I'm actually going to vote for Recruitment for Military instead of Harassment. I want to replenish and expand our army (by FIFTY PERCENT :o:D), give Survey a bonus in its final turn, and give Anub-Rekhan a full turn to recover from his injuries even if Troll Blood doesn't win.
 
I'm actually going to vote for Recruitment for Military instead of Harassment. I want to replenish and expand our army (by FIFTY PERCENT :o:D), give Survey a bonus in its final turn, and give Anub-Rekhan a full turn to recover from his injuries even if Troll Blood doesn't win.
Harassment is far more important than Recruitment. We won't need that extra 50% and then extra upkeep it would bring if we can simply make it so that our enemies can never hit us hard.

And Anub is a big boy, he still has 27 Martial, Anu and Maexxna. He does not need rest.

Besides, our armies are basically still at full strength. Since the casualties we took were, for the vast majority, cannon fodders and thus easily replaceable.
 
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Say that you were starving for a, long, long, unbearably long time, and then someone put the most enormous feast imaginable before you...
Then some jackasses ruin it all and eats it while he is wearing nice clothes and laughing right in your face.

You have an axe and is more powerful than normal gods, the jackass is mortal.
Fun fact: Nerubians do not have most races protection against Gods driven to sheer "bathe in your blood" fury.
Our choice is fighting starving loa (while also hopefully encourage them to fuck over the trolls in their rage over our enemies' fuckup) OR fight them after they've been powered up by ten thousand sacrified lives.
There is no path we can take that doesn't end up with the loa pissed at us, only thing we can decide is how strong our enemies would be.

They're never going to NOT be pissed at us and want us to suffer, not with the trolls there to encourage them.
 
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Harassment is far more important than Recruitment. We won't need that extra 50% and then extra upkeep it would bring if we can simply make it so that our enemies can never hit us hard.

And Anub is a big boy, he still has 27 Martial, Anu and Maexxna. He does not need rest.

Besides, our armies are basically still at full strength. Since the casualties we took were, for the vast majority, cannon fodders and thus easily replaceable.
Those are your priorities, not mine.
 
I'd say we leave Recruitment until next turn and this turn get Harassment so we can let that one race regroup and help us out against the Trolls and the Undead.
 
They're unlikely to want to help us, but yeah, we need to make sure the trolls aren't smashing into us while the Scourge arrives.
For that, we need to make some rather unpleasant choices.
 
Our choice is fighting starving loa (while also hopefully encourage them to fuck over the trolls in their rage over our enemies' fuckup) OR fight them after they've been powered up by ten thousand sacrified lives.
There is no path we can take that doesn't end up with the loa pissed at us, only thing we can decide is how strong our enemies would be.

They're never going to NOT be pissed at us and want us to suffer, not with the trolls there to encourage them.

This actually sold me.

I'm on board with harassment/interruption.
 
Am I the only one who finds it amusing that in this Dynasty quest we are trying to make sure the Loa are mad at the Trolls while in the other Warcraf Dynasty quest we are Trolls trying to make the Loa happy with us again.
 
Am I the only one who finds it amusing that in this Dynasty quest we are trying to make sure the Loa are mad at the Trolls while in the other Warcraf Dynasty quest we are Trolls trying to make the Loa happy with us again.
Well hey, whatever works.
My ideal is these trolls get to be treated like the ones in that other quest are - zero help to the VAST majority, so we can come in and smash them.
 
Am I the only one who finds it amusing that in this Dynasty quest we are trying to make sure the Loa are mad at the Trolls while in the other Warcraf Dynasty quest we are Trolls trying to make the Loa happy with us again.
It's not amusing, just common sense.

If you are enemies of the Trolls, you want to make their extremely pissy gods mad at them, because that's actually pretty easy and because otherwise you have Physical Gods trying to eat your faces off.

If you are trolls, you want the Loa to be happy, because they are extremely pissy and tend to eat you when they are angry, however thanks to how much power they bring, it is actually pretty easy to get enough sacrifice to keep them happy.
 
It will take 2 years until enchantment.
At which point we'll be fighting Scourge, so at most golems will not have been there for the first year of war.
True. But Like I said. If you research enchantment first. That means you now have access to Master enchanters. Which means that there's a good chance that you'll make Stronger golems Faster. Because you now have Masters of the craft working on the project rather than relying on just acolytes.
 
Golems before Enchantment is better.

Golems first, so that we can pump out large numbers of them in time, and then Enchantment, because it should be relatively easy, like a Military action easy, to upgrade most of our pre-existing Golems, or just to make better Golems. Both are good really.

But we want Golems first, so that we can absolutely have them have is prevent the Scourge from snowballing.

On the other hand, Enchantment first would mean letting the Scourge snowball into something big and then try to block them, which is just much harder.
 
Golems before Enchantment is better.

Golems first, so that we can pump out large numbers of them in time, and then Enchantment, because it should be relatively easy, like a Military action easy, to upgrade most of our pre-existing Golems, or just to make better Golems. Both are good really.

But we want Golems first, so that we can absolutely have them have is prevent the Scourge from snowballing.

On the other hand, Enchantment first would mean letting the Scourge snowball into something big and then try to block them, which is just much harder.
That single choice (Enchantment over Golems) isn't going to be the deciding factor in how much we'll be able to limit the Scourge, since we'll have a good number of Military, Diplomacy, and Intrigue actions to fight them with.
 
Golems before Enchantment is better.

Golems first, so that we can pump out large numbers of them in time, and then Enchantment, because it should be relatively easy, like a Military action easy, to upgrade most of our pre-existing Golems, or just to make better Golems. Both are good really.

But we want Golems first, so that we can absolutely have them have is prevent the Scourge from snowballing.

On the other hand, Enchantment first would mean letting the Scourge snowball into something big and then try to block them, which is just much harder.

I agree. Lets do Golems first so we can have an immediate advantage. Enchantments however will be much less immediate as other than the improved weapons and armor, we'll need to research additional unlocks.
 
Golems before Enchantment is better.

Golems first, so that we can pump out large numbers of them in time, and then Enchantment, because it should be relatively easy, like a Military action easy, to upgrade most of our pre-existing Golems, or just to make better Golems. Both are good really.

But we want Golems first, so that we can absolutely have them have is prevent the Scourge from snowballing.

On the other hand, Enchantment first would mean letting the Scourge snowball into something big and then try to block them, which is just much harder.
Enchantments unlock other options though. Golems is just part of the package.
It also unlocks better armor, weapons.
Not to mention the chance at enchanted gates which are nigh unbreakable. Research into waygates like the one in Sholazar that you guys are interested in. Having people finally developing Enchanted auras like the Anti undead aura of Dalaran. And other stuff.
 
Harassment: Zul'Drak is under heavy guard as the Drakkari prepare their sacrifices for the coming grand ritual, making it unfeasible for a deep strike within Gundrak unless your army is willing to suffer unacceptable casualties. Anub-Rekhan recommends that his forces harass the portion of the Drakkari army taking over the Grizzly Hills first, hampering their attempts to progress further and stop any future prisoners from arriving in Zul'Drak.
Time: 1 Year. Chance of Success: 80%. Rewards: Drakkari advancement halted. No new prisoners. Vrykul get time to rally their forces.

We need this. No ands no ifs and no buts about it. Giving the Vrykul time to regroup is a BIG thing. Right now the Vrykul are angry as fuck at the Trolls, their focus is shifted away from us and we can use them as the enemy of our enemy for now. Which means making sure the trolls are too offbalanced to keep them oppressed.

They need breathing room so that they can become a more effective wall for us.


The Intellectuals: The recent uproar you caused among the scientific community three years ago is still ongoing. Damage control needs to be done. A number of incidents have been reported by Nexar-Azret, numerous acts of sabotage on various kinds' experiments done by rival factions. Injuries are mounting, but no deaths yet. It's getting worse.
Time: 1 year. Chance of Success: 75%. Rewards: Rivalries die down. Civil scientific war prevented.

Ugg... I hadn't wanted to unite the intellectuals in the first place... but right now we cant our idiot researchers trying to one up each other... this shit will hit Gnome and Goblin proportions if we let it go on any longer...


A Leader: Overjoyed by the massive success of your and her Nerubian Assassins had last year, Nezar-Azret proposes that she wants to establish and find a leader amongst them. Many have proven their worth and notability in numerous tasks, accomplishing feats greater than any Assassin had accomplish before in hundreds of years. Your Queen wants to test them against each other and find out who is the best.
Time: 1 Year. Chance of Success 80%. Rewards: Elite Nerubian Assassin Hero.

Interruptions: The Drakkari are preparing to sacrifice their thousands of prisoners to the Loa Gods in a grand sacrifice not seen in Zul'Drak in thousands of years. Whatever it is it can't be good and it likely is aimed at you with the defeat of the Vrykul. Send out your Assassins and Mages and stop this before it can occur.
Time: 1 Year. Chance of Success: 70%. Rewards: Drakkari ritual prevented. Angry Loa. War delayed by 1 year.

Ok as much as I would like Protodrakes... these are far more important. We need the Assassin hero unit to up our intrigue score, and even more than that NEED to keep the Drakkari from gathering more power in the process. Keeping the Vrykul in play crippling the Drakkari war effort is massively important... if allowed to sacrifice all of those prisoners they captured they will have a pretty HUGE influx of power to direct our way. I'd rather not deal wid de voodoo...


Wintersgrasp: Deeming the area safe enough to inhabit, the Survey Expedition over there has requested the necessary funds, resources, and Nerubians to establish a settlement there in hopes of further expanding their operations to mine the great number of Titanium veins there and research into the sealed off Titan Fortress at the center of the region.
Time: 1 Year. Costs: 13,500 Gold. Rewards: Wintergrasp Settlement. More Titanium. Access to Wintergrasp Fortress.

Proto-Dragon Nests: The captured Proto-Dragon eggs are likely to hatch soon and Elder Nadox wants to build a series of facilities dedicated to raising the beasts based on the intelligence reports and descriptions from your Nerubian Assassins. While he doesn't have any Proto-Dragons to raise and mother the beasts himself, he is confident that the numerous beast tamers in the Empire can handle a hundred hatchlings.
Time: 1 Year. Costs : 18,000 Gold. Rewards: Proto-Dragon Nests. Better tamed and raised Proto-Dragons.

Winter's grasp is an ABSOLUTE MUST. It gives far too much... and the protodrake upgrade is also extremely important. Much more so than the roads and other settlements at the moment.


Potions!: Not looking to be outdone by those Enchanters your Alchemists have gathered together and petitioned you for extra funding and test subjects. They wish to test out some new specialized and potent potions and elixirs along with lesser mass-scaled versions of their previous work using cauldrons.
Time: 2 Years. Costs: 4,500 Gold. Chance of Success: 65%. Rewards: Grand-Master Potions and Elixirs for Elite and Hero units. Master Potions and Elixir buffs for the rest of the Army through Cauldrons.

Troll Blood: Given the recent injuries and possibly permanent disability inflected on Anub-Rekhan, you and he are curious to find a better way of healing injuries, even crippling ones. The Ice Trolls you still have captive have survived nearly everything your researchers have done to them. Their reports have greatly interest your alchemists on the regenerative properties and are looking to make better potions out of their blood.
Time: 1 year. Costs: 5,000 Gold. Rewards: Troll Blood Potions for use.

These two have a heavy amount of synergy. Cauldrons for mass distribution and really good pots... enhancment, healing, ect. Bloody useful. Combine with something like Trolls blood pots? We could see a massive increase in the survivability of even the small units in our army which dont get to use armour.



Sneaky, Underhanded Stuff: You know of intrigue, not how to intrigue. Like a depressingly amount of other things you simply aren't good at it.Maybe Nezar-Azret can give you some advice?
Time: 1 Year. Rewards: +1 Intrigue. Minor increase in Spousal opinion by Nezar-Azret

Your Brood: You haven't spent much time with your brood, leaving them for your Queens to take care of. It might finally be time to go over your growing number of Spider Lords and see who might be the best among them to pick for your heir or heirs. And you'll see who else is notable among them to.
Time: 1 Year. Rewards: Heir(s). Spiderlings of Interest.


Not much to say other than getting us up to 10 intrigue will be helpful... and... SQUEEEEEEE!!!!! Spider Babies!!!!
 
That single choice (Enchantment over Golems) isn't going to be the deciding factor in how much we'll be able to limit the Scourge, since we'll have a good number of Military, Diplomacy, and Intrigue actions to fight them with.
I'm not saying it is a deciding factor man, I'm just weighing in on the Enchantment or Golem first debate.

Also, the order does make a different, maybe just a little bit. But frankly, we need every little difference we can get.
 
I'm actually leaning more towards enchantments as well.

He makes some good arguments, and it will give a good boost to other things besides golems.
 
Enchantments boost hero units. We are gaining 2-3 additional heroes within the next two turns.

Well, two of them are Hero Pets, but I see no reason not to give the Jormungars enchanted plate mail.
 
Okay harassment and interruption is a must to just ruin the Trolls day and help out the Vrykul.
 
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Enchantments unlock other options though. Golems is just part of the package.
It also unlocks better armor, weapons.
Not to mention the chance at enchanted gates which are nigh unbreakable. Research into waygates like the one in Sholazar that you guys are interested in. Having people finally developing Enchanted auras like the Anti undead aura of Dalaran. And other stuff.
If we had more time, you would absolutely be correct that Enchantment first would be a better choice.

We dont have more time, so we need those mobile siege/shock weapons that cannot be raised by the Lich King now.

Because I really doubt that we can get any of those really high-end stuff anytime soon and better armor/weapons still leaves bodies for the Lich King to raise, plus letting the enemy get those better armors/weapons.

Golems are relatively simple, and easy to make, can be mass produced and won't get raised by the enemy. So Golem is the Superior choice right now.
 
Pots and Trolls blood this turn.

Enchantment and Golems next.


Go with what is most synergistic. Especially since pots and troll blood will enhance our ENTIRE army right down to even the beasts. where as Enchantments only affect the elites.
 
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