon
adopted by any government on earth. Being a percussion cap firearm,
it was much more reliable in adverse weather conditions than the
flintlock, which required loose black powder for the priming charge.
The percussion system used a small copper cup that held an explosive
charge that exploded and ignited the main charge as the hammer fell.
Being a breech loading weapon, it was immensely easier to load on
horseback than a muzzle loader which called for a barrel-length
ramrod to seat the lead ball projectile on the powder charge.

When the U.S. Regiment of Dragoons were organized, the Western
Department of the Army (Army of the West) protected the perimeter of
the western frontier, a line stretching from Fort Snelling,
Minnesota, in the north, to Fort Gibson, Arkansas Territory, in the
south. At headquarters, Colonel Henry Dodge and Lt. Colonel Steven
Watts Kearny mapped the campaign that lay ahead. In the summer of
1834, their first western expedition was charged with impressing the
restless Pawnee, Kiowa and Comanche Indian Tribes of their presence
and force. On 25 June, they joined with the forces of General Henry
Leavenworth, commander of the Western Department of the Army, for a
two month exploration and survey of the western plains.

--- In mepbmlist@y..., "Laurence G. Tilley" <laurence@l...> wrote:
> ggiacoppe@a... wrote
> >it's actually a troop type called dragoons
> No, I'm sorry, but you are not correct. Dragoons were only one

very

> specific type of mounted infantry, and they are very much from the
age
> of gunpowder - their very name comes from their weapon, dragoon, a
short
> musket. Because it had a short barrel, like a sawn off shotgun,

it

> tended to spit fire, like a dragon, hence dragoons. And they
favoured
> it, because, you could just about use it from horseback. Which
sort of
> makes them part mounted inf, part cavalry doesn't it? And
ironically,
> later on, in the British Army (where it still remains in use for
some
> units) it evolved to become the term used for _heavy_ cavalry, as
> distinct from lancers and hussars, being the terms used for light
> cavalry.
>
> Regards,
>
> Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/