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[X] Join the assault on Und-Uzgar
[X] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
[X] Marshal Titus Muggins
 
Oh, this is lovely. Why are we going into the place where all of our Intrigue will be wasted?
 
[X] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
[X] You've heard that greatswords and greataxes are near identical in the way they're used, and you happen to be surrounded by experts in the art of the axe. Learn how to use one.
 
[X] Join the assault on Und-Uzgar
-[X] Bring Maximilian
[X] Master Engineer Durin Wutokri
[X] Grand Master Sigwald Kriegersen
[X] Grand Master Ruprecht Wulfhart
[X] You've heard that greatswords and greataxes are near identical in the way they're used, and you happen to be surrounded by experts in the art of the axe. Learn how to use one.
 
Dwarven Revolver (S4, Armour Piercing, Quick to Fire, Extra Attack)
Shouldn't a revolver also grant the multiple shots rule?

Also I'm not sure how an extra attack would be all that useful when using a two hand only weapon like a great weapon. Is Mathilde's great sword unique somehow in that it also allows her the extra attack with a revolver?

How would these work on the tabletop, would they be considered bound spells like with a warrior priest? It's hard to imagine trying to cast shadowsteed ever causing the caster to be thrown into the warp and killing half her attached regiment so having them work as bound spells would make sense from a tabletop perspective.

Or is it that they're always on and automatic with no rolls or anything else required?

- First Rune: One use only. A hostile spell cast against Mathilde Weber or a unit she is in will be countered; the caster takes an automatic wound and cannot cast the same spell until they relearn it.
Is this automatic or can Mathilde choose whether or not to use this to counter a spell?

As for relevant on topic discussion... I've got nothing, just trivialities about tabletop rules for now.
 
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[] Cut them down
-[] Sneakily
Again. How.

See, my problem with joining the assault is that nothing we specialize in is good here. So far, all I've seen is this:
1. Intrigue
2. ???
3. PROFIT!!!

We're dealing with a Watchtower, a relatively small fortification packed densely with bodies. There are no flanks to hit, no way of attacking from an unexpected direction, no gaps to insert ourselves into, and if we're facing Night Goblins they're more comfortable in the shadows than we are! The only thing we'll really have is dispelling and Kragg does that better than us.

So our Intrigue will be worthless, our movement worthless since there will be walls between us and the enemy, our dispelling will be better handled by someone else. That leaves our Martial. That might be worthwhile, sure. However, it's far more important that our Vanguard and Rearguard don't get left out in the cold for an ambushing/flanking force, especially one with a bunch of Goblin Shamans.

And let's go with absolute best case scenario here. For whatever insane reason, Kragg decides not to join the Assualt and stays with the Vanguard. He's not fast. The Rearguard is still extremely exposed. He won't be able to get there in time to deal with any casters. Much the same if he stays with the Rearguard. On the other hand, we can be redeployed anywhere quicker than any other unit in the army, as long as we're not tied down in a frontal assault. You don't tie down your cavalry in a slugging match. This is just strategy 101.
 
[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
 
Again. How.

See, my problem with joining the assault is that nothing we specialize in is good here. So far, all I've seen is this:
1. Intrigue
2. ???
3. PROFIT!!!

We're dealing with a Watchtower, a relatively small fortification packed densely with bodies. There are no flanks to hit, no way of attacking from an unexpected direction, no gaps to insert ourselves into, and if we're facing Night Goblins they're more comfortable in the shadows than we are! The only thing we'll really have is dispelling and Kragg does that better than us.

So our Intrigue will be worthless, our movement worthless since there will be walls between us and the enemy, our dispelling will be better handled by someone else. That leaves our Martial. That might be worthwhile, sure. However, it's far more important that our Vanguard and Rearguard don't get left out in the cold for an ambushing/flanking force, especially one with a bunch of Goblin Shamans.

And let's go with absolute best case scenario here. For whatever insane reason, Kragg decides not to join the Assualt and stays with the Vanguard. He's not fast. The Rearguard is still extremely exposed. He won't be able to get there in time to deal with any casters. Much the same if he stays with the Rearguard. On the other hand, we can be redeployed anywhere quicker than any other unit in the army, as long as we're not tied down in a frontal assault. You don't tie down your cavalry in a slugging match. This is just strategy 101.
It's a dwarf tower, it's not gonna be so small they're packed in like sardines.

Moreover, the longer the assault goes, the more problematic an attack from elsewhere s, so it's better to help assist it to a swifter conclusion. Confined spaces makes it easier to make use of Terror, and we're the best one at swiftly opening the gates or whatever.

Meanwhile, the rest of the expedition leaders aren't fucking idiots, they'll arrange themselves appropriately for potential attacks-but that means the assault is further curtailed and stymied.

The longer the expedition is split between attacking and watching out, the longer the former will take, and the more likely trouble will arise for the latter simply because there's more time for it to pop up. So logically, a swifter assault is best for all. Meanwhile, we can only react, rather than work on our own terms, in defense. But the dwarves are the masters of defense, and have mobile support that hits a lot harder than we can even if we're a bit faster.

Finally, the artillery you've expressed worry about is going to be used much less than normally as we're trying to take the place intact, so even if the dwarves were stupid enough to leave it without adequate protection in this encironment it wouldn't be in as much danger.
 
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[x] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
 
@Hangwind

OK, how about this:
1. Get into the shadow of the tower(or wait for dusk) then cast Substance of Shadow and/or Shadowcloak and/or Take No Heed. Have Aethyric Armour on as needed.
2. Approach the tower while invisible and use Skywalk to get in.
3. Sneak through the tower getting needed info(enemy force numbers, preparedness, composition, leadership, equipment...) using Mindhole as needed to avoid alerts.
3. a) If definitively discovered and/or if the danger is too high(too competent goblins/night goblins) retreat the same way using Shadowsteed to get away quickly if needed.
3. b) If not look for targets of opportunity(sentries, gates, artilery, casters, leaders... in order of difficulty) and take them out. One by one , return to 3.
3. c) If no important targets are reachable(taken out/too dangerous) wait and cause panic using Dread Aspect and/or Torc of Fire once the assault begins.
3. d) If no good opportunity for panicking the enemies shows up retreat the same way.

These I just came up with on the spot: Mathilde is far more competent and better at leveraging her abilities.


[X] Join the assault on Und-Uzgar
-[X] Bring Maximilian
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri
 
Be light cavalry: Stand back and talk to people and watch the rear while the assault infantry does the assault thing.

[X] Stand ready in the Rearguard, in case Black Crag launches an assault on the rear of the Expedition.
[X] Master Engineer Durin Wutokri
[X] Grand Master Sigwald Kriegersen
[X] Grand Master Ruprecht Wulfhart
[X] Marshal Titus Muggins
 
It's a dwarf tower, it's not gonna be so small they're packed in like sardines.
It's a tower. The entire idea is to get as many units in as tough and tight a space as is feasible while keeping them aware and mobile. There's not going to be easily exploitable weaknesses for that exact reason.
Moreover, the longer the assault goes, the more problematic an attack from elsewhere s, so it's better to help assist it to a swifter conclusion. Confined spaces makes it easier to make use of Terror, and we're the best one at swiftly opening the gates or whatever.
No, confined spaces are bad for us. We only cause terror once. We can't get around to attack the flanks or rears. We can't insert with any units, because they're dwarves. I'm not seeing anything that says werew going to make a real contribution in this fight. In fact, this is the worst fight for us. And the assault is going to be slow no matter what-it's dwarves. Methodical is their only way of doing things.

If I were the Gobbo boss, I'd leave anything slow or uncontrollable in the tower (infantry, Squigs, fanatics) to tarpit and cause some casualties while taking my more mobile cavalry around to attack the human forces. After all, he doesn't actually need to win per se, and he realistically can't. What he needs to do is soften us up so that the hold breaks us, then just move back in when the dwarves abandon the tower. And the best way to do that is to cause the humans to be demoralized-goblins are very familiar with the leadership and morale problems inherent to combined armies. Without us, there just aren't going to be any reliable dispellers for one or more parts of the army.

So the choice is: contribute insignificantly in the assault or cat as an insurance policy for the entire force, maybe being unnecessary, but maybe being absolutely critical.

Big problem: Goblin's are better at this sort of thing than us and have the home field advantage.

Seriously, don't send Spy to attack a massive group, you pick off the stragglers.
 
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Concerning dwarves:

I like the fleshing out of the dwarven society by "splitting" it into the "old hold" dwarves and "new hold" dwarves, especially since I see it as a partial subvertion of the classical/Tolkienesque trope of "all dwarves must always be in a permanent decline" which I am not a fan of, to put it mildly.

Also, a food for thought: Despite it technically being an old hold, Karak-eight-peaks might very well become a new hold upon its reclamation, at least in spirit.

Whatever their other grudges may be, fulfilling their old vow of returning to their ancestral home should provide a potent push to Clan Angrund's efforts at proper rebuilding and repopulation of the hold.
 
Concerning dwarves:

I like the fleshing out of the dwarven society by "splitting" it into the "old hold" dwarves and "new hold" dwarves, especially since I see it as a partial subvertion of the classical/Tolkienesque trope of "all dwarves must always be in a permanent decline" which I am not a fan of, to put it mildly.

Also, a food for thought: Despite it technically being an old hold, Karak-eight-peaks might very well become a new hold upon its reclamation, at least in spirit.

Whatever their other grudges may be, fulfilling their old vow of returning to their ancestral home should provide a potent push to Clan Angrund's efforts at proper rebuilding and repopulation of the hold.

Well, yeah. Who will re-colonize it? Ones who contributed to the expedition in the first place. Look at the expedition - we have Karak Izor, Karak Hirn and Karak Norn - all "new" holds and Clan Angrund (dwarven hobos). Oh, and support from Barak Varr, which is the most cosmopolitan hold. The only "old hold" contributions are slayers from Karak Kadrin and Kragg. Kragg doesn't represent anyone but himself, since no one can compel him to do anything and slayers don't colonize anything, they only seek death. So yes, that endeavor is very much "new hold expansion" and I'm pretty sure that if Belegar retakes K8P it will become another progressive "new hold" despite its ancient roots. That's why I will probably lobby for becoming Belegar's advisor after campaign's end, it is something I want to read.
 
No, confined spaces are bad for us. We only cause terror once. We can't get around to attack the flanks or rears. We can't insert with any units, because they're dwarves. I'm not seeing anything that says werew going to make a real contribution in this fight. In fact, this is the worst fight for us. And the assault is going to be slow no matter what-it's dwarves. Methodical is their only way of doing things.

What exactly is stopping us from using Dread Aspect multiple times? Also there are far more than just Dwarfs in the army.

After all, he doesn't actually need to win per se, and he realistically can't. What he needs to do is soften us up so that the hold breaks us, then just move back in when the dwarves abandon the tower.

Here's the thing: the goblins in the tower do not know we are coming yet. At least we have no indication of this. Even if they do know they definitely do not know how many of us there are and only learned of our approach recently. This tower's purpose is mostly to control the pass and ward of raiders - they are likely not ready for/expecting an invading army. Even if they do know we are coming if they can not hold the tower they are more likely to run than to try to bleed us - goblins after all.

Big problem: Goblin's are better at this sort of thing than us and have the home field advantage.

Now this is a big assumption. We have an intrigue of 17. And this is not accounting for the various advantages our spells provide. The Night Goblins might be better than us - if it is them in the tower, if they have spellcasters, if they are on alert, if they are not surprised by human wizards out of nowhere. The ones in the hold are probably more dangerous considering they deal with Skaven a lot, but I am not expecting much from the garrison duty bunch we are facing here.

I am not claiming that this is going to be easy or fast, we simply do not know enough about the opposition to know and the dice can always screw us over, but is it not a waste of our time. It is a valid option with it's pros and cons as any other. By now Mathilde knows enough about war to consider this an option. We might not contribute anything if some knight starts the assault early and the garrison is forewarned, but someone screwing up is a possibility in any option. Yes it is more dangerous that staying with the bulk of our army, but the potential rewards are also greater in return.
 
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[Esbern vs Squig: 36+15 vs 37]
[Seija vs Squig: 67+10=77 vs 48]

So, unless I'm mistaken, that means 15 Martial on Esbern and 10 on Seija?

Good lad. Knows what's important in life. Magic, and the magic of crushing face.

(And squigs are almost 90% face)

Feels like a good showing for both of them. Good focus, good discipline. It's never comfortable to fight outside of one's element, and doing so deep underground, far away from Ghur certainly shows an open-mindedness that I can appreciate. I bet they'd much prefer to stay outdoors instead of doing any more spelunking, though. :D
 
"No, WE will rebuild!"

"What I said!"

"Did not!"

<Bite>

<Kick>

<Gnaw>


[X] Join the assault on Und-Uzgar
- [X] Bring Maximilian
[X] Marshal Titus Muggins
[X] Master Engineer Durin Wutokri

and doing so deep underground, far away from Ghur certainly shows an open-mindedness that I can appreciate. I bet they'd much prefer to stay outdoors
Something to think about if and when we establish a foothold in K8P. They may find themselves similarily limited- amongst other things, affecting Dispelling.
 
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[x] Stand ready in the Vanguard, in case any try to block the advance of the Expedition.
[x] Master Engineer Durin Wutokri
[x] Marshal Titus Muggins
 
Finally binged read this quest, and I've gotta say its incredibly good! The Count's death was handled tastefully by the GM despite the horrible dicerolls all around, and you'all seemed to have built an awesome character.

With that said, I think I'll jump right in!

[X] Join the assault on Und-Uzgar
- [X] Bring Maximilian
[X] Master Engineer Durin Wutokri
 
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