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Schoel
Knight
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PostSubject: Encampments   Thu 21 Apr 2011 - 11:40

Hey,

I've just read through the encampments rules and find them a bit too unclear. Is anyone using them?
I am not sure how a post battle sequence would look like while using encampents, would anyone of you mind explaining?

Some more specific questions:
Can the locations be visited even if you don't have an encampment in that particular place? (And then the special locations are only for residents)
Why are the healers so cheap in Brigandsburg even though they are a lot better than the ones in Sawbones? Why would I ever opt to go to the one in Sigmarhaven?
For example, if staying at Cutthroat's Den, does that mean that everything I buy is 2x price?
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SerialMoM
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PostSubject: Re: Encampments   Thu 21 Apr 2011 - 15:22

I do not like the encampment rules.

I don't think that they are balanced and i don't see to much sense in them.

But i am excited to read other comments and views about this topic.
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Von Kurst
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PostSubject: Re: Encampments   Thu 21 Apr 2011 - 19:49

+1 on the not liking of the rules. I found them hard to follow and incomplete. Not something Mordheim needs more of.
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StyrofoamKing
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PostSubject: Re: Encampments   Thu 21 Apr 2011 - 20:49

Agreed. There's a lot of really neat stuff in them, but it seems kinda late in the Mord City game to throw them in.

Again, this might be a great time to bring up the Locations idea at Marienburg
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cianty
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 0:22

I like the concept, but not the execution. Smile

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Schoel
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 0:57

Thanks for the replies! Your answers reflect my opinions quite well. I guess we will just leave them.
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werekin
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 5:02

The concept is brilliant. A host of the existing ideas are great. The existing system for them is half-baked. Let's go to market...

I would like to spare some time to start looking at these again with you guys, now that the other silly related article is completed. Just waiting on some quality imaging and then that will be rolled out. Smile
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Rudeboy
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 10:55

cianty wrote:
I like the concept, but not the execution. Smile

100% agree.

I think there should be something like you purchase a basic encampment, and then add things to it over time. So like you would start with a Tent City, then you could build houses, or guard towers, fences, etc... Things that would make it harder to assault the encampment. Then you could also get people who would be supporting roles like the surgeon, mule skinner, black smith etc...
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BalrogTheBuff
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 12:04

I like Rudeboy's approach. It would work especially well for a map campaign I would think. Something at least where you can choose to attack your enemy's compound once you have discovered its location. My brother was working on some encampment rules where you could buy additional tents or homes where you could have henchmen above your maximum reside. You could only bring your maximum at a time still to a fight, but you could have a larger warband than normally allowed.

I liked his idea which also had special buildings for teams with non-exp earning henchmen. Undead could buy a mass grave which could store more zombies than a standard tent, Witch Hunters could have a Kennel for their dogs, Orcs and Goblins could have a Squig Pen, and my favorite idea is a Brig for Pirates so they could store their Swabbies away for later use!
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Tintin
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PostSubject: Re: Encampments   Fri 22 Apr 2011 - 17:43

This is pretty much how we have been envisioned our player run islands (60cm x 60cm bases). Each player have one, and the basic rules are the same when it comes to defence, size and such. The layout of the island, and the looks is totally up to the player.
We wanted more areas to play in, and of course the idea that it yields some awsome opportunities for the players to make their "own" dream pirate island.
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PostSubject: Re: Encampments   Today at 14:47

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