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Messages - Dan the Seagull Chef

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16
Events: NA / Commander battle
« on: December 16, 2023, 09:08:01 pm »
TBA

17
Competitive NA Events/Tournaments / Re: ??
« on: December 03, 2023, 08:44:18 am »
what is michael cooking???

18
ATTENDANCE 12/2/23



This week, our new 🎖️  | Player of the week is Pleb with his phenomenal Artillery performance on the last map tonight.

🎖️  | Melee Medals
Jack - Melee 1

🎖️  | Artillery Medals
Source  - Artillery 1
Colonel Sanders  - Artillery 1
Pleb  - Artillery 2

🎖️  | Service Medals
Amy - Service Medal 1
Jamd0dger  - Service Medal 1
Wifi Bills  - Service Medal 2
Colonel Sanders  - Service Medal 2
Spartan - Service Medal 2
gammascreed  - Service Medal 2
Soulja - Service Medal 2
Dio  - Service Medal 3
MsEricson - Service Medal 3
RussianFury  - Service Medal 3
Glenn   - Service Medal 3
Source  - Service Medal 3


19
Events: EU / Re: Commander Battle Campaign [Rules & Sign-up]
« on: November 25, 2023, 04:20:14 am »


Campaign Map  |  Troop Organisation  |  Weekly Schedule  |  Movement  |  Engagements
Skirmishes  |  Battles  |  Victory Conditions  |  Scripts & Credits  |  Sign-up




Introduction


Welcome to the Napoleonic Wars Campaign Event, coordinated here on FSE, played in commander battle and hosted by the 33rd Regiment of Foot. For this event the details of the campaign and the movements of each factions troops will be recorded on a separate thread (link above), whilst sign-ups and conversation regarding the rules will take place here. The idea is to pitch organised groups of players against eachother in an interesting way, as all players will be assigned to larger battle groups which must work together as bot counts per player will be relatively small. Individual actions & battles will be fought in Commander battle mode on NW when troops come into contact on the campaign map. Each player signed up will represent a small company of men, which are then organised into larger groups to make up each factions forces.



   

1.1 - Sign-ups can be as little as a single player or as large as a Division, when the event starts troops will be organised into the following denominations:
.....Companies, individual players
..........Battalions, infantry groups of 2-4 companies*
..........Squadrons, Cavalry groups of 2-4 companies*
..........Batteries, Artillery groups of 2-4 artillery pieces*
...............Divisions, Mixed groups of 3-6 Battalions/Squadrons/Batteries
....................Corps, Mixed groups of 2-3 Divisions
(*referred to in short as Battle groups)

1.2  Infantry Battalion sign-ups can include a light company who can skirmish if they are at full compliment (4 companies/players).

1.3  Cavalry squadron sign-ups please keep the ratio between Lights and Heavies 1:1, same goes for Infantry in relation to Footguard Battalions.

1.4  Company players will be ranked as Captains, Battle group commanders as Majors/Colonels, Division commanders as Generals and Corp commanders ranked as Field Marshals.

1.5  For group sign-ups we do not require rosters with named players; The number assigned to each group must be exact however so that when that group participates in a battle the regiment or group of people responsible knows how many players it can bring along at maximum. These players do not have to be the same everytime. We simply request that if a regiment is signing up  that they sign-up with a total number they feel they are likely to be able to field on the event day.

   
2.1 On the campaign map (fse) each week will represent a turn of play for each team, both having the opportunity move.

2.2  Friday - Sunday: Commanders communicate the moves of their divisions/battle groups.

2.3  Monday: Moves and resulting engagements for that week announced on thread and groupchat.

2.4  Thursday: Event day where @19:00UK all engagements will be played if possible. If your battle groups are not in action you can stand-in for any available garrisons instead or take a week out of the fighting.

   

3.1  The smallest denominations of troop that can maneuver independently are Battle groups (Battalions/Squadrons/Batteries).

3.2  All troop types can move two territories per turn, however if the first territory of their move causes an engagement then they must stop in that territory.

3.3  If two opposing, adjacent armies intend to move into each others territories, then the force with the greater numbers moves and the other does not; ie. the army with the lower numbers gets to defend and does not move.

3.4  Troops that have not moved (or forced not to move) during a turn are considered to have had time to prepare their defences and are considered 'fortified'. Defenders who are fortified may also choose to spring an ambush for the first round if they wish. In subsequent rounds they can revert to using their defences.

3.5  Some territories also have their own dedicated garrison (marked by crossed muskets - forts also have them) that cannot move; if the territory is attacked then any of the players on the defending faction can choose to stand-in for these units during a battle. They will not take casualties and are available to use by whichever faction controls the territory when attacked (4.2 for garrison details).

3.6  If at the end of movement enemy troops are in the same territory they are considered engaged. Unengaged Troops in territories adjacent can choose to reinforce them with a slightly delayed arrival to the battle (they may join from the 2nd round).
   
4.1  If one team does not wish to fight they may retreat to an adjacent friendly territory, forfeiting the contested territory to the other team without any penalties.

4.2  If an attacked territory is only defended by a 'Garrison' (not players) then any troops on the defender faction may choose to stand-in for garrison troops and organise an engagement like normal. Garrisons cannot move so if a defending army has a garrison to bolster their numbers they may consider themselves 'fortified'. Default Garrison size is 6 players, split amongst whichever battle groups the defenders wish to bring.

4.3  Each territory has an assigned terrain type that the defender can choose to fight on, each of these terrain types then has 3 custom maps which the defender can choose from. The attacker however has the advantage of being able to choose at what time they attack, choosing between morning, day or night map types.

4.4  The final part to consider with map selection is if the defender can 'fortify' the position (if they haven't moved that turn or if a garrison is present); if this is the case then the map chosen for the engagement can be edited by a mapper on the defending faction or a default fortified map can be used, the defenses that can be included are as follows:
  -  Stakes (12x)
  -  Cross stakes (8x)
  -  Earth mounds (8x)
  -  Large Trench Lines (4x)
* it is the defending teams responsibility to prepare a fortified map in time for the event unless they wish to use a pre-existing map on the server.

4.5  For engagements in territories where there are forts the defender has the option to play on specific fort maps. These maps have 4x meshed ladders to scale the walls and one gateway. If however the attacking force consists of at least one full battery of artillery then a variation of the map can be played that has a meshed breach aswell.

   

5.1  A 'skirmish' takes place when the engaged units in a territory number less than 30. If this number is exceeded then the engagement can be expanded into a 'battle', using multiple servers.

5.2  Upon resetting both teams have 1 minutes (2 for sieges) to untangle themselves from the spawn and deploy their troops parallel to their own map edge. Once this minute has elapsed troops can engage.

5.3  The primary rule is that all battle groups (Battalions, Squadrons & Batteries) must stay together at all times. All other basic rules are enforced by the server itself, preventing rambos and spread-out orders for Line infantry.

5.4  Officers are permitted to leave their units within reason, but only to scout since the server will not permit them to deal any damage when far away from their company.

5.5  Skirmishes are resolved in 3 rounds, win 2 rounds to secure 'victory' and force the enemy to retreat. Winning 3 rounds represents a 'decisive victory' where the enemy is 'routed'; routed units will take one week out of the campaign and then respawn at a fort of their choice.

5.6   Rounds where neither side is willing to engage can be resolved with an all-charge if absolutely necessary (at least 10mins into the round)

   
6.1  When the number of engaged players in a territory exceeds 30, the most senior officers on each team can decide whether they wish to fight a pitched battle with either one or two additional servers.

6.2  With both 2 and 3 servers involved the participating troops must decide where they are going to deploy. Battle groups swapping servers between rounds is permitted but they can only participate if they join the server in time to spawn in or they must wait until the next round.

6.3  3 rounds must be fought in all servers to determine an overall result.

6.4  A majority of rounds won overall results in a 'Victory' (4 wins for 2 servers, 5 wins for 3 servers) and one additional round past majority a 'Decisive Victory' (5 wins for 2 servers & 6 wins for 3 servers) in which case all players on the defeated team are routed.

6.5  If the attackers are victorious in a siege battle all defenders are considered casualties regardless of whether the victory was 'decisive' or not.
   

7.1  Victory when the Campaign comes to a close will be based on Territory ownership, some territories being worth more points than others:
  -  Basic Territory (1 points)
  -  Garrison Territory (2 points)
  -  Fort Territory (3 points)
  -  Home Territory (5 points)

7.2  The Campaign can come to a close upon an agreed point by the participants, but we estimate it lasting around 2-3 months (roughly 8-12 turns).

   
8.1  Wüstenkrieger has kindly offered use of scripts he had to hand to enhance this campaign and the commander battle gamemode it will use, details on these will be listed here later. All servers & maps used are courtesy of the 33rd Regiment of Foot.

8.2  Troop reskins will be employed to make the units appear authentic to the campaign and period we play for the campaign.



Sign-up Templates


Company
(Single member sign-up)

Code
[b]Name:[/b]  [i]intended in-game name[/i]
[b]Steam ID:[/b]
[b]Class:[/b] 
[b]Faction:[/b]  [i]UK,Spain,Portugal,France[/i]



Battle group
(Battalion/Squadron/Battery)

Code
[b]CO Name:[/b]  
[b]CO Steam ID:[/b]
[b]Regiment:[/b] 
[b]Class:[/b]
[b]Number of Companies:[/b]
[b]Faction:[/b]



Division
(minimum of 3 battle groups)

Code
[b]CO Name:[/b] 
[b]CO Steam ID:[/b]
[b]Faction:[/b] 

[b]#1 Regiment:[/b]
[b]Class:[/b]
[b]Number of Companies:[/b]

[b]#2 Regiment:[/b]
[b]Class:[/b] 
[b]Number of Companies:[/b] 

[b]#3 Regiment:[/b]
[b]Class:[/b] 
[b]Number of Companies:[/b] 


Contact


I would unironically sign up for this but it's EU

21
Historical Discussion / Re: Are there any actual Females in this site.
« on: October 25, 2023, 05:37:51 am »

22
we're fucking back

23
The Mess Hall / Re: Please Don’t Ever Return - The List
« on: September 13, 2023, 05:48:12 am »
+1 Russian is BIG idiot

24
Name: Hunteh
GUID: 1121588
Do you want to be a captain?: No
Do you accept and agree to all of the rules?: Yea

Can only play on the weekends.
This guy is Canadian, do NOT pick him

25
I've been a diehard 84th Regiment of Foot fan for nearly 40 years. I say that with the very express intent of sharing my deep and undying love for this regiment. And my call is rooted in heartbreak, not anger. Don't get me wrong, I'm angry, but it is a byproduct of a dysfunctional, abusive relationship with the leadership and the ownership of the 84th Regiment of Foot. I also want to say I have defended this rebuild. I liked what the regiment did with the trade. I defended Glenn of NW and Source. I didn't understand the Jolly Canadian hire, but I gave them the benefit of the doubt. I forgave the free agents they let go. I was befuddled by the Russianfury and Dolce Bowler signings. But you know what? I said I'm going to give them one last shot. And when they canceled Field Day, like the cowards they are, I knew something was up. But now we know, obviously the experiment is over. The vast majority of the prospects have been busts. The product on the server is pathetic. We have exactly two players of excellence on this roster, Headless and CrazyTexan. Everyone else is nowhere near the kind of player they need to be to make this a winning regiment.

You'd think that would be enough to wake this organization up. But yesterday, Source had the gall to say that he's not in a good place right now, and accountability is not an issue. You're right, he's not in a good place. He's not in a job he should have. Think about all the promises that Glenn of NW made, mired in mediocrity, that he bragged about Wifi Bills in Spring Training, and I'll trade him if I get the right price. Think about the things Glenn of NW said, "Come to the server, we're going to kick everyone's butts." They must have been talking about the fans! Not the other regiments. The entire lineup has a KD under .8. The best player on the regiment is Iodine! We're a League 2 regiment. Our right wing has a KD under .7 with an AIR of .6! I don't even need to tell you about the center. Amy has got to go. Unicorn, Jamdodger, Fartknocker, Nightwing, Crazy - it's week 4! They've all already been hurt! Tens of Vbucks on replacement level players while stars go elsewhere. We're 6 games under .500. The 41e needed two months to get 6 games under .500. We needed two weeks.

In the 15 years of Source, we have been a constant experiment that has never panned out. In the 25 years of GlennofNW, we had exactly one season of excellence with a perfect storm of players that has not once come even close to being the same. I don't want to hear about the strength of schedule in Week 1. With the money we spent, the players we have, playing .500 ball should be underachieving. Not 6 games under .500! We keep going after players that Source liked five years ago. Fartknocker, over the hill. Unicorn, over the hill. Jamdodger, he wanted him in the draft six years ago. He's got a 0.1 AIR. Colonel Sanders isn't just a clubhouse cancer, and a disgusting human being, he's a horrendous pitcher! Fireboy has been useless! We signed Yoloswag! Give me a break. MsEricson, Leselwin. Between all of them, that's 200 Vbucks on a bunch of black holes and an AIR of .5!

The entire organization is poisoned. The entire way that they go about their business is a failure. Firing Glenn isn't enough. Firing Source isn't enough. If Dolce Bowler gets promoted and we have to sit through another 15 year retool/rebuild, you're just going to hear from me again in 2038!

I don't care if we go on a torrid winning streak in Week 2 and Week 3 and somehow get back to a .500 record, and then we scooch our way into the postseason in the Wild Card only to get bounced right away by a regiment that's actually good. We have no depth in our organization. One injury and we are done. This process isn't working. Small baller brand has been in the bottom 10 for 45 years, aside from the one frame of time when they traded all our talent away and graduated them all right up - and then we were the worst again! There is one solution. In his final years, JerryOs, who, by the way, wouldn't even have the reputation he had if he hadn't have lucked upon Yoshie at #3 in 1984, has the courage to get rid of the yes men around him and fire everyone. He bought into the 12e for 20 VC. He's worth 2000 VC now! He needs to use a fraction of that money he made on the backs of NW's blue collar fans and pay for leadership to come and rebuild everything.

Source and Glenn of NW cannot be trusted to rebuild this regiment again. They need to retire and go off into the sunset and play golf with the millions of dollars they made on their cushy paychecks for a job that they had a longer leash for than any leader in the history of the modern era of NW. Let someone qualified come in and run this regiment. At this point, we would need a historic turnaround to even be mildly relevant. Everyone said the League 2 was weak, and it might be in comparison to others. But the Sox aren't better than the 41e or the 1KL. We're not even better than the 95th! And the fact that we're only incrementally better than the 61e is exactly the indictment on this organization that we need. The lack of success that this roster has had is a referendum of what we've already seen in 2006, 2007, 2011, 2013, 2015 and 16. And the excruciating last seven years that only led to this. I mean, Jolly Canadian is more worried about Iuff eating a salad than the entire organization not knowing how to teach NW prospects how to throw a stab!

2000 Vbucks in payroll, we're the laughing stock in the league and everyone needs to be gone. I just need other people in NW to be on that - that's the bandwagon we in NW  need to be on. The entire leadership, NCOs, they all need to go.

26
Community / Re: ~Corrupt Admins in NW~
« on: July 11, 2023, 05:20:12 am »
+1

27
Name: KillerShark
GUID: 292112
Do you want to be a captain?: Pwease no maka meesa da captain
Do you accept and agree to all of the rules?: Yes

FYI: I'll be unavailable September 19-23
Hate to be a bitch, but after some thinking on it I don't think I'll have the time needed to do a tournament like this, so if you'll please take me out. After the middle of August I can't really have set times allotted to game, just when I can. Sorry for the disappointment
FUCK Killershark

28
how does this effect roman reign's legacy?

29

About the Tournament

Dan the Chef decided to host a one-day tournament since the draft league has recently ended. We will be doing a 2v2 format.

The tournament will be hosted Sunday (7/2 | Start time 9 est | Sign-ups close 8pm EST 7/2) with a group stage and having the top TBD teams in each group go onto the playoff rounds. The group stage matches will be ft5, the Semifinals, and bronze match will be ft7, and the Final will be ft10.



Rules

-Decent behavior is expected. No insults and no trolling of any kind.
-You must join the spectator if you are not in a match. Interrupting an ongoing game will result in an immediate ban for the player doing the troll and said player's team.
-Melee speed will be set to fastest
-Nations will be UK and France
-Only normal Line infantry. No Lights, no Guard, no Marines.
-The Bayonet is the only weapon to be used.
-A Round begins after both Captains have written Ready or R
-The use of RP Names is allowed, but you must include it next to your community name in the sign-up.
-The use of similar faces is forbidden. There has to be a noticeable difference.
-The maximum Roster capacity is 2. There will be no sub.
-No team with SouljaBoy on its roster will be allowed to play.
-The winning team will be given 2, $25 Steam gift cards.



Applications

Team Application:
Team Name:
Captain's Steam (Link required):
Roster (2 Players):
Do you accept the rules?:


Referee Application:
Community Name:
Steam Contact (Link required):

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