For most nations, I choose 400 light cavalry for troops. For Pop
Centers I add a fort, two towers and one camp. Assume this for the team
example.
That said, here is my suggestion for a four nation team including SNA and
the first twelve character slots.
Nation I (Militant)
Neutral Allegiance, SNA's: Name 40 Commanders, Name 40 Agents, Buy/Sell
Bonus, 2 artifacts and 5 war machines. Character: 50C, 40A, 60E, 60E, 60E,
40E, 30M, 30M, then 40C, 40C, 40A, 40A.
Nation 1 is the military backbone of the team. This nation needs a
solid economy to support large troop numbers and therefore starts with four
emissaries and SNA 8. The mages are present to cast research artifact
spells for nation 4. If a player 1 likes SNA 24 (conjure mounts) it can fit
well with this nation. If player 1 dislikes mages they can be moved to
nation 3.
Nation 2 (Agent)
Neutral Allegiance. SNA's: Kidnap/Assassination +20, Name 40 Agents, 10 War
Machines. Characters: 40c, 30C, 40A 10S, 40A 10S, 50A, 60E, 40E, 40E, then
40A, 40A, 40A, 40A.
Nation 2 takes care of the kidnapping and assassinations for the
teams. The team should give all agent artifacts to nation 2 early on in the
game. I chose 10 war machines here simply because I don't care for any of
the 2000 pt. SNA's. If I had to pick one I would probably choose SNA 22.
This nation also works well as a subhuman DS with 60A's.
Nation 3 (Scout)
Neutral Allegiance. SNA's: Scout/Recon at Double Skill rank, Name 40
Agents, Name 40 Commanders, 2 Artifacts. Characters: 40C, 40C, 40A, 40A,
60E, 60E, 60E, 40E, then 40C, 40A, 40A, 40A.
Nation 3 does the scout for characters and commands the companies
for nation #2. He should also have wealth of decent agents for other
missions. His economy should be solid with his four starting emissaries so
he should be able to field a solid military as well.
Nation 4 (Mage)
Neutral Allegiance. SNA's: Teleport spell, Name 40 Emissaries, Conjure
Mounts spell, and 2 artifacts. Characters: 40C, 30A, 30A, 60E, 40E, 50M,
50M, 50M, then 40E, 40E, 30C, 30C.
Nation 4 locates and picks up the artifacts that nation 1
researches. The team should give any mage artifacts to nation 4 early in
the game. Nation 4 will distribute newly found artifacts as needed to the
rest of the team. Conjure mounts will ensure the team has a source for
mounts if the market is "bought up". If nation 4 is a DS he might want to
consider SNA 26 or 29. As a Free People nation 4 makes a good elven
choice.
While this is probably not the perfect 4th Age team which can be
designed, it is certainly a very solid team which is made up of nations
which complement one another quite well. When designing a team for a 4th
Age game players should consider how they can assume roles which will help
the whole team succeed and not just benefit themselves. This example fits
that description.