Aid 'Omake for Guns of Nuln'

Farek would be lying if he ever said that he did not wish to be in battle for his country.

Though many would misconstrue Farek's thoughts as patriotic fervor, as most Ostlanders have been swept up in a fervor to rally against chaos, his reason for wishing to die in battle was wholly another.

Namely the fact that traveling upon water, even the relatively calm river Talabec, caused his stomach to attempt to murder him every time he consumed food. His roiling stomach rumbled and rumbled, pushing upwards the food he consumed until he could no longer will himself to keep his food within his body.

As such, upon reaching the docks of Nuln, Farek looked forward to a few months of diplomacy and negotiation with the nobles of Nuln for troops armed with powerful weaponry. Most assuredly, the recruiter believed he shall be able to rest easy for at least a month's time before having to drive himself to the bone in order to requisition the needed men.

"You there! Ostlander!"

Only a combination of exhaustion and confusion stopped Farek from snapping at the man you called to him, and to instead turn and look to the man who stopped him from carrying out actions that would allow the recruiter to finally rest after the journey.
Farek looked up to the man who called upon him.


And up.

And up.

The man's face was hardset as though formed from solid steel with only hammer, Farek could only wonder what sort of weapons can possibly scar such a man of impossible vitality. The immense man was dressed in ornate armor Farek knew would leave him immobile had he worn it as well as send his family into debt for generations upon purchase.

However, what made the giant of a man the most memorable was the golden hammer at the man's side, the massive red, furred coat lined with scripture, and the mark of Sigmar, which Farek has prayed to all his life, boldly placed upon the man's chestplate.

Breaker of Chaos, Champion of Sigmar, Hero of Man, Dwarf friend, Elf friend.

Magnus the Pious, the Emperor.

Before Farek could speak, prostate himself, apologize for the mere thought of snapping at the man who was well beyond all else…

The Emperor inclined his head with a fist against his chest before Farek could do any such thing.

"Ostlander, I extend my deepest regret to you for not providing aid against the foul forces of Chaos in Nordland. My own land is rife with strife, some of my own allies, my men unable to head to battle and I cannot leave them as well."

Farek wondered why none of the titles included 'Humble'.

Just as that thought crossed Farek's mind, the giant of a man stood straighter and seemed to exude regality.

"I have failed my role as Emperor, and now your Count sends for aid with gold that shall come to my coffers and thus my aid!" The Champion of Man merely proclaimed his earnest thoughts, yet to Farek and possibly all others saw not a man but a selfless saint. "Come, Ostlander! I shall see to it your negotiations with Nuln shall end this very day and with any willing man sent with you to your homeland!"

The thought of leaving upon the river in the same day he arrived did not hamper Farek in the slightest.

A/N: Just Magnus being AWESOME. :cool:


Interesting. I'll give a 5% Cost Reduction to the action.
 
Just an idle thought/comment: I think we should take the Talabecland Diplomacy action soon. The Count has been friendly and reaching out and they're one of the provinces that sent a good army to us. I figure it's best not to ignore somebody who's making an effort like that.

Figure it's best to finally start dealing with them soon-ish, before all the busy-everywhere-rebuilding-everything state of the Empire means Talabecland starts focusing elsewhere.


And of course helping Kislev... And definitely helping with the mages and stuff because we do not want that to blow up in our face... Man, there's a lot to do, isn't there.

Welcome to an Empire post-invasion-by-a-freaking-Everchosen.
 
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I have to admit that my first thought when Torroar mentioned the friendly Count of Talabecland I was thinking he was a Chaos manipulator trying to play us. At least until it was mentioned that he'd lost an eye in Battle against Chaos during the Great War.

I think Garlak has a point about us establishing relations with Talabecland as soon as we can before they lose interest in us. I think that as soon as we get a free Stewardship action we should spend it on this, even if it only serves to let them know we're interested. And talking of Talabecland, I thought it amusing that our potential wife from that province still came to our rescue with twenty thousand fanatics to help us fight Chaos :)
 
Turn 5 Results
Turn 5 Results
2308 IC​

Military: Sir Maximilian von Raukov is a retired member of the Bull Warriors, Ostland's only Knightly Order. Despite being retired, there remains a fire in his belly. He is here to advise you on military matters. (Choose 2) –

Better Training: The Imperial Foot was brought here to assist you in clearing the Forest of Shadows, no matter what form that assistance may take. Within reasonable limits of course. But one of the things that most stuck out to you was the fact that despite all that you faced at Salkalten, the Foot did not break, and kept formation at all times. When ordered to move, they did so smoothly and without a single batted eye. Some of this may have come from experience, and their superior equipment, but they also likely have much better training. Many of the Foot here were trained in Reikland and Middenland. Perhaps they would be able to train your own forces to a similar standard? Cost: 300. Time: 2 Years. Reward: Ostland Army trained by Imperial Foot. Will Complete This Turn.

- The quality, training, and materials that the Foot has access to is far beyond what Ostland could possibly provide. However, they have done their best. Many of your soldiery grumbled, groaned, but in the manner that all people do when staying is a foregone conclusion. You had access to the ludicrously hearty and filling food of the halflings, which helped a good amount. Your army is not the equivalent to the Imperial Foot, but they have been trained by them. Reward: Ostland Army +3 Following All Orders, +5 To Morale Rolls for 3 Years If Not Refreshed.

The Count of Plagues: Count Otto Gruber must be stopped, and Nordland rescued. The longer he is given time to work, the more innocents die, and the more and more likely that all resistance in the province will crumble. Even now according to your scouts the creatures that were once human charge at Captain Kessel's holdout in Luftburg. A second large swarm heads northwest of Luftburg to an unknown destination against someone who is fighting back. Every moment you waste is another dead. Sir Reinhardt did not die to deliver his message just so you could sit back on your wheels. Those that could send aid have, those that couldn't haven't. There is nothing left to do but descend into Nordland. Reward: The Nordland Campaign Begun, War Turns.

- After a summer of preparation…you march just as autumn begins. Reward: The Nordland Campaign Begins!

The Guns of Nuln: You don't have that many guns, despite your peoples love for them. You should get more. While it would be nice if you could build some of your own, it might be time for you to get access to some early, to get at least some people trained with them. Though it would normally cost a premium to do this, considering the distance between Ostland and Wissenland, both Sir Erwin and the remaining commanders of the Foot assure you that they can expedite the process. It turns out that men carrying a Writ of the Emperor can grease wheels exponentially more than anyone could on their on. The combat engineers who watch over the cannon like mother hens can then teach your men. Cost: 500 475. Time: 1 Year. Reward: 2 Handgunner Regiments of 500. Total of 1000 Handgunners.

- Wissenland was having issues last year, and still is, but Magnus is nothing if not skilled. At the head of a cleansing force of Rieksguard and Foot he has accomplished much in saving his province. As such, a small number of Foot Handgunners are able to make their way north along the river lines and roads. They join up just two and a half weeks before you departed into Nordland yet as part of the Foot they seamlessly melded into your forces. Reward: 2 Imperial Foot Handgunner Regiments of 500. Total of 1000 Foot Handgunners.

Diplomacy:
Baroness Katrin von Freud is a slim and stiff necked old bat. But she's been wining and dining with the best of them since before your father was a twinkle in your grandfather's eye. (Choose 1):

Mercenary Interests - Ogre: You rather enjoy the ogres of Ostland. At least, those who have become citizens of the Empire. The melding of the two cultures is a nice one, because you have heard just how much more brutalistic normal ogre culture is. Any culture that involves casual cannibalism is one you are happy to not have your citizens practice. But there is such thing as more traditional ogres, who practice something strange called Gut Magic and other such odd things. There is a small amount of friction between mercenary ogres and actual Ostland ogres, but the former could likely be paid in food thanks to the halflings. All that remains is to see if any are willing to join you. Cost: ??? Chance For Success: 50% Reward: Ogre Mercenaries [Cost will depend on who shows up, and even then you can choose whether or not to hire them] Required: 50. Rolled: 15

- Just a bit of bad luck, none show up to be hired. Failure.

Stewardship
: Morgan von Bernhardt is an experienced steward, and often ran things while your father was off gallivanting around. The middle aged man is quiet, but his ideas more often than not have merit. For now he wants to repair the roads and ports, but you need to reclaim those from the creatures of the Forest first. (Choose 1)

Copper Mines: You discovered some copper veins last year, and they are in prime position to be harvested. Not to mention the whole thing where there are no beastmen or greenskins running around for miles around the outskirts of the mountains, or at least where your scouts went. Set up some mines, but be sure to put into place some good defensive emplacements. After all, you never know if those things will just come back. Cost: 500. Time: 1 Year. Reward: Copper Mines Set Up, Mining Income +150 Gold.

- There is not much to say here. Before the army left the first cart was heading down to Wulfenburg. Reward: Copper Mines Set Up, Mining Income +150 Gold.

Research:
Helga…has no last name. Despite the fact that you are pretty sure that girls are not allowed in the Gunnery School in Nuln, she has shown to be extremely adept with firearms. As in she took one apart and put it back together supposedly 'better' during the first privy council meeting you had with her. Are there female dwarf engineers willing to teach people? Where did your father find this woman? (LOCKED):

The Schools: You've convinced Valma, you've convinced the combat engineers of the Foot. Now it is time that you actually got to building the thing that you need both of them for. With the experience of both you should be able to create something that while it will obviously be smaller than the Nuln Schools it will be quite efficient for its size. After all, these fellows know what really matters about the guns and engineering, minus the sort of frilly bits that southerners need. It will, obviously, take a lot of time to fully create it. All worth it however. Cost: 1000. Time: 3 Years. Reward: Ostland School of Engineering and Ostland School of Gunnery. Will Complete Next Turn.

- It's a sprawling thing indeed. Valma believes in extremely thick walls and wide hall ways, all specially built around protecting the things within. By now it is shaping up to be one of the biggest structures in Wulfenburg. Will Complete Next Turn.

Ogre Armor: Most ogre armor is haphazardly put together. There is no uniformity to it, due to the varying size of an ogres gut and/or height. But it doesn't have to be. If a concerted effort was made to actually create some nice armor that interlocked and protected while emphasizing the strength and gut of the ogres to satisfy both good Imperial sense and the portions of ogre culture that Ostland ogres retain, then the survivability of all the ogres on the field in your army would take an impressive leap forwards. A worthy task, wouldn't you say? Cost: 500. Time: 2 Years. Reward: Uniform Ogre Armor. Will Complete This Year.

- Knowing that you're heading out into battle far sooner than later in the year, you and Borgin throw yourselves into your work. By the end of it, you can finally be satisfied. It isn't quite a flexing set of plates which fit together, but you've finally managed to make a full set of ogre armor that can be given somewhat minute adjustments to match varying gut and general body sizes. It will take a bit of resizing for those who are smaller or larger than average, but the point is thus – you have crafted a set of something between half-plate and full late. A ¾'s plate as it were, which covers the valuable ogre gut, head, arms, and legs, admirably. The ogres of Ostland's army seem to love it, as the quality is far better than the slapdash thrown together scrap armor that normal ogres would wear. By creating this, your ogres shall be infinitely more protected. The only difference now is that it will cost just a bit more to outfit ogre units. Reward: Uniform Ogre Armor. Ogres upgraded to Great Defense. Cost of recruiting 100 Ogre Regiments raises from 125 Gold to 150 Gold.

Piety:
Most people wouldn't expect an Ulrican and Sigmarite Priest to stand shoulder to shoulder on something. Well, wonder of wonders, it's happening here in Ostland. Wulff and Leopold glare at you from across the table during Privy Council meetings, while Eizenhorn stands on the far wall behind them with his hands casually near his weapons. (Choose 1)

Protective Amulets: You have heard tale that Shallyans are the ones to look to for true healing and protection, more so than the priests of Sigmar. Which is fair, as the latter are more suited to bashing skulls and healing battlefield wounds. Also, there isn't as much of the doctrinal rivalry by Ulric or Sigmar against Shallya. As such, it may be prudent to look into getting the assistance of some Shallyan's to bless amulets for your people as you head into the plague filled Nordland. The only issue is that Ostland has a bit of a dearth when it comes to priestesses of Shallya, so it would be difficult to find any, and more so to get some capable of doing what you are requesting. Cost: 100. Time: 1 Year. Reward: Protective Shallyan Amulets. Chance of Success: 55% Required: 45. Rolled: 69+20=89

- You went to the small and humble temple to Shallya in Wulfenburg to make your request. Understandably surprised at your presence, it took a bit of time for them to process it. Unfortunately there would be no way for them to outfit every single one of your soldiers with protection. So you don't. Instead, you make the pragmatic and admittedly somewhat cold choice to get protective amulets for the various commanders of your forces. As in you, Natasha, her Ice Mage instructors, and the commanders of the various allied detachments like Johanna Fuerbach. Unfortunately it seems that these amulets will not provide inviolable protection, as you might have hoped, but they will be much better than nothing. Reward: Protective Shallyan Amulets for Hero/Commander Units.

Intrigue:
Ah yes, what could be better than one twitchy Witch Hunter? Another twitchy Witch Hunter. Unlike Eizenhorn, Marlisa is focused on matters of internal security and intrigue. With a smaller emphasis on faith. But not by much. Eh, you'll take what you can get. (Choose 1)

Emperor Says So: The Emperor has ordered that witches are no longer to be burnt at the stake. While the Witch Hunter's must follow his orders, you can tell that they are doing so quite grudgingly and you don't believe for a second that they truly do so every single time. More likely they kill the poor fellows when no one is looking and claim that they had no choice. Well they're right about one thing, they don't have a choice. But first you need proof. Marlisa was only somewhat offended when you posited that this was occurring, but eventually admitted that there were those amongst the Order who would do so without remorse or caution. This cannot be allowed. If the Emperor wants people who have 'it', then by your hands he'll get people who have 'it.' Cost: 0. Time: 1 Year. Reward: Witch Hunters kill less potential Wizards for the Empire. Chance of Success: 85% Required: 15. Rolled: 22

- Captain Liesdotte seems uncomfortable to have this conversation that Natasha just happened to arrive at. You aren't precisely sure why, but eventually she acknowledges that you are correct in that many in the Ostland Chapter have not been as careful as they should be. She will endeavor to solve this issue, which should hopefully provide just a few more wizards for the Empire and a few less dead. You aren't sure why she was so uncomfortable about it though, though you swear she seemed conflicted between looking at the pile of orders on her desk which seemed split between the Lord Protector and the Emperor/Theogonist Duo. Ugh, internal politics. Reward: Witch Hunters kill less potential Wizards for the Empire.

Personal:
You refuse to let being an Elector Count consume every free hour you have. (Choose 2)

Steel Entwined By Frost: Your wife is feeling much better indeed, and as such has demanded that the two of you get some extra training in. You are both about to stride into the battlefield, and though your wife's Ice Magic will be far more limited than it would be in Ostland. So she'll have to make up for it in a brutal training regime, or so she says. You have halflings nearby, and with the heartiest food in the world to access, she intends to improve herself as much as she possibly can. All that time she spent in a library must be exchanged, changed, and prevented from negatively affecting her further. Cost: 50. Time: 1 Year. Reward: Natasha's Martial no longer penalized by Scholar Trait. Chance of Success: 65%. Required: 35. Rolled: 39

- Your wife rested a lot last year, and decided that this was the year to make up for it. Halfling food is incredibly fattening, so only through the most incredibly vigorous exercise can one not plump up to practically ogre gut standards. Fine for ogres, quite unhealthy for humans. But, vigorous exercise is what your wife demands. You spar with blades day in and day out when you are not smithing or organizing the logistical horror show that is organizing the army that has come to Ostland to free your western neighbor. Your wife was never a waif, but she was also never incredibly bulky. Yet by the end of the year her arms have gained some noticeable lean muscle, and even some vaguely defined abdominal muscles. Years of reading books can do nothing against a determined woman who has access to you and Halfling food. Reward: Natasha's Martial no longer penalized by Scholar Trait.

My Armor: Borgin is no Runesmith, but he is a master blacksmith. As are you, though the difference between a master dwarf and a master human is quite an interesting gulf indeed. In any case, it may or may not be prudent to forge yourself a new set of armor. The last one was torn apart at Salkalten from multiple sources. This shall be made with all the alcohol fueled skills of you and Borgin, crafted with the finest metal you can get access to. It's no Gromril, says Borgin, and it might not have any runes, but damned if it won't be better than anything you've ever created before. Reward: Master Crafted Armor.

- You do not have access to the legendary Gromril, and even if you did you would have no idea how to work it. That is something that Borgin knows, but isn't telling just yet. Every day your craft gets a little bit better, so in this case you put together something created by the two of you. Instead of you going out to purchase something, Borgin actually decided to pull some of his own materials. They were meant to be used in a test of skill as a sort of benchmark, but he knows that you are about to do something exceedingly dangerous. So instead, the two of you begin working at the very first day of the year, only finishing a short time before you march out. It is, without a doubt, masterfully crafted however. All the experience of a four hundred year old dwarf and yourself, it breathes excellently while allowing full range of movement. Underlayers and buckles help keep it even more structurally sound, and the helmet covers all of your head. A smaller exact field of vision is a small price to pay to keep some gnawing Nurglite creature from eating your face. Reward: Master Crafted Armor.
 
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The ogre roll was unfortunate,
The bare success of "Emperor Says So", was not ideal as well.
This will not work too well and we will have to deal with it in the future again.

At least the amulets were a solid success.

Still, not the best dice rolls.
 
Count of Plagues 1
Nordland Campaign: The Count of Plagues, Part 1

An Elector Count of the Empire has turned to Chaos. A province that weaned its soldiery on combating the savage Norscans for entire generations has fallen into darkness, all at the hands of its traitor. Supposing that he has been aligned with Chaos since the beginning, the simple fact is that much of Nordland will inevitably be party to his machinations for the Chaos God known as Nurgle. A God of rot and decay has swallowed up the populace of Nordland, and for all you know the vast majority of her army has been swayed to Count Gruber's service. Her militia, her peasants, tens of thousands of these have been sighted by your scouts moving in infected lockstep, their innocent bodies and souls now but puppets due to the warp spawned disease which even now fills veins with corruption.

It seems that despite the victory of Magnus the Pious at the Gates of Kislev, Chaos itself did not break.

You know nothing about the composition of the forces that Gruber may command. He may only command the tens and tens of thousands of plague zombies. Hey may command the whole of Nordland save for those survivors at Luftberg and the mysterious location northwest of said city. According to the brave Sir Reinhardt, daemons bearing single eyes and rusted sickness infected blades are also present. Norscans, also servants of Chaos, have free rein to row to shore onto the shores which bear a Count who worships the same powers that the savages of the far north do. A man who has been in control of the province for almost two decades can do much to prepare.

Yet, not all is lost. Not yet. Warned as you were by the careless words of a devastatingly powerful servant of Chaos and the desperate message of a selfless knight, you were not caught entirely unaware. Despite all the abilities of Chaos that the Count may have been granted, despite the fact that the Kul Survivors even now rally around a mysterious leader, despite the fact that the world itself seems unable to find peace, all is not lost. For while Count Gruber may have prepared, and worshipped, and beseeched powers beyond mortal ken, you have something as well.

Fury. Guns. Faith, in the case of most of those who were able to come when you called for aid. And not an inconsequential amount of magic.

Now? More than a hundred thousand boots march. The Empire and Kislev once more have come together to break apart a mighty host of Chaos. The sound of marching songs echoes through the air, and from the flagellants comes an incessant murmur of endless chants to Sigmar. The Middenlanders roar and snarl, growling out the rough and yet somehow heartening prayers to Ulric. The strange twisting language of Kislev lifts into the air, the entire contingent of the icy land carrying with them a certain chill.

Towards the front of them all comes yourself. Clad in a masterfully crafted piece of armor which you yourself created in conjunction with a hoary and skilled dwarven blacksmith, you cut quite the figure. The black and white of Ostland in an almost checker like pattern marks your province, yet it is Brain Wounder clasped at your side which denotes just who you are, and your level of authority. Bereft of full military commanders save perhaps the Ice Mages of Kislev who have willingly subordinated themselves to you on the orders of Tzarina Kattarin, you have been left in command of this entire mighty force. The logistics, quite honestly, were a nightmare.

There is a wild clank from behind, yet it is one that you have grown used to in the past few days of marching. The…Soup Tank, called Kathleen by the halflings, is a strange former Steam Tank. No longer combat capable, insomuch as what the halflings claim, it has instead had its incredible mechanisms turned towards the production of food. For it is only with the assistance of the halflings that this great army has been fed and kept healthy and hale after gathering.

Finally, you stop. On one side of the border is a largely clean area, with small wooden buildings and towers denoting the guard outpost. This is the side of Ostland, your home.

On the other…lies devastation.

The years of living in the Forest of Shadows has let you grow used to the land around you containing a vicious amount of creatures. There are beastmen, greenskins, twisting mutating monsters and supposedly even necromancers. But what lies across the border, leading into Nordland, is something else entirely.

Rot suffuses the edge of the Forest of Shadows that stretches into Nordland. The ground actually smells bad, each squelching boot releasing an invisible yet gag-worthy stench. It is as if the land itself is trapped in that twilight of life and death that are the diseases of the plague god. Leaves and bark have turned unnatural and sickly colors, and there is little wildlife to be seen at all. You have barely crossed the border when the realm that can no longer truly be called one of the Empire responds to the intrusion of an invading army.

From the dark green mists come shambling creatures that were once human. Now, fueled by the taint of Chaos and infected by the diseases of Nurgle, what were once peasants have become creatures of destruction. Their muscles bulge obscenely, swollen beyond natural bounds, and patterned unnaturally. Intestines drag messily from the stomachs of some that look to have simply burst as the rotting organs within released too much gas while others hold themselves at disturbing angles from the burning pain of their rotting joints.

They are cut down without mercy, or perhaps it would be better to say with mercy. They did not ask for or deserve this. Your archers and handgunners, the vast minority of your army, cut them down before they even get close, yet you know that there will be more in time. They will continue to stream towards you without any true thought of their own simply because you are now the abhorrent and strange one in this quasi-realm of the dark gods.

As one gets filled with arrows and bullets, it continues to shamble. Moaning, crying perhaps, and if you close your eyes you can just barely hear what sounds like the words 'kill me'. You oblige, and with a single smooth movement bring up your pistol and line up the shot. The poor thing makes it only two more steps before its skull erupts into powder.

You sneer as you drink down a nice burning gulp of Ostka, and set your shoulders.

Count Gruber has much to answer for.

As your army penetrates further into Nordland, beyond the first few miles, you find only abandoned and empty villages. Some were taken completely by the plague, while others were burnt down in the desperate fighting between Captain Kessel and his erstwhile liege. Apparently the vast majority of Grubers armies, if they can be called that with their unnatural composition, are not quite focused upon you. Yet the further and further you make it into Nordland, you can practically feel the awareness of the cultist growing.

Finally, just as you reach the village of Ockholm, you hear it. It comes from the rotting branches, and the dying wildlife. From the green mists come a surprisingly unified force of plague zombies, as the people have taken to calling them. Even as cries go up amongst the people to reset formations, the creatures open their mouths as one, and from them emanates a voice which sends your stomach into curling.

"Well…well…well. What have we here? Count…Hohenzollern, come to spoil my fun have you?"

The voice is sepulchral and wet with phlegm, yet you have little doubt as to who it is. Another gulp of Ostka makes its way down into your stomach as your features twist into a frown.

"Aye. I have come to kill you, Gruber."

As one the zombies laugh, coughing up the selfsame colored gases that you once saw Sir Reinhardt release before you granted him peace.

"Kill me? Oh don't be like that. Why don't you go run along, and save yourself the trouble. You cannot defeat me here. I promise, when His touch sprawls across the Empire that everything will be better."

Your eyes narrow at the practically conversational tone that the bastard is using. As if he has not committed his crimes. As if there was nothing unusual about the situation whatsoever.

"I think not."

Gruber then has the zombies sigh in mocking disappointment.

"I knew you'd say that. Ah well, I gave you a chance. Remember that when your body has turned to mulch, will you?"

Then the presence leaves, and the zombies advance. Over a thousand of them, and yet they are cut down all the same. Not truly a sustainable measure. After all, if enough of them got together, your forces would truly be in trouble. There are only so many bullets and arrows available. But you cannot delay. Your wife shares a look with you and then jerks her head towards the west, where supposedly Captain Kessel still yet holds out.

Yet you find your own eyes drifting a tad northward, to where the surviving scouts of last year's expedition said that a healthy percentage of Gruber's forces were heading. To where a single delirious man said he saw plumes of multicolored light and power smashing apart the creatures of Nurgle. In any case, you must make a decision.
Plans:

[] Speed Is Of the Essence: Kessel has been under siege for over a year now. His supplies must be running low. Even now he is said to be under assault by the heaviest concentration of Gruber's forces outside of the capital city of Salzenmund. The sooner you get there and reinforce him, the fewer casualties he will sustain and the more forces he is likely to be able to provide when you head south towards Gruber's stronghold. At the same time, such a pace may tire out your forces and you have no real information on just what Gruber may have attacking Kessel.

[] Going The Long Way: Kessel is most certainly under extreme siege. But he has held out for a long time now. He can hold out a short while longer while you head north to investigate. If there are any allies there you can only strengthen your cause so that when you head back down south to Luftburg you would be able to smash your foes. This would allow your people to acclimate to the environment, as horrific as it is, instead of just shoving them along into worsening conditions and whatever predations that Chaos has in store. On the other hand, you will take casualties.

[] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.

[] Write In

Additionally, Sir Erwin has come to you with a proposal: He wishes to disseminate the Imperial Foot into the rest of Ostland's forces as commanding officers. It would have the benefit of adding discipline and morale to your units, as they would be under the command of one of the Foot, while exchanging the advantage of having a full and coalesced unit of Foot to perform specific tasks.

[] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do.

[] No – We need the Foot to remain as it is. Our forces are fine as they are. The Foot is needed for the most difficult objectives, as there most certainly will be some.

Positioning
(Army Currently Located at Ockholm)
(Last Known Location of Kessel - Luftburg)
(Unknown Force Fighting Gruber's Creatures - Heiligdorf)
(Count Otto Gruber's Stronghold - Salzenmund)


Army Of Ostland:
8,000 Swordsmen
4,000 Archers
2,000 Light Cavalry
4,000 Pike
1,500 Ogre
500 Greatswords
2500 Bull Warriors
1500 Kreml Guard
5000 Kossars
14 Knights Griffon
2000 Imperial Foot
1000 Imperial Foot Handgunners
5 Veteran Warrior Priests of Sigmar
Four Cannons
200 Templar Witch Hunters
Total: 28,223

Allied Forces:
Kislev
3 Master Ice Mages[Veronika/Valentina/Vera]
1500 Kreml Guard
15,000 Kossars
10,000 Winged Lancers,
5,000 Ungol Horse Archers.
Middenland
5,000 Halberdiers
5,000 Pike
5,000 Swordsmen
1000 Knights of the White Wolf
1 Priest of Ulric.
Talabecland
20,000 Flagellants
5,000 Swordsmen
3000 Archers
1000 Handgunners
1000 Knights of the Broken Sword
Johanna Fuerbach – Hero Unit.
The Moot
1 Cookery Regiment
Soup Tank Kathleen.
Total: 77,505
 
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[X] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.

Maintain our pace, don't get goaded into something silly.


[X] No – We need the Foot to remain as it is. Our forces are fine as they are. The Foot is needed for the most difficult objectives, as there most certainly will be some.

We know there are Chaos Knights out there, who'd take elite blocks to stop. We have a siege to break. And our morale is high due to the Soup Tank, so dispersal isn't as good as it was.
 
[x] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.


[x] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do
 
[X] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.

[X] No – We need the Foot to remain as it is. Our forces are fine as they are. The Foot is needed for the most difficult objectives, as there most certainly will be some.

Elites to counter elites.
 
[x] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.

[x] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do
 
[x] Remain Calm and Scout On: You can't know what to do, not without more information. Set your forces up in a defensive encampment while sending out soldiers to investigate both Luftburg and north of it. You need to know just what you are facing. Is there an army waiting for you to show up so that it may ambush your moving columns? What is the positioning of your foes? What exactly is going on northwest of Luftburg? An ally or a foe? With the hobbits running rations, your morale is higher than average.


[x] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do


While there are advantages in being fast we need information. An ambush can be deadly.
Going the long way - multicolored light can as well be Tzeench. An enemy of my enemy does not have to be a friend.

And we need morale. An infected part of the army running home would be a disaster.
So Foot sergeants are a Good Thing, in my opinion.
It should also lead to a better quality of the army overall.
 
[X] Speed Is Of the Essence: Kessel has been under siege for over a year now. His supplies must be running low. Even now he is said to be under assault by the heaviest concentration of Gruber's forces outside of the capital city of Salzenmund. The sooner you get there and reinforce him, the fewer casualties he will sustain and the more forces he is likely to be able to provide when you head south towards Gruber's stronghold. At the same time, such a pace may tire out your forces and you have no real information on just what Gruber may have attacking Kessel.

[X] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do.

We have 20,000 Flagellants as a tar pit. 9,000 Pikemen and 5,000 to slow things down. We also have 1,500 Ogres with good armour, 500 Greatswords, 3,000 Kreml Guard and 200 Bull Warriors as elite infantry in our army, distributing the Foot through normal infantry so that they hold better is something we can afford to do.
 
[X] Speed Is Of the Essence: Kessel has been under siege for over a year now. His supplies must be running low. Even now he is said to be under assault by the heaviest concentration of Gruber's forces outside of the capital city of Salzenmund. The sooner you get there and reinforce him, the fewer casualties he will sustain and the more forces he is likely to be able to provide when you head south towards Gruber's stronghold. At the same time, such a pace may tire out your forces and you have no real information on just what Gruber may have attacking Kessel.

[X] Yes – Let the Foot spread out through the rest of Ostland's units, adding discipline and morale. This will remove the ability to use a full block of Foot for things, but in an army with tens of thousands, there is only so much they can do.
 
I'm the kind of person who prefers to play Civilization on an overly easy setting so they don't have to worry about war messing up their wonder building.
 
[X] Speed Is Of the Essence: Kessel has been under siege for over a year now. His supplies must be running low. Even now he is said to be under assault by the heaviest concentration of Gruber's forces outside of the capital city of Salzenmund. The sooner you get there and reinforce him, the fewer casualties he will sustain and the more forces he is likely to be able to provide when you head south towards Gruber's stronghold. At the same time, such a pace may tire out your forces and you have no real information on just what Gruber may have attacking Kessel.

[X] No – We need the Foot to remain as it is. Our forces are fine as they are. The Foot is needed for the most difficult objectives, as there most certainly will be some.
 
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