Fucking hell, that could have gone better, but it could have gone worse.
Also Russel is dead, this would be a success if we had more commanders to replace the bastard.
 
Fucking hell, that could have gone better, but it could have gone worse.
Also Russel is dead, this would be a success if we had more commanders to replace the bastard.
Got to admit he died trying to save people and fighting what they consider a demon alone after fighting through the horde to get to it. That at least deserves some credit.
 
One big roll following that 21 success was what broke you guys. Our rather, the 21 that the Nuckelavee straight up ignored. Grimm horde leaders have that ability, they are just really, really rare.

I will say this, it is possible for you to give your army leaders special abilities. I have a feeling I'm going to regret this.
 
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You know I probably should have edited that to make it clearer that our army wasn't supposed to stop retreating. I pictured it that they'd start setting bombs a few miles from the horde, then lead the grimm back over the fields, occasionally stopping to take potshots and only actually attacking them when they ran out of bombs or the horde had been weakened to such a degree that the commander thought a counter charge was a good idea. This is my fault for not being clearer and I'll do my best to not let it happen in the future.


And by the way @Raiu, I have a lot more plans than that, most of them just aren't very good, or complete. However I was expecting something like this so give me a few minutes to find my notes and type out the plan.
 
You know I probably should have edited that to make it clearer that our army wasn't supposed to stop retreating. I pictured it that they'd start setting bombs a few miles from the horde, then lead the grimm back over the fields, occasionally stopping to take potshots and only actually attacking them when they ran out of bombs or the horde had been weakened to such a degree that the commander thought a counter charge was a good idea. This is my fault for not being clearer and I'll do my best to not let it happen in the future.


And by the way @Raiu, I have a lot more plans than that, most of them just aren't very good, or complete. However I was expecting something like this so give me a few minutes to find my notes and type out the plan.

That's more or less on how I had planned it... Unfortunately it went south quickly, so much so that the plan didn't survive.
 
That's more or less on how I had planned it... Unfortunately it went south quickly, so much so that the plan didn't survive.

Oh, anyway I can't find my notes, damn moving boxes, so here's me trying to improvise.

[X] Plan, fuck it no one really cares what it's called
Crew moves to a gatehouse, sets charges to blow up a secondary gate (This should allow some Grimm to move in giving our guys a distraction to enter the next wall.)
Crew then inflitrates the second wall (I assume they still have the climbing gear, or there is an access way from the outer wall)
Crew moves into the fortress, if they're spotted Balthazar handing over the letter from their Knight should be enough to continue without further obstructions)
Grab as many doctors as they can, priority on the heretic, and move to the stables(the inner fortress should have a stables and if the siege hasn't been going on for long, horses)
Get on horses and leave while the barbarians are distracted battling the grimm. Then run like hell doing whatever they have to to ensure they arn't followed.

Make sure to send a message to the Knight telling him that our army was routed by the horde, but we managed to save some of the personnel there and are more than willing to honor the deal and try again as soon as our army is ready, tell him we're going to call in favors with other Knights near us to ensure that we can bring a larger force so this doesn't happen again.
 
Oh, anyway I can't find my notes, damn moving boxes, so here's me trying to improvise.

[X] Plan, fuck it no one really cares what it's called
Crew moves to a gatehouse, sets charges to blow up a secondary gate (This should allow some Grimm to move in giving our guys a distraction to enter the next wall.)
Crew then inflitrates the second wall (I assume they still have the climbing gear, or there is an access way from the outer wall)
Crew moves into the fortress, if they're spotted Balthazar handing over the letter from their Knight should be enough to continue without further obstructions)
Grab as many doctors as they can, priority on the heretic, and move to the stables(the inner fortress should have a stables and if the siege hasn't been going on for long, horses)
Get on horses and leave while the barbarians are distracted battling the grimm. Then run like hell doing whatever they have to to ensure they arn't followed.

Make sure to send a message to the Knight telling him that our army was routed by the horde, but we managed to save some of the personnel there and are more than willing to honor the deal and try again as soon as our army is ready, tell him we're going to call in favors with other Knights near us to ensure that we can bring a larger force so this doesn't happen again.

There is a major and a minor problem with your plan. The major problem is the ponce did not give the letter back, so you'd be operating just on words alone.

The minor problem is you have no messengers to deliver a message to the Knight, and Balthazar is rather sure a message of "Hey, we failed but we're going to try again in like a few weeks so don't break out deal" isn't going to fly that well, particularly when the hospital has only a few hours to a day left before the tribesmen break through.

If I remember correctly, the deal was to drive off the Grimm and break the siege, with the Ravenwoods getting a doctor as a result. Without a hospital to break the siege around... You see where I'm going with this?
 
Damn it! And we called in the favor to the king in exchange for the expert.

Hang on, IF there aren't any major holes in the outer wall we can have our team do strikes against the Tribal leadership, if we can kill the right people and then hold them off we can drag them into infighting, buying our forces time to regroup and hopefully get a few more people inside the walls. YES, there's two groups of tribals in the siege, if we kill the leaders and arrange a few skirmishes we can trick them into doing most of the work for us, sure we'll be surrounded by Grimm but with the Tribes out of the picture and hopefully some of our soldiers at the walls we might be able to buy enough time to cut a deal with Cilmi.

I'll make a new plan tomorrow.
 
If anyone has some other plans, feel free to post them. I will say this: Don't count on the army being here.

You can always choose to abort the operation, by the way.
 
Can anyone tell me exactly how reliant our plan was on the military distraction. Also what are our estimated odds of success without the military screening?
 
Can anyone tell me exactly how reliant our plan was on the military distraction. Also what are our estimated odds of success without the military screening?


To the first, pretty fucking reliant. The military force was supposed to deal with the Grimm horde while the crew took out the Tribals. To the second, assuming we can blow up a gate to drag the Grimm and Tribals into a slug-fest, about 50-50 unless @Raiu's being an ass or the dice hate us, if we can't, well, we're screwed.

It's still possible to pull out a win here, but unless things start going really well for us and/or we can get some chaos dice in here or our military rallies in the next five minutes for round 2, we are gonna need to work some magic here.
 
@Raiu against my better judgement, may I please have a chaos dice.

LA LA CHAOS DICE PHTAGN
LA LA CHAOS DICE PHTAGN
PRAISE MALAL.

Edit: Thanks @Cmd. Frost
 
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Unfortunately, the Chaos Dice won't answer. Out of about 1500 soldiers, about 500 guys were killed outright, and the rest scattered as fast as they could. The retinue did regroup, but it scattered after the Grimm crashed into them. No matter how hard you wish, or how hard you try to summon the Chaos Die, they cannot directly change the past.

At this point, Skye's prestige is going to be impacted* regardless, but the Grimm horde is distracted. You'd only really need to make it out of the town's walls, then you'd be able to make it out just fine.

In an effort to keep things going, if a plan doesn't have enough votes, and if there is not enough plans to count as competition, I'll be moving the update along with my own plan. (It's a rather bloody plan.)

*Mostly because "You promised to send your army to save my Holding, and what did you do? You fed the bloody Grimm, you stupid sow."

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You are going to be hated no matter what you do. Be decisive.
 
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[X] Abort Mission

As much as I hate defeat and tucking my tail between my legs, I hate sticking around and making our failure even worse because we were unable to recognize when we were beat.
 
Well, I've got no ideas, but by the same token if we don't get a healer of some sort then we're going to have the Grimm Plague hanging around forever. And that means Yqerta is permanently screwed. Anyone got any ideas at all?
 
We can still try grabbing the doctor and running.

In fact.

[X] Plan last chance

Sneak past the Tribals, Break into the castle, Grab the doctor and run. We lost hundreds of good men and women to get this far, their sacrifice shall not be entirely in vain.
 
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I thought we just did in the battle interlude, and it didn't do us any good.

The only reason the plan went south was that there just so happened to be a rare grimm in the horde that had the ability to use tactics that then proceeded to use its young kin as minesweepers. Other than that it was a pretty solid plan all things considered.
 
[X] Abort

From a family of skilled gamblers, when you bet down to your 'I have to go home with this much' limit, you stand up and walk away. Any further action bets too much of what we have left. We've already lost prestige, suffered a hit to army morale and serious losses. Best not add any further penalties.
 
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