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Hmm, if we take the action to make posters we're going to have to come up with an actual name then.
Fanriel Drangleic, Master of Lore. When your problem requires more than just a dumb blade hire a smart one.

[X] Pike and shot revised
-[X] The Peerless Pikes of Picardiozzo
-[X] The Magnificent Maestros of Magritta
-[X] The Goblin Hewers
-[X] The 8th Grim Bears
-[X] The Stirland Strikers
-[X] Hurdin's Hunters
 
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[X] Plan: Iron, Steel and More Dakka
-[X] The Coinshields
-[X] The 8th Grim Bears
-[X] The Magnificent Maestros of Magritta
-[X] The Goblin Hewers
-[X] The 3rd Nuln Ironsides
-[X] The Stirland Strikers
 
[X] Plan Commando Raid
-[X] The Coinshields
-[X] The Goblin Hewers
-[X] Gunther's Grenadiers
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The Silver Prophet
 
The flanks seem vulnerable to a concentrated push but I guess the scouts are there to prevent surprises and the ulricans can be repurposed into a reserve as well.
If the handgunners really have the stopping power you describe this could work well but would want some confirmation on that. Especially against the jarl and his huskarls who have some chaos imbued artifacts. The loremasters forces will be busy dealing with shamans and could probably hold against the jarl's contingent too but at the cost of heavy losses since there's a numerical discrepancy.

It would be best if Loremaster Fanriel's group just had to deal with the vitki and any beasts.
I have been sold on the crossbows as a replacement and my pike and shot plan has a revised version. They have less punch, but their numbers and the ability to shoot over the heads of pikemen more easily have sold me. The majority of the Norscans will be lightly armored and the added armor piercing of handguns may be overkill. That said, the champions could be quite heavily armored.
 
I have been sold on the crossbows as a replacement and my pike and shot plan has a revised version. They have less punch, but their numbers and the ability to shoot over the heads of pikemen more easily have sold me. The majority of the Norscans will be lightly armored and the added armor piercing of handguns may be overkill. That said, the champions could be quite heavily armored.
I think we definitely need at least one unit of Handgunners to deal with the Huskarls, but two is probably overkill.
 
Names also affect our brand in terms of what clients we want. Blades of Hoeth would emphasize magic and lore; the Lightfangs would make people think we're best against Chaos and the undead.
 
[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet
 
You know what this reminds me of? Mass Effect 2's Suicide Mission;), with the difference that we have to choose both the task and the units, not only the latter. Or XCOM 2's guerrilla ops; ideally you go in fast and hard, get the VIP and scamper.

As you said,
The plan is a hard-hitting lightning raid based on using the harbor to bypass any outer fortifications and hit the town directly, focusing on street-by-street urban combat rather than formation fighting.
A contested landing will be very difficult though, and liable to cause heavy losses. So, how to do such a landing?

First, we need Shock & Awe when landing, to avoid getting tossed back into the water. Will this shock be melee-based or gunfire-based?
The guns are more disciplined, but remember that if it rains, the guns will be mostly useless.
Melee would be the Basher Ogres punching a hole in the Norscan line for the Frostseekers to follow through. Or for the Dwarves to support them, maybe.
Gunfire would be the Coinshields (we can shoot above them quite safely), followed by the Goblin Hewers (that I prefer to the Nuln Ironsides because they can defend themselves better in melee).

The Maestros of Magritta are a well-balanced force with multiple uses, we need some "standard infanty".
The Silver Prophet could give us some flexibility, and the possibility to counter Chaos spells. But why allow the shamans to leisurely set up behind a Norscan shieldwall, when we can do a lightning raid and give them no space?
A good argument can be made for the Pale Spirits, to have some of them go on a commando mission with us to find and free the prisoners. They are the best individual fighters.

So, we have to pick 6 among:
2 special units: Arabyan Mage and Pale Spirits.
2 standard infantry: Coinshields and the swordsmen from Magritta.
2 ranged-that-can-defend-themselves: Goblin Hewers, 8th Grim Bears.
2 shock infantry that will reap a bloody toll: Bashers and Frostseekers.
Ultimately, you know what I'd go for?

[X] Plan Lightning Raid
-[X] The Bashers
-[X] The Frostseekers
-[X] The Coinshields
-[X] The Goblin Hewers
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
We abandon the Silver Prophet, because we want to have the forces to execute the best shock & awe action possible:
- on landing, the Bashers smash a hole in whatever shieldwall(or barricade) the Norscans manage to put up on short notice; the Frostseekers follow through the gaps in the line and mess them up.
- Then it depends on the how the battle is shaped; if we need orderly formations, we have the Coinshields shieldwall and GoblinHewers polearms-with-gunfire. If the battle devolves into racing through the street and fighting in small groups, we have the Pale Spirits. The Maestros swordsmen can acquit themselves honorably in both cases.

Basically the only differences with the
[] Plan Everyone Has a Plan Until they Get Punched in the Face
are:
- I include the Coinshields because I don't trust gunpowder-only units, and you include the 3rd Nuln Ironsides because you trust gunpowder but not the Dawi.
- I include the Frostseekers to have a strong landing and get the situation in enough disarray that a special mission with Swordmasters and some Pale Spirits can be attempted in the first place, whereas you include the Silver Prophet for flexibility and spell-countering.
 
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I don't think they'd be able to figure most of that out.

They're light cavalry, not Eshin. How are they going to be able to tell who is a Vikti, let alone how many of them there are?

I would think the Vikti would stand out from other Norscans but you are right about the trouble they would have getting information on what's behind the walls.

I dislike the Arabyan Magister, because he's a caster from Araby and we are not there.

The Winds are weak down there, but now we sail near the edge of the Chaos Wastes, where the Winds of Magic blow wild and strong.

Someone who has trained on easy mode near the equator is much more likely to explode up here than even a technically worse mage from the Empire or Kislev.

The thing your forgetting is that the Arabyan Magister is unlikely to be casting many spells and more likely to depend on any Djin's and Spirits they have bound to their service in this kind of fight.

[X]Plan Don't Fuck It Up
-[X] Hurdin's Hunters
-[X] The Magnificent Maestros of Magritta
-[X] The 8th Grim Bears
-[X] The Peerless Pikes of Picardiozzo
-[X] The Silver Prophet
-[X] The Stirland Strikers

[X] Plan: Iron, Steel and More Dakka
-[X] The Coinshields
-[X] The 8th Grim Bears
-[X] The Magnificent Maestros of Magritta
-[X] The Goblin Hewers
-[X] The 3rd Nuln Ironsides
-[X] The Stirland Strikers

[X] Plan Gladiatorial Assault
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The Stirland Strikers
-[X] The Silver Prophet

[X] Plan Pikes And Prophets
-[X] The Peerless Pikes of Picardiozzo
-[X] The Magnificent Maestros of Magritta
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Stirland Strikers
-[X] The Silver Prophet

[X] Plan Guns and Gladiators
-[X] The Coinshields
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The 8th Grim Bears
-[X] The 3rd Nuln Ironsides
-[X] The Silver Prophet

[X] Plan Commando Raid
-[X] The Coinshields
-[X] The Goblin Hewers
-[X] Gunther's Grenadiers
-[X] The Magnificent Maestros of Magritta
-[X] The Pale Spirits
-[X] The Silver Prophet
 
The Ironsides use Handguns as do the Goblin Hewers which is why they are called Strelsti and use their bardechs as rests for their guns.

Yes? That's what I was saying. The two both use pistols and thus serve very similar roles.

We abandon the Silver Prophet, because we want to have the forces to execute the best shock & awe action possible:

I dunno, Battle Magic tends to be fantastic shock and awe one way or another.

- on landing, the Bashers smash a hole in whatever shieldwall(or barricade) the Norscans manage to put up on short notice; the Frostseekers follow through the gaps in the line and mess them up.
- Then it depends on the how the battle is shaped; if we need orderly formations, we have the Coinshields shieldwall and GoblinHewers polearms-with-gunfire. If the battle devolves into racing through the street and fighting in small groups, we have the Pale Spirits. The Maestros swordsmen can acquit themselves honorably in both cases.

Th issue here is the high likelihood of collateral damage on what's supposed to be a rescue mission. Both the Bashers and Frostseekers are Low Discipline units which is more than a bit of a problem.
 
TBH we know roughly where we expect the captives to be, at the dockyards. Stick the collateral-damage-ers elsewhere on the battlefield and I think it's fine.
 
Yes? That's what I was saying. The two both use pistols and thus serve very similar roles.



I dunno, Battle Magic tends to be fantastic shock and awe one way or another.



Th issue here is the high likelihood of collateral damage on what's supposed to be a rescue mission. Both the Bashers and Frostseekers are Low Discipline units which is more than a bit of a problem.

The Handguns referenced are not pistols. Why are you calling a two Handed firearm that in one of the units we can get is used braced on a Pollarm for better stability and accuracy? Pistols are one handed guns designed for relatively short ranged work.
 
TBH we know roughly where we expect the captives to be, at the dockyards. Stick the collateral-damage-ers elsewhere on the battlefield and I think it's fine.

Assumptions on that subject seem ill-advised to me. Them being Low Discipline also means that our ability to direct them specifically towards or away from specific things is probably pretty bad.

Also, as I mentioned once before, this is a job interview as well as a tactical analysis, and making even the slightest indication that collateral damage is acceptable to us on a rescue mission when talking to the father of the guy to be rescued is perhaps not the best way to get employed.

The Handguns referenced are not pistols. Why are you calling a two Handed firearm that in one of the units we can get is used braced on a Pollarm for better stability and accuracy? Pistols are one handed guns designed for relatively short ranged work.

Er...the definition of 'handgun' is literally as follows:

"a firearm (such as a revolver or pistol) designed to be held and fired with one hand"

Pistol's definition certainly also involves needing only one hand, sure, but handgun literally means a gun that can be fired with one hand. Now, almost all of them usually are much more accurate when fired with two hands and/or braced but that doesn't mean you have to do it that way.
 
There is some issue with using heavy dwarven infantry, not known for speed, on a shock and awe lightning raid. I also think gunpowder units are particularly good for intimidation, hence including two of them.

Er...the definition of 'handgun' is literally as follows:

"a firearm (such as a revolver or pistol) designed to be held and fired with one hand"

Pistol's definition certainly also involves needing only one hand, sure, but handgun literally means a gun that can be fired with one hand. Now, almost all of them usually are much more accurate when fired with two hands and/or braced but that doesn't mean you have to do it that way.
Tbf, modern definitions don't quite apply. Warhammer Fantasy handgunners look like this:

 
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But yeah, with the Ironsides, Goblin Hewers and the Ogres, forcing a landing should not be a problem. I'm also not sure how much weather is an issue. We can choose when to attack after all, and we'd have two wizards to predict/manipulate the weather. Would be extra good if the Prophet could make some fog cover but without knowing more there's no guarantee.
 
Assumptions on that subject seem ill-advised to me. Them being Low Discipline also means that our ability to direct them specifically towards or away from specific things is probably pretty bad.

Also, as I mentioned once before, this is a job interview as well as a tactical analysis, and making even the slightest indication that collateral damage is acceptable to us on a rescue mission when talking to the father of the guy to be rescued is perhaps not the best way to get employed.



Er...the definition of 'handgun' is literally as follows:

"a firearm (such as a revolver or pistol) designed to be held and fired with one hand"

Pistol's definition certainly also involves needing only one hand, sure, but handgun literally means a gun that can be fired with one hand. Now, almost all of them usually are much more accurate when fired with two hands and/or braced but that doesn't mean you have to do it that way.

Handguns when referring to for example Imperial Handguners which is what the Ironsides are means a two handed weapon of around the same size as a Real World Musket of the 1600 to 1700's. The Strelsti are also using a two handed long gun that they brace on their Pollarms to increase their accuracy. You can't fire either of those guns in anyway effectively with just one hand. Pistol is the word used to refer to one handed firearms by the Humans and Dawi of the Old World.

The definition of handgun that you linked to is just one of several and handgun has normally meant across history a firearm that can be used by one person unaided as a posed to cannon which needed multiple people to move and use.
 
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