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Topics - Bravescot

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1
Regiments (Game Clans) / This thread can go
« on: November 04, 2018, 02:17:06 pm »
*Remove Plz*

2
Clans / HMS Neptune - EU - Holdfast
« on: January 22, 2017, 08:04:41 pm »



About HMS Neptune

HMS Neptune is an semi-active and relaxed Holdfast crew that finds pride in its ability to produce results with it's non-serious environment. The crew is not aiming to be a highly serious organisation and simple wish to be a crew of friends enjoying the game at our own pleasure. Those with a slightly more serious streak for melee can enjoy themselves in the compliment of Marines on board HMS Neptune, whilst those that simply want to sail the seas board siding french vessels can find themselves a place on deck. A certain degree of discipline will be maintained as simply dying over and over is not very fun and trolling is unacceptable.

The predominant aim of the crew, as previously stated, is to found a strong group of friends. We believe that in order to become an effective and cohesive crew, the members of the crew must all be on the same page as one another.



HMS Neptune Naval Ranks

Commissioned Officers
Captain   Cpt
Commander   Cdr
Lieutenant   Lt
Midshipman   Mid
Non-Commissioned Officers
Warrant Officer   WO
Standing Officer   SO
Petty Officer   PO
Ratings
Able Seaman   AB
Ordinary Seaman   OS
Landman   LM

HMS Neptune Marine Ranks

Commissioned Officers
Captain   Cpt
Lieutenant   Lt
Non-Commissioned Officers
Serjeant   Sjt
Corproal   Cpl
Enlisted Men
Lance Corporal   LCpl
Private   Pte




History of HMS Neptune

Construction and build up to Trafalgar

Neptune was ordered from Deptford Dockyard on 15 February 1790, to a design developed by Surveyor of the Navy Sir John Henslow. She was one of three ships of the Neptune class, alongside her sisters HMS Temeraire and HMS Dreadnought. Neptune was laid down at Deptford in April 1791, receiving her name on 24 July 1790. The initial stages of her construction were overseen by Master Shipwright Martin Ware, though he was succeeded by Thomas Pollard in June 1795, and Pollard oversaw her completion. Neptune was launched on 28 January 1797 and sailed to Woolwich to be fitted for sea. Arriving at Woolwich on 12 February, she was immediately docked to have her copper sheathing fitted, a process that was completed by 1 March. Launched again, she finished fitting out, and received her masts and yards. She was commissioned on 25 March 1797 under Captain Henry Stanhope, becoming the third ship of the Royal Navy to bear the name Neptune. Her predecessors had been two 90-gun ships, the first launched in 1683, renamed HMS Torbay in 1750 and sold in 1784. The second had been launched in 1757, was used as a sheer hulk from 1784, and was broken up in 1816. Stanhope sailed from Woolwich on 11 June 1797, flying the broad pendant of Commodore Sir Erasmus Gower, and made for the Nore.

Shortly after her arrival at the Nore, Neptune became caught up in the mutiny that had broken out there. While lying at Gravesend, Neptune and the 64-gun ships HMS Agincourt and HMS Lancaster, together with a fleet of gunboats, were ordered to intercept and attack the mutinous ships at the Nore. Before they could proceed word came that the mutineers had entered negotiations with the Earl of Northesk, captain of the 64-gun HMS Monmouth, and by 9 June the mutiny was on the verge of collapse. The attack was called off, and on 21 September Stanhope was superseded by Gower as captain of Neptune. The crisis over, Neptune joined the Channel Fleet. Gower remained in command of Neptune until his promotion to rear-admiral of the white, at which point Herbert Sawyer became her acting-captain. Sawyer was in command until 22 January 1799, and Gower left her on 28 February 1799. Command of the ship formally passed to Captain James Vashon on 5 March 1799. The first half of 1799 was spent with the Channel Fleet, and in June Neptune was one of 15 ships of the line assigned to join Vice-Admiral Lord Keith's fleet in the Mediterranean. The squadron, commanded by Rear-Admiral Sir Charles Cotton, rendezvoused with Keith's force at Minorca on 7 July, bringing the British fleet in the Mediterranean up to 31 ships. Keith intended to intercept a large Franco-Spanish force of 42 ships under Admirals Étienne Eustache Bruix and Jose Mazarredo, and set out to sea on 10 July. Bruix' expedition evaded Keith, and reached the safety of Brest on 9 August. Neptune went on to spend the rest of the French Revolutionary Wars in the Mediterranean.

HMS Neptune at Trafalgar




Marine Lieutenant and Naval Lieutenant of the HMS Neptune's Compliment.
Trafalgar
Neptune formed part of the weather column in the Battle of Trafalgar on 21 October, and was the third ship from the lead, situated between her sister HMS Temeraire, and the 74-gun HMS Leviathan. Fremantle had been promised a position second to Nelson aboard HMS Victory, and by 10 o'clock was sailing fast enough to threaten to overtake her. Fremantle hoped to pass her, and lead the line into battle, but Nelson ordered "Neptune, take in your studding-sails and drop astern. I shall break the line myself." Neptune went into action with her band playing, and everyone except the officers and the band lying down on the deck to protect them from enemy fire. Ahead of her Fremantle saw Eliab Harvey's Temeraire turn to pass astern of the French Redoutable, but resolved to follow Nelson and HMS Victory to pass astern of the French flagship Bucentaure. As she passed under Bucentaure's stern, Neptune discharged a double-shotted broadside from her larboard (port) guns, with devastating consequences on Villeneuve's already disabled flagship. Fremantle then had the helm swung hard to starboard, bringing his ship abeam of the Bucentaure. He fired two more triple-shotted broadsides from nearly 50 guns at a range of less than 100 yards into the beleaguered French ship.

Fremantle then spotted the towering mass of the Spanish four-decker Santísima Trinidad sailing away from him, and steered towards her starboard quarter in the hope of raking her stern. Opening fire with his larboard battery, he positioned Neptune off the Spanish vessel's starboard beam and the two exchanged heavy fire for the next hour as more British ships poured through the gap astern of Neptune. Neptune took fire from other ships of the combined fleet as they sailed past. Santísima Trinidad, heavily battered by Neptune's guns, as well as those from the 74-gun ships HMS Leviathan and HMS Conqueror, became completely dismasted and covered in debris. She fought on until 5.30 pm, when she struck her colours, having sustained casualties of 205 dead and 103 wounded. Neptune left the 98-gun HMS Prince to take possession and headed north to cut off the remains of the enemy fleet, briefly becoming engaged with the French 74-gun Intrépide. During the battle Neptune suffered considerable damage to her masts, although they did not fall. Most of her rigging was cut to pieces and she sustained nine shot holes in her hull. She sustained casualties of ten killed and 34 wounded. A remarkably small proportion of her officers became casualties, with only the captain's clerk, Richard Hurrell, being wounded

After the battle Collingwood transferred his flag from the damaged HMS Royal Sovereign to the frigate HMS Euryalus, and on 22 October Neptune took the Royal Sovereign in tow. On 23 October, as the Franco-Spanish forces that had escaped into Cadiz sortied under Commodore Julien Cosmao, Neptune cast off the tow, surrendering the duty to HMS Mars, and took on board Villeneuve and several captured flag captains, who had originally been aboard Mars. As the weather continued to deteriorate Neptune sent her boats to assist in the evacuation of the Santísima Trinidad before she foundered. After riding out the storm she took the battered Victory, carrying Lord Nelson's body, in tow on 26 October and brought her into Gibraltar on 28 October


West Indies to Final Years
After undergoing some repairs at Gibraltar Neptune sailed to Britain, arriving at Portsmouth on 6 December 1805, where she was paid off. She was moved to Spithead in 1806, but was back in Portsmouth on 23 November, and was moved into a dock on 24 March 1807 to undergo a refit. The refit lasted until November 1807 and involved having her copper sheathing removed and her hull refitted. She was then recoppered, having had a sum of £29,053 expended on her. She was recommissioned on 18 August 1807 under her old commander, Captain Sir Thomas Williams, and was relaunched three days later on 21 August to complete her refit. She was initially assigned to serve in the English Channel, but was moved to the West Indies in 1808. On 9 November Williams was superseded by Captain Thomas Pinto, who only spent six weeks in command before being succeeded by Captain Charles Dilkes on 20 December.

In January 1809 an attack on the French colony of Martinique, governed by Admiral Louis Thomas Villaret de Joyeuse, was planned. Neptune became the flagship of the expedition's commander, Rear-Admiral Alexander Cochrane, and the invasion force, consisting of 44 vessels and transports for 10,000 troops under Lieutenant-General George Beckwith, sailed on 28 January. The force arrived at Martinique on 30 January, and 3,000 troops were landed under Major-General Frederick Maitland without resistance. 600 troops were put ashore at Cape Solomon under Major Henderson, both landings supervised by Captain William Charles Fahie aboard the 74-gun HMS Belleisle. An additional force of 6,500 men were landed in the north of the island under Major-General Sir George Prévost, and the French were driven into several fortified positions, the last of which surrendered on 24 February 1809.

Cochrane's squadron remained in the area blockading the island, and in March a French squadron consisting of three 74-gun ships, Hautpoult, Courageux and Polonais, and two frigates, Félicité and Furieuse, under the overall command of Commodore Amable Troude, arrived in the Caribbean. Finding Martinique in British hands, Troude anchored near Îles des Saintes. There they were blockaded until 14 April, when Cochrane removed this threat. A British force under Major-General Frederick Maitland and Captain Philip Beaver in Acasta, landed troops on the islands capturing them. The British then installed heavy guns on vantage points. Threatened, Troude put to sea, chased by Cochrane's squadron. After a running battle over several days the Hautpoult was brought to action and captured. Neptune's captain, Charles Dilkes, was given command of her, while Captain James Athol Wood succeeded him in command of Neptune on 2 August. Neptune was among the naval vessels that shared in the proceeds of the capture of the islands.

Dilkes resumed command of Neptune on 2 March 1810, while Wood was exchanged into HMS Pompee. Dilkes had apparently been suffering poor health, and Captain N Ballard took command in an acting capacity on 22 July. Neptune returned to Plymouth on 26 October and entered the dock on 9 November to be fitted for the ordinary. After undocking on 8 December she was laid up in the Hamoaze until late autumn 1813. Her hull appears to have quickly deteriorated, and after a survey she was deemed unfit for further service at sea. The Navy Board proposed that she be converted into a prison ship, a recommendation the Admiralty accepted, and she was taken in hand for fitting out on 22 November. On the completion of the work in December she was commissioned under Lieutenant George Lawrence. Neptune spent three years in this role, and was finally taken to pieces in October 1818.

Aftermath of Trafalgar








Code
[b]Steam Name: [/b]
[b]Link to Steam Profile:[/b]
[b]Past Experience:[/b]
[b]EU/NA/Other (please specify):[/b]
[b]What sea shanties do you know?:[/b]

Credits go to Garrel on his art and header for this thread

Media
Signatures
Made by AgentWolf
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3
Forum Games / Exalted Poll
« on: December 07, 2016, 10:47:35 am »
Lots of unhappiness expressed on the new thread. Let's get democratic on this shit.

4
Historical Discussion / Medals I found in my Grandparent's attic
« on: September 11, 2016, 12:23:43 am »

5
Blood & Iron / Getting kicked for "cheating"
« on: July 24, 2016, 02:22:25 am »
I download the mod, load it up and get kicked from the official server for "cheating". I have no idea why this is happening as it was my first time playing the mod. Looking around before spawning though I saw some very odd character models going on, such as people running around with nun's heads and one person having no legs, the black knight from Monty python's body and the head of a nun.

Spoiler
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Spoiler
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I'd appreciate some help in pointing out what has gone wrong and how I might fix it.

6
Forum Games / BoP: 1933 [Out-of-character-thread]
« on: May 14, 2016, 11:20:11 pm »



OOC stuff goes here

7
Forum Games / BoP: 1933
« on: May 14, 2016, 07:20:53 pm »


Welcome to BoP: Europe 1933

The ideals of fascism are beginning to take root in Europe and the World. Italy and Japan are already home to the idea and in Spain tensions are at their limits. The eyes of the world have turned to Germany where Adolf Hitler has just been elected as the new chancellor.

Nations


Players

Great Powers


United Kingdom of Great Britain and North Ireland - The J
Union of Soviet Socialist Republics - McLovin
Kingdom of Italy - DoctorWarband
Third Republic of France - Furrnox
United States of America - Ted
Weimar Republic (Germany) - Emperor Napoleon
Empire of Japan - Jesse

Minor Powers

Kingdom of Romania - OttoFIN
Fascists Greece - Nick Lazanis
Republic of Turkey - Reznov
Albanian Kingdom - Salcos

Kingdom of the Netherlands - Duuring
Czechoslovak Republic - RedRedCoat
Second Republic of Poland - BabyJesus
Kingdom of Norway - Rhen

Portuguese Republic - Viriathus
Second Spanish Republic - DrBread

Republic of China - Shmaloshefer

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Balance of Power


Balance of Power -30th January, 1933-
World's Most Learned People -Technology-
Balance of Power

United States of America
United Kingdom
Union of Soviet Socialist Republics
Kingdom of Italy
Third Republic of France
Weimar Republic
Empire of Japan
Czechoslovak Republic

Portuguese Republic
Second Republic of Poland
Kingdom of Yugoslavia
Kingdom of Romania
Kingdom of Greece
Republic of Turkey
Second Spanish Republic
Republic of China
Kingdom of Norway
Kingdom of the Netherlands

Albanian Kingdom

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Ideas, Ideas, Ideas -Ideologies-
Balance of Power

Democracy

United Kingdom
United States
Third Republic of France
Weimar Republic
Kingdom of Romania
Kingdom of Greece
Republic of Turkey
Czechoslovak Republic
Second Republic of Poland
Second Spanish Republic
Republic of China
Kingdom of Norway
Kingdom of the Netherlands

Communist

Union of Soviet Socialist Republics

Fascist

Kingdom of Italy
Empire of Japan

Dictatorship

Kingdom of Yugoslavia
Albanian Kingdom
Portuguese Republic


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People who seem to make the most Stuff -Industry-
Balance of Power

United States of America
United Kingdom
Union of Soviet Socialist Republics
Third Republic of France
Weimar Republic
Kingdom of Italy
Empire of Japan
Czechoslovak Republic
Republic of China

Second Republic of Poland
Kingdom of Yugoslavia
Portuguese Republic
Second Spanish Republic

Kingdom of Romania
Republic of Turkey
Kingdom of Norway
Kingdom of the Netherlands

Kingdom of Greece

Albanian Kingdom
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People with the best pointy sticks -Military-
Balance of Power

Empire of Japan
United States of America
United Kingdom
Third Republic of France
Union of Soviet Socialist Republics
Kingdom of Italy
Czechoslovak Republic
Second Republic of Poland
Kingdom of the Netherlands
Republic of Turkey
Second Spanish Republic
Kingdom of Romania
Kingdom of Norway
Kingdom of Yugoslavia
Portuguese Republic
Republic of China
Kingdom of Greece
Weimar Republic
Albanian Kingdom
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Nations most like Rabbits -Manpower-
Balance of Power

Republic of China
United Kingdom
Union of Soviet Socialist Republics
United States of America
Empire of Japan
Weimar Republic
Kingdom of Italy
Third Republic of France
Second Republic of Poland
Second Spanish Republic
Kingdom of Romania
Portuguese Republic
Republic of Turkey
Czechoslovak Republic
Kingdom of Yugoslavia
Kingdom of the Netherlands
Kingdom of Greece
Kingdom of Norway
Albanian Kingdom
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Current Treaties


Polish–Romanian Alliance
Second Polish Republic + Kingdom of Romania  - Alliance

The Triple Concordat
Second Polish Republic + Third Republic of France + The United Kingdom - Alliance

Anglo-Portuguese Treaty of 1373
United Kingdom of Great Britain and Ireland + Portuguese Republic - Alliance

Treaty of Lisbon
Portuguese Republic + Second Spanish Republic - Alliance

Little Entente
Czechoslovak Republic + Kingdom of Romania + Kingdom of Yugoslavia - Alliance

Mediterranean-Black Sea Prosperity Sphere
Kingdom of Yugoslavia + Republic of Turkey + Kingdom of Romania + Kingdom of Italy - Alliance

Guarantee of Albania
Kingdom of Yugoslavia + Kingdom of Albania - Guarantee

Wars


Chinese Civil War
Republic of China vs Chinese Soviet Republic

Greek Civil War
Fascist Greece vs Hellenic Republic

Rules


Warfare
The players are limited to taking broad strategic decisions to fight their wars, in-depth details will simply be used to a degree. (This is to avoid the "but i did this and that and this and that" problem that occurs in many BoP games) Warfare in BoP: 1933 will be decided by rolling of dice, with the applying of advantage/disadvantage modifiers after. Players who wish to plan an offensive/defensive strategy, or fight an all-out battle against their enemy must send their plans to the GM via PM.

- Plans are key to winning wars so do not be afraid to be detailed in your broad strategies. However what you write in your PM might not go according to plan so please do not get upset if things derail, there are other factors the GM needs to consider when orders are sent in.

- If what you are sending is a plan and not an order make it extremely clear in the PM. I'm not lazy and will read your PMs word for word but if it's not clear and you fail to respond if I ask you for more details I will carry them out as orders.

- Naval invasions into enemy territory are very risky and need considerable planning. The resources from required from your naval and land forces may be great, and once a Naval Invasion is ordered it is extremely hard to call it off and retreat. Make sure you want to invade and are prepared to do so. Nations with large and powerful navies are obviously better equipped to handle naval invasions, and will get an advantage when doing so. If you are ordering a naval landing it will not be carried out instantly but after 2 - 3 months of planning.

- Naval landings into friendly territory, such as territory controlled by one's allies, require only a small amount of preparation, planning, and time to initiate.

- Paratroopers are in their infantry and have not truly been tested on the field on battle. They, like naval invasions, need considerable planning. Sending them in behind enemy lines is highly risky and will demand massive planning. If you are ordering a para drop it will not be carried out instantly

- Favorable terrain may give defenders the advantage, while unfavorable terrain may give Defenders/Attackers the disadvantage. I trust you to be mature enough to know basic geography in your attacking/defensive moves.

- Defenders are always at an advantage versus attackers. Using overwhelming numbers or flank maneuvers can change the tide.

- Giving your forces time to dig in will strengthen their defensive capabilities, but will make it harder for your generals to react upon flanking manoeuvres.

- Moving your forces around takes time, maybe a couple of weeks or so for large forces.

-Battle plans can be split into stages, with each stage being a possible battle should the circumstances allow it. Drastic changes to your battle plans though can cause break downs in the chain of command.

-Shelling can now be done on an enemy location, granting a -1 penalty to the enemy for every day spent shelling up to a maximum of 15.

-Scouts are fast, sneaky units mainly used to show one where his enemy is and what they are doing. Aerial reconnaissance is becoming more crucial as well! Scouting is based on a dice roll, for whether you see anything or nothing, and if you do see something, how much do you see.

-Your military's professionalism IS a great factor in one's victories and defeats. A well-trained, professional, volunteer force will have a great advantage over a force of conscripts.

- Your troops have morale. Making huge tactical mistakes or letting the country fall into destruction will have an effect on your military's morale, and this discontent may spread throughout your country...
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Mobilisation

Mobilisation is simply the amount of men being called into military service and the transition of the military from peacetime to wartime. Each level of mobilisation will increase the amount of men one holds in action, reserve, and on the field, but will also increase the detrimental effect on one's economy. Extended and Full should be considered the standard mobilisation levels for WW2.

Conscription armies
Partial Mobilisation -  All men up to 25 are mobilised for active service, except those in various professions, students, and others.
Extended Mobilisation - All men up to 35, except men in various necessary proffessions.
Full Mobilisation - All men up to 50, also lowering the requirements and removing exceptions to forced enlistment. 
Excessive Mobilisation - The enlistment of all men capable of service for active duty. Excessive mobilisation should be treated as a real last resort because it basically brings your country to a standstill.

Volunteer armies
Partial Mobilisation -  50% of your reserves are called up
Extended Mobilisation - 75% of your reserves are called up
Full Mobilisation - Your full military might is called to bare.

Players can a also choose between the types of army they have. This will effect the skill level and size of the armed forces at your disposal depending on what type of armed forces you pick.

Volunteer Army - Small but highly skilled armed forces that consists of men serving their time with the colours and in the reserves. Mobilisation will only call your reserves into service!
National Service - Army based around conscription with men serving short military terms before returning to civilian life. Many jobs however are exempt from conscription. Your military is large and hold basic skills and mobilisation will call men from civilian life into the military.
Service by requirement - Creates a large, rather unskilled military. Mobilisation will do what it says on the tin.

Nations with Volunteer armies can take on volunteer campaigns to try and boost the man power of your military or enact the draft. This will decrees the skill of your military however.

Nations also have the option of instituting civilian militias, similar to the "Home Guard" seen in both WW1 and WW2. Militias offer a mediocre source to improving your civilians' military prowess in case war breaks out, as well as significantly reducing the economic drawbacks from full-on mobilisation. However, it is obviously not effective enough to base your entire military on, and should be viewed as a support mechanism. Militias cannot be used for offensive actions, only defensive. Be warned, arming your populace dire times may work, but an armed unhappy populace with no war to fight may turn their weapons on their own government, if unrest is high...

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Diplomacy
- Don’t sign agreements that you will break quickly. Please. Just don’t.

- Treaties and agreements can be severed in a number of ways, however the best diplomatic way of breaking agreements would be through "Opt-Out" clauses. (For example "I will aid you in conflict, Except against Romania") When negotiating with another country, one can choose to make alliances Offensive (only offensive wars), Defensive (only defensive wars), or General (all wars). Opting out via one of those clauses will have no major detrimental effects on one's nation (besides the diplomatic ramifications with the affected country and/or neighbors).

- You can support nations at war (or rebellions) in different ways.
Declare diplomatic support - Simply publicly display your backing to one side (mainly used to scare/threaten others into not joining)
Supplying - Secretly or publicly sending arms, food, goods etc to a warring party
Allowing volunteers to fight / forming a volunteer corps - secretly/publicly send men that are not politically sent by your nation to fight on one side. (Very risky, with great diplomatic ramifications if caught)
Simply declaring war. - Declare war and fight with a warring party.

- Since this era is the era of Nationalism, it may be easier to acquire friendly relations with other nations. Always remember past events and your nation's history, as this may make finding friends and allies easier or harder depending on who you are and who your neighbors are. Likewise, nations who are historical friends or share similar cultures may find themselves in good alliances.

- Upon winning a war, the victorious party has a multitude of options to choose from:
Full Annexation - The entire losing nation is absorbed into the victor's lands (Easier for small countries, nearly impossible for large Western powers)
Ceding of lands/acquiescence - The losing party receives peace terms, which may range from small amounts of land being ceded to the victor to war reparations and demilitarisation.
Puppet State - The losing party becomes a puppet state of the victorious party, with their independence and sovereignty severely reduced.

-The losing party of a war also has a multitude of options to choose from:
Surrender - The losing party agrees to whatever peace offers the victorious party grants them.
Exile - The losing party's government goes into exile with a neighboring country or ally. The war will remain active, along with hostilities and conflict should opposing forces remain active on the battlefields. Exiled governments can return to their nations if they win or make great progress or simply feel safe enough to return.
Resistance - (Can only be used if puppet state'd, or full annexed) The losing party's government goes into hiding, and attacks on the occupying nation will begin. If left unattended the victorious nation might begins to loses control of the newly acquired lands as time goes on, with the nation gaining a chance to regain its sovereignty should the resistance movement prove successful.

- Players should try to limit their posts to diplomatic decisions and statements, rather then continuously replying to each other.  Replying to statements is of course okay, but stay IC when doing so.
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Politics
Every nation in the game has a government, which may give bonuses/negative effects towards certain actions and strategies. The government systems in this game are: Democracy, Fascism, Communism and Dictatorship.

-Democracy works by having a ruling party preside over the nation for a set period of time that is voted into office. Elections are decided by a dice roll, with 11-39 representing the more conservative spectrum of politics, 40-59 being moderate, and 60-89 being the liberal spectrum. More conservative politics will give bonuses to military and government actions but may make your people unhappy. Moderates are in the middle, and gain a very slight bonus to all actions of the government, however if a player begins to stray from the party's ethos your people might begin to become unhappy.

- Rolling a 1 - 10 will land you a socialist government that might set you down the road to communism whilst rolling a 90 - 100 will land you with a right wing government that might send you on the path to fascism.

- Dictatorships are one person controls the nation. Dictatorships have little to no democratic elements. It allow the player free reign to commit most/any actions, however they must keep an eye on unrest and unhappiness, lest they be overthrown for another form of government.

-Fascist and Communist governments gain Full control over their government, along with the trade and economy of their nation, letting them modify many aspects of their nation to supplement whatever agenda the player chooses to follow. Another pressing problem, unrest, can be easily be solved by propaganda and elimination of the opposition. However, one must still be careful, for propaganda and fear can only take you so far.
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Unrest
Every nation in this game has people, citizens who go about their daily lives, work in industry, and fight their nation's wars. A happy and controlled population is much easier to work with than an unhappy, rebellious population. The placating and control of the civilian population is an important facet of BoP: 1933.

- Players must be wary not to commit horrible acts of military errors during their wars, or fight too many pitched and bloody battles or war crimes. Sending hundreds of thousands of men off to die not only impacts your economy, but also increases the unrest of the general population as well as makes replenishing said lost manpower much harder whilst war crimes might cause your population be begin to shift towards demanding peace.

- Players can reduce unrest and unhappiness by targeting opposition groups or certain political parties that are considered "Dangerous" by the state. Moderation is required however; oppressing the masses too much may lead to a revolution in one's nation.

- Rebellions come in many forms, from revolutions to protests and petitions to the sovereign. How a player handles unrest events may decrease/increase the unrest in a country. Temperance is needed.

-Revolts and Revolutions, if unchecked, may spiral out of control and spread to neighboring nations. To avoid an international blunder, it may be wise to intervene in a revolution as an outside party, even if it could prove beneficial to a player.

Some nations can get away with more than others!

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Technology
Research Spreadsheet

Nations in BoP: 1933 have a score between 1 - 5 at the beginning of the game. This score is called your "Scientific Points" and are what you spend to unlock technologies. When you commit to a technology you will be locked into researching said technology and will not be permitted to change techs mid way.

Tech trading in BoP: 1933 is banned

- Research Agreements are treaties between nations to cooperate in the Sciences. The effects of entering into a research agreement with other nations are:
  • Research Agreements allow two (or more) nations to co-op research on a tech by combining their points. Nations without Research Agreements will not be allowed to co-op a tech together, even if both nations are researching the same tech.
  • Research Agreements allow nations the option to automatically share newly discovered technologies to other nations they have a research agreement with. It is almost always assumed that if you enter a research agreement with someone, you will be sharing new discoveries together, so players must be vigilant to make sure they are not being tricked.
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Economy, Trade, and Industry
You nations economy is based off of a point system called Industrial Points. These points are what governs the effectiveness of your industry. These points must be used to meet civilians demands as well as your military demands. The more your military is used the more it will demand in order to replace it's losses or to keep its supply lines open.

In BoP:1933 there are two types of economy: Capitalist and Command economy. Each one has pros and cons and are naturally different to one another.

Excess Industrial Points are also tradeable after a nation researches the "Merchant Navy" technology whilst military demands can be lowered though the tech tree.

Capitalist
Capitalist economies are the majority economy in BoP:1933. They often are marked by having a high civilian demand which can never be removed. In order to reduce civilian demand capitalist economies must ration. This will reduce civilian demand for Industrial point freeing up demand for military use.

Quarter Rationing - The Government introduces rationing into the economy and reduces the civilian demand by 10%
Half Rationing - The Government introduces rationing into the economy and reduces the civilian demand by 30% to some discontent
Full Rationing - The Government introduces rationing into the economy and reduces the civilian demand by 60% to far more discontent.

Failing to meet civilian needs in a Capitalist economy can lead to discontent amount the population.

Command
The ruling party/person hold full control over the nations economy and can swap demand about at will. Their economy can be used in three ways in order to change demands.

Mixed Economy - Military and Civilian needs are equally matched
War Economy - The Government begins to make many civilian factories into military factories reducing civilian demands by 50%
Fully Militarises Economy - The Government issues orders for the economy to become focused solely to the war reducing civilian demand by 90% but causing serious issues for the home front!

Not meeting the demands of the people in a command economy has less serious effects but is still ill advised!

You can gain more IP through the "Industrial Efficiency" tech.

Keeping you IP stable is critical to victory and you can loose it through bombing raids and though having your merchant lines cut by enemy U-boats. If your demand outstrips your supply you will find yourself faces with serious economic difficulties.
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Signatures, banners, and other media
Pl0x gib stuff
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Other Games / Dawn of War III
« on: May 03, 2016, 05:21:00 pm »
Guess what just got announced


9


Hosted by Bravescot
Rules and Thread by Windflower



Rules:



- Day/Night Phases are 24 hours each.
- You must post at least once per Day Phase.
- The player with the most votes at the end of 24 hours will be lynched. If there are two or more candidates who are tied, the lynch will be RNG'd.
- Try to post only one reaction post per night phase so the neighbors don't wake up.
- All actions will be sent to the host during Night Phase.

 - When you vote to lynch somebody, please BOLD it, and write it brackets like this [Vote Lynch insertname]


Roles:

Townie - Pro-Town. Can vote during the day, and has no night actions.
Doctor - Pro-Town. Can vote during the day, and at night can save someone from potentially being killed.
Sheriff - Pro-Town. Can vote during the day, and at night investigate one person to see their alignment (town or mafia)
Mafioso  - Pro-Mafia. Can vote during the day and at night kill a player with their faction.
Godfather - Pro-Mafia. Can vote during the day and at night kill a player with their faction. Appears innocent to all investigations and has a veto on all of the mafia actions.
Serial Killer - Independent. Can vote during the day, and once per night can select a target to kill.


Current Players:

1. Lawbringer
2. Glenn
3. Commander Bondage
4. Cazasar
5. The J
6. OttoFIN
7. BabyJesus
8. Skyfall
9. Dazzar
10. Windflower
11. Ted
12. Portals
13. Rataca100
14. McLovin

Old Games:

Game 1, Mafia Win
1. The Mighty McLovin
2. Dazzer
3. Glenn
4. Ted
5. Skyfall
6. BabyJesus
7. Lawbringer
8. Bravescot
9. Commander Bondage
10. Cazasar
11. Nick Lazanis
12. Windflower
13. Otto
[close]
Game 2, Mafia Win
1. Otto
2. BabyJesus
3. The Mighty McLovin
4. Cazasar
5. Lawbringer
6. Bravescot
7. Skyfall
8. Dazzer
9. Glenn
10. Ted
11. Windflower
12. Volk
13. Commander Bondage
14. Stark99
[close]
Game 3, Town Win
1. AP0CALYPS3
2. OttoFIN
3. Cazasar
4. Skyfall
5. McLovin
6. Dazzer
7. Lawbringer
8. BabyJesus
9. Nick Lazanis
10. Windflower
11. Commander Bondage
12. Stark
13. Glenn
14. Bravescot
[close]
Game 4, Mafia Win
1. Cazasar
2. The J
3. Commander Bondage
4. Baby Jesus
5. Dazzer
6. Skyfall
7. OttoFIN
8. Stark
9. Glenn
10. Lawbringer
11. McLovin
[close]

10
Community / Looking for someone to do some image work for me.
« on: January 24, 2016, 07:15:02 pm »
I'm looking for someone to do some image editing for me please. It's a simple job and shouldn't take too long.

 If you're interested please drop me a PM.

11
Forum Games / BoE: Age of Enlightenment
« on: November 01, 2015, 08:00:20 pm »


Credits to Crumpet for his header and Salcos for the name
Also thank you to Stark for kindly delaying his game
And Rhen for the layout



Times are changing in Europe. New ideas are taking root. Dangerous ideas




Game Master: Bravescot

Moderators: Murch, Audiate & Viriathus.




This forum role play that requires no games. A player takes control of his or her country, and determines the future course of his or her nation by planning, plotting, negotiating and leading his or her nation to glory. The starting date is 1st January 1444




Starting Political Map


Credits: Bravescot & Salcos
[close]
Current Political Map


Credits: Bravescot
[close]




Picked Nations
Nations

Paple State

Byzantine Empire

Balkan Kingdom
Kingdom of Aragon
Kingdom of Austria
Kingdom of Denmark
Kingdom of England
Kingdom of France
Kingdom of Naples
Kingdom of Portugal
Kingdom of Scotland
Kingdom of Sweden
Poland-Lithuanian Commonwealth

Electorate of Brandenburg

Grand Principality of Moscovy

Duchy of Milan

Grand Republic of Florence
Most Serene Republic of Venice
Republic of The Swiss

Rhodes, The Order of the Knights of Saint John of Jerusalem
     Player

Non-Playable

Emperor John VIII Palaiologos - Windflower

King Đurađ Branković - OttoFIN
King Alfonce V - Salcos
Emperor Friedrich III (Holy Roman Emperor) - McLovin
King Christopher III - Sweet Baby Jesus
King Henrey VI - DoctorWarband
King Charles VII - Murch
King Alfonce V - Samsandre7
King Pedro I - Viriathus
King James II - Volk
King Christopher III (In union with Denmark) - matlord
King of Poland and Grand Duke of Lithuania  Casimir IV - Furrnox


King-Elector Friedrich II - Cazasar

Grand Kainz Vasiliy II - Volk (Dormant)

Duke Filippo Marie I - Devmc99

Grand Consul Cosimo di Giovanni de' Medici - GlukTheWalrus
Doge Francesco Foscari - Emperor Napoleon
Elected Council -  Audiate


Grand Master Jean de Lastic - Kory
     
[close]
Nations
Nations

Ottoman Empire
Byzantine Empire

Balkans Kingdom
Crown of Castile
Crown of Navarra
Kingdom of Aragon
Kingdom of Austria
Kingdom of Bohemia
Kingdom of Connacht
Kingdom of Denmark
Kingdom of England
Kingdom of France
Kingdom of Georgia
Kingdom of Hungary
Kingdom of Lenister
Kingdom of Munster
Kingdom of Napels
Kingdom of Norway
Kingdom of Portugal
Kingdom of Scotland
Kingdom of Sweden
Kingdom of Tyrone

Mamluk Sultanate of Egypt
Sultanate of Granada
Sultanate of Morroco
Sultanate of Tlemcen
Sultanate of Tunis

Crimean Khanate
Golden Horde
Qasim Khanate

Electorate of Brandenburg
Electorate of Saxony
Electorate of The Palatinate
Electorate of Cologne
Electorate of Mainz
Electorate of Trier

Grand Principality of Novgorod
Grand Principality of Moscovy
Principality of Brunswick-Wolfenbüttel
Principality of Pleskov
Principality of Wallachia
Principality of Moldavia
Landgraviate of Hesse

Emirate of Granada

Duchy of Alsace
Duchy of Bavaria
Duchy of Brabant
Duchy of Britiany
Duchy of Burgundy
Duchy of Cleves
Duchy of Ferrara, Medena and Reggio
Duchy of Guelders
Duchy of Holstein
Duchy of Lorraine
Duchy of Lüneburg
Duchy of Masovia
Duchy of Milan
Duchy of Montferrat
Duchy of Münsterberg
Duchy of Nevers
Duchy of Oldenburg
Duchy of Pomerania
Duchy of Provence
Duchy of Savoy
Duchy of Silesia

Margraviate of Ansbach
Margraviate of Baden
Margraviate of Mantua

Grand Republic of Florence
Grand Republic of The Hansa
Most Serene Republic of Genoa
Most Sernen Republic of Lucca
Most Serene Republic of Venice
Republic of Ragusa
Republic of Siena
Republic of The Swiss
United Province of Friesland

County of Anhalt
County of East-Frisia
County of Flanders
County of Holland
County of Württemberg

Prince-Archbishopric of Bremen
Prince-Archbishopric of Magdeburg
Prince-Archbishopric of Würzburg
Archbishopric of Augsburg
Archbishopric of Liege
Archbishopric of Salzburg
Archdiocese of Urbino

Terra Mariana (Livonian Order)
State of the Teutonic Order, The Order of Brothers of the German House of Saint Mary in Jerusalem
Rhodes, The Order of the Knights of Saint John of Jerusalem

     Kings, Sultans Dukes and others

Sultan Mehmet II
Emperor Ioannes VIII


King Đurađ Branković
King Juan II
King Juan II
King Alfonce V
Emperor Friedrich III (Holy Roman Emperor)
King Ladislav Pohrobek
King Tadgh V
King Christopher III
King Henrey VI
King Charles VII
King Vakhtang IV
King Wladyslaw I
King Donnchad
King Turlough IV
King Alfonce V (In union with Aragon)
King Christopher III (In union with Denmark)
King Pedro I (Infant - Regency)
King James II
King Christopher III (In union with Denmark)
Count Eoghan II


Sultan Jaqmaq Burji
Sultan Muhammad IX
Sultan Abdalhaqq II
Sultan Ahmed II
Sultan 'Uthman Hafsid


Khan Haji I
Khan Kückük Muhammad Genghisid
Khan Jahân Shân Qara Koyunlu


King-Elector Friedrich II
King-Elector Friedrich II
King-Elector Ludwig IV
Archbishop-Elector Dietrich II
Archbishop-Elector Dierich I
Archbishop-Elector Jokob von Sirk


Grand Kainz Evfimy II
Grand Kainz Vasiliy II
Price Heinrich IV
Kainz Aleksander VI
Prince Vlad II
Prince Petru III
Prince Ludwing I


Emir Muhammed IX

Duke Ruprecht I
Duke Albrecht III
Duke Philippe III (In union with Burgundy)
Duke François I
Duke Philippe III
Duke Adolf von der Mark
Duke Leonello I
Duke Arnold I
Duke Adolf VIII
Duke René I (In union with Provence)
Duke Otto I
Duke Boleslaw IV
Duke Filippo Marie I
Duke Gian I
Duke William I
Duke Charles I
Duke Christian V
Duke Wartislaw IX
Duke René I
Duke Ludovico I
Duke Jan I


Margave Albrecht II
Margrave Jakob I
Lord Captain Lodovico III


Grand Consul Cosimo di Giovanni de' Medici
Elected Council
Doge Raffaele Adorno
Elected Council
Doge Francesco Foscari
Elected Council
Elected Council
Elected Council
Elected Council


Count George I
Count Enno Edzardisna Cirksena
Duke Philippe III (In union with Burgundy)
Duke Philippe III (In union with Burgundy)
Count Ulrich III


Prince-Bishop Hartwig II
Prince-Bishop Gunther II
Prince-Bishop Gottfried IV
Archbishop Peter von Schaumberg
Archbishop Jean VIII
Archbishop Friedrich IV
Decon Federido III


Grand Master Heinrich Vinke von Overbergen
Grand Master Konrad von Erlichshausen
Grand Master Jean de Lastic


     
[close]



Wars:

The Conquest of Burgundy (19th March, 1444 - )
Kingdom of France, Duchy of Provence, Duchy of Nevers & Duchy of Lorraine - Duchy of Burgundy & The County of Flanders

Reconquest of Russia (1st May, 1144 - )
Grand Principality of Muscovy, Grand Principality of Novgorod & Principality of Pleskov - Golden Horde

The 10th Crusade (15th May, 1444 - )
Kingdom of Aragon, Kingdom of Naples, Kingdom of Portugal The Order of the Knights of Saint John of Jerusalem & The Order of Brothers of the German House of Saint Mary in Jerusalem - Ottoman Empire, Sultanate of Tunis & Sultanate of Tlemcen
 
Conquest of Constantinople (6th June, 1444 - )
Ottoman Empire - Byzantine Empire, Kingdom of the Balkans & Principality of Wallachia
(Conquest of Constantinople)

Swiss Reclaimation of Savoy (8th June, 1444 - )
Republic of the Swiss & Duchy of Milan - Duchy of Savoy

Past Major Wars
The Conquest of Friesland (3rd January, 1444 - 28th July 1445) - Holy Roman Empire - Poland Lithuania Commonwealth victory
County of Holland, Kingdom of England, Kingdom of Scotland, Kingdom of Bohemia, Kingdom of Hungary & Electorate of Brandenburg

vs

Holy Roman Empire (Kingdom of Austria, United Province of Friesland, Electorate of the Palatinate, Electorate of Saxony, Duchy of Pomerania, Duchy of Münsterberg, Duchy of Savoy, Grand Republic of The Hansa, Most Serene Republic of Genoa & Electorate of Cologne) & Poland Lithuania Commonwealth
[close]

Brandenburg Civil War (1st June, 1444 - )
Pro-Imperial Rebels & Duchy of Pomerania - Electorate of Brandenburg & Kingdom of France

Bohemian Civil War (3rd June, 1444 - )
Pro-Imperial Rebels - Regency Lords of Bohemia
[close]

Treaties:

Orthodox Alliance
(Byzantine Empire, Kingdom of Bosnia, Principality of Wallachia)

Brandenburg - Frank Alliance

Iberian Alliance
(Naples - Aragon - Castile - Portugal)

Russo Alliance
(Muscovy and Novgorod)

Castile - Portuguese Royal Marriage

Coalition des Cinq Ducs
(Kingdom of France, Duchy of Lorraine, Duchy of Brittany Duchy of Nevers & Duchy of Provence)

12
Community / Historical Teamspeak Icons
« on: August 02, 2015, 10:30:51 pm »
Historical Icons for teamspeak!

THIS THREAD WILL KEEP BEING UPDATED

So after looking around I noticed nobody really had any decent 16x16 historical icons so I've gone and made some. Feel free to help yourself to them

I will be taking requests for other nation's and some regiment icons but can not promise I can deliver ie. Russia and Austria I can't find any real historical reference for their ranks. To apply simple put in these details
Code
Nation:
Requested Icon(s):
Reference material: *required (can be images or links, use spoilers!)

Please do say if your regiment begins to use these! It took a lot of time making these and I'd love to know who chooses to use them.

The United Kingdom

The British Lieutenant and Ensign shared the same shoulder epaulettes and the Captain is denoted by his tassels being thicker then the Lieutenant and Ensign's ones. The Company officer ones are not for all regiments, many had different versions due to different facings or other reasons. Some regiments has silver officer epaulettes.

Many Regiment used silver epaulettes instead of gold. Why they did I have no idea.

There was also a Colour Sergeant for Rifles.

Contrary to the belief of most people on here Staff Corporal and such where ranks only used by the horse gurads. Sergeant and such was used by most Cavalry regiments
Ranks
Officers

Line Regimentals/Battalion
Colonel
Lieutenant Colonel
Major

Company Level

Centre Company
Captain
Lieutenant
Ensign

Grenadier Company
Captain
Lieutenant

Light Company
Captain
Lieutenant

NCOs
Serjeant Major
Colour Serjeant (Line)
Colour Serjeant (Foot Guards)
Colour Serjeant (Rifles)
Serjeant
Corporal
Lance Corporal
[close]

There is no real denotation of Company that can be used for all regiment, due to them all having different facings, aside from the plum (Please see Nico's 16x16 thread for those) for most regiments but here are some other variants. The highland one are the small bit holding the plum in place and for many it is also the cross belt.

Not all regiments used the silver officer cross belt buckle.
Company

White - 17th, 32nd, 43rd, 47th, 59th, 65th and 74th,
Pale Yellow - 9th, 10th, 12th, 20th, 26th, 30th, 46th, 57th, 67th, 82nd, 83rd, 84th and 91st,
Yellow - 13th, 15th, 16th, 28th, 29th, 34th, 37th, 38th, 44th, 75th, 77th, 80th, 85th, 86th, 88th and 93rd,
Yellow Green - 5th, 36th, 54th, 66th,
Blue Green - 11th, 19th, 24th, 45th, 49th, 51st, 55th, 63rd, 68th, 69th, 73rd, 79th, 87th and 94th
Buff - 3rd, 14th, 22nd, 31st, 48th, 52nd, 61st, 62nd, 71st, 78th, 81st and 96th
Orange - 35th
Red - 33rd, 41st, 53rd and 76th,
Purple - 56th
Blue - 1st, 2nd, 3rd Foot Guards, 1st, 2nd, 4th, 7th, 8th, 18th, 21st, 23rd and 42nd
Black - 50th, 58th, 64th, 70th and 89th

Company Epaulettes
Centre Company Blue
Flank Companies Blue - 1st, 2nd, 3rd Foot Guards and 1st
Flank Companies Blue - 2nd, 4th, 7th, 8th, 18th, 21st, 23rd and 42nd
Centre Company White Flank 
Centre Company Pale Yellow Flank
Centre Company Yellow Flank
Centre Company Yellow Green Flank
Centre Company Blue Green Flank
Centre Company Buff Flank
Centre Orange Flank
Centre Red Flank
Centre Purple Flank
Centre Black Flank

Highland Regiments

42nd (The Royal Highland) Regiment of Foot - The Black Watch
Centre Company
Grenadier Company
Light Company

78th (Highland) Regiment of Foot (The Ross-shire Buffs)
Centre, Grenadier and Light Companies

79th (Cameronian Highlanders) Regiment of Foot
Centre Company
Grenadier Company
Light Company

92nd (Gordon Highlanders) Regiment of Foot
Centre Company Cross Belt - Enlisted/NCOs Officer
Grenadier Company Cross Belt - Enlisted/NCOs Officer
Light Company Cross Belt - Enlisted/NCOs Officer
[close]

France

Now the Chef de Bataillon and Colonel share the same icon in this because a half epaulette would look out of place. The Colonel had two full epaulettes on his shoulders whilst the Chef de Bataillon had one full one on his left shoulder and a half one (Just the body no tassels) on his right.

The Caporal-Fourrier was a pain as well. The extra stripe was worn just bellow the shoulder whilst the chevrons where at the hem of the selves.

Most NCO ranks have either a chevron version or a stripe version. Not all though, like the Hussards.

I've thrown in the service stripes as a bonus. The ranks went Soldat to Caporal there was no in between so I recommend using the service stripes as SoD and SoP is you use them.
Infanterie de Ligne
Colonel
Major
Chef de Bataillon
Capitaine
Lieutenant
Sous Lieutenant

NCOs
Adjudant
Sergent Major Chevrons Stripes
Sergent Chevron Stripes
Caporal-Fourrier Chevrons Stripes
Caporal Chevrons Stripes
20 years service stripes
15 years service stripes
10 year service stripe
Garde Sapper
Sapper
[close]

Infanterie Légère
Colonel
Major
Chef de Bataillon
Capitaine
Lieutenant
Sous Lieutenant

NCOs
Adjudant
Sergent Major Stripes
Sergent Stripes
Caporal-Fourrier Stripes
Caporal Stripes
[close]

Hussards
Colonel
Major
Chef d'escadron
Capitaine
Lieutenant
Sous Lieutenant

NCOs
Adjudant
Marechal des Logis Chef
Marechal des Logis
Brigadier-Fourrier
Brigadier
Marechal-Ferrant
[close]

I've left the plates blank as a kind of template so people using them can put their regimental number into them.

If you can't tell the difference between the Chef de Bataillon and Colonel an easier way is to use the plums uses the officers to spot them at greater distances if you couldn't see their epaulettes.

Chasseurs à Cheval used the same plums as the Hussards but the 4, 5 and 6ére of the Hussards become the 5, 6 and 7ére of the Chasseurs.

Shakos, Plates and plums

Officer's Plums
Colonel
Major
Chef de Bataillon

Infanterie de Ligne & Infanterie Légère
1ére Compagnie
2ème Compagnie
3ème Compagnie
4ème Compagnie

Hussards
1ére Compagnie + 4ème Compagnie = 1er escadron
2ème Compagnie + 5ème Compagnie = 2ème escadron
3ème Compagnie + 6ème Compagnie = 3ème escadron

Chasseurs à Cheval
4 ème Compagnie + 8ème Compagnie = 4ème escadron

Infanterie de Ligne
Fusiliers (1810)
Fusiliers (1812)
Fusiliers (1814)

Grenadiers (1810)
Grenadiers (1812)
Grenadiers (1814)

Voltigeurs (1810)
Voltigeurs (1812)
Voltigeurs (1814)

Infanterie Légère
Chasseurs (1810)
Chasseurs (1812)
Chasseurs (1814)

Carabiniers (1810)
Carabiniers (1812)
Carabiniers (1814)

Voltigeurs (1810)
Voltigeurs (1812)
Voltigeurs (1814)

Artillerie
Artillerie à Pied (1810)
Artillerie à Pied (1812)
Artillerie à Pied (1814)

Garde and other
Bataillon Expéditionnaire du Génie Maritime (1810)
Bataillon Expéditionnaire du Génie Maritime (1812)
Bataillon Expéditionnaire du Génie Maritime (1814)
Marins de la Garde
Tirailleurs de la Garde
Train d'Artillerie de la Garde

Officer Gorget
Eagle
Cross Cannons
Grenade
Light Bugle
[close]


Prussia

It was clear when looking these up that Prussian soldiers would have had a hard time telling officers apart

Junior Officer stands for Oberleutnant, Leutnant and Hauptmann
Senior Officer stands for Major, Oberstleutnant and Oberst

Prussian Ranks
Senior Officer Gold
Senior Officer Silver
Senior Officer (1812)
Junior Officer Gold
Junior Officer Silver
Junior Officer (1812)

Unteroffizier Gold
Unteroffizier Silver
Unteroffizier Gold (1812)
Unteroffizier Silver (1812)

Shako Bits
Cavalry
Infantry
Artillery
[close]

13
Clans / 3rd System Army of the Republic
« on: May 10, 2015, 01:25:02 pm »
W.I.P

Currently consists of: 501st Legion, 212th Attack Battalion and 41st Elite Corp

14
Clans / Prince Rupert's Blew Regiment of Foote (Deluge mod)
« on: May 03, 2015, 06:05:35 pm »





|Information|




All spelling on this thread is correct. Learn olde English.

The Blews are a Regiment of Foote at aim to be a heavy role play regiment. Officers are adressed as "Sir" and NCOs by their rank. We strive to excel in our drill and skill, focusing on honing our men into true souldiers. The Officers of the Blews hold a pool of knowledge and skills whilst the NCOs walk down their own path of specialization to create a team able to train men in all forms of combat. Men are recruited from all across the community with a wide rage of different ability, all are welcome to the Blews so long are you keep to the rules. The Blews aim to become a well respected regiment and hope to join in the deluge community with a blast.

All men join the Blews as a Souldier. They must then complete an event in the pike block and musket block. They then get to chose if they want to become a Musketeer or a Pikeman. However there is a chance they could be drafted into an undermanned block so understand there is that chance when you join.
 




|Application Format|



In-Game Name:
Previous Regimental Experience:
Steam Name:
Nationality:
Age*:

*You must be 14 or above to join the Blews.

Make sure  to add one of the officers on Steam!





|Roster|


Commissioned Officers:

Captain Van Logan
 


Non-Commissioned Officers:


Corporal Björn Muggesveld
Corporal Edmund Barrow


Enlisted Men:

Enlisted Men

Musketeer Jacob Hedges
Musketeer Jay Booker
Musketeer Jordan Horton
Musketeer Pattrick Harper
Musketeer Toby Bates
Musketeer William Poole

Pikeman Frank Muggesveld
Pikeman Gorge Nilson

Souldier Åke Persson
Souldier Anthone Kenninck
Souldier Anthony Eire
Souldier Berned  ßalzer
Souldier Chadley Cole
Souldier Edvard Ahlroth
Souldier Farquhar Wheeldom
Souldier Frederik Hendrik
Souldier Frederick McCarthy
Souldier James Woodson
Souldier Jay Dommett
Souldier John Smith
Souldier Karel de Roovere
Souldier Patrick McGinnues
Souldier Pattrick Harper
Souldier Ren Schell
Souldier Richard Robett
Souldier Rogan Raimbaud
Souldier Rufus Moore
Souldier Tom Ansley
Souldier William Farrell
Souldier William Poole
Souldier Wolfric Ohelm
 
[close]


|Ranks|

Commissioned Officers

Captain (Cpt)

Lieutenant (Lt)

Ensign (Esn)

[close]
Non-Commissioned Officers

Serjeant (Sjt)

Corporal (Cpl)

[close]
Enlisted Men

Pikeman (Pkm)

Musketeer (Mkt)

Souldier (Sdr)

[close]


|History|


The Regiment was first raised in 1642 in the county of Somerset by Sir Thomas Lunsford, and was known as Sir Thomas Lunsford's Regiment of Foote. Sir Thomas was captured at the Battle of Edgehill and imprisoned until 1644.

His brother Colonel Henry Lunsford then took over command of the regiment until his death during the Siege of Bristol in July 1643.

Prince Rupert then assumed command as he had been impressed by the regiment's fighting abilities, and appointed John Russell as Lieutenant Colonel to the regiment. The regiment was part of the army taken north by Prince Rupert to Lancashire where it took part in the relief of Lathom House, the stormings of Bolton and Liverpool and then marched across the Pennines with Rupert to the relief of York. They then fought at the Battle of Marston Moor as part of the Forlorn Hope.

In May 1645 they assembled at Evesham as part of the King's Army and were involved in the storming of Leicester - this is where Rupert's men are referred to as Bluecoats in accounts of the fighting. Two weeks later the Bluecoats formed part of the reserve at the Battle of Naseby where the majority of the regiment were slain. The remnants eventually ended up as part of the garrison of Bristol and were disbanded by the King after Rupert surrendered the city.

Made up
When war broke our in the east of Europe Rupert could not help himself but to go and get himself involved. He went about England is disguise raising his regiment by summoning men to travel to Holland where the Royal Family had fled. The regiment reformed in Amsterdamn on Christmas day 1646 and traveled from there to Denmark where he was met in Copenhagen by Queen Christina of Sweden. There Rupert swore the Blews to the service of the Swedish Army with whom they fought with before returning to Holland upon summon of Charles II before he cross back into England in the restoration of the monarchy

Battle Record
1642
August: Skirmish at Wells
September: Besieged at Sherborne Castle
September: Skirmish at Babylon Hill
September: Shipped from Minehead to Cardiff
23rd October: Battle of Edgehill - Part of Colonel Richard Fielding's Brigade (Front centre) Capture of Thomas Lunsford
12th November: Storm of Brentford
13th November: Standoff at Turnham Green
9th December: Garrison of Reading
1643
February: Storm of Cirencester
March: Besieged in Malmesbury?
13th - 27th April: Besieged in Reading
June: Skirmish at Chinnor (det)
June: Battle of Chalgrove Field (det)
26th July: Storm of Bristol - Part of Belasye's Brigade. Death of Henry Lunsford.
Garrison of Bristol
August to September: Siege of Gloucester (det)
4th September: Skirmish at Stow on the Wold
September: First Battle of Newbury
1644
March: Skirmish at Market Drayton
May: Storm of Stockport
May: Storm of Bolton
June: Siege of Liverpool
2nd July: Battle of Marston Moor
Garrison of Chester
1645
January: Battle at Chrisleton
January to February: Besieged at Chester
31st May: Storm of Leicester
14th June: Battle of Naseby
[close]


|Communications|



Steam: Cpt. Van Logan (Bravescot)

If you would like to organise an event or talk to one of its members or officers then add the Steam link above. Also if you are a member of the regiment you are expected to have Bravescot on Steam.



|Media|



Gallery
WIP
[close]



Thanks to Herishey who's thread template I've used. All images by Iron Mitteners



15
Community / Historical Teamspeak Icons (Now available)
« on: March 30, 2015, 01:03:12 am »
Historical Icons for teamspeak!

THIS THREAD IS A W.I.P AND WILL KEEP BEING UPDATED

So after looking around I noticed nobody really had any decent 16x16 historical icons so I've gone and made some. Feel free to help yourself to them

I will be taking requests for other nation's and some regiment icons but can not promise I can deliver ie. Russia and Austria I can't find any real historical reference for their ranks. To apply simple put in these details
Code
Regiment/Nation:
Requested Icon(s):
Reference material: *required (can be images or links, use spoilers!)

Please do say if your regiment begins to use these! It took a lot of time making these and I'd love to know who chooses to use them

The United Kingdoms

The British Lieutenant and Ensign shared the same shoulder epaulettes and the Captain is denoted by his tassels being thicker then the Lieutenant and Ensign's ones. The Company officer ones are not for all regiments, many had different versions due to different facings or other reasons. Some regiments has silver officer epaulettes.

Many Regiment used silver epaulettes instead of gold. Why they did I have no idea.

Though rare the rank of RSM did exist in some regiments. There was also a Colour Sergeant for Rifles.

Contrary to the belief of most people on here Staff Corporal and such where ranks only used by the horse gurads. Sergeant and such was used by most Cavalry regiments
Ranks
Officers

Line Regimentals/Battalion
Colonel Silver
Lieutenant Colonel Silver
Major Silver

Company Level

Centre Company
Captain Silver
Lieutenant Silver
Ensign Silver

Grenadier Company
Captain
Lieutenant
Ensign

Light Company
Captain
Lieutenant
Ensign

NCOs
Regimental Sergeant Major
Sergeant Major
Colour Sergeant (Line)
Colour Sergeant (Foot Guards)
Colour Sergeant (Rifles)
Sergeant
Corporal
Lance Corporal
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There is no real denotation of Company that can be used for all regiment, due to them all having different facings, aside from the plum (Please see Nico's 16x16 thread for those) for most regiments but here are some other variants. The highland one are the small bit holding the plum in place and for many it is also the cross belt.

Not all regiments used the silver officer cross belt buckle.
Company

White - 17th, 32nd, 43rd, 47th, 59th, 65th and 74th,
Pale Yellow - 9th, 10th, 12th, 20th, 26th, 30th, 46th, 57th, 67th, 82nd, 83rd, 84th and 91st,
Yellow - 13th, 15th, 16th, 28th, 29th, 34th, 37th, 38th, 44th, 75th, 77th, 80th, 85th, 86th, 88th and 93rd,
Yellow Green - 5th, 36th, 54th, 66th,
Blue Green - 11th, 19th, 24th, 45th, 49th, 51st, 55th, 63rd, 68th, 69th, 73rd, 79th, 87th and 94th
Buff - 3rd, 14th, 22nd, 31st, 48th, 52nd, 61st, 62nd, 71st, 78th, 81st and 96th
Orange - 35th
Red - 33rd, 41st, 53rd and 76th,
Purple - 56th
Blue - 1st, 2nd, 3rd Foot Guards, 1st, 2nd, 4th, 7th, 8th, 18th, 21st, 23rd and 42nd
Black - 50th, 58th, 64th, 70th and 89th

Company Epaulettes
Centre Company Blue
Flank Companies Blue - 1st, 2nd, 3rd Foot Guards and 1st
Flank Companies Blue - 2nd, 4th, 7th, 8th, 18th, 21st, 23rd and 42nd
Centre Company White Flank 
Centre Company Pale Yellow Flank
Centre Company Yellow Flank
Centre Company Yellow Green Flank
Centre Company Blue Green Flank
Centre Company Buff Flank
Centre Orange Flank
Centre Red Flank
Centre Purple Flank
Centre Black Flank

Highland Regiments

42nd (The Royal Highland) Regiment of Foot - The Black Watch
Centre Company
Grenadier Company
Light Company

78th (Highland) Regiment of Foot (The Ross-shire Buffs)
Centre, Grenadier and Light Companies

79th (Cameronian Highlanders) Regiment of Foot
Centre Company
Grenadier Company
Light Company

92nd (Gordon Highlanders) Regiment of Foot
Centre Company Cross Belt - Enlisted/NCOs Officer
Grenadier Company Cross Belt - Enlisted/NCOs Officer
Light Company Cross Belt - Enlisted/NCOs Officer
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France

Now the Chef de Bataillon and Colonel share the same icon in this because a half epaulette would look out of place. The Colonel had two full epaulettes on his shoulders whilst the Chef de Bataillon had one full one on his left shoulder and a half one (Just the body no tassels) on his right.

The Caporal-Fourrier was a pain as well. The extra stripe was worn just bellow the shoulder whilst the chevrons where at the hem of the selves.

Most NCO ranks have either a chevron version or a stripe version. Not all though, like the Hussards.

I've thrown in the service stripes as a bonus. The ranks went Soldat to Caporal there was no in between so I recommend using the service stripes as SoD and SoP is you use them.
Infanterie de Ligne
Colonel
Major
Chef de Bataillon
Capitaine
Lieutenant
Sous Lieuteant

NCOs
Adjudant
Sergent Major Chevrons Stripes
Sergent Chevron Stripes
Caporal-Fourrier Chevrons Stripes
Caporal Chevrons Stripes
20 years service stripes
15 years service stripes
10 year service stripe
Garde Sapper
Sapper
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Infanterie Légère
Colonel
Major
Chef de Bataillon
Capitaine
Lieutenant
Sous Lieutenant

NCOs
Adjudant
Sergent Major Stripes
Sergent Stripes
Caporal-Fourrier Stripes
Caporal Stripes
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Hussards
Colonel
Major
Chef d'escadron
Capitaine
Lieutenant
Sous Lieutenant

NCOs
Adjudant
Marechal des Logis Chef
Marechal des Logis
Brigadier-Fourrier
Brigadier
Marechal-Ferrant
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I've left the plates blank as a kind of template so people using them can put their regimental number into them. If you want me to do it for you just drop a note on the thread and I'll get it done.

If you can't tell the difference between the Chef de Bataillon and Colonel an easier way is to use the plums uses the officers to spot them at greater distances if you couldn't see their epaulettes.

Chasseurs à Cheval used the same plums as the Hussards but the 4, 5 and 6ére of the Hussards become the 5, 6 and 7ére of the Chasseurs.

Shako plates and plums

Officer's Plums
Colonel
Major
Chef de Bataillon

Infanterie de Ligne & Infanterie Légère
1ére Compaine
2ére Compaine
3ére Compaine
4ére Compaine

Hussards
1ére Compaine + 4ére Compaine = 1er escadron
2ére Compaine + 5ére Compaine = 2ére escadron
3ére Compaine + 6ére Compaine = 3ére escadron

Chasseurs à Cheval
4ére Compaine + 8ére Compaine = 4ére escadron

Infanterie de Ligne
Fusiliers (1810)
Fusiliers (1812)
Fusiliers (1814)

Grenadiers (1810)
Grenadiers (1812)
Grenadiers (1814)

Voltigeurs (1810)
Voltigeurs (1812)
Voltigeurs (1814)

Infanterie Légère
Chasseurs (1810)
Chasseurs (1812)
Chasseurs (1814)

Carabiniers (1810)
Carabiniers (1812)
Carabiniers (1814)

Voltigeurs (1810)
Voltigeurs (1812)
Voltigeurs (1814)

Artillerie
Artillerie à Pied (1810)
Artillerie à Pied (1812)
Artillerie à Pied (1814)

Garde and other
Bataillon Expéditionnaire du Génie Maritime (1810)
Bataillon Expéditionnaire du Génie Maritime (1812)
Bataillon Expéditionnaire du Génie Maritime (1814)
Marins de la Garde
Tirailleurs de la Garde
Train d'Artillerie de la Garde

Officer Gorget
Eagle
Cross Cannons
Grenade
Light Bugle
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Prussia

It was clear when looking these up that Prussian soldiers would have had a hard time telling officers apart

Junior Officer stands for Oberleutnant, Leutnant and Hauptmann
Senior Officer stands for Major, Oberstleutnant and Oberst

Prussian Ranks
Senior Officer Gold
Senior Officer Silver
Senior Officer (1812)
Junior Officer Gold
Junior Officer Silver
Junior Officer (1812)

Unteroffizier Gold
Unteroffizier Silver
Unteroffizier Gold (1812)
Unteroffizier Silver (1812)

Shako Bits
Cavalry
Infantry
Artillery
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