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Thread: Canal for Beckenhausen

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    Canal for Beckenhausen

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    As Lord of Beckenhausen I am working on a canal outside Beckenhausen for defense aganist the undead. Here is what I wrote for the plan do far.

    Originally Posted by Manimal6
    I want to place the canal 5-7 mile out to the east from where the edge of town is now. This is for expansion room for refuges into a safer zone. Since it is a bit out from the town proper there will need to be a baracks of sorts for the guards. I want bunkers and/or archer towers every 100 yards??? 100 yards so they can support each others fire. There also will need to be patrols behind the line in case of infiltration. I think they will also need to be towers/patrols/bunkers on the rest of the waterways at the border. There will only be one bride coming across the canal, this will be fortified and with it's own garrison.
    The canal itself will need to be deep enough where it can't be forded. It also in essential that it the water is flowing. The western shore (our side) with have defensive positions natural and man-made. The east will be flattened and nothing will grow to conceal approaching foes.

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    Please note that this conversation took place at night at Beckenhausen before departing for Baronsdoom.
    [roll=1d20+8]Philip Gregor ponders the idea of building a defensive canal[\roll]

    Of course, milord, it has been tried before. But no one was ever successful. We, of course could do it. I see no reason why it would not work. The dark folk always stopped it before. But now that they have no organizational hierarchy, I do not think we need worry about that.

    Perhaps, and this is only a suggestion, it should cut at angles? Could this be beneficial?
    The Big.
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    The Ben.
    Playing in the darkness. www.farlandworld.com
    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Angles would be beneficial, yes. For better fields of fire and defensive lines?
    --- Merged from Double Post ---
    Workers need to be found. As do armsmen.
    Last edited by Manimal6; Saturday 05-16-2009 at 07:41 PM. Reason: Automerged Double Post

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    Send riders. More specifically groups of riders to towns and cities announcing such a project? Posting pay?
    --- Merged from Double Post ---
    \./\./\./\./\./\./\./\./\./\./\./\./\./
    meaning towers on the points towards Beckenhausen?

    Or/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\/'\
    Meaning towers on the points away from Beckenhausen?

    Benefits/dangers of one over the other?
    Last edited by DM_Running_Farland_3.5; Saturday 05-16-2009 at 07:46 PM. Reason: Automerged Double Post
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    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Standard price: 1cp and 5tp/day for laborer. 3cp/day for skilled laborer. 5cp/day for foreman. 1sp/day for engineers/wizards/clerics. spell will be payed for per sucessful and useful cast.
    --- Merged from Double Post ---
    I think having the towers a bit further back from the canal would be best. This allows for additional defensive troops of equipment to be set up. And it would be a further reach of those attacking from the other side. Other than that I don't see the benefit of one over the other.
    Last edited by Manimal6; Saturday 05-16-2009 at 08:07 PM. Reason: Automerged Double Post

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    let me check
    --- Merged from Double Post ---
    A laborer will make 1 kunfermar and 5 halkunfernmar
    --- Merged from Double Post ---
    If it were to be angled? What are the advantages?
    Last edited by DM_Running_Farland_3.5; Saturday 05-16-2009 at 08:07 PM. Reason: Automerged Double Post
    The Big.
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    Playing in the darkness. www.farlandworld.com
    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Post for pricing fixed up above....

    Angles would allow for better cross fire from towers. On the down side would it allow the enemy for approaches to attack from? This is one reason I want spearmen as well as archers in the towers, so if the enemy is at the base of the tower it can still be defended.

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    Alas, if you set them out in the point of the canals, still behind the canals from the wild, then you would have the advantage of nearly 270 degrees of fire. This would not be well, however if, upon arrival, the attackers chose to attack only right on the tower.
    Therefore, I say, set them on the points pointing at Beckenhausen.
    --- Merged from Double Post ---
    Nate...create a poster that you can have posted in town squares and guild halls
    --- Merged from Double Post ---
    Be specific on what kind of skilled laborers you want.
    Last edited by DM_Running_Farland_3.5; Saturday 05-16-2009 at 08:19 PM. Reason: Automerged Double Post
    The Big.
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    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Alright. Towers out of stone or wood? Or a combination of the two? Archers at the top with spearmen through out? Arrow/Spear slots throughout the structures?

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    You should probably say something about what kind of worshipers can apply. Milord, you should also probably hire some more men-at-arms.
    Temporary towers out of wood and then stone as they can be completed.
    You will need towers and barracks to defend the construction project.
    Archers at the top with ballista and catapults and such. (remember, Nate, there are rules for steam-powered weapons on farlandworld.com/index3.html)
    The Big.
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    The Ben.
    Playing in the darkness. www.farlandworld.com
    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

  11. #11
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    I remember the steam power rules, but thought they were hard to get and expensive to make and needed Dwarves to make them.
    So we need to increase men at arms before construction begins. Obviously we cannot build at night, so workers need to stay in barracks at night, newly built and no one gets invited into.
    --- Merged from Double Post ---
    Jobs available
    Who:Lord ely van furst
    Where: Bekcenhausen
    What: canal/defense building
    Laborers: 1 kunfermar and 5 Halnkunfermar per day
    Skilled laborers: 3 kunfermar per day
    Positions desired: dry dock builders, carpenters, stone masons
    Foremen: 5 kunfermar per day
    Engineers: 1 silvermar per day
    Wizards/clerics of Kantor and thranton: 1 silvermar per day plus spell pay
    Last edited by Manimal6; Saturday 05-16-2009 at 08:52 PM. Reason: Automerged Double Post

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    Houses with 4-8 per house, inside a wall, milord, not barracks. Two reasons:
    You can recruit higher quality soldiers with houses. And the big reason.
    Houses are private residences, barracks are not.
    --- Merged from Double Post ---
    -nate, Chris is reading this...ask Rana or Wilhelm a question...get him involved-
    Last edited by DM_Running_Farland_3.5; Saturday 05-16-2009 at 08:54 PM. Reason: Automerged Double Post
    The Big.
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    The Ben.
    Playing in the darkness. www.farlandworld.com
    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Anyone have anything else to add? Other insight would be great...
    --- Merged from Double Post ---
    This will also cost more money for houses. But I would rather have quality of quanity for soldiers. The more money would be worth it in the end.
    Last edited by Manimal6; Saturday 05-16-2009 at 08:58 PM. Reason: Automerged Double Post

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    ---out of game---
    Anybody know of a site that lists costs of living...such as housing upkeep, house to build cost...stuff like that?
    The Big.
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    The Ben.
    Playing in the darkness. www.farlandworld.com
    "Dude, we totally play 1d4-2 Friday nights per month. More or less."

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    Rana: I would suggest if you are building the guard towers on the outside of the canals that you might want to dig up pits in the area in front of the guard towers, stretching all the way to the woods. Fill the pits with sharpened spikes. In the day have a team scout the pits to kill any undead still within them and to cover them up again.

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