Destroy Bridge: Order No. 475
"The bridge then he broke down and casat into the foam of Narog..." (S)
Delaying the enemy is can be one of the more effective tactics in war. It is important to remember that Middle Earth Play By Mail is a game of turn economy. Because much happens in a turn, a nation that is unexpectably delayed can pay the price in many ways. Some of these "prices" are obvious. Opponents get to create new characters or train old ones. A population center that did not have an army in it last turn might get one. Forces scattered across the map can consolidate. Population centers can increase in size, or worse, have fortifications increased!
However, some of the prices to be paid are more subtle. Maintenance in both food and gold must be paid for (those all too expensive) armies. Unpleasant random encounters can face armies and characters. NPC's that have joined an army might leave. The seasons may change.
One of the less obvious ways to delay an opponent is to destroy bridges. A lack of a bridge can cost an opponent a valuable extra point of movement (in the case of a minor river) or stop an enemy army entirely (in the case of a major river). If the bridge is crucial, it will cost the enemy AT LEAST one command skill order, 5000 timber and 2500 gold (double the resources for crossing a major river). As the game starts with over a dozen bridges (and about a third of them being over major rivers), there are many opportunities to delay opponents in this manner.
This order can be very effective when used in situations that make it difficult for opponents to properly react. For example, by waiting to issue this order until the last possible moment, an opponent will not have a chance to accurately plan all moves. On the other hand, issuing the order against a bridge that is not on an opponent's nation map will undoubtably be learned about the hard way!
Issuing the order to destroy a bridge does not come cheaply. The order is listed as "average" in skill level and uses up a "command skill" order. This means using at least a 40 commander, higher to insure success. Further, this order does not improve command skill. Finally, when the time comes to replace the bridge, a significant investment in gold and timber is required.
On the other hand, the requirements for issuing the order are simple to meet. Any army or navy commander can give the order at any spot on the map. Alternatively, any character with the command skill can issue the order in any hex that contains one of that characters population centers. However, it can be issued by an Army or Navy Commander any where, or, at any of the nation's population centers by any commander, even without an army. Additionally, the order costs nothing in materials or gold to accomplish (although no raw materials are gained from the destruction, either). Finally, because the order comes before agent guard orders, there does not appear any mechanism for an opponent to prevent the destruction of the bridge.
As a final note, this order will be the most effective for the player who plans in advance. Imagine an enemy marching towards apparently unprotected popcenters. Suddenly, not only is the army halted due to the bridge being out, but upon crossing the river on the next turn, discovering a defending army has been grown, the population center increased in size and fortifications have been bolstered. Of course, such a perfect defense is seldom possible. But one can always dream...
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Text Copyright 1998 by Jeffery A. Dobberpuhl. All game mechanics and terms are Copyright 1993 by Tolkien Enterprises, as produced, designed and distributed by Game Systems, Inc.