... What is the point of having five heads if they're glued together like that? The advantage of being able to launch bite/spit attacks at targets in multiple places - or at the same target but from multiple directions - is lost.
... What is the point of having five heads if they're glued together like that? The advantage of being able to launch bite/spit attacks at targets in multiple places - or at the same target but from multiple directions - is lost.
I dunno, they could all spit a singular acidic attack that could melt steel, they could have evolved to kill creatures that need massive amounts of poison injected at the same time, or three heads could spew flammable gas while the remaining two ignites it
... What is the point of having five heads if they're glued together like that? The advantage of being able to launch bite/spit attacks at targets in multiple places - or at the same target but from multiple directions - is lost.
... What is the point of having five heads if they're glued together like that? The advantage of being able to launch bite/spit attacks at targets in multiple places - or at the same target but from multiple directions - is lost.
That's actually one of the benefits of having all five heads kinda melded together like that. All of their brains are more or less in agreement about what they can see because their fields of view are wider than each head is offset and they're also all more or less in the same place relative to the rest of the body - so the same slither.exe set of instincts copied across five heads will still be telling the shared body more or less the same thing.
In essence, the heads aren't divergent enough to want to do different things - so the creature gets a little less gain from the extra fangs/mouths due to them not being fully separate and articulated but gets much less of the drawbacks from having multiple heads/brains.
I would be very confident that this would basically be one of the missing evolutionary links (another would probably be a single head but with some sort of grasper on the side to prevent being removed before they pump enough venom to kill something) between a regular single headed snake and something like a hydra with full on multiple heads.
The debate of the slann over what form of god should be crafted for the lizardmen had been ongoing for nearly a century, ever since the knowledge of Sotek's conception had been given to them. It had waxed and waned, the topic falling out of favor as members of the Communion turned their minds towards more immediate matters, and cropping back up once more when matters were not as pressing. Now, at last, it reached a conclusion.
The mage-priests had broadly agreed that a deity to preside over the souls of the lizardmen killed in battle was required, for the Warp was not kind to deceased lizardmen that were caught outside the protection of a temple-city. Differing ideas for the form and function of this god had been brought up over the centuries, ranging from vast albino crocodiles to hive-corpses of bees. Each concept was picked apart heavily by the slann, examined down to the minutest detail to ensure it would properly fulfil their desired role.
After years further of discussion, the slann came to a decision. The time saved and power obtained by utilizing the Seed of Fog was judged to be sufficient to allow its use, and an appropriate symbology was chosen without much argument. The shell of the new god would form the boundary between the raw Warp and their new afterlife, the colossal turtle bearing the souls of the dead upon his back as he shielded them with fog and silence.
The Seed pulsed as the slann plied it with their power. They called to it in a way that it knew, deep in the fibre of its being. This pattern the mages shaped it into, it was what it had been … no, more. It had been nameless, faceless, blind and bloated in the Sea of Souls. Powerful beyond belief but crippled beyond conception. This was not what it was … becoming. The substance of the mists called to it, but they were not all that it was. It could feel the identity the slann had imprinted into it taking root, changing it from untapped potential to concrete power. It was shelter, a calming fog that kept the dead from dissolution. It was scaled, a creature of the sea that gazed upon the souls of its charges with eyes the size of oceans. It was Ayotzl, the Swimmer in Mist, and it waited to be born.
From the fog-swathed marshlands surrounding Xlanhuapec, a pale kroxigor emerged, walking into the city with slow, measured steps. Its entrance initially drew some alarm, as it was not a kroxigor noted by any skink chief in the city, nor any other. Its difference from its kin was marked – where standard kroxigors had little to say, even when prompted, the newcomer spoke as eloquently as any administrator. Its scales were the cold white of morning dew, and its eyes were orbs of purest night. It gave its name as Krom'tli, and would not answer queries on where it had come from. "I have tread where all our kind will pass eventually, and perhaps one day I will return," it murmured instead in a smooth baritone.
Several units of Saurus were gathered to oust the intruder from the temple-city, and it was only the abrupt intercession of a Temple Guard in service to Acuazhup, a slann of the Third Spawning, that defused the situation. "It was anticipated by the masters," the Temple Guard ground out from between pointed teeth. "Krom'tli will attend to the lord slann."
Ayotzl, God of Death has begun formation! He will gain 10 progress every turn by default, as well as additional progress for every deceased lizardman and the occurrence of other events that are harmonious with his concepts. His worship may also be promoted for additional progress. Due to the Seed of Fog, he begins at 400/1000 progress. See front page.
Krom'tli has appeared as the prophet of Ayotzl! A formerly-deceased kroxigor who has come back to life with the aid of the turtle god, he spreads the word of his deity in Xlanhuapec. He may be assigned as a character, but only for actions that promote the growth of Ayotzl.
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-[X] Found New City: Yagoqua, northeast of Xlanhuapec - Awanabil'tat, 1 Aztlan action and 1 Yenehectua action.
-[X] Purge the Parasite: Yagoqua - 1 Yenehectua action
-[X] Improve City 1->2: Yagoqua - 1 Itza action, 1 Hexoatl action.
-[X] Sacred Sites: Yagoqua - 1 Aztlan action, 1 Chalkaro action.
-[X] Transfer Populace: From many cities, to Yagoqua:
--[X] 50,000 saurus, 100,000 skinks, and 10,000 kroxigor from each of the original four cities
--[X] 20,000 saurus, 40,000 skinks, and 4,000 kroxigor from Yenehectua
--[X] 10,000 saurus, 20,000 skinks, and 2,000 kroxigor each from Qotlpetl, Chalkaro, and Aztlan
-[X] Perform Geomantic Ritual (Mazdamundi)
--[X] One Mag 1+1 ritual as a 'preparatory barrage' for our offensive against the orks, shortly before our war host hits them.
--[X] Then one Mag 1 ritual against a target of opportunity later in the term.
--[X] Rituals to take whatever form Mazdamundi deems most likely to be effective. Huge tornadoes. Ground-liquefying earthquakes. Volcanic eruptions. Whatever works.
--[X] Prioritize industrial centers, especially aircraft production
-[X] Reshape the Holy (1 Teninhuan action, 1 Qotlpetl action, two 5th-generation slann)
--[X] Adjust Sotek's favored enemy from "Skaven" to "orkoids"
-[X] Invoke the Serpent: Scatter the Barbarians
--[X] 'Free action' with Teninhuan accompanying the war host and actively making sacrifices of orks to Sotek
-[X] Scry and Spy, Ork versus Ork (three 4th-generation slann, five 5th-generation slann)
-[X] Scatter the Barbarians - (action list detailed below)
--[X] 1 3rd-generation slann, 23 4th-generation slann, 311 5th-generation slann.
--[X] Total: 451 slannpower
--[X] Teninhuan (invoke Sotek and promote his hunger for orks)
--[X] Tiktaq'to (mobilize the regiments of Hexoatl: 736,000 saurus, 367,000 skinks, and 54,000 kroxigor)
--[X] Kroq Gar (mobilize the regiments of Itza: 1,269,000 saurus, 617,000 skinks, and 83,000 kroxigor)
--[X] Chakax (mobilize the regiments of Xlanhuapec: 483,000 saurus, 254,000 skinks, and 30,000 kroxigor)
--[X] 1 Tlaxtlan action (mobilize the regiments of Tlaxtlan: 512,000 saurus, 262,000 skinks, and 33,000 kroxigor)
--[X] Strategy: Use the newly constructed city sites as a forward staging area. Once the Mag 1+1 geomantic ritual bombardment goes in, press the attack with the war host and supporting slann. Concentrate on destroying the nearest one or two ork hordes as thoroughly as possible, seizing and securing territory and making sure it is adequately patrolled.
-[X] Corral the Thunder (Four 3rd-generation slann, 20 4th-generation slann)
--[X] There are 23 Thunder Lizards. Three are seriously wounded; one is immature. Nine are already fighting the orks. Corral the other ten.
--[X] Use the corralled Thunder Lizards as a controlled 'shock force' to crush ork forces in support of our advancing army, while the uncontrolled Thunder Lizards hammer the orks from other directions.
-[X] Control the Quango (Four 4th-generation slann)
--[X] Priority targets include airfields and industrial centers of factions not fighting us directly.
-[X] Heal Thunder Lizards (one 3rd-generation and one 4th generation slann)
-[X] Steal Their Secrets (One city action each from Itza, Hexoatl, Xlanhuapec, and Tlaxtlan, and two 4th-generation slann)
It had been nearly a century since the lizardmen had experienced true war. Many newly spawned Saurus who had never set scaled foot upon Lustria's soil had become Scar-Veterans while only ever hearing of true conflict from the anecdotes of their elders.
It was time for that to change. The orkoid threat had to be curtailed, and simply assassinating their leaders would not work anymore.
In the four oldest cities of the lizardmen, great legions were mustered, assembling at the half-built site of Yagoqua. Saurus marched in squads, then companies, then battalions, then greater numbers still. Hundreds of thousands assembled, each and every one encased in armor of black stone, armed with impossibly sharp blades and carrying shields larger than most orks were tall. Here and there, leaders of squads bore bandoliers of glyph spheres, charged to the brim with magic and glowing ominously.
The skinks and kroxigor were called in comparable force as well - near every skink bore an obsinite rifle, and many were clad in thin plates of obsinite laid overtop bronze mail. Kroxigors were a rarer sight, often standing alone in a group of skinks. They carried slabs of obsinite more reminiscent of rock walls than weaponry without discernible effort, or else great two-handed hammers and maces that had been affixed to their wrists with bronze chains. It was their job to protect their smaller kin, and none of them would shirk that duty.
Also notable were the great numbers of warbeasts the lizardmen called to their sides. The jungles of Mochantia had proven good homes for the dinosaurs of Lustria, and gargantuan herds of them were accounted for in the assembled legions. Groaning Bastilodons and Stegadons were armored in a quarter ton of obsinite each, bearing groups of rifle-toting skinks and enigmatic stone artifacts on their backs. Sharp-eyed Razordons and Salamanders paid heed to their handlers, ready to unleash their fire at a moment's notice. Entire formations of Cold Ones and their horned cousins shifted restlessly, they and their riders both eager to charge. They stayed far from the hulking squads of Carnosaurs, and even further from the terrifying visages of the Dread Saurians that had been called out of the jungle in force for the first time in an age. Their armor gleamed with arcane power, and many of them bore the red fangs of Tlanxla.
Nor were the skies empty, for Tiktaq'to was in command in Hexoatl, and the skies over every city were filled with the swooping silhouettes of Terradons, the enraged shrieks of war-trained Ripperdactyls, and the enigmatic coiling trails of Coatl. Even some of the Loquatl were mustered from the Solar City, though they had not yet been integrated into the spawning pools - enough of a breeding population had been left behind to sustain them, and the sheer power the creatures could bring to an aerial fight could not be understated.
Dotted here and there among the lizardmen formations were artifacts of great power, brought forth in disproportionate numbers now that the secrets of their manufacture were unlocked. Revivification Crystals were housed in adjustable harnesses, to be spread throughout the armies upon the march and then kept back during battle itself, to ensure that injured lizardmen could rotate out. Solar Engines were mounted upon warbeasts, hauled in stone carts, and even carried in the claws of some Loquatl to provide long-range firepower. The newly-made Glyph Bombs drank in reams of magic, the terrifying spells encoded into them sure to be the woe of many an ork. Most of all, humming shields of translucent energy sprang up where Arcane Engines sat, enveloping entire units. Though there were too few Engines to ward all the legions, it was expected that they would significantly reduce lizardmen casualties.
Teninhuan and the Cult of Sotek were everywhere, anointing eager warriors with blood from their rituals and calling out to the serpent god in vast ceremonies swathed in maddening incense. The prophet thrust his twin daggers, each dripping with holy venom, aloft and proclaimed that Sotek now hungered for orkoid flesh. Frenzied cultists ritualistically maimed effigies of their foe, and the number of red crested lizardmen grew by the day.
All this was insignificant, however, next to the display of the slann. From their temples they came, descending upon armored palanquins with phalanxes of Temple Guard watching their every move. They came in pairs, then dozens, then hundreds. Three hundred forty four of the slann went forth, the vast majority of them members of the comparatively younger Fifth Spawning. Even still, it was a commitment of force from their numbers not seen since the Great Catastrophe of old, enough magical power gathered to break an army of lesser casters. The spine of every lizardmen was stiffened upon such a sight, a potent reminder that the campaign they were embarking on had to be successful.
Moreover, the slann that had ventured out in person were not the only mage-lords assisting their kin. Still-sealed pyramids thrummed with power, sending great ropes of magic across thousands of miles. They sunk into the flesh of titanic lizards doing battle with hordes of diminutive greenskins, sealing shut gaping wounds the size of small buildings, knitting colossal skeins of flesh back together within seconds. More of the mage-priests reached into the minds of the Thunder Lizards and that of their skyborne opposite, the Quango. This was difficult even for them, for the souls of the creatures were vast and strong, and their stubborn natures resisted any attempt to compel them. But the slann were persistent, and though they could not precisely direct where the creatures went, they were able to prod them in directions that were harmonious with the greater designs of the war.
In Hexoatl, the air around the tallest of its pyramids quaked with tension. Mazdamundi had sealed himself in his Star Chamber since the start of the decade, and any spellcaster who looked upon his home could see a terrifying amount of energy building up within the structure of the building as the ancient slann marshalled the power of the Geomantic Web.
The lizardmen converged upon Yagoqua. Kroq-Gar stood upon Grymloq at the head of an army of millions, and roared in exultation, his voice carried across the legion entire by the magic of Azyr priests. He raised the Spear of Tlanxla in the air, the ancient artifact seeming to shine as it caught the sunlight, anticipating the bloodshed to come.
"The Uax come like rain to war," he bellowed. "They think we will be swept away by their numbers and the bullets of their guns! We will take the ground out from under them. Their forges will be shattered, their cities swept into the sea! We will purge them with fire! Xiliquncani," he roared, an ancient Saurus warcry that exhorted his kin to be as overwhelming and merciless as a volcanic eruption.
"XILIQUNCANI!" Over four million lizardmen roared back with one voice.
- Total: 3,000,000 Saurus, 1,500,000 Skinks, 200,000 Kroxigor
- 344 Slann (1 Third Generation, 23 Fourth Generation, 311 Fifth Generation)
- Characters: Kroq-Gar, Sky Master Tiktaq'to, Scaled Prophet Teninhuan, Eternity Warden Chakax
- Sotek's Blessing is active, increasing melee capability and speed for all forces!
Enemy Overview:
The four warring ork hordes are to the east and northeast of Yagoqua. They are currently focusing entirely on eliminating their rivals, but it is clear that their leadership struggle will come to an end within the decade.
The closest is headed by Skarstuf Blitzrippa, a former underling of the Mekboss Orkfred who took advantage of his stockpiles of gubbinz. His forces feature a heavy amount of aircraft and armored vehicles, but a lower reliance on infantry, rendering his territory well-defended, but his offensive ability slower than his rivals. He has approximately 55 million boyz in his horde. 3 Thunder Lizards are attacking his territory.
To the southeast, the weakest of the four bosses, Zoggrod Shakfang, resides. Having been pressured heavily by his rivals and deprived of most of his territory, Zoggrod's horde relies heavily on specially bred Speed Squigs and fast land vehicles to maneuver around the larger armies of his foes. His horde is the smallest at 27 million orks, and it is likely one of the others will defeat him soon. He is being attacked by 1 Thunder Lizard.
To the north and east, Gardakka Worldhamma stakes his claim. As his name implies, Gardakka employs a hefty amount of artillery, explosives, and aerial bombardment in his campaigns. He supplements this with a hefty amount of decently-equipped footsloggers, making him one of the leading contenders in the battle between the orks. His horde numbers 106 million. 1 Thunder Lizard is attacking him.
Furthest away to the south and east is Urdgob Noseskorcha, who has won some ground from the Ayacmanik and wounded a Thunder Lizard in addition to beating back his rival orks. To combat the encroachment of the Mochantian jungle, Urdgob's forces equip a large arsenal of flamethrowers, napalm bombs, and toxic gases, the better to kill biological forces with. In addition, his baseline forces are the most proficient of the orks in melee combat, often found wearing heavy metal or hide armor and wielding large weapons. His forces number 89 million. 7 Thunder Lizards are marching on him.
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Strategic Details:
Mazdamundi will fire off 2 Geomantic Rituals during this campaign - a Magnitude 2 at the beginning, and a Magnitude 1 partway through. The Mag 2 can be spread out to affect up to two enemy forces, or concentrated to affect only one. The Mag 1 will be fired automatically at the best target of opportunity available. Sufficient chameleon skinks have been deployed to maximize chances of stealing exotic orkish technology.
Each temple-city's forces must specify which ork horde it is attacking, and which of 3 strategic goals it will prioritize - all goals will be pursued by all forces, but the selected one will be focused on:
- Destruction of Enemy Forces: This army will attempt to destroy as many orks as possible, engaging concentrations of greenskins in force wherever they are found and burning their remains.
- Conquest of Enemy Territory: This army will deploy its forces across wide swathes of land and secure as much as possible against greenskin incursion, cleansing the ground to prevent a resurgence.
- Destruction of High-Value Targets: This army will focus on destroying enemy assets of strategic importance - important factories, capital cities, and enemy leaders all qualify.
In addition, each slann must be assigned to an army and focused upon a task:
- Nuke From Afar: The slann will stay far from pitched battle and use its magic to destroy enemy forces from safety with the use of arcane vessels and astral scrying. Prioritizes high casualties.
- Contest Enemy Shamans: The slann will focus its energies upon preventing enemy mages from working magic, and destroying them in magical duels wherever they are found.
- Engage in Battle: The slann will accompany lizardmen forces and assist them in battle by casting shields, supporting faltering forces, and blasting enemy armies with magical firepower.
Write-ins are allowed for slann tasks (ie buffing warboss assassination teams, destroying enemy aircraft).
There are 10 Thunder Lizards being directed to assist the lizardmen - they must be attached to an army and will act autonomously in support of that force. In addition, the Quango can be directed to attack any one enemy faction - per the turn plan, it will focus on destroying enemy infrastructure.
Each Character may be assigned to an army and assigned a task, which they will focus on for the duration of the campaign. This is in addition to acting as a command force for that army, which they will do in addition. Said task is subject to write-in akin to these examples:
- Destroy Enemy Factories
- Duel Enemy Leaders/Mages/Etc
- Ambush Enemy Reinforcements
- Coordinate Slann Defenses
Each character is assumed to have assisting forces if needed, so Teninhuan conducting ambush operations would result in him taking a segment of his army and utilizing them to complete the maneuvers.
[] Write-in campaign plan. Needed elements: Army Targets/Strategic Priorities, Geo. Ritual Target, Slann Assignment/Tasks, Thunder Lizard/Quango Assignment, Character Assignment/Task.
yay! update!
*reads*
... OK, we are going to need to make those rituals really count to win this. I would recommend using them on Urdgob's forces, since (to my knowledge) we don't have a counter to gas attacks. get the Quango to hit the artilery ork factory's, especially ammo factory's.
I will note that you don't have to defeat all the orks this turn. @Simon_Jester's plan had the goal of defeating the closest few hordes and taking their territory so the orks don't spawn more next turn. It's perfectly feasible to crush a portion of them this go around and then finish them off after.
Right. I think our priorities in terms of targets should be, in order; Skarstuf, Gardakka, Urdgob, Zoggrod. Skarstuf is closest to a our newly, and thus relatively vulnerable, established city and Gardakka's tactics and tools are those I would say pose the greatest threat to us (though Urdgob's use of chemical weapons is not something that fills me with happy thoughts).
I'm not thinking about solid numbers or distributions yet, just the general thrust of our strategy and focus. So my first glance notion would be this, focus on taking down Skarstuf first with a significant concentration of forces to punch through his territory (perhaps sticking close to the coastline to both cut off lines of retreat and minimize the numbers of fronts our forces can be attacked from) and into Gardakka's on the heels of heavy bombardment - either from Geomantic Rituals or Quango - with a similarly large concentration of forces.
Maybe use a portion of the 10 Thunder Lizards to tie up Urdgob's attentions?
To my mind we should focus on eliminate/weakening one or two of our enemies rather than a straightforward clean sweep. Better to take some territory and be sure of keeping it than take all of it worry about being overstretched and unable to properly police newly freed ground. So... basically my thoughts are that we should focus on taking out Skarstuf Blitzrippa and weakening/eliminating Gardakka Worldhamma; the first as a target of opportunity and the second as what seems to me to be the biggest threat.
Would be a shame if something were to... Obliterate it with Gylph Bombs.
I feel like "Conquest of Enemy Territory" is the most valuable army focus. It's been mentioned that the real danger of orks is their endless numbers and constant replenishment, and that army focus cuts into that.
Also, Skarstuf is noted to be strong on the defensive but weaker offensively. So it may be a good idea to focus most of our energy on Gardakka and Urdgob. I assume we can say "fight Skarstuf at first but switch to Gardakka as soon as there's enough frontage" or similar contingent strategies. GW and UN both have the most territory and need to be whittled down.
Hopefully the Ayacmanik will not trouble us too much during this, recognizing that we're helping.
OK. Broadly speaking, I think our goal should be to wipe the fuck out Skarstuf, who is close to us and has the biggest air force, the one area where the enemy genuinely has assets we can't really counter with something comparable or superior of our own. Meanwhile, we want to keep the other two big warbosses (Gardakka and Urdgob) pinned down and pounded with the Thunder Lizards and Quango so that they can't fully mobilize against our army until it's secured Skarstuf's territory.
The problem is that the uncontrolled Thunder Lizards are mostly hitting Urdgob, and the controlled ones have to stick with our main army. Gardakka isn't getting hit very hard at all.
Maybe we should nuke Gardakka with the Magnitude 2 ritual (I'm thinking swarms of big tornadoes all over his territory) and then move in to use the Quango to keep busting up his assets, while relying on the sheer weight of our own forces to directly combat Skarstuf (with the help of like 10 Godzillas).
NOTE:
Urdgob's gas attacks are definitely a threat to be concerned about. On the other hand, we've got a lot of options for screwing with a gas attack (e.g. having our many and old azyr skink priests decide "fuck you, the wind is going to blow that way" while the gas attack is going on). Plus, his forces are the ones most heavily engaged with the Ayacmanik in all probability, so he can't just turn around and hit us right away. If Gardakka gets pounded by the Mag 2, Urdgob's attentions may be focused on gaining territory at his rivals' expense, which would be to our advantage if it means NEXT turn we can clock HIM with such a ritual.
Sweep Skarstuff and Urdgob, meet in a pincer hitting Gardakka, who we will soften up with the opening Ritual. Then push in on the encircled enemies, letting infighting play a part as we crush them together.
We have Tik'taq'toc and the Quango and commensurate Slann to gain air superiority over Skarstuff, while Urdgob is being hit by the most Thunder Lizards by far. Kroq-Gar can handle the latter.
The smallest two armies will push forward slowly but surely towards the relative center of all the greenskins through Zoggrod. We'll encircle them with An overwhelming opening assault, then squeeze until they're dead.
Yes, but he's not super useful in direct combat since Ayotzl is more of a peaceful god compared to Sotek. He'd be able to mitigate and minimize casualties, though.
Sweep Skarstuff and Urdgob, meet in a pincer hitting Gardakka, who we will soften up with the opening Ritual. Then push in on the encircled enemies, letting infighting play a part as we crush them together.
We have Tik'taq'toc and the Quango and commensurate Slann to gain air superiority over Skarstuff, while Urdgob is being hit by the most Thunder Lizards by far. Kroq-Gar can handle the latter.
The smallest two armies will push forward slowly but surely towards the relative center of all the greenskins through Zoggrod. We'll encircle them with An overwhelming opening assault, then squeeze until they're dead.
I think this is overly ambitious and risks dividing our forces too finely. Remember, we have only about four and a half million soldiers with which to fight something like 270 million orks.
I'd rather we concentrate on Skarstuff (which gives us solid lines back to our own territory) while crippling Gardakka with the Mag 2 ritual and letting Urdgob worry about all the other stuff he'd be fighting anyway while being presented with the attractive opportunity to finish off Gardakka for us and then get the bulk of our attention next turn.
@Xantalos it's not mentioned so I assume we don't, or that it's roughly the same across the board, but do we have any notion of how heavily each force actually makes use of shamans?
@Xantalos it's not mentioned so I assume we don't, or that it's roughly the same across the board, but do we have any notion of how heavily each force actually makes use of shamans?
Roughly the same - they have them, but pretty much always in more of a supplementary role, enough that you estimate your skink priests shouldn't have any trouble at fighting them.
I'm definitely in agreement that hitting Skarstuf and wiping out that territory out is key - the reason Urdgob is getting hammered by Thunder Lizards while Gardakka is getting off all but scot-free is that Gardakka is all but surrounded by coast and orks. If we wipe out Skarstuf then we open up Gardakka's flank for the Thunder Lizards and other wildlife to press him too - which will at least bank his growth after this campaign compared to letting him do nothing but scrap with other orks.
@Xantalos if we put forces on a single target, and manage to win solidly against that target, will we be able to reassign targets or will the war automatically end?
The really big question in this campaign is who we hit with the Mag 2 to open the offensive.
If we hit Skarstuf with it, our forces probably get to advance quickly and easily into his busted-up territory. But Urdgob and Gardakka will be intact and ready to respond to our invasion of Skarstuf's territory, because about the only thing we'll really have to spare to hit them with is Quango fuckery and maybe a diversionary attack by one of our four lizardman army groups.
If we hit Urdgob or Gardakka, the other of those two may be distracted and try to seize territory at the target's expense. Urdgob is probably under considerable pressure from seven Thunder Lizards plus the gnarliest Ayacmanik concentrations, too, so his territory might outright cave in if hit that hard.
@Xantalos if we put forces on a single target, and manage to win solidly against that target, will we be able to reassign targets or will the war automatically end?
I'll keep in mind stretch goals, but what I'm likely to have happen is have a mini-vote at the end of the first war post here that gives the rundown of the current situation and lets you either make another plan or end the war turn.
Oh, and recall that you can hit multiple bosses at once with the mag 2 if you'd want.
Very roughly, this is what I'm thinking of as a plan.
Target: Skarstuf Blitzrippa
Forces: Legions of Hexoatl (Prioritize Conquering Territory), Legions of Xlanhuapec (Prioritize Destroying Enemy Forces), 1 Thunder Lizard, some number of slann (Focused on swatting flyers and nuking from afar), Kroq-Gar (Duel Enemy Leaders)
Notes: Starting at the coast (??), punch through Skarstuf Blitzrippa's territory, to create a corridor into Gardakka Worldhamma's for the other legions/Thunder Lizards.
Target: Gardakka Worldhamma
Forces: Legions of Itza (Prioritize Destroying High-Value Targets), Legions of Tlaxtlan (Prioritize Destroying High-Value Targets), 5 Thunder Lizards, 1 Quango, a greater number of slann (Focused on swatting flyers and direct combat support), Eternity Warden Chakax (Coordinate Slann Defenses), Scaled Prophet Teninhuan (Destroy Enemy Factories), Sky Master Tiktaq'to (Ambush Enemy Reinforcements)
Notes: Delay attack until forces have punched through Skarstuf's territory, then focus on a deep push to do significant damage to emplacements/fortifications/encampments in rear line (but not deep core) positions.