Can the Skaven out wit the smartest and most powerful of the Greenskins? Or will the uninvited Black Orcs crush the Skaven once and for all? *Epic thump of a drum*
[X] Distance: Fire upon the enemy without a care, they cannot face you while battling each other with such ferocity. If they should run, they should run! You can run them down with ease…probably.
You know I'm starting to understand what the GM said when "your late to a very bloody party". What scares me though are the Black Orks and how they got in. If they were to have a leader then we it could explain some things but not all.
While the Greenskins and Skaven slugging it out in multiple battle fields like this against each other that end in their armies tearing themselves apart is great (Maybe even critical because if they got all of those numbers to bear in a concentrated fashion..no hope). But if they are getting in from the outside via new tunnel that was built after the Dwarves lost the hold then it means the battles won't end until we plug that hole.
From what i gather so far, it seems like the orcs and goblins have always been there rather than being new comers. It was the usual holdup for goblins and was bursting with their numbers until the Skaven came crashing in. This probably drew the few orcs that were with the goblins orcs deeper to have a shot fighting the skavens.
From what i gather so far, it seems like the orcs and goblins have always been there rather than being new comers. It was the usual holdup for goblins and was bursting with their numbers until the Skaven came crashing in. This probably drew the few orcs that were with the goblins orcs deeper to have a shot fighting the skavens.
I was under the impression that the chaos dorfs created Black Orcs relatively recently in human terms - centuries ago, not millennia ago, and certainly not before the chaos dorfs broke away. (which IIRC was after Karak Ungor fell?)
Maybe a skaven commander had the wonderful idea to pay them to wreck the Red Eye's shit, only for neither side to honor the deal. Or the Black Orcs just heard about this AWESOME fight and wanted a piece of it for themselves.
I was under the impression that the chaos dorfs created Black Orcs relatively recently in human terms - centuries ago, not millennia ago, and certainly not before the chaos dorfs broke away. (which IIRC was after Karak Ungor fell?)
Maybe a skaven commander had the wonderful idea to pay them to wreck the Red Eye's shit, only for neither side to honor the deal. Or the Black Orcs just heard about this AWESOME fight and wanted a piece of it for themselves.
Okay, so is this war a four way, or a five way? We've got Dawi-human alliance for sure, and we've got Skaven for sure. Now, are the Greenskins made up of two factions or three factions. The possible factions are: Red Eye tribe, Red Eye tribe Warpstone eaters, and Black Orcs. It's possible that one of the Greenskins factions isn't actually a faction, leaving us at a 4-5 way war. This only gets more complex if Arthur's vision turns our relevant and one faction of Greenskins allies with the Skaven.
[X] Anvil: Slam into the enemy with the great power of your charging ogres and cavalry, crush the greenskins between you and the skaven with your shieldwall and then tear the skaven apart with your artillery.
Okay, so is this war a four way, or a five way? We've got Dawi-human alliance for sure, and we've got Skaven for sure. Now, are the Greenskins made up of two factions or three factions. The possible factions are: Red Eye tribe, Red Eye tribe Warpstone eaters, and Black Orcs. It's possible that one of the Greenskins factions isn't actually a faction, leaving us at a 4-5 way war. This only gets more complex if Arthur's vision turns our relevant and one faction of Greenskins allies with the Skaven.
Eh, it will sort itself out soon. Once the goblins and orcs solved their internal problems and decide to ally with Skavens, then that's the real challenging part will begin.
Till then, we can just hope the goblins and skavens kill each other to the point there isn't much left. We still got two more levels.
[X] Distance: Fire upon the enemy without a care, they cannot face you while battling each other with such ferocity. If they should run, they should run! You can run them down with ease…probably.
[X] Distance: Fire upon the enemy without a care, they cannot face you while battling each other with such ferocity. If they should run, they should run! You can run them down with ease…probably.
Ammo is much more expendable than our manpower, and keeping range ensures that any victor or reinforcements have to travel the distance to meet our lines.
[X] Distance: Fire upon the enemy without a care, they cannot face you while battling each other with such ferocity. If they should run, they should run! You can run them down with ease…probably.
If we hadn't just come back from the supply depot I might go with melee but we aren't exactly lacking for ammo at the moment. Attacking from range is far less risky than running into the melee as far as I can tell.
I just know that I won't be truly satisfied with our small arms until we reinvent the M1 Garand. It should be ready in about 200 years or so. Though we may need a larger caliber than historical to properly handle Black Orcs and Chaos Warriors...
They better not have! Every Slann is irreplaceable.
How do black orcs compare to the dwarven infantry? I know both are really tough compared to what the otherfactions have, but I dont know enough of the setting to judge wether one of them is stronger than the other.
Basically, take your average orcs, give them some discipline, give them the best damn gear you have, and make them dedicated, even by orc standards for war, and you get a Black Orc.
Makes sense but..why are they making the Impact now? An if the Black Orcs have been fighting for so long then does that mean they've been whittled down by the Skavens numbers?
Probably going to go with Civil War in terms of 'mundane' tech like what Gaius did/does, though I am going to allow spinning into alternative 'more advanced' tech paths due to dwarven steam boilers being magically more effective than other stuff, magic, and what not.
IDK they've been fighting for awhile now...like maybe a couple of years down here for their to be any left if you just see how sneaky skaven ninja/assasins are.
@torroar At the end of the campaign could you tell us how long this war has been going on? The fight for Red Eye mountain between skaven and Greenskins has been going on since I think turn 16 when the Meteaor shower came down and turned the badlands into the bonelands. The warpstone in itself is a catalyst to this hell hole of fighting between the Greenskins and Skaven that instead of dying above like some thought or led to believe by the rumors (or maybe it did) they've been slugging it down here.
Gorebash having killed some bosses and Skaven decided to just leave after the surface was cleared.
Tech was developed waaaaaaay too quickly in WHD, I don't think that's in doubt. If we reach ACW tech a couple years before WAAAGH! Grom hits, I'd be okay with that. I just think that if the quest lasts even longer, into the 2500s, that we should be able to leave the age of black powder and push into WW1 and WW2 tech.
IDK they've been fighting for awhile now...like maybe a couple of years down here for their to be any left if you just see how sneaky skaven ninja/assasins are.
@torroar At the end of the campaign could you tell us how long this war has been going on? The fight for Red Eye mountain between skaven and Greenskins has been going on since I think turn 16 when the Meteaor shower came down and turned the badlands into the bonelands. The warpstone in itself is a catalyst to this hell hole of fighting between the Greenskins and Skaven that instead of dying above like some thought or led to believe by the rumors (or maybe it did) they've been slugging it down here.
Gorebash having killed some bosses and Skaven decided to just leave after the surface was cleared.
Also, looking at some old rumor mills it looks like Gorebash decided to do that pokemon thing and collect 100 boss heads on his boss pole before sailing off with the fleet from Kaptim what's his face.
Situated in the eastern end of Drakwalk Forest, Hochland is a heavily wooded province bounded by the Middle Mountains in the northeast, and the rivers Drakwasser, Talabec, and Wolf's Run in the west, south and east. Middenland lies to its west, Talabecland in the south and Ostland to the east and north.
Deep within the province are the Weiss Hills, a treacherous mix of hills and fens watched over by the lonely Fort Schippel. Even though most of Hochland is covered in forests, the farms along the river banks and villages are fertile thanks to the many rivers and streams that flow south from the Middle Mountains. This makes Hochland self-sufficient in food, but luxury goods are still imported from Middenheim or Talabheim.
Heavy snowfall in the winter and rain in the spring makes many of the province's towns vulnerable to flooding, the previous ruling house of Tussen-Hochen invested heavily in a system of Dikes in order to control the floodwaters because of this.
Three main roads cross the province. The Old Forest Road leads from Middenheim to Talabheim and beyond, the Hochland portion leading from Krudenwald to the Talabec Ferry, passing the shrine-town of Gruyden along the way. The North Road carries traffic from Ostland to Krudenwald, while the New Road opens the way from the lands of southern Ostland to the town of Delbez and then to the capital of Altdorf. (No idea where it is on the map though.)
Hochland's main trade is in timber and woodcrafts. Thick woods of Oak and sycamore grow in the south, while pines and cedar are in the north. Lumbermen cut down the trees trim the trunks and float the logs downstream to mills in Esk, Bergendorf and Krudenwald, and Hergig. The logs are then bought by brokers, loaded on barges, and shipped out.
Deep within the forests lies the Weiss Hills, a sparsely inhabited area of moorlands and low hills that are mainly traveled by poachers and licensed trappers and hunters. Much of the land is a royal demesne of the Counts of Hochland, watched over by Fort Schippel.
Hochlanders mostly descent from the Cherusen tribe, "mostly" because they mingled with the Taleutens of Talabecland for a while before heading north, where they found the home they wanted, one filled with of game. The Cherusen tribe was less warlike than their neighbors and contented themselves with hunting, fishing and worshipping Taal and Rhya. When they got raided by Orcs or beastmen, they would disappear into the woods and fight them on their terms.
By the time of Sigmar, the Cherusen would be known as Hochlanders, because they lived up river from their kin in the south. They had also become skilled scouts and skirmishers. When Sigmar unified the Empire he made their chief, Aloysis a Count of the Empire. Much to the annoyance of Talabeclander Count, who felt that the ties of kinship gave him the right to rule Hochland. The issue has been used as a Casus Belli by the more expansionist counts of Talabecland in the past.
The capital of Hochland is Hergig, which is the site of the Hochland College of Sorcery, a school licenced by the Emperor for the study of magic and all its theories. It is also the site of the Gate of the East bridge, which has been the focus of battles between the Counts of Hochland and Ostland.
Hochland is famed for its hunters and trackers and its fined venison is exported to all parts of the Empire. At their best Hochlanders are loyal, valiant and adaptable. Hochlanders are amongst the most open and friendly people in the Empire and have developed a tolerance considered unusual, this happened due to their land being the crossroads of much of the northern and eastern Empire. Most of the Province worships Sigmar, Taal and Rhya. Ulric is worshipped almost solely in the north-eastern part of the province. Shallya also has a strong cult.
The province's nature as a trade hub also created a respect for intellectuals and the Counts of Hergig encourage the founding of private schools. Because the woods covering most of the land prevent large-scale farming or cattle-raising, the people of Hochland do what they can to convince people to leave some of their money behind when they visit. Shrines to several cults can be found in most towns and villages, each claiming to be the site of a miracle and having blessed relics for sale. Fortified coaching inns dot the roads for the convenience of travelers, during war these inns are important rallying points for defences.
Fond of hunting in all its forms, tales of loyal friendship and jaunty ballads, Hochlanders are known to be easily distracted by the prospect of a little sport. Some people say that their good nature is more due to naivety than loyalty and jokes about Hochlanders who love their bow more than their wife are abound. The Hochland spirit is said to resist defeatism in all its forms. "Even unto death."
Folk from Hochland are known for their warm, positive style of speech more than their accent, which is mild at best. They tend to use a lot of animalistic references in their language.