Written by the Victors (Warhammer Fantasy)

[] Plan: Warrior-Lords of the People
-[] Magical Panoply: Sinfi pt 2: 2 Die
-[] Magical Panoply: Moti pt 2: 2 Die
-[] Scout Surroundings: 1 Die
-[] Try to spread your viewpoint among your neighbors, the people not the elites: 1 Die

General plan here is to further improve our beatsticks while also staying ahead of assaults. Our stunt earlier should have ruptured the morale of those who routed (assuming we let some rout); maybe if we put some feelers out there about our viewpoints we could put a wedge into the coalition somewhat? Fighting the evil vampires for their loot and territory is all well and good, but it becomes a bit harder when said vampires aren't actually all that evil (although they're still scary!) and they're a much harder nut to crack than expected.
 
Can the Skeleton Legion action be taken multiple times ?

In any event, I think our 'heroes' and passive defenses are in a decent state, we should focus on the 'meat' of our forces - who ironically lack much of it - and that means more skeletons and more necromancers, with an eye towards eventually phasing them into a teaching staff for the academy once its built. I'm leery of focusing too much on individuals who, while powerful, cannot be everywhere, so I'd prefer building a good foundation for growth now.

Something like this :

[] Train Necromancers - 2 dice
[] Outfit a Skeleton Legion - 1 die
[] Outfit a Skeleton Legion - 1 die
[] Scout surroundings. - 1 die
[] Build Libraries - 1 die
 
Last edited:
[] Plan Raise the Legions
- [] Outfit a Skeleton Legion. 4 dice.
- [] Mobilize necromancers. 1 die.
- [] Try to spread your viewpoint among your neighbors, the people not the elites: 1 Die

Seems, like we should get some ground troops ready to at least hold the line well our heroes get to work we've only raised the one legion so far after all although I imagine we probably had one or two before we raised that one.
 
[] Plan Chaff and Learning
-[] Scout surroundings 1 Dice
-[] Outfit a Skeleton Legion 2 dice
-[] Find some warpstone to acquire 1 Dice
-[] Build Bathhouses 1 dice
-[] Build Libraries 2 dice

Reasoning
  1. We should know more of what is around us to we do not get blindsided for some new threat while waiting for the known one
  2. We do not need stronger lords, our lords are unkilable murder machines... literally, if one of them dies it is an inconvenience, it is a matter of 'how much warpstone will that cost'. What we really need is chaff, cheap, expendable chaff we can drown the low quality and low moral troops of the Border princes Speaking of warpstone though it would be good to have it in reserve, just in case we need to whip up something big, like that zombie dragon
  3. We deal with a lot of corpses not just for the military but for civilian, even in a world without Nurgle that could spread plagues... in a world with him, well chaos really hates necromancers and vampires
  4. This is just quality of life in the same vein as theaters so the people don't get bored.
 
I don't see much of a reason to continue scouting our surroundings, to be frank. We spent a die on it during turn one and got some good info out of it but we spent a die on it last turn and didn't get anything really from the looks of it which when combined with us literally only having one unaccounted for neighbor at this point who is neutral with us and hasn't yet acted despite having the opportunity to do so well it seems to me that, that die would be better spent anywhere else or even just on contacting said neighbor instead of scouting.

Edit: Yes, I know the bats in the Ezio scene were almost one hundred percent us gathering info but that info didn't exactly amount to anything useful as nothing would have changed if we hadn't carried out the action.
 
Last edited:
I don't see much of a reason to continue scouting our surroundings, to be frank. We spent a die on it during turn one and got some good info out of it but we spent a die on it last turn and didn't get anything really from the looks of it which when combined with us literally only having one unaccounted for neighbor at this point who is neutral with us and hasn't yet acted despite having the opportunity to do so well it seems to me that, that die would be better spent anywhere else or even just on contacting said neighbor instead of scouting.

Fair enough. In that case I would say

[] Plan Chaff and Learning 2.0
-[] Outfit a Skeleton Legion 2 dice
-[] Find some warpstone to acquire 2 Dice
-[] Build Bathhouses 1 dice
-[] Build Libraries 1 dice

The idea here is to make lots and lots of chaff, enough to just bury any attacker. They are unlikely to have wizards or priests worth a damn and a Ghoul King would rip most any human leader apart without half trying. The only real threat would be stuff like artillery, but there is no one out here to forge canons which is what the warpstone is for. Get it this turn, make a dragon next turn since we to have those bones and then you can deal even with enemy artillery.
 
The thing about scouting is that you have to keep doing it to get up to date reports so you can act proactively or react quicker.
 
I'd like a die to go into the 2nd Principle of Necromancy, that way we can start pushing out more Necromancers than just our current lords.
 
I don't see much of a reason to continue scouting our surroundings, to be frank. We spent a die on it during turn one and got some good info out of it but we spent a die on it last turn and didn't get anything really from the looks of it which when combined with us literally only having one unaccounted for neighbor at this point who is neutral with us and hasn't yet acted despite having the opportunity to do so well it seems to me that, that die would be better spent anywhere else or even just on contacting said neighbor instead of scouting.

Edit: Yes, I know the bats in the Ezio scene were almost one hundred percent us gathering info but that info didn't exactly amount to anything useful as nothing would have changed if we hadn't carried out the action.
I imagine that constant scouting means that they can't take us by surprise, and more importantly we can take them by surprise. sure it would have been nothing this turn, but what if they had been marching at us with an army in force and we got caught unprepared?
 
[] Plan Chaff and Learning 2.0

Good enough. I think two or three legions should be enough to get done what we want, and the warpstone acts as a bit of extra insurance in case things go wrong.
I'd like a die to go into the 2nd Principle of Necromancy, that way we can start pushing out more Necromancers than just our current lords.
We aren't training any that's why we aren't gaining more to my knowledge so if we want to fix that either we take the training action or develop the school.
I imagine that constant scouting means that they can't take us by surprise, and more importantly we can take them by surprise. sure it would have been nothing this turn, but what if they had been marching at us with an army in force and we got caught unprepared?
We lose a skeleton work crew and are promptly alerted of the army's existence by said loss allowing us to recoup the loss of bones by dealing with the army.

Edit: Sorry missed this one.
The thing about scouting is that you have to keep doing it to get up to date reports so you can act proactively or react quicker.
Reaction times shouldn't be a concern anymore with the watch towers built so scouting would only really be useful if we were launching offensive operations which I've yet to see any plans for.
 
Last edited:
I'd like a die to go into the 2nd Principle of Necromancy, that way we can start pushing out more Necromancers than just our current lords.

The second principle is not about any necromancy we want in wide circulation. It is the nasty stuff, or at least the start of it, how to dissect a soul in three easy steps etc... We could train more of them right now and it would be a perfectly serviceable education. worth keeping in mind that we do not want to make Baby Nagashs all over the place, we want a solid core of necromancers, raising chaff skeletons in peace and war with only the people who have proven to be really reliable being given access to the advanced and scary stuff
 
Reaction times shouldn't be a concern anymore with the watch towers built so scouting would only really be useful if we were launching offensive operations which I've yet to see any plans for.
Watchtowers have several weaknesses compared to actual scouts :

  1. They're stationary, and we have the one watchtower towards that one guy
  2. Everyone knows where they are
  3. The scouting that they do is much less... granular than that scouts do; they'll spot an invading force, they're much less likely to spot small groups or anything else that's 'interesting'
  4. A scouting group can react to stuff and follow something, a watchtower... generally can't.
Basically, watchtowers are fine for 'passive' awareness of the generalities in an area but while we want up to date and high detail info about possible threats and events we should be scouting all day every day, and we're just not stable or resilient enough to afford not having that.
 
[X] Plan Chaff and Cleanliness
-[X] Outfit a Skeleton Legion 2 dice
-[X] Scout surroundings. - 1 die
-[X] Find some warpstone to acquire 2 Dice
-[X] Build Bathhouses 1 dice

Given our fragile state of our state and lack of strategic depth I dropped the library and put scouting in. Better to be safe than sorry in cases like this. We can get the library next turn. They are off mandate anyway.
 
1 & 2. We have watchtowers along the border of his entire coalition which is our eastern border, we also have watchtowers on our southern border with the green skins, our northern border is held by a neutral lord who is expanding in the opposite direction from us, and our western border is held by that Tilean captain is too busy to deal with this so they ain't gonna be able to avoid the towers.
3. A small group would need to be smaller than company size based on what we've seen so far, and I don't exactly know what they're going to do with such a small force considering everything outside our walls is manned by skeletons.
4. Why does this matter?

I still don't see why we need up to date high detail info on possible threats they can't exactly do anything that matters unless they somehow can manage to seize one of our walled villages in a few hours or less.
Reminder that you have all of two villages. Your strategic depth is less than nothing.
I don't see your point. You can cross the Empire in a week with a force measuring in the hundreds if you rush so I don't see why we'd need more than a few hours tops to get from one side of our domain to the other with a tireless undead force which isn't exactly enough time for the dude's army to beat us there and take a walled village.

[X] Plan Raise the Legions
- [X] Outfit a Skeleton Legion. 1 dice.
- [X] Outfit a Skeleton Legion. 1 dice.
- [X] Outfit a Skeleton Legion. 1 dice.
- [X] Outfit a Skeleton Legion. 1 dice.
- [X] Mobilize necromancers. 1 die.
- [X] Scout surroundings. - 1 die.

Get some chaff to hold the line, and call up the necromancers for casting support.
 
Last edited:
1 & 2. We have watchtowers along the border of his entire coalition which is our eastern border, we also have watchtowers on our southern border with the green skins, our northern border is held by a neutral lord who is expanding in the opposite direction from us, and our western border is held by that Tilean captain is too busy to deal with this so they ain't gonna be able to avoid the towers.
3. A small group would need to be smaller than company size based on what we've seen so far, and I don't exactly know what they're going to do with such a small force considering everything outside our walls is manned by skeletons.
4. Why does this matter?

I still don't see why we need up to date high detail info on possible threats they can't exactly do anything that matters unless they somehow can manage to seize one of our walled villages in a few hours or less.
We have one (1) watchtower each towards the east and south. Sure, the area they need to cover is relatively tiny, but that doesn't scream 'impenetrable scouting network' to me.

What could a small group do ? Well let's see, they could attempt an assassination, they could poison a well, they could raze a field, they could set fire to a building, they could start sapping a wall... there's a lot of trouble small infiltration teams could cause us. Not a knockout blow on their own, but definitely some setbacks.

Gee, I wonder why it might be useful for a scouting group to maintain watch on something they've found that is trying to hide. I really can't imagine why that would be useful.
 
We have one (1) watchtower each towards the east and south. Sure, the area they need to cover is relatively tiny, but that doesn't scream 'impenetrable scouting network' to me.

What could a small group do ? Well let's see, they could attempt an assassination, they could poison a well, they could raze a field, they could set fire to a building, they could start sapping a wall... there's a lot of trouble small infiltration teams could cause us. Not a knockout blow on their own, but definitely some setbacks.

Gee, I wonder why it might be useful for a scouting group to maintain watch on something they've found that is trying to hide. I really can't imagine why that would be useful.
...Wow, that does not match up with the dice invested into that action but whatever. With, regards to it not being impenetrable it doesn't need to be it just needs to spot large forces which it should be capable of otherwise the action was a trap action that serves no purpose.

They'd need to get inside to attempt an assassination I'd point out, and that'd be a one way trip for anyone doing it even if they target a human so even if they somehow aren't caught by all the patrolling skeleton legions in our towns than this is going to have to be someone who is fanatical, and that such a person wouldn't even need to sneak in we aren't going to stop a lone traveler walking into town after all so scouting wouldn't stop this. I'd also point out that we live on a river, and if they poison that thing they're poisoning everyone around us as well, and that they wouldn't even need to get near us to actually poison the river anyways.

With, regards to fields I'd mainly ask why we give a damn as we have a massive food surplus which when combined with this almost certainly getting them detected, and then run down by undead would actually make this work out in our favor as the enemy is trading valuable, and most importantly for them limited lives in exchange for a resource that we have more than we know what to do with. Sapping walls is also kind of a what thing for me considering we should have untiring undead watchmen just sitting around who should be more than able to catch this sort of thing.

And, I honestly can't see why that would be useful either like what are they going to be hiding that they could possibly whip out as a trump card that scouting would solve? Is it a cannon? If they have a cannon that's nice, and all but it's not exactly going to win you a battle against 3 skeleton legions, necromancers and a vampire defending a settlement before their reinforcements can arrive to crush you.
 
Last edited:
...Wow, that does not match up with the dice invested into that action but whatever. With, regards to it not being impenetrable it doesn't need to be it just needs to spot large forces which it should be capable of otherwise the action was a trap action that serves no purpose.

They'd need to get inside to attempt an assassination I'd point out, and that'd be a one way trip for anyone doing it even if they target a human so even if they somehow aren't caught by all the patrolling skeleton legions in our towns than this is going to have to be someone who is fanatical, and that such a person wouldn't even need to sneak in we aren't going to stop a lone traveler walking into town after all so scouting wouldn't stop this. I'd also point out that we live on a river, and if they poison that thing they're poisoning everyone around us as well, and that they wouldn't even need to get near us to actually poison the river anyways.

With, regards to fields I'd mainly ask why we give a damn as we have a massive food surplus which when combined with this almost certainly getting them detected, and then run down by undead would actually make this work out in our favor as the enemy is trading valuable, and most importantly for them limited lives in exchange for a resource that we have more than we know what to do with. Sapping walls is also kind of a what thing for me considering we should have untiring undead watchmen just sitting around who should be more than able to catch this sort of thing.

And, I honestly can't see why that would be useful either like what are they going to be hiding that they could possibly whip out as a trump card that scouting would solve? Is it a cannon? If they have a cannon that's nice, and all but it's not exactly going to win you a battle against 3 skeleton legions, necromancers and a vampire defending a settlement before their reinforcements can arrive to crush you.
We aren't doing this just to win a war, but do so while without endangering the people of the Republic in the process. From a strategic standpoint it's "just" a razed field, or a ruined farmstead, or a pillaged community center, but for the people it's lives lost in senseless slaughter, one that could have been prevented. If the enemy is able to actually besiege any of our settlements then I would consider that a personal failure to our people.
 
...Wow, that does not match up with the dice invested into that action but whatever.

You have all of 2 villiages. Y'all are small. Podunk. You have very few resources. The only reason you are even able to build as many fortifications as you are is because you are cheating with undead manpower. You still need to put a sizable percentage of your surplus towards just towards getting the stone for one watchtower.

You are small and poor.
 
...Wow, that does not match up with the dice invested into that action but whatever.
TWO VILLAGES. VILLAGES. TWO OF THEM.

Like, you've consistently overestimated the scope and scale of stuffwe're involved with. I'm five nines of certain that when we're referring to a Skeleton Legion we're not talking an actual legion, we're talking fifty to a hundred skeletons with basic weapons and armour, not Death Knights or whatever. Building a single watchtower is a big project. Any sort of larger stone building is a big project.

For gods sake, stop thinking stuff will just fucking work out because we're so fricking powerful, we're one serious issue away from vanishing into history as not even a footnote. If anything even slightly bigger than another Border Prince equivalent turns attention our way we are going to have to fight tooth and nail to survive, nevermind win.
 
@Aranfan are we in danger of not having enough necromancers to actually command the undead if we get more legions without training/mobilizing more necromancers? I'm not quite sure how that works in WHF
 
@Aranfan are we in danger of not having enough necromancers to actually command the undead if we get more legions without training/mobilizing more necromancers? I'm not quite sure how that works in WHF

Necromancers seem to be able to control super large numbers of skeletons. I'm having it be that your limiter is not the number of skeletons controlled, but the number of ways your necromancers can split their attention. You have enough to comfortably cover the two villages you have, with necromancers taking breaks when they get too stressed. However if you expand, which is on the agenda, you'll want a bunch more necromancers.

Like, you've consistently overestimated the scope and scale of stuffwe're involved with. I'm five nines of certain that when we're referring to a Skeleton Legion we're not talking an actual legion, we're talking fifty to a hundred skeletons with basic weapons and armour, not Death Knights or whatever.

The army of the republic is currently about 300ish Skeletons, along with about 20 each Graveguard and Hexwraiths.
 
Last edited:
[X] Plan Our Dark Army
-[X] Train Necromancers - 2 die
-[X] Outfit a Skeleton Legion - 2 die
-[X] Scout surroundings. - 1 die
-[X] Try to spread your viewpoint among your neighbors, the people not the elites - 1 die

If we plan on expansion, then we need more necromancers and more legions. Getting the common folk on side will make transitioning towards our rule less difficult, so I'm making that attempt too. We are going to be taking over this dude's land once we beat back his armies I presume.
 
We aren't doing this just to win a war, but do so while without endangering the people of the Republic in the process. From a strategic standpoint it's "just" a razed field, or a ruined farmstead, or a pillaged community center, but for the people it's lives lost in senseless slaughter, one that could have been prevented. If the enemy is able to actually besiege any of our settlements then I would consider that a personal failure to our people.
People shouldn't lose their lives though in any of these situations as everything outside our walls is run by skeletons so the enemy has to move an army to one of our walled villages, and then siege it before our forces arrive to kill them which hell they shouldn't even be able to do in one day I can literally mathematically prove that as even if our watchtowers are only 5 kilometers from our settlements that means it wouldn't be possible for an average army of this era to even reach our walled villages before they were forced to make camp for the night after they're spotted by the watchtowers.

So, this entire conversation is pointless anyways because these armies won't even reach our towns before they're forced to camp for the night and are therefore reached by our forces, and killed so long as we have the forces to do so with due to the untiring, and unthinking nature of undead armies allowing us to march them through the night, and attack immediately upon our arrival an advantage living armies don't have.
You have all of 2 villiages. Y'all are small. Podunk. You have very few resources. The only reason you are even able to build as many fortifications as you are is because you are cheating with undead manpower. You still need to put a sizable percentage of your surplus towards just towards getting the stone for one watchtower.

You are small and poor.
I know but that isn't why the dice cost didn't make very much sense for what we got. The reason that doesn't make a ton of sense is because of the wall building actions for our settlements as even a basic waist-high wall of stone around a one hundred-person village would require more stone than that watchtower even if you build them like the super sturdy middle ages towers from Great Britain.
 
I know but that isn't why the dice cost didn't make very much sense for what we got. The reason that doesn't make a ton of sense is because of the wall building actions for our settlements as even a basic waist-high wall of stone around a one hundred-person village would require more stone than that watchtower even if you build them like the super sturdy middle ages towers from Great Britain.

Did I say you were using stone to build the walls around Halomik Town? You are still in the wood stage.

So, this entire conversation is pointless anyways because these armies won't even reach our towns before they're forced to camp for the night and are therefore reached by our forces, and killed so long as we have the forces to do so with due to the untiring, and unthinking nature of undead armies allowing us to march them through the night, and attack immediately upon our arrival an advantage living armies don't have.

Skeletons don't need to sleep. Necromancer's do.
 
Last edited:
Back
Top