Defense
Last Year Defense: 125 (Trained Militia) + 25 (Steel and Gunpowder) + 25 (Cannon) + 60 (Stockades and ditch) + 15 (Escapee Warriors) + 30 (Steel-armed Skirmishers) + 10 (Razorweed) = 290
Changes : - Newcomers, - The Wounded, -Herd and Poultry, + Enhanced Training, + Some steel weapons, + True Houses, + First Hedge, + Silver Razorweed, +Ashes coating and paint, + Animals shelters
Okay so, here's the Defense level. Thinking on what will stop being relevant:
-Stockades and Ditch I'm all but certain won't help against a bunch of incorporeal spirits.
-Steel Weapons and overall Steel and Gunpowder I also think won't help, and neither will the cannons. Yes, we have Ash Coating so they can harm spirits, but the makeup of the weapons themselves I don't think matters as much. I think a bone spear coated in ash will be basically just as effective at harming a spirit as a steel spear coated in ash.
-Steel-Armed Skirmishers also might be less than helpful, but I think there's a different angle where it will help. If the Warrior's Son is responding to Spoilers and Takers, then the Skirmishers might accompany him, boosting his counter.
In terms of benefits, better training will help them not freak out against spirits, the First Hedge will help because Razorweed thorns cut the spirit as well as the body. Ashes Coating and Paint obviously helps a lot. And Silver Razorweed I expect to be quite effective so long as there's Cold Dice involved (which there are.)
So that could put base defenses down to around 150+, once you factor in the parts that are unlikely to be of much help. We've got enough defenses that do matter that we'll probably go back up to like 200+ at minimum, but still worth keeping in mind.
As it stands, the Plan has 3 dice on Servant attacks, assuming that neither A Duel nor To Spoil and Take will contribute to the generally offense (well, I could see To Spoil and Take being interfered with by the Hedge. But that would just raise things to 4 dice and increase the amount of factors that actually get to contribute to the Defense.)
Either way, the amount of Dice we have on the Test of Defense at the moment I think is safe even in the more pessimistic scenarios.
A 4th die introduces a degree of risk, but I think probably a manageable one. So I suppose it's a question of if we want to put the last die on Servants (and if so, what
kind of Servant), or on Hunger, or if we think we're okay leaving a Harshness die idle (personally I'd rather not, since I'm pretty sure Union can handle it.)
Note that for Servants, we currently have 1 die on Darkest Mists, 1 die on Fleshless, Remorseless, and 1 die on The Falses, with the last two being Hunger dice that can be replaced with the Harshness die to put the Hunger die on one of the Hunger-only projects. I think we can handle another die somewhere here, because aside from the Defense level, we also have multiple Counters that should trigger.
[x] Plan: Gee Whatever
-[x] The Hunger
--[x] Revolt of the Primal Flesh : 1 Hunger Die.
-[x] The Cold
--[x] Extinguish Hope : 1 Cold Die.
-[x] Sunless Days
--[x] A gift from the Old World : Automatic.
-[x] Promises and half-truths.
--[x] Failure : 1 Harshness Die.
--[x] The Leeper : 1 Harshness Die.
--[x] A Hunter : 2 Hunger Die.
--[x] The Newcomers : 1 Harshness Die, 1 Cold Die.
-[x] Servants
--[x] Of Cold and Shadows : 1 Cold Die.
--[x] The Falses : 2 Harshness Dice.
--[x] The Drinkers : 1 Hunger Die.
-[x] The Tribute Takers
--[x] Omens and preparation : 1 Taker Die.
--[x] Remnant of Kinship : 1 Taker Die.
Er, this seems like a pretty poor plan. Our Food and Warmth are such that we should be able to handle 2 dice on those tests, and A Gift from the Old World requires a die. Just going for the automatic test doesn't trigger any of the sub-actions.
Plus, that's a
huge amount of dice on Promises and half-truths when we have no idea of the mechanics for that. This seriously risks us losing a whole clump of heroes. Plus, we know that with a value of 100 from last turn, Deadtown can handle a single Harshness die without any real trouble, so there doesn't seem to be any reason not to put one on there.
EDIT:
[ ] Plan Chimeraguard
-[ ] The Endless Pit, 2 Hunger dice
-[ ] Boundless Generosity, 2 Cold dice
-[ ] A gift from the Old World, 1 Harshness die
-[ ] Promises and Half-Truths
--[ ] The Newcomers, 1 Harshness die
-[ ] Darkest Mists, 1 Cold die
-[ ] Fleshless, Remorseless, 1 Harshness die
-[ ] The Falses, 1 Hunger die
-[ ] Changing Flesh, 1 Hunger die
-[ ] To spoil and take, 1 Tribute-Takers die
-[ ] A Duel, 1 Tribute-Takers die
-[ ] Siege Deadtown, 1 Harshness die
-[ ] Assault the Green, 1 Harshness die
Okay, here's my current plan draft.
I decided to swap the Harshness die into Fleshless, Remorseless and take away the Hunger die (because the nature of that attack feels like it synergizes with what Hunger wants.) I instead put the die onto Changing Flesh. This is because a part of me feels that it's a field where Alexandre might be able to help, since one of his main Things is being able to sense Occult shenanigans. Still, I'm unsure.
@Hunter531 If you want to spend another omake on a Question, one that might work is asking whether or not the Drinkers will synergize with Smallpox in any way. If it doesn't, then that would be an easy pick because the Roteater Worms we have should act as a direct counter to it.
If it doesn't, then going onto Changing Flesh seems best. That or a 3rd die on the regular Hunger Test (though which one? More Endless Pit? I feel like there's an additional cumulative effect from putting more and more dice on one action, so I'd rather not.)