Northmen

Rush, rush at work. So a more details letter will be sent out later.

Basically ... you are the money bags of the rich side. You get +20% on your
natsells, and your emissaries start at 40. You should create lots of
emissaries, found lots of camps (hopefully inside mordor), and natsell.

Then give the money to support the nations that are in trouble (like NG).

You need to watch the long rider - who has a piss-hot HC army that is moving
towards you, and the Rhun - who is right next to your capital. To avoid
these problems you are expected to add maximum troops at your capital (just
in case you get attacked). And talk to the Rhun to make him turn free.

You have dwarves to your rear, and the silvan's are protecting your flank.

thanks
m

Greetings from the Northmen (game 54)!
I'm new to MEPBM, but not to Tolkien's works...
I would like advice and tactics for the Northmen, and if any allies would be
interested in
helping our course to fight the dark one, then join our aid!

On behalf of the Northmen...

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Basically ... you are the money bags of the rich side. You get +20% on

your

natsells, and your emissaries start at 40. You should create lots of
emissaries, found lots of camps (hopefully inside mordor), and natsell.

Yes as you start with a 725 (NameChar) for a 30 Em, then either try to 555
(CreateCamp) 810 XXXX each turn until he gets to 40 and or stay at home and
520 (Infyour) until he is 40 rank. If you start to lose you will lose badly
but you should be able to support some big armies - Dilgul (4217) is your
"first" fight and you should be able to defend it unless the DS burn it to
the ground. Keep you agents safe if you can and have back-ups in your
armies.

You need to watch the long rider - who has a piss-hot HC army that is

moving

towards you, and the Rhun - who is right next to your capital. To avoid
these problems you are expected to add maximum troops at your capital

(just

in case you get attacked). And talk to the Rhun to make him turn free.

Essential that you talk to the Easterlings. (Rhun is 2950). Invariably
they turn DS but occasionally you can get them to change to your side.
Downgrade (185) to them when you get the spare Command order if you can just
in case. The BS 50/50 send their big army to help out as well so watch out
for that in a few turns time (turn 5/6 earliest). Occasional 925 from your
capital to check on their armies in the area (@4014 and 3713).

You have dwarves to your rear, and the silvan's are protecting your flank.

Dwarves can send some military support. The Silvan have a single
army/navy - between you both you can patrol the Sea of Rhun to stop the LR
army/navy coming out.

Clint (Player so any advice is based purely on my playing them).

···

Thanks for the info,

Nathan.

···

----- Original Message -----
From: Michael Peters <MPeters@nskomatsu.com.au>
To: <mepbmlist@egroups.com>
Sent: Wednesday, October 11, 2000 12:10 AM
Subject: RE: [mepbmlist] Northmen

Rush, rush at work. So a more details letter will be sent out later.

Basically ... you are the money bags of the rich side. You get +20% on

your

natsells, and your emissaries start at 40. You should create lots of
emissaries, found lots of camps (hopefully inside mordor), and natsell.

Then give the money to support the nations that are in trouble (like NG).

You need to watch the long rider - who has a piss-hot HC army that is

moving

towards you, and the Rhun - who is right next to your capital. To avoid
these problems you are expected to add maximum troops at your capital

(just

in case you get attacked). And talk to the Rhun to make him turn free.

You have dwarves to your rear, and the silvan's are protecting your flank.

thanks
m

Greetings from the Northmen (game 54)!
I'm new to MEPBM, but not to Tolkien's works...
I would like advice and tactics for the Northmen, and if any allies would

be

interested in
helping our course to fight the dark one, then join our aid!

On behalf of the Northmen...

eGroups Sponsor
<http://click.egroups.com/1/9572/11//430399//971189779/>

<http://adimg.egroups.com/img/9572/11//430399//971189779/755-619-1635-3>

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Northmen

> Basically ... you are the money bags of the rich side. You get +20% on
your
> natsells, and your emissaries start at 40. You should create lots of
> emissaries, found lots of camps (hopefully inside mordor), and natsell.

Yes as you start with a 725 (NameChar) for a 30 Em, then either try to 555
(CreateCamp) 810 XXXX each turn until he gets to 40 and or stay at home

and

520 (Infyour) until he is 40 rank. If you start to lose you will lose

badly

but you should be able to support some big armies - Dilgul (4217) is your
"first" fight and you should be able to defend it unless the DS burn it to
the ground. Keep you agents safe if you can and have back-ups in your
armies.
>
> You need to watch the long rider - who has a piss-hot HC army that is
moving
> towards you, and the Rhun - who is right next to your capital. To avoid
> these problems you are expected to add maximum troops at your capital
(just
> in case you get attacked). And talk to the Rhun to make him turn free.
>
Essential that you talk to the Easterlings. (Rhun is 2950). Invariably
they turn DS but occasionally you can get them to change to your side.
Downgrade (185) to them when you get the spare Command order if you can

just

in case. The BS 50/50 send their big army to help out as well so watch

out

for that in a few turns time (turn 5/6 earliest). Occasional 925 from

your

capital to check on their armies in the area (@4014 and 3713).

> You have dwarves to your rear, and the silvan's are protecting your

flank.

>
Dwarves can send some military support. The Silvan have a single
army/navy - between you both you can patrol the Sea of Rhun to stop the

LR

army/navy coming out.

RD: Disagree. If Nor/Sin fleets start from one of their pops, there is
NOTHING they can do to stop the LoR navy landing wherever he likes within 2
hexes from his capital: 4217, 4415 are just 2 possibilities. If Nor/Sin
navies finish their move on their own pops, LoR navy can sail back again to
his capital 4215 with equal impunity.

Patrolling Sea of Rhun with navies is a complete WASTE of resources for
Nor/Sin navies (at least against a competent LoR) and handicaps recruitment.

The Sin navy doesn't carry enough troops to be useful. If Sin don't
abandon/scuttle their ships, they should trans them to Nor at the earliest
opportunity. If Sin (who are short of commanders in 1650) want to help
defend Rhun they should concentrate on building a decent ARMY at their
hidden MT 4413 so they are not handicapped by shortage of transports.

Regards,

Richard.

RD: Disagree. If Nor/Sin fleets start from one of their pops, there is
NOTHING they can do to stop the LoR navy landing wherever he likes within 2
hexes from his capital: 4217, 4415 are just 2 possibilities. If Nor/Sin
navies finish their move on their own pops, LoR navy can sail back again to
his capital 4215 with equal impunity.

Patrolling Sea of Rhun with navies is a complete WASTE of resources for
Nor/Sin navies (at least against a competent LoR) and handicaps recruitment.

The Sin navy doesn't carry enough troops to be useful. If Sin don't
abandon/scuttle their ships, they should trans them to Nor at the earliest
opportunity. If Sin (who are short of commanders in 1650) want to help
defend Rhun they should concentrate on building a decent ARMY at their
hidden MT 4413 so they are not handicapped by shortage of transports.

Richard,

Shoot me down in flames but.....

You do know that just because the LoR fleet makes it 'safely' to 4217 or
4415 - it's still a fleet and it can still be 'sunk' even though these
hexes are land hexes.

So a move by the Sinda and Northmen fleets to 4217 and 4415 is a good idea
if you ask me! The Northman should ALWAYS move their fleet to 4217 because
it's a nap that the LoR cav army will arrive here on turn 1 even if the LoR
fleet doesn't.

Kev

Also viable. :slight_smile:

Clint

RD: Disagree. If Nor/Sin fleets start from one of their pops, there is
NOTHING they can do to stop the LoR navy landing wherever he likes within

2

hexes from his capital: 4217, 4415 are just 2 possibilities. If Nor/Sin
navies finish their move on their own pops, LoR navy can sail back again

to

his capital 4215 with equal impunity.

Patrolling Sea of Rhun with navies is a complete WASTE of resources for
Nor/Sin navies (at least against a competent LoR) and handicaps

recruitment.

···

The Sin navy doesn't carry enough troops to be useful. If Sin don't
abandon/scuttle their ships, they should trans them to Nor at the earliest
opportunity. If Sin (who are short of commanders in 1650) want to help
defend Rhun they should concentrate on building a decent ARMY at their
hidden MT 4413 so they are not handicapped by shortage of transports.

Regards,

Richard.

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>RD: Disagree. If Nor/Sin fleets start from one of their pops, there is
>NOTHING they can do to stop the LoR navy landing wherever he likes within

2

>hexes from his capital: 4217, 4415 are just 2 possibilities. If Nor/Sin
>navies finish their move on their own pops, LoR navy can sail back again

to

>his capital 4215 with equal impunity.
>
>Patrolling Sea of Rhun with navies is a complete WASTE of resources for
>Nor/Sin navies (at least against a competent LoR) and handicaps

recruitment.

>
>The Sin navy doesn't carry enough troops to be useful. If Sin don't
>abandon/scuttle their ships, they should trans them to Nor at the

earliest

>opportunity. If Sin (who are short of commanders in 1650) want to help
>defend Rhun they should concentrate on building a decent ARMY at their
>hidden MT 4413 so they are not handicapped by shortage of transports.
>

Richard,

Shoot me down in flames but.....

You do know that just because the LoR fleet makes it 'safely' to 4217 or
4415 - it's still a fleet and it can still be 'sunk' even though these
hexes are land hexes.

So a move by the Sinda and Northmen fleets to 4217 and 4415 is a good idea
if you ask me! The Northman should ALWAYS move their fleet to 4217

because

it's a nap that the LoR cav army will arrive here on turn 1 even if the

LoR

fleet doesn't.

Kev

RD: Yes, navies can be sunk in shore hexes. But as I said above, 4217 and
4415 are only two options for LoR navy. It could sail to 4015 or 4017 with
equal impunity, and Nor simply don't have enough armies/navies to protect
all 4 of these pops.

A cunning LoR may land his troops at 4316 (off-map). So the odds are 5-1
against Nor successfully guessing where the LoR navy will go.

A prudent LoR won't move his navy at all for a few turns. He will disband
all troops at his capital except hi, saving him much-needed gold, and
replace them with hi at his leisure. He will then pick his moment to sail
out, and can now add the Northman capital to his list of potential targets,
especially if he paves the way with agent action.

To finish on a positive note, I agree that 4217 or 4415 are good places for
the Nor navy to finish a move, because the commander can do a recruit or
skill order there if LoR doesn't show up. What the Nor navy does NOT want
to do is sail round and round the Sea of Rhun and finish its turn in a water
hex - that's what I meant by 'waste.'

Regards,

Richard.

Having played both the LR and NM in 1650, and fairly recently, I'd like to add
that almost all of the relevant points have been hit upon during the multiple
portions of this dialogue. What I'd like to add is:

If the NM and SE keep their fleets in the area and each cover a "vulnerable" pc
(at game start, I would exclude 4413 and 4013 from this category), you actually
have a 2 in 5 chance of catching and sinking (check out the navy sizes and
relative nations' naval strengths - they both should at the least eliminate the
LR invasion force as a threat to even the smallest of the NM starting pcs) the
LR cap navy if it decides to move aggressively. This does not take into account
a "clever" move such as moving into an off-map shore hex or other non-occupied
shore hex. I won't touch on the _merits_ of the options available to either the
LR or NM ... that's the fun part you get to decide (or guess, in the case of
figuring out what the enemy may do ...) for yourself. :slight_smile:

Hth.

b

Richard John Devereux wrote:

···

> >RD: Disagree. If Nor/Sin fleets start from one of their pops, there is
> >NOTHING they can do to stop the LoR navy landing wherever he likes within
2
> >hexes from his capital: 4217, 4415 are just 2 possibilities. If Nor/Sin
> >navies finish their move on their own pops, LoR navy can sail back again
to
> >his capital 4215 with equal impunity.
> >
> >Patrolling Sea of Rhun with navies is a complete WASTE of resources for
> >Nor/Sin navies (at least against a competent LoR) and handicaps
recruitment.
> >
> >The Sin navy doesn't carry enough troops to be useful. If Sin don't
> >abandon/scuttle their ships, they should trans them to Nor at the
earliest
> >opportunity. If Sin (who are short of commanders in 1650) want to help
> >defend Rhun they should concentrate on building a decent ARMY at their
> >hidden MT 4413 so they are not handicapped by shortage of transports.
> >
>
> Richard,
>
> Shoot me down in flames but.....
>
> You do know that just because the LoR fleet makes it 'safely' to 4217 or
> 4415 - it's still a fleet and it can still be 'sunk' even though these
> hexes are land hexes.
>
> So a move by the Sinda and Northmen fleets to 4217 and 4415 is a good idea
> if you ask me! The Northman should ALWAYS move their fleet to 4217
because
> it's a nap that the LoR cav army will arrive here on turn 1 even if the
LoR
> fleet doesn't.
>
> Kev

RD: Yes, navies can be sunk in shore hexes. But as I said above, 4217 and
4415 are only two options for LoR navy. It could sail to 4015 or 4017 with
equal impunity, and Nor simply don't have enough armies/navies to protect
all 4 of these pops.

A cunning LoR may land his troops at 4316 (off-map). So the odds are 5-1
against Nor successfully guessing where the LoR navy will go.

A prudent LoR won't move his navy at all for a few turns. He will disband
all troops at his capital except hi, saving him much-needed gold, and
replace them with hi at his leisure. He will then pick his moment to sail
out, and can now add the Northman capital to his list of potential targets,
especially if he paves the way with agent action.

To finish on a positive note, I agree that 4217 or 4415 are good places for
the Nor navy to finish a move, because the commander can do a recruit or
skill order there if LoR doesn't show up. What the Nor navy does NOT want
to do is sail round and round the Sea of Rhun and finish its turn in a water
hex - that's what I meant by 'waste.'

Regards,

Richard.

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