Yeah that why I suggest to attack isolationsit group or jerkass that don't have allied.

I want to attack dark elve and gain their knowledge of daemon and sacifire.
Well, Naggaroth has the weaknesses of already vast underground tunnel systems present and internal politics and intrigues that makes ASOIAF at its worst look like a series of childish squabbles...but it also puts us directly on the front line against the tribes of Chaos and the Chaos Wastes. The Dark Lands at least has mountains and Greenskins.
 
I suggest you stop reading those zootopia fanfics. They arn't that good for getting in the state of mind Warhammer Fantasy needs one to write in. Either a form of "Diversity solves everything!!!" "Teamwork is BEST!", or, givin the fact that this is fanfiction....Well, there are things not to be mentioned anywhere except the dark courners of the web.
 
I suggest you stop reading those zootopia fanfics. They arn't that good for getting in the state of mind Warhammer Fantasy needs one to write in. Either a form of "Diversity solves everything!!!" "Teamwork is BEST!", or, givin the fact that this is fanfiction....Well, there are things not to be mentioned anywhere except the dark courners of the web.
Ah, but diversity and teamwork are important to us. Just look at the Drillfiend, which took the diverse arts of Skyre and Moulder working as a team to create.
 
We still have that surprise right? I mean no one has any clue we were involved besides maybe chaos
For the most part, yes. Ish. I've yet to decide whether certain people scried the campaign or not.

What I meant more by that is ... see how the turns are labeled 0? Everyone else's 'game' starts at turn 1. The Skaven essentially entered their end times state a turn earlier than everyone else. The interludes are for the most part the other major factions getting into game state.

I suggest you stop reading those zootopia fanfics. They arn't that good for getting in the state of mind Warhammer Fantasy needs one to write in. Either a form of "Diversity solves everything!!!" "Teamwork is BEST!", or, givin the fact that this is fanfiction....Well, there are things not to be mentioned anywhere except the dark courners of the web.
Too late, already read 'em all.
 
For the most part, yes. Ish. I've yet to decide whether certain people scried the campaign or not.

What I meant more by that is ... see how the turns are labeled 0? Everyone else's 'game' starts at turn 1. The Skaven essentially entered their end times state a turn earlier than everyone else. The interludes are for the most part the other major factions getting into game state.


Too late, already read 'em all.
That was quick.
 
strategic advantage to taking down Sylvania: disrupts the plans to resurrect Nagash pretty hard. Also grants significant additional knowledge of necromancy.

On the flip side... Well, we've hit the orcs pretty hard. We've taken out the chaos dwarves. If we take out too many of the destruction factions, then we give the order factions a bit too much space to build up in (unless we somehow pit them against one another).

I'm still seriously concerned about Nagash, but we might want to be a bit evenhanded about this.
 
On the flip side... Well, we've hit the orcs pretty hard. We've taken out the chaos dwarves. If we take out too many of the destruction factions, then we give the order factions a bit too much space to build up in (unless we somehow pit them against one another).

I'm still seriously concerned about Nagash, but we might want to be a bit evenhanded about this.
It's why I want to hit Araby and Southlands. Do some damage to Order, possibly get more Necromancy Lore, and if we're lucky, maybe get a Book of Nagash.

Lizardmen are big enemies of the Skaven, so I'd rather their presence in the Southlands was gone sooner rather than later, and Araby has some interesting stuff we could use as well.
 
Man, I hope you are able to sleep it off and forget about that thing in a few weeks when the next big summer blockbuster comes out.

I dunno, I thought it was a good movie that had an engaging cast of characters, interesting worldbuilding and attention to detail, and effectively communicated how discrimination affects everyone both to kids and adults. It certainly got me intrigued as to what could be done with the world.
 
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On the plus side, the order races sort of can't do much to us, and, well, we don't actually have to fight them directly.

Like, if we stop Nagash and Chaos from being a problem, we could just stay underground and build nukes to kill the human factions with.

On the flip side... Well, we've hit the orcs pretty hard. We've taken out the chaos dwarves. If we take out too many of the destruction factions, then we give the order factions a bit too much space to build up in (unless we somehow pit them against one another).

I'm still seriously concerned about Nagash, but we might want to be a bit evenhanded about this.
How about we take the Dwarves?

They are roughly the same size as us so we get a bunch of pre-made excellent quality weapons and armour therefore increasing the threat level of even our mooks by a bunch, and, well, a shitton of tech advancements. We can get Gromil working and runes and helicopters and all sorts of nonsense off of these bums, and, what I think I'm looking forwards to the most, Ancestor Golems.

As one of the top 4 Order factions taking them out significantly weakens Order as a whole, particularly the Empire, and massively strengthens us.
 
I read somewhere, I think, that the Wind of Aqshy, that of Fire, the congregates strongly in areas of the Dark Lands as Shyish does in Old Nehekhara. Is that true?
 
How about we take the Dwarves?

They are roughly the same size as us so we get a bunch of pre-made excellent quality weapons and armour therefore increasing the threat level of even our mooks by a bunch, and, well, a shitton of tech advancements. We can get Gromil working and runes and helicopters and all sorts of nonsense off of these bums, and, what I think I'm looking forwards to the most, Ancestor Golems.

As one of the top 4 Order factions taking them out significantly weakens Order as a whole, particularly the Empire, and massively strengthens us.
Personally I'd rather take out the Southlands and Araby. Gets us a ton of slaves, possible Necromancy lore, and takes out the Lizardmen not on Lustria.

But I could be convinced to hit the Dwarfs instead I suppose.
 
Well, Naggaroth has the weaknesses of already vast underground tunnel systems present and internal politics and intrigues that makes ASOIAF at its worst look like a series of childish squabbles...but it also puts us directly on the front line against the tribes of Chaos and the Chaos Wastes. The Dark Lands at least has mountains and Greenskins.
I see it as knowledge if we shank Morathi is very valuable plus all of loot form Khain's sacifire ritual,cluardron of blood.

And they have some weakness like chaos dwarve that they use slave that open for assasinate the slaver.
 
Personally I'd rather take out the Southlands and Araby. Gets us a ton of slaves, possible Necromancy lore, and takes out the Lizardmen not on Lustria.

But I could be convinced to hit the Dwarfs instead I suppose.
Eh, the Lizardmen on Lustria aren't really a threat though. Their, well, they are feral and they aren't really gonna leave their area.

I mean, not against going after them, those Spawning Pools are pretty exciting, but they aren't a threat, nothing in the Southlands is going to be an actual factor that might trouble us if we leave them alone.
 
Eh, the Lizardmen on Lustria aren't really a threat though. Their, well, they are feral and they aren't really gonna leave their area.

I mean, not against going after them, those Spawning Pools are pretty exciting, but they aren't a threat, nothing in the Southlands is going to be an actual factor that might trouble us if we leave them alone.
Actually the Southlands Lizardmen do have Slaan, and an intact Temple City, one of five in the world, the other four in Lustria.

Only 4th and 5th generation, but still Slaan. I believe they're also isolated from the Lizardmen on Lustria, so I'd like to kill them off before they have a chance to reunite.
 
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Actually the Southlands Lizardmen do have Slaan, and an intact Temple City, one of five in the world, the other four in Lustria.

Only 4th and 5th generation, but still Slaan. I believe they're also isolated from the Lizardmen on Lustria, so I'd like to kill them off before they have a chance to reunite.
Just to be sure, we have confirmation of that here?
 
Soooooo, here's an idea.

Could we crash Araby into Khemri like we did the Ogre's and the Chaos Dwarves?
Araby is a human nation, and very unlikely to welcome the prospect of invading the Land of the Dead, unlike the Orks/Orcs, who are battle-hungry maniacs, and the Ogres, who are eternally hungry maniacs.

Better to use the neighboring Badlands, aka Greenskin Central.

But for Turn 1, I want to take out Southlands and Araby. For reasons I've already stated. Probably spend the rest of the dice digesting our gains from the Dark Lands.

I'd happily take out Nehekhara next turn though.
 
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Arch-rat of everything, including humbleness, gonna be getting around to that?
Well see, you would've, but thanks to this
Adept Warpstone Addict
you've been a bit busy enjoying the insane amounts of warpstone snuff at your disposal as Arch-Rat to remember to do that. Thanquol spent most of the turn in a manic state kinda like Tony at the end of Scarface, alternating between randomly shooting out doom lasers everywhere and lying around in a pleasant haze and actually giving orders and such in the few times he was relatively sober, so to speak. It's why he took no notice of Zharr-Naggrund's apocalyptic explosion.

Speaking of which, I need to update his titles with something to reflect his role as conqueror of the Dark Lands, Uzkhul-Drazh-Zharr, and Zharr-Naggrund. I'll probably get to that tomorrow, I figure Thanquol deserves at least three more titles for an accomplishment of that magnitude.

For a more gameplayish answer, I figured SV, being what it is, would want to try to apply shinies to the player character and Thanquol didn't have any direct combat role in the update so there was no need to give him actual top of the line wargear. You'll have opportunities to give him better stuff next turn, since I'll have a pseudo-system put in place for assigning hero units to things. It goes more or less like this: you have a list of hero units and you can send them to do whatever. If it's self-improvement or whatever, something solitary involving only them, then there's no limit on how many you can use in a turn. However, you can also assign them to a campaign or whatever, but with a limit of as many as there are dice assigned to the thing. Two dice, two hero units, with one exception - Thanquol can do whatever he wants, so you could assign 2 dice to attack Kislev and send along Ikit Claw, Throt the Unclean, and have Thanquol go along too because he's Thanquol. I'll have basic character traits and clan affiliations and aptitudes and stuff listed in the hero sheet so you can try to figure out who plays best with who. Same as with the clans you assign the big dice to, if you leave a hero unit with no explicit orders it'll do its own thing, whatever that may be. Right now since you guys are in the Vermintide there won't be political consequences for throwing around hero units all willy-nilly, but assuming you survive the apocalypse you'll have to consider how using hero units might affect your relationship with the clan they're from and such, and maybe council members might actually want you to use a certain unit of theirs to show that you favor their clan or not use a unit from a rival clan for the same reason, all that fun stuff. That minutiae is for later, though.

I'm also thinking up ways to promote new hero units when the old ones that don't become robots or whatever die of age or in battle. You can probably expect to see people like Helkic Stain and Sleek Oilfur again in the future.
 
If we want to make something like the Great Maw for the Skaven, the Southlands might be useful for that with its ruined Temple-Cities.

The Temple-Cities are all built on spots that correspond with astral phenomena, which lets them act as circuits for the geomantic web that gives the Slaan a lot of their power. Taking over the Southlands and doing some research and plopping down temples on the Temple-City sites could let us make our Avatar by taking advantage of the Web.

Honestly, we shouldn't aim to give our god an Avatar like the Great Maw. Great as the Maw is, it's still stuck as a gigantic ass hole in the ground. We should aim for something like the Lady, course, Lady might not be a goddess.

Honestly, sacrificing the Lady is a much easier prospect than sacrificing Athel Loren. Her power is bound to the land in sacred pools, corrupt those and you can leach power off her.

I dunno, I thought it was a good movie that had an engaging cast of characters, interesting worldbuilding and attention to detail, and effectively communicated how discrimination affects everyone both to kids and adults. It certainly got me intrigued as to what could be done with the world.

I just wish they'd kept the Razorbacks, really show how hypocritical discrimination can be.

Actually the Southlands Lizardmen do have Slaan, and an intact Temple City, one of five in the world, the other four in Lustria.

Only 4th and 5th generation, but still Slaan. I believe they're also isolated from the Lizardmen on Lustria, so I'd like to kill them off before they have a chance to reunite.

There's some mention of them being mentally damaged iirc

Also, very few Saurus are spawned there, but there temple city is hidden with powerful magics.

An Idea would be to see about trying to "ally" with the Gorilla Beastmen, and using them as we did the Ogres.
 
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