We have Slipstream now too, might be worthwhile mixing up our strategy?

In context Slipstream just seems to add a level of speed like Sagaseeker does. Which is good, but not something that changes our tactics, I don't think. It's a straight improvement in all of them if we're willing to burn the Orthstirr on it. Which we probably are this turn, mind you.

The read I got on the Dwarves is that they're great at battlefield tactics, but don't necessarily have the ability to adequately respond, and with Frenzy in place, we can likely change strategy faster than they can--and since we're a high mobility high damage unit, we can effectively contribute to the overall battlespace by forcing them to constantly have to react to us.

Either way, keeping the Reserve tied up seems like our ideal strategy here.

Definitely. I think the only question is whether we do that from in among them with Mire Ward or above them with EWC.
 
Sorry, I was helping my dad with putting up gutters.

The ceiling isn't especially high. High enough to get some verticality, but not suited at all for aerial combat.
Do dwarves have pupils, or are their eyes - including their sclera - completely black?
Their pupils can expand to fill their entire eye. They can also shrink to nearly-invisible pinpricks. It's not so much responding to light levels, as they don't need to, it's more so that they can focus and 'zoom-in'.
 
My take would be to jump over their heads and then spinner them in the back. The goal would be to get their reserve to turn around and attack us. At THAT point we mireward them and rush around them again, hitting the back of one of the flanks as hard as we can. Force a breach when the reserve is caught in the mireward.

Surprise them with an out of context problem, then when they take the obvious solution to resolve the problem hit them with an out of context solution to their solution.
 
The ceiling isn't especially high. High enough to get some verticality, but not suited at all for aerial combat.

So yes on Flashfire Cleave but no on staying in the air being super viable. Check. That probably makes the Mire Ward plan the go-to, yeah.

My take would be to jump over their heads and then spinner them in the back. The goal would be to get their reserve to turn around and attack us. At THAT point we mireward them and rush around them again, hitting the back of one of the flanks as hard as we can. Force a breach when the reserve is caught in the mireward. .

We can't Mire Ward other people, only ourself. It makes us stationary and everyone around us slower. It's great for choke-points and duels, but we can't move from the spot while using it.
 
[X] Plan Tie Up Their Reserves
-[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Strategy, 4 in Scouting (-14 Orthstirr)
-[X] 52d6 Attack (52d6 tricks)
-[X] 18d6 Defense (18d6 tricks)
-[X] 0d6 Intercept
-[X] Put 3 Orthstirr into 6 layers of Reinforce Shield before the combat begins (-3 Orthstirr)
-[X] Activate Heated Shroud (-5 Orthstirr) and Slipstream (-16 Orthstirr), and once we are in among the reserves from Flashfire Cleave activate Mire Ward (-12 Orthstirr)
-[X] Leap into combat with their reserve force using a 15d6+5 (w/Hugareida) Honed x2 Lightning-Enhanced Flashfire Cleave attack (-9 Orthstirr), then make a total of five 11d6+5 (w/Hugareida) Kindle-Spinner attacks enhanced with 2 Orthstirr each (-4 Orthstirr each) at the group surrounding us, focusing on injured targets but trying to hit as many as possible.
-[X] In response to any attack against us use Contested Movement (-3 Orthstirr each) and if that fails Halting Vortex (-4 Orthstirr each), and if something gets through that (or it is unavailable for some reason) use up to three 10d6+9 Honed x2 Reinforcedx2 Hefty Halter Chops (-7 Orthstirr each).
-[X] Tactics – Basically, the idea here is to leap in among the Lurkalings backline/reserves, hopefully severely injuring one of them, and then lock them down with Mire Ward while using Heat Shroud and Kindle Spinner to kill as many as possible.

So, there, tentative plan using the ideas discussed. I'm a little torn on how many dice to put into each attack and defense, but 11d6+5 seems like a solid amount offensively, and likewise 10d6+9 defensively...it could easily be a tad more for more Orthstirr or less attacks, but this seems fine-ish.

If I'm understanding how speed levels work (we start at Speed 4 to their Speed 1, then drop theirs with Mire Ward effectively making us Speed 5), we should be able to complete almost this plan's entire offense before the dwarves even get to respond. Which is savage. I like it.
 
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Taking one of Heartroot berries might be worth it if we really want pile up the damage to counteract their resistance, and while not relevant now I wonder if we can make something with the sealwood for the next skirmish to fuck up their formation. Thought it being one of their main strength they might have counters for that.
 
Taking one of Heartroot berries might be worth it if we really want pile up the damage to counteract their resistance, and while not relevant now I wonder if we can make something with the sealwood for the next skirmish to fuck up their formation. Thought it being one of their main strength they might have counters for that.

Hmmm. This seems like it's still a warm-up to some degree (and we're still probing their defenses rather than having a good understanding of them), which makes me feel like we should maybe save those, but you're not wrong that it'd jack up damage meaningfully and these guys are pretty tough...what do other people think?
 
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[X] Plan Tie Up Their Reserves

Their formation really relies on the center back-line, so if we fuck it up, not only will it massively shift the course of the battle but we'll really get some reputation going with Duckling.
 
Well, whadduyaknow! 15 minutes, nearly dead on!

Anyways, voting is now closed
Scheduled vote count started by Imperial Fister on Jun 23, 2023 at 5:43 PM, finished with 24 posts and 6 votes.

  • [X] Plan Tie Up Their Reserves
    -[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Strategy, 4 in Scouting (-14 Orthstirr)
    -[X] 52d6 Attack (52d6 tricks)
    -[X] 18d6 Defense (18d6 tricks)
    -[X] 0d6 Intercept
    -[X] Put 3 Orthstirr into 6 layers of Reinforce Shield before the combat begins (-3 Orthstirr)
    -[X] Activate Heated Shroud (-5 Orthstirr) and Slipstream (-16 Orthstirr), and once we are in among the reserves from Flashfire Cleave activate Mire Ward (-12 Orthstirr)
    -[X] Leap into combat with their reserve force using a 15d6+5 (w/Hugareida) Honed x2 Lightning-Enhanced Flashfire Cleave attack (-9 Orthstirr), then make a total of five 11d6+5 (w/Hugareida) Kindle-Spinner attacks enhanced with 2 Orthstirr each (-4 Orthstirr each) at the group surrounding us, focusing on injured targets but trying to hit as many as possible.
    -[X] In response to any attack against us use Contested Movement (-3 Orthstirr each) and if that fails Halting Vortex (-4 Orthstirr each), and if something gets through that (or it is unavailable for some reason) use up to three 10d6+9 Honed x2 Reinforcedx2 Hefty Halter Chops (-7 Orthstirr each).
    -[X] Tactics – Basically, the idea here is to leap in among the Lurkalings backline/reserves, hopefully severely injuring one of them, and then lock them down with Mire Ward while using Heat Shroud and Kindle Spinner to kill as many as possible.
 
Sealwood shields might be interesting to make when the action economy is more free since then they can throw off the game of anyone expecting to yank their weapons back by being sticky as heck.

Since shields make use of wood and it's all mundane thus far maybe using magic plant wood would result in more interesting and powerful equipment.
 
Sealwood shields might be interesting to make when the action economy is more free since then they can throw off the game of anyone expecting to yank their weapons back by being sticky as heck.

Since shields make use of wood and it's all mundane thus far maybe using magic plant wood would result in more interesting and powerful equipment.

We'd need to learn to make shields (it's an Armorcraft Skill-Trick) and they'd be for our friends and allies rather than ourselves for reasons discussed previously, but equipping, like, Stigmar and Abjorn with cool shields is very valid in the long term (Tryggr dual wields and Trausti, I believe, uses a two-handed axe).
 
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It would probably syngerize really well with Abnorn's hugeness and his usage of Leverage to make him the taunt tank, yeah.

A pretty good long term goal.
 
Probably a contested Harmr roll, but with 'Leverage' Abjorn could probably fling them around like Loki in Avengers was.

Also sealwood helps make rubber? We could add it to his armor for hard padding.
 
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.. How Nid would it be to have someone use your body as a club?

What is the Strategy skill used for?
 
Dwarf bullshit is dwarf bullshit.

Anyways, almost done with the update. Just need to do the aar and then then we're in the black.
 
Hmmm. The whole discussion on shields does sort of make me want to make sure we've got our allies armaments down. I think our friends and family are as follows:

Abjorn - Sword (Avow) and shield, no armor as of yet, no idea if he has backup weapons, Leverage Hugareida,
Stigr - Archer, good gambeson armor, has a sword (Wanderlust), and sometimes a shield or spear, no known Hugareida
Stigmar - Sword, shield, and mail armor, has a sax as a backup weapon, no known Hugareida
Tryggr - Dual wields saxes, good gambeson armor, no idea if he has a backup weapon, Gale Hugareida
Trausti - Very Large Axe, good gambeson armor, no idea if he has a backup weapon, some kind of Ice Hugareida
Gabriel - Sword and Knightly Armor, some sort of Stealth-based magic plus a lot of unknowns,
Aki - Axe and shield but usually fights with his Fylgja (a Sword Raven), no known Hugareida but has seersight,
Eric - Dual wields a sword and axe, mail armor, no idea if he has a backup weapon, Gale Hugareida, Fire Hugareida of some sort likely but unproven,
Sten - Uses a sword and either a shield or leave his hand free for Hugareida, ridiculous mail armor, can conjure backup weapons, Forgefire, Ironbloom, and Ignition Hugareida plus some unknown ones and Finnish magic.
Steinarr - Wields Crowfeeder alone with his other hand free, probably mail armor, no idea if he has backup weapons, Sword and Wildfire Hugareida at really high levels, Plant Hugareida. Utterly terrifying.

That's actually surprisingly few who actually use shields regularly (just Abjorn, Stigmar, and Aki, with Sten and Stigr dabbling a bit).

@Imperial Fister is all that largely correct and do we know anything that isn't on that list? Particularly, have we seen any other hugareida demonstrated, and do Abjorn, Tryggr, and Trausti carry backup weapons at all?

EDIT: Added Plant Hugareida to Steinarr.
 
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@Imperial Fister is all that largely correct and do we know anything that isn't on that list? Particularly, have we seen any other hugareida demonstrated, and do Abjorn, Tryggr, and Trausti carry backup weapons at all?
That's all largely correct, though I might add Steinarr's plant hugareida to the list.

Abjorn carries a sax as well, though he doesn't tend to resort to it thanks to him being a living weapon. His glima is good. The Twins are the same way, as Giant's Blood means that wrestling is less fighting and more playing with oversized dolls.
 
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