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Everything posted by Bregir
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For the Glory of Corrington! An Enduring Free Build Challenge
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
Nah, I think it will be ok without it for now :)- 191 replies
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[SR - minor challenge] Gone with the wind
Bregir replied to Professor Thaum's topic in Brethren of the Brick Seas
Nice sloop, Professor - as others have said, an excellent prize! (For the contest, I mean, not for the taking... ) The multiple jibs makes her look fast and the custom sailes work well. I think I will suggest two things, nonetheless, as it seems altogether very bright and white, with little to break it up. One is the punched holes - they just seem a bit excessive. Another is the whiteness of the sails. You already have some nice reeflines in the main, but consider something like the lines bodi has on this recent sloop. IT gives a little more depth to the look of the sails. I typically just use pencil lines, but still, it gives the impression of strips of canvas being sewn together. Overal, very nice ship, and I really like the effect you have achieved with the railings. Well done! -
Nice snot technique for the hull and cool custom rigging as always, Bodi - and nice to see one of the dogs of the sea. Most shipping wasn't glorious clippers or swift frigates, but instead these little cargo mules. The painted lines on the sails give a nice effect too.
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Excellent set of builds and nice to see some out of the way places explored and described (and so well!) What input do you need from COR? As for joining up, I think COR would love to send a few scientists along. I'd love to get involved myself, but can't really make any promises. Having a semi-passive scientist character along I can use should I ever have the time would be fun, though, and Corrish scientists seems like an obvious choice if you'd have them :)
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[COR - TROOP] Arrival At Elizabethville
Bregir replied to evancelt's topic in Brethren of the Brick Seas
Very nice and busy build! As others have stated, the way you have incorporated existing lore is excellent and shows your investment here in BoBS. I like the effect with the water in various colours, although it does look rather flat, compared to the surf at the beach. Have you considered this as an entry to task 1 of the Glory of Corrington build initiative? If so, you have my upfront!- 9 replies
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For the Glory of Corrington! An Enduring Free Build Challenge
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
Task 4: Purser's network: By @Puvel : Cartographers Office in King's Harbour- 191 replies
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[GoC] Purser's Network 1: The cartographer of King's Harbour
Bregir replied to Puvel's topic in Brethren of the Brick Seas
Great looking fireplace and use of colour and offset for the walls. Your furniture is excellent too, and I like the various implements you have scattered around the build to make it come alive. On top of that, story and subject matter is spot on for the GoC, without being the obvious choice. I will license it for the settlement in King's Harbour shortly. The icing on the cake is the posing of the minifig, making the scene come alive by having him pet the dog. A definite for the GoC. -
A Quick Start Guide to Brethren of the Brick Seas (BoBS)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
I think the foum guidelines state something along the lines that clone brands are not allowed, but custom accessories etc. (brickarms et al.) are ok. -
[BTV1-TER] Donations for the War Effort
Bregir replied to Mesabi's topic in Brethren of the Brick Seas
Excellent build, Mesabi. Apart from the good quality all around (compare it to your first year builds in bobs - you have come an amazing way!) I would like to hihglight the focus on somethign that isn't just warfare, but none-the-less absolutely paramount for any warfare: Supplies! And these Terraversans will definitely fight ferociously to get this war over ASAP, if they have to live on giraffe jerky until it's over! Just like the attack build should be a specific purpose-built moc with the proper descriptions, the defence build should be purpose-built, clearly summarising the defence strategy and how it counters the attacker's strategy. An attack is a big enough thing that builds should be made specifically for it. That will also make it easier to be GMs. -
Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Should I have included "Or somewhere entirely out of the scale"? -
Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Everyone, please consider that this is a place for friendly debate about shipbuilding. This demands treating each other with mutual respect. Venture neither to give nor take offense. Some build for historical accuracy, some in the lego tradition, and some yet again somewhere in between. Here, there is room for all sorts, as well as individual preferences. Everyone can voice their own opinions, but must also respeoct the approach of other builders. Loads of good ships in progress, I see! I have been sadly disconnected from this thread lately, but it's good to see the debate is still going. My own shipbuilding will hopefully soon pick-up again (I still have a mass of ships WIP) @Count Vroskri Your schooner looks like it is coming along nicely - I would suggest trying to smooth out the transition from the bow to the tumblehome, although that may not be easy. @Roadmonkeytj I think your enlarged and lowered BSB is looking real good. In terms of "realism" you have gotten the worst of the "box on hull" lego ship shape taken off by lowering the cabin. Rather than lowering it futher, you could go for a more galleon like look, where you have a curve from the cabin roof to the center (current height of deck) back up to the forecastle. This could be achieved by raising some of the railings, potentially letting the deck or some halfdecks follow the curve as well. -
Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Calling for a volunteer! Oleon has announced an attack on Kings Port. As per the combat rules, a volunteer can build Terraversa's defense build, describing the defensive tactics the terraversans will employ, and thus aid Terraversa in it's defense. You will have until November 1st to complete the build and description. Remember, it is not the size or quality of the build that matters (as long as it shows sufficient effort), but the tactics described (as per the rules). Also, for an NPC a build is always better than no build. -
Excellent build! Am I correct in assuming that you are committing all troops in Kings Port to attack Oldis' forces there? (the rules state you must clearly specify the location of the attack and the troops engaged. "All" will surfice for the latter ;) )
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Rolled a 3, meaning you get 100 % of value for a moc'ed capture. For a class two, that is 120 dbs, which will be added to your account shortly.
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[BTV1-TER] Gun Placement
Bregir replied to Spud The Viking's topic in Brethren of the Brick Seas
Very nicely built gun emplacement, Spud! Landscaping is excellent - I like you you have gotten the wooded sides incorporated into the build too. Cool little field piece too! -
Excellent build and good to see Allcock return to the more civilised colonies! I think a two handed hold on the muskets for the rear rank might look better, although the muskets will come out rather short. You could also simulate ramrods by giving the front rank a lego bar or similar in their off-hand. Nonetheless, an excellent troop build!
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[COR Intro] Recalled South to Belson
Bregir replied to evancelt's topic in Brethren of the Brick Seas
Excellent introduction post, Captain Brickleton - and definitely an interesting time to join the undisputedly best faction in the Brick Seas. I am most certain Allcock will be most pleased with these reinforcements in these trying times! I am very impressed how well the orange works in this landscape, and the overall landscaping and vegetation is used very efficiently to convey the autumnly mood. Excellent figs as well, and I absolutely have to highlight the troops packing down the tents - excellent work!- 8 replies
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[BTV1-TER] Raising the Westface Militia
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
Excellent build in its own right, and absolutely excellent story to go along with it. I too would like to know how you gave the impression of that slung rifle. The full lego shots are my favourites - the overview shot is a bit too shiny for my taste - it looks almost like a render. Your roof, particularly the overhand out front, may be a bit too thin to properly reflect a thatched roof. I like the tudor style, and the door and window frames really shine. You also do a great job of making the scene come alive with all sorts of little implements throughout. Well done, and good to see some love for Terraversa! -
Nope - this is just restating the current rules for raising troops. I think it might in fact be an old phrasing of the rules, as we typically allow much more leeway in what mocs can be used for raising troops. I will look at an update.
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So far, no. Raids are conducted as usual. We may sometime in the future align them more with land combat rules, but babysteps. First question - what is the WTC planning?
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
We now present the first edition of troop rules and land combat! Note that these rules are subject to balancing and may be changed by the discretion of the court. We will also show some leniency in deadlines for this first mrca turn. -
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 General Hercule François: 2 (3 against Lotus) +1 command bonus against the Lotii on El Oleonda from the Flower of the Lotus challenge +1 for the battle of Seawatch COR Count Mesabi: 2 +1 for the successful landing at Fatu Hiva. Brigadier Allcock: 2 +1 for the battle of Seawatch ESL Unknown commander: 2 +1 for the battle of Seawatch - Notable battles The battle for Kings Port The battle of Seawatch
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Corrington: Sign-up and Discussion, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
About the only true thing you have added to this conversation. Please do indeed leave it to a) Corrington and b) mods going forward. This is not the sort of community BoBs is. Please adjust. Same goes for you, @NOD Your apology is accepted, but I do not want to see a repeat case from you nor Vroski, and particularly not in Corrington's thread. Thank you. -
Corrington: Sign-up and Discussion, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
October 2nd, 620 AE Admiralty House King's Harbour To Commander Joshua, It is with pleasure and joy that I can hereby confirm the rank of commander upon you for your actions to deny the enemy the use of the captured first rate HMS Resilience. The crown expects that you shall do your duty in your new rank as well as in your own. Corrington Rule the Waves Rear-admiral Fletcher Commander-in-Chief, Royal Terra Novan Navy @Spud The Viking -
Terraversan Letters of Marque - The Second Terraversan War
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
"It is known..." Well, if you are so certain, take Bodi's advice and bet on your winning horse instead. BoBS is a dynamic world, and if events unfold so that Terraversa becomes an Olean colony, so be it. It is up to you to make your choices, but believing anything is given will probably prove wrong. In the past, we have seen things change over night - you never know how SR, COR, or ESL may react to the prospect of a lost Terraversa, and so far, the Terraversan are still sitting on about half of their own island. How many mercenaries, volunteers or LoMs will join either side? We do not know, but it is certainly an interesting time. Additionally, we do not know OL's end-game. Perhaps their objective is exclusive trading or docking rights, or total dominion. We don't know - so guessing at the outcome may be fun, but your predictions have only two possible outcomes: You can be wrong, or you can be lucky!