Sword and Spell: A Warhammer fantasy general quest

Excellent.

Now, I'm trying to weigh the benefits of Shock value vs purposeful intimidation, since it's TT. I'm inclined to Attack because we'd have surprise, they'd be dispersed and wouldn't be able to prepare ranged attacks or group together to provide a morale buff against the terror of charging ogres (similar to fending off charging cavalry), but it's TT so it might not be as effective as IRL, am I making sense and is there anything you can say on how such works?

Your basic assumptions are correct, just keep in mind that the tradeoff to attacking immediately is that your entire force will be in a disadvantageous position to start as well, so its somewhat a matter of if you think you can thrive in chaos better than they can.
 
[X] Attack!

If it weren't for the ratling gun I might consider Intimidate more. But this is the only option to get in there before they have time to position it.

Even if we reposition so ranged attacks aren't as bad, they'll still have time to wheel it up. Better to get in there and mash them up and give them no opportunity to set it up.

Skaven are quick to fall apart without assurances and advantages, don't eat them prepare and firm their nerves.
 
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This is the first time I've seen the tabletop combat system in action and I have to say I'm a little confused.

1. Attack and Repositioning should give the Skaven in the camp the same amount of time to prepare
Looking at the map we need to go to the left side of the river and then over the dam. The only thing repositioning should do is get us closer to the Skaven in the camp. This only applies if we don't go up the cliffs as that should cause quite a few casualties. Attack and repositioning should therefore be the same way, so equal preparation time for the camp

2. Why is intimidation not a "passive" effect
Even if a battle cry is necessary, it should not slow down our troops and should not give the enemy more time

To me all options feel the same.

A while ago I saw a civil war quest that would have offered options like this in the same situation:

Over the dam: Lead your troops out of the riverbed to the left side of the river, cross the dam and attack the camp.
(Gives the enemies in the camp time to prepare)

Up the cliffs: Have your troops climb up the cliffs and take the elevated position and attack the camp from there
(Troops can suffer casualties climbing up, due to falling or being shot at if discovered, giving the camp less time to prepare)

Take the cave: Bypass the elevated position and take the cave, find a way up the cliffs and attack the camp directly
(Gives the camp almost no time to prepare, constant fire from the elevated position)

Just to clarify, this is not a criticism of the QM.
I assume that the combat system is from Games Workshop and is divided into strict combat phases that I still find difficult to understand.
 
This is the first time I've seen the tabletop combat system in action and I have to say I'm a little confused.

1. Attack and Repositioning should give the Skaven in the camp the same amount of time to prepare
Looking at the map we need to go to the left side of the river and then over the dam. The only thing repositioning should do is get us closer to the Skaven in the camp. This only applies if we don't go up the cliffs as that should cause quite a few casualties. Attack and repositioning should therefore be the same way, so equal preparation time for the camp

2. Why is intimidation not a "passive" effect
Even if a battle cry is necessary, it should not slow down our troops and should not give the enemy more time

To me all options feel the same.

A while ago I saw a civil war quest that would have offered options like this in the same situation:

Over the dam: Lead your troops out of the riverbed to the left side of the river, cross the dam and attack the camp.
(Gives the enemies in the camp time to prepare)

Up the cliffs: Have your troops climb up the cliffs and take the elevated position and attack the camp from there
(Troops can suffer casualties climbing up, due to falling or being shot at if discovered, giving the camp less time to prepare)

Take the cave: Bypass the elevated position and take the cave, find a way up the cliffs and attack the camp directly
(Gives the camp almost no time to prepare, constant fire from the elevated position)

Just to clarify, this is not a criticism of the QM.
I assume that the combat system is from Games Workshop and is divided into strict combat phases that I still find difficult to understand.

All very reasonable. Allow me to explain.

This little preparatory section is my creation, not part of the normal tabletop pre-battle set up. Naturally, translating the steps of a TT game to a forum like this completely verbatim would be both boring for everyone involved, take us out of the narrative, and be unnecessarily time consuming to do over text. To that end, I decided to do a narrative section detailing Bragg's immediate choices leading up to the battle, in the hopes that it would give more of a feeling of being on the ground, in the situation.

Your force is currently positioned outside the above map, to the south to be specific. Realistically, there should be a gap leading off into more notional riverbed (your current location) right under where the Orange-ish tree is atop the cliff there. Finding a map to match exactly what I wanted was an exercise in futility, but I should have clarified that detail in the post.

With this in mind, an immediate attack involves sallying directly forth up the riverbed into the section of it visible on the map, moving as fast as possible to catch the Skaven while they are still going about their daily tasks.

When it comes to intimidation, Ogres are, of course, quite scary on their own, but what this action entails on your part is a deliberate attempt at psychological warfare. Before moving, your warriors all begin to hoot and holler and stamp their feet together. Imagine less heat-of-the-moment battlecries and something more along the lines of ... ritualistic chanting in unison. With this option, you also slow your pace down deliberately so that the Skaven can hear you, and the the fear has time to sink in. From the skaven perspective, rather than a sudden rush of Ogres unleashing standard in-battle shouts, they are forced to listen to a deep, bellowing chant of doom slowly growing louder and louder as it approaches. This does give them time to prepare, but also has a pretty good chance of making them soil themselves.

To reposition, your troops must take the time to clamber out of their current position in the (offboard) riverbed and circle around to the flatter and better land on the left. In so doing, the Skaven can spot them ascending and gain some time to prepare.

To do both costs extra time, as you are spotted climbing, and then take your time to initiate the intimidation and move into position slower than you otherwise might have. It's rather hard to perform that same level of bellowing, chanting and stomping while climbing.

Admittedly, I should have included these details in the report post, and I will endeavor to do so in future to help avoid confusion. I (wrongly) assumed they would be obvious (looking back, I can definitely see where the misunderstanding came from), so you have my apologies for that.
 
There is some setup that needs to be done, and I've grown a little busier in general lately, so apologies for the delay folks. I'm aiming to get the next part out by this Wednesday, earlier if I can help it.
 
Overview of basic rules and the battle-turn.
For those of you who are unfamiliar with Warhammer Tabletop, I have put together a brief overview of how the game works. Originally, I was planning to include this as part of the next IC post (which will also be coming along shortly here), but I realized that it's the kind of thing we will probably need to refer back to repeatedly, and so deserves its own threadmark.

Naturally, a great deal of the nitty-gritty details have been omitted for the sake of simplicity, and if it all seems confusing to you, don't be intimidated It's mostly just here for posterity. What's mostly important here for your purposes is the order things are done in, and which stats influence which activities.

A standard game of Warhammer Fantasy Battles consists of 6 rounds (possibly more if the situation calls for it, or less, if things are clear before then).

Each round consists of a turn for each of the armies involved.

Each such turn consists of the 4 phases. The Phases, and their components parts are listed in chronological order below as to how they are enacted in game.

At the very beginning of a turn, and the beginning of the movement phase, before any movement happens, certain special abilities or effects, as mentioned in their individual descriptions, activate. For example, certain units have actions they automatically take right away.

Declaring charges is the first Voluntary action a player (thats you!) can do with their action, and it is the primary way to get into close combat with your enemy.

A unit can possibly charge any enemy within its maximum charge range (that is, 6 + The charging units movement stat). Note, however, that the further away you start your charge from, the less likely you are to succeed, and the closer you start the charge from, the more likely you are to succeed. Therefore, even if you are technically within charge range, it may be worth it to hold off for another turn to move closer normally before charging. Much like in a real battle, a commander must carefully time their decisions for maximum impact. Too early, and they may lose momentum and be left vulnerable, too late, and the chance may pass them by.

The enemy unit that is being charged may declare a charge reaction (generally to Hold their ground, stand and shoot, or Flee!)

The charging unit then rolls 2d6, and takes the highest result. That result is added to the unit's movement stats, and if the total is equal to or greater than the distance between it and its target, the charge is successful and the unit barges into close combat!

However, if the distance is less than that required to close with the enemy, the charging unit instead only moves forward a distance equivalent to that rolled on the dice and does not get into close combat, leaving them vulnerable to being countercharged or shot at on the enemy's turn.

A unit can only charge enemy units within sight, and can only wheel/pivot once during its charge movement.

A unit that has charged or attempted to charge cannot make its normal movement afterwards.

Compulsory moves are moves that the player has no control over, and can come from a number of sources. Mostly these are units that have broken from battle and are fleeing across the map, but occasionally magic spells or special rules may make a unit move against the will of its player as well.

First, Leadership tests are taken to see if any units currently fleeing can rally and get back in the fight.

Then, any fleeing units that fail to rally continue to flee in the direction they were going.

Afterwards, any other compulsory moves such as from spell effects or special rules are taken.

Remaining moves actually comprise the majority of movement in the game, and this is where you'll be maneuvering your forces around the battlefield. Under normal circumstances, a unit can move up to its movement stat across the map.

A unit may choose to move to the sides or backwards, but does so at only half its movement (rounded up).

A unit may also choose to march, shouldering its weapons, lining up, and jogging 'at the double' across the battlefield to get where it needs to be faster. A unit that chooses to march may only move forwards, but has double its normal movement. Due to the stresses of combat, it is more difficult to march when enemies are nearby. Therefore, if an enemy unit is within 8'', the chosen unit must take a leadership test before marching to see if it is disciplined enough to pull the maneuver off. If successful, they may march. If unsuccessful, they may not march, but can still move as normal. Note that a unit that has marched cannot normally fire ranged weapons in the shooting phase, or cast spells.

On the battlefields of warhammer, most units of troops group together in distinct formations, blocks and columns and shieldwalls and wedges, moving and fighting together as a unit instead of as individuals. For this reason, most units must wheel their entire formation around on the battlefield. This is done by pivoting the unit-block around one of it's corners, with movement being expended the farther the opposite corner moves from its original position.

Certain lone models, such as individual characters on foot, are excepted from this. As, standing on their own, they have no need to keep in formation with the rest of the unit, and may simply twist around to face whichever way they please.

In Warhammer fantasy, most Magic users rely upon the aetheric winds of magic that blow into the world from realms beyond as the source of their power. Magic is at its most potent (and it's most dangerous), when the winds blow strongly, and weaker when they are calm and thin.

To represent the ebb and flow of the winds of magic, the player whose turn it is rolls 2d6. The resulting number is equal to the number of dice that makes up their 'power pool' from which they will draw magical energy to cast their spells.

The opposing player also gets a number of dice equal to the highest of the two d6 rolled to form their dispel pool.

The expertise of the casters themselves may aid this process by properly channeling the mystic energy and making it go further than it otherwise might have. For every Wizard level in the active player's army, they may roll a d6. On a result of 5 or 6, an extra dice is added to their power pool.

The opposing player may do the same for their dispel pool, but only gain an extra dice on a roll of 6.

The player whose turn it is may next attempt to cast spells to effect the battlefield, whether that is buffing their own troops, destroying enemies with blasts of arcane force, or other, stranger effects.

The player selects one of their casters, and selects one of the spells that caster knows (alongside any targets the spell is directed towards).

Each spell has a casting value, a target number that must be reached in order for a spell to be successfully cast.

The wizard selects a number of dice from their army's power pool to roll for the spell. They must select at least one dice, and may select up to their wizard level +2 in dice (For example, a level 3 wizard may select up to 5 dice). Those dice are then rolled, and are added to the wizard's level. If the total is equal to or greater than the casting value of the spell, the spell successfully goes off.

Note that a dice result of one or two is always considered a failure regardless of the wizard's level.

Also note that some spells have a 'boosted version' with increased effects in exchange for a higher casting level.

If two or more unmodified 1's are rolled during the casting, the spell goes haywire (magic is as dangerous as it is powerful) and it is considered a miscast. The caster will suffer from any one of a number of bad effects as determined by rolling on the GM's miscast table.

Likewise, if two or more unmodified 6s are rolled, the spell is considered to automatically succeed with Unstoppable force, and cannot be dispelled.

Note that it is possible for both of these to happen in the same casting.

Once a spell has been successfully cast (as well as any miscast effects), the opposing player may choose to try and dispel it. They may select any number of dice from their dispel pool and roll it against the cast spell. If the opposing player has any wizards, they may select one to lead the dispelling. If this is done, the wizard's level is added to the dispel result.

If the dispel result is higher than the casting result, the spell is successfully dispelled and does not take place.

Note that once used, both power and dispel dice are removed from their respective pools.

Also note that while multiple wizards can cast the same spell, each individual wizard can only cast each spell they know once per turn, though they are free to cast any other spells they know.

Once the dispelling is over, the player whose turn it is may attempt to cast another spell, and the opposing player may again attempt to dispel it. Casting and dispelling continue in this order until either there are no power dice left, the player cannot cast any more spells, or chooses not to.

Once casting and dispelling is over, any spells that were successfully cast and not dispelled have their effects take place.

Shooting phase, as the name implies, is where ranged weapons and artillery come into play. Note that because most ranged weapons require a moment to aim and prepare, a number of actions can make it impossible to shoot in a given turn. The following make a unit ineligible to shoot:

-It has marched this turn
-It has reformed this turn
-It has just rallied from fleeing this turn
-It has declared a charge
-It is currently in close combat
-It is currently fleeing

If it is eligible to shoot, the unit may select an enemy unit within range of its weapons, and within its forward arc. A unit cannot shoot to its sides or behind itself. Note that range is determined by model, so, for example, its possible that the front rank of a unit may be able to open fire, but not the rear ranks. Also note that models in the second rank can always fire if the model in front of them can.

Generally, a unit cannot shoot into an enemy that is engaged in close combat with a friendly unit. There is however an exception to this. If the ranged unit is within 4'' of an enemy unit, and facing towards a side of that unit not in the melee combat, it can fire into the combat. Note however that this is still risky, as on a roll of 1 a hit is instead made against the friendly unit in combat.

Shooting models roll based on their ballistic skill, with a higher ballistic skill giving them a greater chance of hitting the enemy.

Note that circumstances such as magical augments, or the enemy possessing cover may effect chances to hit. In particular, most basic ranged weapons suffer a -1 to hit if the firing unit moved this turn.

Hits then roll their strength (for ranged attacks this is generally determined by the weapon being used) against the Toughness of the target unit. With the ratio of strength to toughness determining how easy it is for the weapon to kill or hurt that enemy, or for that enemy to shrug off the blow. Any hits that go through are considered Wounds.

The enemy unit may then roll saves from it's Armor or magical protections. Any wounds that are unsaved are then subtracted from the unit, and any models that run out of wounds die and are removed as casualties.

Note that most normal models in the game only have 1 wound.

Models that are in close combat act based on their initiative, with the highest initiative models acting first. Models that are slain before their initiative allows them to act do not get to participate in the combat.

If opposing models possess the same initiative, they are considered to be acting at the same time in combat. The GM will nominate one side to roll first, but even if the opposing model is slain, it may still make its attacks before it is removed.

Any models in base contact with the enemy (generally the front rank) may make attacks against the foe, and if the first rank of the unit is fighting, the second rank may make supporting attacks as well. This does not apply to fighting along the sides of the unit (One of the main reasons attacking an enemy in the flank is advantageous). Note that certain weapons such as pikes allow units to fight in extra ranks depending upon circumstances.

To attack, models roll their Weaponskill against the enemies own Weaponskill. Therefore having a higher weaponskill allows a unit to perform better in both offense and defense in melee.

Similarly to ranged combat, successful hits then roll to wound with their strength against the enemies toughness. Note that the model's own strength is usually the basis for this as opposed to the weapon on its own.

Again similarly to ranged attacks, successful Wounds may then possibly be saved by Armour or magical protections. Any unsaved wounds are subtracted from the target unit, and any models with no wounds remaining are removed as casulaties.

Note that most models only have 1 wound.

After all eligible models on both sides have made their attacks, it is time for combat resolution.

Both sides of the combat round up a score based on various factors. If they charged into combat, if they have a unit banner, the number of casualties inflicted on the enemy, the number of ranks they have, etc. The side with the biggest score wins.

The losing unit is considered to have lost the round of combat, and, because its soldiers are feeling pressured, must make a leadership test. If the test succeeds, they stand their ground and continue fighting into the next turn. If the test is failed, they turn tail and Flee 2d6 across the battlefield, directly away from combat.

A victorious unit may choose to pursue a fleeing enemy 2d6 across the battlefield, and likely destroy it if they catch up (or at least inflict additional devastating casualties). However, if the pursuit fails to catch up with the foe, the unit may find itself out of position and vulnerable to other enemy units with nothing to show for it.
 
First Battle Start
Turning over the information provided by your scouts in your keen mind, you swiftly consider and dismiss a multitude of possibilities before inevitably arriving at the simplest and most obvious plan of action. Simply charge directly towards the enemy immediately, taking advantage of their surprise to crush them under your superior bulk as quickly as possible.

Any sort of fancy maneuvering or other pre-battle shenanigans would give the foe time to adapt and prepare for your presence, and ontop of that, a couple handfuls of starving rat-things were not worth the effort of your strategy. If all goes according to plan, they would simply splinter under your overwhelming assault like cheap wood.

Most importantly though, it's the Ogre thing to do.

Not wasting any more time, you stand up to your full height, heft your great maul in both hands, and give a shrill whistle to get the attention of your troops.


"Forward, at the double!"

Eagerly falling into line, your little warband proceeds to job up the riverbed, a snaking column of bloodthirsty Ogres and war-clubs. Never one to miss out on the action, you also take up your position-

[] Embedded within the Maneaters
Obviously, it is the right of the leader to surround himself with the most elite troops

[] Embedded within the Bulls
They need your leadership more than the veterans

[] Alone at the head of the formation
You need nobody to protect you but yourself, and on your own you can maneuver and move far more freely.

With every step, your heart beats just a little faster, your breath comes just a little shorter. Sweat gathers on your palms, and your shoulders grow tense. You have fought and killed many times before, but the anxious excitement that comes just before a battle has never truly gone away, and this will be your first time acting as a field commander, leading other members of the tribe by word and example. The grip on your hammer is white-knuckled in anticipation.

Soon enough, rounding the next bend, you are upon the enemy.


Bragg leads his Ogres up the Riverbed, eager and hungry for blood.


The Warbands Gnoblar's, meanwhile, instinctively creep off to the side, more than happy to let their masters take the lead.



Just as the Gnoblar described, the dry riverbed opens up before you, with tall cliff-faces on either side.

Directly ahead is the Dam, a creaking, groaning catastrophe of architecture, cobbled together from rickety planks of wood, piled stone, and other debris. Snaking in and out of it are rusted pipes hissing with steam, rotating flaps that occasionally let loose small gushes of water before closing again, and a completely inexplicable weathervane. The mechanical thumping sound echoes from within.

Off to one side, past a small outcropping that once must have been unnoticeable beneath the flowing waters, the riverbed dips and bends towards a gaping, yawning portal torn into the side of the cliff face, a cave around which stone-dust and small rocks are piled.

It is from here, from this passage to the underbelly of the earth, that the first enemies reveal themselves.

You hear them before you see them, the skittering, scritching sounds of dozens upon dozens of tiny claws scrambling over rocks. Only quietly at first, but growing in number and volume with each passing second, until it seems the darkness of the cave is itself a dam of sorts, single-handedly holding back a riotous thunderstorm somewhere in its depths, pushing at the seams.

Metaphorical dams are not as good at holding things back as the real one blocking the river, and the cave bursts open like an overripe fruit, vomiting forth a chittering, screeching tide of patchy brown fur, ragged cloth, and clanking iron manacles.

No two of the slaves (?) are exactly alike, but all are identically wretched in appearance, and they are packed remarkably close together as they swarm across the land, even occasionally crawling across one another. In such a compact formation, it's difficult to tell where one rat ends and another begins.

The horde pulls up short outside the cave, raising up onto their hindlegs (or, only legs? The top ones count as arms, right?), sniffing at the air, elongated noses and whiskers twitching, yellow teeth bared in low hisses and snarls as they stare down your approaching group.



A horde of skavenslaves emerge from their work below, famished and confused, blinking in the light of day.

You meet their stare with a grin, because although individually scrawny, collectively they'll make a good dinner. Your only concern is whether to roast them or put them in a stew.

Just as you are about to give the order to charge, however, you hear Kurgg curse, and glance over your shoulder to see where he is pointing one massive arm.

Above your heads, off to one side on the cliff, half-shaded under a swaying tree, yet another horde peers down at you with beady black eyes, having scuttled into position to see what the commotion was. Having them up there was suboptimal, but on the upside, your entire army stood between the two hordes, effectively splitting the ratmen in half.



Having been sent to scavenge from the ruins of a human shack, the pack of slaves peer down at the backs of marching ogres that have intruded upon their assigned workspace.

Where the leader and guards were you had no idea, but you strongly suspected they were currently in the process of desperately scrambling into readiness all the way over in their camp, separated from their slaves.


Cursing and spitting, Packleader Rikk Gutstikk whips his confused guards into formation, himself bleary eyed and tired, having just been woken up from his evening nap. Nearby, the engineers cackle madly as they power up their weapon, eager to test it on something more substantial than disobedient workers. They must move quickly to meet up with the workers, lest they all be slain piecemeal!

It is up to you to issue your orders now, to get your army into motion and take advantage of the momentum before the enemy consolidates, for it will be far more difficult to communicate in the midst of clashing steel and flesh.

[] What is your general battleplan?

Rather than exhaustively voting on every single little decision involved in carrying out a battle turn by turn, you will outline your general strategy and orders at the beginning of a fight. These may be as simple or as detailed as you like (for example, you could specify that you want X unit to charge into melee, but only when they are guaranteed to succeed to charge rather than at the earliest possible opportunity). You may also include contingencies (If X happens, do Y)

Once your battleplan is given, the battle will be simulated, and your units will attempt to carry out your orders to the best of their ability.

On particularly special occasions, or for particularly important/unexpected events, the Battle will pause in order for you to make a decision, but for the most part things will cntinue on their own.

In addition to simple practicality, there is an IC realism reason for this. Bragg may tell his troops what to do before battle is joined, but it's far harder to issue complex orders to a unot all the way on the other side of the battlefield while in the middle of smashing the enemy to a pulp personally, limiting his ability to make adjustments on the fly.

The battlefield is a chaotic place, and commanders often need to simply trust their troops to carry on the plan, as through the blood, mud, and chaos, active reports of whats going on are hard to keep track of.

Note: As this is the first 'tutorial' battle, the enemy force has a significantly smaller overall value than yours (plus some small tricks up their sleeves) and, barring incredibly bad luck, you should be able to smash them with relative ease.

 
[X]Plan No-Dodge Charger
-[X] Embedded within the Bulls
-[X]1 and 3 Charge 6
-[X]4 charge 5
-[X]2 make way southeast,on route to attack 7
 
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Plan No-Dodge Charger
-[X] Embedded within the Bulls
-[X]1 and 3 Charge 6
-[X]4 charge 5
-[X]2 make way southeast,on route to attack 7

The camp can only be reached via the dam without having to climb over cliffs. We should also not attack the camp with only a part of the troops. The slaves are not a problem, the main enemy fighting force is gathered in the camp. The Maneaters should not fight alone.
 
Maneaters are not attacking the camp they are just en route.I meant they were just taking point

But then they still arrive way ahead of the other troops when the other two are fighting and, as mentioned, there are cliffs in the south where they have to pass an obstacle test to get up and they can suffer losses.

Edit: Why not quickly destroy the slaves and then advance over the dam together with the bulls?

Edit2: Okay, I would then suggest something myself:

[X]Plan 2 Phases
-[X] Embedded within the Bulls
-[X] 1/3 and 2 Charge 6
-[X] 4 charge 5
-[X] 1/3 and 2 help 4 when 6 is dead and no other enemies are running towards you
-[X] Kill all enemies outside the camp and attack the camp all together when they are not coming towards you
-[X] Walk over the dam to avoid the cliffs
-[X] When attacking the camp, focus on eliminating 7
-[X] Move as fast as possible when within range of 7, try to tie up enemy units with some of your own to get to 7 faster

Okay done, Opinions?
 
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the weapon squads are clearly higher value than slingers. We should group 123 charge toward them and the gnoblars tie the slingers on 5 down.
 
the weapon squads are clearly higher value than slingers. We should group 123 charge toward them and the gnoblars tie the slingers on 5 down.

But they don't matter if they're not within range. We're in the riverbed right now. I'd be surprised if they could fire on us. No reason not to take out all the slaves first and then advance on the camp together.

Edit: If they are within range, my last point applies anyway, so the matter is secured (Move as fast as possible when within range of 7, try to tie up enemy units with some of your own to get to 7 faster)

Edit2: and I hope the point (1/3 and 2 help 4 when 6 is dead and no other enemies are running towards you) is understood that 123 does not help 4 if they are under fire from 7
Even if we are not finished with 6 yet, when 7 somehow comes within reach, I hope Bragg ties up the remaining slaves with a unit and takes out 7 as quickly as possible
 
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