[X] – Storm the city, but first take the time to coordinate with the fleet and what reinforcements His Highness the King can muster.

The vote is not closed right?
Adhoc vote count started by DkArthas on May 26, 2018 at 9:09 AM, finished with 19355 posts and 42 votes.
 
The vote is not closed right?

Yes it is. The good news is the winning vote was the same as yours.

They are messing with you man.

This is what won:

[X] – Press this advantage! Storm the walls immediately and advance into the city. (x1.6)
Number of voters: 34

We are not coordinating with the fleet or awaiting reinforcements, we are not giving Malekith time to breathe. We are going now, now, now.
 
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An amusing thing to note - this campaign has taken about two years in real-time. The quest itself is a bit more than three years old. :p

So, I know we're all very war-weary and don't really want to have to deal with Malekith's shit again anytime soon...

But is anyone else up for burning down all of Malekith's docks again in a year or two? This whole shebang was triggered by Malekith freaking out about our apparent upcoming naval supremacy, and he hasn't been able to redress that, assuming he doesn't sink our fleet as he escapes. If we burn down all his non-Ark ships again, he may not be able to launch another invasion - we can keep him bottled up in Naggaroth for lack of transport. It would also make him mad as hell.

Sounds like a reasonable long-term project to me :p
 
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Amid A Tremulous World: Planning
You sillies, it's Update Time of course!

[X] Press this advantage! Storm the walls immediately and advance into the city.

Amid A Tremulous World: Planning

On most occasions when a city is captured, it is done so by subterfuge. Those within are convinced, either by bribery or desperation, to open the gates and allow the attackers within. When a city is stormed by force, the matter is usually preceded by days or weeks, perhaps months of preparation. The city will be bombarded by siege engines to breach the walls and terrify the defenders, sappers will collapse tunnels to undermine the foundations, earthworks will be advanced towards the walls to allow attackers to approach in safety, ladders and siege towers will be constructed to scale the defences, covered rams will be assembled to break open the gates – most people will employ several such methods at once, and frequently all of them.

Most people are not elves.

Time is of the essence, and so you must be swift. A half-mile of open ground stands between you and the city walls, no doubt carefully measured out by the engineers and archers of your foe, and littered with traps and deadfalls sufficient to make the approach a quagmire of anguish. But Saphery has offered a solution, a grand weaving to shift your troops half a step out of the physical world for the small piece of an hour needed to cover the distance.

Normally, to thusly pin your hopes on magic would be purest folly, and invite a stern rebuke from your opposite number. But you have hundreds of mages among your host, and your enemy… does not. It is time to leverage that advantage.

The approach will not be bloodless. Magic is a mercurial thing, and the armaments of Black Arks are not wholly mundane. But it will defend you against the greater part of attack, and see your soldiers striding weightless and wraithlike across snare and deadfall, pit and noose, with nary a care.

After that… Well, that's where things become interesting.

– – –

To take the city, you must first breach the curtain wall, force your way through the outer neighbourhoods, then carry the inner wall, fight your way through the old city, and finally storm the primary citadel overlooking the dockyards. None of these tasks will be easy, and it is important to have some idea of how you mean to approach them.

It is not a question of whether events will go to plan – they assuredly won't, but having a plan will instill in your officers a sense of what is expected of them when responding to changing circumstances.

As such, the coming vote will be in a minimum of five parts, choosing which tasks should be considered priorities for the assets in your army. You may assign any number of assets to any one stage of the assault, and assigning more will improve the results, but the more strain you place on any one part of your army throughout the attack, the more likely they are to buckle under the weight.

In total, you have the following forces to allocate to these tasks, with how much they can take on before exhausting their stamina, morale or numbers, represented as a number of charges.

Regulars (available charges: 5)
These are your line troops, the archers, spearelves and Seaguard who make up the bulk of your army. Relatively unimpressive, they are nevertheless stalwart fighters who carry much of Ulthuan campaigns.
Heavy Infantry (Available charges: 3)
White Lions from Chrace, Swordmasters from Saphery, Phoenix Guard from… Well, nominally Cothique but technically everywhere, if you really want to get into it. Look, it's a lot of big people in heavy armour with very sharp things for hitting people with, an activity they are exceptionally good at, okay? Especially Korhil.
Light Infantry (Available charges:32)
Primarily Shadowlanders and Chracian hunters, these are your foot skirmishers,nimble and and adroit in the running battle. Nananthorigen insists on standing with them, but it is hoped that Thrice-Chosen Elanaelus may prove to be a calming influence.
Heavy cavalry (Available charges: 3)
Silver Helms, Dragon Princes and a few equivalents local to other kingdoms. Shock cavalry, invaluable on an open field – and an elven rider's idea of 'open' would give a knight of other realm's a cold sweat.
Light cavalry (Available charges: 2)
Primarily Reaver Knights from Ellyrion, although a few analogues have answered the call from other realms. Nimble riders with bow and spear, ready to dance circles around most foes.
War Machines (Available charges: 4)
Elves might not employ a wide variety of war machines, but really, can you blame them? The Eagle's Claw offers range far in excess of any bow, peerless accuracy, and a choice of projectiles between a heavy bolt the length and heft of a heavy spear for skewering large targets, or a bundle of smaller bolts for threshing regular soldiers like ripe wheat. Not so good at knocking down walls, but joy of joys, passing through Elisia has seen them freshly restocked with Deathfire.
Mages (Available charges: 4, 1 spent)
That's what magic is for! Some might say that magic is a cheating answer, since magic can do almost anything. To this, the elves answer: duh, that's why we study it so hard!
Dragons (Available charges: 4)
It's remarkable just how few problems can't be solved by dropping a couple tons of fire-breathing monster on them from out of the sky. Which is why you have people like Princess Muirain, or Crown Prince Imrik, who spend their lives learning how to be especially good at doing so.
Flyers (Available charges: 2)
Griffon knights from Yvresse, pegasus knights from Ellyrion, Skycutters from Lothern, Great Eagles from all over… You've picked up quite the array of wings lately. So far Eltharion is having great fun gallivanting about the skies with them, and they're more than earning their prodigious food requirements.
Mistblades (Available charges: 2)
Lunatics, every damned one of them. Useful lunatics, though, especially with their fae mistress, the enigmatic Nagaithenlin. They're fast earning a reputation as the last word in the precise delivery of shocking violence to places the enemy would really rather nothing of the sort happened. Bravo!
Tyrion (Available charges: 3)
Once you earn a name like "The Blossom of Perfected Violence" there really isn't much more to be said on the matter.
Teclis (Available charges: 2)
High Loremaster of Saphery, one of the greatest living mages in the world. Currently missing an arm, and incredibly bitter about it.
Everqueen Alarielle and her Handmaidens (Available charges: 2)
Some people say the Everqueen is a font of life and peace in the world who could never harm a fly. Those people have never seen what happens when three hundred square meters of brambles suddenly grow to ten times their usual size, density, and sharpness. And for everything else, she has a hundred ladies-in-waiting armed with enchanted spears and fiery bows, all itching to prove just how fast they can riddle an attacker with an artistic arrangement of arrows.

The curtain wall is Tor Dynal's most scarred bastion, torn down and rebuilt by Asur and Druchii alike, and although they may appear to be an uneasy blending of your two race's aesthetic styles, at the end of the day they are still nearly ten yards of thick stone, heavily patrolled by the garrison and buttressed by tall towers housing bolt throwers.
[ ] – The gates of Tor Dynal are made of two sets of heavy starwood timbers, banded with truesteel and as thick across as the length of an elf's forearm. Which means they should break like many twigs before Sunfang. Send forth Tyrion with a cadre of knights to break the gates open, and follow in his wake. (Spends 1 Tyrion charge)
[ ] – As Malekith so ably demonstrated at the outer walls of Tor Achare, magic is fully capable of laying ruin to barriers of stone. Return the favour. (Spends 1 charge from one or more of Mages, Teclis, and/or Alarielle)
[ ] – A Star Dragon is an ancient creature of monstrous power, fully capable of pulling down a fortified wall if they set their mind to it, and you have several such creatures among your army – although they will need to be protected in their labours. (Spends 1 Dragons charge)
[ ] – You have many thousands of soldiers among your army, the vast majority of them trained archers. Sweep the battlements with arrows, and scale the walls by ropes. It will not be clean, but it will preserve the strength of your elite forces. (Spends 1 Regulars charge)
[ ] – Nagaithenlin has demonstrated a capacity to lead the Mistblades Guild through unearthly pathways. Implore her to do so again, in a surprise attack upon the gatehouses. (Spends 1 Mistblades charge)
[ ] – Between griffons, pegasi, eagles and skycutters, you have a formidable force of flyers among your army. Have them storm the battlements to force beachheads for your soldiers, and to take the gatehouses. (Spends 1 Flyers charge)

The outer city is a sprawl of plazas and parks, dotted with colourful dwellings and intricate decorations. No doubt the Druchii have made ruin of its artistry, but it remains a place of beauty in the open air. It is unlikely you will fight a pitched battle here; once you take the outer wall the Druchii will be concerned with retreating to the next layer of defences, but keeping up the pressure now will force the Naggarothi into disarray further in. Do not allow them a moment's respite!
[ ] – Although technically an urban environment, the wide streets and open parks here make a perfect environment for cavalry. Set your knights loose. (Spends 1 charge from Heavy Cavalry and/or Light Cavalry)
[ ] – You have many, many bows. Advance by volleys; likely the enemy will bear the worst of it on their shields, but doing so will slow their retreat and create opportunities for others. (Spends 1 Regulars charge)
[ ] – Once the enemy is in flight, you should conserve your strength for the next stage of the battle. Let your line troops run down who they can in lieu of your elites. (Spends 1 more Regulars charge)
[ ] – You have seen the havoc spellfire can wreak when unopposed. It is unlikely there will be a repeat performance; whatever sorceresses remain will doubtless be here, but even an echo could be ruinous. (Spends 1 charge from Mages and/or Teclis)
[ ] – The Everqueen stands with you, accompanied by her full bodyguard and their greatbows of purifying flame, fully capable of hurling a blue-fire shaft through shield, armour and flesh at a stroke. Well, one can always use more target practice… (Spends 1 Alarielle charge)
[ ] – Indulge the Shadowlanders, let them off the leash. (Spends 1 Light Infantry charge)
[ ] – Once the walls are carried, let your shock infantry carry you forwards. (Spends 1 Heavy Infantry charge)
[ ] – A few passes of dragonfire should put paid to any thought of an orderly retreat. (Spends 1 Dragons charge)
[ ] – Do you know what the difference is between a mob of fleeing soldiers and a herd of scattering rabbits, to an eagle? Precious little. (Spends 1 Flyers charge)
[ ] – Hoist bolt throwers into the walls and let your soldiers advance under a rain of Deathfire. (Spends 1 War Machines charge)

The inner wall is the core of Tor Dynal's defences, and will doubtless be the primary fallback point for your enemy. As the fighting moves past the outer wall they will seek to withdraw through its three great gates to the battlements, where they can rain bolts upon your army and draw up a counterattack. You must assume that by this stage in the battle, the enemy will be ready for a repeat of your solution to the outer wall.
[ ] – With sufficient speed, your cavalry might fall upon the gatehouses while the Naggarothi still file through, and hold them open long enough for the main body of your army to take the gates entirely. (Spends 1 Heavy Cavalry and/or Light Cavalry charge)
[ ] – The gates of Tor Dynal are made of two sets of heavy starwood timbers, banded with truesteel and as thick across as the length of an elf's forearm. Which means they should break like many twigs before Sunfang. Send forth Tyrion with a cadre of knights to break the gates open, and follow in his wake. (Spends 1 Tyrion charge)
[ ] – As Malekith so ably demonstrated at the outer walls of Tor Achare, magic is fully capable of laying ruin to barriers of stone. Return the favour. (Spends 1 charge from either Mages, Teclis, or Alarielle)
[ ] – A Star Dragon is an ancient creature of monstrous power, fully capable of pulling down a fortified wall if they set their mind to it, and you have several such creatures among your army – although they will need to be protected in their labours. (Spends 1 Dragons charge)
[ ] – You have many thousands of soldiers among your army, the vast majority of them trained archers. Sweep the battlements with arrows, and scale the walls by ropes. It will not be clean, but it will preserve the strength of your elite forces. (Spends 1 Regulars charge)
[ ] – Nagaithenlin has demonstrated a capacity to lead the Mistblades Guild through unearthly pathways. Implore her to do so again, in a surprise attack upon the gatehouses. (Spends 1 Mistblades charge)
[ ] – Between griffons, pegasi, eagles and skycutters, you have a formidable force of flyers among your army. Have them storm the battlements to force beachheads for your soldiers, and to take the gatehouses. (Spends 1 Flyers charge)
[ ] – Bring up the Eagle's Claws onto the outer wall and rain bolts and Deathfire onto the retreating enemy. (Spends 1 War Machines charge)

The Old City is a maze of stonework, narrow streets winding through tightly-pressed spires and houses pressed, often connected by decorated bridges and walkways several storeys up. It will be a tangle of street fighting, but you must win through to reach the citadel.
[ ] – A bloody push through the hellish confines of urban warfare? Sounds like a job for a hero. Summon Tyrion. (Spends 1 Tyrion charge.)
[ ] – These confines are too narrow for cavalry. Foot knights, on the other hand… (Spends 1 Heavy Cavalry charge)
[ ] – Among your army are White Lions and the famed Swordmasters of Hoeth, some of the finest heavy infantry in the world. Set them to the fore. (Spends 1 Heavy Infantry charge)
[ ] – A great host follows in your wake. Simply fill the streets with companies, until you have crowded your enemy out. (Spends 1 Regulars charge)
[ ] – Many people say that mages are scholars, learned experts of careful solutions to complex problems. In Tyrion's experience, they are also happy to act as sledgehammers. Have them burn and blast a path through the neighbourhoods. (Spends 1 charge from either Mages, Teclis, or Alarielle)
[ ] – Loose your ghost-warrior into the city, to fight the running battles at which they excel. (Spends 1 Light Infantry charge)
[ ] – Where does a millennia-old dragon walk? Wherever they damn well please, and no hovel of stone will get in their way. Trample a path. (Spends 1 Dragons charge)
[ ] – Between Skycutters and pegasi, you have quite the little aerial scouting contingent. Put them to use to map a path through. (Spends 1 Flyers charge)
[ ] – Load the Eagle's Claws with stone balls and do some demolition work. (Spends 1 War Machines charge)

Castle Dynal is not the only keep within the city, but it is the oldest and largest, the great fortress overlooking the dockyards. No doubt the enemy will fight fiercely to hold it, for if you can take the keep the battle is all but won.
[ ] – Whatever assets not spent elsewhere are presumed to be allocated here.

Additionally, there are several valuable possibilities within the city limits, which it may be to your advantage to explore in the course of the fighting. Doing so will strain your army still further, and you must weigh carefully the cost of splitting your focus… But the rewards could be great.

The Witch King is here. Seven millennia he has harried your people, like a rabid wolf gnawing on a limb, and now he is within reach. It is folly to hope that he might perish by chance in the chaos of battle; if there is to be any chance of slaying him, it will require a focused effort, and such things have been tried before. Malekith is canny; he will be no easy quarry. But if he could be slain…
[ ] – Tyrion has long sought to cross blades with Malekith, but the Witch King has denied such a battle at every turn – and with good reason. If he could be run to ground… (Spends 1 Tyrion charge)
[ ] – The last time the High Loremaster duelled the Witch King, it ended with the power of a Goddess unleashed, and Malekith judging that casting himself into the Realm of Magic was the lesser risk. Teclis yearns to settle the matter for good. (Spends 1 Teclis charge)
[ ] – To even allow Malekith to lay eyes on the Everqueen is both an unconscionable risk and tantamount to blasphemy, but it cannot be argued that, surrounded by her Handmaidens and in the fullness of her power, Alarielle is one of the greatest concentrations of force in your army. Too, there is a certain poetry to allowing the oldest and most supreme of authorities to make the final rebuke to this pretender and his horrors. (Spends 1 Alarielle charge)
[ ] – The fledgling Guild of Mistblades have spent a lifetime crossing blades with otherworldly horrors, and their mistress has already shown an aptitude for leading them to be where they shouldn't. Consider this a final test. (Spends 1 Mistblades charge)
[ ] – You feel an overwhelming urge to just drop a dozen dragons on top of this problem… Oh. Oh no. This must be how Caledorians feel all the time! (Spends 1 Dragons charge)
[ ] – The Witch King has rightly earned his name, but even he isn't a match for five or six of Saphery's archmagi at once, and even if they can't kill him they can keep him from shredding a more martial champion with screaming black fire. (Spends 1 Mages charge)
[ ] – Okay, Eltharion isn't a Witch-King, and griffons are not dragons. But there's a lot more of them than there are of him, and they work together a damn sight better, too. (Spends 1 Flyers charge)
[X] - What? Don't be absurd. Skirmishers are no match for the Witch King! (1 Light Infantry charge already spent)
The First Sorceress is here, Queen Mother of Naggaroth and some say the ultimate architect of Ulthuan's woe. Morathi is if anything an even more elusive quarry than her son, wreathed in a latticework of daemonic bargains and intimately aware of her vulnerabilities – she will flee rather than fight, if sorely pressed, but to slay her might deal unfathomable damage to Naggaroth's stability… And, truthfully, driving her to flee might be victory enough.
[ ] – Morathi is not precisely a novice at this 'waving sharp objects at people' business, but the last time she was caught in a duel with a highborn of Ulthuan, she fled. Why not have Tyrion try his luck? (Spends 1 Tyrion charge)
[ ] – Teclis wants a rematch. Strictly speaking he's probably not the First Sorceress's equal, but then, she doesn't have Destiny loading her dice. (Spends 1 Teclis charge)
[ ] – A thousand and one dark blessings are no match for seven thousand years and counting of a Goddess' chosen bloodline. Alarielle will see the First Sorceress' body riddled with flaming arrows. (Spends 1 Alarielle charge)
[ ] – From what you know of her, it is unlikely that Nagaithenlin truly desires her own rematch, for she seems to desire little of anything. But Morathi fled from her before, and that may be enough. (Spends 1 Mistblades charge)
[ ] – Once again, an overwhelming urge to throw up your hands and shout for dragons. Nine Gods, is it any wonder Caledorians are conceited? (Spends 1 Dragons charge)
[ ] – There is not a spellcaster in the realm who can match Morathi blow for blow. Ten or twenty at once, on the other hand… (Spends 1 Mages charge)
[ ] – Historically, the Sisterhood of Ghrond's answer to being stuck on the wrong end of a cavalry charge has been 'don't', and Morathi is (hopefully) unlikely to feel any differently. Force the issue. (Spends 1 Heavy Cavalry and/or Light Cavalry charge)
[ ] – As below, so above: Getting stuck on the wrong end of a diving griffon is pretty unhealthy too. (Spends 1 Flyers charge)
[ ] – The Swordmasters of the White Tower have studied for centuries in the shadow of some of the greatest spellcasters of the realm, and would be downright eager for a shot at hacking Morathi apart.

The docks of Tor Dynal are a hive of activity, Naggarothi ships making berth and sailing out. Taking them, in whole or in part, could restrict or deny Malekith his path of retreat – to do so would commit you to a most terrible slaughter on both sides, for ever will a beast fight hardest with its back against the wall, but should you wish to deal Naggaroth a mortal blow, now is the time to decide upon how.
[ ] – Some Reaver Knights should be able to ride around the worst of the fighting and cause some chaos in the ports. This kind of improvised chaos among the back lines is a specialty of theirs. (Spends 1 Light Cavalry charge)
[ ] – Should some of your knights be able to smash through the enemy, have them ride onwards to do whatever damage they can to the ships. (Spends 1 Heavy Cavalry charge)
[ ] – Hoist the Eagle's Claws onto the inner wall and start lobbing Deathfire pots into the port. Reach out and torch someone. (Spends 1 War Machines charge)
[ ] – Dragons and ships go together like fire and screaming Druchii. It's a match made among the Cadai. (Spends 1 Dragons charge)
[ ] – Mages have always been a respected part of Ulthuan's navy, which means they have a great deal of experience in reducing seaworthy ships into broken piles of timber. Why not let them demonstrate? (Spends 1 Mages charge)
[ ] – Eltharion says your flyers have the speed to race ahead of the battle and make a hash of any plans for retreat. Shredded rigging, torn sails, some general mayhem, it'll be fun! (Spends 1 Flyers charge)
[ ] – Recently, Malekith tried to blow up part of your fleet with shadowy warriors. Well, you didn't bring any magical superweapons, but you have enough Deathfire to show him how it's done. (Spends 1 Light Infantry charge)

The Fist of Malekith hovers above the city. If not dealt with, it will rain bolts and spells down upon your army, but, the Witch-King's personal Black Ark will be well defended, and require a formidable force to occupy, let alone capture or destroy. As callous as it sounds, it may be better to simply trust in the cover of the city streets, and absorb whatever casualties result.
[ ] – Expecting Tyrion, an elf who can neither fly nor wield any appreciable magic, to lead an assault on a flying castle seems… Improbable. Which, historically speaking, probably means he's perfect for the job. (Spends 1 Tyrion charge)
[ ] – 'Flying castle', meet 'a dozen dragons'. I'm sure you'll get on like a house on fire. Hopefully literally. (Spends 1 Dragons charge)
[ ] – Considering all the work that goes into them, Black Arks are about as magic-resistant as they can be. Fortunately, you have a lot of mages. Pour it on. (Spends 1 Mages and/or Teclis charge)
[ ] – Load the Eagle's Claws with stone balls and commence counterbattery shooting. It won't cripple the thing, but it should hopefully do a lot to mitigate its ability to cripple you.
[ ] – "Thirty griffon knights" doesn't quite impress like saying "thirty dragons" does, but the difference is remarkably slim. (Spends 1 Flyers charge)
[ ] – Nagaithenlin has this interesting habit of getting places she really shouldn't be able to, and bringing friends along. Well, in for a penny in for a crown… (Spends 1 Mistblades charge)

The Death of Hope has been floating above Tor Dynal practically since this war began, a terrible sentinel roosting over the Druchii's malignant nest. It is a Black Ark in the fullness of its power, and poses a considerable danger to your troops - but if it could be crippled, or better yet captured, it would send a fierce message to your enemy.
[ ] – Expecting Tyrion, an elf who can neither fly nor wield any appreciable magic, to lead an assault on a flying castle seems… Improbable. Which, historically speaking, probably means he's perfect for the job. (Spends 1 Tyrion charge)
[ ] – 'Flying castle', meet 'a dozen dragons'. I'm sure you'll get on like a house on fire. Hopefully literally. (Spends 1 Dragons charge)
[ ] – Considering all the work that goes into them, Black Arks are about as magic-resistant as they can be. Fortunately, you have a lot of mages. Pour it on. (Spends 1 Mages and/or Teclis charge)
[ ] – Load the Eagle's Claws with stone balls and commence counterbattery shooting. It won't cripple the thing, but it should hopefully do a lot to mitigate its ability to cripple you.
[ ] – "Thirty griffon knights" doesn't quite impress like saying "thirty dragons" does, but the difference is remarkably slim. (Spends 1 Flyers charge)
[ ] – Nagaithenlin has this interesting habit of getting places she really shouldn't be able to, and bringing friends along. Well, in for a penny in for a crown… (Spends 1 Mistblades charge)

The Anlec Ascendant lists in the skies above Tor Dynal, its ravaged walls home to extensive scaffolding that speaks of the terrible damage dealt to it outside Tor Achare. It is unlikely that it will play any real part in the battle, but the unprecedented opportunity of falling upon a crippled Ark represents a treasure trove of spoils.
[ ] – Expecting Tyrion, an elf who can neither fly nor wield any appreciable magic, to lead an assault on a flying castle seems… Improbable. Which, historically speaking, probably means he's perfect for the job. (Spends 1 Tyrion charge)
[ ] – 'Flying castle', meet 'a dozen dragons'. I'm sure you'll get on like a house on fire. Hopefully literally. (Spends 1 Dragons charge)
[ ] – Considering all the work that goes into them, Black Arks are about as magic-resistant as they can be. Fortunately, you have a lot of mages. Pour it on. (Spends 1 Mages and/or Teclis charge)
[ ] – Load the Eagle's Claws with stone balls and commence counterbattery shooting. It won't cripple the thing, but it should hopefully do a lot to mitigate its ability to cripple you.
[ ] – "Thirty griffon knights" doesn't quite impress like saying "thirty dragons" does, but the difference is remarkably slim. (Spends 1 Flyers charge)
[ ] – Nagaithenlin has this interesting habit of getting places she really shouldn't be able to, and bringing friends along. Well, in for a penny in for a crown… (Spends 1 Mistblades charge)

There will be a moratorium on voting for 24 hours, until 4:35 on May 31st. No votes will be counted until that time.
 
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some people might say that when I'm trying to increase my update speed is not the time to write an update that includes 75 new options, even if some of them are copied and pasted

to these people i say OPTIONS FOR THE OPTION GOD
 
Hoo boy...

[ ] – You feel an overwhelming urge to just drop a dozen dragons on top of this problem… Oh. Oh no. This must be how Caledorians feel all the time! (Spends 1 Dragons charge)

I mean...come one.

If you could...wouldn't you?!

It's like, the biggest coolest hammer and can squish every nail! Maybe. Hhrrmm...

Tempting, but probably shouldn't >.>
 
So, going by Imrix's notes of '400k Druchii' and 'Enemy Slaves from 1.5:1 to 1:1.5'

The maths says.. 400,000*(1.5-1/1.5) = 333,333 Slaves killed/routed. Which is, um, a lot.

/

*Cry quietly at the update.*
 
I think the dock are the most important objective destroy the ships and there goes the dark elves army
Quite the opposite in fact; if we smash the docks, their army doesn't go anywhere.

Light Infantry (Available charges:32)
[X] - What? Don't be absurd. Skirmishers are no match for the Witch King! (1 Light Infantry charge already spent)
Wait, have the infantry already had a go? How did that turn out?
 
Quite the opposite in fact; if we smash the docks, their army doesn't go anywhere.



Wait, have the infantry already had a go? How did that turn out?
I really don't want to fight the whole Dark Elf Army. So let's not smash the Docks.

I think it seems that we have 1 Light Infantry dedicated to hitting Malekith already.
 
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