Returning to Middle-earthby Kevin Mcgee(originally printed in Flagship magazine)
MIDDLE-EARTH PBM is many things, but most of all it is fun. The character-based system used in this game is a refreshing change of pace from other games where a player is pushing around stacks of faceless units, but be forewarned, don't give into the temptation of identifying too closely with your characters! Untoward things can happen to even the mightiest in Middle-earth. The game map for ME-PBM is a beautiful full color work of art representing north-western Middle-earth as it was in the Second and Third Ages. A hex grid is overlaid on the terrain features to regulate movement and give precise locations.
Mastering all the nuances and possible combinations of actions will take a new player considerable time and research. To shorten the learning curve, there is an abundance of material published formally and informally that discusses strategies and tactics for the game. The veteran players on the networks, or in your game are always happy to answer questions about ME-PBM. It is possible to start playing the game without an exhaustive examination of the rule book, but expect to make mistakes if you leap in feet first.
One of the most telling gauges of a game's popularity is the number of player-created add-ons it generates. In my year of playing ME-PBM, I have seen a computerized order entry program that is quite sophisticated, a computerized map and movement modeler and an excellent weekly newsletter that was circulated on the internet. There is a very lively exchange of thoughts and ideas on the networks such as Compuserve, America Online and the internet (Newsgroup:rec.games.pbm). There are also compilations of game data that are available if you want them.
Something that ME-PBM has that many games do not is a realistic chance at a comeback. ME-PBM has a strategic situation that is fluid enough to allow you to replace almost any losses. You can replace population centers, characters or armies. The more developed the asset was when the loss occurred, the longer it will take to replace, but nothing in in the game is irreplaceable. There are many things your allies can do for you if the bad guys have been raining on your parade. One or more of your allies can subsidize your entire economy, transfer population centers to you or guard your remaining population centers with characters and armies. It is hard to knock someone completely out of the game if they have support from their friends. All that is necessary for a comeback is relief from the pressure from your opponents and the desire to try. In some other games, once your are behind the cure on development or expansion, there is no hope of catching up. This is not to imply that nations cannot be driven suddenly and finally from a game of ME-PBM. If a nation loses its capital and has no back up capital, or if it goes bankrupt, it is gone. Economics in ME-PBM is pretty abstract. There are seven categories of trade goods and gold, all of which can be produced, or mined. The goods can be used for construction and supply,or you can trade goods or gold with other nations and a world market. Players knowledgeable about the workings of the market can disrupt their opponents' economy by driving down the prices of selected trade goods. Combat and the military are also largely abstracted. A nation has available six types of troops plus warships, transports and war machines. There are four classes of weapons and four types of armor to equip your valiant troops with. Less obviously for newcomers to the game, there are several types of NPC units that can be recruited for service with your armies., the most notable being Dragons. NPC units are one of those areas in which veteran players have an advantage over beginning players without advice, as you need to know the secrets of recruiting them. The combat system is adequate and is not the focus of the game. Unfortunately, many nations are faced with raising large armies of naked troops armed with wooden clubs, something some players find dispiriting. Most players are able to overlook this and simply fight with the ill-equipped troops. The algorithm for combat and the majority of factors influencing the outcome are published in the rule book, making for intensive calculation when campaigns are being planned. One thing that is not mentioned in the advertisements for the game is that 'team games' and 'grudge matches' are available. A player sending in a solitary request for a position is matched with 24 other players and a game is started. This can be fine, but being a 'pick up game' you are really at the mercy of chance as to the quality and cooperativeness of your new teammates. However. you will, in my experience, meet many fine individuals and even a few exceptional ones in a typical game. Even after many years of gaming I continue to be pleasantly surprised and mildly in awe of the caliber of people involved in creating and playing PBM games. Never underestimate your opponents! Requesting a game setup as a pre-arranged team has some advantages, however. The best is that you don't have to spend the first turns trying to contact your new teammates. As an aside, I am playing on an 'All AOL' team where all the team members have an E-mail address on America Online, and an 'ALL CIS' game where all 25 players are on Compuserve. E-mail is a very convenient and inexpensive way of communicating with your allies. and enables teams to discuss roles and strategies at considerable length before the first turn is due. So., if you have some friends that would like to join you in a new game, bring whole gang and ask for a team setup!
The forces of darkness are the Nine Nazgul (Witch-king, Fire King, Ice King, Blind Sorcerer, Cloud Lord, Dog Lord, Dragon Lord, Long Rider and the Quiet Avenger and the Dark Lieutenants (of Sauron). The five neutrals are the Corsairs, the Khand Easterlings, the Rhun Easterlings, the Dunlendings and (Saruman) the White Wizard. Every nation starts this scenario in a weak economic and military position. Some are weaker than others. The neutrals are actually better off than many of the aligned positions, and the Corsairs have about the best economic base of any of the nations at the start of the game. Some of the nations, such as the Witch-king, the Noldo Elves and the White Wizard start the game with one or more awesome characters. These advantages are balanced out by greater strategic challenges. The Corsairs are neutral and must maintain that neutrality or, by choosing a side, make enemies of some of their neighbors. The Witch-king has great starting characters and a plethora of artifacts, but his holdings are split between Mordor and the northern end of the Misty Mountains. The Witch-king's capital is on the frontline with the Gondors facing Osgiliath across the Morgul Pass. In the Misty Mountains he is surrounded by four free nations! The Noldo have Elrond, the elven lords Glorfindel, Galdor, Gildor and Cirdan and an arsenal of artifacts that rivals the Witch-king's, but they have an enormous budgetary deficit that will bankrupt them quickly if it is not corrected. The nation of the White Wizard has the only player-controlled Maiar (Saruman) in the game and has a mountain-ringed citadel for his capital, but he is in the strategic Gap of Rohan where one provocative move could start a war he may not be ready to fight. These positions can be contrasted with such as the Fire King, the Khand Easterlings and the Northmen. The Fire King starts with an average collection of characters - even the Fire King himself is a pretty average Nazgul and an economy comparable to the other smaller positions. To balance this, his population centers are all inside fortress Mordor and safe from the first strikes by the Free Peoples. The Khand Easterlings are also a nation of average strengths, their major advantage being their location in the east and southeast of the map. If the Khand can keep good relations with the with the Dark Servant, his nation can grow unmolested. The Northmen are the only free people with a significant presence around the Sea of Rhun. They are pressed up against the Rhun Easterlings and a couple of Dwarven settlements on the shores of the sea. They are uncomfortably close to the Long Rider and the Blind sorcerer of the Dark Servants and in danger from a swift, killing strike.
In the review game for this article, I am playing the (neutral) Rhun Easterlings. As I write this I am readying my orders for the fourth turn and so far nothing spectacular has happened, as all sides are ramping up their economies. The (free people) Northmen have been communicative and we are trying to stay out of each other's way as we place camps. The (free) Dwarves have called once and we exchanged pleasantries, but he has been unwilling to help me in any substantive way. Neutral Saruman has written to me several times and we trade what news there is to be had. Saruman tells me that the neutral Dunlendings and Khand Easterlings are declaring for the Free Peoples. If that is true, then Saruman will most likely go Free also: most players reckon that Saruman and Dunlendings normally swing together. Of course, as a neutral I am not privy to the plans and intrigues of the two sides that are normally a large part of the early game news. If I turn the Rhun nation to the free peoples, I will be fighting the Dark Servants in the Rhovanion, the plains north of Mordor and possibly in the eastern area that is the rear of Mordor. If I choose to declare for Sauron, I will have to fight the Northmen and the Dwarves around the Sea of Rhun and in the Iron Hills. I don't want to tip my hand just yet!
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