The Black Scroll.
Feb 10, 1999


The very first Black Scroll

Well here is the first issue, somewhat short but i wanted to get the ball rolling. Thanks to all who sent in submissions i really hope to get tons more. I have a few friends who are going to send strategys in soon... right :)
Well next issue should be sometime soon so if ya got anything to share or discuss please send it to me. Remember on the Black scroll page is a link to the message forum to discuss this issue so feel free to voice your opinion. Hope you enjoy it.



In the Shadows
The Cloud Lord 2950

INTRODUCTION
Well the Cloud Lord , my favorite position and im sure many of yours as well.
Needless to say the Cloud Lord, When properly played, can strike fear into all the Free, be a big influence on the Neutrals as well. I find it hard to look at GSI's Hall of Heroes and see a cloud lord nation with under 10 kills in even a short game.

  Characters

I guess i'll start with character recruitment.
This agent nation also serves well as a minor emissary force. In my opinion commanders are at a minimum and mages almost non existent. First thing i do is rid myself of Gulthuin to open a spot for another agent or emmy.
Not a bad idea to rid yourself of either Zaken or Lairathin unless one of them end up with either an agent command or stealth bonus. Of course Ji should be moved to the capital asap to name a single 40 agent and then assigned his duty in a hot theater such as Angmar, the Fire King pass or a little Dragon Help. I personally favor the Angmar theater as the Witchy poo will be hard pressed and Ji can make a huge difference and the Fire King pass is usually a little cooler in 2950 then 1650 unless of course your team wants to knock out the bridge quickly.  
Did i mention Ji needs a guard to travel with him ,preferably a double scout guard.
   AS far as naming your first character goes, as i stated earlier get Ji there asap and try not naming an emmy until the third named character or so, as i have seen and heard of more times then i care to comment on, an emissary being named in the first three character slots getting a stealth bonus. Even when named the same turn as one or two agents. Random i know but suspicious if you ask me, don't even ask me how many stealthy emissary's i have running around. I'll just say that i have not missed a Cloud Lord Game without one.
 Once you get a few Agents out of the way, say three go for an emmy or two and think deeply about another command/agent (10co/20ag) This may not be a bad idea for one of the first three characters ,while you have the gold and a chance at a good bonus early on what will become one of your most valuable characters later on in the game. All in all of the first characters named i usually go with 3 agents, 2 emmys and a command/agent. This is all possible by turn 5 as long as you retire 2 of the useless characters right off the bat.
 As mages go for the Cloud Lord.... they don't. And the only reason to keep shoglic around is he has one of the coolest pics around or to do capital nat sells. Erennis an Ji both start with mage skill but they should be all but forgotten with the possible exception of a movement spell or if you get lucky and Ji comes up with a divine characters with forces spell.
 Commanders.
  Well as the Cloud Lord commanders are at a minimum and should be kept as such. With the exception of the initial command/agent and the 7th or 8th character slot should be a straight commander.  If you are lucky you will only have one army...  at your capital. You are not a military nation and should not be expected to field anything other then a tolken force after your initial army at 3222 is Disbanded. Yes disbanded, 300 MA serve no purpose and the 300MA at your capital is enough to keep the free from influencing it away. In a single player game you may have to support an army but until a direct threat is apparent should be kept at a minimum. Say enough to use as a blocking force 400-800 troops if a threat from the South appears. Alternately, and probably a better option, is to place your army at 3630 when you get a new commander and keep a 100 man force at 3428 to stop those emmys.
Also a good idea not to have all your commanders in the same hex as 2 rogue assassins can strip you of all command ability, save Ji, and open your capital to emmys from everywhere before Ji can get back to the capital to hire an army. I guess this can be a double edge sword as well since only one commander at your capital gets himself wacked and the emmys take over next turn before you can move another commander in. So at the first sign of enemy agent or emmy action move the second commander in and attempt to join the capital army.
  Emissary's.
As a general rule 3 or 4 (preferred) will do.  Training them  should be done at the capital as according to the above statement you will want your capital loyalty as high as possible, once it is at 85+ you may also wish to train them at 3630 as preparation for your back up capital. or a faltering pop center (see taxes below) Did i mention im not a fan of 30 point emmys going out to place camps. From my own experience if feel lucky if i place 1 in 5 with under a 35 point emmy and in my newest game i felt a little cocky and gave a 30 pointer two try's and NO camp. Should listen to myself. That is not to say it cant happen but when it does you got a 15 loy camp you now have to nurse to keep from falling off the map or to improve. And gee while your emmy sits there nursing the camp he is escencially training so why not train a few turns first and not waste the time in the first place. My opinion anyhow.
 As the back up capital goes get it by turn 8 if possible. To me 3630 is the best choice as you will probably have a military presence there and the mountain range thing.

Economic

  Well starting off with a Major Town , Town and two Villages puts you in a place to become financially independent and somewhat of a bank, crank your taxes to 59%, any higher and your camps start to take a nose dive in loyalty you don't need, as soon as you get the chance and preferably  before you place your first camp. With regards to 3222 you may wish to trade it off with someone who can make better use of it after a few improvements, like the Witch King ( The Witch King needs pop centers?) or someone like the Dog Lord or The Dark Lieutenants.

Relations

 Relations are one of the most important parts of being the Cloud Lord.  And im not just referring to relations to neutrals and free but with your fellow DS. Your fellow Naz control many things beneficial to your nation such as the Quiet Avenger and Dragon Lord who can provide a double scout, the Blind Sorcerer and Dark Lieutenants who can locate artifacts and potential targets for you. But when it comes to getting agent or stealth artys from your ethereal kin... don't expect it. Who would expect anyone but Din O to get the Long Rider artys or Tormog to not get the Cloak, but the Dog Lord has been known to give away the Cloak of the Heavens and this can give you an instant killer other then Ji Indur. Now as neutrals go obviously you NEED to be in touch with the Khand and the Corsairs asap as if they turn Free you get to be the first, if they decide the Quiet Avenger poses less of a threat, and with a lack of any real military presence they can be a real threat early on, but they need to attack you quick to be effective or they get thrown into the grinder by your agents, armies traveling through all those hills and rough are easy pickings.
Now as Downgrades go i normally wait till i have a target to kill before i commit to any certain nation to downgrade with unless you have a pre conceived strategy, which you should have. Of course in the first few rounds you should try to get a few downgrades in such as Either  Gondor, Rohan Sinda or Northmen. But if im chasing an artifact in the First few rounds and find out that Beorn is in the hex as well then of course i downgrade with the Woodmen first... you get the point.

    Training agents

 By all means leave your fellow Naz alone. There are plenty of  free pop centers out there that dont need all that gold or all those supplies to store up. I agree its a lot safer when you steal from your allies but they need the gold more then any of the free, well that i will admit to anyhow.
 In any case you start naming 40 point agents and send em on their way after an initial grdloc and remember if you are on your way to a pop center that will take you more then one turns movement you need to stop at an exsisting pop center, friend or foe, in order to get off a skill order unless you have a travel buddy to guard. Basic i know but sometimes overlooked. And remember 40 is a good rank to start stealing gold or artifacts. Also keep an eye out for the big guy (Gandalf) as he will usually park in a hex for 2-3 turns and he has such a nice little 50 point mage arty he is not putting to good use. Don't try to stick him just remove the trinket.

Assassinating

 Ok now you have a few turns in training and you feel you need a more lively victim...cause its more fun too. A few things to keep in mind when you are on the prowl....
1) Armies guard Commanders to some extent as well as any character with the army so don't go around   thinking your 60 point agent, even with the +20, can take out Ecthelion, unless you have a stealth   bonus that is.
2) Your victims rank has a big effect on whether you can take him out or not. Don't have a 60 point agent   try to take out a 100 point anything unless you feel real lucky. I once had a 100(125) agent try for a 100   point emissary and he got slapped silly as well as his bud , a 95 agent, got the same from another 100   emmy in the same hex.
3) Yes stealth is a big factor in assassinating as well as all other agent actions. If i get lucky and name a  40 point agent and get a stealth bonus i almost consider him an instant killer, even to low level army  commanders .
4) Guards are a big pain in the $#@*, if you go into a situation where you get a scout done and you   come across "burglar" Big Wind from Northern Gondor and your intended victim was supposed to   be "regent" Ima Deddood From NG as well be sure you rank, with everything like stealth and artys included beats out the possible guard level of 120 from Big Wind before you take a shot at the   regent. If not take out Big Wind and go from there as he is probably gonna guard the regent as his   skill order  Now if you have 2 agents in the hex have the second Kidnap the Regent as that order   comes after the Guard Character order and if the Guard is gone you at least get a clean shot at the   originally  intended victim.

Companies,  Agent and Emissary

Ok this is where your Command/agent comes in the handiest. He gets to take charge of the company and provide agent support for the characters in the company, especially if its an emissary company as then he gets to provide a scochar as well. Also now the characters in the company can refuse challenge do a skill order and still have full movement.  Form your emissary company when the camp limit has been reached and go get some more pop centers or begin traveling to your own to influence or improve them.
 One of the most feared things in Middle Earth, other then being a dwarf with a dragon encounter, is having a cloud lord agent company make its presence known in your pop center, especially your capital. There are so many choices of things to do when you have 5 agents working together in your enemys house. The most fun is to Clean it out of their characters, agents and emmys first then commanders and then mages. By golly if you have even partial success they wont move in more "victims" till you leave and this may even put them out in a turn or so.  The Next best thing to do is rob em blind and bankrupt them. You don't have to be in the Capital to clean out the capitals treasury another large pop center will do as the capital will continue to supply that pop center with gold to keep it going. I once asked GSI why someone was able to steal 38,000+ gold at my town and that was their reasoning. Guess one pop center is more important then the entire nation eh?
 Now you have successfully cleared the capital of all its characters so its time to move the emmy company in and take the pop center, if the Tax rate went up and the loyalty went down because you cleaned out the treasury the capital should be an easy take.

  Rogue agents

These guys are fun. This is where your fellow DS come in handy as they will be able to supply you with victims. The Quiet avenger has a problem with a Corsair army running around smashing camps and no the army under "captain" Landlubber is at 3136. So you send Lairathin on his way to scout the army and take him out. Or you send your rogue to encounter hot spots for some new toys, when you get there you scochar and do the deed. There are many uses for the rouge agent such as sabotaging fortifications, bridges  and docking facilities. Stealing gold  and hit and run assassinations or guarding important fellow DS and lets not forget taking out those nasty Free Navies that are moving along the river.

Overview

In general the Cloud Lord is a blast to run and don't be afraid to put your characters on the front lines but don't be to cocky either or you will get bit in the A**. Communicate and cooperate and you will dominate, or at least have fun. Well these are my opinions and you may not agree with all of them most are basic some are common sense but in any case opinions are welcome.

Later
Stormy


By: XIII

So, let's start with a controversial topic :

Why must newts get paid?.

This does apply to 1650 and 2950 both. Obviously, 4th age needs a different approach.

So, you are deeply engrossed in war, the other side seems to stagger.And this pesky two-timing newt is asking for things to see light your way?.
The gall of it. If this newt wasn't so nicely situated for your next step to victory, you would send your troops/agents/dragons whatever to teach it some lessons...
Well, that's reason number 1.
By the time the newt is asking for stuff, most likely he wants you to recognise his worth. Remember, you are playing with people (solo/team/grudge) for around 7 turns, he hasn't. In the meanwhile he survived more or less on his own. He knows where he stands in terms of powers (don't forget newt see the top three players, not the one from this or that side). And with one exception is in good position to help with some assets (for those who ask the exception is Rhuns/2950.
Now if a Rhun would rate top three by T7, -I- would be very impressed).
So this player, or this alliance of players (most of the time they tend to stick together) has something to offer. A price would seem in order.
Reason number 2 : He wants you to commit. True. Newts trust allied powers as much the other way around. The only result you'll achieve by telling them they will go to your side for free is make sure they will trust your word like a 7$ note. He can only flip icon once...
Reason number 3 : Most of the time he has information you need. If anything else, he has been talking to both side for some time. So, he must have some view as to the balance of players in a game (even in a grudge game there are weaknesses one can exploit). Knowing the other side's mindset is quite nice, won't you think?.
- Ok, you say. So we keep shut, and he won't know what we think, or how we plan our moves. We name someone to talk and he won't be any smarter. Hmmm. Any newt worth his salt will ask to speak to each and anyone in a team. Plus by not talking you may tip his hand and he will go to the other side for free. Of course, this is subject to lot of changes. There are newts and there are newts. Some will cheat you whatever you say, some will feel betrayed if you mistakenly attack them just as they were going to your side. Each game has a different feel. Butt-kissing nor threats are the best way to get a newt to your side. The all covering insurance is far better...

Enjoy
XIII


Encounter info...


From: Marc Howard Pinsonneault

A couple of updates for the dragon database:

"Meek"=escape for free people, Itangast
"Name"=injured for dark servant, Turukulon

cheers,

Marc Pinsonneault


Riddle Info...


From: Robert P Minneman

Stormy,

I'd like to confirm the answer to one of your riddles. I copied the text below directly from your site. It recently turned up in a game of mine, and I used the answer on your page. That is the correct answer. Thanks for your help!

Before the inland sea that now is there
There stood a place high in the air
And atop this northernly spire
The smithy's work vent forth it's fire

Answer: Illuin.


General and comments


A request from a player

This is not really a submission, more just an request. In my past few games, my allies have found the damn mirror/skeleton encounter more than our fair share. On the web sites I've seen, the information is very incomplete - I would like to see an effort made to gather new information on this encounter and others that have similarly sketchy information.

 

Well i hope it was worth your time. Im not sure when the next Scroll will appear because that depends on how quickly and how many submissions it get.

Later all
Stormy


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