Spotlight on:   Zamora

Every few weeks or so HWE will feature a review of a different kingdom of Hyboria by players who have either won with them or done well enough that they might as well have.  These contain strategy tips, ideas, and a general direction to go for those interested in making the most of their bid for Hyborian dominance.  Crom is very interested in gathering in as many reviews as possible from veteran players, so don't be shy about sending them in!  

This week's review is by Chris Krawciw, who obviously holds a special place in his heart for the land of the Spider.

By dagger or by venom, by light or by shade...

The Crossroads of the World

Prologue

    For those of you who were hoping for a quick and easy read, please move on. I've been promising Lloyd this review forever, and although I only finished 10th as Zamora in Hyborian War #616, Lloyd has assured me that my enjoyment of the nation is more important than the final ranking. I'm likely to become a little verbose, so please bear with me. Therefore, onward.

Introduction

    "The Tower of the Elephant," by Robert E. Howard, began the construction of the most infamous of Hyborian lands--Zamora. Subsequently, the stories and descriptions of Shadizar by Robert Jordan, gave us a taste of the buried wizardry surrounding the lonely, vast deserts, and barren Kezankian Mountains. Zamora has invariably become an entity of its own where many facets of Hyborian politics, magic, and militaries seem to meet, both on the page, and in Hyborian War.

    Perhaps more than any other, the name of Zamora is feared, and rightfully so. No other Hyborian nation can lay claim to the fact that they have predicated their survival and right of conquest on mischief and thievery. Nor do any nations practice it so well. Zamora is, then, The Spider. No other nation can boast of so slick a thief, so deadly an agent, so wicked a capital. Zamora's court, its agents in particular, stands alone, without question, as the masters of intrigue. Complementing this, the military is good for its region, and in some respects, better than her nearby counterparts. The combination of the two makes for a well-balanced nation, a fantastic opportunity for role playing, and with some strategy, a great game.

GENERAL OVERVIEW

Enemies

    Take heed, young king. Your land of Zamora is traditionally at war with the nearby dwellers of the Kezanakian Mountains, and with the plains riders of Brythunia. You must also be ever aware of the movements and actions of Nemedia, who seeks Shadizar for his own. Lastly, you might also face uneasy dealings with powerful neighbors such as Turan, Hyperborea, Corinthia, Koth, and Khauran. These are nations, however, who should find room in their politics and military budgets to negotiate areas of expansion and sphere's of influence with you. While your lands might look tempting to them, the threat of Zamora's court alone can sometimes compensate for another leader's greed. A maverick within the bunch, however, could lead to war, so take the time, and early on, to learn with whom it is you are dealing. This will make for a more prosperous time for your people. As for the Kezankian Mountains, this NPK will most likely only go so far as to raid you, but I never experienced that, nor did they ever invade me. Odds are that the Kezankians will pose no real problem. No, the real problem is Brythunia. Constant border wars with Brythunia have produced centuries of hate. Brythunia has two distinct advantages that you cannot match in terms of military, so the basis of your opening strategy should be formulated to deal with him first. It's a long way to the Brythunian Heartland.

Allies

    While it is true that Zamora could probably operate on her own with relative security unless alliances form against you, it is always safe to seek a few allies. Tread with caution here as well, however, as one day an ally's expansion might hinder your own objectives. Aquilonia makes your best and most natural ally, I would think, as you could supply him with information detrimental to Nemedia, and therefore keep Nemedia occupied far to the West. Shem makes another good choice, and would keep lower central Hyboria in check. The most puzzling choices come when you consider the North and East. It would be foolhardy to help Cimmeria since he is enemy to Aquilonia, unless you want to burn the candle at both ends, which, as Zamora, you are apt to do. Allying with Vanaheim or Hyperborea potentially brings you in league against Asgard, and vice versa. I preferred seeking my own level with each of these northern nations, good and bad, to let them fight it out among themselves. Hyboria is a dangerous and unpredictable place. Your ally today can always be potentially destroyed, at which time the victor might turn his attention to you. Plan well in the North. Friendly communication will probably be all that you need. You can always adjust plans as you go. Turan would make a good 3rd choice as an official ally. In 616, I had hoped to keep the desert provinces between Zamora and Turan open as a buffer zone. When Turan finally gobbled them up, I sought alliance with him, which was beneficial for a time. There is really no need to fight Turan, although there are some past grievances present to address. If approached properly, Turan could work out to be Zamora's most powerful ally. Consider this well.

Geographical Strengths

    Zamora sits as a triangular wedge between the beginnings of the civilized West and the mysterious East. Zamora's only real geographical strength lies in that it is directly adjacent to two of its Imperial Goals (Kezankian Mountains and Wild Plains), and also adjacent to 1 of your 3 Victory Conditions (Dry Plains). Zamora begins the game with ownership of a 2nd Victory Condition (Yezud), and is only two provinces away from its last, The Zamorian Marches (#275), which is also an Imperial Goal. It could also be noted that Zamora is given somewhat of a break by having its long, eastern border relatively free of threats early in the game, at least until Hyperborea, Brythunia, or Turan expand to the size of your starting borders. Hopefully you will have already beaten them to it. In short, geo-politically, Zamora begins in a position of strength. The safety in the east can be translated into quick victories.

Geographical Weaknesses

    Unfortunately, Zamora's triangular wedge of geo-political strength could quickly become a set of jaws should two or more of your neighbors decide to band against you. With the advent of the organized games, it is no longer uncommon to see several nations who traditionally war, put aside their differences long enough to smash the loner of the group. It's not a new policy, i.e. NATO vs. Yugoslavia. Zamora's major geographical deficit is that it starts with 4 immediate neighbors, one of whom is an automatic enemy. Also, Yezud (#180) is a major strategic apex in Zamora. It's a great place to station a defensive army, but, if taken, any home province can be hit the following season. Guard Yezud well.

THE ROYAL TREASURY

    The Zamorans make poor capitalists. Although victory is more dependent on control of certain territories rather than the number of provinces controlled and their production, the Royal Treasury is of essential importance. A strong, positive treasury will enable the military to maximize the number and types of troops raised, as well as provide the mercenaries with their seasonal tithe. What's more is that without the treasury, any nation would be subject to immediate invasion by its greatest enemy. Experienced players are well versed in the ways of Full Tribute. It is rare that even a SUPERIOR avoidance can stave off a peace attempt when tribute is proposed to sweeten the deal. Money is your greatest ally, as it can turn away massive, flawlessly executed invasions, bribe a neighbor, and raise the troops you need to destroy them all.

    Zamora begins with a GOOD treasury, just enough to get along to the next peace years, but not enough to create a large troop base. It is also just enough to stave off what will most certainly be the first volley of attacks from Brythunia, or others. In order to assure long-term strength, it is recommended that only 1 active Imperial Army is stationed in per province, unless it is a time of great national crisis and you are defending. Nations that grow to two or three times their original size might well be able to afford such encampment costs, but to do so early in the game is to ruin your economy before it has the opportunity to work. Cancelled invasions and raids can also lead to ruin, if too many are declared. A policy of careful planning, especially for nations that employ mercenaries, is crucial.

    To make matters worse, Zamora retains no control of any trade routes, forcing you to rely on provincial production during the fall warseason and peace years. If possible, use ZAMO-1 to actively rule, as well as other provincial rulers. Necessity will dictate, however, that that won't be possible, as more and more of your characters are needed elsewhere. In short, it is advisable that at the onset of the game, spending and bribes be limited. Later, as your treasury fills, your options will become greater and will yield better results.

THE MILITARY

    For a complete statistical breakdown of Zamora's military, please refer to John Holt's web address ( http://www.bit-net.com/johnh/hw/zamora.htm ). You will see that Zamora begins with 5 troop types, with the ability to raise up to 15% mercenary units.

Type 1-Zamoran Elite Lancers
Type 2-Zamoran Mailed Cavalry
Type 3-Zamoran Archers
Type 4-Zamoran Regular Troops
Type 5-Zamoran Heavy Troops

M1-M4--15%

Strengths

    RSI and related sites quote Conan's reference to Zamora's troops as "poltroons." The Regulars, Archers, and Heavies (3-5)-- are. This reference would be of no consequence were Conan not the speaker, and while the "poltroons" of Zamora are generally ineffective against armies of complementary size, the Elite Lancers and Mailed Cavalry can be devastating. Mailed Cavalry should become the backbone of your armies, as 45% of your total military can be comprised of just them. Flesh this out with the maximum 15% of Elite Lancers allowed, and perhaps a smattering of Regulars and Archers. If at all possible, try to avoid placing the Zamoran Heavies in your imperial armies, as they only move at 2 provinces a turn, and will slow you down, both offensively and defensively. Advocates of the effects of terrain will argue against this, but you could also try to raise M2 troops when economy allows to create an army of entirely cavalry. For Brythunia, this is almost a necessity, and at least early on, most of your battles with them should be fought in open terrain. As the game progresses, other mercenaries can be introduced for other strategic advantages depending on enemy and terrain. The 15% mercenary limit is a moderate advantage depending on the total number of troops in the military, and the current level of treasury.

Weaknesses

    Unfortunately, my experiences did not allow me to take advantage of these opportunities. Had I but one or two enemies at a time, instead of five at one point, the #616 Zamora could have marched across half of Hyboria. As such, my treasury and ability to raise mercenaries were effected, and thus types 3-5 were invariably drawn into the imperial armies, hindering them even more. With respect to the initial setup of Zamora, understand that the Kingdom of the Spider operates at a distinct disadvantage to Brythunia, who can potentially field 3 active armies as opposed to Zamora's two. Zamora begins with 43 troops total. Even with a first turn peace year's raising of troops and mercenaries, there will be no more than 75 troops to command, while all of Brythunia's provinces levy troops at the pace of once every two years. Even a moderate peace years for Brythunia could potentially levy 100 troops. Careful timing and planning must be involved in order to execute strategy. Sadly, Zamora is not a nation who has the ability to fly out of the gate with masses of troops and military victories. Lastly, those players unfamiliar with mercenaries should remember that as soon as the treasury level dips to NONE, all mercenaries flee to find another job. Should this take place during a critical time in history, or during a critical battle, your hopes of winning are dubious at best, pathetic at worst.

THE COURT

    The essence of Zamora lies within its court. To truly know and understand just who and what Zamora is as an entity, and a nation, the shadowy coils of conspiracy, ambition, and death, must be unraveled. What is revealed is a nation aspiring to be an empire through treachery, blood, and intrigue.

Strengths

    Most, if not all 36 nations in Hyborian War can make some sort of claim as to the quality of its heroes or mages, but none can rival Zamora's agents as a whole. There are individuals such as Svanthal Kiev (VANA-7) who has some of the same ability, but he is only 1 where Zamora is many. Through the course of HW #616, Zamora was, at one time, able to dispatch no less than 8 agents of superior intrigue, most of whom had superior combat. They were a lethal and cunning bunch. Agents are the real strength of Zamora, the almost palpable force in name and deed, and the reason some nations will leave you alone, and others will call upon you.

    With such glowing praise, one might believe that the Zamoran court is lacking in other aspects, but that is not the case. Zamora might also boast that it retains the best starting monarch in the game in King Renardo Perashanid, as well as two good generals and a pair of mages. Given the ability of its agents, and subsequent varied crew, Zamora ranks within the top beginning courts. What's even more invigorating and exciting is the quality of characters that arrive on subsequent peace years, and the volume by which they might come. In HW #616, an early peace years saw an increase of 12 characters, while in another, only 4. Quality of the characters was almost never an issue. If the generation of characters is random, then Zamora in HW #616 experienced great luck of the draw, receiving fantastic nobles, wizards, and agents with a range of abilities and spells. What seemed to lack was military command, which, by the end of the game, was a problem overcome by using adequate mages and heroes.

Weaknesses

    With such relative power compared to some courts, it is ironic that the main weakness of Zamora's court is time. The court, at least in my experience, has an ill-timed and precarious habit of dying on almost any warseason. For instance, should your middle-aged hero become old on the peace years, and live through it, there is no guarantee that he won't die on the following warseason of natural causes. This proclivity was even experienced by serveral prime-of-life characters. In short, protect your best characters, diplomats first, with as many long life spells as you have. Do not think that you might be able to wait until the following peace years. Any character can go at any time.

Roleplaying

    A variety of personalities play Hyborian War for either the thrill of conquest, the strategic challenge, the diplomatic contact via snail or E-mail, or for the roleplaying opportunity provided by the backdrop of the Hyborian world. Any of these characteristics can be mixed and matched to fit an appetite. Many of Conan's adventures took place in the Spider Realm, enriching our imaginations with detail. The culture of thieves affords the player a chance to immerse himself in another world, whereas some kingdoms have been left somewhat bare. For those who would like to appreciate Hyborian War as a roleplaying venue, Zamora must reign as one of the top choices. With such characters as King Renardo Perashanid, Karela Amaranides, and Zunat Baza, the possibilities are limitless. Players are encouraged to flex their imaginations for their enjoyment. It could lead to the greatest Hyborian War gaming experiences. There are others, but two prime possibilites would be to choose a theme for Zamora, such as:

· Zamora, Inc.-Zamora the Corporation. Dealings with other nations are treated with businesslike candor and efficiency where intrigue missions are sold to either the highest bidder, or for a nominal fee to anyone. A great fiscal opportunity to keep armies stocked with mercenaries.

· Classic Zamora-Decadent and foreboding, the classic version of Zamora where everyone is treated as a potential enemy who must be swiftly crushed by stealth and assassins. Contracts can be arranged, but for only strategic purposes, and with no guarantees that the buyer won't be the next target.

Zamora can become any type of nation wished. Play around with it, or try to roleplay for a change, you just might like it. It's all up to the imagination.

    With that in mind, an introduction to the court of HW #616 might be in order.

Urias Stahir (ZAMO-CHA)
Personal Combat: POOR
Diplomacy: GOOD
Rulership: GOOD
Military Command: EXCELLENT
Heroism: POOR
Intrigue: NONE
Magic: EXCELLENT (Long Life (5); Earth Demon; Firewall; Prophecy)

    Unfortunately, I never got to know Urias very well. Though he seemed very capable, Urias died of old age on the first peace years, since I used his Long Life spell on King Renardo Perashanid. It is rumored that King Renardo ordered the spell on himself, hoping that it would kill the chancellor. That's just a rumor, however.

Samarides Baza (ZAMO-ADJ)
Personal Combat: GOOD
Diplomacy: NONE
Rulership: NONE
Military Command: ADEQUATE
Heroism: POOR
Intrigue: POOR
Magic: NONE

    Samarides's ADEQUATE military score betrayed the rest of him. He never lasted very long either. It is rumored that King Renardo drugged him over a period of several years in order to induce him to adventure. If so, it worked. That's just a rumor, however.

King Renardo Perashanid (ZAMO-1)
Personal Combat: SUPERIOR
Diplomacy: EXCELLENT
Rulership: EXCELLENT
Military Command: ADEQUATE
Heroism: GOOD
Intrigue: ADEQUATE
Magic: NONE

    One of two starting characters who survived the entire game (42 turns), King Renardo Perashanid is most likely the finest monarch of Hyboria. His four scores of GOOD or better makes him extremely versatile, whereas many kings only have one or two abilities. Renardo, ironically dubbed "The Peacemaker" by his people, broke alliances, actively ruled, avoided influence, and excelled at attaining peace treaties just in the nick of time, usually with tribute offered. Only once did he fail to stay the armies of Corinthia, late in the game, but by then, the crown might have become too heavy for him to bear. He held the nation and court together by will alone when his armies were being routed and defeated, and was able to pull Zamora back together by the end. King Renardo, in public, was an agreeable man, light of temper and thoughtful, which well concealed the dagger he held poised behind his back. His promises and agreements were subject to change at his whim or when he thought it better suited to his country. Not a man to cross and bent on power and glory, Renardo engaged in a bitter war with Vanaheim that lasted for more than a century with no clear victor by the end. Privately, Renardo disdained the decadence of his own country while learning to love and use it for his own ends. Calm and calculating, he preferred to take his pleasures in private with very few lovers, torturing himself with images of Karela Amaranides, the woman he loved - and feared.

Raipura Andanezeus (ZAMO-2)
Personal Combat: NONE
Diplomacy: POOR
Rulership: GOOD
Military Command: SUPERIOR
Heroism: GOOD
Intrigue: POOR
Magic: NONE

    A good man and General in general, Raipura Andanezeus was more interested in his stables than anything else. He served with aplomb and dedication, but some thought he lacked the heart for destruction that great generals seemed to possess. The slaughter of his cavalry depressed him, and he would often leave the conquered province before control of the populace had been firmly established. Still, he commanded his armies with skill, and, having no further ambition than that, was allowed to live…

Lord Yavus Perashanid (ZAMO-3)
Personal Combat: POOR
Diplomacy: POOR
Rulership: ADEQUATE
Military Command: EXCELLENT
Heroism: SUPERIOR
Intrigue: POOR
Magic: NONE

    As the son of King Renardo Perashanid, Lord Yavus was an embarrassment. Heir to the throne, steps were taken to ensure his success, but what the King had hoped would bloom into a true Zamoran, instead warped itself into a loud, brash young man who too often acted like a little boy. Yavus, however, inspired his men, which, to a point, Renardo and the rest of the court admired. As such, he was often given the most difficult military missions, and was able to complete them with honor. Probably the best overall Zamoran general, Yavus grew old and died, his father still a young man. Whether or not Renardo wept remains a mystery.

Fahan Ninus (ZAMO-4)
Personal Combat: ADEQUATE
Diplomacy: NONE
Rulership: POOR
Military Command: ADEQUATE
Heroism: NONE
Intrigue: SUPERIOR
Magic: POOR (Firewall)

    Fahan Ninus was a fair spy more suited to the battlefield as a scout and caster of firewall. He enjoyed military life and its diversions, and took time out for the men's camraderie. Use him in set piece battle and for low to moderate risk spying missions. Overall, he was a good character who needed just a bit more combat to prove effective where the rest of Zamora's agents excelled.

Ankana Tenerses (ZAMO-5)
Personal Combat: NONE
Diplomacy: NONE
Rulership: POOR
Military Command: NONE
Heroism: POOR
Intrigue: POOR
Magic: SUPERIOR (Far Sight, Magic Blast, Magic Sleep, Summon the Dead, Open Hand)

    The first of Zamora's Wizard Corps, Ankana was a good surveyor of land and useful in set piece battle. Like most wizards, she preferred spending time alone with her magics, but came to obey King Perashanid when he called. The sometimes jealous Ankana would hire her own spies to trick information from her peers. They knew, of course, and always made sure false magical information was given, which led Ankana to be Renardo's 3rd choice of mage when he needed magics.

Jabula Amaranides (ZAMO-6)
Personal Combat: NONE
Diplomacy: POOR
Rulership: NONE
Military Command: NONE
Heroism: POOR
Intrigue: ADEQUATE
Magic: SUPERIOR (Reincarnate (4); Long Life (5); Far Sight, Curse, Mesmerism)

    The twin of Karela, Jabula is Zamora's premiere wizard. Beautiful and lusty, Jabula charmed her way into Renardo's bed on ocassion, knowing full well it was her sister Renardo loved, but, of course, that was of no concern to her. The King's love for the twin Amaranides sisters made their family 2nd in Zamora after the Perashanids themselves. Her influence then, extended into the troubled heart of the King, and into the court's favor as well, as they lauded her with praise and affection, hoping that she would keep them alive. As she and her sister aged together, her love for Zamora and the King overpowered her good sense, and so Jabula cast her last Long Life on her sister, giving her and the King some more time together. She died that peace years knowing that she perhaps saved a ruler's sanity, the life of her sister, and perhaps that of a nation.

Karentides Baza (ZAMO-7)
Personal Combat: POOR
Diplomacy: POOR
Rulership: SUPERIOR
Military Command: NONE
Heroism: POOR
Intrigue: NONE
Magic: SUPERIOR (Phantom Warriors (5); Long Life (7); Fanaticism; Curse; Summon the Dead)

    So there was Karentides on the first turn of the game, working on some potion or other, when along comes a Vanir hero, who promtply slays her. With Urias already dead as well, Renardo orders Jabula, her rival, to resurrect her. Funny thing about those reincarnate spells, they don't always work. This enraged the King, who politely asked for payment from the Vanir. With no payment forthcoming from the barbarians, Karentides's death sparked a war and several Vanir characters's deaths. Still, it might have been for the best, as Karentides was rumored to be an evil witch bent on raising the Baza family to the throne.

Jodpura Ninus (ZAMO-8)
Personal Combat: EXCELLENT
Diplomacy: GOOD
Rulership: POOR
Military Command: NONE
Heroism: NONE
Intrigue: SUPERIOR
Magic: NONE

    Older brother to Fahan, Jodpura Ninus was the founder of The Assassins Guild of Shadizar. Jodpura was a fine agent who was more often used as a diplomat early on as backup to the King. He was also the King's personal bodyguard, though he didn't really need one. It was the current Chancellor's idea, and made the people more comfortable, he said. As attache to the King, Jodpura was sometimes counselor to Renardo, and friend as well. Jodpura would often care for Renardo during his "Karela depressions."

Karela Amaranides (ZAMO-9)
Personal Combat: SUPERIOR
Diplomacy: ADEQUATE
Rulership: NONE
Military Command: NONE
Heroism: NONE
Intrigue: SUPERIOR
Magic: NONE

    Karela Amaranides, "The Black Widow of Zamora" was the epitome of the assassin in its purest form. Her uncharacteristic flame red hair was often disguised depending on target and location, this secret discovered too late too often by the men who bedded her before she slit open their throats at the height of pleasure. Her tell-tale mark, however, was an hour glass shaped birthmark in the small of her back. Feared and respected by The Assassins Guild, except perhaps Zunat Baza, Karela was a psychotic with the charm and beauty of Julia Roberts, given to wild moods and temperament that even once drew blade against the King. Upon her disarmament, Karela finally respected him, and a sexually tense, platonic relationship developed that continued throughout their lives. It was a special, tender relationship between two individuals haunted by their own appetites and fears. Although never consummated, many believed that Karela loved the King, but could never sleep with him for fear of killing him. Karela was also a great spy, able to go virtually anywhere in the world without fear of harm or failure. On the few occasions she was captured, she escaped the following turn. The guards were found were their throats slit.

Adanesh Stahir (ZAMO-10)
Personal Combat: SUPERIOR
Diplomacy: NONE
Rulership: NONE
Military Command: GOOD
Heroism: NONE
Intrigue: SUPERIOR
Magic: NONE

    Dark and menacing, Adanesh Stahir was one of the three core agents of Zamora in HW #616. He was also the second character to last the entire game, which gave him a wide variety of missions completed as well. Adanesh liked to lurk in the shadows somewhat, and observe rather than actively participate. Cunning and devious, he collected secrets and held onto them until needed. His military missions were generally failures, however.

Zunat Baza (ZAMO-11) (ZOO-KNOT)
Personal Combat: EXCELLENT
Diplomacy: POOR
Rulership: POOR
Military Command: POOR
Heroism: NONE
Intrigue: SUPERIOR
Magic: NONE

    The saying in the Shadizar of HW #616 was "Zunat is hot!" May I introduce Zunat Baza, in my experience, the best of the best. While his combat score might portray a deficiency, this was not the case. Zunat WAS "everywhere and nowhere at once," and logged several kills to his credit. In terms of intrigue, he was the only rival Karela and Adanesh had, though the loss of his one eye precluded him from going after the tougher targets. Still, whenever a situation presented itself where Adanesh, for instance could not bring back a good military spy of Corinthia due to counterspying, Zunat would be called in, and he would bring home the goods despite the counterspy. Outwardly cold and calculating, Zunat loved all present forms of music and other indulgences, and was a composer in private. Zunat refused to be impressed by Karela's antics, and a rivalry ensued, checked only by the King. The true "Blade of Zamora," Zunat was missed by Renardo when he passed. An off season death, it was. Some say Karela finally caught up with him.

Laeta Andanezeus (ZAMO-12)
Personal Combat: ADEQUATE
Diplomacy: POOR
Rulership: NONE
Military Command: NONE
Heroism: NONE
Intrigue: EXCELLENT
Magic: NONE

    Someone help out this woman, please..! Early in the game, Laeta spent 20 or so years in a Hyperborean jail trying to escape. Laeta is a marginal player in the world of Zamoran politics. She was best used as a sometimes spy, sometimes counterspy, and only when the danger was believed to be minimal. Her ADEQUATE combat score precluded her from joining The Assassins Guild. She was destined to watch from the outside.

Summary

    Through careful tracking of performance of individual character's missions, successes, and failures, I have found that thus far for the courts surveyed, success rates remain fairly steady at about 72.00%. However, this includes automatic actions such as Joining Army and World Spying. The relative value of successes is dependent on other factors, and cannot be easily measured each turn due to lack of information. For those interested, it can be said that assassinations were accomplished about 53.00% of the time. Not great, but considering the number of characters targeted over 42 turns, about two dozen characters were killed by Zamoran daggers.

STRATEGY

    Strategy is dependent on many factors, such as who else might be playing in an organized game and their nations, immediate and long-term goals, and whether or not roleplaying will be involved. Treated as a business, every nation needs a Mission and Vision statement. Where is it Zamora should be by turn 10? Beyond turn 10? How can the mission be accomplished? Once some of these answers are formulated, the plan, the strategy, will come into focus. There are several different options Zamora can take, but only one can be enforced. Given that all other players exist anonymously, an unorthodox approach might be in order.

The Polish Opening

    Most Zamoras begin the game with either one or the other strategies out of a perceived two. There is a variation of one of them that benefited the Zamora of HW #616, and that could be looked upon as madness where there is a method. Usually, Zamora will either:

1. Attack Brythunia with all resources available or
2. Peace off Brythunia to fight another day

    Supporters of the first basic strategy reminds us that Brythunia will levy large numbers of troops during the peace years, and that these numbers should be cut down, but this will be the case at any time. Better to allow Brythunia to choke itself on the massive drain of treasury such levies will cause and face them later in a position of strength.

    The second strategy, however, allows Zamora to bide its time, waiting for its best moments to strike. Given time, Brythunian diplomats can be hunted down with relative ease, keeping the court and military off balance. The two keys to this approach are simple. Rather than wasting your military in the beginning of the game, build it up, and wait. The first military strike for Zamora should be in The Wild Mountains (#276). Assuming that Brythunia is actively ruled by an experienced player, The Wild Mountains becomes a key strategic province, since, were Brythunia were to occupy it, he could happily move on to the Kezankians, Zamorian Marches, and Turanian Wastes. Such a play of strategy by Brythunia would be devastating, and would virtually encircle Zamora. In conjunction with a peace treaty, the capture of #276 would seal in Brythunia without hopes of eastern expansion unless through Hyperborea or Corinthia. Also, the defenders in #276 can be easily beaten in open field. That same turn, the second IA could be activated. This army, in case #276 goes set piece, could be moved to The Eastern Borders (#183) the following turn for an attack into the Kezankian Mountains (#217). Set piece battle is essential in the Kezankians, especially early, since the defenders there take heavy losses (75%) in open field. The Zamora of HW #616 didn't know this, and so 4 open field battles were fought and lost in #217 before final victory in set piece much later. This also hindered a speedy jump in victory ranking.

    Once in possession of #276 and #217, the deserts will become an oasis of easy conquests. The next move should be into the Zamorian Marches (#275), at which time a 3rd Imperial Army will be granted. From there, the Turanian Wastes (#277)..? That would really anger Brythunia, and might cause him to overreact, exposing a weakness, perhaps with a court member.

    During these quick beginning conquests, Lady Tetra Eodan (BRYT-4), Brythunia's only superior diplomat, should be found and hunted down. Also, diplomatic sessions should be conducted with Turan, Khauran, and Hyperborea in case they believe you are infringing on their territories.

    The last item to consider, and this only if Brythunia doesn't haggle a treaty, is a last warseason, first ditch attack on The Wild Plains, the final Imperial Goal. This does not have to be implemented, but from a strategic vantage point, having 4 available armies is much better, suddenly, than Brythunia's 3, depending on his progress. It might very well be that Brythunia conquered half of Nemedia, but, most likely, they were forced to sit still for some time, or perhaps even ignited another war with someone else, a new friend, due to frustration.

    With the ensuing peace years, proceed with strategy 1, an all-out blitz of Brythunia. Perhaps by this time, there will be 4 armies instead of two, and a treasury capable of sustaining 30 or so mercenaries for several seasons. There will still be great numbers against you, but with the help of wizards, generals, and agents, the armies of Zamora should be able to defeat Brythunia. From there, who knows..?

THE STORY OF HYBORIAN WAR #616

    Actually, there were a lot of great stories comprising #616, but for the moment, a last look at Zamora…

Hither came Robert the Wretched..?

    Again, my thanks and congratulations to all the players of Hyborian War #616. If you made it to this last section without having a child or two between volumes, then even more congratulations. Robert the Wretched of Vanaheim (AKA Rob Parks), and I fought a bitter war for almost the entire game. We openly waged war on the HWE and within the game, did everything in our power to destroy the other. It is remarkable that Zamora survived the five enemies surrounding it, and the pummeling taken. A warning then, to the enemies of Rob Parks, Brian Claiche, David Wade and the others…beware…