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Aedan Dosier
08-10-1998, 01:53 AM
Alright...more questions...I don't really understand the whole thing
about assualts and garrisonning troops in castles. Okay question #1: Is
there a limit to the number of troops garrisoned in a castle? #2: What
effect do troops garrisoned in a castle have when under assualt, do they
improve the Defense? #3 Can these troops be detected? #4 When an
Artillerist attacks the castle and hits what happens? #5: When creating
a domain, when they say important NPC what do they mean, someone to take
over guilds or something? #6: When in battle and your 4 war turns run
out, are you supposed to just keep note of where the soldiers positions
are, or do they just begin in their friendly reserves again? #7 Is there
a limit to the number of realms spells able to be learned? #8 And
finally for now, In the adventure in Ruins of Empire, when the wizards
cast Demagogue why does that force the regent to declare war, and why
would that help the PC Regents?
Thank you for getting all the way to the bottom and if you have time
could you please answer a question or two of mine??? Thanks.

Aedan

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Memnoch
08-10-1998, 04:31 AM
- -----Original Message-----
From: Aedan Dosier
To: birthright@MPGN.COM
Date: Sunday, August 09, 1998 8:58 PM
Subject: [BIRTHRIGHT] - Keepin ya busy with questions


>Alright...more questions...I don't really understand the whole thing
>about assualts and garrisonning troops in castles. Okay question


#1: Is there a limit to the number of troops garrisoned in a castle?
Depends on what you mean by garrisoning... When a castle/fortification is
built/created, it is automatically considered to be "garrisoned" by a unit
of irregulars (or infantry, depending on what rule you use, but I recommend
Irregulars due to having missle capability)... Anyway, beyond this, the
castle can only hold a number of units equal to its rating... the rest
(during battles) have to start the battle outside of the castle, and cannot
move inside until one of the units on the inside of the castle moves out.

#2: What effect do troops garrisoned in a castle have when under assualt, do
they
improve the Defense?
You want to read the terrain card for castles/fortifications. It states
(IMS) the units inside the castle gain a defense rating equal to the castles
rating or +1 defense, whichever is better for that particular unit. Also,
units in the castle ignore Route/Fallback results (they still take a hit
when a route result comes up, but they don't have to evacuate the castle)

#3 Can these troops be detected?
By scouts, yes. Remember, the units in a province do not stay inside the
castle, except in cases of siege.... they do patrols and general
protective/policing duties. Scout units in adjacent provinces can spot them
just as if there was no castle present.

#4 When an Artillerist attacks the castle and hits what happens?
The artillerist doesn't attack the castle per se. It attacks the units
inside the castle. But, the normal defensive bonus given to units inside
the castle is ignored when artillerists are determining their attack
results.

#5: When creating a domain, when they say important NPC what do they mean,
someone to take
over guilds or something?

An important NPC is anyone that you want it to be... a different Regent
definately qualifies... basically, anyone that has any kind of political
influence in the domain in question...

#6: When in battle and your 4 war turns run out, are you supposed to just
keep note of where the soldiers positions
are, or do they just begin in their friendly reserves again?

I think you are confusing battles with war moves. A war move is movement of
troops on a weekly basis and occurs on a provincial level. Battles continue
until there is a victor.


#7 Is there a limit to the number of realms spells able to be learned?

Not according to any official rules. Realm spells are not the same as
conventional spells and thus do not follow the same limitations. They are
more akin to ceremonial magic that is done over a long period of time than
the verbal, material, somantic spells that are cast on a personal level.
Since they are not actually memorized, there isn't really any reason to
limit the number of spells that can be learned in this way.

#8 And finally for now, In the adventure in Ruins of Empire, when the
wizards
cast Demagogue why does that force the regent to declare war, and why
would that help the PC Regents?

This is a misprint. It should have said Subversion... see that spell for
details...

Hope this helps,

Memnoch


>Thank you for getting all the way to the bottom and if you have time
>could you please answer a question or two of mine??? Thanks.
>
>Aedan
>
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>Get Your Private, Free Email at http://www.hotmail.com
>************************************************** *************************
>>'unsubscribe birthright' as the body of the message.
>

Aedan Dosier
08-10-1998, 05:04 AM
I have to say that is the most help anyone has ever given me. Thanks al
ot for answering everyone of my questions. Now my last question is if
someone else in your province owns a holding does that affect you
negatively in anyway? Thanks again.

Aedan



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LordSchmit@aol.co
08-10-1998, 04:44 PM
In a message dated 8/9/98 11:11:29 PM Mountain Daylight Time,
aedandosier@hotmail.com writes:

>

Depends on the type of holding and on if the other Regent is your enemy. An
enemy regent that has a Law holding in one of your provinces could use it to
steal GBs from your taxes, for instance. An enemy with a Guild holding can
cause all sorts of trouble using Espionage actions. An enemy with a Temple
holding can Agitate your populace into rioting against you and cast Realm
Spells in that province. Just a few examples. This is why it's a good idea to
stay friendly with the other Regents in your Realm. (: