Sure, yeah. Remember that despite the dispersed perspective I've taken in the one update, you're playing as Thanquol. So stuff like that put into a vote would translate into Thanquol putting that spin on his orders or somesuch. So while there's no concrete system for tracking how the council members feel about you right now due to you being on the Vermintide, that'd probably translate into the various council members having different starting opinions of you when I start that up.
What is it about the Labyrinth that makes it a research subject?
 
Huh. I thought it might have just been its architectural and structural design, impossible geometries and such. Didn't expect it to be the contents of the Labyrinth.
There's also that, kinda.
But you'll have to sink dice into it to be sure.

Which you'll get to do at some point in the future, I assure you - I'm making progress on the first of the interludes.
 
Sure, yeah. Remember that despite the dispersed perspective I've taken in the one update, you're playing as Thanquol. So stuff like that put into a vote would translate into Thanquol putting that spin on his orders or somesuch. So while there's no concrete system for tracking how the council members feel about you right now due to you being on the Vermintide, that'd probably translate into the various council members having different starting opinions of you when I start that up.
I feel like there are only going to be three opinions.

Not ready to betray
Ready to betray
Too angry to realize they aren't ready

Nothing else matters.
 
I think we'll want to have USA working on the Labyrinth. And on Daemon's Stump.
Hrmm, actually, I'm thinking Clan Rictus.

See, according to the wiki, it was their seat of power before the great catastrophe that sent them running and turned them to Chaos. So, yeah, I'm thinking it's ghosts.

Loads of ghosts all over the place, Dwarven ghosts.
 
Idea speculations:

Hit the divided and conflicted kingdoms of Ind, get their food, and send their gods to the Horned Rat.

Try and take a Slann alive if and when we hit the Southlands, for experiments.
 
I'm thinking 10 dice for taking in the research, the resources, and the battle-proven organization and discipline gained in this campaign.

What do people think of having Rictus wander about this massive area of dead bodies and spirits and having them work to bring back and control useful ones? They can keep the spirits/bodies so long as they share the information?
 
I'm thinking 10 dice for taking in the research, the resources, and the battle-proven organization and discipline gained in this campaign.

What do people think of having Rictus wander about this massive area of dead bodies and spirits and having them work to bring back and control useful ones? They can keep the spirits/bodies so long as they share the information?
I'd rather we spend a good chunk of Turn 1 still fighting. Everyone else is gonna start moving and I don't want to give up the initiative until we have more breathing room. One big bit of advice Xantalos gave us on Turn 0 was "Strike while the iron is hot", so I'd like to spend at least another turn fighting things out, with research being a secondary concern(I was thinking 5 or 6 Dice on research and the like.)

Also, I don't think Rictus is at that level of power yet. Probably want to pick up a lot more Necromantic lore before we do that.

Hmm... Actually, for next turn I'm now wondering if maybe instead of Araby, we hit the Karaz Ankor along with the Southlands. Southlands since it has a lot of fertile territory for us to rapidly expand population.

The Dwarfs are the faction with the most experience with dealing with the Skaven and how to fight them. Take them out, and all that knowledge of how to fight Skaven is lost. Furthermore, with them gone we'll have virtually uncontested control of the underground. Right now there's still a lot of background fighting between the Dwarves and Skaven as it is.

We could also use the war against Karaz Ankor as a large-scale field test, ordering the Clans we have researching to make a bunch of the new weapons and Drillfiends and such to use against the Dwarves. Right now one big problem is that while the effects of the training, Drillfiends, etc. were impressive, there really aren't any survivors of the battle for Zharr Naggrund to tell anyone about them.
 
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I'd rather we spend a good chunk of Turn 1 still fighting. Everyone else is gonna start moving and I don't want to give up the initiative until we have more breathing room. One big bit of advice Xantalos gave us on Turn 0 was "Strike while the iron is hot", so I'd like to spend at least another turn fighting things out, with research being a secondary concern(I was thinking 5 or 6 Dice on research and the like.)

Also, I don't think Rictus is at that level of power yet. Probably want to pick up a lot more Necromantic lore before we do that.

Hmm... Actually, for next turn I'm now wondering if maybe instead of Araby, we hit the Karaz Ankor along with the Southlands. Southlands since it has a lot of fertile territory for us to rapidly expand population.

The Dwarfs are the faction with the most experience with dealing with the Skaven and how to fight them. Take them out, and all that knowledge of how to fight Skaven is lost. Furthermore, with them gone we'll have virtually uncontested control of the underground. Right now there's still a lot of background fighting between the Dwarves and Skaven as it is.

We could also use the war against Karaz Ankor as a large-scale field test, ordering the Clans we have researching to make a bunch of the new weapons and Drillfiends and such to use against the Dwarves. Right now one big problem is that while the effects of the training, Drillfiends, etc. were impressive, there really aren't any survivors of the battle for Zharr Naggrund to tell anyone about them.
Hm, it's pretty clear that the effectiveness of the troops is known, based on Xantalos' words.

And...I really feel that creating an organized, disciplined, reliable, empowered Underempire is beyond useful-it's game-changing. Certainly keep up the attack, but slowing down slightly so we can hit five times harder the follow up strikes me as quite a nice deal.

We won't defeat our greatest enemies without growing qualitatively stronger.
 
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Hm, it's pretty clear that the effectiveness of the troops is known, based on Xantalos' words.

And...I really feel that creating an organized, disciplined, reliable, empowered Underempire is beyond useful-it's game-changing. Certainly keep up the attack, but slowing down slightly so we can hit five times harder the follow up strikes me as quite a nice deal.
I'd be fine with slowing down a bit later, or slowing down a bit, just not right now, and not by so much. Turn 2, with the Lizardmen in the Southlands and the Dwarves gone, I think we'll have the necessary breathing room to begin a massive build-up. Right now the Karaz Ankor is still a major, openly fighting enemy of the Skaven, and I think getting rid of them, and doing field tests on our weapons simultaneously, would be something to be done early.

Likewise, the Lizardmen would also be actively hunting down Skaven, and I don't want to risk the Southlands getting in contact with the rest of Lustria. They're noted to have a number of complete tablets with prophecies. Killing them off early I think would be rather important.

Those are(to me) the two main threats we'd be fighting early on. Take them both out, and we should have plenty of breathing room to do a full-scale upgrading to the Under-Empire.
 
I'd rather we spend a good chunk of Turn 1 still fighting. Everyone else is gonna start moving and I don't want to give up the initiative until we have more breathing room. One big bit of advice Xantalos gave us on Turn 0 was "Strike while the iron is hot", so I'd like to spend at least another turn fighting things out, with research being a secondary concern(I was thinking 5 or 6 Dice on research and the like.)

Also, I don't think Rictus is at that level of power yet. Probably want to pick up a lot more Necromantic lore before we do that.

Hmm... Actually, for next turn I'm now wondering if maybe instead of Araby, we hit the Karaz Ankor along with the Southlands. Southlands since it has a lot of fertile territory for us to rapidly expand population.

The Dwarfs are the faction with the most experience with dealing with the Skaven and how to fight them. Take them out, and all that knowledge of how to fight Skaven is lost. Furthermore, with them gone we'll have virtually uncontested control of the underground. Right now there's still a lot of background fighting between the Dwarves and Skaven as it is.

We could also use the war against Karaz Ankor as a large-scale field test, ordering the Clans we have researching to make a bunch of the new weapons and Drillfiends and such to use against the Dwarves. Right now one big problem is that while the effects of the training, Drillfiends, etc. were impressive, there really aren't any survivors of the battle for Zharr Naggrund to tell anyone about them.
Actually, how about a compromise? 5-7 dice for research and Mors/USA discipline and organization spreading every turn while we chomp through targets, allowing us to gradually fully incorporate the stuff we'll be getting while maintaining the momentum? So long as we dedicate a sizable portion of our efforts to assimilating stuff every turn, I'll be satisfied, and can turn my efforts more towards battle and war planning.


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I'd be fine with slowing down a bit later, or slowing down a bit, just not right now, and not by so much. Turn 2, with the Lizardmen in the Southlands and the Dwarves gone, I think we'll have the necessary breathing room to begin a massive build-up. Right now the Karaz Ankor is still a major, openly fighting enemy of the Skaven, and I think getting rid of them, and doing field tests on our weapons simultaneously, would be something to be done early.

Likewise, the Lizardmen would also be actively hunting down Skaven, and I don't want to risk the Southlands getting in contact with the rest of Lustria. They're noted to have a number of complete tablets with prophecies. Killing them off early I think would be rather important.

Those are(to me) the two main threats we'd be fighting early on. Take them both out, and we should have plenty of breathing room to do a full-scale upgrading to the Under-Empire.
I suppose that sounds reasonable. I hope. To knock out strategic threats, really-at the moment I'm more interested in the East. Vast lands, huge forest, already fertile and rich, filled with magical craziness and gods to sacrifice, and the big powers of Ind and Cathay are both in their own ways highly disunited.

In the end, my goal is to eventually run over the major powers SIGNIFICANTLY stronger than we started, at least in quality.
 
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Actually, how about a compromise? 5-7 dice for research and Mors/USA discipline and organization spreading every turn while we chomp through targets, allowing us to gradually fully incorporate the stuff we'll be getting while maintaining the momentum? So long as we dedicate a sizable portion of our efforts to assimilating stuff every turn, I'll be satisfied, and can turn my efforts more towards battle and war planning.
That sounds reasonable. Just want to hit Southlands and Karaz Ankor, but I've already said why.

I suppose that sounds reasonable. I hope. To knock out strategic threats, really-at the moment I'm more interested in the East. Vast lands, huge forest, already fertile and rich, filled with magical craziness and gods to sacrifice, and the big powers of Ind and Cathay are both in their own ways highly disunited.

In the end, my goal is to eventually run over the major powers SIGNIFICANTLY stronger than we started, at least in quality.
Yeah, the East has a bunch of rich and powerful territories. Fortunately, they're also pretty big targets for Chaos(at least, Cathay is.) Right now though the Dwarves and to a lesser extent the Southlands Lizardmen are enemies who are actively fighting us, or most likely to come fight us relatively early, so I want to overrun them on the first turn.
 
That sounds reasonable. Just want to hit Southlands and Karaz Ankor, but I've already said why.

Yeah, the East has a bunch of rich and powerful territories. Fortunately, they're also pretty big targets for Chaos(at least, Cathay is.) Right now though the Dwarves and to a lesser extent the Southlands Lizardmen are enemies who are actively fighting us, or most likely to come fight us relatively early, so I want to overrun them on the first turn.
Well, I do feel that taking on both at once isn't the best for our research and army improvement. A mere two dice won't get us much major improvement.
 
Well, I do feel that taking on both at once isn't the best for our research and army improvement. 11 dice is a bit much, a mere two won't get us much major improvement.
We shouldn't need 11 Dice to hit both. I'd be fine with simply 5 Dice on Karaz Ankor and 3 Dice on the Southlands, with 5 Dice left over for research. Particularly as those 5 Research Dice I'd say would be focused on getting us stuff we can use on the attacks.

Even if it's not quite enough to completely annihilate them, the initial strike so early should be devastating enough for us to follow it up with only a handful of Dice next turn. Particularly the Southlands, as there's only one Temple-City there, and once it falls anything else is secondary at best.
 
We shouldn't need 11 Dice to hit both. I'd be fine with simply 5 Dice on Karaz Ankor and 3 Dice on the Southlands, with 5 Dice left over for research. Particularly as those 5 Research Dice I'd say would be focused on getting us stuff we can use on the attacks.

Even if it's not quite enough to completely annihilate them, the initial strike so early should be devastating enough for us to follow it up with only a handful of Dice next turn. Particularly the Southlands, as there's only one Temple-City there, and once it falls anything else is secondary at best.
Well, there's also the matter of addressing the concerns and issues of the clans. We need them able, willing, and not too close to dissent. I can apply actions that are productive to the Underempire and work on such issues, but it's getting cramped.
 
Well, there's also the matter of addressing the concerns and issues of the clans. We need them able, willing, and not too close to dissent. I can apply actions that are productive to the Underempire and work on such issues, but it's getting cramped.
Yeah, but for the first couple of turns it shouldn't be too much of a problem, since it's the End Times and all.

Generally, the big worry I see is Mors. So I want them to be working on one of the research projects(probably the Chaos Dwarf weapons. Skryre will probably focus on the big guns, but Mors with all its Stormvermin would likely be more focused on the infantry-scale stuff.)

But, we'll see how things look when the next turn comes.
 
I don't want to hit dwarven yet,Our nemesis Gotrek maybe come to knock us down if we can not kill them in one go.

I prefer isolation target like Ind thought,They have knowledge of daemon,djinn. etc.
 
How many interludes will there be?
I'm kinda debating that as I write them, since there's a bunch of events that I'm not sure if I should cover or not - this End Times part is as much my attempt to make a better end of the world than GW did as it is a handy introduction to the power of the Skaven, after all.

There's at least two that are very important - I'm writing one of those right now, and the other I'm saving for last. In the middle there's ... another two, I'm thinking. One quite broad, one that's focused on one specific thing that I've realized is much more impactful than I initially thought.

There's other stuff that I could probably cover, but that can be saved for other turns/to build up suspense.

Yeah. Four, unless my estimations change.

Plus four is nice and symmetrical, two about one category of affairs and two about another.

Oh man there's some stuff in the future I'm really excited to have happen.
 
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