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Jan 19, 2017 22:29:39 GMT
Post by masterlegobuilders on Jan 19, 2017 22:29:39 GMT
I would assume that we are going to repost our old topics that we posted before. Not like I did that already [] :tounge:
One mod to rule them all and in the darkness ban them - Lord of the Mods "I am the Mod Reborn!" - masterlegobuilders I'm the real boss
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Jan 19, 2017 22:44:44 GMT
Post by Shamrock on Jan 19, 2017 22:44:44 GMT
I drink tea.
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Post by KllyTheAnn on Jan 20, 2017 1:38:44 GMT
As someone who knows nothing of Middle Earth outside the LoTR and The Hobbit, would you mind telling me when the 4th age takes place in relation to those books?
kllyann from the orignal LEGO Message Boards
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Post by emeraldeddie on Jan 20, 2017 3:56:57 GMT
I would assume that we are going to repost our old topics that we posted before. Not like I did that already [] :tounge: Ye, that's fine. :tounge:
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
~ Sirach 11:25
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Post by emeraldeddie on Jan 20, 2017 3:58:28 GMT
I would assume that we are going to repost our old topics that we posted before. Not like I did that already [] :tounge: This is odd, the post I am quoting has been moderated, but the starter post of the topic has not. O_o
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
~ Sirach 11:25
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Post by emeraldeddie on Jan 20, 2017 4:02:37 GMT
As someone who knows nothing of Middle Earth outside the LoTR and The Hobbit, would you mind telling me when the 4th age takes place in relation to those books? Sure thing! The 3rd age more or less came to an end with the destruction of the Ring and the defeat of Sauron. So the 4th age is the era following. It was dominated by men, both good (Gondor, Rohan) and evil (Harad, Rhun). It was said that Aragorn and Eomer often went far afield to battle the remaining Haradrim and Easterlings, so that's the conflict this RP is centered around. We've also added dwarves (from Aglarond) and an orcish remnant (eastern Mordor) to vary it up a little bit. Hope that helps!
The day of prosperity makes one forget adversity; The day of adversity makes one forget prosperity.
~ Sirach 11:25
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Post by Keplers on Jan 20, 2017 4:31:46 GMT
As someone who knows nothing of Middle Earth outside the LoTR and The Hobbit, would you mind telling me when the 4th age takes place in relation to those books? Sure thing! The 3rd age more or less came to an end with the destruction of the Ring and the defeat of Sauron. So the 4th age is the era following. It was dominated by men, both good (Gondor, Rohan) and evil (Harad, Rhun). It was said that Aragorn and Eomer often went far afield to battle the remaining Haradrim and Easterlings, so that's the conflict this RP is centered around. We've also added dwarves (from Aglarond) and an orcish remnant (eastern Mordor) to vary it up a little bit. Hope that helps!If any of you feel like some lava swimming, I bet it's still down there. How's about you return my pre-- I mean that valuable historical item.
✠✙ What once was old doth fade away/But Former Glory stays the same ✙✠ •••Unity•••Duty•••DESTINY••• ***EST. 2006*** • 9/11/01 • BCC: 2010-2014 • EX-TER-MIN-ATE! –Dalek
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Post by Shamrock on Jan 20, 2017 9:07:19 GMT
The 4th Age starts when Sauron is smashed. The Hobbit, LoTR and everything for a long time before them take place in the 3rd Age, which starts at the Forging of the Rings of Power. Aragorn's reign and his marriage to Arwen and that stuff takes place in the 4th Age, which began the second Mordor fell.
I drink tea.
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Jan 22, 2017 14:44:20 GMT
Post by mythmaster1 on Jan 22, 2017 14:44:20 GMT
The 4th Age starts when Sauron is smashed. The Hobbit, LoTR and everything for a long time before them take place in the 3rd Age, which starts at the Forging of the Rings of Power. Aragorn's reign and his marriage to Arwen and that stuff takes place in the 4th Age, which began the second Mordor fell. All right, what's our first question?
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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Jan 22, 2017 20:43:53 GMT
Post by 8legos on Jan 22, 2017 20:43:53 GMT
The 4th Age starts when Sauron is smashed. The Hobbit, LoTR and everything for a long time before them take place in the 3rd Age, which starts at the Forging of the Rings of Power. Aragorn's reign and his marriage to Arwen and that stuff takes place in the 4th Age, which began the second Mordor fell. Sorry, but the 3rd age starts after the battle of the last allince, not the forging of the rings of power. That happened in the 2nd age about S. A. 1500.
"Veni Vidi Vici"
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Jan 22, 2017 20:44:12 GMT
Post by 8legos on Jan 22, 2017 20:44:12 GMT
The 4th Age starts when Sauron is smashed. The Hobbit, LoTR and everything for a long time before them take place in the 3rd Age, which starts at the Forging of the Rings of Power. Aragorn's reign and his marriage to Arwen and that stuff takes place in the 4th Age, which began the second Mordor fell. All right, what's our first question? Does anyone still have the ship rules?
"Veni Vidi Vici"
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Jan 22, 2017 21:31:54 GMT
Post by Shamrock on Jan 22, 2017 21:31:54 GMT
Ship and Siege Weapon stuff, as requested by 8legos. Sorry if it's confusing - when we were talking about it in the LotR RP GCT on the LMBs I copied and pasted what everyone put down, so I'm not sure if all of it is correct. Several people posted stuff there, so several sets of information are here. I've put a line between each.
Right, siege weapon rules, here's what I've got.
Each HQ gets one thousand MWE exclusively for siege weapons/crews. (still fits well if you guys want to adopt it)
Each region provides one hundred MWE for siege weapons/crews. (ditto)
Crews are seperate entities from siege weapons. Crews may seperate from their weapons for any reason, and any unit may operate any siege weapon (but with varying degrees of skill and efficacy).
And I think that's most of that. Pretty simple. Ships are the same, except that I think crews are tied to the ship.
Here're the costs from what I remember:
Ladder - 1 MWE for weapon, needs crew to move.
Battering ram - 2 weapon, 4 crew
Siege ram - 4 weapon, 6 crew
Scorpion - 1 weapon, 2 crew
Ballista - 3 weapon, 4 crew
Siege ballista - 6 weapon, 6 crew
Mangonel - 4 weapon, 4 crew
Onager - 5 weapon, 5 crew
Trebuchet - 8 weapon, 7 crew
Unfortunately, I never used ships, so I don't know any of their costs. Lion would know, but I haven't seen him for a while.
Also, I don't currently have plans to leave. I hope to stay around for a while longer, so I should be here to help sort things out.
------------------------------------------------------------------------------------------------------------------------------------------------------- Thanks for posting these, KitKat! Hmm, ships...Does this sound about right?
Destroyer: 20 NWE. Light, fast ship, good for ramming. Little firepower
Frigate: 30 NWE. Mid-size, balanced ship. Decent mix of speed and firepower
Battleship: 40 NWE. Large, heavy ship loaded with weaponry. Low manueverability.
Siege Ship: 50 NWE. Virtually useless in ship-to-ship combat, but shines when bombarding fortifications.
That's all the ships I remember; anyone got anything else?
------------------------------------------------------------------------------------------------------------------------------------------------------- Ship rules:
Ship Classes:
Battleship
Worth: 40 (MWEU)
Description: Heavily armed and armored ships with powerful weaponry. Tough, strong, and hard to sink. Their principal drawback is their relative lack of speed and maneuverability, which can leave them vulnerable to boarding.
Weaponry: Ballistae, arbalests, stone throwers, etc.
Frigate
Worth: 30
Description: Moderately armored medium ship that falls in the middle of the light/heavy fast/slow spectrum. Faster than battleships, but unable to take as many hits.
Weaponry: Ballistae, arbalests.
Destroyer
Worth: 20
Description: Light and fast ship, used to ram and board/sink other, slower ships. Not exceptionally durable, but faster than anything else afloat.
Weaponry: Lighter ballistae, arbalests, ram.
Siege ship
Worth: 50+
Description: Large slow ship equipped with catapults and the like, used to bombard shore fortifications. Very slow with strong armor, but minimal anti-ship capabilities. Vulnerable to boarding.
Weaponry: Catapults, possibly trebs or ballistae.
TBC
Part two:
Other information:
Under the above/below stipulations, unarmed dedicated transports are free. Basically, a "transport" is a floating ship-box filled with troops and supplies, heavily armored but unarmed. They're slow, vulnerable, need other ships to protect them, and are used exclusively to move armies by sea.
In addition to the standard list, an "other" class of ships exists. Anything someone comes up with that can't be fit into the existing classes goes here, and all other-types must be approved at the A&U topic before they can be used (like any other custom unit).
A: Option 1 had the majority vote. We will use Lion's list of ships for all ships, and any ship that doesn't fall under one of the categories already made can be submitted to the Armies and Units topic for review. If you plan on having ships, familiarize yourself with the list.
B: Option 1 had the majority vote. Whenever you build a ship, that cost comes straight out of your total HQ budget. The cost covers the ship itself, the weapons, and all the men manning it.
TBC
Last part:
C: Again, Option 1 had the majority vote. Troop transports are completely free, but have no weapons of their own. We didn't set a precise amount for how many troops they could carry, but realism and practicality would dictate 200-250. Keep in mind that archers on a transport ship can fire from the ship at enemies.
D: Option 1 had the majority vote. You can garrison up to 50 land troops onto combat ships. They can defend the ship, board enemy ships, release arrows at enemies, man the weapons, etc. Being land troops, they can disembark to fight on land, unlike the crew. If the ship sinks, so do the men garrisoned on it.
E: Option 1 had the majority vote. You can spend all of your HQ's troop budget on ships, meaning you could have a massive fleet and not a single infantryman for land battles.
F: Option 7 had the majority vote. Each HQ automatically gets 1,000 MWE specifically for building ships, an additional 100 MWE for each coastal region owned, and an additional 200 MWE for each port owned. We will discuss and determine which topics count as ports. Again, all of these troops are specifically for ships, nothing else.
I drink tea.
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Jan 23, 2017 13:26:13 GMT
Post by Shamrock on Jan 23, 2017 13:26:13 GMT
Does anyone have a list of the regions we're having, and who is meant to be posting them?
I drink tea.
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Jan 23, 2017 15:21:41 GMT
Post by mythmaster1 on Jan 23, 2017 15:21:41 GMT
I'd say let's just use the old Ship/Seige weapon stuff, and then adjust to the new rules (mainly the Fortress Regions thing.)
Here's what I propose: A full 100 Seige MWE for a Fortress region with 0 normal worth other Fortress Regions have a 1/10 of whatever their worth is.
Ships don't matter about whether it's a fortress region or not.
Tul Generas of the Orcs, Darthraxx of the dragon Knights. I RP, and have lots of fun.
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