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This is a 'flaw' of literally any system where chance is a factor. And also of real life, just look at how narratively unsatisfying the deaths of Harold Godwinson or Gustavus Adolphus were.
I just mean that what would normally be a tremendous gulf in ability translates into something that resembles a slightly-lopsided coin-toss.

Is that our "official" statblock for when fighting things like, say, the Dragon Ogre?

Would Advanced Greatsword get us to WS5?

Can't humans train up to T4? Maybe all the various WHF quests gave me bad habits due the leveling system, but I thought our highly muscled body was an euphemism for T4.
Full plate, Gromril, and Chaos armour. Heavy is 5+
Can you elucidate what the other special rules (Etherwl, Stupid, Quick to Act) mean?

I think people also said we ought to have a Scout rule?
I'm pretty sure Mathilde is horribly overpriced though.
How much would you pay for her?
 
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[X] Join the assault on Und-Uzgar
-[X] Bring Maximilian
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri

We do really make a big difference on the assault simply by being able to ghost inside, open the gates and shrug off non hero/monster damage until the rest of our force gets in
Maximilian's education apparently focused entirely on the use of already-pure metal ingots, and overlooked the processes that got them there, and an entirely new avenue of research opens up to the young Journeyman as the dwarves expound on pyrometallurgy, hydrometallurgy, and rumours of an entirely new field called electrometallurgy
So high temperature removal of impurities through controlled oxidation, quenching effects on crystallization and the last one is as far as I know, mainly used for metallic aluminium as well as electroplating.

For humans nearly all those processes would probably take literal magic to do at all reliably.

Whoops, hadn't thought of that. It all worked out well in the end though, thankfully.
We knew that. The point was to test how well they do when their Wind is limited(Panoramia is in the same state)
I just mean that what would normally be a tremendous gulf in ability translates into something that resembles a slightly-lopsided coin-toss.
It does mean we suffer less on failures and win more on successes as well as simply negating the need for a roll at all when enemies are too few and not elite enough
 
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[X] Marshal Titus Muggins
[X] Join the assault on Und-Uzgar
-[X] Bring Maximilian

We wouldn't have any appreciable effect in joining the ranks assaulting, but we are decidedly good for getting in and messing around while they're distracted.

The rangers are empowered by the poisoned bolts and we took this path specifically to avoid attention from Black Crag, and the knights are gonna be able to hold the vanguard well since their mounts aren't good for assaulting the place for most of the battle.
 
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[X] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri
 
A glimpse behind the curtain: I made a table something like this:

0-30: Nothing
31-40: Black Crag orcs
41-50: Skryre miners
51-60: Moulder den
61-70: Goblins
71-80: Snotlings
81-90: Cave trolls
91-100: Squigs

And rolled twice. The Underway could have been much uglier.

Is that our "official" statblock for when fighting things like, say, the Dragon Ogre?

Would Advanced Greatsword get us to WS5?

Yes and yes.

Can't humans train up to T4? Maybe all the various WHF quests gave me bad habits due the leveling system, but I thought our highly muscled body was an euphemism for T4.

Blast, I said 'already added to statline' but it wasn't. Fixing.

Can you elucidate what the other special rules (Etherwl, Stupid, Quick to Act) mean?

I'll add a glossary to the stats.

I think people also said we ought to have a Scout rule?

Scout is for deployment, which will be handled narratively, so I didn't think to add it. I'll throw it in.

How much would you pay for her?

Easily 200, maybe 250 points. She's as much of a one-model headache for the enemy player as an Eshin Assassin with a Brass Orb.
 
Plus, the main enemies are likely to be goblins, and our anti-Leadership stuff is GREAT for them who are so cowardly and spineless.

And we'll have much better use from our spells in an enclosed, darker space.

I mean, we've already seen that Mathilde is perfectly able to realize her strengths and weaknesses, at the absolutely least where it's obvious. If we put her in the assault alone she's likely to go for where she's most able and useful, and that's sneaking in and causing havoc and opening the doors with her ninja-magic skills.

It'd be awesome.
 
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but attack from any given direction is likely, verging on certain
@EVA-Saiyajin this is why I don't want to join the assault on the tower. We're the best, most mobile dispeller our army has. If we assault the tower, we're going to be losing that mobility thanks to being heavily engaged. I would much rather be in a central position where we can be deployed to where we're needed. Also, I think the Vanguard is where the cannons are going to be, the most likely target for enemy Intrigue actions, and I think we'll be much more useful stopping that than anything we could do in the assault.
 
[X] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri

My thought here is that we're not all that great at the whole assault thing.
I agree-we're not good at the whole assault thing. But I strongly believe that we wouldn't be adding our abilities to a siege-warfare esque "run with shields raised under arrow fire alongside ladders, towers and battering rams", but sneaking in and for stealthy, decisive strikes.

She spent eight years as an intrigue advisor and spymaster, she's not gonna forget the usefulness of such now.

The knights are much better at handling a vanguard attack than we are, and Kragg is here, he's better than all the wizards combined at anti-magic.

We are far more useful using our abilities where they're most suited rather than taking a role we're decent at at best in comparison.

Plus, we're probably the only ones who have a reasonable chance of sneaking in and getting shit done. Whereas guarding can be handled by many, some of who are better than us at it. We can only be in one place at a time, but in their, our place is most efficient and effective.
 
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If we do go out and Assault I think we should go alone since none of our journeymanlings are as stealthy as us
 
The knights are much better at handling a vanguard attack than we are, and Kragg is here, he's better than all the wizards combined at anti-magic.
Sure, but he's nearly certain to be in the thick of the fight at the tower. Meaning that the Vanguard and the Rearguard are going to be significantly more vulnerable. I just don't see us being able to contribute that much against a target like the Watchtower. They're going to be heavily guarded and tightly enclosed, meaning it's going to be hard to sneak up and kill any warbosses.

It just doesn't seem like our fight.
 
Sure, but he's nearly certain to be in the thick of the fight at the tower. Meaning that the Vanguard and the Rearguard are going to be significantly more vulnerable. I just don't see us being able to contribute that much against a target like the Watchtower. They're going to be heavily guarded and tightly enclosed, meaning it's going to be hard to sneak up and kill any warbosses.

It just doesn't seem like our fight.
We don't need to kill a warboss, if there even is one, and if there is it's probably a goblin.

Simply causing distractions would be great, keeping them off balance, and we are decidedly good at that with their low Leadership and our mental-focused spells. Or better yet, open the gates.

Our fight is not solely to win the battle singlehandedly via killing the leader like an Assassin's Creed mission, but to do something, anything that makes the assault outside that much more effective and less costly.

The sooner the assault is done, the less dangerous an attack from another direction will be.
 
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Neat. Looking at the 8th edition rulebook, in raw stats Mathilde looks a lot like a Witch Hunter. I wonder how that happened :V

What kind of things do we need to get WS/BS 6 a lá Grandsmasters? Attacks get raised alongside general skill?

Am I reading it right and is our Shadowsteeds rule essentially a pseudo-Ward save?

Is "look for a pistol teacher" an action we could take?

@edit: Missing Scout in the glossary. Looking at the special rules, I'm greatly mollified.

Isn't there something like "swords get +1 to hit and axes get -1 AP"? Or is the TT not that deep?
 
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[X] Join the assault on Und-Uzgar
-[X] Bring Esbern and Seija
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri

We do really make a big difference on the assault simply by being able to ghost inside, open the gates and shrug off non hero/monster damage until the rest of our force gets in
I agree, but in that light perhaps we should be going alone, not bringing the others?
 
[x] Join the assault on Und-Uzgar

Combat in the other options is likely; here it's certain. As our purpose here is to contribute to the campaign and gain dwarf favor, the optimal choice for us is to be in the thick of it. More than that, Mathilde is great for assaults; she moves quickly, can infiltrate due to stealth options, can counter enemy spellcasters, and can cause Terror in enemy defensive lines. Many of those traits are nowhere near as good on the defensive, whereas when acting offensively on her own terms she has the chance to truly shine.

I'm uncertain if we should bring any of the journeymen; this is dangerous business, more so than either other contribution option. Still... if I were to pick someone, it would probably be Maximilian.

That's not because I want him alongside Mathilde- I don't, as that would get him killed- but because he needs the Dwarf Favor to accomplish his own objectives and he's not getting it by sitting in a well-protected camp. Joining an assault is quite likely to bring him some, though, particularly if he manages a star turn. With Dispel on his spell list he'll be of use countering any enemy magics, and with both Aethyric Armour and Guard of Steel on his list as well he's reasonably well-protected against mundane threats. Silver Arrows of Arha means that even if he's not needed for countering enemy magic, he can be of use as a capable ranged unit; there are better ranged attack spells but it's quite respectable and if he can cast Enchant Item then he has no miscast chance on Silver Arrows under these mechanics so he shouldn't blow himself up and make us all look bad.


[x] Marshal Titus Muggins

I want to talk to everyone left on the Council, but the halfling is our war buddy from back in Sylvania and it's a shame he's been left this long.
 
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Though, some birds spying for us before we go in would be useful... @BoneyM would such aerial reconnaissance of the tower/potential entry points count/require a vote for bring the Ambers with us?

If you bring them along they'll contribute however they can, but it would require them to find and get within spellcasting range of a bird, which is easier said than done when the only birds are ones descended from three thousand years of goblins trying to eat them.

What kind of things do we need to get WS/BS 6 a lá Grandsmasters? Attacks get raised alongside general skill?

It'd require you to get some sort of combat trait. And yeah, attacks advance alongside WS.

Am I reading it right and is our Shadowsteeds rule essentially a pseudo-Ward save?

Pretty much, yeah.

Is "look for a pistol teacher" an action we could take?

There's not enough time in these week-long turns for you to meaningfully advance a skill.

Isn't there something like "swords get +1 to hit and axes get -1 AP"? Or is the TT not that deep?

No, hand weapons are hand weapons and great weapons are great weapons. The TT is meant to simulate fights of hundreds of models, so it keeps things simpler.
 
If you bring them along they'll contribute however they can, but it would require them to find and get within spellcasting range of a bird, which is easier said than done when the only birds are ones descended from three thousand years of goblins trying to eat them.
Gotcha. So, whoever we bring with us, if anyone, it's not going to require us to stay near them like a babysitter or such, it's just putting them on the assault in general, how to be determined?

Also, can the Torc stack, TT or open-battle roll mechanics-wise, in the Fear and Terror spells?
 
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Yep. In larger battles, everyone but Johann will be with you in a single unit; this will be the opportunity to work with and get to know the combat capabilities of your Journeymanlings individually.
 
If you bring them along they'll contribute however they can, but it would require them to find and get within spellcasting range of a bird, which is easier said than done when the only birds are ones descended from three thousand years of goblins trying to eat them.



It'd require you to get some sort of combat trait. And yeah, attacks advance alongside WS.



Pretty much, yeah.



There's not enough time in these week-long turns for you to meaningfully advance a skill.



No, hand weapons are hand weapons and great weapons are great weapons. The TT is meant to simulate fights of hundreds of models, so it keeps things simpler.
Nice update! Poor Fraggle Rock... I mean Snotling City. And all alone in the Underway! Given a few hundred years, a mighty empire might have formed. =D

Question- I presume yes, but is the assault on Und-Uzgar bringing along (a significant part of) the artillery to crack it open? Is the objective to take and hold this fortification? Or are we content to level it?
 
The intention is to take it intact, since the hopes are to control Death Pass between the East Gate and the entrance to the Underway and a watch tower halfway along would be a huge help.
 
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