We could have the dragons do a run with their breath attacks from above while we cast a spell like wind of death to clear them out then raise them.
 
alright tentative plan:

Martial/Diplomatic Victory:
-Begin the battle with an art of magical supremecy, have spell-casters on dispell duty as we cast Curse of Ages upon the nurgle forces near the lyoneese forces. Display any other magical power with the winds of Hysh.
-Use the zombies as the beginning of our charge, have them avoid the peasants and knights as if they cannot be seen and/or are a invisible rock within the river.
-our dark beasts are to use hit and run tactics on the flanks of the rot-tide to drag off any forces that can be slain and/or devoured safely.
-any airborne forces (fell bats) are to immediately when the zombie tide hits begin harassment of the rot tides artillery forces and/or supply trains.
-our skeletons are to follow up the zombies and begin pelting the rot-tide forces with waves of arrows and only engage if needed.
-Black knights are held to back to strike at the rot-tides sides along with the vargs we have. the beastial shock troops will allow for more heavy combat as they slam into their ranks and pull back.
-use dragons sparingly, but allow the emperor dragons to cast their own magic from winds of heavens and winds of fire respectively.
-If needed, use Hysh to heal anyone from the peasantry to knights and cure them of sickness and rot.
-if possible and our forces have enough dead, use necromancers that arent on dispel duty to raise more undead from the rot-tides forces. Not the peasantry or the knights.
-Our gravegaurd is to only engage if they can reasonably hit the core of the rot-tides forces.
-If things begin to go south for us, use the dragons numbers and burn them out...raise the remains of the army to replenish our numbers.
 
alright tentative plan:

Martial/Diplomatic Victory:
-Begin the battle with an art of magical supremecy, have spell-casters on dispell duty as we cast Curse of Ages upon the nurgle forces near the lyoneese forces. Display any other magical power with the winds of Hysh.
-Use the zombies as the beginning of our charge, have them avoid the peasants and knights as if they cannot be seen and/or are a invisible rock within the river.
-our dark beasts are to use hit and run tactics on the flanks of the rot-tide to drag off any forces that can be slain and/or devoured safely.
-any airborne forces (fell bats) are to immediately when the zombie tide hits begin harassment of the rot tides artillery forces and/or supply trains.
-our skeletons are to follow up the zombies and begin pelting the rot-tide forces with waves of arrows and only engage if needed.
-Black knights are held to back to strike at the rot-tides sides along with the vargs we have. the beastial shock troops will allow for more heavy combat as they slam into their ranks and pull back.
-use dragons sparingly, but allow the emperor dragons to cast their own magic from winds of heavens and winds of fire respectively.
-If needed, use Hysh to heal anyone from the peasantry to knights and cure them of sickness and rot.
-if possible and our forces have enough dead, use necromancers that arent on dispel duty to raise more undead from the rot-tides forces. Not the peasantry or the knights.
-Our gravegaurd is to only engage if they can reasonably hit the core of the rot-tides forces.
-If things begin to go south for us, use the dragons numbers and burn them out...raise the remains of the army to replenish our numbers.
At the same time, we should also send some kind of envoy to the Duke to tell him that we are on his side, so could he please hold back from attacking us for now?
 
alright tentative plan:

Martial/Diplomatic Victory:
-Begin the battle with an art of magical supremecy, have spell-casters on dispell duty as we cast Curse of Ages upon the nurgle forces near the lyoneese forces. Display any other magical power with the winds of Hysh.
-Use the zombies as the beginning of our charge, have them avoid the peasants and knights as if they cannot be seen and/or are a invisible rock within the river.
-our dark beasts are to use hit and run tactics on the flanks of the rot-tide to drag off any forces that can be slain and/or devoured safely.
-any airborne forces (fell bats) are to immediately when the zombie tide hits begin harassment of the rot tides artillery forces and/or supply trains.
-our skeletons are to follow up the zombies and begin pelting the rot-tide forces with waves of arrows and only engage if needed.
-Black knights are held to back to strike at the rot-tides sides along with the vargs we have. the beastial shock troops will allow for more heavy combat as they slam into their ranks and pull back.
-use dragons sparingly, but allow the emperor dragons to cast their own magic from winds of heavens and winds of fire respectively.
-If needed, use Hysh to heal anyone from the peasantry to knights and cure them of sickness and rot.
-if possible and our forces have enough dead, use necromancers that arent on dispel duty to raise more undead from the rot-tides forces. Not the peasantry or the knights.
-Our gravegaurd is to only engage if they can reasonably hit the core of the rot-tides forces.
-If things begin to go south for us, use the dragons numbers and burn them out...raise the remains of the army to replenish our numbers.
We probably want to use Call of Vanhel on our forces at the beginning of the battle, might want to use winds of death or shem's burning gaze instead of the curse of years, have the knights go to the duke and tell him who we are(The duke of Mousillian), have the dragons do a drive by, have Aleskander ride on a great storm dragon to where the plague wizards are first and then to the nurgle chaos lord in order to take them out, and we might want to have the Invocation of Nehek ready to go about midway through the battle.
 
- Magical Forces: 5 Plague Wizards
- Leader: Nurgle Chaos Lord

Those six are they key to this battle, take them out and things get a lot easier. So giant Hysh attack on the Chaos Lord and Wizard would not be amiss
 
- Magical Forces: 5 Plague Wizards
- Leader: Nurgle Chaos Lord

Those six are they key to this battle, take them out and things get a lot easier. So giant Hysh attack on the Chaos Lord and Wizard would not be amiss

we have WAY more casters then the army, that's why i want our spell casters on dispel duty
at least 5 necromancers per plague wizard. That alone will fuck them up.

edited: if anyone wants to build up a more complex plan ill wait to give my own input again.

still, this should be interesting on how we deal with this.

@Alucard Vampiry does the nurglite forces have any fortifications or is this a open battlefield? What's the terrain like? what natural defensive positions are availble?
 
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@Alucard Vampiry
1. If we spread our necromancers amidst the undead forces will they get a bonus to cohesion and following orders or just a general bonus
2. Do we or any of our spell casters have any weakening spells?
3. it slipped my mind the last time, but why are there no Vampires in our army?
 
hahaha lol this isn`t a war its a cake walk just overrun the rotters and then give the duke a choice and when/if he choices to fight kill him and take his army for our own.
 
@Alucard Vampiry
1. If we spread our necromancers amidst the undead forces will they get a bonus to cohesion and following orders or just a general bonus
2. Do we or any of our spell casters have any weakening spells?
3. it slipped my mind the last time, but why are there no Vampires in our army?

if i remember correctly we control our undead ourselves, but their buff spells might help. also the casters might have extra buff spells themselves, but we should leave it to their discretions.
eh, we only have Lamin vampires right now. their more of spy's/saboteurs of the vampire world.

edited:
hahaha lol this isn`t a war its a cake walk just overrun the rotters and then give the duke a choice and when/if he choices to fight kill him and take his army for our own.

lets not get too cocky here, we may have overwhelming numbers and might, were not sure just how many forces were going to be fighting in the future if the beastmen and orks get wind of this fight, but still this is going to give us allot more dead to play with. as it is im in favor of casting buff spells on our zombies/skeletons as they begin to whittle the enemy down and drown them in numbers like WWZ.

also use our dark beasts and heavy shock troopers to hit their sides/rear and the fell bats to cut off any who try to escape the slaughter. the dragons will be used if things begin to turn on us or if resistance is too stiff. ourselves? we should duel the champion and break his wizard group...and in turn use HYSH to both heal the living members of our forces and for the dukes forces.
 
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if i remember correctly we control our undead ourselves, but their buff spells might help. also the casters might have extra buff spells themselves, but we should leave it to their discretions.
eh, we only have Lamin vampires right now. their more of spy's/saboteurs of the vampire world.
even none fighty vampire are generally better fighters then most none vampire fighters. unless decked out with magical gear.
 
We should at least send some of our necromancers to deal with the 5 Plague Wizards as even they are low in numbers, they are still a problem as magic can fuck up our our army
 
@Alucard Vampiry does the nurglite forces have any fortifications or is this a open battlefield? What's the terrain like? what natural defensive positions are availble?
The location of the battle is open terrain, with no natural defensive positions.
@Alucard Vampiry
1. If we spread our necromancers amidst the undead forces will they get a bonus to cohesion and following orders or just a general bonus
2. Do we or any of our spell casters have any weakening spells?
3. it slipped my mind the last time, but why are there no Vampires in our army?
1. A general bonus to the undead assigned to the necromancers.
2. You have several weakening such as curse of years, or bewilder.
3. The MC doesn't trust them enough for them to not screw up in a very important situation and they still cling to the whole 'mortals are cattle' way of thinking even if it is downgraded.
3.1 And someone has to keep order in your territory.
3.2 And manage your spy rings.
 
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Alright so I got this
[X] Plan: Death to Chaos, Time to steal some toys from an Elven Goddess MK.2
- Have our Dragons do a fly by of Nurglite forces and assist in a way that does as little friendly fire as possible
- For each Nurglite wizard 5 of our Necromancers run interference while Nidhogg, Dragoth, Drakon, Galkrond and Fafnir deal with a wizard each after being buffed with Bironas time Warp
- Druk goes to the Duke with an honor guard of 2 Storm Dragons riding on his own Emperor Storm Dragon, to convince him to not attack us and if he succeeds to try to get him more willing to listen to us after the battle and more receptive to our words
- We go to deal with the Chaos Lord after casting bewilder on him and curse of ages on the entire Nurglite host as well as buffing our undead with Call of Vanhelm, we approach the Chaos Lord in our Dragon Form but kill him in Armored Form after casting Abullas Snare on him
- The Necromancers not interfering with the Chaos Wizards spread out among our undead and lead them to relieve the Brettonians while maintaining a formation so that it's clear they can go after the Dukes forces if he attacks but not interested in doing so if left alone
- Our Wizards are to provide magical support to the Brettonians, be it casting buffs on their peasants (I doubt the knights would appreciate it), healing spells, curses on the Nurglites or general offensive spells, but position themselves so that their are appearing ready to switch targets if provoked but not threatening

@Alucard Vampiry Would the curse of ages even work on Nurglites? Seeing as they are rotting and generally not supposed to live already.
Edit: Replaced the first version of the plan because I don't have an cross out button for unknown reasons
 
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[X] Plan: Death to Chaos, Time to steal some toys from an Elven Goddess

sounds good to me, don't forget our other abilities...we should use magic as needed, either HYSH or otherwise.

edited: @AlphaOmega check out our character sheet on our buffs/debuffs we have...also Dracul should duel the chaos champion...
 
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[X] Plan: Undead March
-[x] Cast Call of Vanhel on our undead forces before the attack and then open up with Shem's burning gaze through the nurgle forces. Then use curse of ages on the Nurglite forces, use Daemonbane on the champions(If it will work on them), and Hands of Karkora on the chaos wizards along with whatever forces they have around them. Have our undead and dark beast army attack the nurgle army.
-[x]Have our Dragons do a fly by of Nurglite forces and continue to provide air support after.
-[x]For each Nurglite wizard 5 of our Necromancers run interference while Nidhogg, Dragoth, Drakon, Galkrond and Fafnir deal with a wizard each if the hands of Karkoa didn't take them out.
-[x] Druk goes to the Duke with an honor guard of 2 Storm Dragons riding on his own Emperor Storm Dragon, to convince him to not attack us and if he succeeds to try to get him more willing to listen to us after the battle and more receptive to our words
-[x]We go to deal with the Chaos Lord, we get to him by riding a doom fire dragon. While riding the dragon to him cast winds of death on the opposing army if there is enough time and use Abullas Snare on the Chaos Lord once we see him.
-[x]The Necromancers and wizards not interfering with the Chaos Wizards support our undead and beasts attacking the army.
-[x]Have 500 of the fire dragons standing by for an ambush(hidden above the clouds) if the duke or his forces try to attack us.
-[x] After the battle is over provide relief and healing for those who need it after talking to the duke personally to ensure we won't be attacked by his forces.
 
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