- Location
- Over the next hill.
[X] Plan The Pack Survives
-[X] United Behind Wissenland
-[X] Insist on Raab
-[X] The Maria Stokes Whittlers
-[X] The Howling Wolves
-[X] An Imperial Winter
-[X] Storm Wurtbad
-[X] Engage with an Elector (Write-In which Elector) Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
--[X] The Moot - Discuss the threat of Vlad Von Carstein and propose a defensive alliance. Ask as well how might Wissenland increase trade ties and support the Moot as well how to better insure the rights of it's halfling citizens.
-[X] The Officer's Academy Cost 500 Marks per Die Required Effort: 0/100 1 Die
--[X] Form the detachment system, wherein the foot Iron Companies are trained to be deployed in flexible ad-hoc combined arms formations in order to shore up their weaknesses; melee infantry supports ranged infantry and vice versa. Make provisions for an expansion of the program so that a greater integration of the foot Iron Companies' formations happens at a later time with more field experience.
-[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 0/240 2 Dice
-[X] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die 1 Die
--[X] Wissenburg-Wurmgrube Road - 0/400
-[X] Establish Agents Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
--[X] Sylvania
-[X] The Stirland Crisis Must Beat: 50 1 die
Total Cost: 22500 Marks, 1600 Materials, 600 Food
Here's a plan for you all.
Key considerations in this plan are our lack of dice, Sylvania's silence, building a wider net of alliances in the Empire as well as starting our reforms for the Iron Companies.
On Tech (and the lack of of it):
The most important research we can make this turn is the shot package for our cannons. Grape shot, as I've remarked before is bonkers, With our Great Cannon even more so. Sadly, if we want to make sure we beat the DC and not waste dice with a failure, we'll need 6 dice. That's more than half of our dice pool. Steam engine would be nice as are the other stuff we got from Miragliano, but again we have a lot to do and I want to devote dice to other things until we get more dice with the Marienburg alliance and ending the Stirland Crisis. Either works.
On the Spy Network in Sylvania:
I think we should at least try it this turn. This becomes more and more important every turn we don't get info from Vlad. I think we have a good chance now between the religious orders in the Empire knowing about Vlad's vampirism and the support of the Ranaldians. The extra dice should help do it.
On the non-die actions:
Going for broke on both the Marienburg and Averland choices. Obtaining Marienburg as an ally helps bankroll our anti-Sylvania efforts and gives us an extra die. It also denies Reikland a shot at swaying them over, always good imo. Averland needs strengthening as they're going to be our main military ally for the foreseeable future. Giving them an extra state troop company + fortifying Grenzstadt will really help in making them a more capable military partner.
As for the Ulricans, I chose to support the building of a temple of Ulric in Wissenland for two reasons: the supply of guns that the Imperial Gunnery School can produce is not infinite, having a chapter of White Wolves will give us some heavy cavalry. What cannons we can provide them could be better spent on allies closer to Wissenland or ourselves. The Ar-Ulric is closely entwined with the Middenland Emperor so even if the Ar-Ulric wants to march out in support of us, the Middenland Emperor might block him from doing so, especially with the three-way faction battle they're currently on. Any increase in influence the Ulricans get in Wissenland is marginal at best, they're only one of many cults that reside in Wissenland, not to mention our province is majority Sigmarite as well. We're very multi-faith right now, and another one isn't going to hurt us. A new knightly order would be a great tool to have. Who knows, maybe this will get the Sigmarites to start arming up for us more.
On the Middenland Emperor, I think we shouldn't commit to either of the other options. Swearing fealty takes away all the diplomatic gains we have made this turn, and supplying a war against Reikland would be majorly unpopular amongst our Sigmarite population and allies (even if the Reiklanders are bastards).
Moving on to Wurtbad, I think it's time we pump up the pressure and storm it. I don't like seeing all these failures and without attacking the convoys of supplies into Wurtbad, we're likely to be stuck here when Vlad makes his move. The fact that Vlad isn't moving gives me concern. We should be able to make the DC given the strength of the Iron Companies and the reduced defenses of Wurtbad. Once we besiege the Eagle Castle directly we'll be in a much better position to move as we please.
Lastly, I picked the Maria Stokes Whittlers over the night service because while the Night Service might be more reliable in the long run, it will take time to actually set up. Something we don't have given our intrigue concerns.
On the Army reforms:
We start the Militarstutz reforms, try to get the Iron Companies up to at least tabletop standards and create the detachment system. We can do more to get pike and shot formations once we get a pike Iron Company set up with some help from Trantio but I think this should be a logical improvement given the circumstances. Other stuff we can start experimenting on is to start equipping the Elector's Own with pistols or carbines and turn them into light skirmish cavalry but that can wait for when we get the Great Company sorted with the new rifles. Speaking of, I feel getting that new contract for the new matchlock guns is vital so that we can start upgrading our free companies and up our passive replenishment.
On everything else:
The last piece of the puzzle for our Anti-Vlad alliance is to come to an understanding with the Moot. Even if we have negative relations with them, securing their cooperation would make the defense of the Aver river much easier. They're the very soft underbelly to the southern Empire and a prime target for Vlad. The only other option for us to reach out to is the Ottillian Empress, but she's going to get into conflict with Vlad anyways over Mordheim and the supply of warpstone he needs.
I've chosen this turn to dedicate our locked province improvement to the road network, particularly the Wissenburg-Wurmgrube Road. While we could keep doing port improvements, I think it's time we start looking at bigger improvements to our infrastructure. Once we complete the Wissenburg-Wurmgrube road, we can expand the road network and do the actions for the Wurmgrube-Meissen, Trulben-Wusterburg and the Wusterburg-Weilerburg road. That should create a road network that mostly covers the Nuln-Wusterburg-Kreutzhofen axis along the River Soll. That connects most of the province and should allow massively increased trade and better movement. Should allow smaller merchant companies without access to river-going vessels an easier time getting to the centers of industry in the province.
-[X] United Behind Wissenland
-[X] Insist on Raab
-[X] The Maria Stokes Whittlers
-[X] The Howling Wolves
-[X] An Imperial Winter
-[X] Storm Wurtbad
-[X] Engage with an Elector (Write-In which Elector) Cost: 1,000 Marks per Die Must Beat: 150 3 Dice
--[X] The Moot - Discuss the threat of Vlad Von Carstein and propose a defensive alliance. Ask as well how might Wissenland increase trade ties and support the Moot as well how to better insure the rights of it's halfling citizens.
-[X] The Officer's Academy Cost 500 Marks per Die Required Effort: 0/100 1 Die
--[X] Form the detachment system, wherein the foot Iron Companies are trained to be deployed in flexible ad-hoc combined arms formations in order to shore up their weaknesses; melee infantry supports ranged infantry and vice versa. Make provisions for an expansion of the program so that a greater integration of the foot Iron Companies' formations happens at a later time with more field experience.
-[X] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 0/240 2 Dice
-[X] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die 1 Die
--[X] Wissenburg-Wurmgrube Road - 0/400
-[X] Establish Agents Cost: 1,000 Marks and 200 Food per Die Must Beat: 100 3 Die
--[X] Sylvania
-[X] The Stirland Crisis Must Beat: 50 1 die
Total Cost: 22500 Marks, 1600 Materials, 600 Food
Here's a plan for you all.
Key considerations in this plan are our lack of dice, Sylvania's silence, building a wider net of alliances in the Empire as well as starting our reforms for the Iron Companies.
On Tech (and the lack of of it):
The most important research we can make this turn is the shot package for our cannons. Grape shot, as I've remarked before is bonkers, With our Great Cannon even more so. Sadly, if we want to make sure we beat the DC and not waste dice with a failure, we'll need 6 dice. That's more than half of our dice pool. Steam engine would be nice as are the other stuff we got from Miragliano, but again we have a lot to do and I want to devote dice to other things until we get more dice with the Marienburg alliance and ending the Stirland Crisis. Either works.
On the Spy Network in Sylvania:
I think we should at least try it this turn. This becomes more and more important every turn we don't get info from Vlad. I think we have a good chance now between the religious orders in the Empire knowing about Vlad's vampirism and the support of the Ranaldians. The extra dice should help do it.
On the non-die actions:
Going for broke on both the Marienburg and Averland choices. Obtaining Marienburg as an ally helps bankroll our anti-Sylvania efforts and gives us an extra die. It also denies Reikland a shot at swaying them over, always good imo. Averland needs strengthening as they're going to be our main military ally for the foreseeable future. Giving them an extra state troop company + fortifying Grenzstadt will really help in making them a more capable military partner.
As for the Ulricans, I chose to support the building of a temple of Ulric in Wissenland for two reasons: the supply of guns that the Imperial Gunnery School can produce is not infinite, having a chapter of White Wolves will give us some heavy cavalry. What cannons we can provide them could be better spent on allies closer to Wissenland or ourselves. The Ar-Ulric is closely entwined with the Middenland Emperor so even if the Ar-Ulric wants to march out in support of us, the Middenland Emperor might block him from doing so, especially with the three-way faction battle they're currently on. Any increase in influence the Ulricans get in Wissenland is marginal at best, they're only one of many cults that reside in Wissenland, not to mention our province is majority Sigmarite as well. We're very multi-faith right now, and another one isn't going to hurt us. A new knightly order would be a great tool to have. Who knows, maybe this will get the Sigmarites to start arming up for us more.
On the Middenland Emperor, I think we shouldn't commit to either of the other options. Swearing fealty takes away all the diplomatic gains we have made this turn, and supplying a war against Reikland would be majorly unpopular amongst our Sigmarite population and allies (even if the Reiklanders are bastards).
Moving on to Wurtbad, I think it's time we pump up the pressure and storm it. I don't like seeing all these failures and without attacking the convoys of supplies into Wurtbad, we're likely to be stuck here when Vlad makes his move. The fact that Vlad isn't moving gives me concern. We should be able to make the DC given the strength of the Iron Companies and the reduced defenses of Wurtbad. Once we besiege the Eagle Castle directly we'll be in a much better position to move as we please.
Lastly, I picked the Maria Stokes Whittlers over the night service because while the Night Service might be more reliable in the long run, it will take time to actually set up. Something we don't have given our intrigue concerns.
On the Army reforms:
We start the Militarstutz reforms, try to get the Iron Companies up to at least tabletop standards and create the detachment system. We can do more to get pike and shot formations once we get a pike Iron Company set up with some help from Trantio but I think this should be a logical improvement given the circumstances. Other stuff we can start experimenting on is to start equipping the Elector's Own with pistols or carbines and turn them into light skirmish cavalry but that can wait for when we get the Great Company sorted with the new rifles. Speaking of, I feel getting that new contract for the new matchlock guns is vital so that we can start upgrading our free companies and up our passive replenishment.
On everything else:
The last piece of the puzzle for our Anti-Vlad alliance is to come to an understanding with the Moot. Even if we have negative relations with them, securing their cooperation would make the defense of the Aver river much easier. They're the very soft underbelly to the southern Empire and a prime target for Vlad. The only other option for us to reach out to is the Ottillian Empress, but she's going to get into conflict with Vlad anyways over Mordheim and the supply of warpstone he needs.
I've chosen this turn to dedicate our locked province improvement to the road network, particularly the Wissenburg-Wurmgrube Road. While we could keep doing port improvements, I think it's time we start looking at bigger improvements to our infrastructure. Once we complete the Wissenburg-Wurmgrube road, we can expand the road network and do the actions for the Wurmgrube-Meissen, Trulben-Wusterburg and the Wusterburg-Weilerburg road. That should create a road network that mostly covers the Nuln-Wusterburg-Kreutzhofen axis along the River Soll. That connects most of the province and should allow massively increased trade and better movement. Should allow smaller merchant companies without access to river-going vessels an easier time getting to the centers of industry in the province.
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