Voted best in category in the Users' Choice awards.
Yes, it is. Repeat after me:

GOBLINS ARE INFINITELY REPLACEABLE.

They're actually somewhat cheaper than comparable Skaven leaders.
Given time? Sure...
But the time between now and the dwarves arriving? No they won't manage to get a appropriately powerful before the battle.
Oh come on, we had to fail four rolls in a row to turn this from a wild success (which would be two hero units incapacitated + goblin-skaven war at no extra time cost) to a mild success (two hero units incapacitated, + maybe goblin-skaven war, 1 scouting slot spent). It was a fairly safe and most likely useful plan which turned out to work fairly well.
Yes the dice were very much against us here, yes I do think what we got was worth it. But was our plan always:
1) Look like Skaven
2) Shoot Goblin
3)

Thats the only bit I'm questioning.
 
[x] Having successfully escaped, you can now move on...
-[x] To the King's Gates, to scout the outer defences.


@BoneyM, does the restriction you said on having to apply Aitheric Armor every few minutes apply to enchanted clothing with that spell?
 
[x] Having successfully escaped, you can now move on...
-[x] To the King's Gates, to scout the outer defences.

Well, Goblins discovering the deception requires them getting their s**t together.

Between the ongoing chaos, their local leader killed, the imminent infighting of his liutenants and the coming dwarven assaults, they will have roll really well for that to happen.
 
Yeah, goblins are infinitely replacable does NOT mean they are instantly replacable. This is important because the army is coming to hit the door in another action. The goblins hadn't even realized theres something to intervene in, they'd be chasing 'skaven' infiltrators for at least an action.

So gains:
-Goblins lost a hero unit
-Goblins lost morale/gained disorder as they'd be busy sorting out the pecking order and hunting the assassin, instead of making sure everyone is at the right places and checking that the doom divers have their wings ready.
-Skaven have a hero unit crippled and unavailable for the next battle
-Goblins hidden reinforcements [Clan Moulder Warbeasts] lost to infighting
-Mastery on one of our staple spells, Mathilde can sprint in battle for several minutes without fatigue while her mage armor is on.

Losses:
-1 Scouting Action
-Increased suspicion if witnesses survive to the next infiltration. They will too, mook goblins are good at running away and so are Skaven. They'd otherwise cotton on eventually, but hey, dwarf armies aren't known for ninjas.

Overall we got pretty good gains.
So why the Gates next? We only have one action before the army arrives. Either we're scouting the gates and slip out when they attack the gates(or when we sabotage the gates from the inside), or we slip out now.
 
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[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
 
[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
 
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I was envisioning
3. duck back out of sight
4. Skaven assassin disappears

My hope is that the immediate violence we've set off mucks up the alliance even once they figure out the assassin wasn't a skaven. They still have to rule out a non-Moulder skaven assassin too.

[x] Having successfully escaped, you can now move on...
-[x] To the Armoury, to check if the ancient weapons remain sealed away.
 
[x] Having successfully escaped, you can now move on...
-[x] To the King's Gates, to scout the outer defences.

Well, Goblins discovering the deception requires them getting their s**t together.

Between the ongoing chaos, their local leader killed, the imminent infighting of his liutenants and the coming dwarven assaults, they will have roll really well for that to happen.
There are two sides of that. One is, Goblins getting their shit together. Second are Skavens. It is by no means certain that Master Moulder will survive blinded. It's a rather bad disadvantage, and with Skaven politics there are significant odds he will soon end-up dead or as another's one newest experiment. Hopefully taking whole aliance idea with him as he goes.
 
@BoneyM, does the restriction you said on having to apply Aitheric Armor every few minutes apply to enchanted clothing with that spell?

That would be the easiest way to create that enchantment. Having it both constant and including the Mastery would be much trickier, probably beyond your current skill level. The exact details of how a given enchantment ends up working are usually dependent on dicerolls, both difficulty rolls and pick-a-possibility-from-a-list rolls, and trying to control every aspect of it is harder than just going along with whatever ends up easiest in the moment.
 
Yes, it is. Repeat after me:

GOBLINS ARE INFINITELY REPLACEABLE.

They're actually somewhat cheaper than comparable Skaven leaders.
I really don't know where you are getting all these facts and opinions and would love:
1. Not being shouted at.
2. :Citation Needed: for Goblin Big Bosses being, and I quote :"infinitely replaceable"

See I always thought a Hero was a Hero, but you seem to know better.

For reference, a Night Goblin Big Boss base price in WHFB is 30 points, with up to 50 points of magic items, and 25points of battle standard. Those teeth fucked with spell casting directly on him, so they should count for magic items, though I can't say for how much.

A Night Goblin War Boss, which is a Lord unit, has a base cost of 55 points, and something like that can be expected to lead an entire tribe.

For some comparison, a Witch Hunter is 50 points and Hero of the Empire, and a Captain of the Empire is a 60 point Hero. A regular Dwarven Thane is 65 base points.

So to respond to the lower-middle management poke, unless these goblins are hiding some kind of legendary lord and rule most of K8P, like Karag the Grim, the boss we just killed was upper middle management, since their leader will be a Warboss or a Great Shaman, most likely. A Big Boss is not top dog, but important, right under the actual leader. A Captain of the Empire is the same kind of position as Warboss, so a big boss would be like a lieutenant commander. They can carry battle standards, for example.

To be clear, a Big Boss can be a General (overall command), but it's unlikely to be one here, as Warbosses are for more common for that role.
 
[x] Having successfully escaped, you can now move on...
-[x] To the King's Gates, to scout the outer defences.

[X] You've finished scouting, you'll return to the Vanguard...
-[X] By slipping out the King's Gates.

[x] You've finished scouting, you'll return to the vanguard...
-[x] By returning to the secondary peak, and taking the opportunity to further sabotage the Doom Divers on the way out.
 
So why the Gates next? We only have one action before the army arrives. Either we're scouting the gates and slip out when they attack the gates(or when we sabotage the gates from the inside), or we slip out now.
I understood that we still one one scouting/sabotage action we can do and still slip out and meet army before they attack, to pass the intel.

Please correctly me if I'm wrong everyone.
 
I understood that we still one one scouting/sabotage action we can do and still slip out and meet army before they attack, to pass the intel.

Please correctly me if I'm wrong everyone.
That was one turn ago. This turn if we scout a non-gate position we may need to do a 'hot' exfiltration because we don't know exactly how much time they'd take to breach the gates.
 
[x] Having successfully escaped, you can now move on...
-[x] To the King's Gates, to scout the outer defences
 
[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
 
The big advantage I see of scouting the gates now is the potential to open them from the inside if we see the right opportunity.

That would be the easiest way to create that enchantment. Having it both constant and including the Mastery would be much trickier, probably beyond your current skill level. The exact details of how a given enchantment ends up working are usually dependent on dicerolls, both difficulty rolls and pick-a-possibility-from-a-list rolls, and trying to control every aspect of it is harder than just going along with whatever ends up easiest in the moment.

Fortunately we have a bonus to learning more advanced enchantment. Unfortunately I don't think we have a teacher for Ulgu enchanting or any reference material with us, as being actually untiring would be very useful in this campaign. I suspect unguided experimentation is a poor way to advance in a known field...
 
I have to say, I'm loving the Aethyric Armor mastery. Fighting is exhausting, and even a few minutes of intense combat can leave you winded and tired, which are terrible things to be when in active combat. This mastery should allow Mathilde to simply avoid that. We want Aethyric Armor when we have engaged in intense combat anyways, and this means that we can keep fighting at near peak condition for longer than pretty much any of our allies.

Combine that with our Runic Belt and our access to Regrowth, and Mathilde can become a rallying point for people because she just won't stop fighting. Swarming her with expendable troops won't work very well because of her mastery with Dread Aspect (causing terror and killing everything around her) which means more elite troops need to deal with her.

It's going to be fun seeing her in the next big fight.
 
That was one turn ago. This turn if we scout a non-gate position we may need to do a 'hot' exfiltration because we don't know exactly how much time they'd take to breach the gates.
Last turn we had two actions before we had to leave. Assasination would take no time if done with clear disengage. We had bad luck, so we've lost an action. We should still have one left. We should be able to Kings gate, scout/sabotage it, slip out and joing the army outside of gates.
 
So why the Gates next? We only have one action before the army arrives. Either we're scouting the gates and slip out when they attack the gates(or when we sabotage the gates from the inside), or we slip out now.


Slipping through the gates is a free action, only slipping through the peak consumes action. So we can scout the gate and then deliver that information in time for it to be useful.
 
[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.

This should put us in position to deal massive damage to the defenses from the inside as the attack happens.
 
I lost track of the discussion for this update, so I'm surprised at the winning vote. Just asking, is this what people were expecting when they voted for a plan that involved being seen?
They were probably expecting for one of three rolls to go our way during pursuit. And didn't know that lining up a shot would take quite that long either.
Guys. Seriously. Going to the gates is A WASTE OF TIME. The Dwarfs are already going to be there. Scouting is only useful if done before everyone else can see the thing anyway!
There's no real line of sight between the area in front of the gates and the area behind it.
Blinded A Master Moulder, and maybe got him killed by goblin
Even if no goblin touches him, how long do you think that a blind Skaven can survive within their own society, let alone remain in a relevant position? That Moulder has effectively been taken off the table.
We're not, iirc, the only scout, and the others will almost certainly be focusing on the gates. We should take advantage of our sneakiness and push onwards to boost morale
Despite any difference in racial competence I don't see how even an expert dwarven ranger can sneak through those gates without magic. They are literally the front door of a greenskin stronghold.
Thats the only bit I'm questioning.
Look at how many competing rolls we had to fail for the results to be as "bad" as they were.

Overall I am satisfied with the results. Losing one scouting option was a bit sad, but I fully expected that we could have been so unlucky as to achieve nothing more than a single clean kill of a prominent goblin.

[X] Having successfully escaped, you can now move on...
-[X] To the King's Gates, to scout the outer defences.
-[X] To the Temple of Grungni, to check if the holy place remains undesecrated.
-[X] To the Chiselwards, an enormous warren of tunnels that could house any number of horrors.

The armory definitely is either closed or looted so long ago as to not be imminently relevant to the battle. The furthest reaching depths seem a weird narrative choice for someone on a time limit.
My preference is the King's Gate because even if we find a target of opportunity that costs us a bit of time, we would still be right there at where we want to exit anyway. But I am okay with the other two as well.

[X] You've finished scouting, you'll return to the Vanguard...
-[X] By returning to the secondary peak, and taking the opportunity to further sabotage the Doom Divers on the way out.

This one is the most boring and uninformative option, but I kind of agree with those who say that bad artillery in an entrenched high ground position is still worse for us than no artillery whatsoever.
 
[X] Having successfully escaped, you can now move on...
-[X] To the Temple of Grungni, to check if the holy place remains undesecrated.
 
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