It's not a concern for the war turns, but I wonder: will creating Ulgu skinks contribute to Ayotzl's progress, since the former is the wind of shadows and mist and the latter leans on fog/mist themes from the Seed? We'll likely create them next turn or the turn after regardless, but I wonder if they'll help.

Did the creation of the Shysh skinks this turn help at all with the simultaneous initial crafting of our death god?

Also, is Krom'tli a reference to something? If there's a pun there, I've completely missed it.
 
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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.
Honestly that's better. I'm dropping the stretch goals, except maybe for the Quango, who's a strategic bombardment asset operating in only loose coordination with the rest of our forces.

For all I know, it's entirely possible that the thing will finish off its assigned targets, report back to Hexoatl for giant telekinetic slann headpats, then return to the front lines for more, while the rest of our forces are still battering forward.

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.

Target: Urdgob Noseskorcha
Forces: 4 Thunder Lizards

Haven't even begun to think about slann numbers and I'm still uncertain of how to arrange the Mag 2 to start off.
I don't like this plan because it stretches our forces too thin. We're dividing our army into one group close to our own forces (fighting Skarstuf, based in our nearest new city), and one group clear over on the opposite side of ork territory. Meanwhile, urdgob just gets some more Thunder Lizards thrown at him, and he's the one who specializes in... well, come to think of it, using flamethrowers against a Thunder Lizard is like trying to fight an Ostlander by shooting beer at him, so nevermind that bit. :p

Even so, though, I think this invites defeat in detail. I don't want to find out what happens when Gardakka Worldhamma, who probably got his name with some kind of crazed MASSED ARTILLERY barrage tactic or something, unleashes a hundred million boyz on only half of our forces while the other half is a thousand miles away fighting someone else.
 
Honestly that's better. I'm dropping the stretch goals, except maybe for the Quango, who's a strategic bombardment asset operating in only loose coordination with the rest of our forces.

For all I know, it's entirely possible that the thing will finish off its assigned targets, report back to Hexoatl for giant telekinetic slann headpats, then return to the front lines for more, while the rest of our forces are still battering forward.

I don't like this plan because it stretches our forces too thin. We're dividing our army into one group close to our own forces (fighting Skarstuf, based in our nearest new city), and one group clear over on the opposite side of ork territory. Meanwhile, urdgob just gets some more Thunder Lizards thrown at him, and he's the one who specializes in... well, come to think of it, using flamethrowers against a Thunder Lizard is like trying to fight an Ostlander by shooting beer at him, so nevermind that bit. :p

Even so, though, I think this invites defeat in detail. I don't want to find out what happens when Gardakka Worldhamma, who probably got his name with some kind of crazed MASSED ARTILLERY barrage tactic or something, unleashes a hundred million boyz on only half of our forces while the other half is a thousand miles away fighting someone else.
That's the opposite of my intention? I don't want to send half our forces to the opposite side, I want them to come in behind those hitting Skarstuf and proceed into Gardakka's territory from the west while the first force continues to mop up Skarstuf's.
 
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Maybe use a geomantic ritual to make a volcano in one of the bigger Orcs territories, I'm certain the lava will destroy any spores left by the Orcs
 
That's the opposite of my intention? I don't want to send half our forces to the opposite side, I want them to come in behind those hitting Skarstuf and proceed into Gardakka's territory from the west while the first force continues to mop up Skarstuf's.
Hm. I see. Not so bad I guess.

Then again, that gives us the opposite problem- we're fighting Skarstuf with only half our army, which is already outnumbered about thirteen to one against him alone.

This is why I favor using the Mag 2 to "hollow out" Gardakka's strength with an attack he cannot directly respond against (we may want to specifically leave his capital alone though), and so that if Urdgob has any strength to spare he may try to waste time attempting to pick off chunks of Gardakka's territory instead of responding to us. Our own forces should be able to handle Skarstuf without the Mag 2 for support as long as we keep them concentrated, and even if Urdgob doesn't take the bait, having his border pushed by seven uncontrolled Thunder Lizards and whatever the Ayacmanik are up to while the Quango harasses him may be more than he can take and still hit us.

It comes down to figuring out a way to keep our 'deep field' enemies tied up and weakened while we polish off one opponent at a time.

Maybe use a geomantic ritual to make a volcano in one of the bigger Orcs territories, I'm certain the lava will destroy any spores left by the Orcs
Yeah, but lava flows don't tend to cover entire large regions uniformly. I'm thinking tornadoes because I want to maximize short term disruption and wreck their war industry, forcing them to take time to rebuild.
 
Yeah, but lava flows don't tend to cover entire large regions uniformly. I'm thinking tornadoes because I want to maximize short term disruption and wreck their war industry, forcing them to take time to rebuild.
Fair enough, tornados will work fine for a ritual.


I'm not too great of a strategist but I think taking and holding land will work best for us, we can't beat the Orcs in one place only for two more to pop out of the ground in another place. Taking as much of their land as possible would be the best.
 
Pity. Punny names are one of the fun things about Lizardmen.
I agree, but everything in moderation.

As for the form the Ritual will take, I'm open to suggestions but also likely to just make it something in line with the overall gist of the winning plan. You don't have to worry about it being less or more effective with what form it takes, just target it and watch the calamity unfold.
 
[] Gill'o'tin the Old One
-Hexoatl
-- Commander: Sky Master Tiktaq'to
---Commander Focus: Ambush Enemy Reinforcements
--Focus: Destruction of High-Value Targets
--Target: Skarstuf Blitzrippa
--Slann:
---10 4th Gen, 50 5th Gen: Keep the Skies Clear
---1 4th Gen, 20 5th Gen: Nuke From Afar
--Special: The Quango

-Itza
--Commander: Eternity Warden Chakax
---Commander Focus: Coordinate Slann Defenses
--Focus: Destruction of Enemy Forces
--Target: Skarstuf Blitzrippa
--Slann:
---100 5th Gen: Engage in Battle
--- 3 4th Gen, 90 5th Gen: Nuke From Afar
---Special: 5 Thunder Lizards


-Xlanhuapec
--Commander: Scaled Prophet Teninhuan
--- Commander Focus: Ambush Enemy Reinforcements
--Focus: Conquest of Enemy Territory
--Target: Skarstuf Blitzrippa
--Slann:
---1 4th Gen, 20 5th Gen: Nuke From Afar

-Tlaxtlan
--Commander: Kroq-Gar
--- Commander Focus: Duel Enemy Leaders/Mages/Etc
--Focus: Destruction of High-value Targets
--Target: Skarstuf Blitzrippa
--Slann:
---1 3rd Gen, 3 4th Gen: Buff Decapitation Force
---2 4th Gen, 10 5th Gen: Find Enemy Leaders
---5 4th Gen, 20 5th Gen: Teleport Decapitation Forces into (and if necessary out of) place
---1 4th Gen, 10 5th Gen: Nuke From Afar
--Special: 5 Thunder Lizards

Mazdamundi Ritual: Targeting Skarstuff Blizrippa and Gardakka Worldhamma
The goal with this plan is to take advantage of the Waaaagh Avatar effect we discovered earlier. It focuses on teleporting Kroq-Gar into enemy leaders and buffing him, hopefully ending the first stage of the war soon after it begins. If it works as well as I think it will, we can then go for a repeat on the next warboss.
 
So a plan that nukes down Skarstuff, and hopes we blast him quickly enough to move on to other orks? Makes sense to me.
 
Say @Xantalos, could we have Krom'til manage the Revivication Crystals then? He'd probably be able to help with those the best if he's more of a Support Hero than a general/comabatant.
 
Pity. Punny names are one of the fun things about Lizardmen.
If it makes you feel better, dropping the r and changing the pronunciation of the last vowel gets you something that could plausibly sound like "Come to life".

I'd actually felt a little proud of myself for figuring out the pun (since I completely missed the other ones until they got pointed out), so realizing there wasn't actually meant to be one this time is a little disappointing.
 
If it makes you feel better, dropping the r and changing the pronunciation of the last vowel gets you something that could plausibly sound like "Come to life".

I'd actually felt a little proud of myself for figuring out the pun (since I completely missed the other ones until they got pointed out), so realizing there wasn't actually meant to be one this time is a little disappointing.
That pun was always there, citizen. Have a nice day now.

(Not gonna pass up an opportunity like that when it's brought up)
 
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Right, so here's my plan:

[] Plan: Slow Rolling Victory
-Target: Skarstuf Blitzrippa
- Forces:
-- 2 Thunder Lizard
-- Legions of Hexoatl (Prioritize Conquering Territory)
--- 2 Fourth Generation Slann, 26 Fifth Generation Slann (Engage in Battle)
--- 5 Fifth Generation Slann (Sensing Waaagh Field)
-- Legions of Xlanhuapec (Prioritize Destroying Enemy Forces)
--- 3 Fourth Generation Slann, 35 Fifth Generation Slann (Swatting Aircraft out of the Sky)
--- 4 Fourth Generation Slann, 25 Fifth Generation Slann (Nuke From Afar)
--- 10 Fifth Generation Slann (Sensing Waaagh Field)
--- Kroq-Gar (Duel Enemy Leaders)
---- 2 Fourth Generation Slann (Aid Kroq-Gar)
-- Strategic Notes: Begin operations towards the coast, in the northwest of Sakrstuf's territory, with a focus initially on creating a line of relatively secure territory and then expanding south.

- Target: Gardakka Worldhamma
- Forces:
-- 4 Thunder Lizards
-- 1 Quango
-- Legions of Itza (Prioritize Destroying High-Value Targets)
-- Eternity Warden Chakax (Coordinate Slann Defenses)
--- 4 Fourth Generation Slann, 40 Fifth Generation Slann (Swatting Aircraft out of the Sky)
--- 1 Third Generation Slann, 40 Fifth Generation Slann (Engage in Battle)
--- 3 Fourth Generation Slann, 30 Fifth Generation Slann (Nuke From Afar)
--- 10 Fifth Generation Slann (Sensing Waaagh Field)
-- Legions of Tlaxtlan (Prioritize Destroying High-Value Targets)
--- Scaled Prophet Teninhuan (Destroy Enemy Factories)
--- Sky Master Tiktaq'to (Ambush Enemy Reinforcements)
--- 5 Fourth Generation Slann, 40 Fifth Generation Slann (Swatting Aircraft out of the Sky)
--- 40 Fifth Generation Slann (Engage in Battle)\
--- 10 Fifth Generation Slann (Sensing Waaagh Field)
-- Strategic Notes: Proceed to Gardakka's territory from the west, through Skarstuf's - ideally former - territory, and push fast and hard to hit rearline positions facing Lizardmen territory to weaken forward facing positions. Targeted mostly towards destruction of factories, strongholds, lieutenants, etc. De-prioritize taking and holding territory except where it adjoins already controlled territory.

- Magnitude 2 Geomantic Ritual
- Target Territory of Skarstuf Blitzrippa and Gardakka Worldhamma
- Tornadoes or Derecho's or similarly destructive super-size weather pattern sufficient to destroy or damage factories, army cohesion, and supply stores.

- Target: Urdgob Noseskorcha
- Forces: 4 Thunder Lizards

Fundamentally, while I don't want us to stretch ourselves thin, I also think there's something of a risk in over committing to a single target because Gardakka and Urdgob are both in positions of significant strength at the moment and are looking to continue that trend - so if we don't put some pressure on them we'll only be facing a strong opponent when we do and honestly I don't view the Geomantic Rituals as being sufficient to deal with the matter. It's basically just not the tool for what we're trying to do here; eliminate the threat without unduly disrupting the landscape and/or causing ourselves future problems. To that end, I intentionally spread the damage of the initial hit out across both Skarstuf's and Gardakka's territory, which should help us wrap up Skarstuf quicker as well as making it easier for our forces to punch deep into the Gardakka's rearline.

Four Thunder Lizards are diverted towards Urdgob's territory in order to tie up more of his forces so they can't take as much advantage of our own attacks on Gardakka. Half again as many Thunder Lizard's as he's already facing should be pretty effective I think.

Edit: Forgot to vote for my own plan.
[X] Plan: Slow Rolling Victory
 
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We are vastly outnumbered, but better led and organized. We must not bull our way to thru the Orks.

We must observe Schwerpunkt and set goals of encircling large enemy formations. If the enemy attempts to concentrate for a counterattack we can nuke them via ritual.

We pincer the enemy as many times as we need and reduce the pockets.
 
[x] Gill'o'tin the Old One
--Hexoatl
-- Commander: Sky Master Tiktaq'to
---Commander Focus: Ambush Enemy Reinforcements
--Focus: Destruction of High-Value Targets
--Target: Skarstuf Blitzrippa
--Slann:
---10 4th Gen, 50 5th Gen: Keep the Skies Clear
---1 4th Gen, 20 5th Gen: Nuke From Afar
--Special: The Quango

-Itza
--Commander: Eternity Warden Chakax
---Commander Focus: Coordinate Slann Defenses
--Focus: Destruction of Enemy Forces
--Target: Skarstuf Blitzrippa
--Slann:
---100 5th Gen: Engage in Battle
--- 3 4th Gen, 90 5th Gen: Nuke From Afar
---Special: 5 Thunder Lizards


-Xlanhuapec
--Commander: Scaled Prophet Teninhuan
--- Commander Focus: Ambush Enemy Reinforcements
--Focus: Conquest of Enemy Territory
--Target: Skarstuf Blitzrippa
--Slann:
---1 4th Gen, 20 5th Gen: Nuke From Afar

-Tlaxtlan
--Commander: Kroq-Gar
--- Commander Focus: Duel Enemy Leaders/Mages/Etc
--Focus: Destruction of High-value Targets
--Target: Skarstuf Blitzrippa
--Slann:
---1 3rd Gen, 3 4th Gen: Buff Decapitation Force
---2 4th Gen, 10 5th Gen: Find Enemy Leaders
---5 4th Gen, 20 5th Gen: Teleport Decapitation Forces into (and if necessary out of) place
---1 4th Gen, 10 5th Gen: Nuke From Afar
--Special: 5 Thunder Lizards

-Mazdamundi Ritual: Targeting Skarstuff Blizrippa and Gardakka Worldhamma
 
I think we're likely to lose Slann to this battle. There are many of them, and many Orks, and the Orks are surprisingly deadly creatures. We should be mindful of that and possible lean the Slann more towards 'nuke from afar' or other support roles.
 
I'm seeing around 3 plans so far, in various stages of completion. I'll do a quick analysis of them tomorrow (along with any others that pop up in the meantime).


I think we're likely to lose Slann to this battle. There are many of them, and many Orks, and the Orks are surprisingly deadly creatures. We should be mindful of that and possible lean the Slann more towards 'nuke from afar' or other support roles.
Yeah, going on the campaign does involve some element of risk, but most options that aren't directly supporting the battle lines are relatively safe as far as wars go - the slann in those cases will be sitting in the center of the armies with guards all around them. Even them directly fighting has them staying well away from the front lines, but it is riskier on their parts. Very effective, though.
 
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