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Found 2 results

  1. The sign-up deadline for the next Adventure MRCA and Trade MRCA is August 13, midnight, anywhere in the world. ---------------- Players can sign up for both the Adventure MRCA and the Trade MRCA, but individual ships can only participate in one or the other, not both simultaneously. To sign-up for the Adventure MRCA, read the rules here and then sign-up via this form. To sign-up for the Trade MRCA, read the rules here and then sign-up via this form. For a ship to take part in either MRCA, it must be licensed. You can license your ship under the new ship rules via this form. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Trade MRCA now has a new feature: RAIDS. When you fill out the Trade MRCA form, instead of going on a trade run, you have the option to raid a port. (Note: Old World ports on the continent cannot be raided.) If the raid is successful, you get a minimum of 50% of the DBs from the town bank. To conduct a raid, your ships must win a battle with the port's defenses (i.e., forts and troops). For the defender, all forts have standard ratings for firepower, "hull" strength (their walls), and troops (measured in "crew" units). The stats of all of a settlement's forts are added together, and the strength of any militia and/or troops stationed there are also added in. Standard fort stats can be found here (scroll down to the “Forts” section). Every additional 5 soldiers add 1 crew unit to the total. All three stats (firepower, hull, and crew) are used in resolving the battle. For the attacker, the firepower, hull, and crew ratings of all the ships in the squadron are added together. You may add troops to your raiding ships to increase your crew rating for the raid. For every point of cargo capacity plus the ship's class rating, a ship may carry 5 soldiers (5 soldiers = 1 crew point). For example, a class 3 ship with a cargo capacity of 4 could carry 35 soldiers (7 additional crew points). Getting there and back The attacker's ships have to actually make it to the port, and they must also plan for their escape. So... - When filling out the MRCA form, the attacker must plan a route that not only takes his or her ships to the zone of the target, but also gets them away to a safe port. (This is similar to ships that patrol for prey in the MRCA and return to their original port.) - In addition to the MRCA zones the ships will sail through, the attacker must also state the port to attack and the final port they will run to after the raid. - Also, the attacker's ships have to survive any encounters at sea they might have on their way to the target. Since an attacker might want to call off a raid if they suffer too many losses prior to reaching the target, there is a place on the raid form where the attacker can list the minimum number of ships levels that must be present in his/her fleet to follow through with the attack. If they abort the attack, the ships will just go their final destination without attempting the raid. Results Attacking soldiers that are lost as a result of sea engagements or combat are removed from the game. Defending soldiers that are lost are automatically replaced. If the attacker does not have enough transport capacity on his ships (due to ships lost during the raid), excess soldiers are left behind, surrender, and are removed from the game. If a defender's fort is damaged, a repair cost will be charged to the owner (similar to increased maintenance costs for damaged ships). If the fort is destroyed, a vignette to show it being rebuilt must be posted before the fort is functional again. (Think of this as sistershipping the fort.) At the conclusion of a successful raid, the attacker may receive additional DBs from the town bank (beyond the minimum 50% haul) depending on how many raiders survive to loot and plunder the settlement. MRCA Forms Note that the MRCA signup form doesn’t have raids added yet, so if you’re interested in conducting a raid this month, give us a few days to get the forms modified. If you’re just going to be trading, you can go ahead and fill out the forms normally. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Consult this map for trade zone numbers before submitting any forms: And here are the trade values as of July 30, 618. When filling out your MRCA form, please make sure you spell the ports exactly as they appear below. Settlement Faction Zone Trade Value Acropolis OL 24 18 Aden CAR 2 132 Alexport PRI 29 32 Arlinsport COR 6 326 Astrapi OL 23 197 Balmin NAM 2 175 Balondia COR 2 110 Bardo ESL 8 206 Baskers Island MAR 6 88 Bastion SR 18 249 Belson COR 4 666 Breshaun OL 7 843 Calisto MAR 25 48 Camp Isaac COR 35 40 Cecropia OL 22 41 Charlatan Bay SR 24 287 Dortanix MAR 1 441 Dragonstone OL 20 18 Elizabethville COR 22 176 Eltina OL 7 267 Elysabethtown ESL 20 157 Fatu Hiva OL 35 219 Fortaleza Victoria ESL 32 5 Freeport GAR 27 17 Fuerte Unido ESL 32 188 Granoleon OL 5 661 Haven SR 21 36 Hojaroja ESL 32 33 Hussar’s Isle COR 24 9 Jameston COR 35 403 Kieg GAR 3 441 King’s Harbour COR 24 352 Kings Port TER 13 597 La Puebloto ESL 32 5 Lavalette OL 28 207 Leopaldis GAR 24 78 Londa MAR 2 441 Mehit ESL 32 5 Mesabi Landing COR 35 387 Montario ESL 17 92 Mooreton Bay COR 24 268 Moray’s Den SR 21 18 Myzectlan COR 35 54 New Haven COR 24 52 Nova Malto ESL 32 90 Nova Terreli ESL 17 646 Pontelli ESL 17 170 Poorvintia CAR 26 5 Poppy Port SR 26 50 Port Raleigh COR 20 146 Port Wilks ESL 22 14 Port Woodhouse COR 35 64 Prinport GAR 9 588 Puerto Alijo ESL 20 5 Puerto Desafio ESL 32 140 Quinnsville COR 24 245 Rassilon SR 18 155 Salida Este ESL 23 107 Stedor ESL 3 220 Stormhaven COR 22 56 Takashii SR 18 18 Terreli ESL 3 661 Tortuga SR 32 116 Trador ESL 32 319 Ulric ALT 1 110 Weelond ESL 8 471 Westface TER 13 391 Windfall Island OL 28 9 Yeldo COR 1 441 Also, the unclaimed islands can now be chosen as destinations. They have no trade value, so you won't earn any DBs sailing to them, but they're better than sinking. If sailing to one of these unclaimed islands, use the name listed here: Island Marked on map as Zone Trade Value Fever Island 1 26 0 Island of Bats 4 27 0 Bubbling Island 6 30 0 Garden of Hades 9 31 0 Gunpowder Island 16 35 0 Stilt People Island 17 35 0 Glimmer Island 20 35 0 Mud Beach 21 35 0 Screeching Isle 22 35 0 .
  2. Pyrovisionary

    Raids in Mitgardia

    My second moc for mitgardia! Let's get those points going guys! Only one photo... But still! Edit: Here is a backstory. After the elements turned against us, after everyone fled to caverns and strongholds. They came. Mass numbers of barbarians and bandits flocked to to steal what had been left behind. And for the most part, they succeeded. This time would be different though. This time.....