The Old World: Dark Age of the Empire

[X] Plan Warring on Wurtbad

I'm not confident that establishing agents in Sylvania has any real chance of success, but I guess it only wastes a few dice to try.
 
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?

1. The welfare system in Nuln is mostly based on charitable work and most of that is funded and carried out by the Cults. The Verenans provide free legal advice and counsel, the Shallyans provide free healthcare, the Esmereldans provide free food to name some specific examples; most Cults do a mix of charitable work and just because a Cult offers a service for free doesn't mean healthy donations don't get you a much higher quality.

The nobility will patronise various charitable endeavours, usually as a means of getting their names out there for political reasons but sometimes just out of the kindness of their hearts. For example the Imperial Palace buying and rebuilding an orphanage a decade ago is considered perfectly normal, a new Elector might carry out a number of charitable actions on their ascension. Similarly your wedding's public festivities included things like the Palace paying for free food for the City.

The Cults are answerable to their own heirarchies, the Shallyans in the end must obey the Matriarch of Couronne (The Matriarch of Altdorf ostensibly leads the Imperial branch of the Cult but even she is answerable to Couronne), and you imagine the Esmereldans have some version of that in Mootland though Halfling politics aren't a topic you're familiar with especially not Cult politics which are often more opaque.

You could attempt a diplomacy action with a Cult in order to sponsor its related charities or develop them in your own image (within the limits of the Cult's own tenets and philosophies). I've added the Cults of Shallya and Esmerelda to the diplomacy list.

2. Use an Engage Action to talk to a Cult and agree on fostering the Cult throughout the rest of the Province.

3. You get one Engage Action with the host, and one write-in. If you're concerned you're first pick won't be there then put them in order of who you most want to speak to and the first one who is there gets the Engage Action.
 
3. You get one Engage Action with the host, and one write-in. If you're concerned you're first pick won't be there then put them in order of who you most want to speak to and the first one who is there gets the Engage Action.
Oh sweet, so they are practically 2 Actions each with reduced check. Limited time of course but still, that makes the engagements worth it.

[X] Unite The Elector Counts (As Much As Possible)
-[X] Diplomacy: 3 Dices
--[X] The Marienburg Election Cost: 500 Marks per Die Must Beat: 50 1 Dice
---[X] Meet with Emperor of Westerland or more realistically the Grand Baron of Marienburg and the attending Elector Counts (prioritize Averland first if they show up). As incentive for any potential actions and Empire-wide unity against Vlad's threats, signal the fact that the 'neutral bloc' would get priority (discounted) purchase of Wissenland guns for their respective border threats (Norscans and Druuchi for Marienburg, Orcs and Undead for Averland and Moot), just like what Ostland got against Chaos Warriors.
--[X]The Wolf's Wedding Cost: 1,000 Marks per Die Must Beat: 50 2 Dices
---[X] Meet with the Wolf Emperor and Ar-Ulric about the upcoming threat. Play to their sense of Imperial Seclusion and relatively martial bent to pledge support against the Enemies of Humanity. This should take precedence to any particular bent of politics and the whole of Empire should make a way to communicate for this Empire-wide threat. Signal the fact that they would get priority (un-discounted) purchase of Wissenland military equipments for the inevitable fighting for this, just like what Ostland got against Chaos Warriors. Obviously don't signal that we're selling already to the neutral-ish bloc.
-[X] Stewardship: 1 Dice
--[X] Riverine Docks (Staig) Cost: 1,000 Marks and 200 Materials per Die Effort Required: 0/100 1 Dice
-[X] Intrigue: 2 Dices
--[X] Establish Agents (Stirland) Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 2 Dices
---[X] Establish the Agents with the objective of observation and finding out other Agents instead of doing than anything offensive.
-[X] Learning: 4 Dices
--[X] Develop the Flintlock Cost: 1,400 Marks and 100 Materials per Die Must Beat: 200 4 Dices
-[X] The Stirland Crisis: 1 Dice [Locked] Must Beat: 50
--[X] No New Orders
-[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] Trade Offer
-[X] Sell the Dry Compass (1 Tech Value)
-[X] Sell the Gypsum Fertiliser (1 Tech Value)
-[X] Sell Blackpowder (3 Tech Value)
-[X] Buy a Random Di Miragliano Journal (1 Tech Value) 2x
-[X] Buy a Steam Engine Prototype (3 Tech Value)
-[X] Shared Project Agreement
Total Costs: 11,100 Marks, 600 Materials, 400 Food
So the Diplomacy bit is a must take. What would normally a Must Beat 100 is now just 50. With at least +33 modifier (+16 from Bismarck, +10 from Fiorella, and +7 from Ambassador, potentially +12 for Al-Ulric if Pontiff gives the modifier benefit instead) before any Other Modifier, that's ± 83% chance of success. We can absolutely guarantee the success of one of them (well, 98.6% percent chance) and the Wolf Emperor takes precedence or specifically... the Cult of Ulric. Here's the interesting bit that @Warkeymon left implicitly:
Middenland
The Wolf Emperor of the Grand Duchies of the Midden is coming of age at about the same time as you. They've made very few waves within the waters of Imperial politics being sheltered away in the fortress city of Middenheim under the care of the Ar-Ulric.
Relationship: +5
The Cult of Ulric is displeased by your Myrmidian Proclamation.
There's a wedding in Middenheim to herald the start of Winter. The invitations have gone out and naturally the Grand Count of Wissenland is invited to attend. The soon-to-be Empress Hildegarde of Middenland is a devout Ulrican and it appears the Cult of Ulric hopes she will keep the Wolf Emperor under their sway.
There are no Cult of Ulric relationship on The Cults tab. Of course the QM might have forgotten to put it but I think it's likelier that as implied, the Wolf Emperor is supposed to be puppet of the Cult of Ulric. 'Supposed' is the operating keyword here because the Wolf Emperor didn't vote with Al-Ulric to make the Cults of Taal and Rhya get a Vote. And this wedding is supposed to corral him to still be a puppet. If we meet with both, we can also get feel for how the relationship between these two are, considering the relatively divisive nature of our request in the interplay between Faith and Empire Politics.

Stewardship is simple. Just like Mauchen, Staig is on the borders of Averland's river networks. Just like Mauchen and Baronness Toppenheimer said, it would also improve connection with Solland region. It's also of course, mechanically the cheapest with 91% chance of success with the modifiers.

Learning? Rush Flintlock now. 4 Dices gives us ± 92% chance of success. And get the Steam Engine. I don't know why none of the plans are explaning why we're not going for them. Trading the gunpowder secret is absolutely a no brainer because we're also doing joint research with Di Miragliano. There's no need to be coy about less-than-Dwarf-grade gunpowder when the potential rewards of any joint research includes Dwarf-grade gunpowder and us getting the engine that enables the Industrial Revolution. Go completely to the hilt with splendid Myrmiddian/Verenan cooperation.

Intrigue-wise, legitimize Ranaldians and give them most of what they want. And let them earn their keep. I would like to make a full intrigue strike directly to Sylvania but I imagine we'd have a heavy negative bonus there if Vlad already allied with the Lahmians. But we can absolutely go to have a tripwire warning in Stirland. We have +50 modifier before Other Modifiers and The Confidancy Bonus Ranaldians would give us. That's at least 87.75% chance of success with 2 dices. Mechanically, it would also allow us to gauge how much Vlad has penetrated Stirland and justify our approach if found out as "Rooting out the Chaos threat discreetly" alongside Shadow Company's deployment. If the Sylvanian infiltration failed, the risk is much higher.

And for Military, the biggest divergence. We need to present the image to Vlad that we're just being lackadaisical. As if nothing is wrong with the world. Everyone need time to prepare for Vlad. The Ottilian Empress has only started unfucking her military after the mauling Talabeclander State Troops got. The Reiklands are still being idiots. The Mootland and Averlanders are on the frontline and unprepared. The longer Vlad believes he benefits from roleplaying as an dutiful Elector with his obligation of dealing with Stirland, the longer we have to aim a proper grapeshot to him.
 
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[X] Unite The Elector Counts (As Much As Possible)

Current Situation: There are three power blocs in the Empire.

Average Wissenland Imperial: Three separate power blocs?! That's ridiculous, a vampire's been in total control over a province for centuries and has enough Warpstone to raise ten million corpses, we need to diplomance the Elector Counts and create a singular unified response to this existential threat!

New Situation: There are four power blocs in the Empire.
 
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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.
Even bayonets would not allow us to drop melee infantry. They are just not good enough as melee weapons to stop, say heavy cav, like black knights or chaos knights.
 
They would however improve handgunners' survivability in close range
This bayonet talk reminded me of something
www.myminifactory.com

3D Printable Modular Reikland Line Infantry by MGMoogii

Reikland Line Infantry are the professional career soldiers form Reikland province, they are volunteery and very well discipline unit. These soldiers are the main units that Reikland provides to the Empirium, other provinces can also request or hire them from the governing body of Reikland. In...
 
This bayonet talk reminded me of something
www.myminifactory.com

3D Printable Modular Reikland Line Infantry by MGMoogii

Reikland Line Infantry are the professional career soldiers form Reikland province, they are volunteery and very well discipline unit. These soldiers are the main units that Reikland provides to the Empirium, other provinces can also request or hire them from the governing body of Reikland. In...
These are bloody perfect. This is what I imagine what the napoleonic line infantry of Warhammer would look like.
 
They would however improve handgunners' survivability in close range
You know, if we plan on giving a lot of upgrades to our hand gunners anyways, we could also disperse some pre-loaded & cocked blunderbusses, enough for the 1st row only, to be held in reserve and only be used as a special order to blunt heavy Caverly charges. That'd definitely save lives.
 
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I have a question, why does the Empire have primarily long-sword men as their elite infantry? I know long-sords & zweihander are good at cutting through chaff units like goblins, non-heavy armored orcs, Skaven, other humans, etc... But surely when the empire faces more armored foes like chaos knights, storm vermin, heavily armored humans, etc... other alternatively heavier arms good at taking down armor like great axes & great hammers are better, right? Yet, whenever I see the elite infantry of the empire I only see long-swords, is there a practical/historical/lore reason for this?
 
I have a question, why does the Empire have primarily long-sword men as their elite infantry? I know long-sords & zweihander are good at cutting through chaff units like goblins, non-heavy armored orcs, Skaven, other humans, etc... But surely when the empire faces more armored foes like chaos knights, storm vermin, heavily armored humans, etc... other alternatively heavier arms good at taking down armor like great axes & great hammers are better, right? Yet, whenever I see the elite infantry of the empire I only see long-swords, is there a practical/historical/lore reason for this?
I'm not sure in universe but out of universe,I reckon it's the game designers at GW misunderstanding what zweihanders are for and what they are capable of
 
I have a question, why does the Empire have primarily long-sword men as their elite infantry? I know long-sords & zweihander are good at cutting through chaff units like goblins, non-heavy armored orcs, Skaven, other humans, etc... But surely when the empire faces more armored foes like chaos knights, storm vermin, heavily armored humans, etc... other alternatively heavier arms good at taking down armor like great axes & great hammers are better, right? Yet, whenever I see the elite infantry of the empire I only see long-swords, is there a practical/historical/lore reason for this?

Nope this is purely rule of cool. Since historically Zweihanders were Double-soldiers and fulfileld the task of line-breakers against the pike-and-shot armies of the time, they became the staple from which GW based the Empire upon. So, the aspirant elites starts as Swordsmen in the army and then get picked on to wield Greatswords, simple as. Another complaint you could find is that the Halberdiers are given more importance than, say, actual anti-armour polearms likes Lucern Hammers or Bec de Corbins. But, usually I attribute that to lack of tech since WHF is based of an extremely early/anacronistic renaissance.

I do agree through that they should have been more distinct by allowing the Empire to mirror the Dwarfs and diversify further with other weapons like Axes and Hammers, but oh well...

This is kinda like the Bretonnians and their swords. Technically speaking there are kngihts that use other weapons like axes, flails and even rapiers, but you will be hard pressed to find those in any model-line.
 
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Signal the fact that they would get priority (un-discounted) purchase of Wissenland guns for the inevitable fighting for this, just like what Ostland got against Chaos Warriors.

Just my 2 cents, you might want to change the word 'guns' here to 'military equipment' or something else.
As it stands, you're insulting the Arl-Ulric, in the faith they follow (and the wolf emperor is the leader of) they are banned from using guns.
Otherwise, good plan. :cool:
 
Nope this is purely rule of cool. Since historically Zweihanders were Double-soldiers and fulfileld the task of line-breakers against the pike-and-shot armies of the time, they became the staple from which GW based the Empire upon. So, the aspirant elites starts as Swordsmen in the army and then get picked on to wield Greatswords, simple as. Another complaint you could find is that the Halberdiers are given more importance than, say, actual anti-armour polearms likes Lucern Hammers or Bec de Corbins. But, usually I attribute that to lack of tech since WHF is based of an extremely early/anacronistic renaissance.

I do agree through that they should have been more distinct by allowing the Empire to mirror the Dwarfs and diversify further with other weapons like Axes and Hammers, but oh well...

This is kinda like the Bretonnians and their swords. Technically speaking there are kngihts that use other weapons like axes, flails and even rapiers, but you will be hard pressed to find those in any model-line.
We should definitely start replacing some of our halberdiers with pole hammers though. They're the optimal choice for halberd-like weapons that can go through armored opponents like butter. I've watched Bottle Brothers to know how terrifyingly effective they are against armored enemies.
 
As it stands, you're insulting the Arl-Ulric, in the faith they follow (and the wolf emperor is the leader of) they are banned from using guns.
You are right, we should insult Al-Ulric more.
-[Half-JK] (Continuing the write-in) Remark that not only was it stolen Nulner Cannons that broke the Carroburg Siege and Salzenmund's walls in Middenland's favor, those cannons were given by vampires. At least Wissenland got weregild for the recompense of the blood shed in Nuln, what did Ulric's Faithful paid to the Undead in recompense?

But yes, changing the wording. Though in fairness, Middenheim's walls are lined with cannons, and that's before mentioning Ulric's Thunder, the cannon so large it required a giant to load.
 
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