Bregir

Eurobricks Grand Dukes
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Everything posted by Bregir

  1. Interesting - I did just start with a few tablescraps yesterday with snotted plates for sides. Thanks!
  2. I found the same examples, and maybe I will regret this, but I was thinking of a slightly larger scale, so it could more or less fit with a vessel of class 4 or so.
  3. Anybody has some ideas/examples for building whales in a large-ish scale? I am working on a whaler and would like to have a large whale to go along, specifically a sperm whale, although I can draw inspiration from other species mocs too
  4. For some reason, I read fruit-vines. If it is a wine monopoly bonus, and you are building something that produces a different wine, that could work. If it's apple cider, I think you'll be infringing on a MAESTRO monopoly, but a cherry wine or similar concept could probably work.
  5. I am not entirely aware what fruit-wines is, but the real question is whether you will be stretching a monopoly on wine (which I think is what you are referring to) to also cover some form of fruits. My immediate reaction is that that would be a stretch.
  6. Bregir

    [OL - FB] Leaving Kingsport

    Nice build, and very in-character actions for the canon! I like the look of the troops, and the story is nice as always. The craters and busted down wall is well done, although I do agree removing the top tiles, at least some of them from the craters and giving them a more jagged edge might improve them a bit. One thing I note that this breach already has a very well-trodden path. Presumably, there was no part prior to the breach, but perhaps it has been used for getting supplies in and out of the city during the siege? There has been some OOC controversy about the extraction of the quiver. It is a bit of an RP grey zone that we can all learn from. On one hand, we want to allow freedom of personal storytelling, and on the other, at the base of RP is interaction. By extracting the quiver undetected, you are preventing anyone from reacting or interacting. Optimally, you would have done one of two things: Either you give your "opponent" a hook to react to, or you ask for game master input as to whether your attempts to kidnap the quiver succeeds. Hence, to avoid retconning, the court has decided that @Ross Fisher has come a little too easily around extracting the quiver. To correct this, Ross is to build a small licensable property for TER related to the secret removal of the quiver. A suggestion could be the workshop in which the copy was made, or a chapel with a secret priest hole through which the real was smuggled.
  7. Bregir

    [COR-FB Class 2] Iron Rose

    I think you are off to a good start here, mr. Babbington. I like how you have worked in some details along the sides of the vessel - the railings work well, and that you have gone for custom sails. It is nice to see these hull pieces used to good effect. In terms of presentation, it would be nice to see a proper full size shot from the side. If you don't have a good background, a fairly neutral wall or similar should allow you to show off your work better. I'd also suggest you put in some details on deck and some minifigs on all/most pictures like in your action shot. And if you have the tiles, tiling some critical areas like the studded parts of the railing can also make the whole thing look more polished. Good luck with the MRCA! May you prosper in trade!
  8. Bregir

    [OL - FB] Leaving Kingsport

    This matter is being discussed in the proper places, and a solution is underway.
  9. Bregir

    Terraversa Peace Talk

    I was thinking it would be connected to Nola Mar with a coastal road, but I will leave it up to OL. As per the treaty, they have the right to build that road. As per the game OOC it doesn't really matter - Troops in Northern Silitholina would be able to move around the island as any other. (The roads are largely just for IC flavour - doesn't really have any influence on game mechanics ;))
  10. If you want the freebuild payments, yes.
  11. Can't say I am a big fan of these special series. I simply don't find them useful for purposes. That said, if they made a pirate or castle series, my viewpoint might well change!
  12. Land Combat and troop rules NB: This is a first version of the rules, and they are subject to changes and balances. Recruiting troops To license troops, you must post a moc. This moc could be showing the troops in a relevant scene, and include some background or details of the unit (their history, tactics, weaponry, tasks, or similar); it could be a recruitment drive, an officer making plans; or similar. Number of troops recruited and location of recruitment is required. (As with all other builds, BoBS leadership reserves the right to ask for improvements on builds not showing sufficient effort) There is a limit to how many soldiers can be "recruited" (i.e., purchased and MOC'd) from a settlement during any MRCA period, based on the settlement's level: Hamlet: Can't recruit troops Town: 10 men per MRCA Large Town: 30 men per MRCA City: 60 men per MRCA Large City: 90 men per MRCA Grand City: 180 men per MRCA Capital City: 270 men per MRCA Note that all troop purchases, as well as movement of troops from one location to another, are done through use of the troop form. Below you can find the price of raising troops. Note that there is a slight discount to raising more at a time, but the upkeep is always 6DBs per MRCA per 10 men (always rounded up) Platoon: 30DB | 10 Men | Upkeep 6DB / MRCA Company: 80DB | 30 Men | Upkeep 18DB / MRCA Battalion: 220DB | 90 Men | Upkeep 54DB / MRCA Regiment 600DB | 270 Men | Upkeep 162DB / MRCA Division: 1700DB | 810 Men | Upkeep 486DB / MRCA Army 4500DB | 2430 Men | Upkeep 1458DB / MRCA Fort construction Forts can only be built in settlements you control. This can either be your own settlements, or an occupied settlement. The rules differ between the two. Limits on number of forts by settlement size still applies. Own settlement This is a settlement you have established on your own lands, or won in an official treaty. Here you can build forts as always with one stipulation: The same turn you build a fort, you cannot raise troops. (As troops are raised for the fort garrison) Occupied settlement This is a settlement you have taken in war, but which has not yet been officially transferred to you in a peace negotiation. Since you cannot raise troops here, you cannot build a fort either, unless you have the troops available to man the fort. And as a fort is a massive engineering feat, one cannot raise a large fort from scratch. Hence: Any fort building in an occupied settlement will deduct the manpower from forces present to man the garrison. (5 men per crew point) First turn of occupation, only a small fort can be constructed, second turn: a medium, third turn: large, fourth turn: a royal. NB: Each turn, the total footprint must meet the requirements, but the fort can be upgraded consecutively. So the first build adds minimum 16x16 for a small fort. Next turn adds enough to reach a total of 32x32 and the fort is upgraded to medium, etc. Technically, 100x100 studs could be built the first turn, and the fort would only count as a small first turn, medium second turn, etc. However, each turn must still include a build to progress the upgrade, even if just a vignette. NB: Please do not license the fort until the final stage has been completed. (For accounting purposes)  NB: A fort cannot be constructed in a settlement under attack, unless posted at least 18 days before the tMRCA deadline (or four days earlier than the attack deadline), or before the attack build is posted. This is to avoid forts being constructed in response to an attack. Moving troops Troops can move once each turn. Either by sea or by land, but not both in the same turn. - By sea When moving troops between islands, you will need the proper transports. Hence, troops will be embarked on ships that can then move during the tMRCA turns. A ship can carry troops equal to 5 * ([class] + [cargo rating]). (Please do not fill in the troop form for the next turn before the conclusion of the previous tMRCA, as some ships (with their troops) may be diverted. Troops on sunk/captured ships will be lost/captured with the ship.) - By land Troops can march overland between settlements and locations connected by land and can visit one settlement per turn. (No interrim stops) Combat Troops can attack once per turn. If this is in connection with sea transport, this is handled as a raid. Land combat can be entered in any location where two (or more) opposing armies are in proximity (i.e. can reach each other over land), and can be initiated by any of the opposing armies. - Attacking An attack is started by the attacker posting a build (vignette or larger) including a (short) description of the tactics employed, no later than 2 weeks before the tMRCA deadline. The post must include information on which army (and how many troops) is attacking who, and should be linked in this thread with at least two active players of the opposing faction tagged. NB: Only when all these conditions are met has an attack been initiated! NB: If the court decides that an NPC will make an attack, it will be announced by the deadline. A build is not required for NPCs, but any player can volunteer to build for the NPC, the build to be submitted before the tMRCA deadline. Players of allied nations (if available) of the NPC will have preference if more than one player volunteers. - Defending The defender has until the tMRCA deadline (two weeks) to post a counter-build defining the defense strategy. Defenders have two options: Defense or retreat. - Retreating If there is somewhere to move (which means a friendly settlement to move to or enough ships to transport the troops out), the defender can decide to refuse battle. This will yield the ground to the attacker, but save the troops for another battle. This requires no build. - Defending If the defender decides to offer battle, a build (vignette or larger) must be posted with a description of the defenders tactics. NB: If no defense build is posted, the defenders will be considered overrun, and get a tactical score of 1. NB: If the defender is an NPC, a player can volunteer to build the defense build. Again, players of allied nations will have preference if more than one volunteers. NB: Fortresses in a settlement under attack will add their garrisons and artillery to the defense. ((Crew + Guns) * 5) will be added to troop numbers. NB: You cannot reinforce a settlement under attack, but you can raise troops there up to the recruitment capacity. This represents raising the militias. - Tactical score The attacker and the defender will get each a tactical score based on their build, which will have a significant impact on combat outcome. This score is determined by court. Tactical score is judged based on two factors: Cleverness of tactic Integration of established IC elements Terrain Could be forests or cliffs that are used to ambush the attackers, or particular terrain features of a settlement, island, or area. Could also be island rumours Buildings or fortifications Troops Troop numbers are set by the EGS, but for instance, a build may have established that some of the invested troops are hussars, and you recreate the charge of the light brigade (probably not a good idea...) Etc. These two factors can be brought together by clever tactical use of established IC elements. Please link to the elements used by the tactic. More is not better - we go for quality over quantity, so clever use of one or two elements is better than mediocre use of a multitude. Q: What are "established IC elements"? A: Anything that has been established by builds and stories before the attack. This means players can use existing elements or build-up elements. Examples could be building field fortifications in preparation for a potential defence, or digging siege trenches in preparation for an attack. It could also be clever use of a previously established unit (e.g. a charge by heavy cavalry recruited earlier). Q: Is it sometimes better not to build? A: Attackers get a score between 1 and 5. NPC's will default to a score of 1 unless a player volunteers to build for the NPC, in which case the score will be between 2 and 5. Defenders will default to a tactical score of 1. If a build is submitted, the score will be between 2 and 5. NPCs will default to a score of 2, with a build raising it to 3 to 5. Hence, it is *never* a disadvantage to submit a build. NB: There is no size requirements or limits, although all builds have to show sufficient effort. The court reserves the right to reject any build that is deemed subpar. Q: What happens if my troops move out from location A to attack location B, while my enemy attacks location A from location C A: To avoid too many speculations in deadlines, and since an attacker will be planning his attack based on where your troops originally were, in this case, you will be allowed to decide whether to break off your attack to join the defence, and with what proportion of your forces. Should two armies both march out to attack each other, they will meet in the middle. - Commander skill Commander skill ranges between 1 and 5. A commander starts at skill 1 and will gain +1 skill for each successful battle (tactical retreat or better). Accordingly, it will be decreased by -1 for the most grievous defeats. If no commander is present, a new commander will be appointed (by the relevant faction). Named commanders can be player characters or faction controlled characters. Commander skill is applied to all troops under his command, but only one commander can be in charge of each battle (you cannot add the skill of several commanders present). Commanders can be moved similar to troops, although he takes up no troop capacity and can hence move by even the smallest of ships. NB 2: Both attack and defence builds must include the name of the commanding officer. - Combat resolution Combat outcome is a function of the following: Troop numbers Tactical scores Commander skill Random factor (1 to 5) A battle will rarely conclude with the total destruction of an army, but rather with some losses and a retreat. However, in some cases, unconditional surrender may be the result. The results, including losses, will be published as part of the KPA. Note that an experienced commander scoring a high tactical score may defeat a considerably larger enemy, but that evenly matched, troop numbers will have significant impact on the outcome of a battle. - Known Commanders TER Miro Oldis: 1 +1 for first battle of Kings Port -1 for losing Kings Port L'Olius: 1 OL Brigadier des Armées Charles Louis Gabriel: 3 + 1 for first battle for Kings Port +1 for capturing Kings Port Jean Batiste de Moncey: 2 +1 for skirmishes in relation to the capture of Kings Port - Notable battles The battle for Kings Port
  13. Bregir

    Playing with ships

    "I just need to figure out this one design bit before sleep..." *three hours later*
  14. Bregir

    Terraversa Peace Talk

    "And his excellency, the Archduke?" Montoya asked with a respectful bow to Oldis. @Capt Wolf
  15. Never worry - we'll do our best to help! As long as you stay within the spirit of the game, first come first serve in terms of rights of definition, yes. For the AMRCA, you don't necessarily need EGS resources. However, if you want to travel somewhere within the trade map, you would generally travel by an EGS ship. We can find a way around this, but that would be the general way to do it. In general warfare in BOBS, it requires EGS elements. Troops need to be paid for, ships need to be licensed. Otherwise, they cannot fairly fight ships/troops that someone has paid for. That said, there will often be challenges where non-EGS elements (ships/troops) can be used. Three things here: 1) You have a free class 2 vessel that you can license at no cost. 2) The first 100 dbs in base upkeep are free, which means you can have a class 5 almost free (5 dbs upkeep per turn you use it) As you gain dbs by registering freebuilds, it wouldn't take much to cover the upkeep of a single midsized ship. 3) Your faction may be willing to help you license your vessel(s). Either as a national navy vessel, or in some other form (trade company, for instance). So typically, you can get into the frey without a huge involvement in the EGS. Of course, if you are planning on building a lot of very big ships, the costs scale, but for most people, those ships are licensed by the factions anyway. I have probably missed this, but have you already joined a faction? All further advice may depend on your faction. (Trade companies in ESL, no national fleet as such in the Sea Rats, etc.) Let us know if this leads to further questions.
  16. Would anyone be interested in making a moc of the delegations on Terraversa signing the peace treaty? We feel like the situation deserves a build I think the mrca maps may be the most up to date? @Ayrlego may be able to confirm.
  17. Bregir

    Terraversa Peace Talk

    Montoya gave a sigh which could be caused by either relief or exhaustion (in truth, it was probably a combination). "Gentlemen, it would seem we have an agreement!" "All sides will immediately cease all offensive action and enforce permanent peace. Oleonese forces will immediately depart from Kings Port, Eastern Silitholina, and Tarlor. Terraversa will be split four ways. Archduke Oldis is restored to Kings Port under his rightful, independent rule. Under his rule will fall the settlements of Tanari and Pamu. Nola Mar becomes the center of a new territory under Oleonese affiliation. This includes Pilnton and the Western half of Silitholina. Grand Admiral L'Olius is instituted in Westface as sovereign of an independent eastern Terraversa. His domain will include the settlements of Tarlor and Eastern Silitholina. The interior The interior shall encompass any territory 12 miles or more from the coast, excluding the Great Plantation and the Kingshead District. The Atwi, from which L'Olius traces his descendants, will have free and exclusive rights to settle and inhabit the interior, and live under their own rule. In so far that no harm comes to foreign people or property, they are free to live by their own rules, under their council of elders. They will be exempt from any compulsory military or other service. A road is to be constructed down the center of Terraversa between Westface and Terraversa through which trade and travel can happen unregulated through the interior. Each settlement may have one equally unregulated road connecting to this main route of transport. Any and all travel through the interior outside this network is subject to Atwi rules and laws, and any military movement must be restrained to these roads, unless explicitly allowed by the Atwi council. At the central crossroads, a free trade zone is established, where trading posts can be established. No permanent military presence will be tolerated in the zone, although forces in transit may be housed." Captain Brickleton produced an updated map, reflecting the moved border between Tanari and Pilnton and the split of Silitholina. "Additionally, Oleon will release all Corlander vessels currently interned in Oleonese ports under taxes due, free of charge. Further, to compensate for erroneous overcharges in the past, Oleon will transfer a lump sum to Corrington." Montoya closed. Lord Spud then broke in sternly. "As soon as these terms have been signed by all, Captain Brickleton shall be despatched post-haste to Westface to call of our attacks and ensure L'Olius' signature. I suggest we do not delay, as much is underway that will not be in the spirit of this peace!" Captain Brickleton nodded and started saddling his horse. @KotZ, @Capt Wolf, @Bodi, @evancelt, @Spud The Viking
  18. Agreed! I think that has been my most important reference document in all of BoBs for the last year or so! And things are definitely changing!
  19. Bregir

    Terraversa Peace Talk

    Montoya, Lord Spud and Captain Brickleton stepped aside for a moment for an intense discussion, ending with each of them nodding. Captain Brickleton had produced some military documents, and Lord Spud was growling more than usually. As they returned to the table, Montoya's face was in very serious folds. "I shall pass aside the minor issues for now, although I note your... flexibility." He shot a glance at the Oleonese diplomat. "As to the interior, I have decided to invoke a fallback clause which allows me to offer this one thing: At the main crossroads in the middle of the island, an area will be designated where all are free to erect a trading post and road station, and where merchants from far and wide can engage in free trade. No permanent military presence will be tolerated, and the Atwi will ensure policing and safety." "As to territories, I have two things to say: First of all, the Grand Admiral is not keen to have an Oleonese stronghold so close to his capital. He has seen your work before, and wishes to have both the river and the settlement for his defenses. Second, you must be careful to offer us a peace that is better than continued war. While Corrington does not as such desire war, we are not averse to fighting. And while it may currently look like a trade in our favour, I remind you that Corlander forces are amassing outside two of your currently held settlements. Additionally, our fleet is preparing a number of offensive actions. In short, this time next month, you may have found your situation significantly deteriorated..." He raised his palm to forestall any protests: "Nonetheless, I am prepared to listen. Recognising that you may share the same strategic considerations as L'Olius, I have a solution. As we all well know (*cough cough* no retconning here *cough*) Silitholina occupies both sides of the river in equal parts. L'Olius is prepared to split the settlement by the river, allowing each side the strategic location, as well as ample opportunities for constructive exchange. Obviously, the bridge will be guarded and fortified for various eventualities, but could this perhaps be an acceptable solution?" (OOC I am thinking trade value will be one, but neither side can preclude the other from trading there. Each settlement could have its own size for troop raising etc. We can figure out the details. Also, this and the central road/trade station could be fun builds.)
  20. Bregir

    Terraversa Peace Talk

    Montoya bowed, although his brow was somewhat furrowed. "If our negotiations hare are a success, we shall cease all hostile activities and return to a position of peace between our nations." "All nations will be free to build and settle their own territory outside of the interior, but we must insist that no nation trespasses Atwi territory. This deal will allow Oleon to construct a road from each of their settlements to the central road and thus ensure free and unregulated communication between them, as long as this is limited to the road." "I am, however, instructed to insist that no other foreign activity takes place in the interior, which naturally precludes both fortresses and roadstations of any sort. The Atwi will service the road with inns, stables and encampments as necessary, to ensure efficient travel." Montoya looked at his counterparts and continued. "The Atwi does not propose to intervene with construction outside the interior, although military build-up will be monitored closely." He then handed over another document. "Here you can see L'Olius' proposed subdivisions and a suggestion for the establishment of roadworks." "Corrington is prepared to back this proposal in full, and have no qualms over the proposed agreements on the temple." Looking shortly to Lord Spud and Captain Brickleton, who both nodded, he then continued: "As for Ile Sous Vent and Fatu Hiva, these will be returned to Oleonese control." "In return, Corrington demands free release of all vessels currently interned in Oleonese ports. I am only aware of the vessels mentioned in the margin, but all such vessels must be covered." The Dolfijn, held in Breshaun The Sapphire Seas, held in Lavalette "Further, I have been informed that one of your entities hold a ship bearing the name 'Lady Jacqueline', which the previous owner wishes to repurchase" "I should also ask that the WTC is granted the right to build a trading station in one Oleonese settlement to be decided separately and trade there free of taxes." "Last, we ask that Corlander vessels forced into Oleonese ports by the elements by now fault of their own are levied no taxes." @KotZ, @Capt Wolf, @Bodi
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    Troop rules and land combat

    It is on our list to revisit raids vs. invasions, but I have been holding back on making more changes than necessary to rules that have already been in play this war to keep it consistent and fair. (Where they haven't been too skewed) So probably we will figure something out in this regard once this war is over. *salutes* We can appreciate a worthy opponent, monsieur!
  22. Bregir

    Terraversa Peace Talk

    Montoya followed this exchange as Baker tapped his shoulder and handed him a note that had just been delivered to Brickleton detailing further attack plans by his countrymen. He then broke in. "Au contraire, monsieurs. There are great numbers of people who are most interested in further fighting. I refer, of course, to those who make a career of it." he said with a furrowed brow. "The Royal Corlander armed forces have been most active in preparing for the potential of continued war, and unless these negotiations progress within a week or so (OOC: tMRCA deadline), I neither can, nor wish to stop them." Pausing for effect, he then laid out L'Olius' demands. "Hence, you must abide my bluntness. Grand Admiral L'Olius is willing to accept peace under the following terms..." He passed over a parchment. After allowing the delegations to read the document, Montoya added: "Corrington stands behind the Grand Admirals demands, and takes upon itself to be protector of Eastern Terraversa, ensuring its independence in return of friendship and continued docking rights. I have been given leave to negotiate the particulars on behalf of L'Olius, but will refer to him the final approval." He looked around. "What say you, fine sirs?" @KotZ @Capt Wolf
  23. Bregir

    Troop rules and land combat

    It is perfectly reasonable to ask constructive questions here. Others may benefit from the answers too.
  24. Bregir

    Troop rules and land combat

    Addendum: You cannot reinforce a settlement under attack, but you can raise troops there up to the recruitment capacity. This represents raising the militias.
  25. It is occupied, but not under attack. It falls under the rules of the limits for raising forts. I will rule that you can raise a fort now on top of the large fort already raised, but that the new fort will have to follow the new rules. Hence, it can only add a small fort's stats turn one, medium turn two, etc. and that forces will need to be deducted from the occupying force. Note that it is still a force multiplier, as it will add its firepower rating to the defense.