Voting is open for the next 13 hours, 22 minutes
[] Plan: Beards and Magic
-[] The Coinshields
-[] The 8th Grim Bears
-[] The Magnificent Maestros of Magritta
-[] The Goblin Hewers
-[] The Stirland Strikers
-[] The Silver Prophet

Not sure if someone put down an identical plan but here is mine
Coinshields are reliable less cumbersome frontline units who can fight well and won't collapse even if they get flanked like the Pikes will

And good assortment of range units to mow down the mostly lightly armored Norscans and some of which who can serve a reliable melee unit in a pinch

Swordsmen to be reliable all rounder that can slot in anywhere

And the wizards to help deal with enemy magic or big beasties that might show up

I think this a very flexible force which can adapt to our enemies movements well and can deal with any surprises fairly well
 
There might be a Jarl, there is probably an unknown amount of Vikti, and we have no real way of predicting where and what the war beasts are (probably housed near the edges of the settlement, I'd guess), not even including anything we didn't predict (Ie. trolls, chaos dwarves, an actual chaos warrior in town).
But please, tell me how can a bunch of horse archers tell us accurate information about the forces inside a walled settlement? Horse scouts are good for if we're fighting a land battle on an open field and seeing enemy troop movements, not for us diving headfirst into an enemy port. The Hunters are good IF we go on land outside, not inside the settlement itself.
Gotta say if we're going to hire a human wizard, an Arabyan is the right candidate, because that means they're part of an actual full on magical tradition instead of self taught or the apprentice of someone who's self taught. Ultimately not that much different than hiring a hag witch would be. Also decently likely to have actual counterspelling experience from going up against Other Arabyans
That does sound pretty nifty, and I am tempted to go for the Silver Prophet since it could lead to some interesting interactions and we could get some inspiration seeing them in action for making our own spells.

I'd personally say the decision should be "Do we want artillery, or do we want a block of superheavy infantry."

I would say that we want artillery in case things escalate, but I'm ultimately one voice.
But it all depends on things. We'll be raiding a harbor on a rescue mission, so artillery might not have good sight lines and we don't want to risk our target getting killed. Give me a sec, then I'll post what my ideal group would be with all the information provided to us.
 
Switched out the Berserks for the Prophet, since it seems I'm the only one who likes them. :V

[] Plan Everyone Has a Plan Until they Get Punched in the Face
-[] The Bashers
-[] Goblin Hewers
-[] The Magnificent Maestros of Magritta
-[] The 3rd Nuln Ironsides
-[] The Pale Spirits
-[] The Silver Prophet
-[] The plan is a hard-hitting lightning raid based on using the harbor to bypass any outer fortifications and hit the town directly, focusing on street-by-street urban combat rather than formation fighting. Gunpowder, magic and Ogres should generate a lot of havoc and chaos, adding to the terror of the raid. Send the Bashers after the biggest center of resistance and the most dangerous looking warriors. The Goblin Hewers, Maestros and Ironsides are a conventional force that can engage any Norscan infantry forces with blade and bullet, while the Pale Spirits can engage warbeasts or targets of opportunity. They might be best tasked with the rescue mission itself, given their breadth of experience and skills. The Silver Prophet's exact role depends on his spell list, but can pitch in fighting or offer support as needed.

I hate to give up the Berserkers, because other than the wrinkle of this being a rescue mission, this is ideal for them... but it is a raid and a rescue mission, and bands of marauding berserks wandering through the settlement could be a complication. I don't think they're so out of control they'd start slaughtering prisoners, but I'll acknowledge the risks.

I'm not sure how the sea combat phase would work out. Any number of the mercenaries could help with it, but there are a lot of unknowns. Like would the artillery even be willing/able to set up on the deck of a ship? At the very least, the Ironsides could be used for deck-clearing, and the Prophet might have applicable skills.
 
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[] Plan Gladiatorial Assault
-[] The Coinshields
-[] The Magnificent Maestros of Magritta
-[] The Pale Spirits
-[] The 8th Grim Bears
-[] The Stirland Strikers
-[] The Silver Prophet

Actually, this looks pretty much what I'd like. Maestros and Coinshields for an elite defensive core, Pale Spirits for shock troops that could fight out of formation, Grim Bears to be a large versatile force that could lend more arrows but fill in gaps in melee if needed, and the Silver Prophet for some heavy firepower that's more mobile than the cannons. Big question for me is whether to stick with Strikers or the Nuln Ironsides. Strikers can arc their shots, but Ironsides bring a lot more firepower and can actually not crumble if in a melee. Either way, I think this can work and it has my vote.
 
Actually, this looks pretty much what I'd like. Maestros and Coinshields for an elite defensive core, Pale Spirits for shock troops that could fight out of formation, Grim Bears to be a large versatile force that could lend more arrows but fill in gaps in melee if needed, and the Silver Prophet for some heavy firepower that's more mobile than the cannons. Big question for me is whether to stick with Strikers or the Nuln Ironsides. Strikers can arc their shots, but Ironsides bring a lot more firepower and can actually not crumble if in a melee. Either way, I think this can work and it has my vote.
I think the Strikers would be better for a land assault, Ironsides for a sea assault. Sending lightly armored archers into street combat is somewhat risky, and they're less likely to have juicy targets for arced volley fire.
 
I think the Strikers would be better for a land assault, Ironsides for a sea assault. Sending lightly armored archers into street combat is somewhat risky, and they're less likely to have juicy targets for arced volley fire.

That's probably fair enough. That plan would be as follows:

[] Plan Guns and Gladiators
-[] The Coinshields
-[] The Magnificent Maestros of Magritta
-[] The Pale Spirits
-[] The 8th Grim Bears
-[] The 3rd Nuln Ironsides
-[] The Silver Prophet
 
[] Pike and shot revised
-[] The Peerless Pikes of Picardiozzo
-[] The Magnificent Maestros of Magritta
-[] The Goblin Hewers
-[] The 8th Grim Bears
-[] The Stirland Strikers
-[] Hurdin's Hunters
 
[X] Plan: Beards and Magic
-[x] The Coinshields
-[x] The 8th Grim Bears
-[x] The Magnificent Maestros of Magritta
-[x] The Goblin Hewers
-[x] The Stirland Strikers
-[x] The Silver Prophet

Lets go dwarf team :V
 
Of all the plans I've proposed, these are my two favorites, I think, the first for if we go with a land battle, and the second for a direct assault by sea:

[X] Plan Pikes And Prophets
-[X] The Peerless Pikes of Picardiozzo
-[X] The Magnificent Maestros of Magritta
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Stirland Strikers
-[X] The Silver Prophet

Basically sets up pikemen screening a sizable ranged contingent and protected from flanking by the Maestros and Ironsides. Solid for a field battle, with the Prophet for artillery.

[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet

More of a street-fighting setup but still with a sizable ranged contingent of various sorts and a lot of flexibility.
 
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[X] Plan: Beards and Magic
-[x] The Coinshields
-[x] The 8th Grim Bears
-[x] The Magnificent Maestros of Magritta
-[x] The Goblin Hewers
-[x] The Stirland Strikers
-[x] The Silver Prophet
 
[x] Plan Everyone Has a Plan Until they Get Punched in the Face
-[x] The Bashers
-[x] Goblin Hewers
-[x] The Magnificent Maestros of Magritta
-[x] The 3rd Nuln Ironsides
-[x] The Pale Spirits
-[x] The Silver Prophet

[ ] The plan is a hard-hitting lightning raid based on using the harbor to bypass any outer fortifications and hit the town directly, focusing on street-by-street urban combat rather than formation fighting. Gunpowder, magic and Ogres should generate a lot of havoc and chaos, adding to the terror of the raid. Send the Bashers after the biggest center of resistance and the most dangerous looking warriors. The Goblin Hewers, Maestros and Ironsides are a conventional force that can engage any Norscan infantry forces with blade and bullet, while the Pale Spirits can engage warbeasts or targets of opportunity. They might be best tasked with the rescue mission itself, given their breadth of experience and skills. The Silver Prophet's exact role depends on his spell list, but can pitch in fighting or offer support as needed.

I'm not sure if we're supposed to include our reasoning in the vote or not, but I've stuck it in the post for reference.
 
I dislike the Arabyan Magister, because he's a caster from Araby and we are not there.

The Winds are weak down there, but now we sail near the edge of the Chaos Wastes, where the Winds of Magic blow wild and strong.

Someone who has trained on easy mode near the equator is much more likely to explode up here than even a technically worse mage from the Empire or Kislev.
On the other hand, if he arrived some time ago he may have had time to acclimate himself to the local Winds.

[X] Plan Commando Raid
-[X] The Coinshields
-[X] The Goblin Hewers
-[X] Gunther's Grenadiers
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The Silver Prophet

[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet
 
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[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet
 
[x]Plan By Sea
-[x] The Bashers
-[x] The 8th Grim Bears
-[x] The Magnificent Maestros of Magritta
-[x] The Coinshields
-[x] The 3rd Nuln Ironsides
-[x] The Silver Prophet

If we land in the port we go in with a shock via the Orges, Handgunners, and a Mage. Every unit here save the mage is pretty tough and can jump right off the boat and start killing things and taking ground. Only the Orges need to be watched for discipline but they're more reliable than cannons, have no setup, can defend themselves, and make good bait.

We can not mention it to them, but the dwarves are short enough to shoot over. :V

[x]Plan By Land
-[x] The 8th Grim Bears
-[x] The Magnificent Maestros of Magritta
-[x] The Peerless Pikes of Picardiozzo
-[x] The Silver Prophet
-[x] The Stirland Strikers
-[x] Hurdin's Hunters

This lands further away, scouts out the local situation, and burns through the weaker side of the walls down to get our target. We don't have to make a contested landing this way, which is the hardest kind of fighting.
 
[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet

Let's raid that port hard, but with no risk of our targets getting nommed by an overly enthusiastic ogre.
 
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[X] Plan Pikes And Prophets
-[X] The Peerless Pikes of Picardiozzo
-[X] The Magnificent Maestros of Magritta
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Stirland Strikers
-[X] The Silver Prophet

[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet
 
[X] Plan Commando Raid
-[X] The Coinshields
-[X] The Goblin Hewers
-[X] Gunther's Grenadiers
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The Silver Prophet
 
[] Plan Pike and Shot
The flanks seem vulnerable to a concentrated push but I guess the scouts are there to prevent surprises and the ulricans can be repurposed into a reserve as well.
If the handgunners really have the stopping power you describe this could work well but would want some confirmation on that. Especially against the jarl and his huskarls who have some chaos imbued artifacts. The loremasters forces will be busy dealing with shamans and could probably hold against the jarl's contingent too but at the cost of heavy losses since there's a numerical discrepancy.

It would be best if Loremaster Fanriel's group just had to deal with the vitki and any beasts.
 
It would be best if Loremaster Fanriel's group just had to deal with the vitki and any beasts.
That's what I'm thinking, the Dozen Blades of Hoeth shall go forth and target the elites like the Huskarls and Shamans since we're suited towards that, especially any magic users since we're geared toward shutting them down and there shouldn't be anyone that's too powerful there that we can't handle.
 
That's what I'm thinking, the Dozen Blades of Hoeth shall go forth and target the elites like the Huskarls and Shamans since we're suited towards that, especially any magic users since we're geared toward shutting them down and there shouldn't be anyone that's too powerful there that we can't handle.
Hmm, if we take the action to make posters we're going to have to come up with an actual name then.
 
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