Thought on Troop types:
To create a difference between the troop types, and since I really liked
Clint's idea below:
Heavy Cav, and Heavy Inf remain the same.
Light Cav and Light Infantry always move as if fed.
Archers strike first in all combat rounds, their casualties are removed
first, then the rest of the forces fight.
How does this meet the test? Well, it adds some flavor. Sure you can
create armies that move without food, but it takes twice the forces to make
up the same str/con within an army, so it is harder. It makes for small,
fast raiding armies that can strike deep and cause problems. Sort of like
the border raiders during the Civil War. A nuisance, but not a serious
threat. Changing the archers, gives them a little bonus, but doesn't
overbalance them. However, it gives each player a reason to hire some, to
reduce enemy strength before the fight..
Well, just my thoughts on how the military aspect could be changed, without
adding complexity while still retaining the flavor (flavour?).
Mick
···
-----Original Message-----
From: Middle Earth PBM Games
[mailto:me@MiddleEarthGames.com]
Sent: Wednesday, June 05, 2002 9:30 AM
To: mepbmlist@yahoogroups.com
Subject: Re: [mepbmlist] Re: ME Second Edition Idea
Okay some ideas that have been lurking...
Has the Mage Teach Spell been put forward yet? Same nation
Same complexity
as the original learn spell (always at a lower rank - some
equation to work
this out would be easy enough to work out). Different
nation (Friendly
relations each) 1 level of complexity higher.
A different idea for Guarding agents - some sort of sum for
agents
guarding. So 1xHighestAg + 1/2xNextHighestAg + 1/3.... would
be the guard
rating.
You could then use the idea for characters attempting the
assassination as
well. Some sort of combined level for assassinations vs
guard rating with
the Rank of the character thrown in somewhere.
Different movement rates for LC to HC (LC always move as if
fed and move
first in non-mountains). (Not sure if that one has been put
forward).
I'll ponder some more as time goes on.
Clint
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