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DC 216 Children of the Light EoG - Lothar   (May 27, 2009, 8:49 am)
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Indeed, I am in agreement with the others - good job in GMing.

For this game, my original strategy of careful neutrality was easy for me in the Westlands. Once my own area's SCs were captured I could have very easily sat back and watched the rest of the continent fight it out. Choosing to side with the Borderlands once the Midlands/Seafolk looked to be gaining the upper hand was simple prudence - which unfortunately was too far along when almost all the players changed. From then on out, the sides were pretty much set. If it hadn't been for the Seachan and Trollocs arriving during those last couple of turns - things would have turned out very differently.

As for a post-action report on the Westlands game play, its remarkably easy to get to a certain point - then next to impossible to move onwards. With easy choke points in the north and central areas, you're channeled into either attacking the Whitecloaks or the Seafolk. The Seafolk can easily block but the Whitecloaks are in more of a pickle.

Then there are the Barbarians at the gate. The Seachan. The Seafolk can block them easily enough if they aren't distracted by other things. The Trollocs - easily blocked if the Borderlands aren't distracted. The Aiel - ditto.

But one of the advantages to the Southlands, the Whitecloaks (and to a lesser extent the Midlands) is that they aren't going to be impacted by any Barbarians until they've expanded enough to be only minimally inconvenienced by them. The Seafolk aren't going to be ever touched by the Trollocs or the Aiel - and can easily deal with the Seachan with minimal foresight. Meanwhile the Borderlands are required to keep at least one army in the rear at all times, and more prudently 2-3 which is a huge handicap. This leaves the other countries with armies which don't have to be held in reserve just in case.

-Mark Duffield





I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.








Windows Live helps you keep up with all your friends, in one place.

[Reply]

DC 216 Children of the Light EoG - coebq   (May 21, 2009, 3:16 am)
All,

I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Liveâ„¢: Keep your life in sync. Check it out.

[Reply]

DC 216 Children of the Light EoG - txurce   (May 20, 2009, 4:31 pm)
Thanks again, Jason, for a second round of a variant where your interest shines though so clearly.  You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point.  He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader.  (I had similar issues with Eric Shum, playing Southlands.)  The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player.  Borderlands and Midlands have to fight.  Westlands and Whitecloaks almost certainly have to fight.  Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three.  This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo.  It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces.  (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black.  I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind.  To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.).  Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG.  First of all let me say thank you to Jason who ran this game.  He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse.  My biggest success of the game was taking Ghealdan.  I built an army in the fall and figured it was time to get down to business.  Boy was I wrong.  Expanding West was a poor option for me because of the Mountains of Mist.  Likewise expanding north was equally as challenging.  I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help.  I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached.  I tried to negotiate me taking Illian in exchange for my help with him taking Tear.  Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian.  The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean.  Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk.  The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders.  After taking Illian I would then allow my army to be popped for a Southland army.  This would give me a build, in which I could raise a Fleet to take on the Sea Folk.  It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily.  A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes.  The impassable territories in the West make the game very difficult for The Whitecloaks and the West.  If Ghaeldon touched more provinces it would have made my lfe a lot easier as well.  Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC 216 Children of the Light EoG - AlanRFarrington   (May 20, 2009, 2:23 pm)
Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington
Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC 216 Children of the Light EoG (dc216) txurce May 20, 04:31 pm
Thanks again, Jason, for a second round of a variant where your interest shines though so clearly.  You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point.  He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader.  (I had similar issues with Eric Shum, playing Southlands.)  The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player.  Borderlands and Midlands have to fight.  Westlands and Whitecloaks almost certainly have to fight.  Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three.  This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo.  It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces.  (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black.  I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind.  To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.).  Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG.  First of all let me say thank you to Jason who ran this game.  He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse.  My biggest success of the game was taking Ghealdan.  I built an army in the fall and figured it was time to get down to business.  Boy was I wrong.  Expanding West was a poor option for me because of the Mountains of Mist.  Likewise expanding north was equally as challenging.  I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help.  I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached.  I tried to negotiate me taking Illian in exchange for my help with him taking Tear.  Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian.  The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean.  Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk.  The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders.  After taking Illian I would then allow my army to be popped for a Southland army.  This would give me a build, in which I could raise a Fleet to take on the Sea Folk.  It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily.  A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes.  The impassable territories in the West make the game very difficult for The Whitecloaks and the West.  If Ghaeldon touched more provinces it would have made my lfe a lot easier as well.  Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.

DC 216 Children of the Light EoG (dc216) coebq May 21, 03:16 am
All,

I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Liveâ„¢: Keep your life in sync. Check it out.

DC 216 Children of the Light EoG (dc216) Lothar May 27, 08:49 am
.hmmessage P {margin:0px;padding:0px;} body.hmmessage {font-size:10pt;font-family:Verdana;}
Indeed, I am in agreement with the others - good job in GMing.

For this game, my original strategy of careful neutrality was easy for me in the Westlands. Once my own area's SCs were captured I could have very easily sat back and watched the rest of the continent fight it out. Choosing to side with the Borderlands once the Midlands/Seafolk looked to be gaining the upper hand was simple prudence - which unfortunately was too far along when almost all the players changed. From then on out, the sides were pretty much set. If it hadn't been for the Seachan and Trollocs arriving during those last couple of turns - things would have turned out very differently.

As for a post-action report on the Westlands game play, its remarkably easy to get to a certain point - then next to impossible to move onwards. With easy choke points in the north and central areas, you're channeled into either attacking the Whitecloaks or the Seafolk. The Seafolk can easily block but the Whitecloaks are in more of a pickle.

Then there are the Barbarians at the gate. The Seachan. The Seafolk can block them easily enough if they aren't distracted by other things. The Trollocs - easily blocked if the Borderlands aren't distracted. The Aiel - ditto.

But one of the advantages to the Southlands, the Whitecloaks (and to a lesser extent the Midlands) is that they aren't going to be impacted by any Barbarians until they've expanded enough to be only minimally inconvenienced by them. The Seafolk aren't going to be ever touched by the Trollocs or the Aiel - and can easily deal with the Seachan with minimal foresight. Meanwhile the Borderlands are required to keep at least one army in the rear at all times, and more prudently 2-3 which is a huge handicap. This leaves the other countries with armies which don't have to be held in reserve just in case.

-Mark Duffield





I only have a limited perspective as I jumped in late as a replacement.

First, thanks to my fellow players and thanks especially to Jason for GMing. Jason always has a lot of patience for us "orders laggards," and I both appreciate that as well as apologize for the any delays I may have caused in this one. I don't really have a legitimate excuse, but no sooner had I signed on to play, than I came under fire from what seemed to be every direction in the real world.

The upside was that Midlands, it seems, had recently been the big dog of the board and I had been handed what appeared to be a pretty solid starting position and all the other players were immediately open and communicative. The downside was that Midlands had been the big dog of the board and what looked like a solid position was actually a strategic retreat in progress as a couple of other players had just handed Midlands its shorts.

And while indeed everyone was open to a conversation, it was apparent from the beginning that there was little hope to change the already well established balance of play around the board. Again, not that people were not open to ideas--everyone listened and commented (or at least paid lip service to my BS) I just couldn't find any strategic logic (even the fuzzy type) that I could use to persuade either Borderlands or Westlands to attack each other, or support me in some other way. Conversely, it was a no-brainer that I'd work with the Sea Folk and the Whiteclouds.

I was actually prepared to continue this one and support the Seafolk who did have a plan with some merit to it. Producing any significant results from that plan, however, would be a long haul it was agreed and I was personally concerned I'd dash our joint hopes by acting the blockhead and either miss-ordering or pulling a NMR out of a hat. So as they say in free-fall parachuting, I pulled everything red and shiny...

A Final note. Although I didn't play Borderlands, and thus was not the harass-ee, I generally enjoy the quirks of some of these non-standard games, such as the sudden appearance of units or other similar "act of god." Given the geography of this board, it's probably one of the most effective ways to help ensure there is not an early stalemate.

No matter, thanks again to all and until next time!

Bruce

From: Jorge Saralegui <jmsaralegui(at)gmail.com>
To: Alan Farrington <alley_cat_1990(at)hotmail.com>
Cc: Jason K <githraine(at)yahoo.com>; Bruce Quinn <coebq(at)yahoo.com>; dc216(at)diplomaticcorp.com; Mark Duffield <captain_sicarius(at)hotmail.com>; Stephen Lytton <stevelytton(at)hotmail.com>; Eric Shum <ecommander0(at)hotmail.com>; former.trout(at)gmail.com
Sent: Thursday, May 21, 2009 5:30:38 AM
Subject: Re: DC 216 Children of the Light EoG

Thanks again, Jason, for a second round of a variant where your interest shines though so clearly. You've made both my forays a lot of fun.

I think Alan's analysis is excellent, and a great jumping-off point. He is a good player who was totally stymied by Eduardo Kyono, the original Sea Folk leader. (I had similar issues with Eric Shum, playing Southlands.) The major drawback to this otherwise very enjoyable variant is that geography limits the diplomatic options of almost every player. Borderlands and Midlands have to fight. Westlands and Whitecloaks almost certainly have to fight. Southlands has two options - Whitecloaks or Midlands - and the Sea Folk have three. This sense of being locked in continues throughout the game; it's almost impossible to for most of the powers to solo. It may be telling that the two tests so far have resulted in two large draws.


I would recommend taking the same beautiful map and adding more provinces, with more ways around the all-too-limiting impassable spaces. (This applies to the sea as well: two Sea Folk fleets can seal off a Westlands armada from touching either the Sea Folk homeland or making the turn to attack the Whitecloaks or Southlands.)


On a personal note playing Borderlands, I wound up pretty frustrated by the too-frequent appearances of Men In Black. I mis-ordered once vs Midlands well before Bruce took over, and that may have made a difference - but that one instance aside, every time I had a head of steam going, I had to deal with an attack from behind. To be clear, I'm not saying that the game is unbalanced in this way - more that it's not a lot of fun to have such frequent random elements in a game designed to have none (no dice, simultaneous moves, etc.). Or not fun for me, anyway!


Jorge

On Wed, May 20, 2009 at 12:23 PM, Alan Farrington <alley_cat_1990(at)hotmail.com ([email]alley_cat_1990(at)hotmail.com[/email])> wrote:

Hello again everybody,

I dont have a whole lot to say about this game so this should be a relatively short EoG. First of all let me say thank you to Jason who ran this game. He did a great job at GM and I know he's really put a lot of time into making this Wheel of Time diplomacy idea work.

As for the actual game, the whole time I felt like a caged mouse. My biggest success of the game was taking Ghealdan. I built an army in the fall and figured it was time to get down to business. Boy was I wrong. Expanding West was a poor option for me because of the Mountains of Mist. Likewise expanding north was equally as challenging. I set my sights to the East and hoped to take Illian from the Soutlanders with some Seafolk help. I still curse the seafolk name, as far as I'm concerned it was one of the worst diplomacy experiences I've ever had.

The seafolk just could nto be reached. I tried to negotiate me taking Illian in exchange for my help with him taking Tear. Tear Gordon and Mayene would have all been his I would have been happy with Far madding and Illian. The relationship with seafolk never really got off the board so I tried to set my sights on the Ocean. Maybe With some cunning strategy I could get some fleets out to see and cause some real problems for the Sea Folk. The West seemed on board so around spring 1002 I believe I planned to move on Illian with support from the Soutlanders. After taking Illian I would then allow my army to be popped for a Southland army. This would give me a build, in which I could raise a Fleet to take on the Sea Folk. It was a desperate time and a desperate measure, but the plan never sunk in with anyone else and ended up being a flop.

Shortly after the West and the Midlands took me out of the game quite handily. A painful game with a painful end.

Thank you all for playing, If I were to play this board again i would enjoy to see some changes. The impassable territories in the West make the game very difficult for The Whitecloaks and the West. If Ghaeldon touched more provinces it would have made my lfe a lot easier as well. Only one outlet into Emonds field made negotiating above me very difficult.

Thanks,
Alan Farrington

Windows Live™: Keep your life in sync. Check it out.








Windows Live helps you keep up with all your friends, in one place.
DC 216 - WOT2 - Game end - Githraine   (May 20, 2009, 1:10 pm)
Sorry for the late e-mail all, but our DIAS was voted through!

Thank you all for a great game, EOGs very welcome!


Jason

[Reply]

DC 216 - WOT 2 - Winter 1005 Results - Githraine   (May 12, 2009, 11:40 am)
The Trollocs disband, the Aiel Swarm, and the Seanchan continue to advance!

We also have a DIAS proposal, so vote with your spring orders!
Orders due, as always, on Sunday night, May 17th.


Trollocs:
Remove A Mountains Of Dhoom

WestLands:
Build F Arad Doman

Midlands:
Remove A Saldaea

Aiel:
Build Jengai Pass

[Reply]

DC 216 - WOT2 - Autunm 1005 - Githraine   (May 07, 2009, 12:26 pm)
And we are on to the builds.
Due Sunday, May 10th (at) 9PM


Builds:
WestLands Build 1
Midlands: Remove 1



Retreats:
SeaFolk:
F Eastern Aryth Ocean - Toman Head Bay
Borderlands:
A Caralain Grass - The Black Hills

[Reply]

DC 216 - WOT2 - Fall 1005 results - Githraine   (May 04, 2009, 8:35 am)
All I can say Jorge, is VERY nice block!
The Fades did not see that move coming!
The Seanchan however, did. For what it is worth with all those fleets out there.

We have 2 retreats needed before we get on with the builds,
SeaFolk: F Eastern Aryth Ocean
And
Borderlands: A Caralain Grass

Lets get those in by Wednesday, May 6th (at) 9PM.



Trollocs:
A Mountains Of Dhoom - Arafel (*Fails*)
A Tarwin's Gap - Fal Dara (*Bounce*)

SeaFolk:
F Eastern Aryth Ocean - Chodon Kal (*Dislodged*)
F Tremalking Sea - Tremalking Bay
F The Fingers of the Dragon - Kabal Deep
F Cindalking - Sea of Storms
F Illian - Salidar (*Fails*)
F Tremalking - Chodon Kal

Borderlands:
A Arafel - Fal Dara (*Bounce*)
A Kandor - Maradon
A Shadar Logoth Supports A Kandor - Maradon (*Cut*)
A Caralain Grass Supports A Baerlon - Whitebridge (*Dislodged*)
A Almoren - Kandor
A Tar Valon Supports A Cairhien
A Cairhien Hold

WestLands:
F Aile Dashar Sea Supports F Bandar Eban Bay
F Bandar Eban Bay Supports F Tremalking Bay - Eastern Aryth Ocean
F Tremalking Bay - Eastern Aryth Ocean
A Aile Dashar Hold
A Arad Doman - Almoth Plain
A Amadacia - Elmora
A Ghealdan Supports A Salidar
A Emond's Field - Baerlon (*Fails*)
A Baerlon - Whitebridge (*Fails*)
A Salidar Supports A Ebou Dar (*Cut*)
A Ebou Dar Supports A Salidar

Midlands:
A Saldaea - Shadar Logoth (*Fails*)
A Braem Wood Supports A Four Kings - Caralain Grass
A Four Kings - Caralain Grass
A Whitebridge Hold
A Lugard Supports A Whitebridge
A Malden Supports A Whitebridge
A Aringill Supports A Braem Wood
A Tear Hold

Seanchan:
F The Aryth Ocean - The Dead Sea
F Southern Seanchen Sea - The Aryth Ocean

[Reply]

DC 216 - WOT 2 - Deadline - Githraine   (May 03, 2009, 6:35 pm)
I only have 2 sets in, deadline in 1.5 hours.

Jason

[Reply]

DC 216 - WOT2 - Spring 1005 Results - Githraine   (Apr 29, 2009, 7:50 am)
Sorry for the delay all.
The Seafolk have broken into the Aryth Ocean for the first time ever in a live game. Now this should get interesting.
The Trollocs are thwarted from sacking Kandor by the Midland's attack on Maradon. Whoops Wink
Elsewhere, the Westlands pull back from their attack on the Seafolk, but push ahead into Salidar.
The Midlands Army in Salidar has only Maldon to fall back on, and I have so ordered.

Fall orders due Sunday, May 3rd (at) 9pm

Retreat:
Midlands:
A Salidar - Malden

Moves:
Trollocs:
A Mountains Of Dhoom - Kandor (*Fails*)
A The Blasted Lands - Tarwin's Gap

SeaFolk:
F Tremalking Sea Supports F Chodon Kal - Eastern Aryth Ocean
F Illian Supports A Salidar
F Godon - The Fingers of the Dragon
F Mayene - Cindalking
F Chodon Kal - Eastern Aryth Ocean
F Tremalking - Tremalking Bay (*Bounce*)

Borderlands:
A Shienar - Arafel
A Kandor - Maradon (*Bounce*)
A Shadar Logoth Supports A Baerlon - Caralain Grass (*Fails*)
A Caralain Grass - Braem Wood (*Fails*)
A Almoren Supports A Cairhien
A Tar Valon Supports A Caralain Grass - Braem Wood
A Cairhien Supports A Caralain Grass - Braem Wood

WestLands:
F Aile Dashar Sea Convoys A Arad Doman - Aile Dashar
F Eastern Aryth Ocean - Bandar Eban Bay
F Tremalking Bay - Eastern Aryth Ocean (*Bounce*)
A Arad Doman - Aile Dashar
A Katar - Arad Doman
A Elmora - Amadacia
A Amadacia - Salidar
A Ghealdan Supports A Amadacia - Salidar
A Emond's Field - Baerlon (*Fails*)
A Baerlon - Caralain Grass (*Fails*)
A Ebou Dar Supports A Amadacia - Salidar

Midlands:
A Saldaea - Maradon (*Bounce*)
A Braem Wood Hold
A Four Kings Supports A Braem Wood
A Whitebridge Hold
A Lugard Supports A Whitebridge
A Salidar Hold (*Dislodged*)
A Aringill Supports A Braem Wood
A Tear Hold

Seanchan:
F Northern Seanchen Sea - The Aryth Ocean
F Southern Seanchen Sea Supports F Northern Seanchen Sea - The Aryth Ocean

[Reply]

DC 216 - Reminder - Orders due Sunday - Githraine   (Apr 24, 2009, 2:14 pm)
I only have one set...

[Reply]

DC 216 - WOT 2 - Winter 1004 Results - Githraine   (Apr 20, 2009, 3:47 pm)
Sorry for the delay, my travel plans got a little skewed. But here we go!
It appears the Dark One's hand has grown in strength, as in addition to the defeat of two nations, both the Seanchan fleets and a Trolloc army are now on the move again!

Spring orders due Sunday, April 26th (at) 9PM

Build Orders:
Seanchan:
Build F Northern Seanchen Sea
Build F Southern Seanchen Sea

SeaFolk:
Build F Tremalking

Borderlands:
Build A Kandor
Build A Shienar

WestLands:
Build A Katar

Southlands:
Remove A Plains of Maredo
Remove F The Fingers of the Dragon

Midlands:
Build A Four Kings
Build A Lugard

WhiteCloaks:
Remove A Eastern Shadow Coast
Remove A Malden

Trollocs:
Build A Mountains Of Dhoom

[Reply]

DC 216 Whitecloaks - Lothar   (Apr 09, 2009, 8:02 am)
Just for nostalgic reasons, I'll change my army uniform to have white cloaks. Just for you.

-Mark Duffield





From: alley_cat_1990(at)hotmail.com
To: githraine(at)yahoo.com; coebq(at)yahoo.com; dc216(at)diplomaticcorp.com; captain_sicarius(at)hotmail.com; stevelytton(at)hotmail.com; jmsaralegui(at)gmail.com; ecommander0(at)hotmail.com; former.trout(at)gmail.com
Subject: DC 216 Whitecloaks
Date: Wed, 8 Apr 2009 23:18:10 -0400

.ExternalClass .EC_hmmessage P {padding:0px;} .ExternalClass body.EC_hmmessage {font-size:10pt;font-family:Verdana;} After careful consideration the whitecloaks would like to build an army in Amadicia this winter.

-Alan Farrington

Windows Live™: Keep your life in sync. Check it out.Create a cool, new character for your Windows Live™ Messenger. Check it out

[Reply]

DC 216 Whitecloaks - AlanRFarrington   (Apr 08, 2009, 10:18 pm)
After careful consideration the whitecloaks would like to build an army in Amadicia this winter.

-Alan Farrington
Windows Live™: Keep your life in sync. Check it out.

[Reply]

DC 216 Whitecloaks (dc216) Lothar Apr 09, 08:02 am
Just for nostalgic reasons, I'll change my army uniform to have white cloaks. Just for you.

-Mark Duffield





From: alley_cat_1990(at)hotmail.com
To: githraine(at)yahoo.com; coebq(at)yahoo.com; dc216(at)diplomaticcorp.com; captain_sicarius(at)hotmail.com; stevelytton(at)hotmail.com; jmsaralegui(at)gmail.com; ecommander0(at)hotmail.com; former.trout(at)gmail.com
Subject: DC 216 Whitecloaks
Date: Wed, 8 Apr 2009 23:18:10 -0400

.ExternalClass .EC_hmmessage P {padding:0px;} .ExternalClass body.EC_hmmessage {font-size:10pt;font-family:Verdana;} After careful consideration the whitecloaks would like to build an army in Amadicia this winter.

-Alan Farrington

Windows Live™: Keep your life in sync. Check it out.Create a cool, new character for your Windows Live™ Messenger. Check it out
DC 216 - WOT2 - Fall 1004 Results - Githraine   (Apr 07, 2009, 1:08 pm)
Disaster!
The Stone of Tear has Fallen! Weep for the Future! The Dragon is loose on the World again!
Our noble Southlands can retreat into the fastness of Haddon Mirk or the Plains or Maredo, but with the loss of their last SC, it matters not.
Meanwhile, the Whitecloaks last attempt to stay alive fails as the Westlands and Midlands take the Children's last two SCs.
Thank you to both Alan and Eric, for a great Game!

Meanwhile, the Borderlands continue to edge south, but foolishly pause in Tarwin's Gap, and find the Blight has swallowed their northern army.
The prophacy seems to have been broken, as not the North is joined to the West, and the East to the South.
It appears the stage may now be set for Tarmon Gai'don!

In other news, the DAIS was voted down, and I will be out of the country for the next week.
Get your builds in by Thursday Night (April 9th) and then the next Spring will not be due until the 19th.

Builds
SeaFolk: Build 1
Borderlands: Build 2
WestLands: Build 1
Midlands: Build 2


Moves:
Trollocs:
A The Blasted Lands - Tarwin's Gap (*Fails*)

SeaFolk:
F Tremalking Sea - Tremalking (*Bounce*)
F Illian Supports A Salidar
F Godon Supports A Far Madding - Tear
F Mayene Supports F Godon
F Chodon Kal - Tremalking (*Bounce*)

Borderlands:
A Tarwin's Gap Hold
A Shadar Logoth Supports A The Black Hills - Caralain Grass
A The Black Hills - Caralain Grass
A Almoren Supports A Cairhien
A Tar Valon Supports A The Black Hills - Caralain Grass
A Cairhien Hold

WestLands:
F Bandar Eban Bay - Eastern Aryth Ocean
F Tremalking Bay Supports F Bandar Eban Bay - Eastern Aryth Ocean
F Aile Dashar - Aile Dashar Sea
A Arad Doman Hold
A Elmora - Eastern Shadow Coast (*Fails*)
A Amadacia Supports A Ghealdan - Salidar
A Ghealdan - Salidar (*Fails*)
A Emond's Field Supports A Baerlon
A Baerlon Supports A The Black Hills - Caralain Grass
A Ebou Dar Supports A Amadacia - Salidar (*Void*)

Southlands:
F Cindalking - The Fingers of the Dragon
A Tear Hold (*Dislodged*)

Midlands:
A Dhagon - Saldaea
A Braem Wood Hold
A Whitebridge Hold
A Salidar Supports A Eastern Shadow Coast - Ebou Dar (*Cut*)
A Far Madding - Tear
A Aringill Supports A Braem Wood

WhiteCloaks:
A Eastern Shadow Coast - Ebou Dar (*Fails*)
A Malden Supports A Salidar

[Reply]

DC 216 - Deadline Extension - Githraine   (Apr 05, 2009, 7:25 am)
A 24 hour extension has been requested and... Granted.
I have 3 sets of orders in.

[Reply]

DC 216 - WOT 2 - Spring 1004 Results - Githraine   (Mar 30, 2009, 1:15 pm)
The Borderlands retake The tainted city of Shadar Logoth as the Westlands squeeze the Midlands out of Baerlon. That unit is disbanded as the only access to the Mist Pass from the east is through Emonds Field.
Meanwhile, the Whitecloaks are pushed out of Amadicia by the midlands and from Salidar by the Midlands with help from the sea folk, who also relieve the Southlands of Godan.
The Westlands also sneek a fleet into Tremalking Bay itself, and the Borderlands advance into Tarwin's Gap!
On a lighter note, I found that my RP file has another error, it does not think a fleet should be able to go from Tremalking to the Tremalking Sea!
Fun! Fixed!

All 3 units that can retreat have only one leagal move each, So I am ordering thus:
Retreats:
Southlands:
F Godon - Cindalking

WhiteCloaks:
A Amadacia - Eastern Shadow Coast
A Salidar - Malden

So Fall orders will be due Sunday, April 5th (at) 9pm, If anyone disagrees with the Retreats or would prefer an OTB, please let me know by Wednesday.
We also have a DIAS proposal, so please vote with your Fall Orders

Moves:
Trollocs:
A The Blasted Lands Hold

SeaFolk:
F The Aryth Ocean - Chodon Kal
F The Fingers of the Dragon - Godon
F Illian Supports A Lugard - Salidar
F Mayene Supports F The Fingers of the Dragon - Godon
F Tremalking - Tremalking Sea

Borderlands:
A Fal Dara - Tarwin's Gap
A Maradon - Shadar Logoth
A The Black Hills - Caralain Grass (*Bounce*)
A Almoren Supports A Cairhien
A Tar Valon - Braem Wood (*Fails*)
A Cairhien Supports A Tar Valon - Braem Wood

WestLands:
F Aile Dashar Sea - Aile Dashar
F Eastern Aryth Ocean - Tremalking Bay
F Arad Doman - Bandar Eban Bay
A Katar - Arad Doman
A Tarabon - Amadacia
A Elmora Supports A Tarabon - Amadacia
A Ghealdan Supports A Tarabon - Amadacia
A Emond's Field Supports A Shadar Logoth - Baerlon
A Shadar Logoth - Baerlon
A Ebou Dar - Salidar (*Fails*)

Southlands:
A Tear Hold
F Godon - The Fingers of the Dragon (*Dislodged*)

Midlands:
A Saldaea - Dhagon
A Baerlon - Mist Pass (*Disbanded*)
A Braem Wood Supports A Whitebridge - Caralain Grass (*Cut*)
A Whitebridge - Caralain Grass (*Bounce*)
A Lugard - Salidar
A Far Madding - Tear (*Fails*)
A Aringill Supports A Braem Wood

WhiteCloaks:
A Amadacia - Ghealdan (*Dislodged*)
A Salidar Supports A Amadacia - Ghealdan (*Dislodged*)

[Reply]

DC 216 WOT2 - Reminder - Githraine   (Mar 27, 2009, 7:52 am)
I only have 1 set of orders in, Deadline Sunday night.

[Reply]

DC 216 - WOT 2 - Winter 1003 Results - Githraine   (Mar 24, 2009, 8:26 am)
Here we go, another year and the Last battle approaches!
Will the Southlands or Whitecloaks survive the year? Will the raiders return soon?
Will the Dark one be freed?
Tune in to find out!
Spring orders due Sunday, March 29th.




SeaFolk:
Build F Tremalking

Borderlands:
Remove A Kandor

WestLands:
Build F Arad Doman
Build A Katar

Southlands:
NMR (Remove A Plains of Maredo)

[Reply]

DC 216 - WOT 2 - Fall 1003 Results - Githraine   (Mar 17, 2009, 9:40 am)
Sorry for the delay, we had a -player out of the country, had trouble getting orders in.
There is one retreat, The Midlands from Shadar Logoth can only go to Saldaea, so I have so ordered and we will go forward with the Winter of '03.
In other news, The Seafolk Isles are threatened by Westland Fleets, even as the Seafolk continue to strangle the Southlands.
The Westlands have extended their attacks, joining the Borderlands in pushing the Midlands back, even as they cut the Whitecloaks down to 2 SCs.

Build due Sunday, March 22nd.

SeaFolk Build 1
Borderlands Remove 1
WestLands Build 2
Southlands Remove 1

Retreats:
Midlands:
A Shadar Logoth - Saldaea

Moves:
Trollocs:
A The Blasted Lands - Tarwin's Gap (*Bounce*)

SeaFolk:
F Sea of Storms - The Aryth Ocean
F The Fingers of the Dragon - Godon (*Fails*)
F Illian Hold
F Mayene Supports F The Fingers of the Dragon - Godon

Borderlands:
A Fal Dara - Tarwin's Gap (*Bounce*)
A Kandor Hold
A Maradon Supports A Dhagon - Shadar Logoth
A The Black Hills - Caralain Grass (*Bounce*)
A Almoren Supports A Cairhien
A Tar Valon Supports A The Black Hills - Caralain Grass
A Cairhien Hold

WestLands:
F Bandar Eban Bay - Eastern Aryth Ocean
F Aile Dashar - Aile Dashar Sea
A Dhagon - Shadar Logoth
A Tarabon Supports A Ghealdan - Amadacia
A Eastern Shadow Coast - Ebou Dar
A Western Shadow Coast - Elmora
A Ghealdan - Amadacia (*Fails*)
A Emond's Field - Baerlon (*Fails*)

Southlands:
A Plains of Maredo Hold
A Tear Supports F Godon
F Godon Hold

Midlands:
A Baerlon Supports A Shadar Logoth (*Cut*)
A Shadar Logoth Hold (*Dislodged*)
A Braem Wood Supports A Whitebridge - Caralain Grass
A Whitebridge - Caralain Grass (*Bounce*)
A Lugard Hold
A Far Madding Supports A Aringill
A Aringill Supports A Braem Wood

WhiteCloaks:
A Amadacia - Ghealdan (*Fails*)
A Salidar Supports A Amadacia - Ghealdan

[Reply]

DC 216 - WOT2 - Reminder - Githraine   (Mar 14, 2009, 11:36 am)
Fall 1004 orders due in 32.5 hours.
I am missing 2 sets.

Thanks!

[Reply]

DC 216 - WOT 2 - Spring/Summer 1003 Results - Githraine   (Mar 10, 2009, 8:05 am)
The Southlands NRM yields the turn's only retreat, but as the fleet in the FoD has only one place to go, I have so ordered.
I am trying to get a response from the Southlands, but considering his position We either need a mercy player or CD.
In other news, The Borderlands hole back the Trollocs, again. But nothing else goes right, and Shadar Logoth is captured by the Midlands after a small scrap with the Westlands.
The Westlands trade Amadaca for Ghealdan as their fleets sail south, and the Seafolk take Mayene and gain control of the Fingers of the Dragon.

Fall orders due Sunday, March 15th (at) 9PM


Summer Retreats:
Southlands:
F The Fingers of the Dragon - Godon

Spring Moves:
Trollocs:
A The Blasted Lands - Tarwin's Gap (*Bounce*)

SeaFolk:
F Kabal Deep - The Fingers of the Dragon
F Cindalking - Mayene
F Illian Supports F Kabal Deep - The Fingers of the Dragon
F Chodon Kal - Sea of Storms

Borderlands:
A Fal Dara - Tarwin's Gap (*Bounce*)
A Arafel - Kandor
A Kandor - Maradon
A The Black Hills - Caralain Grass (*Bounce*)
A Almoren Supports A Tar Valon - Cairhien (*Fails*)
A Tar Valon - Cairhien (*Fails*)
A Cairhien - Braem Wood (*Fails*)

WestLands:
F Aile Dashar Hold
A Dhagon - Shadar Logoth (*Fails*)
F Arad Doman - Bandar Eban Bay
A Katar - Tarabon
A Elmora - Eastern Shadow Coast
A Western Shadow Coast Supports A Elmora - Eastern Shadow Coast
A Amadacia - Ghealdan
A Emond's Field Supports A Amadacia - Ghealdan

Southlands:
F The Fingers of the Dragon, no move received (*Dislodged*)
A Plains of Maredo, no move received
A Tear, no move received

Midlands:
A Baerlon Supports A Caralain Grass - Shadar Logoth
A Caralain Grass - Shadar Logoth
A Braem Wood Supports A Whitebridge - Caralain Grass (*Cut*)
A Whitebridge - Caralain Grass (*Bounce*)
A Lugard Hold
A Far Madding Supports A Aringill
A Aringill Supports A Braem Wood

WhiteCloaks:
A Eastern Shadow Coast - Amadacia
A Ghealdan - Emond's Field (*Disbanded*)
A Salidar Supports A Eastern Shadow Coast - Amadacia

[Reply]

DC 216 - WOT - 2 sets missing, Please get them in! - Githraine   (Mar 09, 2009, 7:05 am)

[Reply]

DC 216 - Wot2 - Reminder - Githraine   (Mar 06, 2009, 3:59 pm)
Deadline Sunday, only 1 set in so far.

[Reply]

DC 216 - WOT2 - Reminder (dc216) Githraine Mar 14, 11:36 am
Fall 1004 orders due in 32.5 hours.
I am missing 2 sets.

Thanks!
DC 216 - WOT2 - Winter 1002 results - Githraine   (Mar 03, 2009, 5:26 pm)
Sorry for the snow delay everyone.
Spring orders due Sunday, March 8th (at) 9PM


SeaFolk:
Remove F Sea of Storms

Borderlands:
Build A Kandor
Build A Arafel

WestLands:
Build A Katar
Build F Arad Doman

WhiteCloaks:
Remove A Ebou Dar

Seanchan:
Remove F The Aryth Ocean
Remove F Southern Seanchen Sea

[Reply]

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