I was working on a proto plan for next turn and I wanted to know what you guys think?

[] Plan: An army of Misfits
-[] On Wings Of Canvas
-[] Grenadier Corps
-[] Not This Year
-[] Purchase Additional Mercenaries: The Sunburst Spear, The Castoffs
-[] Guarding Ships
-[] Wolf Focus
-[] Double Barreling
-[] An Open Hand
-[] Lumbering Heat
-[] The Lighthouse Of Salkalten, Foundation
-[] Some other Stewardship Action
-[] Heavy Blastguns
-[] Seek Out Myrmidian Artistic Priests
-[] Some other Piety Action
-[] Into The Wolf Den
-[] Examining Your Enemies
-[] Gold Journeymen
-[] Engineering Aid

I picked Wing suits and Grenadiers because they add more types of units to our army and makes our forces more versatile. I might switch defending the coast with finding Beast-Paths depending on how the Sea of Claws goes this turn.
I chose these mercenaries because I liked their flavor text, and I figured we could use some more melee infantry for our ranged heavy army. If you guys want I can put in some cavalry mercenaries as well.
I picked Guarding Ships since I figured it would help us regain some trust after the Witch Hunter incident. I could go either way on the type of ship, Wolf Ships are more powerful, but Galleys can better catch anything that sneaks past the Wolf Ships or naval mercs.
Double Barreling is so that we can distribute upgraded weapons to our allies who could use them, such as Kislev and Averland. Open Hand to open up another potential ally.
Lumbering heat gives us another source of money, and the Lighthouse could serve as a peace gesture. I'll wait and see what actions are available next turn for the last Stewardship action. Heavy Blastguns will give another weapon to our army that we could also sell. But I might switch this to Cyclers, definitely not Vapor Cyclers though, since I feel that doing the former first will either make the latter easier or improve the final result.
The Myrmidian priests action give us more uses for Myrmidia, so I'm picking that. I'm leaving the other option open since there are no other options at the moment.
I'm choosing to investigating Marienburg, since it failed this turn. I'm choosing to investigate Middenland with the intention to us DD on it, first because it is only other intrigue option we haven't done yet, second because the DD will make the chance of success 45 instead of 25, and third because I'm certain that finding out about Dolph will make talking to Gunther easier. But I might switch Middenland to Quinsberry if any options are available next turn.
I picked Gold Wizards since they might helpful for our Engineers, and Engineering Aid to help with the Vapor Tanks.

Yeah no. We need Tracking Beast-Paths this turn maybe even combined with Not This Year.

We might not have the Lighthouse of Salkalten options next turn because of this turn since it's supposed to be built as an extension of the Temple of Manann in Salkalten.

Into The Wolf Den can not have a DD put on it because a failure with a DD on it is worse than just regular failure and we are in bad enough relations with Gunthar as is with Logan also not being there. No, not doing that.

Your plan needs work.


You may want to put an informative threadmark on that one.
 
Do we really need more merc though? Its not exactly cheap to keep hiring them when we dont need it and we kind of need the dosh for other things.
 
Do we really need more merc though? Its not exactly cheap to keep hiring them when we dont need it and we kind of need the dosh for other things.
To be fair, we have been supporting a number of mercenary bands for years in game. Lots of them have proven their worth and usually better just to have the extra support in general.

I imagine after Marienburg we are the province that makes use of the most mercenaries for long-term contracts, and even that pales in comparison to Tilean city-states who hires whole armies worth of them all the time to use against each other.

I'm just glad we have kept around Lumpin and his Cocks since they are like a specialized unit and him a hero, and since they are halflings they will stay in action for a century at least!
 
What other things? We are easily paying for plans now. Even with the recent losses to income, we are making money hand over fist. With the large number of actions we have this turn, we will likely be making even more money. double barreling and lumbering heat will likely be taken and seeding drills will start to make money this turn. supporting our own troops is a negligible expense and even with the likely gold wizards this turn, we are probably going to have an overall increased income. The estimated cost of those 2 units combined is 55g a turn anyway. It's why I like mercs, they're cheap and preserve our manpower.
 
What other things? We are easily paying for plans now. Even with the recent losses to income, we are making money hand over fist. With the large number of actions we have this turn, we will likely be making even more money. double barreling and lumbering heat will likely be taken and seeding drills will start to make money this turn. supporting our own troops is a negligible expense and even with the likely gold wizards this turn, we are probably going to have an overall increased income. The estimated cost of those 2 units combined is 55g a turn anyway. It's why I like mercs, they're cheap and preserve our manpower.
We just took a hit to trade, and the Cult of Manaan caused us to lose more money because we released the witch hunters. Some of our choices have not been calculated on the front page, like the Manaan cost.

We are not doing well enough for more mercs until we make more money in our Net Income. The players spent a lot this turn. More will be spent next turn to try and appease the Cult of Mannan. Wait a couple more turns before going for mercs. Gold wizards would be 150 to 750 a turn? Mercs are not the only thing available.
 
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I suppose we will have to agree to disagree. I know we lost some income, but we had enough wiggle room to lose it. mercs are a quick military boost that are easily worth the expense to me. we will always have some enemy just around the bend. better to have them and not need them this year, than not have them.
 
I suppose we will have to agree to disagree. I know we lost some income, but we had enough wiggle room to lose it. mercs are a quick military boost that are easily worth the expense to me. we will always have some enemy just around the bend. better to have them and not need them this year, than not have them.
It's a tightrope. Some wiggle room is in the area of 1000 gold, give or take the players do not spend beyond the net income. They spent beyond the net income this turn. No mercs for four more turns is my recommendation, unless you can prove that our Net Income will not be harmed by the tragic losses this and last turn, if we also get mercs. Then we need that "tiny" amount of optimistic cash more mercs would cost each turn. Our future stewardship projects may not bring in cash when complete, like the Lighthouse. We could use a research action that locks up three turns, for a two turn benefit of cash from not spending on research actions for two turns.
 
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Do you think it's possible that we have some Gnomes in the quest?
They look very funny and original if you believe the wiki
 
Do you think it's possible that we have some Gnomes in the quest?
They look very funny and original if you believe the wiki

:facepalm: The Gnomes in Warhammer Fantasy are basically all the racism against Tinkerers and Traveler People Groups shoved into a fantasy race. That is why we have Halflings, but don't have Gnomes. Because Halflings, while still being a defilement of everything Tolkien held dear in his home town, are more than just a bunch of racist tropes shoved into the shape of a Fantasy Race.
 
:facepalm: The Gnomes in Warhammer Fantasy are basically all the racism against Tinkerers and Traveler People Groups shoved into a fantasy race. That is why we have Halflings, but don't have Gnomes. Because Halflings, while still being a defilement of everything Tolkien held dear in his home town, are more than just a bunch of racist tropes shoved into the shape of a Fantasy Race.
Hey, can we not talk about this, please? This isn't the place.
 
Hey, can we not talk about this, please? This isn't the place.

If it's about gnomes? Fine no more talk about them.

If it's about Halflings being a mockery/satire of their counterparts in the Lord of the Rings? I'm going to need context for that one.
 
Gnomes don't exsist in this quest because there are some racist themes behind them, I think. Let's not talk about them.
Are you sure you don't confuse it with Pygmies?
I have not seen any racist theme related to the Gnomes (at least in my father's manual where I discovered it but it is the 1986 one. Things may have changed since) unlike them but it may be fair me who did not pay attention.
On another subject do you think we could integrate giants like we did with ogres?
 
Are you sure you don't confuse it with Pygmies?
I have not seen any racist theme related to the Gnomes (at least in my father's manual where I discovered it but it is the 1986 one. Things may have changed since) unlike them but it may be fair me who did not pay attention.
Just checked the wiki and I didn't see anything racist related to the modern gnomes either.
 
Are you sure you don't confuse it with Pygmies?
I have not seen any racist theme related to the Gnomes (at least in my father's manual where I discovered it but it is the 1986 one. Things may have changed since) unlike them but it may be fair me who did not pay attention.
On another subject do you think we could integrate giants like we did with ogres?
Just checked the wiki and I didn't see anything racist related to the modern gnomes either.

They can be described by one word. Gypsies. If you don't know that word is in fact a racist slur than you don't have the context for why they are considered racist.
 
Not getting into that whole bit, but I'm pretty sure the reason Tor has given before is that this quest started quite a while before Gnomes were reintroduced in the 4th edition RPG. Before that, Gnomes hadn't been canon in something like 30 years.
 
They can be described by one word. Gypsies. If you don't know that word is in fact a racist slur than you don't have the context for why they are considered racist.
Too bad I suppose that unless the master of quest modifies them it will be necessary to do without it is a pity.
And for the integration of giants as for ogres?
Would that be possible ?
 
I thought the strigany were the romani clones. Haven't really looked at the gnomes. I know EW has never been PC. Just look at the pygmies. What idiot thought that was a good idea?
 
I thought the strigany were the romani clones. Haven't really looked at the gnomes. I know EW has never been PC. Just look at the pygmies. What idiot thought that was a good idea?

The Traveler People Groups include a lot more ethnic groups than just the Romani.
 
Do we really need more merc though? Its not exactly cheap to keep hiring them when we dont need it and we kind of need the dosh for other things.

There is another advantage to mercs. In battle sequences, they have a good chance of bearing the brunt of a bad roll instead of our army.

Enemy breaks through a section of the line, mercs move to fill it and die standing while our forces reorganize. That kind of thing.

Doing that usually wipes out the merc unit, but they go down mitigating a hit that could jeopardize the battle or campaign. I like to think of them as extra lives for our Army.
 
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I thought the strigany were the romani clones. Haven't really looked at the gnomes. I know EW has never been PC. Just look at the pygmies. What idiot thought that was a good idea?
Old GW: "So people have a lot of old miniatures. We should make rules for their African tribal miniatures so they can field them against the generic demon miniatures. That way more people will play our game."
 
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