Revolt-Revolution, Yes-Yes! (CK2 Skaven Post-Revolution Quest)

Voted best in category in the Users' Choice awards.
To be clear, at the moment these proto political parties are loose in their definitions of what they believe, and also largely disconnected from the political currents going on in the Governing Council. Whether this will change over time is a matter of some question.
 
@The Laurent, could we attempt to solicit (from the West, East, or elsewhere) imports of bees and immigration of beekeepers to produce honey, improve the health and viability of pollinating plants, create Wax Tablets to elevate our paper shortage (especially for reading plus writing practice and short-term notation), and perhaps even Beehive fencing (of agriculture land and more general use land) if there are potentially hostile or troublesome animals which are deterred by the presence of bees (although this probably won't be super-relevant if and when we are more significantly farming above ground)?
 
Turn 15 Results--Military Reorganization, Part 1
Turn 15 Results--Military Reorganization, Part 1

Getrarch threw herself into a most thorny task. At the moment the units of troops were flexible, and perhaps that flexibility was useful, but at the same time it did make it hard to plan or understand what assets there were. She soon got lost in the weeds, for each species had their own standards and for that matter their own martial traditions. This was not a bad thing, though she grumbled about it endlessly in the Council, and yet there were those who wondered whether some of this should be broken down… or rather whether there should be certain standards for how to construct cross-species units, or whether for now they should be kept separate. Either way it seemed rather important that there were some steady formations… and some awareness of what one had.

Because as it stood, it was very much the case that they had a very high rate of people who were technically in the army even as they did other things most of the time. It was a mess, and it was a mess in such a way as to actively impede an understanding of what they had… the good news was that even the Night Goblins and Gnoblars with other jobs by and large were battle-ready in their own ways, and that only a few Orcs did anything other than hang around and prepare to fight… though a number had stuck around in the mines and forges to use their physical capabilities in non-combat ways when there wasn't a scrap going on.

So they would make a good 'case study' as it were, especially since unlike the Dwarfs and Elves they were not entirely and axiomatically opposed to working with or as part of other formations, within reason, though there were obviously many limitations to any attempt to have, say, humans or Skaven keep up with the sheer physicality of an Orc.

First off, are you going to integrate units across species?

[] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
[] [Integration] No. They already work together when they have to, and ad hoc units can be thrown together without the stress of full integration, and perhaps it would keep flexibility.


Night Goblins, what is their 'role'/deal? Discount Squig Hoppers for now, cavalry is its own thing

[] [Night Goblins] Night Goblins tend to be numerous and at times fanatical and vicious, but not very strong. They would work best, whether as part of a larger cross-species unit or on their own as a large skirmishing force.
[] [Night Goblins] Night Goblins tend to be fanatical and vicious, and this would make them a perfect 'surprise breakthrough force' and they should be set up, whether as part of other units or on their own, as just that.
[] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
[] [Night Goblins] Write-in.

Gnoblars, what is their 'role'/deal? Discount the Rhinoxen Riders for now, cavalry as I said is going to be its own tangle/quandry.

[] [Gnoblars] Gnoblars are not much to look at, so perhaps they should primarily focus on their role as a reserve force, albeit one with some scouting and sneaking capabilities.
[] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
[] [Gnoblars] Write-in.

And… Orcs!

[] [Orcs] Orcs should be part of a vanguard, whether on their own or with others. They are strong, they are tough, and they love to fight! Simple as!
[] [Orcs] The Drillz provide a rather sneaky way for Orcs to be both brutal and cunning. Orcs should be not a vanguard or a reserve, but instead like arrows launched to hit the enemy with overwhelming force from an angle.
[] [Orcs] For people stereotyped as stupid brute fighters, they're oddly complete between having scouts, having Archers, and having those Drills. They're an oddly complete force, so perhaps Orcs should either make up an All-Orc reserve force. [Can only be taken if you go for non-integration]
[] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']
[] [Orcs] Write-in.



--700 Night Goblins
Description: The Average night-goblin. Not very brave, not very strong, but there are plenty of them.
Traits: Poor Attack; Very Poor Defense; Hates Dwarfs; Fears Elves; Hates the Sun; Decent Equipment

--120 Poison-Blades
Description: In the coming of the revolution, some of the Night Goblins made weapons covered in strange poisons indeed, and drugged themselves to boot. They died in great numbers, but built a tradition.
Traits: Average Attack (Good With Poison); Poor Defense; Drugged And Angry; Great Morale; Remember that bit about Hating Dwarfs, Fearing Elves, and Hating the Sun? Also Still Applies; Decent Equipment

--180 Night Goblin Addicts
Descriptions: Fervent Night Goblins with an enjoyment of the good stuff, they lack the obsession with poison of their comrades but throw themselves into battle with the ferocity of an Orc. In some ways they take the place of the Fanatics, for while death is almost certain if they actually fight it's not completely certain the way it would for the Fanatics.
Traits: Good Attack; Nonexistent Defense; Drugged and VERY Angry; Too Drugged to Hate Anyone in Particular Rather Than Everyone; Except the Sun, They Still Hate That; Morale ???

--850 Gnoblar Infantry
Description: Not much to look at, they're somewhere between Slaverat and Clanrat levels of skill, but also are smaller and not highly motivated
Traits: Poor Attack; Very Poor Defense; Decent Training; Poor Morale; Decent Equipment

--320 Gnoblar Herders
Description: Gnoblars with skill at herding Rhinoxen, this includes scouting ability, a sneaky understanding of the odds of certain death, and skill with a sling and stones!
Traits: Average Attack; Nonexistent Defense; Poor Training; Average Morale; Decent Equipment

--270 Gnoblar Helpers
Descriptions: Used to being mobile weapons or snacks or servants to Ogres, they know how to run through lines with supplies, how to carry goods, and can serve as packmules of sorts… if not very strong ones.
Traits: Noncombat, Logistics Aid, Ogres+

--175 Gnoblar Rhinoxen Dancers
Description: Those who are used to dancing and running on top of Rhinoxen and fighting on top of them, good at throwing things, especially spears, and now they have Rhinoxen!
Traits: Good Spear Thrower; Basically No Defense; Decent Equipment; Surprisingly mobile; suicidally confident.

--160 Squig Hoppers
Description: Squig Hoppers, now with Squigs! A truly terrifying sight!
Trait: Cavalry!; Good Attack; ??? Defense; Wild Abandon

--440 Da Boyz
Description: Armed with spears, axes, swords, or anything they can get their hands on, these are battle hardened and surprisingly well-motivated. All of them have had a very proppa scrap indeed.
Traits: ???, Good Offense, Average Defense; Decent Equipment; Good Morale

--130 Arrey Boys
Description: Those who are archers, they have dedicated themselves to the craft and… have wound up pretty good, really. Of course, with wood in such low supply they've taken to just stabbing people with arrows. But apparently the Fire Dwarfs have some way to make bolts and the like that don't rely on wood. Or do they? Well, they have crossbows on top of more advanced tech, so apparently?
Traits: Low on Wood; Very Good Shots; ???, Now They Have Elvish Bows; Decent Equipment

--32 Drill Boyz
Description: The Warpstone drills inspired some of the Orcs, and they have… absconded with some of them. These drills have only so much warpstone fuel, and the fact that they're made of warpstone is rather odd, at least to some. But it means they can… er. Drill through people. A lot. They're testing it on walls and stuffed dummies.
Traits: ??? Attack; ??? Defense; Poor Armor, highly expensive Drill, Drill can explode in the wrong conditions, Waagh!; Decent Equipment

--75 Scouty Boyz
Description: Orcs that know how to sneak around a little, Cunning Brutality, going on ahead to attack the enemy ahead of time, and report back what they hear.
Traits: ???, Good Attack, Average Defense; Great Morale; Decent Equipment

--140 Big Un's
Description: A surprising number of Orcs have gotten big and strong off the 'diet' of revolutionary violence. It's kinda scary, but makes them very impressive.
Traits: Great Attack; Great Defense; Decent Equipment; Great Morale; ???; ???

--30 Leaderz
Description: Among all the different types of Boyz, the most effective of them have already risen towards the top, and then they and others fought!
Traits: ???; A Collection of Sub-Hero Units!

[] [Martial] Consolidating Republic Forces: By this point the forces of the Republic are spread out in every direction but West, and give that time… so it is probably necessary to come to an understanding of where to draw down forces, where to maintain them at the same levels, where to increase them, and more. Stat(s): Martial, Trait(s): General, Results: Updated Information sheet, army consolidated and everything will be in its place, etc, etc. Will open up further strategic reforms.
–[X] Getrach
--1d100 (75)+10 (Dragon)-5 (But Dragons Bad Teamwork)+9 (Effective Martial)=89

A/N: Apologies for any boredom, but this is the kind of situation that, uh, will take some time to sort out, since the list of units is generally rather creaky and old-fashioned. But I decided that instead of having you get into the fiddly bits, we'd be more asking about strategic philosophy or doctrine or so on!
 
Hm, we gotta try starting integrated armed forces while it's generally peacetime. Idk abt how to utilizethe Greenskin specifically, but orcs as "backbone" for elements of integrated military is intriguing tho.
 
I'm hesitating here. It feels like this is going to drive a lot of how orcs interact with the other groups in the future, and I'm not sure if giving them command authority over other species will lead to good things or bad things.
 
[] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.

Uncritical support for this one
 
We know that the Orks Waagh field can affect other races and get them more resistant to morale shocks. Putting them in a separate unit misses out on this potential strength and can lead to some racial segregation issues down the line.
 
We know that the Orks Waagh field can affect other races and get them more resistant to morale shocks. Putting them in a separate unit misses out on this potential strength and can lead to some racial segregation issues down the line.

If we're thinking in terms of spreading the Orc's Waagh out, it might be worth going for this option:

[] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']

I can't help but wonder if doing this would end up generalising the worship of Gork and Mork across the Republic... Though I definitely don't think that would necessarily be a bad thing as such
 
We know that the Orks Waagh field can affect other races and get them more resistant to morale shocks. Putting them in a separate unit misses out on this potential strength and can lead to some racial segregation issues down the line.

On the other hand the gnoblar at least can be rendered non-functional in sunlight, which while manageable, means we gotta deal with them conking out and debuffing the entire army or just rendering their specific units non-viable at times. That's not even including species that have incompatible movement modes or sheer size differences.

Simply put it's more complicated than slapping everyone in the same uniform and telling them to march in formation.

In many ways the ideal would be to start from segregated units, and then assemble integrated units based on what we have and need. Like for example if the dragons are big enough for armor and crews then we could build dragon armor and crews for them like in His Majesty's Dragon, and those could be semi-integrated, with a bias towards the smaller and lighter species. Then we could have super heavy infantry units made of ogres, and the big orcs. Gunnery units would likely be easy to integrate thanks to the weapons being the primary focus. Cav can focus on the mount. The big issue is that general infantry units really don't benefit from everyone having different shapes and abilities. Makes it hard to operate as a unit if everyone is all over the place.
 
I looked it up cause I was curious, and Gotrek and Felix have been stuck in Albion for the entirety of the quest, and likely since the Horned Rat died as well, which is very fitting for the pair.
 
I looked it up cause I was curious, and Gotrek and Felix have been stuck in Albion for the entirety of the quest, and likely since the Horned Rat died as well, which is very fitting for the pair.

Not sure if this is a good source, but if it's accurate then by the end of this year or the next one (depending on if it's 2508 or 2509 in the warhammer timeline) Gotrek and Felix should have returned to Altdorf. So they might play a part in the revolution during the events of this quest.
 
And people say Warhammer Fantasy has no Byzantium analogue. All we need now is to get a hostile historian to write about Chittertongue doing something untoward with a swan.
You think they would need to be hostile to do that?
[] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
[] [Integration] No. They already work together when they have to, and ad hoc units can be thrown together without the stress of full integration, and perhaps it would keep flexibility.
Hard choice...
[] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
[] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
These two seem like clearly good options to me at least.
[] [Orcs] The Drillz provide a rather sneaky way for Orcs to be both brutal and cunning. Orcs should be not a vanguard or a reserve, but instead like arrows launched to hit the enemy with overwhelming force from an angle.
[] [Orcs] For people stereotyped as stupid brute fighters, they're oddly complete between having scouts, having Archers, and having those Drills. They're an oddly complete force, so perhaps Orcs should either make up an All-Orc reserve force. [Can only be taken if you go for non-integration]
[] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']
Oh these each seem like pretty good options in their own ways too.
Not sure if this is a good source, but if it's accurate then by the end of this year or the next one (depending on if it's 2508 or 2509 in the warhammer timeline) Gotrek and Felix should have returned to Altdorf. So they might play a part in the revolution during the events of this quest.
Felix is probably favorable towards them, though Gortek won't like the Skaven connections.

Be funny if the two of them are why the GHR is dead.
 
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[] Plan: Da Great n'tegratin
-[] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
-[] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
-[] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
-[] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']

[] Plan: The Birth of Dakka
-[] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
-[] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
-[] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
--[] [Gnoblars] Write in: Gnoblars are also known to be physically frail, to offset this Gnoblars will be equipped and trained with pistols that would give them a range advantage and allow them to hit above their weight.
-[] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']

Two plans that are very similar to one another, I'm just not sure if writing in that gnoblars will be trained how to use guns is acceptable with the QM. I'm also not sure how capable they'd be with guns either, they're known to be quite stupid in canon (when compared to other greenskins), though that might be due to lack of education and them being used as slaves.
 
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[X] Plan: Da Great n'tegratin
-[X] [Integration] Yes. While it might create some definite stress points, it would potentially be a way to combine elements that might not work as well apart.
-[X] [Night Goblins] Night Goblins tend to be sneaky, perhaps one can lean into that, and try to find a way to use them as a surprisingly mobile ambushing force… or break them down into small units for the purpose of tunnel fighting, which is likely to be a significant part of any wars for the next while.
-[X] [Gnoblars] The Gnoblars herding heritage might be perfect for slipping them further into the role of 'irregulars', whether in their own units or as part of other units.
-[X] [Orcs] Or perhaps it is the case that this versatility means that Orcs should be split in all which ways, to become the 'backbone' of a dozen other types of units. [Can only be taken if you go for 'integration.']

Seems solid to me.
 
[x] Plan: Da Great n'tegratin

I'll go for it. I kinda like the idea of Gork and Mork becoming the Republic war gods, and the waaagh being spread to all our units.
 
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