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Posted

The Corland supplier was calculated wrong when I did the original stats as I thought it was a 2f. It should only be 10, but I announced it wrong so I left it. Peregrine could up to 20, if the player wants. All 0s got 5 men period.

As for why the crews are larger, it is because the C stat is fighting crew, not sailing crew. Sometimes these would have doubled, but in the case of vessels sailing off to a land war, they piled as many troops on as possible.

Posted

I do have another question: recruitments can be placed anywhere on the map as long as it is in your own zone or neutral zone?

Also: who is determining the actions for Prio and who is doing them for Mardier?

Posted

Peregrine could up to 20, if the player wants.

Okay, that changes things quite a bit, though there are still quite a few things I'd like to know before committing.

"An Army: An army consists of at least 20 men. For every 20 men, it gains a rank. Every space that an army occupies becomes part of that player’s territory. It stays that player’s territory until another army from another player captures it.

So in the case of Peregrine, it's permanently a Rank 1 unit?

Mardier has two Rank 6 units, so that's 240 men?

Prio has two Rank 4 units, so thats 160 men?

Attack: to attack, you declare an attack on a hex that is owned by anybody other than you, you must own a hex that is adjacent to the hex you are attacking. An attack is resolved by comparing the two ranks. The winner holds the hex, the loses r

retreats. If there is no open space for the loser to retreat to, the army is captured and taken off the board. An army may only attack or move once per turn, not both.

It's that simple? No rolls of any sort? Rank 6 can crush everything except another Rank 6?

Move: you can move an army to any unoccupied hex that is adjacent to your army. Any army can move up to three spaces across water, because they all have a vessel. To capture a water space, they must have ended a turn in that space. An army may only move or attack once per turn, not both.

One move per turn or as many moves per turn as a unit has action points? The latter would mean a Rank 6 unit with 12 actions can move 36 hexes across water. Frightening!

Submitting Movements: All movements happen at the same time. Each player will secretly submit their movements to Skaforhire. All MOCs must be submitted for that week must be within 24 hours of the deadline in order to get the benefits associated with them.

We want to coordinate team movement. Can a representative send in for all players of a particular alliance?

Build: Form a small wartime settlement on the island. This raises your “Contribution Rating” by 1. Remember, your team has to win the war in order to pay you though! If you build a MOC representing this, you will get +2 Contribution rating instead of +1.

Does this do anything other than give you a +1 contribution? For example, add +1 to defensive position or such?

Posted

Okay, that changes things quite a bit, though there are still quite a few things I'd like to know before committing.

So in the case of Peregrine, it's permanently a Rank 1 unit?

Mardier has two Rank 6 units, so that's 240 men?

Prio has two Rank 4 units, so thats 160 men?

It's that simple? No rolls of any sort? Rank 6 can crush everything except another Rank 6?

One move per turn or as many moves per turn as a unit has action points? The latter would mean a Rank 6 unit with 12 actions can move 36 hexes across water. Frightening!

We want to coordinate team movement. Can a representative send in for all players of a particular alliance?

Does this do anything other than give you a +1 contribution? For example, add +1 to defensive position or such?

Yes, those troop counts are correct.

A unit can only make one move per turn. So if you have two stacks of 6, and 12 turns, each stack can only move 1 or attack 1 space. So, there is no forced march going on here.

Yes, no rolling. Supporting is the key here. if two 4s support against a 6, then they would defend successfully. I am re-clarifying supporting rules here to make defense stronger. If you support a defense, it is your full army amount. If you support an offense, it is only half your army's amount.

Those organizing as a team, can submit their orders as a team.

Posted (edited)

Okay, Ska, sorry for bothering you again about this, but I'm still not quite sure how the recruiting works - the math seems still off to me.

Each ship brings its class level + 5 men per Crew level.

​A 2A has a class level of 2 and a crew level of 2. I just don't see how this ends at 25. Could you please explain this again? It sounds to me like class level * 10 + 2.5*crew level, but that would be rather odd to me.

Maybe (classlevel+crewlevel*5)+5, but that would still be wrong with most other ships.

Edited by Legostone
Posted

Okay, Ska, sorry for bothering you again about this, but I'm still not quite sure how the recruiting works - the math seems still off to me.

Each ship brings its class level + 5 men per Crew level.

​A 2A has a class level of 2 and a crew level of 2. I just don't see how this ends at 25. Could you please explain this again? It sounds to me like class level * 10 + 2.5*crew level, but that would be rather odd to me.

I was asking myself the same thing.

Also, when recruitments are called in, where will the be placed on the map?

Posted

Haha, I used a different copy of the rules when I posted, and now I realize why you guys kept having problem with the numbers -- yes it is 10 * class level + 5 for every level of crew. Recruits start from any shoreline location.

Posted

Haha, I used a different copy of the rules when I posted, and now I realize why you guys kept having problem with the numbers -- yes it is 10 * class level + 5 for every level of crew. Recruits start from any shoreline location.

Thanks! Does this rule also count for the Mardieran/Prio recruits?

Posted

Yes, and both have the ability to contract NPC privateers if nobody takes up their offer.

There may be a slight rule change that allows for the destruction of troops. That will be released before the first turn starts though.

Posted (edited)

I will be remaining on the island. Just have to pick out my landing spots.

Do reinforcements have to land in your own controlled zone?

Edited by SilentWolf
Posted

I will be remaining on the island. Just have to pick out my landing spots.

Do reinforcements have to land in your own controlled zone?

I do hope so (and in neutral zone)

Posted

Some questions:

1. If I wanted to join I'd need to send a ship and someone else would have to recruit me, right?

2. I would fight for Eslandola to win the island? Or would I fight for Prio? Or Mardier? Or chose myself?

3. I would only get some type of reward in case my side wins, right?

4. While I am part of that war I wouldn't be able to use my ship, right?

Thanks!

Posted

1) I think someone needs to call you in, yes.

2) You would fight for Prio, unless you chose the option to fight for Mardier.

3) Yes, winner takes it all

4) Nope, it will be locked there and unavailable for the MRCA.

Posted

I'm in.

Do we post deployments here, and when do we pick deployments?

The deployments must be picked by Sunday the 29th at midnight anywhere in the world. They are submitted to Ska by PM.

Posted

Can private troops be sold to other players?

That is the question that is on the table now, but it seems as if the answer is yes at least for now.

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