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How about this?

[X] Asarnil is to make demonstrations of his capabilities destroy and burn down a few empty buildings, he is best used as a terror and support weapon, he can be used to 'persuade' living enemy soldiers and commanders to surrender and disarm in exchange for them, their families , women and children and friends not being roasted and fed to the dragon ( a bluff to frighten them). He is also to be used against large armies of undead only, while normal soldiers, halflings wizards handle, smaller skirmishes of undead. Wizards will handle necromancers or at least protect their allies while pistoliers, archers and artillery kill the attacking necromancers. Asarnil if necessary can help attack well fortified areas to help the army although its better to give a chance to surrender since it spares the lives of your army as well as limit bloodshed on both sides, since the deaths will likely help necromancers.

[X] Assemble enough greatswordsmen, expert soldiers, get the wizards to enchant their weapons, they are to be supported by pistoliers and the wizards , they are mostly there to support ordinary soldiers against a few of the infiltrators.

[X] knights are to find replacement for their cavalry, dwarves and other soldiers are to help set up a fortification, mark a quarantine zone, incoming refuges and civillians are to stay in a quarantine zone. The quarantine zones should be far away from the main army of soldiers, that any infiltrators or attackers would have to deliberately move far away enough that artillery used won't caused collateral damage.

[X] the generals with dwarves are to do the best set up fortified base or zone where they will stay. Set up at area where the avenues where enemy can approach is limited, can approach in limited numbers, but where Asarnil can act freely without friendly fire butning any large armies of undead, of course giving the living a chance to surrender. but still the enemy can gather outside of the fortified areas into a killzones

[X] The generals can setup with help of dwarves killzones where the enemy has to step into range of artillery, pistoliers , and nasty surprises, should a peaceful surrender be impossible.

[X] Do the best they can to make a quarantine zone stocked with spare food, where any refugees has to go through a specific entrance (Mathilda and the wizards can make a hidden ward or spell that incapacitates necromancers or infiltrators). There should be some volunteer scouts disguise as refugees there, and some pistoliers if its deem a good idea to kill any necromancer that tries to do something, plus if Asarnil isn't burning any undead or doing anything useful he should be near enough to respond but far from retaliation. Gey a wizards input on how best to deal with a necromancer that tries to disguise as a refugee. As well as some soldiers with support to put down any stray berserkers if their slaughtering any civillians.

[X] Mathilda armed of course with hidden security, can use her talents to extract information from captured enemy soldiers, refugees and civillians to interogate, torture or trick more information of fortified areas, resistances, location and number of necromancers, where the undead is coming from, where the innocent population areas are on the map. Use mindhole if necessary

[X] Mathilda can try to get civillains, refugees and captured soldiers on her side, either through threats, hostages, a promise to cause less collateral damage on the innocent, release some of them as messengers to persuade any living soldiers, ranking officers to surrender or at least evacuate population centers standing between the army and the enemy to the quarantine zones , to make artillery use less damaging collaterally on the innocent. Give the enough defecting soldiers some enchanted weapons so they can police their quarantine zones, but not enough to pose a threat to you or the army. Use them as messengers to the people of this town. Use mindhole on the 'messengers' to get rid of any unneeded information that Mathilda does not want the people of this town to get.

[X] Mathilda can use her talents to disguise as a peasant to as much as possible safely scout out any important enemy locations such as undead gatherings, fortified areas necromancer locations. Maybe she can capture or assassinate stray necromancers for information. Using mindhole if necessary.

[X] The army is to advanced defensively, using Mathilda's information supporting avoid any needless fights( offer surrender ), needless collateral damage, Set up fortification and killzones whenever possible ( to win in a game of attrition). Use Asarnil and artillery against large mass of undead, fortified areas and killing or capturing any necromancers, with Mathilda and wizards helping. Use artillery on mecromancers if needed.

[X] If the generals think its a good idea try to send some messengers to get more reinforcements.
 
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[X] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."
 
[X] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."
Adhoc vote count started by Lupercal on Mar 7, 2018 at 3:52 AM, finished with 102 posts and 49 votes.

  • [x] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."
    [X] "If you've no desire to take this town intact, Deathfang is only a horn's blow away."
    [X] "The enemy has numbers but no tactical acumen. We can push the front line through a dozen streets and alleys and hold where we face resistance and push where we don't until we spill through to the town center."
    [x] "Or we could do the same with infantry, with my Battle Wizards providing support, sapping the strength of the enemy while bolstering that of our forces - though if there are necromancers in the Town Hall, they could try to counter the spells."
    [X] The vacuum must be filled. Step forward and take command. Fulfil Van Hal's final legacy in the manner that it begun.
    [X] The generals can setup with help of dwarves killzones where the enemy has to step into range of artillery, pistoliers , and nasty surprises, should a peaceful surrender be impossible.
    [X] Mathilda can use her talents to disguise as a peasant to as much as possible safely scout out any important enemy locations such as undead gatherings, fortified areas necromancer locations. Maybe she can capture or assassinate stray necromancers for information. Using mindhole if necessary.
    [X] Mathilda can try to get civillains, refugees and captured soldiers on her side, either through threats, hostages, a promise to cause less collateral damage on the innocent, release some of them as messengers to persuade any living soldiers, ranking officers to surrender or at least evacuate population centers standing between the army and the enemy to the quarantine zones , to make artillery use less damaging collaterally on the innocent. Give the enough defecting soldiers some enchanted weapons so they can police their quarantine zones, but not enough to pose a threat to you or the army. Use them as messengers to the people of this town. Use mindhole on the 'messengers' to get rid of any unneeded information that Mathilda does not want the people of this town to get.
    [X] Mathilda armed of course with hidden security, can use her talents to extract information from captured enemy soldiers, refugees and civillians to interogate, torture or trick more information of fortified areas, resistances, location and number of necromancers, where the undead is coming from, where the innocent population areas are on the map. Use mindhole if necessary
    [X] Do the best they can to make a quarantine zone stocked with spare food, where any refugees has to go through a specific entrance (Mathilda and the wizards can make a hidden ward or spell that incapacitates necromancers or infiltrators). There should be some volunteer scouts disguise as refugees there, and some pistoliers if its deem a good idea to kill any necromancer that tries to do something, plus if Asarnil isn't burning any undead or doing anything useful he should be near enough to respond but far from retaliation. Gey a wizards input on how best to deal with a necromancer that tries to disguise as a refugee. As well as some soldiers with support to put down any stray berserkers if their slaughtering any civillians.
    [X] Assemble enough greatswordsmen, expert soldiers, get the wizards to enchant their weapons, they are to be supported by pistoliers and the wizards , they are mostly there to support ordinary soldiers against a few of the infiltrators.
    [X] the generals with dwarves are to do the best set up fortified base or zone where they will stay. Set up at area where the avenues where enemy can approach is limited, can approach in limited numbers, but where Asarnil can act freely without friendly fire butning any large armies of undead, of course giving the living a chance to surrender. but still the enemy can gather outside of the fortified areas into a killzones
    [X] knights are to find replacement for their cavalry, dwarves and other soldiers are to help set up a fortification, mark a quarantine zone, incoming refuges and civillians are to stay in a quarantine zone. The quarantine zones should be far away from the main army of soldiers, that any infiltrators or attackers would have to deliberately move far away enough that artillery used won't caused collateral damage.
    [X] Do nothing with it; your role is to safeguard it.
    [X] Asarnil is to make demonstrations of his capabilities destroy and burn down a few empty buildings, he is best used as a terror and support weapon, he can be used to 'persuade' living enemy soldiers and commanders to surrender and disarm in exchange for them, their families , women and children and friends not being roasted and fed to the dragon ( a bluff to frighten them). He is also to be used against large armies of undead only, while normal soldiers, halflings wizards handle, smaller skirmishes of undead. Wizards will handle necromancers or at least protect their allies while pistoliers, archers and artillery kill the attacking necromancers. Asarnil if necessary can help attack well fortified areas to help the army although its better to give a chance to surrender since it spares the lives of your army as well as limit bloodshed on both sides, since the deaths will likely help necromancers.
    [X] "The reason pushing through here would be so risky is that we can't tell which are civilians and which are enemies. If we treated them all as enemies..."
    [X] The army is to advanced using Mathilda's information supporting avoid any needless fights( offer surrender ), needless collateral damage, Set up fortification and killzones whenever possible ( to win in a game of attrition). Use Asarnil and artillery against large mass of undead, and killing or capturing any necromancers, with Mathilda and wizards helping. Use artillery on mecromancers if needed.
 
In a renaissance-ish city fires are not hard to start (especially when it's already raging a blocks away). On the contrary, they are hard to put down.
Typically that are predominantly wooden. Typically the fires are started when there's been mini-droughts due to lack of rain drying things out. And how did the stone structures within those city fires typically fare? When city fires are mentioned it's predominantly in the poor neighborhoods. None of those things should be the case here, given the building would be stone; and there would be defenses against losing their records. People aren't stupid enough to not see how losing their records to fire is a very bad thing, so they take preemptive caution.
We are talking about bombarding them with artillery (real or otherwise). Even without the risk of fire, the destruction of the building ensures that recovery of any files will be a long time in the making. A single rain will wash away those not crushed and time will do the same to what is left.
Why would they? Seriously they're not that fragile that a moment in the environment ruins the vast majority of them. Some would be lost, it's ludicrous to assume it's going to be most of them though.

Frankly this sort of stuff is similar to the fanon nonsense surrounding fire arrows, which struggled to work against even wooden cities.
 
We are talking about bombarding them with artillery (real or otherwise). Even without the risk of fire, the destruction of the building ensures that recovery of any files will be a long time in the making. A single rain will wash away those not crushed and time will do the same to what is left.
Are we really expecting to find neatly ordered lists of collaborators, Dhar-enhanced agents, renfields and necromantic apprentices somewhere? That would seem excessively convenient.
 
Hang the administrative structures. We're not going to hold Drakenhof. We are going to hold the Haunted Hills and graze sheep there for the time being, maybe move some people in and set up new settlements in the region. Sylvania doesn't go down this easy. Let them reconstruct their own census records in the ten years until the next purge.
Uh, that was literally part of Abelhelm's plan. Take the town, use it as a forward base against Drakenhof, then install a garrison there to prevent any uppity necromancer or vampire from just walking in and claiming the Von Carstein legacy unopposed.

We are talking about bombarding them with artillery (real or otherwise). Even without the risk of fire, the destruction of the building ensures that recovery of any files will be a long time in the making. A single rain will wash away those not crushed and time will do the same to what is left.
Basically this. Records are fragile. Old paper, or more likely in these parts far from the rest of the empire, parchment and rag paper, can be destroyed by:
-Rough handling
-Moisture
-Heat

Artillery hits it, unless the room remains intact you can assume any records to be gone. Some storerooms WILL remain intact, but if we burn the town the documents generally carbonize or disintegrate.
How about this?

[X] Asarnil is to make demonstrations of his capabilities destroy and burn down a few empty buildings, he is best used as a terror and support weapon, he can be used to 'persuade' living enemy soldiers and commanders to surrender and disarm in exchange for them, their families , women and children and friends not being roasted and fed to the dragon ( a bluff to frighten them). He is also to be used against large armies of undead only, while normal soldiers, halflings wizards handle, smaller skirmishes of undead. Wizards will handle necromancers or at least protect their allies while pistoliers, archers and artillery kill the attacking necromancers. Asarnil if necessary can help attack well fortified areas to help the army although its better to give a chance to surrender since it spares the lives of your army as well as limit bloodshed on both sides, since the deaths will likely help necromancers.

[X] Assemble enough greatswordsmen, expert soldiers, get the wizards to enchant their weapons, they are to be supported by pistoliers and the wizards , they are mostly there to support ordinary soldiers against a few of the infiltrators.

[X] knights are to find replacement for their cavalry, dwarves and other soldiers are to help set up a fortification, mark a quarantine zone, incoming refuges and civillians are to stay in a quarantine zone. The quarantine zones should be far away from the main army of soldiers, that any infiltrators or attackers would have to deliberately move far away enough that artillery used won't caused collateral damage.

[X] the generals with dwarves are to do the best set up fortified base or zone where they will stay. Set up at area where the avenues where enemy can approach is limited, can approach in limited numbers, but where Asarnil can act freely without friendly fire butning any large armies of undead, of course giving the living a chance to surrender. but still the enemy can gather outside of the fortified areas into a killzones

[X] The generals can setup with help of dwarves killzones where the enemy has to step into range of artillery, pistoliers , and nasty surprises, should a peaceful surrender be impossible.

[X] Do the best they can to make a quarantine zone stocked with spare food, where any refugees has to go through a specific entrance (Mathilda and the wizards can make a hidden ward or spell that incapacitates necromancers or infiltrators). There should be some volunteer scouts disguise as refugees there, and some pistoliers if its deem a good idea to kill any necromancer that tries to do something, plus if Asarnil isn't burning any undead or doing anything useful he should be near enough to respond but far from retaliation. Gey a wizards input on how best to deal with a necromancer that tries to disguise as a refugee. As well as some soldiers with support to put down any stray berserkers if their slaughtering any civillians.

[X] Mathilda armed of course with hidden security, can use her talents to extract information from captured enemy soldiers, refugees and civillians to interogate, torture or trick more information of fortified areas, resistances, location and number of necromancers, where the undead is coming from, where the innocent population areas are on the map. Use mindhole if necessary

[X] Mathilda can try to get civillains, refugees and captured soldiers on her side, either through threats, hostages, a promise to cause less collateral damage on the innocent, release some of them as messengers to persuade any living soldiers, ranking officers to surrender or at least evacuate population centers standing between the army and the enemy to the quarantine zones , to make artillery use less damaging collaterally on the innocent. Give the enough defecting soldiers some enchanted weapons so they can police their quarantine zones, but not enough to pose a threat to you or the army. Use them as messengers to the people of this town. Use mindhole on the 'messengers' to get rid of any unneeded information that Mathilda does not want the people of this town to get.

[X] Mathilda can use her talents to disguise as a peasant to as much as possible safely scout out any important enemy locations such as undead gatherings, fortified areas necromancer locations. Maybe she can capture or assassinate stray necromancers for information. Using mindhole if necessary.

[X] The army is to advanced using Mathilda's information supporting avoid any needless fights( offer surrender ), needless collateral damage, Set up fortification and killzones whenever possible ( to win in a game of attrition). Use Asarnil and artillery against large mass of undead, and killing or capturing any necromancers, with Mathilda and wizards helping. Use artillery on mecromancers if needed.

[X] If the generals think its a good idea try to send some messengers to get more reinforcements.

Both too much micromanagement, AND directly contradicting the QM on several important points:
-Deathfang is neither a subtle nor precision tool. Using him in town WILL set enough fires that Stirland soldiers will be collateral damage. He's used in open field battles, not urban combat.

-There are no 'large armies' of undead in the city. It's a semiorganized mob of undead through every street and building.

-Artillery cannot precision kill necromancers. Assume an optimistic 15 minute response time to any call for supporting fire, with actual response time being closer to an hour for a messenger to get to the walls and back, and for firing solutions to be computed.

-Getting wizards to enchant greatswordsmen is useless against the infiltrators and a waste of magical resources. The infiltrators going berserk are just super strong and fast. They are not super tough.

-Trying to establish a quarantine zone in the middle of an active battle is lunacy.

-Trying to establish killzones in an enemy held town is idiocy. The whole place is THEIR killzone. We're pushing into them, not the reverse.

-Trying to vet several hundred thousand people with 4 wizards is impossible while a battle is going on. Even assuming a very fast rate of process it'd take a solid month of work.
--Incidentally asking the Amethyst Patriarch to act as traffic control duty is also likely to be overridden.

-Interrogation in battle is useless. The town is literally saturated with centuries of necromancers dumping skeletons in every cellar. You'd find undead faster by kicking down doors, especially when the average person being interrogated has no idea where more than 2-3 undead are kept.

-You want to arm defecting soldiers conditioned to obey vampires for centuries. With enchanted weapons.

-The undead don't give a shit about whose side the civilians are on.

-You want to set up fortifications. While they are fighting. Even with dwarfs we do not have RTS build queues that can deploy buildings into zones under fire.

-Reinforcements will take MONTHS to arrive dude. We're 2 weeks travel from Bundebad.

Overall the plan is optimistically going to see Mathilde knocked out for her own good because she's clearly deranged and trying to telepathically micromanage an army
 
Uh, that was literally part of Abelhelm's plan. Take the town, use it as a forward base against Drakenhof, then install a garrison there to prevent any uppity necromancer or vampire from just walking in and claiming the Von Carstein legacy unopposed.
With the casualties sustained and Van Hal gone I think that plan is not feasible any more.
 
Are we really expecting to find neatly ordered lists of collaborators, Dhar-enhanced agents, renfields and necromantic apprentices somewhere? That would seem excessively convenient.
No, but we have things like:
-Payment records for agents in other towns. The infiltrators are peasants that don't warrant much notice, but we'd know where there might be a necromancer or vampire acting as local control node because they'd want pay if for no other purpose than maintaining their cover.

-Tax and census records for the town and surrounding region are necessary to extract taxes and estimate food and water needs of the town. This is necessary to not have people starve and to get taxes out of the place.

-Lists and notes of stores of wealth and equipment are necessary to recover stuff after takeover and estimate the degree of looting.

-Maps of the region, particularly of safe routes for couriers and supply trains. Drakenhof may be cut off from the rest of the empire, but no town can survive for long without at least provincial trade.

-Lists of farmers, herders, loggers and miners to regain control over resources. Loss of these records means valuable time and wealth invested in reestablishing these moneymakers.

Not nearly as dramatic as a list of names, but that's what actual spy and administrative work amounts to. Its the difference between reclaiming the town's nearby region over a year with invested wealth, or a decade of intensive work rebuilding lost facilities.
With the casualties sustained and Van Hal gone I think that plan is not feasible any more.
Other than his being dead, nothing changed regarding viability.
 
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@BoneyM What's the practical difference between the aftermaths of the last two choices?

Also destroying it with dragon fire simply insures nobody will willingly live here.
Is there something special regarding things ravaged by dragonfire as opposed to normal fire in the warhammer universe?

For now I'll vote artillery.

[X] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."

I thought about going the slaughter route but a) I seem to be the only one who would be voting for it and b) the wailing spirits argument by Veekie makes sense, what with this being Sylvania.
 
[x] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."

Looking at the update again:
These choices are ranked roughly from least to most destructive; Gustav's plan will capture the town essentially intact (apart from the damage already done), while Asarnil's will basically result in a field of ashes inside the town walls. Weigh the casualties that will be taken here against the value of the town, both strategically in the current campaign and in the peace that will follow it - if you are in the mood to consider anything but vengeance.
So, moderately destructive option, damaging but not total burnination, because I consider the value of the town to be fairly low on both counts but not zero.

Castle Drakenhof can be a field of ashes and rubble. Drakenhof City can get away with decapitation, being an enemy strongpoint where there are concealed hostiles among the civilians.

Uh, that was literally part of Abelhelm's plan. Take the town, use it as a forward base against Drakenhof, then install a garrison there to prevent any uppity necromancer or vampire from just walking in and claiming the Von Carstein legacy unopposed.
I entirely agree with the part about using the town as a forward base, for the time being. Where are you getting the rest? The Purge started as "Purge of the Haunted Hills" and only later picked up Castle Drakenhof as a target of opportunity because dragon, with the Castle to be destroyed. I don't recall Abelhelm saying anything about installing a garrison here.
 
Typically that are predominantly wooden. Typically the fires are started when there's been mini-droughts due to lack of rain drying things out.
No, fires start all the time in wooden towns: it's just during a draught they are much more easy to start and really hard to put down. You know what does also help fires to start and severely limits firefighting? Street fighting. And cannonballs.
 
No, but we have things like:
-Payment records for agents in other towns. The infiltrators are peasants that don't warrant much notice, but we'd know where there might be a necromancer or vampire acting as local control node because they'd want pay if for no other purpose than maintaining their cover.

-Tax and census records for the town and surrounding region are necessary to extract taxes and estimate food and water needs of the town. This is necessary to not have people starve and to get taxes out of the place.

-Lists and notes of stores of wealth and equipment are necessary to recover stuff after takeover and estimate the degree of looting.

-Maps of the region, particularly of safe routes for couriers and supply trains. Drakenhof may be cut off from the rest of the empire, but no town can survive for long without at least provincial trade.

-Lists of farmers, herders, loggers and miners to regain control over resources. Loss of these records means valuable time and wealth invested in reestablishing these moneymakers.

Not nearly as dramatic as a list of names, but that's what actual spy and administrative work amounts to. Its the difference between reclaiming the town's nearby region over a year with invested wealth, or a decade of intensive work rebuilding lost facilities.

Other than his being dead, nothing changed regarding viability.
Even still, some, all or none of that may exist or may have been destroyed already, by fires, enemies, or whatever. I'd still value taking the town with enough buildings standing it that can be a FOB, over spending the lives of hundreds or thousands of soldiers for a higher chance of recovering theoretical documents. If we can't destroy the castle, holding the town long-term becomes impossible anyway, and we'll need enough men to defend the artillery while they attack it.
 
Even still, some, all or none of that may exist or may have been destroyed already, by fires, enemies, or whatever. I'd still value taking the town with enough buildings standing it that can be a FOB, over spending the lives of hundreds or thousands of soldiers for a higher chance of recovering theoretical documents. If we can't destroy the castle, holding the town long-term becomes impossible anyway, and we'll need enough men to defend the artillery while they attack it.
Which is why I voted for artillery.

Burning it leaves it useless as an FOB AND pretty much ensures we'd never be able to secure the Haunted Hills
 
Fourth regiment got butchered and we haven't even started on Castle Drakenhof yet. By the time we are done Stirland will be back to "token army" again.
Quite possibly outnumbered by the Moots forces, after another grindhouse engagement or two.

And... where the hell are the Greatswords?? All dead?
 
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[X] Asarnil gives a few demonstration of his capabilities with some enemy refugee witnesses on some uninhabited buildings, destroying them utterly.
-[x] First and foremost he is a , terror and deterent weapon making the living surrender and disarm with a convincing bluff of razing this town along with every men women and children( a bluff).
--[x] second a hammer, smashing large groups of undead, fortified resisting areas with artillerys help with army backing him up if needed. Until enemy surrenders and disarms.


[X] Assemble enough greatswordsmen, expert soldiers, get the wizards to enchant their weapons, they are to be supported by pistoliers and the wizards , they are mostly there to support ordinary soldiers against a few of the infiltrators.

[X] Generals, dwarves and soldiers, wizards establish a base to fallback to, where invading enemies can enter in limited numbers, limited avenues to get to the base. killzones. Near the limited avenues to the base where large amount of enemies can gather for artillery or dragon to kill.
-[x] rehorse cavalry, enchant weapons to deal with infiltrators undead with wizards help.
-[x] Quarantine zone where refugees and surrendering soldiers can stay, far enough from the fortified base, where infiltrators , enemies will have to move far from quarantine zone that collateral damage is a nonissue.
--[x] warded entryway to quarantine zone to incapacitae, secretly detect necromancers, infiltrators.
---[x] artillery to be used in killzones and fortified resisting areas until enemy surrenders and necromancers, if wizards and Mathilda need help dealing with them
----[x] army advanced defensively using information gathered ny Mathilda, setting up fortifications and killzones
-----[x] a messenger with escorts or a bird that can contact possible reinforcements.

[X] Mathilda get information from refugees, captured soldiers using either threats torture, persuasion and hostages to extract vital information. With promise of keeping collateral damage and bloodshed low .
-[x] persuade and release some of them (refugees and soldier) to be Mathilda's messengers to the rest of town to evacuate areas to quarantine zone, convince living soldiers to surrender, to limit collateral damage.
-[x] Mathilda infiltrating town to gather data about reistances, undead and necromancers, taking opportunity to assassinate or capture any necromancers for information if doable.
 
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@BoneyM What's the practical difference between the aftermaths of the last two choices?

Regular fire, while horrifically destructive, isn't quite as destructive as dragonfire, but you can deploy it without risking Asarnil and Deathfang. Though they'd probably be insulted at the very idea that a townfull of rabble could present any risk to them.

And... where the hell are the Greatswords?? All dead?

Like every other unit that has been sent into the town, they are probably still in there somewhere. Whether they're alive or not is anyone's guess.
 
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@Saotome Nakazawa , please stop micromanaging. There are a bunch of small problems with particular bits of your plan, like using the Patriarch of the Amethyst Order on "enchant weapons", but your big problem is that you are trying to order the details of things where you frequently don't know the details and don't understand the details, and at other times the details are redundant.

And... where the hell are the Greatswords?? All dead?
The Greatswords were only a cohort (500) to begin with, we shouldn't expect to see that much of them. Elite bodyguards and spearheads, not major war influences.
 
Like every other unit that has been sent into the town, they are probably still in there somewhere. Whether they're alive or not is anyone's guess.
The only reason the latter is uncertain, is Mathildes uncertainty on the former. ;)

The Greatswords were only a cohort (500) to begin with, we shouldn't expect to see that much of them. Elite bodyguards and spearheads, not major war influences.
An Elite bodyguard unit with a particular, special duty that has been badly failed. Anyway, I figured they're fighting, I'm just keen for when we find out why they are wherever they are, as opposed to where they should have been.
 
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[X] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."
 
An Elite bodyguard unit with a particular, special duty that has been badly failed. Anyway, I figured they're fighting, I'm just keen for when we find out why they are wherever they are, as opposed to where they should have been.
I am pretty sure they were ordered to spearhead the second wave, it fits the overall strategy. So it's unlikely the blame lies on them, or at least, it's not on the level of desertion or disobeying orders.
 
Quite possibly outnumbered by the Moots forces, after another grindhouse engagement or two.

And... where the hell are the Greatswords?? All dead?
Well, they were in the fourth wave, and the fourth wave got butchered so badly that it basically doesn't exist anymore.

So probably most of them, yeah.
Which is why I voted for artillery.

Burning it leaves it useless as an FOB AND pretty much ensures we'd never be able to secure the Haunted Hills
If this is a wooden town, it's probably all going to burn eventually. Parts of it are on fire, and other parts of it are on magical fire.
 
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