Yeah.

Honestly I'm not really buying the "meh, we'll just found a new religion and/or kill all the dissident priests of Order gods until they're properly submissive" stuff as a joke anymore, either. It doesn't feel like a joke in the wake of what just canonically happened.

Especially when so many people are voting and commenting in terms of wanting to absolutely annihilate a potential threat, even a distant one, no matter the cost.

Yeah, it has been going through enough repetitions to bring concerns that at least some, possibly many, of the people who said it are actually serious. And that would be disastrous

Frankly, best to do here would be... Bite the bullet. I voted for the plans for other factors that the WItch-Hunters, and I have regrets for them showing their typical (lack) of care, but welp, I wanted these other options more than I loathed this one, the price was there, and there is no chickening away from it. Time for damage control with the cult.
 
We have three main terrain areas:
Middle Mountain Resettled Areas
The forested areas of Ostland that are lower than the Middle Mountains (this is Wulfenburg and Jegow and such)
Coastal Lands

We straight up will not be able to deploy in the Middle Mountains with these. They're not going on the sea, and sand/direct-coasts are often treacherous. Even the more settled lower forests are not likely to be easy to deploy the tanks in.

What do all of these areas have?
Roads.

We have invested a lot in our roads and it's time to reap the reward! I believe we should design our Tanks with the assumption that they will be largely sticking to Roads, to reduce operational mishaps and keep the operational range to "any of our three major land areas".
Roads and Farmlands both.
Maybe less for orchards, but any fields allocated for grazing or growing grains(wheat, barley etc) could be viable(if not economically ideal).
Some of the MM terraces might even work as chokepoints.

But yes, steep inclines and large quantities of flammable tank traps trees are a problem.
 
Would chopping too much trees be a cause of problem with the wood elves though? Can we hope for a cut a tree and plant a tree initiative here?
 
If her goal was really to do the most to wipe out the Holders of the Shore, she'd do as the witch hunters did.
I don't think she'd survive killing half the cult in the Empire, so no, I really doubt that. If half the local Mannanites were Holders of the Shore, we'd have lost a lot more ships.


Would it really be that surprising that the Witch Hunters went completely overboard, and that this was the expected result of giving them free-reign?

Like, if the Witch Hunters had completely free-reign, half of Freddy's family would be dead and Magnus would already be in charge.


Would chopping too much trees be a cause of problem with the wood elves though? Can we hope for a cut a tree and plant a tree initiative here?
There's no Wood Elves living in the Forest of Shadows. If they don't like it, it'll have to remain a point of contention. Pruning back the forest is the only long-term solution to fighting the Beastmen and forest Greenskins.
 
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I honestly think that is on you mate.
The last five years have been full to bursting of people and institutions that talk about doing things many people don't want, then say "lol I was just joking" when challenged on it... then try to do it when they get a chance.

"I and my fifteen buddies don't really want to do X despite talking about doing X in eyebrow-raising terms! We're just joking around! It's just a meme! That's why we keep repeating the same joke over and over and criticizing anyone who opposes doing X! Just shitposting, just kidding!"

That is soooo much a 2010 thing to say.

So, like... I'm sorry if in your case it's actually true, and the thing about killing the surviving priests of Manaan if they go on strike or whatever was just a joke. But it's 2020 on the Internet and the clock doesn't run backwards.
 
-from Ostland. Our taxes are noted to be remarkably low due to, you know, big evil death forest taking all time away from tax codes and tax collection. We can raise a One-in-Ten tithe on lands that wouldn't normally pay to Manaan for a time with duration discussion similar to above. Shorter option may include "Until we return to the number of Manaanite Priests that we had before the Witch Hunters" which, if we are successful, will grow to that number only when Manaan is satisfied with the penance.

No new priests had NOTHING to do with Manaan and everything to do with the new Priestess being pissed off.

@torroar Can we meet with the Priestess to apologize and explain that considering there are TWO Black Arks near by and then being hit by this kind of sabotage we sent out the Witch Hunters as soon as we got the report of what happened? I assume they be a blood price for any innocents those idiots killed in the process, but obviously we're going to have to do our own reforms on Ostland witch hunters.

I thought the hunter calmed down after the Emperor's reform all but broke them?
 
No new priests had NOTHING to do with Manaan and everything to do with the new Priestess being pissed off.

@torroar Can we meet with the Priestess to apologize and explain that considering there are TWO Black Arks near by and then being hit by this kind of sabotage we sent out the Witch Hunters as soon as we got the report of what happened? I assume they be a blood price for any innocents those idiots killed in the process, but obviously we're going to have to do our own reforms on Ostland witch hunters.

I thought the hunter calmed down after the Emperor's reform all but broke them?
Magnus' reforms didn't break them so much as put them under a leash. They're still very powerful, they just have something resembling accountability now.

We also have no control over the Witch Hunters In Ostland, so we can't enact any reforms on them even if we wanted to.
 
Magnus' reforms didn't break them so much as put them under a leash. They're still very powerful, they just have something resembling accountability now.

We also have no control over the Witch Hunters In Ostland, so we can't enact any reforms on them even if we wanted to.

Fucking hell the only reason I didn't constantly post about how bad an idea using the Hunters was is because it sounded like the Emperor did an honest to gods Purge. and then reformed what little was left into something that wasn't insanely stupid. Now it looks like their almost exactly the same as they were before they got the shit kicked out of them.
 
Fucking hell the only reason I didn't constantly post about how bad an idea using the Hunters was is because it sounded like the Emperor did an honest to gods Purge. and then reformed what little was left into something that wasn't insanely stupid. Now it looks like their almost exactly the same as they were before they got the shit kicked out of them.
Magnus did purge them. It's just that you can't reverse 2,000+ years of bad habits overnight, who knew?
 
I honestly think that is on you mate.
To be fair, unless you can read the minds of everyone else who has made the joke, you can't say he's wrong either.

o_O:eyebrow:👇

The people the witch hunters went after were heretics, people who aided heretics, and people who very very evidently didn't do enough to stop the former two groups of people. Now they won't be as lax as they used to be. The Matriarch should be on her hands and knees thanking us for improving her cult's opposition to heresy. If her goal was really to do the most to wipe out the Holders of the Shore, she'd do as the witch hunters did. That she's employing such a soft hand proves she's ok with the Holders doing what they did again so long as it doesn't hurt the Cult of Manaan too much.

@torroar could we tell the other cults to start massively going after their own heresies before we sic the witch hunters on them too? For all we know there could be another, similar incident brewing with one of the other heresies.
Maybe, but not allowing them has certainly been a disaster in the making. And we will be threatening Sigmarites with witch hunters too. And if the witch hunters refuse to go after them, we go after the witch hunters. We cannot allow these holes in our defences.
We unleashed the Witch Hunters as an example. The Manaanites know to play ball now.

These are the sentiments that are the same as the joke being discussed and these posters are serious in their arguments. So no your arguments in this case are wrong.
 
Hmm, the Iceborn Flame and Vapor Tank crits have made this a very successful turn, aside from Open Hand failing by one lousy point. If only the Research option for the Other Two Cannon Types had been switched with it. Ah well, perhaps we can DD on that next time, although we'll have to see. And it is always amusing to read about people being surprised by Freddy's knowledge, as Sabine was this turn.
 
Ok, lets look at research options for next turn. We have:

Bikes for 65% and 3 years and 1000
Motorbikes for 50% 4 years and 2000
and organ cannons for 70% for 3 years and 2000

I'm leaning towards either bikes or cannons. The bikes because they are cheap with a fairly high chance of success. They will also probably add a bonus to the vaporcycle success chance. The cannon would be a good choice because it adds to our army and has the highest chance of success.

EDIT: Heavy blast guns 75% for 2 years and 1000. not a bad choice either, good success chance and a short research time. up sides it strengthens our cavalry. Down sides it strengthens our CAVALRY. Our least used unit type. sorry I originally missed this one. had a brain shudder.

Moving on to other matters. Radical measures has a base chance of 35% even with DD that's 55%. That's still not great, but it's far better than unmodified. we might want to wait until we have more jades on hand before we try.
 
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Ok, lets look at research options for next turn. We have:

Bikes for 65% and 3 years and 1000
Motorbikes for 50% 4 years and 2000
and organ cannons for 70% for 3 years and 2000

I'm leaning towards either bikes or cannons. The bikes because they are cheap with a fairly high chance of success. They will also probably add a bonus to the vaporcycle success chance. The cannon would be a good choice because it adds to our army and has the highest chance of success.

Moving on to other matters. Radical measures has a base chance of 35% even with DD that's 55%. That's still not great, but it's far better than unmodified. we might want to wait until we have more jades on hand before we try.
You've excluded the gun for cavalry option for some reason.

I never want to try radical measures at all. That's rather invasive to work towards when the dwarfs already got a fertility bonus, so they don't need it. Freddy doesn't need to interfere with controlling other people's actions when he doesn't feel safe.
 
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I agree, but I'm betting we are the minority. I'd rather plan to have the best plan for success for it than half ass it and really piss off the dwarfs.
 
I agree, but I'm betting we are the minority. I'd rather plan to have the best plan for success for it than half ass it and really piss off the dwarfs.
Maybe, if the CoS was higher than a 55% with a DD, our opinion could be the minority. This action is one of those things with repercussions, like asking Valma to give out dwarf engineering secrets. You could do it, but there are consequences to doing it. There also isn't really a incentive that can justify Radical Measures like some other choices (to feel safe the players needed dwarf engineering secrets, to feel safe the players needed to be sure about a purge on the cult of manaan, to feel safe the players needed to avoid constantly taking the beast-paths action).
 
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Part of the beast path problem is it has lost it's mystery. we have taken it twice the players know what it does. that can't be said for new actions. That said.

@torroar Could we take beast paths twice in a single turn?
 
Part of the beast path problem is it has lost it's mystery. we have taken it twice the players know what it does. that can't be said for new actions. That said.

@torroar Could we take beast paths twice in a single turn?
We should be able to take the beast-path action in turn 37. We will have 3 military actions available. We've only taken it twice so far. I don't think the players would allow a fourth year of not taking the beast-paths, while 3 military actions are available. But, who knows?

The beast-paths action is best used consecutively, without constantly looking for the major beast-path holes beastmen/skaven/greenskins/vampires/bandits can use to infiltrate or leave Ostland, it becomes kinda useless.
 
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I think if we get the motorcycles first and then heavy blastweave, it could complement one another. Only thing is that it takes time (4 turns normally, if no crit or success.).

But if we do get both, we can get some fast and decent hitters for our weakest aspect of the military while moving more horses for logistics or charges.
 
Doing Heavy Blastweave first syncs well with our already having Light Cav(and Arthur/Serhild's horse breeding business). The high CoS also gives us more freedom on what to DD(or whether or not to DD at all).
If anybody wanted to try speaking to(or sneaking into) Middenland, turn 37 is probably a good opportunity.
 
We should be able to take the beast-path action in turn 27. We will have 3 military actions available. We've only taken it twice so far. I don't think the players would allow a fourth year of not taking the beast-paths, while 3 military actions are available. But, who knows?

The beast-paths action is best used consecutively, without constantly looking for the major beast-path holes beastmen/skaven/greenskins/vampires/bandits can use to infiltrate or leave Ostland, it becomes kinda useless.

Turn 37 not turn 27.
 
I could get behind speaking to Middenland, especially with Logan there now. I'd rather not try sneaking in. I think even if we failed the diplomacy roll badly we wouldn't make things much worse, failing the intrigue roll on the other hand could go much worse. Being open about contact and failing is acceptable to the other counts. They have all tried and failed at actions before. They will understand that the best of intentions sometimes go bad. if we sneak in and get caught, it looks exactly like what it is. we got caught with our hand in the cookie jar. Then they start to wonder what we have done quietly in their lands. he trident and Stirland are pretty well behind us. Wissenland is in a strange kind of limbo. the Count is infatuated with us, the Schools are rivals, and other wise they haven't had much incentive either way. Hochland, Averland, and Riekland are swing states. The rest are against us. I'd rather not give the others a reason to distrust us. bad things might happen if we approach openly with legitimate concerns. The middle mountains and our son. being sneaky about it is much harder to defend.

Another thought, Logan is a Ulrican. Touched by Ulric himself. He's passed through the flame so he can't be denied. Dare we suggest a marriage between him and one of Gunther's daughters? Try to mend bridges? Wouldn't be the first time we've sacrificed a son for politics, and that turned out surprisingly well. Just thought I'd throw that out there.
 
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