mildly annoyed that things bubbled over fast enough that we couldn't throw spare authority at grabbing an Ice Witch but oh well.
There might've been some survivors - the old trope of the lone appendix escaping and such - but they'd be hard to find (to say the least) in the fuckhuge blizzard enveloping the whole region.

And they were formerly listed on Turn 0 as both only needing 1. That's inconclusive at best.
Turn 0 was a weird fuzzy time for this game's mechanics, such as they are. Don't really lean too hard on any data you find there.
 
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Yep! That will leave the bulk of the clans living there still there though.
How important are they? One of our big perks is massive population growth, but Hell Pit is a big city.

And they were formerly listed on Turn 0 as both only needing 1. That's inconclusive at best.
They still lack the technology and magic that the Empire of Man has at its disposal, and have never dealt with a fully united Under-Empire before. At maximum, I expect it to take 5 Authority, particularly since we can introduce outside-context problems like Drillfiends that they simply have never encountered before, which can let us breach a lot of their strongpoints comparatively quickly.

They may have a Goddess on their side, but that doesn't mean they've jumped multiple tiers in ability. She may be able to unify them, but she can't create an industrial revolution and full base to take advantage of it in one year, particularly if we're invading Estalia at the time. For all their boost now that they've been united under her, they're still mortal men with regular weapons, and don't even have the magic and heavy cannon that the Empire does.

Even if we don't conquer the whole of Estalia, human nations are far more brittle, and we can weaken them enough that they can be mopped up next turn with less dice investment.
 
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There is the option of fortifying Hellpit and locking it down, as opposed to evacuation.
That's pretty much what I want to do. Hell Pit is a humongous city, and I think only Skavenblight's bigger, so evacuating it, even if we take into account focusing on tech stuff will be difficult. And a lot of the infrastructure simply won't be able to be evacuated.

I was thinking two Authority on a combined USA/Moulder defense.
 
I think there was rough agreement on using the question on Myrmidia/Estalia, the only thing being what exactly to ask.

For consideration:
[] What tool in the Skaven arsenal will most surprise and contribute to the defeat of the warrior woman of Estalia?

They still lack the technology and magic that the Empire of Man has at its disposal, and have never dealt with a fully united Under-Empire before. At maximum, I expect it to take 5 Authority, particularly since we can introduce outside-context problems like Drillfiends that they simply have never encountered before, which can let us breach a lot of their strongpoints comparatively quickly.

They may have a Goddess on their side, but that doesn't mean they've jumped multiple tiers in ability. She may be able to unify them, but she can't create an industrial revolution and full base to take advantage of it in one year, particularly if we're invading Estalia at the time.

Even if we don't conquer the whole of Estalia, human nations are far more brittle, and we can weaken them enough that they can be mopped up next turn with less dice investment.
For the record, are you counting 5 Authority as pure military spending or 5 Authority as related R&D for that foe+the full military attack? I think we may also be using slightly different definitions here.

There is the option of fortifying Hellpit and locking it down, as opposed to evacuation.
Tarpitting Chaos is pointless and a waste of time, especially if it involves Daemons. It's the End Times, they get the benefit of limitless resourceless siege because fuck you they're Chaos.
 
For the record, are you counting 5 Authority as pure military spending or 5 Authority as related R&D for that foe+the full military attack? I think we may also be using slightly different definitions here.
Pure Military of course. What we have at the moment is perfectly good to use against Estalia. For all their unity, they're still mortal men that lack the technology and magic that makes the Empire of Man so impressive.

I think there was rough agreement on using the question on Myrmidia/Estalia, the only thing being what exactly to ask.
Nuh uh. We've got bigger concerns now.
I'll give you guys a piece of free but vague advice: look at a map (this one's probably best) and consider what Thanquol was thinking. It might help, though it's probably pretty difficult to find the link I'm hinting at.
This is something he's been hinting at is big, and it isn't either the big pass leading from the Northern Wastes into the Dark Lands, or that the Road of Skulls the Dwarves are taking is passing through.

Other speculation is that Nagash is doing something in the Plain of Bones.
 
Estalia
Authority Cap: None
Estalia has unified entirely against their god-queen Myrmidia, returned in their time of need. With living proof of the threat posed by the evil skaven witnessed by all of the surviving nobility, the country has engaged in preparations against the no-doubt imminent incursion. Aided by Myrmidia herself, the streets have run red with the blood of skaven and their informants, and many captives have been taken. Sewers have been blocked up or boobytrapped, and the formerly seperate military forces of each individual noble have been organized into a unified army, training with a will under the eye of the goddess of strategy.
Infiltration reduced to Heavy!
Question, would spending an authority stealing as many of Estalia's ships as possible for our navy count to the overthrow Estalia authority count? Maybe half credit? Would it at least weaken them for our purposes?

Also, would doing this help with transporting the norscan clans to Estalia at all?

That's pretty much what I want to do. Hell Pit is a humongous city, and I think only Skavenblight's bigger, so evacuating it, even if we take into account focusing on tech stuff will be difficult. And a lot of the infrastructure simply won't be able to be evacuated.

I was thinking two Authority on a combined USA/Moulder defense.
It's a waste of authority/time. We cannot protect the Hell Pit indefinetly without just flat out taking Norsca. We'd have to renew the defenses again next year even if this worked. Long term it costs less authority to just move them to Estalia, and doing that gives us a free 2 authority towards overthrowing Estalia which is currently a pretty big threat for us.
 
I need to get some sleep. I hope you don't settle on things without me, but I doubt it. This is something we need to spend a good long while discussing.
 
We should use the Question for things we aren't capable of realizing naturally - I think this precludes using it to confirm "gut feeling", which can be understood by looking at the map.

@Xantalos If we manage to identify Tarquin's gut feeling, will you confirm it for us?

Has Estalia/Tilea spread word of the Skaven threat to other Order forces?
 
How important are they? One of our big perks is massive population growth, but Hell Pit is a big city.
The majority of Moulder lives in Hell Pit, and that being wiped out would in all likelihood lead to them plummeting in the Council and weaken the value of your Authority by a few degrees.

I should clarify what I mean by that - I fudge it rather then calculate it obviously, but how much authority you have to spend on things is influenced by how strong you guys are. In the past at some points it'd have taken 7 or 8 Authority to conquer Nippon in a turn as opposed to 4 now, for instance.
 
I disagree on the idea that it's impossible to hold onto the Hellpit indefinitely. Raise the defenses, keep a constant stream of replacements, etc.

It's too important to lose anyway.
 
Pure Military of course.
Okay, I was counting 7 as 2 Auth on Moulder to finish Taurus+Hashut to let their new beasts rule the day. That doesn't necessarily conflict.

Nuh uh. We've got bigger concerns now.
Using the Question blindly or on a gut feeling is an incredible waste. If we figured out what to use it on specifically that would actually yield results, we would have basically done the legwork on it -anyway- and so rendering much of it moot.

In the past at some points it'd have taken 7 or 8 Authority to conquer Nippon in a turn as opposed to 4 now, for instance.
That's also reflected in how much of their forces they brought to Cathay, presumably.

I disagree on the idea that it's impossible to hold onto the Hellpit indefinitely. Raise the defenses, keep a constant stream of replacements, etc.

It's too important to lose anyway.
So move it to the Dark Lands or throw it into the fight elsewhere in some combination if it's too important to lose. Guarding the Hellpit against an enemy we'd prefer to have use their strength on someone else is a complete waste of resources. Authority spent to defend doesn't yield something permanent like that in terms of increasing forces--those get expended and need to do something permanent/equivalent to the enemy...who aren't going to run out either.
 
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We should use the Question for things we aren't capable of realizing naturally - I think this precludes using it to confirm "gut feeling", which can be understood by looking at the map.

@Xantalos If we manage to identify Tarquin's gut feeling, will you confirm it for us?
Just knowing about it OOC doesn't mean Thanquol's figured it out IC and how to respond to it. Considering that it's only usually flared up during when Thanquol was personally in danger, I think it's worth figuring out, far more than using it on Estalia.

Using the Question blindly or on a gut feeling is an incredible waste. If we figured out what to use it on specifically that would actually yield results, we would have basically done the legwork on it -anyway- and so rendering much of it moot.
But that's just it. We don't know what it is, so using Skreech's Question to figure out what it is and how we can counter it is far more useful than using it up fighting a bunch of mortal men who don't even have the hefty magic of the Empire or Cathay.
 
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Question, would spending an authority stealing as many of Estalia's ships as possible for our navy count to the overthrow Estalia authority count? Maybe half credit? Would it at least weaken them for our purposes?
Sure, it'd weaken them. I can't say by exactly how much but it'd certainly make them easier to take by sea. Or you could use the ships to attack from the sea, that'd work as well.

Has Estalia/Tilea spread word of the Skaven threat to other Order forces?
Not that you know of yet.

I will confirm the gut feeling thing before I ask for the question so you guys don't accidentally waste a Question.

Remember also that you can construct superweapons as solutions to situations, and unless they're one-offs you can reuse them. Or construct super defences somewhere, like a giant ray gun on top of one of your fortresses or something, that'd count as a defensive superweapon.
 
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Remember also that you can construct superweapons as solutions to situations, and unless they're one-offs you can reuse them. Or construct super defences somewhere, like a giant ray gun on top of one of your fortresses or something, that'd count as a defensive superweapon.
So, can you confirm on whether or not trying to hold onto Hell Pit is actually hopeless since Chaos will just send more forces until it's wiped out? Or is it something we can conceivably hold without eating up more Authority than it'd take to evacuate it?
 
Sure, it'd weaken them. I can't say by exactly how much but it'd certainly make them easier to take by sea. Or you could use the ships to attack from the sea, that'd work as well.
Speaking of which, is there sea access from the Port of Ruin to get around to this area or would they probably get interdicted in some fashion just trying it? (If we wanted to bring the ironclads into play this turn.)
 
Sure, it'd weaken them. I can't say by exactly how much but it'd certainly make them easier to take by sea. Or you could use the ships to attack from the sea, that'd work as well.
It certainly is conveinent that Estalias most important and powerful cities are all port cities then. This is way more useful for attacking Estalia then it would be for a nation like the Empire or Bretonnia.

Well, might as well, if we can increase our navy's power and weaken Estalia in one move there really is no reason not to.

So, yeah, that's my plan so far, 4 authority evacuating Norsca for Estalia, which doubles as 2 authority on overthrowing it. 1 authority robbing their navy/improving ours and attacking Estalia with it. Some extra authority, like, 3 ish or more, for the main invasion force.

It's still a huge part of our turn being spent on one nation, but I feel like that's unavoidable. At least this way we get other benefits from it.
 
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You aren't even seeing the New World :V

I'll give you guys a piece of free but vague advice: look at a map (this one's probably best) and consider what Thanquol was thinking. It might help, though it's probably pretty difficult to find the link I'm hinting at.

And yeah the ogres are pretty much gone, with the exception of random hideaways and such.
Well...by latitude, if Norsca is suffused in the warp, then from the Realm of Chaos going south Uzkulak could start seeing some issues at some point. The other thing is that the waterway link I just asked you about could be a problem. A Norscan marauding force could conceivably hit there unexpectedly (or even have been dropping by normally to conduct business with the Chaos Dwarves or something like that).

Alternatively, the Mountains of Mourne are right next to Glassvault and the Daemon's Stump. Do we know exactly where the Dragon Ogres are and what line their movement is taking? Is it possible they could not be heading to the Headquarters but actually going straight into the Dark Lands?

Is Bretonnia devolving enough to put Black Chasm at risk?
 
It certainly is conveinent that Estalias most important and powerful cities are all port cities then. This is way more useful for attacking Estalia then it would be for a nation like the Empire or Bretonnia.
Actually, hrmm,

Sure, it'd weaken them. I can't say by exactly how much but it'd certainly make them easier to take by sea. Or you could use the ships to attack from the sea, that'd work as well.
Would you call this map accurate?

http://www.gitzmansgallery.com/maps/Map-Estalia-1.jpg

Cause if I am reading this map currectly every single Estalian city or village that is not touching the ocean is touching a river, they have nothing but port cities.

The Navy might be our most useful clan here. We should probably spend more then one authority on the Navy this turn.

Thankfully, our Navy has a major holding under one of the big three Estalian cities. That will be useful.
 
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Superweapons are what set the Skaven apart from and above all other races - by pouring resources into a singular project, they can create weapons of fearsome power. The most famous example is of course the Fellblade, and the hordes of skavendom are filled with mad scientists eager to be the one to create the next legendary artifact.

Currently you have no superweapons.

Remember also that you can construct superweapons as solutions to situations, and unless they're one-offs you can reuse them. Or construct super defences somewhere, like a giant ray gun on top of one of your fortresses or something, that'd count as a defensive superweapon.

I'd like to point out that being without a Superweapon is highly unbecoming of Tarquin and, indeed, Skavenkind as a whole. We didn't choose to be a mutant big-brained small-mined giant rat because of strategic advantage or tactical consideration, it's to have a frankly impractical Doomlaser to carve our initials into the annal of history.

I propose that we expend 5+ dices on Superweapon project, usage to be decided, rather than such trivialities like the survival of our people.

Ask yourself: Whence the End Times comes, are you Skaven - or a bureaucrat?
 
Do we know exactly where the Dragon Ogres are and what line their movement is taking? Is it possible they could not be heading to the Headquarters but actually going straight into the Dark Lands?

Is Bretonnia devolving enough to put Black Chasm at risk?
You can't tell where they're going next, if they are moving this turn.
Black Chasm's fine for the moment, or rather hasn't been noticed by anyone major so you aren't being attacked there.
So, can you confirm on whether or not trying to hold onto Hell Pit is actually hopeless since Chaos will just send more forces until it's wiped out? Or is it something we can conceivably hold without eating up more Authority than it'd take to evacuate it?
Depends on a bunch of things, primarily how much Chaos itself is focusing on you. Right now they're primarily focused on stomping humanity/'good' races since that fits their preferred narrative, and chaos are really big on narrative, especially in daemonic forces. A Khornate chaos lord, for instance, might be smart enough to do a siege, but a khorne daemon won't do that pansy waiting stuff. So if you repel whatever attack might be coming Hell Pit's way, they might respond with bigger forces or they might just brush it off, depending on how exactly you repelled them/poked the metaphorical bear. Sorry I can't give a more specific answer, but think of it like this: Karak Dum was able to survive in the warp for 20 subjective years despite being repeatedly attacked by daemons because that fit their narrative of being really fucking hard to wear down, and often in the warp or warp-saturated areas like most of Norsca narrative matters more than fact. You could exploit this even, though I can't think of a specific way to do that at the moment. Daemon-related stuff would probably benefit a lot from that type of environment though. I'll mention that the norscan daemons seem mostly to be khornate at the moment, though.

Speaking of which, is there sea access from the Port of Ruin to get around to this area or would they probably get interdicted in some fashion just trying it? (If we wanted to bring the ironclads into play this turn.)
Not any that I can see beyond just going around the Southlands, which would work, it'd just make them arrive pretty late in the turn.

Would you call this map accurate?
Yep, it's the one I've been using actually.

Regarding superweapons, I'll note that despite the name you can use them to do pretty much anything impressive enough. Wanna create a giant cloning vat facility that lets you pump out an army (possibility of extremely debilitating mutations nonwithstanding) in no time flat? That counts. Giant teleportation array? You can do that too, just don't count your fingers (or friends) before going in.
 
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Depends on a bunch of things, primarily how much Chaos itself is focusing on you. Right now they're primarily focused on stomping humanity/'good' races since that fits their preferred narrative, and chaos are really big on narrative, especially in daemonic forces. A Khornate chaos lord, for instance, might be smart enough to do a siege, but a khorne daemon won't do that pansy waiting stuff. So if you repel whatever attack might be coming Hell Pit's way, they might respond with bigger forces or they might just brush it off, depending on how exactly you repelled them/poked the metaphorical bear. Sorry I can't give a more specific answer, but think of it like this: Karak Dum was able to survive in the warp for 20 subjective years despite being repeatedly attacked by daemons because that fit their narrative of being really fucking hard to wear down, and often in the warp or warp-saturated areas like most of Norsca narrative matters more than fact. You could exploit this even, though I can't think of a specific way to do that at the moment. Daemon-related stuff would probably benefit a lot from that type of environment though. I'll mention that the norscan daemons seem mostly to be khornate at the moment, though.
Perhaps something like...

-[] The Grey Seers enact a great Warp fueled working to harness the perception of an endless swarm of rats that will do battle and wear away the strongest foe through a thousand different cuts. Ritually sacrificing hordes upon hordes of common rats along with exemplars of other Clans to bolster their forces and act as officers, the ritual consigns them to appear again and again as Warp entities in an endless defensive maze guarding the Hellpit.

Does that seem at all feasible to you?
 
Yep, it's the one I've been using actually.
Excellent.

So, I'm having some really weird, crazy thoughts, have no idea if it's useful at all, and before I formulate that any more then I have I wanna ask some questions. Even if it is feasible I'm nor sure if it's a good idea.

The, um, the Irrana mountains, how are those doing at the moment?

According to the wiki those are for dealing with brigands and goblins right? There are 9 Estalian bases there for dealing with brigands and goblins? How are they holding up, what's the situation there? Are the destro forces acting up there? Are the bases relatively strong, under siege, troops withdrawn for some reason? Any of them fall?

We have Heavy Infiltration so we should have a decent idea.

...............

I'll probably want to focus on the Navy/Norsca idea instead with a regular invasion on top, but eh, I can develop multiple plans.
 
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Does that seem at all feasible to you?
Basically summoning a giant/endless swarm of rats to help fuck up whatever daemon horde's trying to attack you there? You could do that, yeah, though if you didn't tie it to anything like an artifact or something it'd only be temporary.

The, um, the Irrana mountains, how are those doing at the moment?
Ah, the question that I didn't even know existed. We meet again, my old friend :V

Brigand forces basically aren't there in really major force and while what goblin tribes are there are as riled up as any greenskin is right now, they're not really in big enough numbers to present a significant threat to those forts. They're doing alright, as a broad answer.

Also yeah, know what? I was half-expecting this to happen and half-expecting it to happen later on, but you guys guessed it pretty damn quickly - Thanquol's Bad FeelingTM​ is coming from that damn Plain of Bones and the fact that it's basically right next to Nagashizzar/Cripple Peak. He doesn't know what necessarily's gonna happen with that whole situation, but something nasty's gonna pop out of it, he just knows it. For some reason leaving a gigantic dragon graveyard unattended next to the Prime Necromancer (not that Thanquol knows he's up and about) seems like a less than optimal idea.
 
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