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@Bregir @Mesabi @Roadmonkeytj

To avoid any confusion, the characters split as follows:

  • the Nipper has Pip, Thaum and all of "Black Squad"
  • the Cranky Parrot has Captain Riley and his crew

 

Also, since I really want the Nipper to make it to Mesabi Landing the coming turn, my argument for why that is feasible and fine:

Spoiler
  1. The Nipper has a range of 5, allowing it to travel the equivalent of 6 MRCA zones as per the ship rules.
  2. So with the current MRCA map it could travel from Mesabi Landing or Jameston to any port on Terraversa in one turn.
  3. Comparing this with the map of the New Haven Sea, that equates to more than the distance between Calinstock and Mesabi Landing.
  4. I chose "narrow" for my AMRCA, so would expect no diversion.
  5. Combine all these points, and the Nipper should indeed arrive in Mesabi Landing in the upcoming turn.

 

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@Drunknok

Calinstock disappeared from the horizon, and the Nipper continued onwards, back to the city of Mesabi Landing. Weeks passed uneventfully, but it was clear that the trip was longer than expected, and supplies was starting to run out. The crew started to show signs of scurvy and something had to be done. A small half moon shaped island came into sight (island 2). The crew of the Nipper had to make a choice.

  • We must seek shelter
    The Nipper will end its turn at island 2. Show the crew restocking and indicate where they go next. 1 build required.
  • Run like smoke'n'oakum!
    Throw the guns overboard and let her stretch out! This option will allow you to go to Mesabi Landing this turn, but will also apply a BoBS card locked to the Nipper with range +1, crew -1, and firepower -2.

    If this option is taken, the following applies:

    Soon, they were in the familiar water of the East Prio Sea. After a quick stop in Jameston, to resupply, they reached Argentia, worn and spent.
    But as they rounded the Island, they noticed that Mesabi Landing was much larger than when they had left, and also, more wet. In fact, what had once been a massive harbour was now a debris filled shoreline. 
    Pip and a few men rowed to shore, and disembarked. Streets were muddy, and the once fabulous rail lines were now far too damaged to take. Pip continued on foot, until she found the WTC offices, which were still somewhat intact. There, Mordo sat grumpily behind a desk of papers.

    "Have you come to bring me more bad news?" asked Mordo. 
    "No," Said Pip, "Though it turns out there is nothing but open water above Stormhaven. Anyways, we had incredible adventures, and discovered interesting things in the New Haven Sea." She filled him in, and Mordo filled her in on the situation in Mesabi Landing. 
    "Well, we certainly have some options we can take." Said Pip. 
    Options:
    • Restock and Return
      As you are in a friendly port, you may add resources, or ships to your adventure. Any ship from Zone 35, or 32 may join the next leg of your adventure, with your permission. However, you may be slower upon the return, depending on what is added to your adventure. 
      1 microbuild of the fleet headed back to Calinstock is required. 
    • Assist Mesabi Landing
      Build a property in Mesabi Landing (small or medium) which can be licensed for free despite the licensing ban.
      1 build required.  

=============================================================================

MEANWHILE

=============================================================================

Captain Riley and his men watched the Nipper disappear. It would take long before anyone would be able to respond to its return. Circumnavigating Calinstock had yielded nothing of note, so how will the expedition pass the time?

Explore the Tower

Either the top or the cellar of the tower may yield something interesting. Show your expedition clearing the rubble and exploring the top, or circumventing the traps and exploring the cellar.

1 build required. 

Set up Camp

 

You might be here a while, so it could do to set up some fortifications. Or maybe some houses. Or a Spa. 

1 build required, must be licensable under EGS. This will establish a squatter settlement on Calinstock.

1 option from each set may be taken. 

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Nice set of options once again, my thanks to the team! :thumbup:

 

37 minutes ago, Bregir said:

a BoBS card locked to the Nipper with range +1, crew -1, and firepower -2.

Is this one permanent? If not, how can I get rid of it?

I also assume the "crew=0 card" is discarded with this option?

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Just now, Drunknok said:

Is this one permanent? If not, how can I get rid of it?

Yes, it is. Looking at the distances, for the Nipper to make it all that way in uncharted waters, something extraordinary has to be done, so we had to balance it out.

Just now, Drunknok said:

I also assume the "crew=0 card" is discarded with this option?

As you reach a Corlander port, yes - I believe that was the rules set out originally? (Please correct me if I remember incorrectly)

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On 2/15/2019 at 1:58 PM, Bregir said:

Yes, it is. Looking at the distances, for the Nipper to make it all that way in uncharted waters, something extraordinary has to be done, so we had to balance it out.

While I disagree - I have made my case, and think this was completely unnecessary - things are as they are. A permanent higher range is something!

Quote

As you reach a Corlander port, yes - I believe that was the rules set out originally? (Please correct me if I remember incorrectly)

As of the time of this post Mesabi Landing is still with Corrington. :pir-grin:

 

So with the original values from here, the "crew=0" removed and the new card applied, the Nippers stats are now: R6, M2, F0, C2, $5, H1.

Edited by Drunknok

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1 hour ago, Drunknok said:

I have made my case

 

 

By my observation, a range 5 vessel can only just make it to nelissa from Mesabi Landing, not to terraversa, the scale on the new haven sea map is quite large compared to the others, and we are talking uncharted waters, not known sea zones.

 

 

1 hour ago, Drunknok said:

the Nippers stats are now: R6, M2, F0, C2, $5, H1. 

This sounds about right.

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15 minutes ago, Bregir said:

By my observation, a range 5 vessel can only just make it to nelissa from Mesabi Landing, not to terraversa, the scale on the new haven sea map is quite large compared to the others, and we are talking uncharted waters, not known sea zones.

A range 5 ship can travel 6 zones per MRCA. Starting from zone 35 you could either go 33-29-24-20-17-13 to reach Terraversa directly, or reach zones 14 or 15 by similar courses (MRCA map for reference). Scale is not an issue, as I originally compared equal distances on both maps.

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Your starting zone is part of the 6 zones. I think that is where the misunderstanding lies.

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12 minutes ago, Bregir said:

Your starting zone is part of the 6 zones. I think that is where the misunderstanding lies.

Ha, I actually had it wrong all the time. Thanks for the correction, I finally got it right. :thumbup:

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