By the dark gods, is this really happening?
- What's the difference between Lustria and the Southernmost Continent?
The latter is basically antartica, but completely covered in daemon/beastmen things. The southern chaos wastes, in other words.

No doubt they are open for business - the more you give them, most likely in slaves, the more results you get, as with anything.
Of course, that might make them more powerful in the long run...
- Taking Nekehara, we can keep relatively quiet, I think. The only people who regularly interact with them (to my understanding) are random tomb robbers, who aren't generally the most trustworthy of people.
Don't they skirmish with Araby a bit?

Also, was it Tilea or Estalia that focused on killing Skaven?
 
Hrmmmmm, it might be a good idea to exchange some Skaven Slaves for Chaos Dwarf weaponry to make this a bit easier.

Further, since 8 dice are recommended, maybe just put 10 on it so we can have few dice to do other things with?

In general I like your plan. Fan of it so far.
Well, it kind of depends.
- Do degrees of success matter?
- What does that "8 dice" mean? to my reading, it wasn't so much "this is recommended" as "this is really the bare minimum you should be considering".
 
Stop talking to the demon-lord! It's going to betray us in some incredibly subtle way eventually! Plus, that's more of a mechanic's question, rather than a lore one.

1416
That why he discourage us about eating god,he don't want us to start eating daemon first.

Technically god eat other god is possible if we compare with 40k.

So I think the trick for skaven manage ment is try to have every clan involve in the conflict.

And balance every clan on influence and power,Like we should not let necromancer in our clan have too much power,try to balance it out with war machine and other thing.

Also we need personal power too,kept us as the biggest rat on the council.
 
Well, it kind of depends.
- Do degrees of success matter?
- What does that "8 dice" mean? to my reading, it wasn't so much "this is recommended" as "this is really the bare minimum you should be considering".
For ... you're talking about attacking Nekehara, right? If you want to overrun them, 8 dice worth of forces will do it if applied properly, but more would of course be better since the fuckers keep reanimating, and the more forces you have there the easier it will be to hold it while you figure out some way of getting them to stop reanimating. Degrees of success and all are a thing - if you just do a straight clash and aim to grind the legions of the tomb kings down it'll be a harder fight than blowing them all up with a giant nuclear reactor rat or trying to assassinate all their leaders or something.

Also I should clarify - ask me if you have a mechanics question or a minor lore question, ask Verminking if you have a question that might be heading toward meta-detail or something of that nature that's still in-setting. And be careful, I'm keeping him nice right now because this is the part of the game where the Skaven are relatively united and all, but later on he might not be totally trustworthy, or his answers might drive you to implications that may or may not benefit you.
 
@Xantalos Can thirteen bell change undead to become rat?.


Everyone,I think advantage or disadvantage of Skaven depend on number,I think we should spend some dice for Greyseer tl bring magical arsenal like thirteen bell to change man-thing population to Skaven.
 
Strategically, Athel Loren is probably the best place to attack. It's got access to the World Roots, those deliciously powerful acorns to steal, lots of stuff, and isn't very far from Skavenblight.
 
Oh right I should put that on the target list shouldn't I.
Hmm. I gotta go sleep right now so this isn't the beeeeest of estimates but I'd say Athel Loren is a .... hmm, it has those, and that, and they did that thing in that ... Very Hard target. I'll let y'all know if I change my mind on that later.

No I'm not running this by the seat of my pants, why do you ask
 
On the other hand, if we could somehow TAKE OVER the Warp Portal on the Southernmost Continent for the Horned Rat...

Just throwing ideas out.
 
Strategically, Athel Loren is probably the best place to attack. It's got access to the World Roots, those deliciously powerful acorns to steal, lots of stuff, and isn't very far from Skavenblight.
Well,I think we will gain attention of both high&dark elve faction.

But reward is pretty good though,I just want to avoid getting gang up by other elven faction by attack Nagarroth first thought.
 
- What's the difference between Lustria and the Southernmost Continent?

Here's a description of the Southlands.

Far to the South of the Old World, beyond the mysterious realm of Araby and the Land of the Dead, lies the continent known as the Southlands. It's northern landmass is a barren wasteland of deserts, studded with dusty and deserted tomb-cities. While further south, it is a land of unspoiled jungle and swamp, isolated from the realms of Man, Elf and Dwarf for uncounted centuries. Many brave or foolish explorers and treasure hunters- though the two are often indistinguishable- have attempted to penetrate the thick jungles that make up the majority of the southern region of this land, but almost all have never been seen or heard from again.

Ancient legends tell that the Southlands was once joined to the continent of Lustria, and this is borne out by the many identical species of flora and fauna indigenous to both. The hidden city of Zlatlan is said to have been founded before the continent were split asunder and certainly there are Lizardmen to be found on both sides of the World Pond, as the Lizrdmen call the Great Ocean. Over the centuries, various races have set sail for the Southlands, drawn by tales of riches to be discovered within it's unexplored depths, though few have returned with anything other than misery and death. The Elves of Ulthuan have an outpost on the southern tip on the continent, ostensibly to control the sea routes leading to their homeland, but even their fearsome dragon-ships deter reckless treasure hunters sailing towards the Southlands. It is said that the Dwarfs have a stronghold named Karak Zorn on the edge of the mountains that form the spine of the continent, but if this is true, none have heard from it's inhabitant in many years. Perhaps only the Lizardmen of the Southlands know for sure what became of the Dwarfs, but if this is the case, then it is likely that no one will ever learn of the Karaks fate.

None of those who have ventured south to explore the steaming jungles of the Southlands could hack their way more than a few miles into the impenetrable web of trees, vines and swamps without becoming hopelessly lost. Despite the horrendous difficulties inherent in an expedition towards the Southlands, tales persisted of the lost city of Zlatlan, and many conflicting reports as to it's location were presented by those who claim to have seen it's golden, stepped pyramids and glyph-lined avenues. Such discrepancies cannot be accounted as for by simple incompetence, and has led many scholars and cartographers to conclude that there must be many more cities, as yet undiscovered, deep in the jungle.

Cut off from the wisdom of the more venerable of the Slann mage-priests of Lustria, the Lizardmen of the Southlands have prey to their baser, animal instincts and only the younger(in relative terms) Slann, those of the fourth and fifth generation remain in the Southlands to provide any guidance to the Lizardmen. Over the centuries, the Slann on Lustria have attempted to re-establish contact with their lost spawn, but such communication is sporadic and erratic at best. In addition to the loss of their masters's ancient guidance, the few spawning pools in existence spawn less and less frequently and many of the Warrior Lizards such as Saurus do not arise in as many numbers. As a result, Lizardman society had devolved. The spawning pools in the caverns beneath the cities simply do not spawn as regularly as the Slann believe they should, but they accept that it is the will of the Old Ones. Without great numbers of Saurus to fight their battles, the Slann of the Southlands are forced to rely on Skinks to defend them and use the few Saurus which have spawned to train the Skinks in the ways of wars that came so naturally to them. The small number of who were spawned were primarily those destined to become Temple Guard and this has been seen as a sign that the designs of the Old Ones are unfolding as they planned.
 
[X] Let the Dark Lands erupt with slaughter, for the glory of the Horned Rat!
The pathetic Dwarf-things of the Dark Lands think themselves a master race, prone to using the Dark Lands as their playground. I say-declare no more! The Skaven shall with one great leap-swoop set the Dark Lands ablaze with war, and burrow-emerge stronger than ever gnawing on the bones of the combatants.

Dark Lands (13 Dice)
-Clan Eshin will play one of the largest roles. Theirs is a task of stab-slashing, turning the Greenskin brutes into a maelstrom-orgy of bloody violence. They will assassinate, bribe, intimidate, trick, and ultimately employ all their shadowy arts to send the Orc tribes on the path to war: their principal targets are the Dwarf things of the far east, the Dawi-Zharr as the fools call themselves. Any others are to be send against the west, that the so-called "Old World" with their human-things and Dwarf things are distracted fending off the migrations. Clan Eshin will insure the quantitatively greatest faction in the Dark Lands is constantly destroying itself and others. This will insure that even as the Dark Lands erupt in war, the Old World, home to so many lesser enemies, will be kept on the back paw by our unwitting greenskinned pawns. They will insure the enemy-fool factions of the Dark Lands are driven in circles ripping each other and themselves to pieces-shreds! (4 Dice)

-But the Chaos Dwarf things are formidable and mighty for non-Skaven, their weapons and creations second only to those wielded by the children of the Horned Rat. Another faction must become a pawn of the UnderEmpire. The Warpfang bank, those best suited to the cutthroat business of economics, shall pay and bribe the Ogre things of the great eastern mountains to strike the Chaos Dwarf-things from the east even as the Orc-things are manipulated to doing the same by Eshin. (2 Dice)

-Such a great conflagration-storm of killing-violence focused on the lands of Zhar Naggrund will result in many, many, many tests subjects and bodies. Only one such as I could realize the potential to use so many-much specimens. Clan Pestilens will work to develop a plague against one such subject, the Greenskin-things. Yes-yes, lesser fool-things might think it better to develop a plague that might work against all enemy factions, but a smart-thinking one such as I realizes that doing so dilutes the overall end-finished effectiveness, and is that much more likely to spread out of control against the Skaven themselves, as the not-Thanqual fool-things of fifteen hundred years past foolishly let happen. If only I had been there...
Even if it should not prove completely-totally effective in the campaign, it will at least serve as a start. The Orc-things are many, and lie not only in the Dark Lands. A lesser breed they may be then the children of the Horned Rat, they are still the second most numerous. A way to more easily cull their numbers would prove useful. And if the victory of the Skaven in the Dark Lands is hastened even further by such efforts after all, all the better-great! (1 Dice)

-Ah, yes-yes, the Skaven strike itself. It will come from a group-coalition effort when our enemies in the Dark Lands are thoroughly distracted and weakened. This war in the Dark Lands will be not only a grand victory, but a great testing ground for improved tactics, strategies, and doctrines as a result of the brilliance-intelligence of Thanquol. Four Clans in all will be the linchpin. Moulder and Skyre, ancient and famed for their weapons development in both flesh and iron. They shall design the weapons of a new era, together if necessary, for the army's push in the Dark Lands. Their rivalry with each other will push them to push their results to perfection, as well as keep them too busy to cause issues with the other parts of the coalition. But while they develop the weapons, others will ensure the most efficient ones are developed. They must work WITH the Skaven, mere strength and power alone is not enough. Clan Mors and the USA have long been most efficient in guaranteeing loyalty, effectiveness, efficiency, and a united-case for a singular organization. They shall be the ones in charge overall of the campaign itself, insuring that all tiny-small pieces fit together and strike-slash well. Warlord Gnawdell shall handle the organization of the enterprise itself, while Warlord-General Paskritt shall be the martial-fighting mind of the campaign. Such positions of importance and befitting their skills should keep them both satisfied and occupied. When the time comes, the forces of the Skaven under this magnificent organization (obviously, as I created/made it) shall strike at the climax of the battle once fully prepared, with any amount of luck and genius on my part insuring the Chaos Dwarf-things, Greenskin things, and maybe even many of the Ogre-things are wiped out. The technology of the Chaos Dwarf things will be a prize keeping the Skaven, especially Skyre and Moulder, on track, that it might be properly modified for the children of the Horned Rat.
And finally, this entire campaign should prove a good/great test of the reorganization of the Skaven fighting doctrine developed by myself and implemented by those warlords beneath me. And in the end, Skyre and Moulder will increase their scientific brilliance for all Skavenkind, glutted on the ideas and technology of the Chaos Dwarf-things.
(4 Dice)

-In the meantime, the clan of Morbag shall seize control of the Dragon Isles, expanding our territory in the area. (1 Dice)

-In addition to lending support in the fight itself, the Grey Seers, under my illustrious self of course, shall study the daemonic experiments and the shades of Hashut, and his altars, that we might apply their studies to our own work and efforts in the field in the future. (1 dice)


Basically the idea is to use the entire campaign to not only capture the Dark Lands and all it's land and resources and Warp Stone, as well as the technology of the Chaos Dwarves, but do it in a manner that uses the Orcs as our pawns against both the Chaos Dwarves and our enemies in the Old World. It will also be used to develop our forces and prepare for future battles by getting a better combat doctrine out of things.

However, I could be persuaded to act differently with the final two dice put forward to offer the weakened Hashut to the Horned Rat. I have an idea for using our Navy to establish a naval presence in the Dragon Isles and stop trade coming into the Chaos Dwarf lands for example.
 
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Malekith could be a nuisance, but I can't really see taking him and Naggaroth out as being most useful on a strategic scale. The Dark Lands, however, I see lots of potential in.
I mean interm of magical goods.Dark elven has plenty of it,Like Nagash create necromancy by combine dark elve magic with his native magic.
I think we candeveope more if we take some knowledge form dark elve,and dark elve still have many dragon and pretty good monster unit.
 
I mean interm of magical goods.Dark elven has plenty of it,Like Nagash create necromancy by combine dark elve magic with his native magic.
I think we candeveope more if we take some knowledge form dark elve,and dark elve still have many dragon and pretty good monster unit.
Perhaps. But it's a bit far away, and not really strategically well placed for us. Especially since we'd be at the forefront of Chaos Incursions as a result. I don't want to have to take over guarding a frontier just yet.
 
Not sure if it's a good idea to try to chomp on a God this early. I'd rather have one point going to conquering the Dragon Isles. Maybe put the other point on research and study of how precisely we'll kill and give a God like Hashut to the Horned Rat.
 
Perhaps. But it's a bit far away, and not really strategically well placed for us. Especially since we'd be at the forefront of Chaos Incursions as a result. I don't want to have to take over guarding a frontier just yet.
Well,that true but for us trim the number of chaos marauder for a little before Archaon come knocking maybe not a bad idea.

For this game,I will go far as allied with Empire if it's mean we can stop Archaon march South.
 
Not sure if it's a good idea to try to chomp on a God this early. I'd rather have one point going to conquering the Dragon Isles. Maybe put the other point on research and study of how precisely we'll kill and give a God like Hashut to the Horned Rat.
Edited the last bit to something more towards learning from the remnants and the naval campaign against the Dragon Isles.
 
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