Tally time:
Adhoc vote count started by Dmol8 on Oct 2, 2020 at 3:12 PM, finished with 289 posts and 59 votes.

  • [X] Plan My Plan
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Name the Newborn: Octaine
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Laurelorn
    [X] Plan: We can afford the lighthouse, you know?
    -[X] Festermarsh: Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
    -[X] Tracking Beast-Paths: Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
    -[X] Greatship 4: Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
    -[X] Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
    -[X] Arming Albion – Charity: Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Chance of Success: 70% Cannot Be Chosen If Albion Trade Is Chosen
    -[X] Seeding The Future – Profit: Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. Cannot Pick With Seeding The North – Proliferation.
    -[X] An Open Hand: Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
    -[X] The Lighthouse Of Salkalten, Foundation: Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
    -[X] Seeding Drills: Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
    -[X] Heavy Blastguns: Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%
    -[X] The Other Two Cannon Types: Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%
    -[X] A Cataloguing Of Radicals: Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%
    -[X] Examining Your Enemies: Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
    -[X] Gold Journeymen: Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards For Combat Purposes. Chance of Success: 75%
    -[X] Helping Sabine: Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
    -[X] The Expected Inquisition: Result: Cult of Manann takes full control of religious investigation in Ostland coast, including in Salkalten. Results may vary, may not get full information on captives due to cultist secrecy, etc.
    -[X] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
    -[X] Donating Funds: Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
    -[X] Let Logan Go:
    -[X] Name the Newborn:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise: Oskkhan
    --[X] Laurelorn: Cost: 100. Chance of Success: ??
    [X] Plan: It's Investment, Not Charity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading - All:
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Gold Journeymen:
    -[X] Engineering Aid
    --[X] On Vapor Tanks
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Chrace
    [X] Plan Lighthouse, Cannons and Tanks
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X]Galley Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    [X] Donating Funds
    [X] Let Logan Go
    [X] Elven Expertise:
    -[X] Laurelorn
    [X] Plan Lighthouse, Cannons and Tanks
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X]Galley Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    [X] Plan Massgamer
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Imperial Organs, Big
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Newborn Name: Oskkhan
    --[X] Ask The Amber:
    ---[X] Yes, Ask Them
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Plan Cannons, Tanks and Gold
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X]Galley Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Gold Journeymen:
    -[X] By Zealots Be Purged
    -[X] Be Sure
    [X] Donating Funds
    [X] Let Logan Go
    [X] Ask The Amber:
    -[X] Yes, Ask Them
    [X] Elven Expertise:
    -[X] Laurelorn
    [X] Plan I'm awful with names
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X]Galley Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The Future – Profit:
    -[X] Radical's Measures
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Engineering Aid
    --[X] Vapor Tanks
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Loaning Funds
    -[X] Let Logan Go:
    -[X] Newborn Name: See plan title
    --[X] Ask The Amber:
    ---[X] Yes, Ask Them
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Plan Generosity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Wolf Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] The Law Of Ostland:
    -[X] The Expected Inquisition:
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Name the Newborn: Octaine
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Plan Full Recovery Effort
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Off-Roading:
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] Engineering Aid
    --[X] Off-Roading
    -[X] The Expected Inquisition:
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Name the Newborn: Octaine
    --[X] Ask The Amber:
    ---[X] Yes, Ask Them
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Baby's first plan
    [X] Plan Generosity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading
    -[X] Wolf Focus:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] Apple Expansions:
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Helping Sabine:
    -[X] The Law Of Ostland:
    -[X] The Expected Inquisition:
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Name the Newborn: Octaine
    --[X] Elven Expertise:
    ---[X] Laurelorn:
    [X] Plan: We can afford the lighthouse, you know?
    -[X] Festermarsh: Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
    -[X] Tracking Beast-Paths: Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
    -[X] Greatship 4: Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
    -[X] Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
    -[X] Arming Albion – Charity: Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Chance of Success: 70% Cannot Be Chosen If Albion Trade Is Chosen
    -[X] Seeding The Future – Profit: Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. Cannot Pick With Seeding The North – Proliferation.
    -[X] An Open Hand: Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
    -[X] The Lighthouse Of Salkalten, Foundation: Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
    -[X] Seeding Drills: Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
    -[X] Heavy Blastguns: Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%
    -[X] The Other Two Cannon Types: Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%
    -[X] A Cataloguing Of Radicals: Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%
    -[X] Examining Your Enemies: Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
    -[X] Gold Journeymen: Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards For Combat Purposes. Chance of Success: 75%
    -[X] Helping Sabine: Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
    -[X] The Expected Inquisition: Result: Cult of Manann takes full control of religious investigation in Ostland coast, including in Salkalten. Results may vary, may not get full information on captives due to cultist secrecy, etc.
    -[X] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
    -[X] Donating Funds: Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
    -[X] Let Logan Go:
    -[X] Name the Newborn:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise: Oskkhan
    --[X] Laurelorn: Cost: 100. Chance of Success: ??
    [X] Plan: It's Investment, Not Charity
    -[X]Festermarsh:
    -[X] Blastweave Upgrading - All:
    -[X] Scouts For Launching:
    -[X]Greatship 4:
    -[X]Arming Albion – Charity:
    -[X]Seeding The North – Proliferation:
    -[X]An Open Hand:
    -[X] The Lighthouse Of Salkalten, Foundation
    -[X]Seeding Drills:
    -[X] Vapor Tanks
    -[X] The Other Two Cannon Types:
    -[X] A Cataloguing Of Radicals
    -[X] Examining Your Enemies:
    -[X] Gold Journeymen:
    -[X] Engineering Aid
    --[X] On Vapor Tanks
    -[X] By Zealots Be Purged
    -[X] Be Sure
    -[X] Donating Funds:
    -[X] Let Logan Go:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise:
    --[X] Chrace
    [X] Plan: We can afford the lighthouse, you know?
    -[X] Festermarsh: Cost: 100. Time: 1 Year. Reward: Army of Ostland Contributes To Festermarsh. Chance of Success: To Be Rolled By Ostermark, with Army of Ostland providing a bonus to Ostermark's Rolls.
    -[X] Tracking Beast-Paths: Cost: 500. Time: 1 Year. Reward: At Least One Major Beast-Path Located. Chance Of Success: 75%
    -[X] Greatship 4: Cost: 500. Time: 1 Year. Reward: 1 New Greatship.
    -[X] Galley Focus: Cost: 1500. Time: 1 Year. Reward: 10 Wargalleys.
    -[X] Arming Albion – Charity: Cost: 750 Per Turn Until Tribes Capable of Self-Training And Fully Equipped. Time: 1 Year For Training To Complete, 2 Years Until Fully Equipped. Reward: Albionese able to resist the Albion Fimir and druchii much better, significantly better equipped in arms and armor. Chance of Success: 70% Cannot Be Chosen If Albion Trade Is Chosen
    -[X] Seeding The Future – Profit: Cost: 2,500. Time: 1 Turn. Reward: Seeding Drills freely produced and transported to Nordland and Ostermark, their farmers trained in its use. Significant increase to agricultural production in Nordland and Ostermark. Cannot Pick With Seeding The North – Proliferation.
    -[X] An Open Hand: Cost: 500. Time: 1 Year. Reward: Amiable opening to relations with Count Rommel. Chance of Success: 65%
    -[X] The Lighthouse Of Salkalten, Foundation: Cost: 3,500. Time: 2 Years. Reward: Salkalten Lighthouse Foundation Created/Bottom Third Of Structure Built.
    -[X] Seeding Drills: Cost: 2,500. Time: 1 Year. Reward: Major Agricultural Income Increase Starting Next Year i.e. No immediate income boost this year, but in Turn 37.
    -[X] Heavy Blastguns: Cost: 1,000. Time: 2 Years. Reward: Heavy Blastgun, an upgraded and more damaging version than the infantry version. Meant for cavalry use. Chance of Success: 75%
    -[X] The Other Two Cannon Types: Cost: 1000. Time: 1 Year. Reward: Bull Cannons and Dash Cannons Improved As The Great Cannons Were. Chance of Success: 70%
    -[X] A Cataloguing Of Radicals: Cost: 500. Time: 1 Year. Reward: Information on various Radical Sects of the Cults of the Empire. Chance of Success: 80%
    -[X] Examining Your Enemies: Cost: 1,000. Time: 1 Year. Reward: Information on the Houses of Geisen, Rutger, and Weiss. Chance of Success: 50%
    -[X] Gold Journeymen: Cost: 100 at first, fees to come afterwards. Time: 1 Year. Reward: 2+1d4 Gold Journeymen Wizards For Combat Purposes. Chance of Success: 75%
    -[X] Helping Sabine: Cost: 0. Time: 1 Year. Reward: Roll to determine extent/potency of aid given to IFL development.
    -[X] The Expected Inquisition: Result: Cult of Manann takes full control of religious investigation in Ostland coast, including in Salkalten. Results may vary, may not get full information on captives due to cultist secrecy, etc.
    -[X] Be Sure: You're reasonably sure that Bugman would prefer that it's left alone, but you could ask.
    -[X] Donating Funds: Result: -3500 Gold From The Treasury Loaned To Coastal Settlements, Including Salkalten, To Ensure Rapid Rebuilding From Damages. Fishing and Trade Income Recovery will quicker. No Repayment. Opinions Affected Positively.
    -[X] Let Logan Go:
    -[X] Name the Newborn:
    -[X] Ask The Amber:
    --[X] Yes, Ask Them
    -[X] Elven Expertise: Oskkhan
    --[X] Laurelorn: Cost: 100. Chance of Success: ??


Well the lighthouse vote is getting closer to the lead. Good to know. Those of you who have plans that probably won't win can still change your vote to some other plan. Remember that.
 
Besides the fact that I don't trust an outside organization to handle this when they let it happen in the first place, I also think the lighthouse is more an expensive vanity project at this point. Moreover, it will take longer than the tanks most likely with it being a multi-action thing.
 
Besides the fact that I don't trust an outside organization to handle this when they let it happen in the first place, I also think the lighthouse is more an expensive vanity project at this point. Moreover, it will take longer than the tanks most likely with it being a multi-action thing.

Nothing says recovery and coming back better than ever than a prestige project. And it will be bring prestige and attention to Salkalten which potentially brings more attention, traffic, and trade.

I'm also going with that plan because we cannot keep ignoring the Beastmen. We know they're gathering and getting ready to make a big move any time now. We should be making it as hard as possible for them to pop up in the middle of Ostland.
 
Apple Expansion and Lumbering Heat are also pretty useful in their own right for blunting the impact of mountain- and forest-based threats(in addition to being cheaper and increasing our income).

One less weakness to exploit against the mountain settlements, less forest to breed horrible gribblies.
 
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Apple Expansion and Lumbering Heat are also pretty useful in their own right for blunting the impact of mountain- and forest-based threats(in addition to being cheaper and increasing our income).

One less weakness to exploit against the mountain settlements, less forest to breed horrible gribblies.

You're just saying that because you love tree murder. :rolleyes:

But anyway, Lumbering Heat isn't part of 'My Plan', is it?
 
I'm fine with Lumbering if people want it over Seed Drills. Just, think it's a little odd to be selling it to out counties and not using it ourselves.
 
You're just saying that because you love tree murder. :rolleyes:

But anyway, Lumbering Heat isn't part of 'My Plan', is it?
No, I just think our particular forest happens to be a malignant place that hates humanity and is a breeding ground for Beastmen, Greenskins and other monsters.

I'm fine with Lumbering if people want it over Seed Drills. Just, think it's a little odd to be selling it to out counties and not using it ourselves.
Too late into the vote. Probably better to leave the plan as it is right now.

If there was more time before the vote closed, we could have tried a plan that also swapped out Seeding the North/Future(to get rid of the weirdness) for Double Barreling or something.
 
[X] Plan: We can afford the lighthouse, you know?

Changing my vote because I don't think we can afford to ignore the Beastmen for three turns in a row.
 
and in room to room fighting grenades are more useful. I'm not saying it's not useful for a city fight, i'm saying grenadiers are super fucking good for exactly this kind of fighting.
It's a Skaven city though.
Shoot their rickety structures with a cannon and there's a decent chance the building either collapses or triggers a warpstone chain reaction.
 
If there was more time before the vote closed, we could have tried a plan that also swapped out Seeding the North/Future(to get rid of the weirdness) for Double Barreling or something.
The diplomacy options were limited. Apart from the Double Barreling choice (which doesn't help our allies compared to selling them the seed dril). There's the give magic to dwarves option (I never want to take that one), and Middenland Diplomacy! We could totally pass a CoS of 5%!:)

There was a good argument to take the Middenland diplomacy attempt earlier, "to try and fail should do little harm". So if Middenland ends up being one of the only options available, we could take it.
 
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Alright, I've seen it come up a dozen times. Would people prefer Tracking Beast Paths over the Blastweave Upgrades?

For what it's worth, I agree with Qeqre, it's a bit late for changing the vote. And I do think the upgrade to Ostland's artillery is a very much welcome thing.

PS: Besides, let's keep it to one big campaign at a time to not overstretch.
 
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It's a Skaven city though.
Shoot their rickety structures with a cannon and there's a decent chance the building either collapses or triggers a warpstone chain reaction.

It's a city, we're not going to be leveling it unless warp stone goes off. It's going to come down to infantry pushing though warrens. Being able to throw a bomb into the next room and clear it out is more useful than more accurate cannon fire.
 
Welcome? Definitely.
Worth getting trampled by Beastmen outflanking our Army because we didn't take the time to destroy their Paths? Less so.
We don't know how many Paths there are, but Blastweave means the Army of the Forest, the militia and all our settlements will be able to put up a better fight.

It's a city, we're not going to be leveling it unless warp stone goes off. It's going to come down to infantry pushing though warrens. Being able to throw a bomb into the next room and clear it out is more useful than more accurate cannon fire.
There is nothing of value to us in said city.
The warrens should be burned.

In the event that room-to-room becomes necessary, we have shotguns, Hohenzollern cocktails and Doomspheres.
 
There is nothing of value to us in said city.
The warrens should be burned.

oh yeah, if we had the artillery technology to do it, leveling the place would be fantastic. But we're not going to be able to do that with cannonballs. You'd need explosive shells to really reduce a city to rubble without having to storm it.
 
oh yeah, if we had the artillery technology to do it, leveling the place would be fantastic. But we're not going to be able to do that with cannonballs. You'd need explosive shells to really reduce a city to rubble without having to storm it.

Artillery like the one of the Empire uses was good enough to level real-life castles and the likes. This will be a Skaven city, with all the shodddiness it implies, and I'm not even talking about stocks of warpstone or worst just waiting to explode at the slightest provocation. If anything, I'd found preferable to pound such place from a long distance rather than risking good soldiers inside that deathtrap.
 
We don't know how many Paths there are, but Blastweave means the Army of the Forest, the militia and all our settlements will be able to put up a better fight.
When would you recommend checking on the Beast-Paths? Never? Cause if you always recommend putting the military equipment first before securing the land Freddy holds. I could see you recommending never because the beast paths do not improve military equipment compared to a different action at any time (as shown in the last few turns).
 
Artillery like the one of the Empire uses was good enough to level real-life castles and the likes. This will be a Skaven city, with all the shodddiness it implies, and I'm not even talking about stocks of warpstone or worst just waiting to explode at the slightest provocation. If anything, I'd found preferable to pound such place from a long distance rather than risking good soldiers inside that deathtrap.

there is a massive difference between breaking apart a fortress and leveling rows of hoses. There is a limit to how much you can do with basic cannonballs
 
Well since my plan is not going to get any traction...

[X] Plan My Plan


Alright, I've seen it come up a dozen times. Would people prefer Tracking Beast Paths over the Blastweave Upgrades?
No, The blastweave is too important an upgrade to our guns. It not only makes them more accurate and have a higher effective range, it also makes them more reliable and less prone to misfire, which given we're about to go into a skaven encampment which is likely to be logistical hell? We'll need badly.



When would you recommend checking on the Beast-Paths? Never? Cause if you always recommend putting the military equipment first before securing the land Freddy holds. I could see you recommending never because the beast paths do not improve military equipment compared to a different action at any time (as shown in the last few turns).
Rude as heck putting words in people's mouths like that dude.
 
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