The Purchase of Characters
by TypebyBrian Hansen
One of the more confusing and at the
same time creative aspects of Middle-earth is which type of character to purchase and
why. New players, especially, may have some difficulty with this aspect of the game.
There are four single-class characters and ten possible multi-class characters which one
may purchase. In addition, the Commander-Emissary-Agent-Mage could, in theory, be a
new character by random chance. As no one can specifically purchase such a character,
however, I will not discuss it.
In discussing character types, I will, at times, use the
abbreviation C for Commander, E for Emissary, A for Agent, and M for Mage. If I speak
of CE, this is a multi-class character with Commander and Emissary skill, CAM is a
Commander/Agent/Mage, etc . . .
I classify six of the fourteen possible character types
as Unequivocally Useful and discuss them under that same heading. The remaining eight
of the possible fourteen character types are broken down into three groups. The first
group of three I label Trainable, followed by a group of two which I label Colorful,
followed by a group of three which I label Also Rans.
Unequivocally Useful:
These
are the four single class characters and the multi-class characters CA and CE. I will
discuss each of them in no particular order.
- Agent:
A pure Agent begins the game
immediately useful. Even at the beginning strength of 30 the character is useful on guard
operations as agent rank is effectively doubled on defense. Agent ability is highly prized
for this reason and because Agent ability helps that character escape if held hostage.
Having the hope of escaping from a hostage situation is very important. A hostage still
costs the owner maintenance, and, more importantly, counts against his character limit. It
is much more preferable to have your character assassinated than held hostage
indefinitely.
- Commander/Agent:
While the naming of multi-class characters always
costs 10,000 gold, this is often not a problem for the generally richer Free Peoples and is
often done by the Dark Servants anyway. Agent and Command skills are the two most
useful skills in a multi-class character. Obviously, then, combining the two in a CA is just
the logical thing to do. The CA is the single most useful multi-class character type. The
combination is a natural. The Command ability allows the CA to travel with an army and
act as a backup army Commander. (A skill 10 Army Commander is not that harmful in
terms of combat results, so even a 10 Command skill is immediately useful.) If the Army
Commander performs a Train Army order, plus, on the same turn, the character trains
troops and performs an agent order, this is two Command and one Agent skill increases
each turn! It is not very difficult to see improvements in both skills each and every turn.
One can argue that the majority of characters most nations recruit should be CA's--gold
permitting.
- Commander:
A pure Commander is vulnerable to being kidnapped and
held hostage. But the plethora of CA hires helps disguise this fact. So, an enemy Agent
given the choice of Kidnap or Assassinate will often choose Assassinate rather than chance
that your character is a CA and will use Agent ability to escape. That said, a few pure
Commanders are always a good buy! Command is perhaps the quickest skill to increase,
even in peacetime. Having the character "Train Troops" while the army Commander
issues a "Train Army" allows this character type to get a double dose of training and still
have an order left over for other tasks each turn. A quick perusal of the rules will
convince the reader that Command ability is one of the most versatile abilities. Leading
companies, leading armies, and changing diplomatic/tax rates tops the list. It is mainly in
changing diplomatic relations, changing tax rates, and threatening population centers that
high Command skill is essential.
- Mage:
A pure mage is a very logical choice for a
character type. Between casting spells, researching spells, and "Prentice Magery," there is
no time for developing other skills. There can be exceptions but mages should generally
be totally developed to their trade (i.e. a single-class character) and either stays out of
harm's way (perhaps in some obscure camp) or rely on other characters such as agents for
protection.
- Emissaries:
Although pure emissaries are generally not as vulnerable to
being kidnapped or assassinated as Army Commanders, they do tend to make visits to
hostile population centers and are vulnerable to agent or otherwise aggressive actions. It
is a weakness. But the benefits of a pure Emissary are also important. Remember, Agents
have their strength effectively doubled when on guard missions and Commanders are both
easy to train and can be useful even at strength 10. In contrast, an Emissary only becomes
useful when it reaches a strength of nearly 40. So, a pure Emissary begins performing
useful actions a significant number of turns earlier. In the race to place camps in the
beginning of the game, this can be very significant. Pure Emissaries have their place in a
well-rounded character roster.
- Commander/Emissary:
Pay careful note here.
While I categorize the CE as being unequivocally useful, I do not recommend the CE in
great numbers. The CE is perfect for that out-of-the-way garrison army--train army and
improve loyalty each turn. Or "Build Fortifications" and "Improve Pop Center," etc. The
point here is that often your characters are so spread out that you can only afford one
character to run a garrison army, or whatever. A CE character is very versatile. With
some forethought, both abilities can be improved in a turn. And if positioned on the map
well, can do quite a variety of tasks in a key population center (as well as lead emissary
companies, etc.) But, large numbers of these characters just could not be efficiently
utilized or trained.
The Trainable:
The following three characters can be made very
useful with the proper training and the passage of game turns. The key here is that you
are probably involved in a war, so how many characters of this type can you really afford
to be training? Perhaps one or two of these characters could be justified. That is, one or
two total, not one or two of each type.
- Emissary/Agent:
This character has as its
eventual goal to be used as a very potent tool versus enemy population centers and
characters. For example, as part of a Emissary or Agent company, it can steal gold,
influence the enemy population center, and leave in one turn. Similarly, if enemy
characters are sighted it can either create a double agent or perform an agent action, or
both! To double-agent someone as you assassinate them is a very potent one-two punch
that is hard to counter. This character is also very trainable. It can sit in your capital and
guard/influence each turn. As skills later increase, it can visit enemy population centers
alone or with a CA as a company leader, and do two actions in one turn. All characters,
however, have some weaknesses. Aside from the extra training needed to overcome the
lower starting values for a multi-class character, this multi-class character will never have
a truly awesome challenge rank. Both Emissary and Agent abilities are penalized for
challenge rank calculations, plus the available agent or emissary artifacts do not raise the
challenge ranks significantly.
- Commander/Emissary/Agent:
This is a variation of the
EA character above. It is a viable character type as all three skills can be increased every
turn. Park the character in a garrison army. As the Army Commander trains the army the
character practices the other two skills. The command ability can help the challenge rank
somewhat, but it is never likely to be so high as to help significantly. It is possible that the
addition of the Command skill will only tempt the player to do Command orders rather
than do the Emissary-Mage training. Nevertheless, I view this as the most viable triple-
class character available because it retains the double-punch potential of the EA character
described above.
- Commander/Mage:
The CM is the exception to many rules.
Generally, I frown on combining mage skill with any other skills--so I am breaking that
rule. Generally, I am not in favor of placing mages in armies--this character breaks that
rule as well. Generally, I do not favor Mages casting combat spells--this character bends
this rule. Pretty exceptional sort of character! The key to the strategy behind this
character is challenge rank. Generally, a Commander can load up on one weapon and just
might get his hands on a command artifact. There are about six command artifacts over
strength 25. There are about fifteen mage artifacts over strength 25! So, follow the logic.
Command is relatively easy to build up. Forget learning all but one or two spells and
mainly Prentice Magery with this character. Can you see where we are going? Just 100
strength Command and Mage gets you to 125 challenge rank--add a 2250 artifact to get to
170. Finally, high-strength mage artifacts are 2.5 times more prevalent than command
artifacts, so let's multiply by 2.5 just to get a relative value, 63. That adds up to 233.
Okay, okay, so both 100 strength Command and Mage may not happen soon, you may
want your mage artifacts with your mages . . . but you get the point, right? Now in the
meantime, since this character will be pretty handy to have in an army now and then to
challenge out enemy commanders (dragons?) in key battles, it is probably worthwhile to
have a couple of combat related spells since you are there anyway. Certain protection
spells and other spells can be very useful in, say, taking out camps with a small army . . .
I'll let you think up some more ideas. In brief, the CM is not really so much a Mage as a
Personal Challenge aficionado and Army Commander backup. This character should not
even be considered by many positions or playing styles. But it is there for those who wish
it. And even they should limit themselves to perhaps one.The Colorful: The following
two character types are not terribly practical to buy and try to build up, the Mage rating is
particularly difficult to utilize well. But these character types do have four saving
graces:
- As they have Command skill, you can train all three skills each turn by joining
them to an army and letting the army Commander "Train Army" to improve the command
skill while they improve the other two.
-
Even though I say they are not terribly
practical, this is where "colorful" comes into play. if your position has lost all its triple-
classed characters, everyone can find the time to build up just one multi-class character--
for fun if nothing else.
- As the character has three skills, it can use artifacts from three
separate skill categories--adding artifacts can overcome some of the difficulties in training
up a 10-10-10 skilled character into something useful.
- Many positions begin with
one or more of these characters already trained above the 10-10-10 starting value of a
newly purchased triple-class character. A partially-trained triple-class character is an
entirely different animal than a new purchase.
- Commander/Agent/Mage:
Part of the
allure of triple-class characters is that one can mold them to suit many different sorts of
uses. I will simply speculate on one use for this and the CEM character and leave it at
that. Utilization of this character as an Army Backup Commander with high Agent skill
and just one or two combat spells for spice, might be interesting.
- Commander/Emissary/Mage:
One imaginative use for this character is as mainly a CE.
But learn a heal spell, add a good mage artifact, and have wounded characters visit this
out-of-the-way CE to be healed.
The Also-Rans:
I would not purchase a character of
the below type, and just might retire them if they began as starting characters.
Nevertheless, I will say something positive about each, but just because I will find
something positive, do not mistake this for an endorsement. The one common thread you
will see below is that each of these character types contains Mage skill. I believe I have
already established the reasons why I dislike combining Mage skill with other skills.
- Agent/Mage: Agent ability is always useful. It is double strength on guard
actions and helps if your character is kidnapped. I tend to feel that one Mage and one
Agent is better than an Agent/Mage, but a disciplined training regimen and the addition of
artifacts could make me eat my words.
Agent/Emissary/Mage:
It is impossible
to regularly improve all three skill levels. I keep asking myself, what could an AEM
accomplish that no other character type could? I can't come up with much. Here are the
positive comments I promised: Agent ability is always useful and the ability to add
artifacts to any of three skill categories is an undeniable plus. 14. Emissary/Mage:
It is reputed to be fact that some Emissary ability helps a Mage to handle the One Ring.
Beyond this, we are left with the fact that these skills are hard to mix: both skills need to
be fairly high to be useful and Magery is so demanding!
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