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Bregir

Eurobricks Grand Dukes
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Everything posted by Bregir

  1. I think they had a generation of bricks in particular in reddish brown and dark red that had this problem, but as far as I know, they have mostly corrected it. Excellent little fort, Bodi, and with an excellent story that doesn't at all seem like a Bluecoat propaganda poster! I like the tudor house in the background, and the gatetower with those 2x2 round bricks look really cool. Landscaping is well done too, and I like the minifig posing too.
  2. @CapOnBOBS: Moving the discussion here, as Jose's inn is really for light-hearted, slightly off-topic banter. I understand where you are coming from. There are a lot of rules to keep track of. As you say, it is important to bring any inconsistencies to light. BoBS has evolved over many years, and there may in places be inconsistencies or things in old rulesets that has not been properly corrected as new rules have taken over. However, I also think that it is important not to overreact, so let's keep calm and get this sorted. I refer to the land combat rules, where it states: The only reference I can find to fort protection radius is in the "by land - maps..." topic in a single table. As far as I know, it is not elaborated further elsewhere - please correct me if I am wrong. That also means you would have had to make assumptions about what "protection radius" actually meant. So I do feel you are overdramatizing in your statement: If I am wrong and there is a "published description" somewhere else, please point it out to us. This protection radius was part of the old, never finished and never published war rules. I will look at replacing that table shortly. No rules are changing mid-fight, but having to develop them retroactively based on player actions does make it somewhat complex to ensure full consistency - we have to learn as we go, so to speak. I can also assure you that in none of the OL attacks on Terraversa have you had to fight forts or garrisons outside the settlements you were attacking. That would likely have changed the whole war up quite considerably. (Apart from making it horribly complex to gamemaster... ) Of course - we are happy you are getting involved and having fun. If in doubt, ask - that can help us clarify any inconsistencies, and help other players get a handle on the rules - BoBS is a complex system, and even the veterans get confused or get things wrong from time to time. There is also an extensive complex of rules, many of which have been revised several times, meaning there is a risk of "old rules" still listed somewhere. Any help in identifying these is much appreciated. Also, I will just ask that we all take a deep breath before going all dramatic. We are all working on this project in our spare time (at least, that's what I tell my employer... ) and none of us claims to be perfect. But the court is devoted to making the game fair and fun for all, and none of us enjoys much seeing minor disagreements, misunderstandings, or miscommunications turning into OOC drama. IC drama, on the other hand! All that said, thanks for your enthusiasm and your attention to detail. I am happy we are getting this misunderstanding and inconsistency sorted, and I hope you will find on second thoughts that it doesn't really make that much of a difference - at least not for the worse. If you wish to recall or correct some of your fort licenses based on this, we can certainly arrange that.
  3. Excellent fort, sir. I really like the choice of a wooden fort. While no less impressive, it makes it believable that it could be erected under the circumstances. The sloped walls are well done, and the star bastion in the middle really shines. A few guns on the landward side could be useful, should it be attacked by land forces. Scratch that, there are plenty! Your work on the terrain is quite excellent too. Overall, well done! In your story, however, there are a few misunderstandings or misrepresentations that I will put down to IC propaganda. However, as it may for some appear questionable, I will clarify a few points below. The garrison was 60 men plus the crews of the forts for a total of 300. And the story states that all men survived, but that the fort garrisons cannot be taken off, but will rejoin the forts once they are repaired. OL ships were targeting neither ESL nor COR ships as per their orders, hence both ships sailed past without an issue. Should you want to set up a defensive patrol/blockade, you should give one or more fleets orders to sail in zone 13 targeting anyone you consider enemy. If this includes neutral nations, e.g. ESL, you will probably be best off giving a clear declaration beforehand that you consider any shipping in zone 13 as infringing on your interests and will open fire. That should put the diplomatics in order. Additionally, if you want a standing patrol, you should give it orders to stay in that zone for as long as possible. E.g. with a range of 3 (meaning you can sail through 4 zones), giving the zone 13 in your mrca submission will just send it out and back in as fast as it can. (useful for transports, for instance) Instead, giving it the order of 13,13,13,13, will keep it active in the zone for the duration of the turn. FYI, the protection radius of forts is obsolete. A fort protects the city it is located in, as well as any outlying farms etc. We have no reliable way of determining distances, and it makes no sense that a fort can attack ships 30 miles away. Likewise, in your raids, you only opposed the local forts and their garrisons. Hope that clarifies matters a bit for those interested. Again, excellent fort and excellent effort. Building forts is also a good way to add crew stats to defences on an island where your recruitment capacity is limited. Well played!
  4. @CapOnBOBS: When you license the sistership, please give her a new name (HRS Aspiration II?), as reusing names may cause issues for our accounting! :D
  5. And of course, Ter cannot recruit troops in occupied settlements either.
  6. You can build there, as can anyone allowed to do so by the controller. You can recruit troops only in Nola Mar, as that settlement is friendly to your cause. The others are not. If we have another round of the same style, you may be able to build your way to a few more troops like this round. (Apart from the 30 recruitable in Nola Mar after the normal rules.) I am surprised you can only recruit that many troops, and would challenge those numbers. I don't remember what our stand is on raising troops in the old world, but we might want to clarify that. @Mesabi found an old ruling that said "no" - so that's clear now.
  7. You an build in any settlement you hold. And if the occupier allows it, so can anyone else. You cannot recruit troops in these settlements, as your enemy will not be inclined to join your army.
  8. Results of the first round of the Terraversan war has now been published. The battle for Kings Port shall soon be decided, and with it, perhaps the future of Terraversa?
  9. Results of the first round of the Terraversan war has now been published. The battle for Kings Port shall soon be decided, and with it, perhaps the future of Terraversa?
  10. October 620 – February 621. Vol 6, Issue 1, Special report A Reports are now coming in from all over our beloved island, as our nation struggles for survival amidst the power struggles of the colonial factions! Find the latest reports below. Reports from the frontiers! The self-styled "Loyalists" in Nola Mar has seen an influx of volunteers lately, adding 30 traitors to the Bluecoat forces. The original force of 120 "loyalists" are reported to have boarded ship for Kings Port to join the assault, so the new recruits are now alone in defending the treacherous settlement. Why so many of our countrymen should chose to serve the Bluecoat oppressors is beyond comprehension, but a day of reckoning will come! Likewise, Oleon-occupied Tarlor is said to have been evacuated as the 80 invaders have deserted the settlement to concentrate their forces on our capital. A token force of constables is left to maintain Olean rule. Our militias are being called throughout the island as our people take up arms to protect their homes. In Tanari, 30 men has joined the garrison, bringing the force up to 150 men. 10 men retreating from the loss Pilnton has been long overdue and is believed to have been intercepted by guerillas. Being raided by La Royale, no garrison proper has been left in Pilnton by the Bluecoats, but traitors have taken over the seats of mayor and sheriff and maintain the occupation. We can only hope that the occupied settlements will soon see themselves liberated from the Bluecoats, lest we all be burned at the stake in the name of Hades! Greencoats massing in Pamu There are lights in the darkness. In Pamu to the north, until recently only 90 men stood against King Philip's hopes of Empire. However, as earlier reported, 400 Eslandian Mercenaries have recently arrived to shore up the defenses! One can only wonder if the trading companies themselves are financing these troops, and with what end, but for now all loyal Terraversans should be grateful for any support we can get! Many ask themselves why official Eslandola has not come to our aid, being a historical friend in the struggles against Mardier, but speculations suggest the investors did not like the prospect of a large scale war against with Oleon. However, their 400 men may yet march on Kings Port, Nola Mar, or any other enemy position and make their Terraversan brothers proud! L'Olius - an Unlikely general? In Westface, 50 militiamen has joined the banners of L'Olius from refugees, outlying farms, and city reserves, armed and supplied with spoils from raids on Olean positions. Additionally, 80 men retreating from Tarlor has arrived, while the troops retreating from Silithona was ambushed by skirmishers and reduced to 30, half their initial complement. In total, the troops under L'Olius' command in Westface now counts 470 men. In a great display of force, the Redcoats, who have known to have been negotiating with L'Olius for some time, have landed no less than 680 infantrymen, cavalry, and gunners in Westface, proclaiming their support for Terraversan independence. Although there are rumours of enemy spies in the city, the defensive preparations should make the city a hard nut to crack. (+1 to defenders tactical score if Westface is attacked) It would seem that our Grand Admiral may soon be required to rise to the challenge of terrestrial combat - we have no doubt his men will follow him, but to what end? Some mutters suggest we should be grateful for the Corlander Army officers now standing next to our admiral, with advice ready in hand on how to conduct warfare without saltwater under your keel. Kings Port - Silence before the storm... Here in Kings Port, we are experiencing the silence before the storm, as the Olean forces are massing outside the city centre, preparing for the assault. Only tomorrow will show if the Kings Port office can report victory, or must report the tidings of our new oppressor! Recently, a company of Fusiliers Marins of La Royale, as well as a platoon of the Knights Treasurer has reinforced the Olean invasion force with 50 men, to which reinforcements from Nola Mar and Tarlor adds another 200. Additionally, a Bluecoat fleet has landed 235 fresh troops for the assault, resulting in a terrifying invasion force of 1285 soldiers of all ranks, meaning a total of a division and a half is opposing Oldis' meager defenses in the inner city. While only a small remedy, it is a great boost to the morale of our troops that the newly formed Terraversan resistance has managed to sneak in a company of 30 mercenaries and 10 Atwi skirmishers to reinforce the inner city, bringing the defense force up to 720 men. Everything is pointing towards a bloody battle for the city. The Bluecoats have landed an impressive array of artillery and set up positions preparing for a bombardment of the inner city before the assault. This is a troublesome tactical advantage, and we can only hope that our brave soldiers will not be deterred (+2 to OLs tactical score for the attack on Kings Port). Should the city fall, retreat will be bloody, as Olean troops are encircling the city to cut communications and supply. It is our expectation that the terrifying battle for our capital shall soon commence, and once decided, another special issue shall detail the outcome.
  11. So she now has two active sisterships? In that case, it needs correcting. A ship can only be sistershipped once it is lost, and not if the faction has an active sistership of the same moc already. I am a bit confused, but I am sure we will get it cleared up in good order.
  12. Agreed with both of you on cost, and with Evan on 1x2 plates. For ships, buildings, landscapes, etc. 1x2s, 1x3s, 1x4s are some of the most versatile bricks you can get, and in many colours you can get a reasonable amount without it costing an arm and a leg.
  13. Excellent work, Evan - I don't have much to add to the comments already given other than that you are really giving Wullham an excellent distinctive style! Hopefully I can find time to build there soon! @Count Vroskri Just a quick note to ask you to stop quoting entire posts, pictures, etc. when you comment. It takes up a lot of unnecessary space. Thanks :)
  14. Funny little story, and excellent way to handle sistershipping. And another shout-out to @Bodi for that absolutely excellent SOTL!
  15. Impressive plantation! Like Evan said, breaking up the straightness of the path would make it look more natural, and if possible you might also want to depress it under the terrain rather than have it sitting on top. I'd also personally like you to both build in, and tell a bit more of a story with your build. Right now, it is very much "just" a property for the EGS - I really enjoy the builds that are part of telling the story of the Brick Seas. Very impressive size, trees and plants, though - keep up the good work.
  16. Excellent repair build, merc! This was exactly the kind of thing I had in mind. It would be nice to see a side shot as well, and potentially a link to the original vessel. Clever and effective idea!
  17. Excellent church, Capt Wolf! It is fun to see you too took this in between scale - it is the same place I ended up with my Cartwright for Wullham. While still conserving bricks, it allows for much more detail than microscale-"proper" - and this is a brilliant example!
  18. Excellent build achieved with simple means. If you use binoculars for heads, you can give the rams horns, but I do admit that the cheese slope works well too.
  19. I really like the idea, but unfortunately, digital building isn't for me. But with so many skilled digital builders, with a little patience, this could be an amazing project! I will encourage anyone to take part!
  20. That was not my thinking. A raid would be unexpected in its nature - ships coming over the horizon with the intent to attack, either to sack and pillage, or to occupy. Otherwise, we will make raids impossible, as more troops can always be recruited etc. in the attacked settlement, which is unfair to the attacker, and rather unrealistic. And to be fair, it did take considerable coordination and forces to attack Fatu Hiva, so it's exactly something you can just do everywhere What I was trying to address was the fact that a faction may not want to license new properties in an occupied settlement. (Although I don't really see why you wouldn't as it doesn't make much difference for properties and their owners.) But I think we will naturally discuss this in court as part of our current discussion there.
  21. Where do you have this from? I am sometimes surprised how confident you are in how the game works, and how often your assumptions are not necessarily accurate I don't know that the above is right - it might be, as I am not actually that deep in the combat calculations, but I have a feeling this might be outdated info. If we have wrong info out there, it has to be corrected. Not at all. When I had to figure out how to roll a raid I looked at the stats and used those. First ships have to approach the port in a firefight with the forts (firepower), if they succeed in that, they go into a close fight with the forts (hull), and then land their troops if successful (crew). Note that that means that you have to consider both firepower, hull, and crew stats of forts, ships, troops, etc. Have faith in the court making stuff work. Sometimes we can be proactive, and sometimes we have to be reactive. But we represent all factions, are all focused on the well-being (and fairness) of the game (over our factions), and do our best with what spare time each of us have at any given point. Our rules are not always perfect, but if they are unfair, it is either a) because we want to take the game in a certain direction, or b) because we made an error. As players, enjoy the framework you have been given, and give constructive feedback when you have some, but please trust that we do our best, and that our decisions may have reasons you neither can understand nor should know. It is all the art of the possible.
  22. There is no black box - all numbers are known - for a raid, the battle is in three phases: Guns (long range), Hull (close range), and Crew (fighting in the streets), and each includes a dice roll for each side that determines outcome. While I will not give out the multipliers for different dice rolls, I can say that they are the same for both sides. If the numbers put in are the same, each has the same chance of winning. The advantage for the defender comes in that it only needs to win one of the phases to repel the attack. (If the long range combat is lost, the attacker cannot approach the city and is repelled) The raid on Kings Port (and other TV settlements) were determined by the same rules as the Fatu Hiva raid. Raid rules were not intended for invasions, but since they work ok, that is not too much of an issue, and we quickly adopted these for OL's TV raids. One thing to note about raid rules, as Capt Wolf mentions, is that ships should technically be able to make it back to another port afterwards (as they are meant to bring the raiders back home. If OL hadn't landed - we would have been in a pickle, not wanting to sink their entire fleet. Kings Port is also the capital of an NPC nation, which is also something to factor in. That coupled with the inconclusive outcome of the numbers made us make it a multiturn event. There have been a few successful raids before, so I think Capt Wolf spoke too soon. They were only looting, though, and perhaps not quite as successful. I think we might want to include that a raid (if for invasion) has to be announced in the tMRCA topic within e.g. 5 days after the deadline. In my mind, occupation means the following: Military occupation, meaning the occupier is in charge of the settlement Can decide who can build there for the duration Can decide which ships can dock there Prevents the original owner from recruiting troops Cannot himself recruit troops either, as Corlanders are unlikely to fight for Eslandola, for instance. The town militia will probably not fight for the occupier in the case of a counter-invasion or land attack. Ownership can only be decided by negotiation (e.g. in a peace deal) and hence has nothing directly to do with which settlements are occupied. I can occupy settlement A and then negotiate for settlement B in the peace deal. Or something else altogether, decided by IC negotiations between the parties. Ownership of properties does not change - it is simply too complex, and will mess up peoples efforts. The occupier can always demand some war reparations for some amount.
  23. I think it is reasonable that raids are announced by the deadline. To be fair, OL leadership was informed about the attack, although that may not have trickled down to you.
  24. An excellent idea to use the flooding to give Mesabi Landing its own distinctive style! I think your build here is nice, but I think there is also a very good base future builds. Working to make it even clearer that the new buildings are built on top of the flooded ruins of the old could give it a very inspired, distinctive style. I think there is a lot of inspiration to take from this.
  25. Excellent training scene. I have seen the Danish Royal Hussar Guards exercise with melons too. Very dramatic!
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