The Old World: Dark Age of the Empire

The Imperial School action is having them make new guns, my idea is giving them our old guns. It would be embarrassing that we are giving the Ostermarks our newest flintlocks before our own army get theirs. Also do you have a reason on researching mainspring?
Warkeymon has given us two different actions that gives guns and fulfill our oath to the Ostermarkers. I assume we're not just giving them flintlocks and also giving them some of the hand-me-down surpluses with the Imperial School action. Write-ins on giving the Ostermarker guns in a different way would instead have us do the Diplo variant and the Must Beat of 150.

And Mainsprings are researched for an important reason. Despite the blurb of it being useful only on ships, it's an useful miniaturization tool that allows us to make smaller clockwork machinery and more importantly, advancing metallurgy. Making steel that has the capacity to be elastic and not brittle at a province-scale would have knock on effects, hopefully enough to lower the DC on other research items we have like the Steam Piston.
I think it would be better to use more than two dice on Storm Wurtbad. Maybe it is possible to exceed the check and suffer fewer losses. Even if it is not possible, with 2 dice we still have like a 20% chance of failure if the modifiers do not change. All the dice we save with military operations we will have to spend manifold on reinforcements in the coming turns, I think that is the lesson we should learn from the last update.
@Warkeymon is this the case?
 
Why are we fortifying Grenzstadt Town? Didn't we already do that before, even then why would Vlad want to attack Grenzstadt if he knows that they're the only things preventing an Orc Waaagh from messing up his invasion? Also yeah, not spending more than 1 dice on Wurtbad was a mistake that cost us a lot. In future military operations, especially sieges, we should always strive to spend at least 2 dice to prevent unnecessary losses, go know how many mortars and great cannons we've already lost in this pointless town.
 
The better you roll the better the battle goes and therefore the fewer losses will be taken. Roll more dice in theory means roll higher.

Thanks for the clarification, I think that makes sense too. There is only one check for the action so losses should correlate with the result. From what I understand, the siege would have been much more detailed if we had decided to travel in person a few updates ago. I'm thinking of the Bugman campaign.

@Vocalend I know people have already voted for your plan, but don't you think it would make sense to adjust it again?
 
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[] Plan I HATE WURTBAD
-[] The Sheriff
-[] The Port
-[] The Halfling Amendment
-[] Storm Wurtbad
-[] Fortify the Border (Marienburg) Cost: 400 Materials per Die Required Effort: Grenzstadt Town - 1,500/2,500 1 Marienburg Die
-[] Mixed-Company Detachments Cost 500 Marks per Die Required Effort: 86/100 1 Die
-[] The Stirland Crisis The Iron Companies have marched into Stirland to overthrow Haupt-Anderssen and replace him with Lutz. Must Beat: 50 8 Die
-[] Re-equip the Great Company Cost: 3000 Marks and 400 Materials per Die Required Effort: 87/240 1 Die
-[] The Wissenland Road Network Cost: 1,500 Marks and 400 Materials per Die 1 Die
--[] Wissenburg-Wurmgrube Road - 123/400

Total Cost: 5000 Marks, 900 Materials

Bismarck: *Large inhale* I HATE WURTBAD!!!

Plan made for fun on maxing dice on Wurtbad. I would have done all 10 + Marienburg but we have other actions in progress. Not meant to be taken too seriously.

Edit: If you're thinking of making a plan, I would recommend at least three, max five on Wurtbad. That's assuming there's an upper limit on how many losses we can minimize. Theoretically, the more dice we put into storming Wurtbad the less dice we'll need to replenish our losses. It's cheaper action cost wise too.

Why are we fortifying Grenzstadt Town? Didn't we already do that before, even then why would Vlad want to attack Grenzstadt if he knows that they're the only things preventing an Orc Waaagh from messing up his invasion?
That was our commitment to Averland in order to get them to garrison the whole border of Stirland and Averland with Sylvania. Grenzstadt is vital to protecting ourselves because as you mentioned it protects Blackfire Pass but it's also something Vlad will have to take if he wants to attack southern Wissenland and Sudenland. By fortifying Grenzstadt, we don't have to focus on fortifying Jengen as fast.
 
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Why are we fortifying Grenzstadt Town? Didn't we already do that before, even then why would Vlad want to attack Grenzstadt if he knows that they're the only things preventing an Orc Waaagh from messing up his invasion? Also yeah, not spending more than 1 dice on Wurtbad was a mistake that cost us a lot. In future military operations, especially sieges, we should always strive to spend at least 2 dice to prevent unnecessary losses, go know how many mortars and great cannons we've already lost in this pointless town.

Fortifying Grenzstadt is part of the Insist on Raab agreement that was voted for in the last turn. The town is still in the process of repair after Waagh! Zurgad.

Thanks for the clarification, I think that makes sense too. There is only one check for the action so losses should correlate with the result. From what I understand, the siege would have been much more detailed if we had decided to travel in person a few updates ago. I'm thinking of the Bugman campaign.

Yes battles that you're in attendance for are more complex and get a more detailed roll up and write up. Otherwise they act like Actions and you're just getting a report from whoever is commanding.
 
Where are the options for building up the rest of the road wardens?

Edit: Also, can we make a program for conscripting citizens when we actually have a war with Salvyna where we're facing undead cause it seems like we've only been doing recruitment voluntarily?
 
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Where are the options for building up the rest of the road wardens?

Riverwarden West is currently a ferry post for people crossing the Reik downstream of Nuln and Roadwarden East is currently a Garden of Morr/prison owned by the Cult of Morr. As such re-establishing the old Roadwarden sites requires restarting the Riverwardens or negotiating with the Morrites for control of East.
 
[X] Clearing Backlogs

@Vocalend Instead of one of the learning actions maybe we should do Restore the Rank, we lost a lot of man this turn and we will lose some next turn so maybe some preemptive reinforcements should be done.
 
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Edit: Also, can we make a program for conscripting citizens when we actually have a war with Salvyna where we're facing undead cause it seems like we've only been doing recruitment voluntarily?

Currently recruitment is voluntary for the most part. You can conscript during wartime but the vast majority of conscripts will be joining Free Companies with less training and worse equipment and a suspicious attrition rate outside of battle.
 
@Vocalend I know people have already voted for your plan, but don't you think it would make sense to adjust it again?
I have 3 dice on Storming Wurtbad since Warkeymon clarified it. In truth, 2 Dices on Storm have a 90% chance assuming the +7 Modifier remains. 3 Dices makes it an 98% chance to roll, with or without the +7.

Of course, the fact of the matter is that our Wurtbad rolls have been consistently bad. Here's hoping we have a better chance at it this time.
@Vocalend Instead of one of the learning actions maybe we should do Restore the Rank, we lost a lot of man this turn and we will lose some next turn so maybe some preemptive reinforcements should be done.
We get passive reinforcements per turn. I'm of the mind of waiting it out and do the military actions we're beholden to for now.
By that do you primarily mean attrition due to them being used as reserves for other regiments to replace losses, or just attrition due to diseases & low supply?
Desertion is a surprisingly common thing to happen in pre-modern army. And with the fact that the Empire is fractured meant that there's no exact central authority that keeps inter-province coordination that stops conscripts from just... melting into the countryside and making local villages 'acquire' a few dozen extra farmhands and woodcutters.
 
Desertion most likely.
Ahh, well looks like we'll just have to distribute more propaganda about what exactly the vampires would do to their homes and loved ones if they win.

Edit: Also do we have any separate central bureaucratic organization for restoring the ranks of the different iron companies or are they just responsible for restoring their ranks on their own? Cause if there isn't, can we make a separate department for recruitment with its own printing press, recruitment centers, headquarters, sergeants, bureaucrats, and even hand-picked head director (like that of the engineering school) with our authority and influence that are responsible for advertising & recruiting from all over our province, organizing, & distributing troops to the different iron companies without our involvement? I say this since from what I've observed, even though the separate iron companies recruit locally, we're the only ones that have the authority and influence to organize and fund major recruitment efforts all over the province and funnel them into a specific iron company which takes our personal involvement (i.e. our action dice). I know the upkeep & upfront cost would be expensive, but this way we could potentially have 1 automatic restore the ranks dice's worth of replenishment each turn for a specific iron company.
 
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Ahh, well looks like we'll just have to distribute more propaganda about what exactly the vampires would do to their homes and loved ones if they win.

The Free Companies are willing to stand their ground in defence of their home province but marching abroad has always seen high desertion rates especially given that it's tricky to keep track of who exactly is in a given Free Company so you can't punish them later provided they get away from camp cleanly enough.

Edit: Also do we have any separate central bureaucratic organization for restoring the ranks of the different iron companies or are they just responsible for restoring their ranks on their own? Cause if there isn't, can we make a separate department for recruitment with its own printing press, recruitment centers, headquarters, sergeants, and bureaucrats that are responsible for advertising & recruiting from all over our province, organizing, & distributing troops to the different iron companies without our involvement? I say this since from what I've observed, even though the separate iron companies recruit locally, we're the only ones that have the authority and influence to organize and fund major recruitment efforts all over the province and funnel them into a specific iron company which takes our personal involvement (i.e. our action dice). I know the upkeep would be expensive, but this way we could potentially have 1 automatic restore the ranks dice's worth of replenishment each turn for a specific iron company.

The Militarstutz is both the fortified district in Nuln home to the Iron Companies and the name of the bureaucracy that manages them. It includes the recruitment offices and has existing contracts with the Gazette to print leaflets and posters for recruitment. Every turn that there is a gap in the Iron Companies the Militarstutz is rolling a free action die against all available restore the ranks actions.
 
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The Militarstutz is both the fortified district in Nuln home to the Iron Companies and the name of the bureaucracy that manages them. It includes the recruitment offices and has existing contracts with the Gazette to print leaflets and posters for recruitment. Every turn that there is a gap in the Iron Companies the Militarstutz is rolling a free action die against all available restore the ranks actions.
Then can we include the Militarstutz in the "Invest in City Institutions" option so that we can upgrade it to increase replenishment, with every upgrade adding another dice to the automatic restore the ranks actions we already seem to have, or at the very least giving a bonus to their replenishment?
 
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I have 3 dice on Storming Wurtbad since Warkeymon clarified it. In truth, 2 Dices on Storm have a 90% chance assuming the +7 Modifier remains. 3 Dices makes it an 98% chance to roll, with or without the +7.

Of course, the fact of the matter is that our Wurtbad rolls have been consistently bad. Here's hoping we have a better chance at it this time.

Oh, I didn't see that there are now 3 dice. I also hope for the best for the siege and fear the worst. But if one can dream, perhaps this time a 100 or 200 is possible.

But if I interpret the update correctly, we still have to take the Eagle Castle, so we'll have to go through that again if we're successful. :( You could almost think that castles are built in such a way that sieges are no fun

[X] Clearing Backlogs
 
Then can we include the Militarstutz in the "Invest in City Institutions" option so that we can upgrade it to increase replenishment, with every upgrade adding another dice to the automatic restore the ranks actions we already seem to have, or at the very least giving a bonus to their replenishment?

I've added the below to City Institution's options.

The Militarstutz - 0/500
- An expansion of the bureaucracy that supports the Iron Companies should bear fruit in such fields as logistics and recruitment.
 
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