Troops coming out to fight...

Just read article from magazine on MEGames web site,
which mentions that it's a mystery why troops leave a
fortified settlement to come out and fight, gaining
little benefit from the walls. I've run across that
one a couple of times and while initially, it seems
to make sense, I've never heard anyone refute it.

Allow me:

1) Hexes are larger than the pc's on them. The "defending"
army could be miles and miles away from the walls.

2) If the troops didn't come out and play, why would the
attackers continue... 1000 HI vs 300 HI is a good rout,
mostly, but if the 300 scurried into the keep and barred the
gates, would the commander of the 1000 not halt the disasterous
proceedings?

Brad
ps - unless they had a mage with a transmuation spell..? :wink:

···

______________________________________________________________________
Post your free ad now! http://personals.yahoo.ca

lets say 5000 goblins just crossed the river and have entered 2924. woud it
sound resnebel that the 100 man defenting it woud run and hide with in the
walls

David

···

----- Original Message -----
From: "Player" <pbmnoot@yahoo.ca>
To: <mepbmlist@yahoogroups.com>
Sent: Friday, September 27, 2002 4:23 AM
Subject: [mepbmlist] Troops coming out to fight...

Just read article from magazine on MEGames web site,
which mentions that it's a mystery why troops leave a
fortified settlement to come out and fight, gaining
little benefit from the walls. I've run across that
one a couple of times and while initially, it seems
to make sense, I've never heard anyone refute it.

Allow me:

1) Hexes are larger than the pc's on them. The "defending"
army could be miles and miles away from the walls.

2) If the troops didn't come out and play, why would the
attackers continue... 1000 HI vs 300 HI is a good rout,
mostly, but if the 300 scurried into the keep and barred the
gates, would the commander of the 1000 not halt the disasterous
proceedings?

Brad
ps - unless they had a mage with a transmuation spell..? :wink:

______________________________________________________________________
Post your free ad now! http://personals.yahoo.ca

Middle Earth PBM - hit reply to send to everyone
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Just read article from magazine on MEGames web site,
  which mentions that it's a mystery why troops leave a
  fortified settlement to come out and fight, gaining
  little benefit from the walls. I've run across that
  one a couple of times and while initially, it seems
  to make sense, I've never heard anyone refute it.

  Allow me:

  1) Hexes are larger than the pc's on them. The "defending"
  army could be miles and miles away from the walls.

  2) If the troops didn't come out and play, why would the
  attackers continue... 1000 HI vs 300 HI is a good rout,
  mostly, but if the 300 scurried into the keep and barred the
  gates, would the commander of the 1000 not halt the disasterous
  proceedings?

  Brad
  ps - unless they had a mage with a transmuation spell..? :wink:
  RD: Absolutely right Brad.

  And what about characters on a hex containing a pop of their own nation? Specifically, I've twice had Beawyn (Northmen) at 3109, imagining her sitting in a tower prenticing, researching and spellcasting.

  But nooooooooo, the program has her wandering in the wilderness outside the pop where she gets eaten by a **** spider. For heavens' sake, this is totally inconsistent with her orders.

  If we ever get a second edition, provision should be made to specify whether characters in a hex containing a pop are inside or outside the pop.

  Richard.

···

----- Original Message -----
  From: Player
  To: mepbmlist@yahoogroups.com
  Sent: Friday, September 27, 2002 3:23 AM
  Subject: [mepbmlist] Troops coming out to fight...

  ______________________________________________________________________
  Post your free ad now! http://personals.yahoo.ca

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[Non-text portions of this message have been removed]

RD: Absolutely right Brad.

  And what about characters on a hex containing a pop of their own

nation? Specifically, I've twice had Beawyn (Northmen) at 3109,
imagining her sitting in a tower prenticing, researching and
spellcasting.

  But nooooooooo, the program has her wandering in the wilderness

outside the pop where she gets eaten by a **** spider. For heavens'
sake, this is totally inconsistent with her orders.

  If we ever get a second edition, provision should be made to

specify whether characters in a hex containing a pop are inside or
outside the pop.

  Richard.

Even more annoying is when playing the dwarves and characters at the
capital get eaten by dragons.

Just read article from magazine on MEGames web site,

  > which mentions that it's a mystery why troops leave a
  > fortified settlement to come out and fight, gaining
  > little benefit from the walls. I've run across that
  > one a couple of times and while initially, it seems
  > to make sense, I've never heard anyone refute it.
  >
  > Allow me:
  >
  > 1) Hexes are larger than the pc's on them. The "defending"
  > army could be miles and miles away from the walls.
  >
  > 2) If the troops didn't come out and play, why would the
  > attackers continue... 1000 HI vs 300 HI is a good rout,
  > mostly, but if the 300 scurried into the keep and barred the
  > gates, would the commander of the 1000 not halt the disasterous
  > proceedings?
  >
  > Brad
  > ps - unless they had a mage with a transmuation spell..? :wink:
  >
  > ______________________________________________________________________
  > Post your free ad now! http://personals.yahoo.ca
  >
  >
  > Middle Earth PBM - hit reply to send to everyone
  > To Unsubscribe: http://www.yahoogroups.com
  > Website: http://www.MiddleEarthGames.com
  >
  >
  > Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
  >
  >
  >

        Yahoo! Groups Sponsor
              ADVERTISEMENT
             
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[Non-text portions of this message have been removed]

···

----- Original Message -----
  From: David Clemmensen
  To: mepbmlist@yahoogroups.com
  Sent: Friday, September 27, 2002 5:10 AM
  Subject: Re: [mepbmlist] Troops coming out to fight...

  lets say 5000 goblins just crossed the river and have entered 2924. woud it
  sound resnebel that the 100 man defenting it woud run and hide with in the
  walls

  David
  RD: sounds reasonable to me.

  Richard.

  ----- Original Message -----
  From: "Player" <pbmnoot@yahoo.ca>
  To: <mepbmlist@yahoogroups.com>
  Sent: Friday, September 27, 2002 4:23 AM
  Subject: [mepbmlist] Troops coming out to fight...

--- Richard DEVEREUX <rd@pagan-47.fsnet.co.uk> wrote: >

  From: David Clemmensen
  To: mepbmlist@yahoogroups.com
  Sent: Friday, September 27, 2002 5:10 AM
  Subject: Re: [mepbmlist] Troops coming out to fight...

  lets say 5000 goblins just crossed the river and have entered 2924.
woud it
  sound resnebel that the 100 man defenting it woud run and hide with
in the
  walls

  David
  RD: sounds reasonable to me.

  Richard.

Perfectly Reasonable. But if the Goblins issued
Attack Enemy and NOT attack the pop, then they shouldn't
have to fight the walls. If their enemy ran and hid, they'd
receive a message similar to finding no armies to fight,
the morale of the scurriers should drop, etc.

Brad

···

  ----- Original Message -----

  ----- Original Message -----
  From: "Player" <pbmnoot@yahoo.ca>
  To: <mepbmlist@yahoogroups.com>
  Sent: Friday, September 27, 2002 4:23 AM
  Subject: [mepbmlist] Troops coming out to fight...

  > Just read article from magazine on MEGames web site,
  > which mentions that it's a mystery why troops leave a
  > fortified settlement to come out and fight, gaining
  > little benefit from the walls. I've run across that
  > one a couple of times and while initially, it seems
  > to make sense, I've never heard anyone refute it.
  >
  > Allow me:
  >
  > 1) Hexes are larger than the pc's on them. The "defending"
  > army could be miles and miles away from the walls.
  >
  > 2) If the troops didn't come out and play, why would the
  > attackers continue... 1000 HI vs 300 HI is a good rout,
  > mostly, but if the 300 scurried into the keep and barred the
  > gates, would the commander of the 1000 not halt the disasterous
  > proceedings?
  >
  > Brad
  > ps - unless they had a mage with a transmuation spell..? :wink:
  >
  >

______________________________________________________________________

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  >
  >

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all armys in pops of ther own nation shut be in the pop behinde the walls and defending them. if they arived to the hex befor the attacking army if they arive after the attacking army they woud ofcorse not be able to get in the pop with out a fight.

frindly army shut alls be able to enter a pop if they give and order to do so like defend pop

David

···

> lets say 5000 goblins just crossed the river and have
entered 2924.
> woud it
> sound resnebel that the 100 man defenting it woud run
and hide with
> in the
> walls
>
> David
> RD: sounds reasonable to me.
>
> Richard.

Perfectly Reasonable. But if the Goblins issued
Attack Enemy and NOT attack the pop, then they shouldn't
have to fight the walls. If their enemy ran and hid,
they'd
receive a message similar to finding no armies to fight,
the morale of the scurriers should drop, etc.

Brad

>
> ----- Original Message -----
> From: "Player" <pbmnoot@yahoo.ca>
> To: <mepbmlist@yahoogroups.com>
> Sent: Friday, September 27, 2002 4:23 AM
> Subject: [mepbmlist] Troops coming out to fight...
>
>
> > Just read article from magazine on MEGames web site,
> > which mentions that it's a mystery why troops leave a
> > fortified settlement to come out and fight, gaining
> > little benefit from the walls. I've run across that
> > one a couple of times and while initially, it seems
> > to make sense, I've never heard anyone refute it.
> >
> > Allow me:
> >
> > 1) Hexes are larger than the pc's on them. The
"defending"
> > army could be miles and miles away from the walls.
> >
> > 2) If the troops didn't come out and play, why would
the
> > attackers continue... 1000 HI vs 300 HI is a good
rout,
> > mostly, but if the 300 scurried into the keep and
barred the
> > gates, would the commander of the 1000 not halt the
disasterous
> > proceedings?
> >
> > Brad
> > ps - unless they had a mage with a transmuation
spell..? :wink:
> >
> >
>
____________________________________________________________
__________
> > Post your free ad now! http://personals.yahoo.ca
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> > Middle Earth PBM - hit reply to send to everyone
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> >
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all armys in pops of ther own nation shut be in the pop behinde the walls and defending them. if they arived to the hex befor the attacking army if they arive after the attacking army they woud ofcorse not be able to get in the pop with out a fight.

frindly army shut alls be able to enter a pop if they give and order to do so like defend pop

David

···

> lets say 5000 goblins just crossed the river and have
entered 2924.
> woud it
> sound resnebel that the 100 man defenting it woud run
and hide with
> in the
> walls
>
> David
> RD: sounds reasonable to me.
>
> Richard.

Perfectly Reasonable. But if the Goblins issued
Attack Enemy and NOT attack the pop, then they shouldn't
have to fight the walls. If their enemy ran and hid,
they'd
receive a message similar to finding no armies to fight,
the morale of the scurriers should drop, etc.

Brad

>
> ----- Original Message -----
> From: "Player" <pbmnoot@yahoo.ca>
> To: <mepbmlist@yahoogroups.com>
> Sent: Friday, September 27, 2002 4:23 AM
> Subject: [mepbmlist] Troops coming out to fight...
>
>
> > Just read article from magazine on MEGames web site,
> > which mentions that it's a mystery why troops leave a
> > fortified settlement to come out and fight, gaining
> > little benefit from the walls. I've run across that
> > one a couple of times and while initially, it seems
> > to make sense, I've never heard anyone refute it.
> >
> > Allow me:
> >
> > 1) Hexes are larger than the pc's on them. The
"defending"
> > army could be miles and miles away from the walls.
> >
> > 2) If the troops didn't come out and play, why would
the
> > attackers continue... 1000 HI vs 300 HI is a good
rout,
> > mostly, but if the 300 scurried into the keep and
barred the
> > gates, would the commander of the 1000 not halt the
disasterous
> > proceedings?
> >
> > Brad
> > ps - unless they had a mage with a transmuation
spell..? :wink:
> >
> >
>
____________________________________________________________
__________
> > Post your free ad now! http://personals.yahoo.ca
> >
> >
> > Middle Earth PBM - hit reply to send to everyone
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> http://docs.yahoo.com/info/terms/
> >
> >
> >
>
>
>
>
> Yahoo! Groups Sponsor
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>
> [Non-text portions of this message have been removed]
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Has anyone mentioned the most annoying tendency of allied militia to
thwart you in simple agent actions, even if the action is directed at
an enemy?
Can something be done about that?

Also, and i think these have been mentioned in the past;
[1] Why can`t you MovJoin a company?
[2] Wouldn`t it be good to have allied troops/characters transferable
between armies?

David Murray

--- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:

all armys in pops of ther own nation shut be in the pop behinde the

walls and defending them. if they arived to the hex befor the
attacking army if they arive after the attacking army they woud
ofcorse not be able to get in the pop with out a fight.

frindly army shut alls be able to enter a pop if they give and

order to do so like defend pop

···

David

> > lets say 5000 goblins just crossed the river and have
> entered 2924.
> > woud it
> > sound resnebel that the 100 man defenting it woud run
> and hide with
> > in the
> > walls
> >
> > David
> > RD: sounds reasonable to me.
> >
> > Richard.
>
> Perfectly Reasonable. But if the Goblins issued
> Attack Enemy and NOT attack the pop, then they shouldn't
> have to fight the walls. If their enemy ran and hid,
> they'd
> receive a message similar to finding no armies to fight,
> the morale of the scurriers should drop, etc.
>
> Brad
>
>
> >
> > ----- Original Message -----
> > From: "Player" <pbmnoot@y...>
> > To: <mepbmlist@y...>
> > Sent: Friday, September 27, 2002 4:23 AM
> > Subject: [mepbmlist] Troops coming out to fight...
> >
> >
> > > Just read article from magazine on MEGames web site,
> > > which mentions that it's a mystery why troops leave a
> > > fortified settlement to come out and fight, gaining
> > > little benefit from the walls. I've run across that
> > > one a couple of times and while initially, it seems
> > > to make sense, I've never heard anyone refute it.
> > >
> > > Allow me:
> > >
> > > 1) Hexes are larger than the pc's on them. The
> "defending"
> > > army could be miles and miles away from the walls.
> > >
> > > 2) If the troops didn't come out and play, why would
> the
> > > attackers continue... 1000 HI vs 300 HI is a good
> rout,
> > > mostly, but if the 300 scurried into the keep and
> barred the
> > > gates, would the commander of the 1000 not halt the
> disasterous
> > > proceedings?
> > >
> > > Brad
> > > ps - unless they had a mage with a transmuation
> spell..? :wink:
> > >
> > >
> >
> ____________________________________________________________
> __________
> > > Post your free ad now! http://personals.yahoo.ca
> > >
> > >
> > > Middle Earth PBM - hit reply to send to everyone
> > > To Unsubscribe: http://www.yahoogroups.com
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> > http://docs.yahoo.com/info/terms/
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> > >
> > >
> >
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I think from a game mechanic, movjoin company is too powerful. This is
because of what companies can acchieve that armies cannot. Making characters
reorganize and then go seems to be an additional check on company speed.

However, I agree with the tranfers between armies.

"Aragorn issues an order transferring Elladan to Murazor's Army. A cryptic
note is pinned to the bound and gagged elf's shirt: There are only 4 Aces in
a deck of cards. Good Luck, ~A~"

Jeff D.

···

-----Original Message-----
From: sootypye69 [mailto:sootypye69@hotmail.com]
Sent: Friday, September 27, 2002 7:21 AM
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: 2 edition

Has anyone mentioned the most annoying tendency of allied militia to
thwart you in simple agent actions, even if the action is directed at
an enemy?
Can something be done about that?

Also, and i think these have been mentioned in the past;
[1] Why can`t you MovJoin a company?
[2] Wouldn`t it be good to have allied troops/characters transferable
between armies?

David Murray

--- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:
> all armys in pops of ther own nation shut be in the pop behinde the
walls and defending them. if they arived to the hex befor the
attacking army if they arive after the attacking army they woud
ofcorse not be able to get in the pop with out a fight.
>
> frindly army shut alls be able to enter a pop if they give and
order to do so like defend pop
>
> David
>
> > > lets say 5000 goblins just crossed the river and have
> > entered 2924.
> > > woud it
> > > sound resnebel that the 100 man defenting it woud run
> > and hide with
> > > in the
> > > walls
> > >
> > > David
> > > RD: sounds reasonable to me.
> > >
> > > Richard.
> >
> > Perfectly Reasonable. But if the Goblins issued
> > Attack Enemy and NOT attack the pop, then they shouldn't
> > have to fight the walls. If their enemy ran and hid,
> > they'd
> > receive a message similar to finding no armies to fight,
> > the morale of the scurriers should drop, etc.
> >
> > Brad
> >
> >
> > >
> > > ----- Original Message -----
> > > From: "Player" <pbmnoot@y...>
> > > To: <mepbmlist@y...>
> > > Sent: Friday, September 27, 2002 4:23 AM
> > > Subject: [mepbmlist] Troops coming out to fight...
> > >
> > >
> > > > Just read article from magazine on MEGames web site,
> > > > which mentions that it's a mystery why troops leave a
> > > > fortified settlement to come out and fight, gaining
> > > > little benefit from the walls. I've run across that
> > > > one a couple of times and while initially, it seems
> > > > to make sense, I've never heard anyone refute it.
> > > >
> > > > Allow me:
> > > >
> > > > 1) Hexes are larger than the pc's on them. The
> > "defending"
> > > > army could be miles and miles away from the walls.
> > > >
> > > > 2) If the troops didn't come out and play, why would
> > the
> > > > attackers continue... 1000 HI vs 300 HI is a good
> > rout,
> > > > mostly, but if the 300 scurried into the keep and
> > barred the
> > > > gates, would the commander of the 1000 not halt the
> > disasterous
> > > > proceedings?
> > > >
> > > > Brad
> > > > ps - unless they had a mage with a transmuation
> > spell..? :wink:
> > > >
> > > >
> > >
> > ____________________________________________________________
> > __________
> > > > Post your free ad now! http://personals.yahoo.ca
> > > >
> > > >
> > > > Middle Earth PBM - hit reply to send to everyone
> > > > To Unsubscribe: http://www.yahoogroups.com
> > > > Website: http://www.MiddleEarthGames.com
> > > >
> > > >
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all armys in pops of ther own nation shut be in the pop behinde the
walls and defending them.

What if they're issuing Manoevers orders? Then they're
outside?

What if they're the larger army?

What if they issue Attack order? Can't "attack" from
behind walls.

A forest hex takes infantry 5 days to "cross". FIVE.
A hex is a large place. Let's not simplify things too
much.

Brad

if they arived to the hex befor the

···

--- GUD <david_clemmensen@post.tele.dk> wrote:

attacking army if they arive after the attacking army they woud
ofcorse not be able to get in the pop with out a fight.

frindly army shut alls be able to enter a pop if they give and order
to do so like defend pop

David

> > lets say 5000 goblins just crossed the river and have
> entered 2924.
> > woud it
> > sound resnebel that the 100 man defenting it woud run
> and hide with
> > in the
> > walls
> >
> > David
> > RD: sounds reasonable to me.
> >
> > Richard.
>
> Perfectly Reasonable. But if the Goblins issued
> Attack Enemy and NOT attack the pop, then they shouldn't
> have to fight the walls. If their enemy ran and hid,
> they'd
> receive a message similar to finding no armies to fight,
> the morale of the scurriers should drop, etc.
>
> Brad
>
>
> >
> > ----- Original Message -----
> > From: "Player" <pbmnoot@yahoo.ca>
> > To: <mepbmlist@yahoogroups.com>
> > Sent: Friday, September 27, 2002 4:23 AM
> > Subject: [mepbmlist] Troops coming out to fight...
> >
> >
> > > Just read article from magazine on MEGames web site,
> > > which mentions that it's a mystery why troops leave a
> > > fortified settlement to come out and fight, gaining
> > > little benefit from the walls. I've run across that
> > > one a couple of times and while initially, it seems
> > > to make sense, I've never heard anyone refute it.
> > >
> > > Allow me:
> > >
> > > 1) Hexes are larger than the pc's on them. The
> "defending"
> > > army could be miles and miles away from the walls.
> > >
> > > 2) If the troops didn't come out and play, why would
> the
> > > attackers continue... 1000 HI vs 300 HI is a good
> rout,
> > > mostly, but if the 300 scurried into the keep and
> barred the
> > > gates, would the commander of the 1000 not halt the
> disasterous
> > > proceedings?
> > >
> > > Brad
> > > ps - unless they had a mage with a transmuation
> spell..? :wink:
> > >
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An old question. The answer is that a town's militia will arrest thieves and and people carrying sharp objects, interrupt their activities, and ask questions later.

But it would be good for relations to affect these actions - or if they do already for the reports to make it clear what's happening. "Mac the Knife was spotted by the militia, but allowed to continue as he was recognised as Friendly".

Laurence G. Tilley

http://www.lgtilley.freeserve.co.uk

···

At 13:20 27/09/2002, you wrote:

Has anyone mentioned the most annoying tendency of allied militia to
thwart you in simple agent actions, even if the action is directed at
an enemy?

--- sootypye69 <sootypye69@hotmail.com> wrote: > Has anyone mentioned
the most annoying tendency of allied militia to

thwart you in simple agent actions, even if the action is directed at

an enemy?
Can something be done about that?

Also, and i think these have been mentioned in the past;
[1] Why can`t you MovJoin a company?

Absolutely correct, although I thought LGT had this on
his site?

[2] Wouldn`t it be good to have allied troops/characters transferable
between armies?

No. Check our modern day examples. If ever a multinational
force is operating together, even if under the leadership
of a single commanding officer, the troops retain their
individual nationality AND their own commanders (subordinate
in the overall command structure, but still their own). This
is very much the same as my Dwarves doing as their superior
Noldo and Sinda allies advise...

Friendly pops will already supply food. Maybe a Friendly
pop can supply 1/5 or so of the regular amount of available
troops for recruiting? (ex, Canadians joining the US Army)?

Brad

···

David Murray

--- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:
> all armys in pops of ther own nation shut be in the pop behinde the

walls and defending them. if they arived to the hex befor the
attacking army if they arive after the attacking army they woud
ofcorse not be able to get in the pop with out a fight.
>
> frindly army shut alls be able to enter a pop if they give and
order to do so like defend pop
>
> David
>
> > > lets say 5000 goblins just crossed the river and have
> > entered 2924.
> > > woud it
> > > sound resnebel that the 100 man defenting it woud run
> > and hide with
> > > in the
> > > walls
> > >
> > > David
> > > RD: sounds reasonable to me.
> > >
> > > Richard.
> >
> > Perfectly Reasonable. But if the Goblins issued
> > Attack Enemy and NOT attack the pop, then they shouldn't
> > have to fight the walls. If their enemy ran and hid,
> > they'd
> > receive a message similar to finding no armies to fight,
> > the morale of the scurriers should drop, etc.
> >
> > Brad
> >
> >
> > >
> > > ----- Original Message -----
> > > From: "Player" <pbmnoot@y...>
> > > To: <mepbmlist@y...>
> > > Sent: Friday, September 27, 2002 4:23 AM
> > > Subject: [mepbmlist] Troops coming out to fight...
> > >
> > >
> > > > Just read article from magazine on MEGames web site,
> > > > which mentions that it's a mystery why troops leave a
> > > > fortified settlement to come out and fight, gaining
> > > > little benefit from the walls. I've run across that
> > > > one a couple of times and while initially, it seems
> > > > to make sense, I've never heard anyone refute it.
> > > >
> > > > Allow me:
> > > >
> > > > 1) Hexes are larger than the pc's on them. The
> > "defending"
> > > > army could be miles and miles away from the walls.
> > > >
> > > > 2) If the troops didn't come out and play, why would
> > the
> > > > attackers continue... 1000 HI vs 300 HI is a good
> > rout,
> > > > mostly, but if the 300 scurried into the keep and
> > barred the
> > > > gates, would the commander of the 1000 not halt the
> > disasterous
> > > > proceedings?
> > > >
> > > > Brad
> > > > ps - unless they had a mage with a transmuation
> > spell..? :wink:
> > > >
> > > >
> > >
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Hmmmm, maybe only available to the Dark Servants then...on pain of
excruciating death?
:wink:

David

> [2] Wouldn`t it be good to have allied troops/characters

transferable

> between armies?

No. Check our modern day examples. If ever a multinational
force is operating together, even if under the leadership
of a single commanding officer, the troops retain their
individual nationality AND their own commanders (subordinate
in the overall command structure, but still their own). This
is very much the same as my Dwarves doing as their superior
Noldo and Sinda allies advise...

Friendly pops will already supply food. Maybe a Friendly
pop can supply 1/5 or so of the regular amount of available
troops for recruiting? (ex, Canadians joining the US Army)?

Brad

> David Murray
>
> --- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:
> > all armys in pops of ther own nation shut be in the pop behinde

the

···

>
> walls and defending them. if they arived to the hex befor the
> attacking army if they arive after the attacking army they woud
> ofcorse not be able to get in the pop with out a fight.
> >
> > frindly army shut alls be able to enter a pop if they give and
> order to do so like defend pop
> >
> > David
> >
> > > > lets say 5000 goblins just crossed the river and have
> > > entered 2924.
> > > > woud it
> > > > sound resnebel that the 100 man defenting it woud run
> > > and hide with
> > > > in the
> > > > walls
> > > >
> > > > David
> > > > RD: sounds reasonable to me.
> > > >
> > > > Richard.
> > >
> > > Perfectly Reasonable. But if the Goblins issued
> > > Attack Enemy and NOT attack the pop, then they shouldn't
> > > have to fight the walls. If their enemy ran and hid,
> > > they'd
> > > receive a message similar to finding no armies to fight,
> > > the morale of the scurriers should drop, etc.
> > >
> > > Brad
> > >
> > >
> > > >
> > > > ----- Original Message -----
> > > > From: "Player" <pbmnoot@y...>
> > > > To: <mepbmlist@y...>
> > > > Sent: Friday, September 27, 2002 4:23 AM
> > > > Subject: [mepbmlist] Troops coming out to fight...
> > > >
> > > >
> > > > > Just read article from magazine on MEGames web site,
> > > > > which mentions that it's a mystery why troops leave a
> > > > > fortified settlement to come out and fight, gaining
> > > > > little benefit from the walls. I've run across that
> > > > > one a couple of times and while initially, it seems
> > > > > to make sense, I've never heard anyone refute it.
> > > > >
> > > > > Allow me:
> > > > >
> > > > > 1) Hexes are larger than the pc's on them. The
> > > "defending"
> > > > > army could be miles and miles away from the walls.
> > > > >
> > > > > 2) If the troops didn't come out and play, why would
> > > the
> > > > > attackers continue... 1000 HI vs 300 HI is a good
> > > rout,
> > > > > mostly, but if the 300 scurried into the keep and
> > > barred the
> > > > > gates, would the commander of the 1000 not halt the
> > > disasterous
> > > > > proceedings?
> > > > >
> > > > > Brad
> > > > > ps - unless they had a mage with a transmuation
> > > spell..? :wink:
> > > > >
> > > > >
> > > >
> > > ____________________________________________________________
> > > __________
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Yup. Players new to 2nd ed discussions my not have seen http://www.lgtilley.freeserve.co.uk/2nded.htm

Laurence G. Tilley

http://www.lgtilley.freeserve.co.uk

···

At 17:13 27/09/2002, you wrote:

> Also, and i think these have been mentioned in the past;
> [1] Why can`t you MovJoin a company?

Absolutely correct, although I thought LGT had this on
his site?

I knew i picked that up somewhere [apart from play], what is your
opinion on this Lawrence, do you think it would unbalance gameplay?
It just seems so unreasonable to me that a character cannot meet
friendly characters in a hex and join up with them. Okay you could
argue [as i have seen for reasons about other game mechanics] that a
hex is a big place and it would take a while to find the company in
question, but you could also argue that the meeting place could have
been pre-arranged.

David Murray

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

···

At 17:13 27/09/2002, you wrote:
> > Also, and i think these have been mentioned in the past;
> > [1] Why can`t you MovJoin a company?
>
>Absolutely correct, although I thought LGT had this on
>his site?

Yup. Players new to 2nd ed discussions my not have seen
http://www.lgtilley.freeserve.co.uk/2nded.htm

Laurence G. Tilley

http://www.lgtilley.freeserve.co.uk

RD: Absolutely right Brad.

  >
  > And what about characters on a hex containing a pop of their own
  nation? Specifically, I've twice had Beawyn (Northmen) at 3109,
  imagining her sitting in a tower prenticing, researching and
  spellcasting.
  >
  > But nooooooooo, the program has her wandering in the wilderness
  outside the pop where she gets eaten by a **** spider. For heavens'
  sake, this is totally inconsistent with her orders.
  >
  > If we ever get a second edition, provision should be made to
  specify whether characters in a hex containing a pop are inside or
  outside the pop.
  >
  > Richard.

  Even more annoying is when playing the dwarves and characters at the
  capital get eaten by dragons.
  RD: Yes indeed! If you are playing Dwarves, you should always, if possible, try to put your characters at mountain pops into an army. Unfortunately it's not always possible!

  Richard.

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[Non-text portions of this message have been removed]

···

----- Original Message -----
  From: mcgoldrick_b
  To: mepbmlist@yahoogroups.com
  Sent: Friday, September 27, 2002 10:29 AM
  Subject: [mepbmlist] Re: Troops coming out to fight...

  Subject: Re: [mepbmlist] Troops coming out to fight...

  lets say 5000 goblins just crossed the river and have entered 2924.
woud it
  sound resnebel that the 100 man defenting it woud run and hide with
in the
  walls

  David
  RD: sounds reasonable to me.

  Richard.

Perfectly Reasonable. But if the Goblins issued
Attack Enemy and NOT attack the pop, then they shouldn't
have to fight the walls. If their enemy ran and hid, they'd
receive a message similar to finding no armies to fight,
the morale of the scurriers should drop, etc.

Brad

RD: Yes, I agree with that too, except I'm not sure about dropping the morale of the retirees. Troops - especially seasoned troops - would know when they are retreating for a good reason (eg overwhelming odds) and I don't think their morale would suffer.

OTOH the pursuers, confident in their numbers and seeing the enemy refusing to stand and fight, should certainly gain morale points - altho in real life, their morale would drop again when they saw their foes make a stand behind stone walls. All troops hated sieges.

Richard.

···

  ----- Original Message -----
  From: "Player" <pbmnoot@yahoo.ca>
  To: <mepbmlist@yahoogroups.com>
  Sent: Friday, September 27, 2002 4:23 AM
  Subject: [mepbmlist] Troops coming out to fight...

  > Just read article from magazine on MEGames web site,
  > which mentions that it's a mystery why troops leave a
  > fortified settlement to come out and fight, gaining
  > little benefit from the walls. I've run across that
  > one a couple of times and while initially, it seems
  > to make sense, I've never heard anyone refute it.
  >
  > Allow me:
  >
  > 1) Hexes are larger than the pc's on them. The "defending"
  > army could be miles and miles away from the walls.
  >
  > 2) If the troops didn't come out and play, why would the
  > attackers continue... 1000 HI vs 300 HI is a good rout,
  > mostly, but if the 300 scurried into the keep and barred the
  > gates, would the commander of the 1000 not halt the disasterous
  > proceedings?
  >
  > Brad
  > ps - unless they had a mage with a transmuation spell..? :wink:
  >
  >

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[Non-text portions of this message have been removed]

Has anyone mentioned the most annoying tendency of allied militia to
  thwart you in simple agent actions, even if the action is directed at
  an enemy?
  Can something be done about that?
  RD: Yes it has been discussed in the past. I complained bitterly about this when the Noldo agents, sent to relieve the Northman capital from DS agent siege, were largely frustrated by the Nor militia. And the Nor and Nol were friendly to each other! Duh!

  Some people said that when you send special forces in to do a job, you don't tell the local plod. I still think it stinks. If you know special forces are on their way, you DO tell the local plod, even if it's only to stay out of the way.

  Also, and i think these have been mentioned in the past;
  [1] Why can`t you MovJoin a company?
  [2] Wouldn`t it be good to have allied troops/characters transferable
  between armies?

  David Murray

  RD: I agree with 1) but I have reservations about 2). Troops might resent being transferred to the commander of a different nation, especially if they were different race. Can you imagine even "friendly" elves taking orders from dwarves? I can't!
  You can combine men, elves, dwarves and hobbits in a company under the command of a man, but this is a special case for a common cause. I don't think it would go down too well to put a foreign commander, say, in the Noldo capital!

  OTOH I see no reason why, if nations are friendly to each other, mages should not be able to prentice and research spells in a friend's pop centre.

  Richard.

  --- In mepbmlist@y..., "GUD" <david_clemmensen@p...> wrote:
  > all armys in pops of ther own nation shut be in the pop behinde the
  walls and defending them. if they arived to the hex befor the
  attacking army if they arive after the attacking army they woud
  ofcorse not be able to get in the pop with out a fight.
  >
  > frindly army shut alls be able to enter a pop if they give and
  order to do so like defend pop
  >
  > David
  >
  > > > lets say 5000 goblins just crossed the river and have
  > > entered 2924.
  > > > woud it
  > > > sound resnebel that the 100 man defenting it woud run
  > > and hide with
  > > > in the
  > > > walls
  > > >
  > > > David
  > > > RD: sounds reasonable to me.
  > > >
  > > > Richard.
  > >
  > > Perfectly Reasonable. But if the Goblins issued
  > > Attack Enemy and NOT attack the pop, then they shouldn't
  > > have to fight the walls. If their enemy ran and hid,
  > > they'd
  > > receive a message similar to finding no armies to fight,
  > > the morale of the scurriers should drop, etc.
  > >
  > > Brad
  > >
  > >
  > > >
  > > > From: "Player" <pbmnoot@y...>
  > > > To: <mepbmlist@y...>
  > > > Sent: Friday, September 27, 2002 4:23 AM
  > > > Subject: [mepbmlist] Troops coming out to fight...
  > > >
  > > >
  > > > > Just read article from magazine on MEGames web site,
  > > > > which mentions that it's a mystery why troops leave a
  > > > > fortified settlement to come out and fight, gaining
  > > > > little benefit from the walls. I've run across that
  > > > > one a couple of times and while initially, it seems
  > > > > to make sense, I've never heard anyone refute it.
  > > > >
  > > > > Allow me:
  > > > >
  > > > > 1) Hexes are larger than the pc's on them. The
  > > "defending"
  > > > > army could be miles and miles away from the walls.
  > > > >
  > > > > 2) If the troops didn't come out and play, why would
  > > the
  > > > > attackers continue... 1000 HI vs 300 HI is a good
  > > rout,
  > > > > mostly, but if the 300 scurried into the keep and
  > > barred the
  > > > > gates, would the commander of the 1000 not halt the
  > > disasterous
  > > > > proceedings?
  > > > >
  > > > > Brad
  > > > > ps - unless they had a mage with a transmuation
  > > spell..? :wink:
  > > > >
  > > > >
  > > >
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···

----- Original Message -----
  From: sootypye69
  To: mepbmlist@yahoogroups.com
  Sent: Friday, September 27, 2002 1:20 PM
  Subject: [mepbmlist] Re: 2 edition

  > > > ----- Original Message -----

I think it's good, which is why it's adopted on my 2nd ed page.

As regards balance, this is a broad issue, rather than one which should be addressed for any one specific suggestion. Any change has an effect on game balance. On the page there's ideas which make things more complex, and I've "allowed" these, because there are others which make things much more simple, such as those which group several orders into one and dump the largely redundant orders.

But ultimately in the production of a 2nd edition, there'd be HUGE changes in game balance, and the question "Has this change in balance made for a better or weaker game?" could only be answered through extensive playtesting. For example, I favour bringing character movement into the same (or an adjusted) system of the current army movement, because I don't think a character should be able to fly over 12 hexes of mountains as easily as 12 hexes of road/plains. But, it is rightly pointed out that this would SUBSTANTIALLY change the gameplay (though some use that phrase as if it intrinsically means a change for the worse - it doesn't.) Compared to that, the effect of the adoption of a MovJoinCmpy order is relatively minor.

I also think, incidentally that a company ought to be able to move stealthily (by using a switch on/switch off evasive order). If it was moving stealthily you could argue that MovJoinCmpy should not be allowed. Otherwise, it's see you at the chip shop. (The one with the fried goods, not the ladies of the night.)

Laurence G. Tilley

http://www.lgtilley.freeserve.co.uk

···

At 23:46 27/09/2002, you wrote:

I knew i picked that up somewhere [apart from play], what is your
opinion on this Lawrence, do you think it would unbalance gameplay?
It just seems so unreasonable to me that a character cannot meet
friendly characters in a hex and join up with them.