The Old World: Dark Age of the Empire

Not to sound edgy or anything...

We don't need to ask repeatedly. Can't we simply order her?

Asking purely out of curiosity.

The authority of the Grand Count is not absolute as in your word is law in the same way that say a Bretonnian Royarch could claim.

The School is legally only required to follow the law and to uphold its contracts, they don't have to agree to new contracts.

That is to say you're not exactly her boss, you're just the leader of the country she operates within. In the same way that a modern world leader can't exactly command a school to offer a particular scholarship.
 
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The authority of the Grand Count is not absolute as in your word is law in the same way that say a Bretonnian Royarch could claim.

The School is legally only required to follow the law and to uphold its contracts, they don't have to agree to new contracts.

That is to say you're not exactly her boss, you're just the leader of the country she operates within. In the same way that a modern world leader can't exactly command a school to offer a particular scholarship.
I mean we did confiscate the business of those poor sods, that did us no wrong just because we were asked to.

In any case, is it possible to change to law to increase said authority?
 
I mean we did confiscate the business of those poor sods, that did us no wrong just because we were asked to.

In any case, is it possible to change to law to increase said authority?

You could mandate that the schools of Nuln must obey directives from the Imperial Palace. That would likely have a negative impact on relationship with just about everybody since even those not affected would be concerned that you might try and strip back the independence of other groups.
 
I know what I'm about to say is going to sound a little tyrannical. But what if we made a small accident happen and make it look like it was a coincidence? this way we could put someone more cooperative but who is very qualified for the role. It could be done?
 
I know what I'm about to say is going to sound a little tyrannical. But what if we made a small accident happen and make it look like it was a coincidence? this way we could put someone more cooperative but who is very qualified for the role. It could be done?

Assassinations can be done. If you want to use Assault a Threat against a City Notable then I'll work out a DC for it. Nuln is the only region you have assassination capability at the moment via the Shadow Company.
 
[X] Plan Warring on Wurtbad
-[X] Trade Offer
--[X] Sell the Dry Compass (1 Tech Value)
--[X] Sell the Gypsum Fertiliser (1 Tech Value)
--[X] Buy a Random Di Miragliano Journal (1 Tech Value) x2
-[X] Shared Project Agreement
-[X] The Ranaldian Agreement
--[X] Legitimise the Cult (1 Cult Point)
--[X] Industrielplatz Safety Reform (3 Cult Points)
--[X] The Defence of the Realm Agreement (1 Cult Point)
--[X] The Confidancy (2 Cult Points)
-[X] Storm the City
-[X] The Wolf's Wedding Cost: 1,000 Marks per Die Must Beat: 50 1 Die
--[X] Talk to the Wolf Emperor about peace with Reikland, Chaos and Vlad von Carstein.
-[X] Establish Agents (Sylvania) Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
-[X] Riverine Docks Cost: 1,000 Marks and 200 Materials per Die. Effort Required: Ballenhof - 0/100 1 Die
-[X] Develop the Flintlock Cost: 1,400 Marks and 100 Materials per Die Must Beat: 200 4 Actions
-[X] The Stirland Crisis Must Beat: 50 2 Die

Total : 10600 Marks, 500 Materials, 300 Food

New Plan. I think I'm sticking with this one. Ceding the Gimbal Compass to Miragliano in favor of finally developing our guns and getting a spy network in Sylvania. We were already experiencing difficulties in developing enough fertiliser for mass production because the College of Engineering doesn't have enough developed facilities. I don't want to research something and still have to use more die to see the boost. Nuln makes the best gunpowder weapons in the world barring dwarfs, I think we can make as much if not more money just making better guns than everyone else. It's a more pressing need given our current situation anyway. Tilea might have the market cornered by Miragliano on gimbal compasses, but that doesn't mean if we develop it later we can't sell our version somewhere else.

Still keeping the extra die for storming Wurtbad because while the malus from Wurtbad's defenses is reduced this turn, assaulting the prepared defenses of a city albeit damaged should still incur some negative bonus.

I think it's high time we figure out what Vlad's been doing. We haven't heard from him this turn and that scares me.
 
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So how do we plan to fight Vladdie going forward? Are we gonna try to turtle and build up in secret while spreading the word, try to spring the news early to surprise him, or a third option? It seems pretty dire as he has had two extra years to build up, and I'm not sure if he acquired all the wyrdstone of Mordheim in canon. What can we do and what should we do?

The Easy Parts:
  • Shore up our alliance with Averland. Reach out to the Moot as well. Build a coalition with the other electors. Do a conference like Van Hal but with everyone once the Vampire Wars start.
  • Fortify Jengen and Nuln, our defenses at the crossings into Averland and Stirland respectively. Especially Jengen.
  • Improve our Free Companies and therefore improving extra troops who can fight to defend the province.
  • Research the shot package for our cannon. Grape shot is honestly terrifying. Take other military improvements when we can.
  • Find a way to reduce Dhar corruption.
  • Increase our income to fund our army and other actions.
The Hard Parts:
  • Stirland. Their state troops were abysmal already before we marched on them. Whatever happens after sieging Wurtbad they'll be an easy target for Vlad.
  • The Moot. Another easy steamroll for Vlad. It's a small, highly populated province that the rest of the Empire likes to ignore. Its only other neighbors are Stirland, who is too weak to help it, and Averland, who is too passive right now to do so. It's perfect for him.
  • Stopping his supply of warpstone. He needs warpstone to fuel his raising of the dead. That means he's going to go after Mordheim. We need to deny him that. Hard given the distances involved and the need to defend our neighbors. Hopefully the Ottillian Empress is up to the task.
Due to our need to replenish and because we're only one province, it's going to be infeasible to strike directly at Sylvania. It's only really a good idea to attack him once we get a coalition of provinces to do so.

He'll outscale us with every battle he wins, and he doesn't need an economy to support his troops. We need to balance defending as much territory as possible to stop him from raising more undead and corrupting the land while also minimizing losses to our state troops. We also absolutely should not do any offensive sieges. Can't really starve him out or reduce his troops' morale, and that just cedes the initiative to him.

Edit: If anything our tactics should be something approaching Fabian. We should never fight him directly. Fighting him means not only fighting his main host but also the bulk of his elite troops, his vampires. We should rely on our intrigue to know the location of and take out his supporting elements. That means mortal state troops and necromancers in his backlines raising undead to join him. That sort of thing. We need to know his whereabouts constantly. We should also try putting in effort to protect the flow of refugees. Every soul that isn't under Vlad's domain is a soul he can't raise and someone we can use.

Okay, that didn't work out but we can think long term and propose that idea when our Son becomes an Elector Count.
She's bound to change her mind once the Vampire Wars start. Nothing like a crisis to get people to move.
 
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I know what I'm about to say is going to sound a little tyrannical. But what if we made a small accident happen and make it look like it was a coincidence? this way we could put someone more cooperative but who is very qualified for the role. It could be done?
guys, I think we need to chill, I know it sucks that the scholarship program didn't pass, but I don't think killing the headmaster of our most prestigious school of engineering over it is gonna change anything for the better, lol.
 
@Warkeymon

Speaking of replenishment, what do we need to do to expand the Roadwarden program? Or get any other option to boost passive replenishment?

What do we need to do as well in order to start reforming the Iron Companies? Turn them into something more closely modeled after pike & shot formations or at least tabletop Warhammer Fantasy Empire with detachments?
 
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@Warkeymon

Speaking of replenishment, what do we need to do to expand the Roadwarden program? Or get any other option to boost passive replenishment?

What do we need to do as well in order to start reforming the Iron Companies? Turn them into something more closely modeled after pike & shot formations or at least tabletop Warhammer Fantasy Empire with detachments?

The other Roadwarden Centres at Nuln are Roadwarden West which is a ferry post now, but could be restored and used to train river patrols if there's an appetite for it in the thread. Roadwarden East is owned by the Cult of Morr, there's a prison and a Garden there.

You can use Improve a Free Company to increase the size of the Free Company which improves the recruitment rates for Iron Companies that draw from that region, e.g. the Elector's Own draw from the Sudenland.


I have added the below option to Martial:

The Officer's Academy
As its name suggests the Officer's Academy in the Militarstutz trains up officers for the Iron Companies it is also home to libraries of military manuals where tactics, strategy and doctrine are discussed and debated. In light of the Conference old manuals on warfare against necromancers will need to be dusted off and as something of an expert in tactics and strategy you shall go to the Academy and begin writing your own manual to revise the current doctrine of the Iron Companies.
(Write-In one change to make to the tactics, strategy or doctrine of the Iron Companies)
Cost 500 Marks per Die
Required Effort: 0/100
 
@Warkeymon The ironsides are recruited from our engineer population right? Is there any practical reason for this? Seeing as they are essentially line infantry in plate armor if I'm understanding this correctly. Can we make like a dedicated training institution for them seeing as a big part of an engineers education is pretty much wasted on them.
 
@Warkeymon The ironsides are recruited from our engineer population right? Is there any practical reason for this? Seeing as they are essentially line infantry in plate armor if I'm understanding this correctly. Can we make like a dedicated training institution for them seeing as a big part of an engineers education is pretty much wasted on them.
The entire point of the Ironsides is the fact that they are engineers. Their weapons are better because they constantly tinker with them, provide engineering support and generally several other perks of having a unit made up entirely of trained engineers.
 
@Warkeymon The ironsides are recruited from our engineer population right? Is there any practical reason for this? Seeing as they are essentially line infantry in plate armor if I'm understanding this correctly. Can we make like a dedicated training institution for them seeing as a big part of an engineers education is pretty much wasted on them.

That the Ironsides draw only from the Imperial Gunnery School's Engineers and Guards is a key part of their culture and identity and harkens back to the original founding of the Imperial Gunnery School when it was the only option for a handgunner Company at all. The existing recruitment pathway is expected to give them a level of advanced training in all areas of engineering useful on campaign, to ensure a coherent shared identity for the Company and to hold them to a higher standard than a standard handgunner.

The Militarstutz can now, and does, train handgunners. They join the Great Company, they have a different culture, identity, reputation and skillset.

Without the Gunnery School Pathway, they'd simply not be Ironsides.
 
The other Roadwarden Centres at Nuln are Roadwarden West which is a ferry post now, but could be restored and used to train river patrols if there's an appetite for it in the thread. Roadwarden East is owned by the Cult of Morr, there's a prison and a Garden there.

You can use Improve a Free Company to increase the size of the Free Company which improves the recruitment rates for Iron Companies that draw from that region, e.g. the Elector's Own draw from the Sudenland.


I have added the below option to Martial:

The Officer's Academy
As its name suggests the Officer's Academy in the Militarstutz trains up officers for the Iron Companies it is also home to libraries of military manuals where tactics, strategy and doctrine are discussed and debated. In light of the Conference old manuals on warfare against necromancers will need to be dusted off and as something of an expert in tactics and strategy you shall go to the Academy and begin writing your own manual to revise the current doctrine of the Iron Companies.
(Write-In one change to make to the tactics, strategy or doctrine of the Iron Companies)
Cost 500 Marks per Die
Required Effort: 0/100

Okay so improving the Free Companies is a worthwhile action to take when we have the dice for it.

As to the officer's academy, here's some possible write-ins:
  • Form the detachment system. Start training the foot Iron Companies in mixed formations.
  • Equip and train our halberdiers and swordsmen with sidearm pistols. Drill our handgunners in melee combat.
  • Equip and train the Elector's Own with pistols and skirmishing tactics. Develop a carbine based on our musket for use in horse-riding Iron Companies.
The first we can do now. The next two can be done when we start producing the flintlock.

@Warkeymon
I'm assuming if we wanted to start fielding pikemen we'd need some outside advisors first? Would approaching Trantio or Miragliano with a diplo action work? How difficult would it be in terms of dice? Would we need a crit success?

Halberdiers should be a fine bulwark for now, but pikes would really improve our infantry's ability to repel cavalry charges and keep undead and mortal chaff at bay. Lots of things in Warhammer are best fought with as much distance as possible. Halberds give us more range than swords but we could really use three tiers of range for melee fighting. We're only human after all. We can't make up for our weakness in cavalry without a crit success or a long road of research and development but we can improve what we have to make enemy cavalry less of a threat.

We should also endeavor to drill our free companies in firearm training. The more people that can shoot a gun the better. Restating it but maybe Bugman could be convinced to lend his expertise on ranger training to help develop a light infantry Iron Company? For scouting and skirmishing purposes as well as an Iron Company we can send out by themselves and still be effective. It would be useful to have something in case we need a presence in two fronts.

Won't be including this in my plan yet since we just got it, but we should definitely brainstorm more improvements to the military.

Edit: Another one! We can also consider mandating civil engineering training for a section of the Ironsides. Stuff like building basic bridges, repairing roads, creating fortified encampments. Not necessarily a fighting improvement but things to make logistics and defense out on campaign much easier.

Second Edit: I've thought long and hard about this over multiple quests but I don't think the Empire will ever fight in the exact likeness of OTL Pike & Shot formations. Our non-human enemies will have greater strength, speed or endurance or all three. Armor is always going to be useful. Especially when magic exists and can make armor much stronger and lighter than our world. I envision that eventually, our swordsmen will also act as handgunners. We'll have a mixed proportion of halberdiers and pikemen. Pikemen to provide the inital fighting range, halberdiers for killing power if they breach pike distance. Our handgunners/swordsmen fight at range and at breathing distance.

That all changes when we really start to improve our firearms. Eventually we can develop the bayonet and start making line infantry. They'll be way more armed and armored than otl line infantry but line infantry nonetheless.
 
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@Warkeymon
I'm assuming if we wanted to start fielding pikemen we'd need some outside advisors first? Would approaching Trantio or Miragliano with a diplo action work? How difficult would it be in terms of dice? Would we need a crit success?

Founding a new Iron Company requires a critical success on an Iron Company action or an invitation to a different military force. A Pike Company for example could be founded by a crit success or by reaching out to a nation that does maintain something like a Pike Company and asking them to set one up for you. Usually the latter is done by inviting Orders to found a chapter or Dogs-Of-War to become a professional standing force but military advisors from another country or province isn't unheard of.
 
Founding a new Iron Company requires a critical success on an Iron Company action or an invitation to a different military force. A Pike Company for example could be founded by a crit success or by reaching out to a nation that does maintain something like a Pike Company and asking them to set one up for you. Usually the latter is done by inviting Orders to found a chapter or Dogs-Of-War to become a professional standing force but military advisors from another country or province isn't unheard of.

Okay so still tough but unlike developing heavy cavalry we have some options. Trantio, Miragliano or Remas we can approach. The Tileans are the masters of the pike after all. We have max approval from Trantio so we could find someone to help us there.
 
One thing I noticed regarding the Roadwardens:
It isn't so difficult to build up the training camp and an advertising campaign persuades the parents of many children to send them out to Roadwarden South for a free meal and something to keep them busy. Certainly its cheaper to pay a toll at the South Gate twice a day than feed hungry children and pay for them to attend schooling. If the Ranaldians have their way, the new safety reforms will ban children from the Industrielplatz too so cutting costs for some of these poorest families will be keenly on their minds.
Yeah, so the Ranaldians intentions of implementing the proto-OSHA would have us ban kids to work on factory floors. Right yeah, I assume part of the urban poor discontent is that those 'weekly deaths' that got reported since game start includes kids being crushed in machinery, just like IRL 18th Century industrial complexes. While the Reform package is going to be a net good to the labourers on Nuln, the lack of social net and welfare means that there's a lot of urban poor left holding the bag, or at least their dependents.

Beyond any sort of noblesse oblige, we do have a very pertinent need to buff our economy up and toughen up our infrastructure in the event of war, which means employing the kids or training them in relevant professions.

Additional questions before I make my plans @Warkeymon:
1. What would be needed to make the Grand Kitchen with the Shallyan/Esmeralda backings into a City Institution, presumably one focused on Welfare?
2. In the same vein, would it be possible for us to get options to Patronage a Cult in the Stewardship section for the purpose of bolstering their services to Wissenland as a whole?
3. If we go to Marienburg or Ulriczeit, can we pick only one person? For instance, my plan intends to talk with Averland or the Moot since they're going to be on the frontline of the war, if they're a no show, would the action be redirected to the Grand Baron to talk about Vlad's threat instead?
 
Going to vote for Hellteddy's plan since it has both the Marienburg Election and the Wolf Wedding, why you may ask? Not going to both means we favor the wolf more than the other, next it provides more contacts and a new market since westerlands lost its primary client with the Brettonians, next and the most important thing, access to the Elven embassy and getting in the good side with Finubar (future king of ulthuan). So there is a lot of future potential with Marienburg
 
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