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@BoneyM, could going through the top involve taking out the artillery? I think that's more like the option to sneak in and cause havoc, but on the other hand it's apparently just sitting up there being vulnerable?
 
[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.
 
Added this to the notes at the end of the last post:

- If you wish to take out the Doom Diver Catapults, vote to infiltrate through the landing pad and a secondary vote will be held to decide what, exactly, you will do to them.

As people have already voted, I'll not be changing the options at this point, but in the future there'll be separate 'go loud' or 'perform surreptitious murder' options if targets of opportunity present themselves like this.
 
[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.

My priority is getting rid of that artillery.
 
(if I'm being completely honest I only remembered that Skywalk existed just before I hit 'post' so I added it as an infiltration method without fully thinking through the opportunity it presented)
 
Just for people who want to use Dhar because the belt will protect us from corruption.
You might want to read Article 7 of the Articles of Imperial Magic.

"7. No Magister may ever study the Forbidden Lores of the Daemonic Powers, nor the unholy ways of Necromancy, nor any other sorcery or witchcraft that utilises the wicked powers of Dark Magic. Any Magister found disregarding this Article is guilty of an Abominable Act and is both Heretic and Traitor and will be put to sword and fire immediately."

Dark magic=Dhar.
 
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[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.

While as much fun as causing a roiling brawl would be, taking out the artillery will be incredible. Our army will have artillery advantage, and the greenskins won't be able to whittle down the troops as they march towards the gate.
 
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They're from Lustria. I'd assume some kind of reptile.
Do you mean Razordons? I'm not familiar with Razorbeaks. Could be Salamanders too I suppose. The 3 traits given only really rule out the white elephant dinos that we wouldn't be able to support.
Razorbeaks are mentioned in Warhammer 8th Lizardmen and seem to be a Velociraptor equivalent with beaks instead of muzzles. I say them because they are known to be a very social predator with "colonies" as opposed to packs.
It's hard to think of what sort of Intel would outweigh taking out the defender's artillery.
Number of Magic users, presence of Fanatics, where the Boss is and what they look like, most likely direction of reinforcements and number of such, presence or absence of spider riders and Arachnaroks-greenskin artillery is dangerous, sure, but it's so unreliable as to be considered pre-sabotaged. Dwarfs in particular have the ability to snipe goblin arty with cannons.
 
Number of Magic users, presence of Fanatics, where the Boss is and what they look like, most likely direction of reinforcements and number of such, presence or absence of spider riders and Arachnaroks-greenskin artillery is dangerous, sure, but it's so unreliable as to be considered pre-sabotaged. Dwarfs in particular have the ability to snipe goblin arty with cannons.
Also just because we aren't sabotaging things now doesn't mean that the Dwarves can't send some advanced elements like rangers to sabotage them just before the army is noticed.
 
[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.
Adhoc vote count started by Thor's Twin on Sep 2, 2019 at 11:16 AM, finished with 86 posts and 42 votes.
 
Number of Magic users, presence of Fanatics, where the Boss is and what they look like, most likely direction of reinforcements and number of such, presence or absence of spider riders and Arachnaroks-greenskin artillery is dangerous, sure, but it's so unreliable as to be considered pre-sabotaged. Dwarfs in particular have the ability to snipe goblin arty with cannons.
The enemy artillery is noted as being in a position where that would be very difficult.
 
[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.

They might come pre-sabotaged, but that's still good enough to kill a lot of good soldiers. Cutting a few ropes and slings before making our way down could have a pretty big impact on casualties and morale; exploiting opportunities to our advantage can sometimes be as good as discovering the existence of other opportunities.
 
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Do the Goblins even need the Catapults with their positioning? With such an height advantage their ammunition will still be devastating if its simply punted towards the army. :V
 
Do the Goblins even need the Catapults with their position? With such an height advantage their ammunition will still be devastating if its simply punted towards the army. :V
Doomdivers are living goblins with makeshift wings... I guess it's possible they could just jump off but far fewer would probably make it to the army.
 
Number of Magic users, presence of Fanatics, where the Boss is and what they look like, most likely direction of reinforcements and number of such, presence or absence of spider riders and Arachnaroks-greenskin artillery is dangerous, sure, but it's so unreliable as to be considered pre-sabotaged. Dwarfs in particular have the ability to snipe goblin arty with cannons
Not terribly convinced knowing any of those are absolutely better than destroying their arty.

For one, their artillery is shit, yes... And that's why they have self-guided ammo. It doesn't need to aim any finer than "this general direction, and up".

On top of that, we still can scout after doing so, and finding any of those relies on luck. A single sentry and cutting rope is a certain thing.

All in all, going up has massive, tremendous and certain advantages, with the option for even more in that we can still scout.

Going in... It's a shot in the dark.
 
Do the Goblins even need the Catapults with their positioning? With such an height advantage their ammunition will still be devastating if its simply punted towards the army. :V
It's highly doubtful they'd get any real range with it. Without the initial height and speed provided by the catapults, most might very well splatter on the side of the mountain.
 
I'm not so sure drawing attention to the gate itself (Bewilder) is the best idea. If a shaman is drawn to it we'd be in trouble.
 
For one, their artillery is shit, yes... And that's why they have self-guided ammo. It doesn't need to aim any finer than "this general direction, and up".

On top of that, we still can scout after doing so, and finding any of those relies on luck. A single sentry and cutting rope is a certain thing.
Problematically, I'm not actually sure we can do enough to destroy the artillery. Goblin shit is very simple, slingshots and basic catapults empowered by their odd magic. Anything we do short of outright burning them is going to be reparable.

Unless we can cause them to auto-misfire somehow... @BoneyM would we have enough mechanical knowledge to force them to break themselves on firing?
 
It's highly doubtful they'd get any real range with it. Without the initial height and speed provided by the catapults, most might very well splatter on the side of the mountain.
Knowing greenakins if any realize that after being thrown they might just decide to go for the next best target... their own army.
 
[X] Climb from the King's Gates to the landing pad, kill or evade the solitary guard, and infiltrate through there.

MATHILDE SMASH!
 
I personally figure we could do some subtle sabotage easily enough without blowing our cover if we can kill the sentry quickly and quietly. Like, not break them. We just damage the brakes on the catapults so that when they rock from firing they slide right off the platform
 
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