Because Gold wizards not sued to our army and vice versa means they could end up messing up our entire order of battle, and Ogre archer and woodsmen are going to be super useful in any forest fight? My logic at least.

I agree with the Golds, but I think that a hundred mobile ballistas are less valuable than understanding the logistics of your enemy and going harder on the purges. Battles are won more by logistics than raw firepower. I'd rather not be caught unaware, and catch them while they are distracted.
 
A belated reaction of mine after reading the amazing "Daughters of Mallus" interlude:

Some questers in this thread when they see Karola and Ori; "Aw shit, this is unacceptable, a disaster in the making. The line of succession must be changed."
The Empire / The Sworn Enemies of House Hozenzollern / Gunther and his Descendants / The fucking Ruinous Powers when Karola and Ori come to power; "This is getting out of hand! Now there are two of them!"

[X]Plan: Prelude to the Beast Storm

[X]Trofurt Estates
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down

I mean like it was pointed out Counts don't need to go into battle personally. If her sister is the better marshal and champion that's good enough for her to be lent the runefang for battle.

We're going to have to get used to having more family members around and being able to afford to have members specialize.
 
I kinda wanna tell atleast one of the beastmen leaders what hypocritical losers they all are.

Seriously they rage against civilization, but without the weapons that can only be created by civilization, they would be nothing at all.

They're leeches and that's all they've ever been.
 
I kinda wanna tell atleast one of the beastmen leaders what hypocritical losers they all are.

Seriously they rage against civilization, but without the weapons that can only be created by civilization, they would be nothing at all.

They're leeches and that's all they've ever been.
Its more accurate to say they hate the fact despite being children of chaos the Chaos Gods prefer humanity over them since we are less predictable and thus more fun to play with while they are static and kinda boring all things told.
 
Two 50%s?

One of which risks pissing off both sides of Kislev (and it doesn't need a crit fail to happen, look at the Fuerbach thing). @Qeqre, that was also 50% and it wasn't a crit fail and yet we still suffered more than just Failure because a vote was made that overextended us and we only had one DD. You're doing the same thing again.
The roll on the Fuerbach thing was about Adolf Fuerbach finding out that we were talking to his sons. Because Adolf Fuerbach already hated Freddy for the Johanna thing.

The issue of Warmth is that subsidizing the Seed Drills can be construed to mean the Tzarina has reason to worry about her finances.
Cold lacks subsidies, therefore Cold lacks the appearance of weakness.
We've sold guns to Kattarin before. We've sold cannons, we've sold crops and we've sold wood to Kislev.
We've also exported the Seed Drills to some of our fellow Imperials already, meaning they're not a state secret that's being shared out of nepotism. And IIRC Kattarin has hired Jade Wizards in the past.

So no, I am not doing the same thing again.
Maybe if we had some way to research destroying them, or even have an option for asking the Wood elves if they can fuck them up so they can't be traveled on. But we don't have that, it does make it easier to find the Beastmen so we should have picked it more often even more so now when we're about to be hit with the mother of all hordes.
We can try building coercion castles on them and hope said castles won't be overwhelmed due to their isolated nature(or just bypassed). This would stretch our manpower reserves and supply lines.

Or we could build those castles closer to our existing army patrols and use them as hardpoints for further deforestation efforts.
 
Pretty sure people want some basically rough terrain elite orge units who are basically fast firing bolt throwers, and that its counterproductive to investigate beast-paths at same time as doing a large purge since we want the armies all together.
Freddy uses mercs though. Surely, those mercs can ease the concern that the main armies would be hindered if we took both bestmen actions.
 
[X] Plan Nautical Caution

[X]Trofurt Estates
[X] Why Not?
[X] Yes (250 Gold For Each, Recurring Retainer Cost Total = 500 Gold Per Turn)
[X] Go Down
 
New mercs arrive at the end of the year.

Also, I think people have qualms about hiring that Ogre Tribe...
I'm talking about the mercs we have. All 350+200+300+500+1000+1000+10+750+250+1+500+2000+2000+500+500+10+5+1+500+500+1000+100+2+1 = 11980 bodies

Mercenaries

  • Lumpin Croop's Fighting Cocks [Race: Halflings] [Origin: The Moot] [Type: Masterful scouts, trackers, game-wardens, archers] [Numbers: 350 Halflings] Cost: 25 Gold Per Turn.
  • Company of the Stag [Race: Human] [Origin: Talabecland] [Description: Experienced Archers - Swordsmen/Archer/Scouts - that specialize in Forest Combat] [Numbers: 200 Swordsmen, 300 Archer/Scouts] Cost: 50 Gold Per Turn
  • Bianca's Black Scorners [Race: Human] [Origin: Remas] [Description: The Leopard Company is not the only pike company in the world, much less Tilea. While their legend is not as great, their characteristic black pikes - and ability to spew legendarily grievous insults - are plenty famous enough.] [Numbers: 500 Pikes] Cost: 100 Gold Per Turn
  • Leopolds Leopard Company [Race: Human] [Origin: Tilea - Luccini] [Description: Legendary Pike Unit, with a long history of famous successes. Expensive but always worth it. [Numbers: 1000 Legendary Pikes] 100 Gold Per Turn
  • Chargers of Chaq [Race: Human] [Origin: Kislev] [Description: Elite Ungol Horse Archers who refuse to work in the land of the Gospodar's who broke their people] [Numbers: 1,000] 95 Gold Per Turn
  • The Whitewings [Race: Human/Pegasus] [Origin: No one is quite sure where these men managed to obtain and train these snow white pegasi, nor have the materials to armor their mounts so expertly. What is important is that they fight for coin and only what they deem to be 'the right causes'. The sheer utility and tactical advantages of flying lancers and scouts is more than enough to have any intelligent enough employer acknowledge their rather inflexible sense of morality.] [Numbers: 10 Heavily Armored Pegasus Lancers] 55 Gold Per Turn
  • Derelict Deadlies [Race: Human] [Origins: Old World] [Description: Gathered up detritus from across the Old World, given armor and weapons, and thrown into the fight. Those that survive in the long-term become hard-bitten veterans.] [Numbers: 750 Halberdiers, 250 Crossbowmen, 1 Derelict Company Leader Luigi] 75 Gold Per Turn
  • Los Bravos Jabalíes [Race: Human] [Origins: Estalia] [Description: Their homes lost or taken from them, these men have turned to becoming soldiers of fortune to make a brutal living in the world. Their pikes are held with all the bitter strength of those who have nothing left to lose.] [Numbers: 500 Pikes With Unbreakable Morale] 40 Gold Per Turn
  • Company Of The Dragonfly [Race: Human] [Origins: Old World] [Description: A grouping of professional soldiers who hold to the old ways of Myrmidia's Legions, an ancient military tradition that died when the Goddess herself left the mortal world. They have revived it in the modern era, updated for the modern battlefield. They are not cheap, but they are a complete military package, backed by priests of Myrmidia who are not afraid to prove their worth to a Goddess of War on the battlefield.] [Numbers: 2000 Pikes, 2000 Crossbowmen, 500 Light Cavalry, 500 Heavy Cavalry, 10 Great Cannons With Crews, 5 Warrior Priests of Myrmidia, 1 Mercenary General Flavio] 350 Gold Per Turn
  • Los Espantos del Torricelli [Race: Human] [Origins: Estalia] [Description: 'The Terrors of Torricelli' are an experienced small army of soldiers who have spent the last ten years ranging across Lustria and beyond, their experience undeniable and their arms of extremely high quality. They still retain the name of Torricelli, the name of their original founder years ago, and have proven themselves time and again in pitched combat. They have returned from the New World, eager to battlefields that are a little more familiar than jungles and fantastical beasts...for the most part, at least. Their banner is that of a rather salacious looking Myrmidia, her spear absolutely drenched with blood as she stalks across a road of slain scaled creatures.] [Numbers: 500 Pikes, 500 Spearmen With Shields, 1000 Crossbows, 100 Light Cavalry, 2 Warrior Priests of Myrmidia, 1 Commander Braggando] 150 Gold Per Turn
 
That's a good point @Marlin , how it's explicitly noted how mercenaries make up the majority of our Beast-path hunters. Could be worth giving up the Ogres for now...what do you think @Massgamer ?
 
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That's a good point @Marlin , how it's explicitly noted how mercenaries make up the majority of our Beast-path hunters.
I'm not making that point.

The beastpath action uses the Army and the mercs together. Some, of the army would likely be brought out to go for the paths if both are taken. Numbers wise though, the mercs are an army unto themselves in total number make-up. Which means we can take both beastmen related actions without number problems.
 
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So why are we not hiring all the mercs we can?
Offering to hire too many mercenaries at once raises the price per merc company due to the mercenaries sensing a high demand for their services.

And mercenaries are already fairly expensive compared to state troops.
Our Army numbers 49,200 without the mercs. With the mercs they number 61,180.

Why is 49,200 not enough to allow 11,980 bodies to go off looking for the paths and purge the forest?
Intensive Hunting: Now that you know that some of the Beastmen have managed to infiltrate, you need to get rid of them. These are the sorts that managed to keep hidden all this time, or at least keep their true threat to a minimal profile to keep from your attentions. Which is disturbing. You don't want the beastmen to have patient and cunning leaders capable of such things. It's time that you put them down. Put out the smoke signals for the Amber Wizards, bring the Jade, the Bright, and the new Gold Wizards. It is not time for regular patrols, but penetrative searching and aggressive scouting. The Wing-Suits will surely help as well. Bring the rest of the mercenaries in this effort rather than spreading them about the province like usual, including down from the Middle Mountains. Put a call out to the knights, see if they'll help too. You can't possibly stop them all, but you can get these ones, hopefully. Cost: 1,000. Time: 1 Year. Reward: Especially cunning beastmen warherds that made it through an Ostland-Talabeclander Beast-Path hunted down and killed. Chance of Success: 50%
Because the option explicitly includes all our mercenaries.

Not sure if we'd be pulling the Army of the Range away from the Middle Mountains either.
 
For those worried about the cost of mercs, I'm more worried about this.

Before we get too deep into voting I thought I would point this out as a reminder. The Espionage options are 1000 gold PER TURN each for an undisclosed amount of time possibly permanently.

just for those that missed it. That's 2000 gold per turn in the leading plan.

EDIT:
Offering to hire too many mercenaries at once raises the price per merc company due to the mercenaries sensing a high demand for their services.

And mercenaries are already fairly expensive compared to state troops.

Remember, Tilea has just been in a years long famine. They would have shaved off some of their mercs. It's a buyers market for them right now. the prices should be low to begin with. an increase in price would probably just move it closer to normal prices any other time.
 
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Could be worth giving up the Ogres for now...what do you think @Massgamer ?
I personally want ogre archers sooner than later since I think having them as elite rapid fire ranged units who work well in forest is just so damned useful, and like said earlier even if we have lots of mercs I rather focus all forces on purge if we are doing that or focusing on beast-paths for a few more turns to make purge itself more useful.

Not both at once since I think even with out numbers that spreading it a bit thin for my liking.
 
I personally want ogre archers sooner than later since I think having them as elite rapid fire ranged units who work well in forest is just so damned useful, and like said earlier even if we have lots of mercs I rather focus all forces on purge if we are doing that or focusing on beast-paths for a few more turns to make purge itself more useful.

Not both at once since I think even with out numbers that spreading it a bit thin for my liking.
Well, well we've done it before.
 
Well, well we've done it before.
Yes we did, like said only giving opinion so if people want to vote for something else they are free to do so. I am aware I might not get everything I want in a vote so happy to only get most of the things if needed.

Still sad we haven't done Lumbering Hearts yet since as stated we are kinda straining our income in general, but we do need those judges sooner rather than later.
 
The issue of Warmth is that subsidizing the Seed Drills can be construed to mean the Tzarina has reason to worry about her finances.
Cold lacks subsidies, therefore Cold lacks the appearance of weakness.
Or Warmth could be said to mean that the Tzarina's policy of building ties outside Kislev is paying off. Or Cold could be said to make it look like even after all Kattarin's done (for example taking our own daughter into her court, sending 50000 troops and personally commanding them to fight Zacharias) we're still keeping her at arm's length, showing the futility of trying to reach outside Kislev. You're treating a single take on these things as if it's an objective truth and the only way it could be spun, when it's just not so. It's literally never like that with politics, there's always a spin somebody can put on their actions or their opponent's actions.

Which is why it's ultimately going to come down to an analysis of where Kattarin and her policies currently stand in Kislev as opposed to her opponents, which is why I was making the point that she's much better equipped to conduct that analysis than we are.
The difference between Cold and Warmth is that the former has us sell the Seeding Drills at a heavy family discount whereas the latter has us sell the Seed Drills at a family discount while secretly subsidizing the purchase.
It doesn't matter whether or not Kattarn would be making a big production out of it. What matters is whether or not her political opponents would catch wind of what we'd be doing.
Regarding this, I have no idea how you've reached the conclusion the subsidization would be a secret, much less that we'd be keeping it secret from Kattarin herself so that she couldn't weigh the risk/reward factor herself using all relevant information, which again she's much better equipped to do than us. It doesn't say that anywhere in the option, and frankly it would be pretty stupid of us to try to conceal the truth of what we're offering Kattarin.
 
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