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-[ ] If possible, hint that you'd strongly prefer it if they had grounding rods, Dwarves are not huge fans of magic, and you don't want another Sunscryer. If need be spend your own favour on volunteers getting grounding rods (up to a limit of 6 or 9)

There'll be an option to contribute to equipping the Expedition shortly before it leaves that this sort of thing will fit into.
 
My feeling is that this coming turn, or possibly the one after, we should build another Tower and use it for this:

@veekie made a great post a while back that included discussion of our options. I lean towards using Ulgu.
Honestly, I think we need two defensive towers--one for dealing with lots of weaker fliers, and one for dealing with small numbers of strong fliers. The Azyr tower, depending on how the results turn out, would fall somewhere between those. And while Azyr's effectiveness against really tough enemies is mixed, the important thing to remember is that these towers are charged from ambient magic. Making a tower that uses a wind that is rarely present at the tower's location is difficult. Azyr is really, really efficient in that case, since a tower built on top of a mountain would be bathing in Azyr, while the Ulgu tower probably gets plenty of charge from the shadows/dawn/dusk every day. The Aqshy tower might get charge when it bathes in the sunlight? But the Chamon tower would be the hardest, because there would simply be little ambient Chamon around.

What we're likely to face in the foreseeable future is Wyvern attacks from Birdmuncha or other greenskin warbosses. Doom Divers wouldn't have the range to hit any of the towers, even if they launched from the top of one of the other mountains.

But, ultimately, I think we should have three towers for defense eventually--Azyr, Aqshy, and Ulgu (for defense)--because the Eye of Gazul has proven to be so very effective for protecting K8P.

More seriously, however, we need to work on K8P's defensibility to sappers and underground attacks. Since Boney showed how snotlings could somehow tunnel through kilometers of solid rock in a matter of hours, mountains are less of an impenetrable fortress and more of a modest obstacle to skaven and greenskins.
 
We may want to help Stirland with the war. If it ends sooner that means more wizards can be freed up to help in other things. Also the chance to loot vampires for more forbidden knowledge.
 
More seriously, however, we need to work on K8P's defensibility to sappers and underground attacks. Since Boney showed how snotlings could somehow tunnel through kilometers of solid rock in a matter of hours, mountains are less of an impenetrable fortress and more of a modest obstacle to skaven and greenskins.

Soil, rather than solid rock. That's why the Anvil countermeasure worked so well.
 
I love it! Neat character interactions, and if it works out it'll definitely help the dwarves out during the early stages.
The Ice Witches are dealing with a massive ogre problem, a problem big enough that despite all their power they still needed to bring in Asarnil, and it's still an ongoing problem. If we do get their help, it'd be because the dwarves will help them fight the ogres.
 
I'd hold off on recruiting, between the current glut in demand for wizards that should be ending soon, as well as the fact it's still a pretty far out departure date I think there'd be better results next turn.
Recruiting now could give them time to ensure they know Atheric Armour (or time to learn it), time to study what they're in for at the chaos wastes, and time to get grounding rods sorted.

But if we don't got witizies now, since we have 3-7 turns, I'd like to talk to traders instead. They can give general information about what they tend to deal with.
 
Karak Dum is the hardest choice.

But considering how overleveled we are, its also the most fun choice.

No fun to always be on top of things and demolish oppossition with ease.
 
Eeeeehhh... can't think of many mercenaries that would really help here. Maybe Asarnil, if his Kislev contract is up? Seems like the right level of firepower to be honest...
There's lots of open terrain. Cavalry is indispensable, and something the dwarves wholly lack. They do have some stuff to make up for it like slayers and gyrocopters, but proper cavalry would still do its own job a lot better.
 
Thinking further, if the expedition doesn't leave for 4 to 7 years, we should hold of on recruitment if we expect to get promoted in that time. Going on an expedition with Lord Magister Mathilde will be much more attracive than mere Magister Mathilde.

Also, we should make our staff! Immediately!

Our magical skills aren't going to receive another big upgrade after that, so then we should do the recon in person.

Then, after our likely promotion, we do the diplomacy/recruitment.
 
Thinking further, if the expedition doesn't leave for 4 to 7 years, we should hold of on recruitment if we expect to get promoted in that time. Going on an expedition with Lord Magister Mathilde will be much more attracive than mere Magister Mathilde.

Also, we should make our staff! Immediately!

Our magical skills aren't going to receive another big upgrade after that, so then we should do the recon in person.

Then, after our likely promotion, we do the diplomacy/recruitment.

A turn is half a year, so its 2 to 3,5 years.
 
Background information that Mathilde would know: the northern Dark Lands along the Road of Skulls is uninhabited, but between two major Chaos Dwarf strongholds. The Western Great Steppes is populated by the Hobgoblin Khanates and the horse nomads known as Kurgans.
 
The Besiegers aren't the best for this job. Given the open space the Expedition will have to travel under, mercenary cavalrymen would be a lot more useful than mercenary siege infantry.
If Zhufbar brings enough Steam-Wagons it could be possible to keep a unit of non-cavalry mercenaries protected from the Chaos Wastes while travelling to Karag Dum.
Leaving mutable humans unprotected on the march there might be a bad idea.
 
Added:
[ ] Turn a staff from mundane materials.
[ ] Turn a staff from the horn of a Storm Dragon.
Sorry, I don't want to pester but this is something I genuinely don't know the answer to, not being very familiar with Warhammer Fantasy apart from what I've learned from this quest. Is the Azyr-heavy nature of the Storm Dragon's horn something that Mathilde can just deal with over time if she makes a staff from it now, or something where it's a good idea to wait for the material to become more Ulgu-rich before turning it? And if the latter, is it just a question of waiting long enough?
 
Before we do our (dragonbone) staff, I'd really like to experiment with AV and enchantment. (with the COIN on it, as that roll is a big deal imo)
 
[X] PLAN REAPER
-[X] MAX: Write a paper: The psychology and social structure of the We. (FADED)
-[X] JOHANN: Have him teach Adela what he knows of engineering.
-[X] DUCK: Work with Panoramia to try to implement the Waaaghsoak Mushrooms as an aid to spellcasting.
-[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[X] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them. COIN
-[X] Attend anti-Chaos training at the Grey College.
-[X] Seek volunteers from the Colleges to join the Expedition.
-[X] Seek out merchants who have travelled the Skull Road to learn what they know of it.
-[X] Write a paper: select which. FREE PAPER: The physiology and venom of the We. (FADED)
-[X] PENTHOUSE: Have firing platforms built around the Penthouse so that it can be defended from flyers or climbers without granting access to it. FREE
-[X] The Gambler: specify an action this will apply to.

Max writes papers, that's just what he does.
Helping the journeywoman.
Time with Panoramia and helping wizard kind at the same time
building a spy network, it has to be built before you can use it.
It looks like we are going on an expidition soon, that means combat. let's learn how to use our sword.
When a "suggestion" comes from that far up, it's really an order phrased politely.
firepower maybe litterally.
information is power
this with max's paper will give us all the pieces for our next book
fortafying our home

EDIT: Why no beseigers? because they are working against the marenburgers. let's not poach them.
 
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Sorry, I don't want to pester but this is something I genuinely don't know the answer to, not being very familiar with Warhammer Fantasy apart from what I've learned from this quest. Is the Azyr-heavy nature of the Storm Dragon's horn something that Mathilde can just deal with over time, or something where it's a good idea to wait for the material to become more Ulgu-rich before turning it? And if the latter, is it just a question of waiting long enough?

If you decide to make a staff from it, part of the process would be steeping it in Ulgu for a prolonged period. So she'd set it up to steep first and then do the actual turning of it last, which gives it five months to soak, which should be sufficient. Dragons are inherently mutable, as are their bones.
 
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