heh, heh, heh.
Getting the ring is easy. Its taking it to 3423 what is hard - the
ring has a habit of 'being dropped' and ending up in an adjacent
hex
(been there, done that). And then if the ring manages to get to
3423,
the person throwing in the ring has to do two 990's. That means no
215 (of course, you need to work out WHO has the ring) - what
Challenging the bearer of the ring is not an option. A decent team
(remember this is some kind of grudge game) will challenge the bearer
with 100 low rank commanders, agents, emisairs or mages. You can
challenge him with at the very best 2 or 3 characters that have real
chances to defeat him (remember that he is a 200+ mage since he found
the ring, that means that he can have Challenge so high as 250). That
means that you have like 1% chances that your challenge go the first.
Otherwise, the bearer is challenged by a 40 grade emisair, he wins
the duel, and therefore is inmune to more challenges until the end of
turn.
normally happens is that the ring bearer does a 215 and 360 to give
the item to a second person. That second person does the two 990's.
In the end, the person throwing in the ring is open to a PC, and I
believe that you have the better PC ranks (especially if you have
been slaughtering the DS).
He have been slaughtering them military. Our armies are greater, but
they have some really good agents. and much much more than we have...
While a decent agent will cut thru any guard, I'll accept that the
free don't normally have a person like that at turn 15.
I not sure if i can agree... We can try to build an agent with 90
in agent and around 80 in stealth. but if they give Long Rider + wind
+ dog lord + liutenant artifacts to a single agent (in company , so
if we kill him the artifacts go to another single agent), they can
give it to a powerful character (such as khamul or ji indur) and
build a 140+ agent with 70+ in stealth ... I DOUBT that any agent
could cut through khamul guarding (of 140 + 70 stealth..) Plus i
suppose they will be able to curse hour agent. (we are going to try
to curse theirs)
I don't think you will automatically lose. But this is some
suggestions
1) if the ring was picked up within 12 hexes of 3423, then they MAY
Its 13 hexes away. =_= 
get there in one turn. So send in as many people as you can. A good
930 is a must. Have agents guard your blows (the DS may want to go
for you while the ring bearer drops in the ring). And the
commanders / mage PC the likely targets. Expect an 'interesting'
turn.
2) if the ring can't get to 3423 this turn, then do your own locate
artifact (the one-ring is item 14), while moving characters close
to
3423. This will tell you if the item has been dropped or not.
But we need a truly powerful locate artifact (like 200?) to find the
one ring. Or it is easier to locate once it is picked?
3) You don't need to kill the person carrying the one-ring, you can
always steal it. While steal artifact and assassinate are both hard
orders, I think stealing isn't as hard as killing the person.
I think we are going to steal it with ALL the agents (instead of
killing the owner.) Stealing doesnt mention the ID of the owner. So
we can still target the "right" character even if they do 215 360
And for the specific question 'what's the fastest one-ring game', I
don't know. In a game I was in where the ring was found, it was
dropped and never picked up again. The grudge games I play in don't
end up with the ring being found (I think it moves every turn, so
its
NO. Unless harlequin games has changed it in your enviroment, the
ring DOES NOT MOVE. It has been checked and tested. It was found in a
game here in turn 6 (!) and picked up on turn 41 (was located by
elrond and frees were winning and having fun with the game ^_^). And
the ring didnt move in the entire game.
pot luck if you have a character there, and we normally use our
locate items spells on other items).
Also we do. Thats why we were astounished. But the "Sudden Death
Tactic" this game has revealead makes me to be afraid of the game. If
it is possible to rush for the ring, the game is doomed. Either the
rules change (making the ring able to move, or unable to be located
while in the first, say, 20 turns), or the game can be useless IF
(big if) the dark servants have the WILL to WIN from turn one.
I believe a rush for the ring isn't a suitable plan for achieving a
victory. The fact that you can lose the ring puts a serious set-
back
if you want to put all your resources into this way.
The fact is that dark servant doesnt need to put all the resources
into this way. Just urzhail and 6 mage artifacts of +30, that they
CAN live without. All the rest, (agents, agent artifacts, commanders,
emmisairs, the rest of nazguls, armies, gold, resources, etc) CAN and
WILL do the "regular war". Just that in turn 6 or 8 a "the ONE RING
have be found in 3910!!" message will apear in everyones turn...
I would prefer the way you are currently going (destroy the enemy
pop
centres and may then paid for their armies and characters with a
reduced tax base).
Me too. But the problem there is that if the OPONENT doesnt want to
play "fair", you CANT win. They can be dropping the ring on turn 15
(and our oponent started to search it around turn 9, when they
realised they were going to lose. If they would had started on turn
one, we could had lost as soon as turn 9 or so). It is nearly
imposible to destroy completely the dark servants in that few turns.
At least, i cant think on a suitable tactic that allow frees to
destroy the entire dark servants in 9 turns (specially in a game like
our, where the corsair and rhudaur are evil aligned- and corsair have
plenty room for back up capitals), and i dont think it exists.
We killed rhudaur (its pop centers, that is, he received a backup
capital in umbar) in 6 turns, Dragon lord (except 3822) in 7 turns,
witch king in 10-after rhudaur-, in turn 14 we have blowed half
mordor. 8 capitals in 14 turns. And LOST.