Moderators: warman45, Rev. Sylvanus
Warhead wrote:my head burns with War.
Tzan wrote:My army is ready.
Silverdream wrote:I don't know if this will work well, my belly button cannot fit much Lego.
Edit: Fucking Tzan beat me to it.
DeltaV wrote:It should work like microspace. Just add microwater.
Colette wrote:Just check out Scratch's ongoing forum battle You Can't Escape the Miles, Brikwars is applicable to naval combat as well.
Maverick wrote:Colette wrote:Just check out Scratch's ongoing forum battle You Can't Escape the Miles, Brikwars is applicable to naval combat as well.
Exactly. Brikwars is so flexible, you can use the rules to almost everything. Stmpnk also had the wargamer problem. He wanted rules for everything. And with this post i officialize use of the word stmpnk to describe a person who want rules for everything. This topic is stmpnk. And i'm pretty sure you won't use naval with your insanely huge army.
Maverick wrote:And with this post i officialize use of the word stmpnk to describe a person who want rules for everything. This topic is stmpnk.
Warhead wrote:my head burns with War.
IVhorseman wrote:Maverick wrote:And with this post i officialize use of the word stmpnk to describe a person who want rules for everything. This topic is stmpnk.
I like this! I've used Anorak to describe the same thing, but this is still pretty different from anoraking, and stmpnk fits so much better thematically.
Maverick wrote:Brikwars is so flexible, you can use the rules to almost everything.
DeltaV wrote:This, pretty much. If you need to board, maneuver your ship in range and slap a plank between the two. Don't bother with residual thrust speed and inertia, as it is generally accepted that if Physics and Awesome are two possible outcomes of an action, Physics can go and get bent. If you want to flip the boat over, then do so after the boat has taken an amount of damage that makes it seem likely it would turn over. If you want the boat to sink, then take the boat away, put the mast down, and make silly bubbling noises.
DeltaV wrote:The only mandatory rule for naval battles, in my opinion, would have to be that all metal music normally played during Brikwars is replaced with pirate metal.
Natalya wrote:Wtf is going on in this thread?
IVhorseman wrote:There totally are rules for naval combat. I'll break em down:
IVhorseman wrote:First of all, the thrust mechanic is a really cool way to determine wind direction for sailing ships, or current direction if you decide one exists. See the rulebook for details.
IVhorseman wrote:As for actual sinking, that's about all that's not covered. I would say it's safe to assume take a number of turns to sink equal to their size in inches, or you could say that half of the remaining ship goes under in any given turn. A ship tilted on it's side would have minifigs risk being thrown overboard without necessarily sinking, but a capsized ship would sink assuredly. Knocking a hole in the hull with component damage would also initiate sinking.
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