Yeah, but when I asked about it was to know if it would be useful putting the Hives fighting the Devourers alongside Sara, and the Blades...
I never planned on putting the Hives fighting alone against the Devourers...
Okay so, I was looking at my current plan, and it occurred to me that there might be a way we can take on all three of the Vermin at once. So, here's my current plan draft.
[ ] Plan Pest Control
Fields
-[ ] Harvest [Task] (3 dice) (1 Colonist die, 1 Unhardened Colonist die, 1 Native die)
Wilds
-[ ] Rebuild the Peaceful Wilds
--[ ] Further out [0/100] (1 Colonist die, 1 Native die)
--[ ] Sulfur Paths [0/75] (1 Colonist die)
-[ ] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
-[ ] Purge the Vermin [Away With the Pests] [Risky]
--[ ] The Tower of Eyes [Vermin][???]
---[ ] Strike down the Node (Risky) [0/75] (2 Silent Blades dice, 1 Personal die)
--[ ] The Devourer Kingdoms [Vermin] [???] (1 Dead die)
--[ ] Webs and Vines [Vermin] [???] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
Town
-[ ] The Food Traps [0/25] (1 Native die)
-[ ] To protect animals [0/75] (1 Colonist die)
-[ ] Train the Militia against monsters [Militia]
--[ ] Spread and Regroup [10/75] (1 Militia die)
Crafting (7 Craft Points)
-[ ] Make tools for the Shepherds [1 Craft, 1 unit of Mediocre Steel]
-[ ] Smith the Lord's Remnants [1 Craft, 1 unit of Lord's Bone] (Will trigger a quality roll)
--[ ] Weapons
-[ ] The Great Mending [2 Craft, 1 unit of Fabric]
-[ ] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
-[ ] Elixir of Wakefulness [1 Craft]
Raids, Expeditions and Diplomacy
-[ ] Follow the Path [0/100] (1 Colonist die, 1 Alexandre die)
Knowledge
-[ ] Free the Enslaved [21/100] (1 Failure Die)
-[ ] Heal the Wounded
--[ ] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Unchained die)
---[ ] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
-[ ] Rites of Death [Death] [Freed] (2 Mourner dice, 1 Unchained die)
The Council
-[ ] Give power to the Assembly [DC 30/ ??/??] (2 Council dice, 1 Andreyas die)
-[ ] Funerary Practices [DC 25/75/ ???] (1 Council die)
Death Singing
-[ ] Teach the Shepherds (1 Personal die)
Sara Smith, the Mourner
-[ ] Tales of the Saints and Heroes [DC 20/50/??]
--[ ] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)
-[ ] Select Candidates
--[ ] Andreyas Sarsas [Free, no die needed]
Dice Remaining: 1 Colonist die
(Last Colonist die is being held in reserve for whatever other urgent projects might need it, like dog-taming or more hands at the harvest.)
It assumes that we can in fact, do the whole "whittle down the Many-Limbed Devourers using the Bone Hives" on their own, which hasn't actually been hard-confirmed by OldShadow yet.
However, it's occurred to me that we can actually get a total of 3 dice onto the Many-Limbed Devourers. Our Dead die would be one die, but we could also theoretically take the Militia away from Spread and Regroup (which isn't likely to be that useful during the Winter where if the big monsters have gotten past the walls we're already screwed), and taking Andreyas away from the Council (with Funerary Practices only needing 1 die, whatever other action we do there
should only require 2 dice.) That would give us a total of 3 dice to use against the Many-Limbed Devourers.
Now, this has its risks, especially since 2/3 dice will be the Living. With 3 dice, the risk DC for fighting the Many-Limbed Devourers is 20 (10 for the Dead.) Which is relatively high.
But on that note, I think with this hypothetical plan it's best to look over the risk factors for all three Vermin Campaigns.
-Eyevine Nodes: 2x Silent Blades dice, 1x Sara die. Estimated Risk Threshold of 10 DC per die (20 DC for more generic dice, assuming Sara's boost to combat means she is on Blades/Skirmishers level of resilient.)
-Many Limbed Devourers: 1 Dead die, 1 Militia die, 1 Andreyas die. Estimated Risk Threshold of 20 DC per die (10 DC for Dead die.) Risk Threshold can be reduced by 10 by adding one more die.
-Woodflesh Spiders: 2x Warrior's Son dice, 2x Son's Skirmisher dice. (10 DC per die)
This would be a total of 10 dice, 2 (maybe 3 if Sara's still vulnerable) needing to pass a 20 DC and 7-8 needing to pass a 10 DC. I should also note that besides omakes rewards which can be used to save dice (of which we have a lot right now), we would also have access to 2 re-rolls for this.
But risks aside, this would be a major investment, and if there's non-Great Hunt issues that we need to resolve before Winter (like more shelter for the animals for example), we're gonna need to sacrifice projects in order to get that work done.
So I think the question should be asked on if we want to go with this maximalist Hunt project, or maybe we want to be more conservative and only go for the two threats of the Eyevines and Devourers that have higher growth rates, saving the Woodflesh Spiders for later (alternatively, we could split the Son and Skirmishers with one pair of each die on both while Blades + Sara handle the Devourers, which should be enough to clear out the first Eyevine Node even on below-average node while still putting pressure on the Spiders, but wouldn't give us a chance of outright completing one of the Vermin on Turn 11.)