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Well thanks for answering @Chimeraguard , now that I have some time I would like to comment on a few things about your ideasOkay 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.
The problem I have against this is that IIRC attacking the Devourers could cause a response, and AFAIK the best way of preventing them was to take advantage of the surprise and make our first strike as devastating as possible...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.
It may be possible mechanically, BUT I am completely against using our militia which has not yet finished its training or even had their weapons upgraded to High-Quality Steel enter the fray against the most dangerous of the 3 Vermin.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.
I am completely against dividing our forces here... From those OOC questions, we know that if we concentrate our forces on two fronts we can easily finish off two vermins, which is much better than advancing a little against the 3 vermin.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.)
And I would be fine to switch back to the Eyevines and Devourers plan, but seeing that for the next year we have pretty much booked out the Sons and the Skirmishers (with all the expeditions we want to take), so this could be a good place to use an OOC question to know about the Devourers and his capability of expansion if the other two vermins are dealt with, because AFAIK we haven´t had any definitive answers about it and we are operating under assumptions that can be wrong... So if we could deal with the Eyesvines and the Spiders this autumn we can probably use Sara and the Blades to destroy the Devourers in summer.
And Now about the plan itself.
I still think that seeing that we have a good amount of gunpowder reserves and that we won´t be able to use this until we finish the Saltpeter and the Gunpowder workshop I will put these dice somewhere else, preferably the Protective Patterns
Hell, I would argue that Paths of Iron would be significantly more useful at this point in time not only for crafting equipment and armour but also as a trade good for the rest of the natives...
As I said before, I am afraid put this dice alone here, I don´t want to provoke some sort of counterattack.
I truly consider "Protecting Patterns" a much higher priority than any other town project... As we have seen in the last couple of years Knowledge is our most glaring weakness in winter, and even if it cannot help us too much with Smallpox it is going to help us with the rest of the stuff that Winter will throw at us...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)
I love the idea of getting Give power to the Assembly done ASAP and with 3 dice so that we get up to the 3rd DC, but I would leave Funerary Practices for the next year so that we can put at least a couple of dice there, and I will use Andreyas die training the militia... If we are lucky we may finish a couple of training actions due to spillover.-[ ] Give power to the Assembly [DC 30/ ??/??] (2 Council dice, 1 Andreyas die)
-[ ] Funerary Practices [DC 25/75/ ???] (1 Council die)
And I truly think that training our militia on how to use Razorweed would be much more useful in winter, despite the "Risky" thingy
I am not sure if we can use a knowledge hero as Alexandre does this though...-[ ] Follow the Path [0/100] (1 Colonist die, 1 Alexandre die)
Three things here...-[ ] 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)
- For all we know Heal the Wounded could finish by itself in Spring, so I would use an OOC question to confirm it before committing any dice...
- I may be an optimist but I don´t think that Rites of Death is going to be that necessary, I would rather put both Mourner dice on the Sherpards of Corpes, that way we give the Free extra punch this winter, and we unlock more dead Dice ASAP that is going to be extremely valuable for both dealing with the Devourers and for building Deadport
- If we could free the unchained dice we could take the Champions this turn making the militia much more effective, and if we are lucky we could even get an extra militia dice (a solid command structure makes any army exponentially better)
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