- Location
- Anchorage, Alaska
well shit, its a fucking ritual.
Rituals are fucking bad, which means we need to disrupt it. good thing we have giants.
[X] To stop the ritual: primary goal, stop whatever fuckery the khornates are doing.
-[x] to start with, buff all the undead with whatever spells and sorcery the necromancers can conjure
-[x] Giants are to throw whatever chunks of rock they can at the walls AND within the city-scape in hopes to disrupt whatever the hell is going on inside, such rituals are...finicky and even the slightest disruption can cause it to go aray.
-[x] However have a few giants aim to at the gates and walls at key points, zombie tides are to swarm the as fast and hard as possible, skeleton warriors provide over watch with a walking constant barrage of arrows (fire by rank's)
-[x] once the walls are breached or if enough of a ramp is made, the gravegaurd are to open up the breaches in order to allow the black knights to charge forth to wherever the ritual is being taken place. We are on a time limit here, and ensure every kill made does not bleed as much as they can. Also during the attack raise any dead that they come across to use as fodder against the daemons.
-[x] Necromancers that still remain are to try and contest the ritual, or at least force the khornates to do MORE work in order to summon whatever greater daemon they are trying to utilize, all the while the rest of them strategically banish and/or curse the enemy forces to allow maximum damage against the enemy.
-[x] once the walls are breach and the gatehouses secure, giants are to "Carefully" provide heavy artillery to whatever positions are needed to either crush or demolish pathways to the ritual site.
--[x] On the way, free any slaves and ensure that as few sacrifices get to the ritual site as much as possible to prevent any warp summoning.
---[x] If ritual site is secure, taint it towards Dracul or siphon the power away as "conquest" against the horrors of the warp (if at all possible and the necromancers think its worthwhile, this is a bonus objective)
note: In the event of Summoning a Greater daemon, throw all the giants at it and hope to dracul that enough curses and banishment spells can send it back home to the warp weakened and humiliated before khorne.
okay, this if there wasn't a ritual i would have gone for a different route...but right now speed is of the essence, so combined full frontal assault with focused attack. We are trying to get our elite tiered units to the ritual and stop it at the source, while necromancers direct hordes of undead to bury the khornates under bodies while skeletons provide constant rain of arrows by firing in ranks, which while not mass fire force the khornates to go into cover while our boys get pot-shots off...and despite being khornates...undead really don't feel pain or suffer from blood-loss...so them shedding blood isnt going to work much when we can break bones and snap necks, as well as strangle the living as well as curse them.
this also goes into a way of that rituals summoning daemons? they can be VERY dangerous for even the most profound chaos lords, that even one little thing goes wrong like a rat in the wrong place at the wrong time disrupting a even a fucking candle or scuffing a part of the ritual circle can cause drastic effects...
and frankly if we can turn this ritual around on the khornate forces? i will laugh like a maniac, as siphoning a portion of a gods power is dangerous as fuck, but tainting the ritual with undeath or "ending"...or hell even Shyish/necromancy? that's going to cause problems, as daemons really don't get undead nor understand them...same with undead. They just don't give a shit about the warp-spawn.
also on the ritual of taking it over? BONUS OBJECTIVE...its a risky as fuck thing, and if the necromancers see its not worth it dismantle it. if they can summon one of dracul's elemental children with said ritual's remnants to get a pure elemental dragon on their side? especially one of Death itself?
that's going to be a hell of a boon.
Rituals are fucking bad, which means we need to disrupt it. good thing we have giants.
[X] To stop the ritual: primary goal, stop whatever fuckery the khornates are doing.
-[x] to start with, buff all the undead with whatever spells and sorcery the necromancers can conjure
-[x] Giants are to throw whatever chunks of rock they can at the walls AND within the city-scape in hopes to disrupt whatever the hell is going on inside, such rituals are...finicky and even the slightest disruption can cause it to go aray.
-[x] However have a few giants aim to at the gates and walls at key points, zombie tides are to swarm the as fast and hard as possible, skeleton warriors provide over watch with a walking constant barrage of arrows (fire by rank's)
-[x] once the walls are breached or if enough of a ramp is made, the gravegaurd are to open up the breaches in order to allow the black knights to charge forth to wherever the ritual is being taken place. We are on a time limit here, and ensure every kill made does not bleed as much as they can. Also during the attack raise any dead that they come across to use as fodder against the daemons.
-[x] Necromancers that still remain are to try and contest the ritual, or at least force the khornates to do MORE work in order to summon whatever greater daemon they are trying to utilize, all the while the rest of them strategically banish and/or curse the enemy forces to allow maximum damage against the enemy.
-[x] once the walls are breach and the gatehouses secure, giants are to "Carefully" provide heavy artillery to whatever positions are needed to either crush or demolish pathways to the ritual site.
--[x] On the way, free any slaves and ensure that as few sacrifices get to the ritual site as much as possible to prevent any warp summoning.
---[x] If ritual site is secure, taint it towards Dracul or siphon the power away as "conquest" against the horrors of the warp (if at all possible and the necromancers think its worthwhile, this is a bonus objective)
note: In the event of Summoning a Greater daemon, throw all the giants at it and hope to dracul that enough curses and banishment spells can send it back home to the warp weakened and humiliated before khorne.
okay, this if there wasn't a ritual i would have gone for a different route...but right now speed is of the essence, so combined full frontal assault with focused attack. We are trying to get our elite tiered units to the ritual and stop it at the source, while necromancers direct hordes of undead to bury the khornates under bodies while skeletons provide constant rain of arrows by firing in ranks, which while not mass fire force the khornates to go into cover while our boys get pot-shots off...and despite being khornates...undead really don't feel pain or suffer from blood-loss...so them shedding blood isnt going to work much when we can break bones and snap necks, as well as strangle the living as well as curse them.
this also goes into a way of that rituals summoning daemons? they can be VERY dangerous for even the most profound chaos lords, that even one little thing goes wrong like a rat in the wrong place at the wrong time disrupting a even a fucking candle or scuffing a part of the ritual circle can cause drastic effects...
and frankly if we can turn this ritual around on the khornate forces? i will laugh like a maniac, as siphoning a portion of a gods power is dangerous as fuck, but tainting the ritual with undeath or "ending"...or hell even Shyish/necromancy? that's going to cause problems, as daemons really don't get undead nor understand them...same with undead. They just don't give a shit about the warp-spawn.
also on the ritual of taking it over? BONUS OBJECTIVE...its a risky as fuck thing, and if the necromancers see its not worth it dismantle it. if they can summon one of dracul's elemental children with said ritual's remnants to get a pure elemental dragon on their side? especially one of Death itself?
that's going to be a hell of a boon.