Voting is open for the next 21 hours, 26 minutes
While Small and Elite has obvious advantages, it does have some limitations. The big one is numbers. 20 Sea Guard are a very tough nut to crack, but our total mercenary company will number 33 people if I'm counting correctly
The reason all plans are going for the all 20 Sea Guard is because there are only available this turn and because of this

Hmm, I am feeling generous.

[80+30(Fanriel Martial)=110/100]

"Unlike the other recruits, the Sea Guard all come from the same unit and have fought alongside each other before. They would probably have really good esprit de corps if hired as a block."
 
I fully agree. I'm just wary of committing to spending more money that we don't actually have yet beyond the already expensive Sea Guard. We don't have someone to front us a loan if we don't manage find a contract enough to pay our new upkeep costs, and Blackout has warned us about the severe consequences of not having enough money to pay our new recruits at the end of the next mission.

Blackout has also noted repeatedly that we can charge a lot more next time after our rather impressive showing, and that we can charge even more than that the bigger a unit we have, in all likelihood. So I think you're being a little too conservative here, personally. Like...your numbers are technically correct, but I think you're severely underestimating our likely pay for our next job if we show up with 50+ soldiers.

[X] Plan: Kislev Grit and Elven Grace: Sea Guard (490g: upkeep 1310g)
[X] Plan Elves make the money (640 GC; 1360 GC)
[X] Plan Small and Elite with Rangers (440 GC; upkeep 1060 GC)
 
[X] Plan Small and Elite with Rangers (440 GC; upkeep 1060 GC)
[X] Plan Small and Elite


[X] Plan Elite Elven Veterans v3
-[X] 14 Veteran Spearmen
-[X] 10 Lothern Sea Guard
-[X] 2 Veteran Rangers

Recruitment Cost: 520 GC
Upkeep Cost: 980 GC

Compared to "previous version", I removed Veteran Archers and replaced them with more Lothern Sea Guard

I also removed 1 Veteran Spearman to "keep it under limit" (1000 GC Upkeep Cost)
 
Last edited:
Blackout has also noted repeatedly that we can charge a lot more next time after our rather impressive showing, and that we can charge even more than that the bigger a unit we have, in all likelihood. So I think you're being a little too conservative here, personally. Like...your numbers are technically correct, but I think you're severely underestimating our likely pay for our next job if we show up with 50+ soldiers.

[X] Plan: Kislev Grit and Elven Grace: Sea Guard (490g: upkeep 1310g)
[X] Plan Elves make the money (640 GC; 1360 GC)
[X] Plan Small and Elite with Rangers (440 GC; upkeep 1060 GC)
We likely could charge more, but the Sea Guard already are more. Last mission had an agreed payout of 300 GP with a potential 100 GP bonus. The Sea Guard are demanding 1,000 GP in upkeep. Just hiring them is already betting on us being able to double our contract, and needing to make considerably more then double our previous contract to actually make a profit.
 
We likely could charge more, but the Sea Guard already are more. Last mission had an agreed payout of 300 GP with a potential 100 GP bonus. The Sea Guard are demanding 1,000 GP in upkeep. Just hiring them is already betting on us being able to double our contract, and needing to make considerably more then double our previous contract to actually make a profit.

Sure. But Blackout has rather repeatedly noted we got severely underpaid there, and will be paid lots more for our next mission based on the rep we earned there. I think we should expect at least double our money even with no additional forces. So, at least 600-800, minimum.

If we also triple our forces, I'd expect to at least double our money again. Which is to say, I'd be shocked if there aren't contracts in the 1500 GC range for us and the Seaguard if we go that route. If you add yet more soldiers, I'd bet that goes up even further and 2000 GC is very possible as a fee for the mercenary company created by the plans that actually add significant soldiers beyond the Seaguard.
 
Sure. But Blackout has rather repeatedly noted we got severely underpaid there, and will be paid lots more for our next mission based on the rep we earned there. I think we should expect at least double our money even with no additional forces. So, at least 600-800, minimum.

If we also triple our forces, I'd expect to at least double our money again. Which is to say, I'd be shocked if there aren't contracts in the 1500 GC range for us and the Seaguard if we go that route. If you add yet more soldiers, I'd bet that goes up even further and 2000 GC is very possible as a fee for the mercenary company created by the plans that actually add significant soldiers beyond the Seaguard.
When did Blackout use the expression lots more? In the latest update Fanriel even says that while she expects people in the area to have a better understanding of what swordmasters can do, she doubts it will have fully sunk in after just this one mission.

Anyway this is all supposition. We don't actually know how much money our next contract could offer, but remember what Blackout told us about what playing the dragon mage mercenary option would have been like. We can actually overshoot our local environment of paymasters in terms of what they can afford. We're in Kislev, not in Tilea, Reikland or Marienburg or working for Dwarfs or Ulthuan. Employers here aren't necessarily going to have a checkbook of yes when looking for new hires.

In general ideally if we're going to keep expanding we're probably going to want to get a contact with Erengard's prince or the Tzar, come to think of it.
 
When did Blackout use the expression lots more? In the latest update Fanriel even says that while she expects people in the area to have a better understanding of what swordmasters can do, she doubts it will have fully sunk in after just this one mission.
Elves are expensive.

But I will note that having more people will give you access to bigger and more lucrative contracts, and the Norscan debacle means people also have some idea of what you are capable of now, which means you can negotiate your prices accordingly
 
@Ragingbear21 I know Blackout said that we could negotiate for more next mission, but Deadmanwalking was using a lot of superlatives like "lots" more or "severely" underpaid, which I didn't recall blackout using, and which don't seem to appear in the post you quoted.
 
@Ragingbear21 I know Blackout said that we could negotiate for more next mission, but Deadmanwalking was using a lot of superlatives like "lots" more or "severely" underpaid, which I didn't recall blackout using, and which don't seem to appear in the post you quoted.

It was the implication I got from the conversation as a whole rather than any specific post. I'm pretty doubtful we aren't talking a doubling in pay based purely on rep, though.
 
Btw, what do you think about my "Elite Elven Veterans v2" Plan?
It's reasonable, but like it was already said: the Lothern Sea Guard will be even more effective when we hire the whole unit of 20 Ithilmar-clad soldiers. They are probably a one-time opportunity, therefore we should pick them up while we can. The rest should still be available when we go on a recruiting campaign again if we stick to Erengrad.
 
[X] Plan Small and Elite
-[X] 20 Lothern Sea Guard (400 GC; 1000 GC)

[X] Plan Small and Elite with Rangers (440 GC; upkeep 1060 GC)

Yep. Swordsmasters are basically the Asur FBI. The Shadow Warriors are the Asur CIA.
Shadow Warriors are more like special forces and black ops, who infiltrate deep into enemy territory. They're not spies, they're soldiers.

To stay small and elite forever is to have the war council of the Great War Against Chaos arguing who gets to have us in their ranks rather than actually being part of that war council.

Like, I'm not saying not to vote against small and elite RIGHT NOW but if you're arguing we HAVE to do it right now because you want to be our selling point forever, THAT I'm categorically opposed to.
I'm not planning of staying small forever, it's just that for now we must stay careful with our money. The Sea Guard allows us to grow a bit and ask for better contracts, then when we're more financially assured we can grow to a more respectable size with a solid core of elites who are used to work with us and can serve as officers.

Blackout has also noted repeatedly that we can charge a lot more next time after our rather impressive showing, and that we can charge even more than that the bigger a unit we have, in all likelihood. So I think you're being a little too conservative here, personally. Like...your numbers are technically correct, but I think you're severely underestimating our likely pay for our next job if we show up with 50+ soldiers.

[X] Plan: Kislev Grit and Elven Grace: Sea Guard (490g: upkeep 1310g)
[X] Plan Elves make the money (640 GC; 1360 GC)
[X] Plan Small and Elite with Rangers (440 GC; upkeep 1060 GC)
There's a lot more, and there's 1360 each time, plus even more so that we can do more things in downtime than just paying our troops. Upkeep isn't our only use for money, we should have a sizeable warchest in case of emergency and to buy nice things.
Imo we should wait to see what kind of contracts we will get before committing to such a high price.
 
Also looking at the result of our recruitment action, I think we should give serious consideration to spending an action on healing for charity next downtime if we intend to recruit more greenhorns. The greenhorns are asking for no less then five times in upkeep pay then they are in recruitment fee, which they're probably doing in justifiable fear that them going on a mission means they're very likely to come back dead so they want a hazzard fee. Making a spectacle of our healing abilities could probably get us a discount for greenhorn upkeep costs the next time we go recruiting because they'd know they'd have a substantially better chance of not coming back dead or with crippling injuries compared to other mercenary or military work.

Like say a plan of:
[] Theoretical downtime action
-[] Finishing Inspiration
-[] Finishing Inspiration
-[] Learning healing arts from the cult of Isha
-[] Healing for charity in Erengard (contact the cult of Shallya for it?)
-[] Recruit new troops
-[] Train new troops
 
Last edited:
@Blackout Out of Curiosity

Did there will be more "recruit now or most probably never" opportunities to recruit certain units, or this is only case of this?
 
[] Theoretical downtime action
-[] Finishing Inspiration
-[] Finishing Inspiration

For the record, if we're spending only two actions on a spell, it should be CGAE, because that's a better spell than Inspiration and really likely to get completed with two actions (assuming paper and coffee). I'm personally probably down for two actions each on Inspiration and CGAE, but if we're only picking one, it should be the Battle Magic spell.
 
Also looking at the result of our recruitment action, I think we should give serious consideration to spending an action on healing for charity next downtime if we intend to recruit more greenhorns. The greenhorns are asking for no less then five times in upkeep pay then they are in recruitment fee, which they're probably doing in justifiable fear that them going on a mission means they're very likely to come back dead so they want a hazzard fee. Making a spectacle of our healing abilities could probably get us a discount for greenhorn upkeep costs the next time we go recruiting because they'd know they'd have a substantially better chance of not coming back dead or with crippling injuries compared to other mercenary or military work.
We mostly just need to keep them alive during the mission, which is down to our Martial more than our healing ability; afterwards, elves have free high-quality healthcare. I do agree that first aid and stopping our employees from dying before we get back are important, but given that the Unbloodied are already asking for what would be insultingly cheap for anyone else with comparable skill, I don't think we could reasonably expect any discounts.
 
For the record, if we're spending only two actions on a spell, it should be CGAE, because that's a better spell than Inspiration and really likely to get completed with two actions (assuming paper and coffee). I'm personally probably down for two actions each on Inspiration and CGAE, but if we're only picking one, it should be the Battle Magic spell.

I disagree, because learning Inspiration will actually make finishing CGAE easier and has substantially less points remaining for us to reach the DC, 114 compared to 202. Inspiration will also help us in anything else that rolls for learning, including likely learning new healing arts.

That said, remember what Blackout said about us needing to roll for both learning and magic in order to learn a new spell. After we meet the learning DC we'll probably have to roll for a second magic DC.

As an aside, I've become more convinced of the need to get a familiar soon, possibly even without the Talking Beast. Preferably an owl so the alignment with Hoeth will help us deal with these difficult spell learning DCs.
 
Last edited:
I disagree, because learning Inspiration will actually make finishing CGAE easier and has substantially less points remaining for us to reach the DC, 114 compared to 202. Inspiration will also help us in anything else that rolls for learning, including likely learning new healing arts.
We already have a +60 bonus for CGAE, so getting the Inspiration bonus for it isn't a must. If we choose the elemental before the inspiration we get a BM spell for the mission after that. We're primarily a mercenary group, getting some BM asap to boost our combat effectiveness and reduce losses seems like a must to me. And concerning the Magic roll to cast CGAE, Inspiration can't help us. It's Hysh, and we can't use spells from 2 different Winds at the same time.
 
We should totaly finish Conjure Greater Aqshy Elemental next turn, spending at least 2 actions on it again.

Then we can see abaout other spells.

Maybe later we can have a longer turn and spend more actions on learning many easier spells.
 
We should totaly finish Conjure Greater Aqshy Elemental next turn, spending at least 2 actions on it again.

Then we can see abaout other spells.

Maybe later we can have a longer turn and spend more actions on learning many easier spells.

I remain convinced that if we had to choose between the two that learning Inspiration takes precedence, because Inspiration would also help us in passing the learning DC for CGAE if we finish it first, but honestly I'm fine with leaving that argument for later when we actually vote for the next downtime. Maybe we could do both.
 
I disagree, because learning Inspiration will actually make finishing CGAE easier and has substantially less points remaining for us to reach the DC, 114 compared to 202. Inspiration will also help us in anything else that rolls for learning, including likely learning new healing arts.

The difference is a lot smaller than it looks because of the +15 to CGAE, and can be made even smaller with coffee. Realistically, two rolls averages 171 on Inspiration and 221 on CGAE assuming similar expenditures on the two to the ones we did this turn, which means two rolls probably do it for both. I'm fine with picking them both up, but foregoing Battle Magic for another mission to get a very slight bonus to our odds of getting CGAE in two actions rather than three is not a good strategic choice. We need Battle Magic sooner rather than later.

That said, remember what Blackout said about us needing to roll for both learning and magic in order to learn a new spell. After we meet the learning DC we'll probably have to roll for a second magic DC.

As an aside, I've become more convinced of the need to get a familiar soon, possibly even without the Talking Beast. Preferably an owl so the alignment with Hoeth will help us deal with these difficult spell learning DCs.

Grabbing a familiar isn't unreasonable at some point, we just need to fit in the, what, minimum of two actions? It's a bit rough. And yeah, we'll need Magic rolls at some point, probably...nothing to be done about that, IMO.
 
Last edited:
I don't like the fact that we can't lose even one Elf or it will be a major tragedy.
Humans can be trained by us. And we are still underutilising that Martial stat because the Sea Guard are few and don't really need it.

IMO we can go for having half the force made of humans. It seems more fun narratively as well.

[X] Plan: The Last Alliance
-[x] 10 Lothern Sea Guard
-[x] 40 Green Archers
-[x] 10 Unbloodied
Recruitment cost: 200+40+50=290
Upkeep cost: 500+200+200=900

Alternatively we can decide to become the ultimate force of archery and woodland. Especially useful if we wish to help Ostland soon.
Do you people remember how it was to face the Wood Elves in Total War? It was great fun, wasn't it? :tongue:
[X] Plan: The Woods Are Us
[X] 20 Veteran Rangers
[X] 40 Green Archers
Recruitment cost: 400+ 40 = 450
Upkeep cost: 600+ 200 = 800
 
Last edited:
Voting is open for the next 21 hours, 26 minutes
Back
Top