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Discussion on 3rd Cycle: The Choosing Rules & Resources
#31
If the above seemed confusing, Mike was commenting on the proposed Turn 2 movement for the Nomad.  Because groups force marched on Turn 1, morale was below 100 so could not force march on Turn 2, and the order verification was (is) notifying the Nomad of that.

On Turn 1, the two Nomad groups that did not reach the desired destination due to exceeding maximum forced march attempted to move 29 and 28 movement points, whereas a greater than Patrol sized group normally moves 25 under forced march, and with the Riders trait, can move 27.  So we haven't actually tested yet that a Rider group with brigades can move 27 instead of 25.  

Two Patrols also tested the Riders trait to allow a Patrol to move 32 areas (instead of 25 without the trait).  One patrol moved exactly 32 points, successfully getting to their intended destination.  For the record, that was 8 desert areas at 4 per.  That is moving!  The other patrol attempted to move 35 points.  It stopped after moving 30 points, as it should have.  So it seems clear that the Riders trait is working as intended for patrols at least.

Thanks to Hawk for testing out the Riders trait.

Looking forward to hearing how everyone's Turn 2 went later today.
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#32
(03-02-2016, 04:11 PM)Ry Vor Wrote: If the above seemed confusing, Mike was commenting on the proposed Turn 2 movement for the Nomad.  Because groups force marched on Turn 1, morale was below 100 so could not force march on Turn 2, and the order verification was (is) notifying the Nomad of that.

On Turn 1, the two Nomad groups that did not reach the desired destination due to exceeding maximum forced march attempted to move 29 and 28 movement points, whereas a greater than Patrol sized group normally moves 25 under forced march, and with the Riders trait, can move 27.  So we haven't actually tested yet that a Rider group with brigades can move 27 instead of 25.  

Two Patrols also tested the Riders trait to allow a Patrol to move 32 areas (instead of 25 without the trait).  One patrol moved exactly 32 points, successfully getting to their intended destination.  For the record, that was 8 desert areas at 4 per.  That is moving!  The other patrol attempted to move 35 points.  It stopped after moving 30 points, as it should have.  So it seems clear that the Riders trait is working as intended for patrols at least.

Thanks to Hawk for testing out the Riders trait.

Looking forward to hearing how everyone's Turn 2 went later today.

I played a few turns as the NO in one of the earlier beta tests and believe that I tested all possible combinations of movement with the Riders trait.  They all seemed to be working correctly then.  Or that is my recollection at least.
Lord Thanatos
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#33
I've a question about how one goes about the ESO. As the Pirates, I get a +2 to achieving the ESO. So do I select 3 points worth of goals? Of if I want to get the greater ESO, do I have to put down for 5 points of goals, but only need to actually hit 3 points worth of them?
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#34
I ordered a trade mission in the sea of Drowning. I have three fleets there. According to the rules trade missions are supposed to bring in 1500 gold per fleet. However, I only got 1000 gold per fleet (3000 as opposed to 4500). Am I misunderstanding something. there?
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#35
(03-04-2016, 07:47 PM)DuPont Wrote: I ordered a trade mission in the sea of Drowning. I have three fleets there. According to the rules trade missions are supposed to bring in 1500 gold per fleet. However, I only got 1000 gold per fleet (3000 as opposed to 4500). Am I misunderstanding something. there?

what?! you mean your trade missions were less profitable after you sank a couple of Halfling barges doing you no harm whatsoever in their home waters. and now you're having supply problems? expect more! what kind of a pirate kills wee little Halfling sailors? WeeBeard? Captain Halfpint? I think your terrifying status as a Pirate Lord has just "shrunk" considerably. Tongue
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#36
We used them as cannonballs, actually.
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#37
(03-05-2016, 03:48 AM)DuPont Wrote: We used them as cannonballs, actually.


ROFL.... well ok... Chuckles the Pirate Lord it is!
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#38
Question, in the Third Cycle Commands document, we see this:

"Foreign agents captured by an agent on counter espionage have a 75% chance of revealing their kingdom (normally 50%). Fanatics will never reveal their kingdom if captured."

Is the comment about Fanatics applicable only to Fanatics captured with an Agent on counter-espionage? Or do Fanatics refuse to give up their employer on all missions? Thanks.
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#39
Something useful for a fanatic. No way

With different races involved I kind of wonder how they do not know more easily. Hmm he has dark skin and pointy ears must be a dwarves spy. Also why wouldn't these spies lie and say another kingdom did it. I could see a cool order for a fanatic to be sent to pretend to kill a King but really sent to say he is working for another kingdom. Obviously he dies that is why only a fanatic could do it. May only for the UN. Really get everything stirred up. Would be fun in an anon game for the UN.
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#40
CI

I have a question about Sea battles, or rather the affect of a sea battle on the troops being transported. I had a sea battle with the PI and when my group tried to investigate an unusual sighting the results were that my group was entrenched. My understanding is that Sea battles are exclusive of the troops being carried. If that is true then the sea battle should not have affected the investigation of the US.

Is my understanding wrong or are the turn results a mistake?

Thanks!
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