One thing is now absolutely certain, both IC and OOC, the efforts at hunting the Beastmen in Ostland must be continued and stepped up. If its possible to commit to two Tracking Beastpaths actions, I move that we do that immediately.
 
The Dogs of War army book has Braganza's Besiegers, which are crossbow infantry with heavy armour and pavise. 3+ armour save.
Heavy Armour normally gives a 5+ armour save(4+ with shields). Archer or crossbow units normally don't wear heavy armour or shields.

The utility of pavises is that they can be deployed into the ground, leaving a soldier's hands free for other things(like reloading a gun). For the individual archer, this means portable cover. For a formation of ranged units, it's a portable wall.
I mean, yes, I know, I'm familiar with the Genoese crossbowmen who inspired Braganza's troops. At the same time, pavis crossbow and handgun units are used with very specific tactics and in very specific ways, and it wouldn't automatically improve Ostland's military performance to hand them out to its archer units if we're not also fighting in those specific ways.

The pavises are very useful, for instance, if you're trying to lay siege to a fortification, because portable cover plays a HUGE role in siege tactics. Or if you're engaged in a very, very static "gunline" fight against enemy archers who are very definitely not going to leave their position and will just keep exchanging fire from you (while you constantly duck behind cover).

They are not so useful if you need to be mobile and keep up with an army that has to engage in disciplined, rapid maneuvers during an open-field battle, or that is likely to be directly assaulted by enemy melee infantry. Because they're too heavy to maneuver at the same pace as normal marching infantry, and if you're under direct attack they're not as good a security as having an actual infantry line in front of your position.
 
Greenskins, Beastmen, and Skaven, would fit the following lines:

"Three Spikes. Three Prongs. Three Fists. Horns and steel and curled."

"Some steel must go. Some steel must stay. Else stone and stone will break."


We've already seen the dwarf holds get broken by the greenskins. Steel are Greenskins, Horns are Beastmen/Chaos, and curled are the skaven. The Spikes fit Beastmen? Greenskins fit prongs (torroar has used prongs in relation to greenskins I think)? Skaven fit fists (I don't quite see how, I'd expect greenskins to fit fist)?
Druchii, I thought.

Dark Elves, Beastmen, and Greenskins.

Fists fit Greenskin. Beastmen would be prongs, as if antlers or horns or the like. Spikes would be Dark Elves because they put spikes on everything from architecture or equipment. :V Steel Spikes. Horn Prongs. Curled Fists.

Or maybe Spiked Horns, Steel Prongs, and Curled Fists. Corresponding to Beastmen, Druchii, and Greenskins.

For all we know though, "horns and steel and curled" might not be referring to the three prongs/fists/spikes, but to the people that will face the prongs/fists/spikes? I'm not quite sure how.

As, the next line does talk about some steel needing to go, and some to stay. But "stone and stone will break"? What does that mean? Stone is usually used to metaphorically (or metaphysically) refer to Dwarfs, but... why say stone twice like that? Could it be referring to the Stone-souled status of Frederick at the same time it talks about Dwarfs?

... Or, maybe it refers to stone hearts? Kattarin the Bloody's stone heart. ... Eh, probably not, she usually isn't called that, even if you could use that to refer to her that way.

Then again, if this line were referring to the Blue Steel Concordant, the one between the Empire and Kislev... then, it means that "some steel" -- meaning some steel from the Empire, and some from Kislev -- must go and some stay, or else the Stone-souled Frederick and the Stone-hearted Kattarin will break. (Or maybe the "steel" refers to Frederick's family; thus meaning that some family members should stay, and some should go. Thus leading to wondering whether Alexandra von Hohenzollern should be staying or going, as she's in Kislev and so her staying or departure could be significant or important.)

... Prophecies, man. Who even knows.

Should we be expecting 3 vectors of Greenskins (whatsisname stuck in the South Pole; the Green Prophet of the Waaagh who abandoned him there; and the Black Orcs) and 3 vectors of Beastmen (attacking Ostland, attacking Empire, and attacking Athel Loren) and 3 vectors of Druchii (3 Black Arks, or perhaps 1 Black Ark, one weird thing like with the Avatar of Anath Raema trying to usurp Ariel, and maybe Malekith and/or Morathi trying something)?

For all we know, "stone and stone will break" means that otherwise if you fuck up a Black Ark of the Druchii will crash into and destroy a Dwarf army or Dwarf Hold, thus destroying two types of stones; the Black Ark, and the Dwarfs.
 
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Paraphrasing a quote from a fantic somewhere - prophecies are like [bed partners]. If you're really good, you can twist and manipulate them into any kind of position that fits the situation at hand.

Granted, torroar probably has a Plan (torroar Always Has A Plan), but we can probably look back past Lovely Laurelorn and see as many ways of interpreting it as there are updates. ^^;
 
I guess a few Beastmen that weren't mentioned yet are some from Fantasy North America. Though there was mention of Ursine = bear beastmen. And there are antlers so possibly Wendigo Beastmen, Bigfoot Beastmen and Mothman Beastmen.
 
One thing is now absolutely certain, both IC and OOC, the efforts at hunting the Beastmen in Ostland must be continued and stepped up. If its possible to commit to two Tracking Beastpaths actions, I move that we do that immediately.
Yeah, I think doing the "Tracking Beast-Paths" options every turn would be a good idea.

Another thing I'd prefer to start doing, is this one:
================
Not This Year: Pull your ships back, keep them close to the coastlines, but move the Army of Ostland to the coast, along with elements of the Army of the Range, to defend them. Let the Norscans know that they will not find you easy prey this year. The fishing ships now have their guns, and will be better able to defend themselves. Keep the Norscans out, damn it. Keep the troops amongst the isolated hamlets and villages, not just the bigger settlements like Salkalten. Let them lend their cannons, bows, and guns, to defend the coastline this year. It is not the same as an actual deployment, but this is their homeland, let them defend it. Cost: 500. Time: 1 Year. Reward: Bonus To Sea of Claws Rolls For This Year, Slight Lowering Of Roll Requirements For Success.
================

Really, this is a good option, and we haven't taken it once in all our time so far, I don't think.

Guys. This increases our chances to win at sea each year, and reduces the DC we have to hit to win. Let's start doing this.

We normally spend all our focus and attention on "Build up, build up, build up" for our towns and ships, but...


If we're worrying about what is going to be happening in the sea, then... Shouldn't we start taking more active actions, too? Not just investigating what is going on with Albion and trying to figure out what the Dark Elves are up to. But also, just...

... Basically what I'm saying is:

From now on, let's take the "Tracking the Beast-Paths" and "Not This Year" options each turn, from now on.

We've been building up our armies and cities and boats and all. We've been using them somewhat, too. But now? Let's start using them more.

If we're expecting a major threat to come from the waters and the forests, then let's start making it harder for the enemy, no?
 
... Basically what I'm saying is:

From now on, let's take the "Tracking the Beast-Paths" and "Not This Year" options each turn, from now on.

We've been building up our armies and cities and boats and all. We've been using them somewhat, too. But now? Let's start using them more.

If we're expecting a major threat to come from the waters and the forests, then let's start making it harder for the enemy, no?

we haven't really needed to do any "Not This Year" actions and as it stands we still don't as raiding pressure is at the lowest it been in while , if your worried about the coast then the best we can right now is build more war galleys as they are the best patrol ships for the coast being able to follow raider ships upstream should they manage to go up river something our wolf ships and great ships can't really do

Norscan Raider Pressure: None/Low/Average/High/Extreme
Druchii Raider Pressure: None/Low/Average/High/Extreme
Arabian Corsair Pressure: None/Low/Average/High/Extreme
Greenskin Pirate Boyz Pressure: None/Low/Average/High/Extreme
Ostland Naval Power: None/Low+/Average/High/Extreme
Nordland Naval Power: None/Low/Average/High/Extreme
Kislev Naval Power: None/Low/Average/High+/Extreme

as for tracking the beast path I agree we need to do it often until we know were each path comes and goes through the province but the action in of itself is a waste unless we act upon the information gained from it , as of last turn we know several war herds of the patient intelligent sort have made there way into the province for example that information is not worth much unless we act on it and hunt down those war herds before finish what ever their planning
 
we haven't really needed to do any "Not This Year" actions and as it stands we still don't as raiding pressure is at the lowest it been in while
This is why I think we should have been doing them more often:

Current Required Roll For Ostland Coastal Victory: 60+
Current Required Roll For Overall Order Naval Victory: 60+
This used to be like 50+ long long ago. It steadily crawled up to 65+ or so (was it 70 at some point?) before it dropped a bit recently.

Point being though...

It's not about the Raiding Pressure chart.

It's about that "you need to roll a 60/65/whatever+ to win" chart.

I look at that and think: "We need more than 50% chance to win? That's not good, we should weigh our chances more in our favor!"

Like... Yeah, maybe there isn't a huge amount of raider pressure, which means damage from raiding isn't huge if we lose the roll-off.

But I'd rather improve our chances, and start winning the roll-offs more often.

Because winning more often, might lessen raiding pressure and might lower the "need to roll 60+ to win" thing.

Which, all together, means it makes the sea and coasts safer.

So that's why I want to do it.
 
Another thing I'd prefer to start doing, is this one:
================
Not This Year: Pull your ships back, keep them close to the coastlines, but move the Army of Ostland to the coast, along with elements of the Army of the Range, to defend them. Let the Norscans know that they will not find you easy prey this year. The fishing ships now have their guns, and will be better able to defend themselves. Keep the Norscans out, damn it. Keep the troops amongst the isolated hamlets and villages, not just the bigger settlements like Salkalten. Let them lend their cannons, bows, and guns, to defend the coastline this year. It is not the same as an actual deployment, but this is their homeland, let them defend it. Cost: 500. Time: 1 Year. Reward: Bonus To Sea of Claws Rolls For This Year, Slight Lowering Of Roll Requirements For Success.
================
We took it once (Turn 26 Results), and the result was kind of hilarious. The Navy failed, players were unhappy, so in response they took the panic response, which is of course to take "Not This year" + mercs. Everything went well for the naval report of Turn 26 Rumor Mill in spite of taking "Not This Year". The action would have been better spent elsewhere on military stuff instead of taking the buff for navy, but hey we bought mercs!

Actions available in Turn 26: "Birds,Birds,Birds", "Refilling Tiny Cracks", "Militia Changes", "A Skaven Survey", "Not This Year", "Purchase Additional Mercenaries"
Actions taken in Turn 26: "Not This Year", "Purchase Additional Mercenaries"
Actions Taken in Turn 27: "Birds,Birds,Birds", "Refilling Tiny Cracks", "A Skaven Survey"

Turn 25 Naval Rumor (What had the players press panic, it was also the turn Anna came back from the South)
Sea of Claws Report – 2329: Disaster! Anarchy! The Norscans returned in full force this year, crushing both drucchi raiders and Imperial vessels alike. While the Counts of Nordland and Ostland were visiting with the Countess of Ostermark, their coasts found themselves under assault! While none of the raiding longships dared to get close enough to Salkalten after a trio were cut down by the defenses there, others were more confident about reaching out and surrounding the ships that were already on the water. While the Grand Navy of Kislev merely retreated behind a freezing sea behind them, guided through by their icebreakers and sealed by their priestesses of the Widow, the Empire was not so lucky. Wolf ships found themselves as the worst hit, as the war galleys remained closer to shore as is their design, allowing them to be backed up by the Salkalten Guard in turn. This does not mean that some of those war galleys were not hit, but these were those who had bravely remained out of the heavily defended docks to guard the villages and hamlets along the coast. Nordland suffered as well, perhaps more so, considering the great majority of the province's population remains along the coast and islands, and is only still just expanding just back south into their own heartlands. The Imperial Greatship, on the one single good hand proved itself, forging out of dock alone and saving an entire squadron of wolf ships, providing itself as the larger target and using its cannons against pursuing longships and shielding the lesser ships from thrown javelins, a stolen bolt thrower of unknown origin, and even a blast of sorcerous fire. While Frederick's Fist will require repairs, it at least saved some ships. It seems that with Salkalten too strong for the Norscans to approach, the raiders focused on the open waters instead, attacking merchant ships before they can make it to safety. Successes For Kislev, Major Failures In Nordland and Ostland. -4 Wolf Ships, -3 War Galleys of 3rd Imperial Navy. Imperial Greatship Damaged, Repairs Cost -200 Out Of Stipend/Stipend Reserve This Year. -150 Trade Malus Due To Norscan Raids This Year Scaring Off Merchant Ships.

Turn 26 Naval Rumor
Sea of Claws Report – 2330: The Sea of Claws was rent asunder this year, not by the fleets of the Empire or of Kislev, but of the High Elves. None know for certain why they arrived as they did, or why their fleet scoured the Sea of Claws, but it is not as if the elves were willing to wait around to be questioned. Aside from a single arrival point in Manannsheim, in Nordland, the elves remained utterly aloof as they relentlessly slammed through the waves. Ships of Nordland report seeing the legendary elven prowess at sea exemplified, running down longships of the Norscans with ease, while other larger vessels stoically patrolled in tight undulating formations. It is even rumored that some High Elves departed their ships near Laurelorn Forest toward the end of the year, but it is not as if there were any Imperials nearby to be certain, only ships who might or might not have seen elf ships upon the coastlines. Regardless, whatever plans the Norscans might have had this year, it was for naught as the High Elves came, then left as quickly as they had arrived. Of the supposed Black Ark, there was no sign whatsoever, lending credence that it was nothing more than the visions of madmen and fools who swore by its sight. Either way, the coasts of the northern Empire, and Kislev as well, must be grateful to the elves even if the elder race did not deign to speak of their purpose in arriving or leaving as they did. Sea Of Claws Situation Remains Unchanged For This Year due to High Elf Scouring in preparation/arrival/guarding/departure of Everqueen, other elven assets.

From Turn 35 Rumor Mill (Holders of The Shore)
Shore Burnings Across Old World: Every cult has its radical sects. Never in recent history have any done something as egregious as this. The 'Holders of the Shore', of the Cult of Manann, have committed nothing more than absolute heresy in the name of their extremely disconnected view of the Sea God's wishes. Believing, apparently, that the sea is the sole domain of Manann, they as a result view any entry onto or travel across the oceans by mankind is utter sacrilege. But never have they been so ambitious, so virulent, so…successful! Across the Empire, from Marienburg to Salkalten, the port facilities burn, and many ships within have found themselves set aflame or sent into the depths. Even as far as Bordeleaux in Bretonnia, to many port cities in Tilea – where only the militia of dragon rider ruled Remas were able to stop any true damage from being one. There are rumors that cultists of the shark god somehow managed to stop the insane members of this sect in Sartosa, but it is a bittersweet victory. In Kislev, perhaps owing to the icy nature of that nation, few fires could be sparked at all. Then there are the murders, for the 'Holders of the Shore' blame the majority of Manann priests and priestesses for encouraging 'blasphemy and desecration of Manann's holy waters'. In Marienburg, Patriarch Deric was found strangled to death with a noose of thickly wrapped seaweed, while others throughout the Empire suffered similar fates. Shockwaves have torn through the naval trade due to so many ships burning, or otherwise being damaged or destroyed, while the true Cult of Manann is working frantically with all authorities to root out these decentralized cells of what has been openly declared as of this year to be a heretical cult subject to extermination by Grand Conclave. Any found to be a member of the 'Holders of the Shore' are to be interrogated and executed, by assent of all Cults represented at the Grand Conclave. The newly chosen Matriarch of the cult, Maghda Sprenger, personally drowned the members of the cell that resided within Marienburg in front of witnesses, before declaring her intent to exterminate the entire heretical sect within her tenure. A powerful statement, alas one that is couched in the knowledge that ships and port facilities across the coastline have been so savaged. -1000 Trade Income Per Turn Due To Old World Naval Trade Damage/-5 Wolf Ships and -12 War Galleys due to being in port at the time. Port Damage reduces Maximum Ship Capacity By 15 / Trade Issues Across Much Of Old World.

Sea Claws 2339 Report: The end of the year came, and with it, devastation. Not at the hands of marauders or beasts, but by those who nominally consider themselves Imperial. Up until that point, the force of those who defend the coasts of the Sea of Claws were performing well. But then the burnings came, the insane zealots of Manann spurred on by their madness to bring ruination to many a port and ship. The wolf ships that patrolled the deeper Sea of Claws and the war galleys that keep a close eye along the coast were both reduced in number and in crew as they burned in their moorings at Salkalten. In Verborgenbucht, the smaller dock and ships present there that also suffered similar fates. Though the most visible cultists of the Holders of the Shore were located and prosecuted for their actions, it is known that others managed to flee before they could be brought to justice. Even now, there are over a dozen supposed priests and acolytes of Manann at large for questioning, and many cast fearful and angry eyes at those that remain in the temples. Worse, with those ships and docks destroyed, maintenance and resupplying the remaining ships was substantially difficult. Which made it all the harder to defend against a bevy of druchii corsair ships this year. Three whole lesser villages were pillaged, their people taken for murder or enslavement. The war galleys that could have protected their coast, the wolf ships that could have chased those corsair ships? Burned down to their frames by priests who think that ships out on the water is blasphemy! Out of fear, numerous fishing ships flatly refused to leave dock, their captains preferring to remain vigilant to keep said ships functioning rather than taking chances undefended out in the waters. Overall Order Failure! Ostland Failure! Raiding Pressure Unchanged! See Shore Burning Rumor For More Information! -250 Fishing Income For This Turn Due To Fears of Fishermen Keeping Ships In Dock!

When we fail the Sea of Claws, the loss of ships is not too bad. We nearly have maximum ship capacity, and if we absolutely must, can produce 20 ships of one type at once.
 
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Sea Of Claws Situation Remains Unchanged For This Year due to High Elf Scouring in preparation/arrival/guarding/departure of Everqueen, other elven assets.
===========
That is kind of funny. :V A nat 100 on Elven Matters ended up saving the day, apparently.

A bit tricky to find what the odds of success on these things were, but... One of the oldest I've just found -- which is on page 862 so it's pretty old -- had Ostland needing 75+, but Overall Order Success only needing a 50+.

... Huh, it's funny, but...

Kislev's gone from Average+ to High+ strength. But the "Overall Order Chance of Success" has actually gotten worse, going from needing a 50+ to like 70+.

And just before this turn, it was 70+/70+ for Ostland and Overall Order.

... Whereas Ostland has stayed stuck at "Low+" Naval Power since that entry I say in 2015 up until now. And yet somehow, our chances of success have gotten better, from needing a 75+ at first. (Right now, it's just recently become a 60+. But last turn, IIRC it was 70+.)


The big difference is that there used to be high Norscan Raider Pressure.

Right now, there is high Druchii Raider Pressure.

Different foe.

It's harder for the Overall Forces of Order to fight and win against the Druchii on the seas, I'm guessing, hence the number going from "needs 50+" to "needs 70+" over time?
 
It's harder for the Overall Forces of Order to fight and win against the Druchii on the seas, I'm guessing, hence the number going from "needs 50+" to "needs 70+" over time?
Druchii are still Elves, and the Elves have ruled the waves since long before the nations of man in the old world established themselves. So it makes enough sense.
 
Sea Of Claws Situation Remains Unchanged For This Year due to High Elf Scouring in preparation/arrival/guarding/departure of Everqueen, other elven assets.
===========
That is kind of funny. :V A nat 100 on Elven Matters ended up saving the day, apparently.

A bit tricky to find what the odds of success on these things were, but... One of the oldest I've just found -- which is on page 862 so it's pretty old -- had Ostland needing 75+, but Overall Order Success only needing a 50+.

... Huh, it's funny, but...

Kislev's gone from Average+ to High+ strength. But the "Overall Order Chance of Success" has actually gotten worse, going from needing a 50+ to like 70+.

And just before this turn, it was 70+/70+ for Ostland and Overall Order.

... Whereas Ostland has stayed stuck at "Low+" Naval Power since that entry I say in 2015 up until now. And yet somehow, our chances of success have gotten better, from needing a 75+ at first. (Right now, it's just recently become a 60+. But last turn, IIRC it was 70+.)


The big difference is that there used to be high Norscan Raider Pressure.

Right now, there is high Druchii Raider Pressure.

Different foe.

It's harder for the Overall Forces of Order to fight and win against the Druchii on the seas, I'm guessing, hence the number going from "needs 50+" to "needs 70+" over time?
Well maybe it is time for us to try building an ironclad with a vapour engine to strengthen our navy
 
Well maybe it is time for us to try building an ironclad with a vapour engine to strengthen our navy

I mean, I'd take it, though I don't think we have the steel foundrys we'd need to produce Ironclads in appreciable numbers, but personally I'd prefer depth charges against the Druchii. They usually don't commit their Black Arks, so the biggest trump card they always employ is their trained sea monsters. Cannons work well against the ones they keep on the surface, but Depth Charges are where it is at for the ones that do not carry Druchii raiders and dive freely to attack Order ships from below.
 
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oh god

Kislev civil war happens, and if we ride out to support the Tsarina...

an undefended ostland, with a massive beastmen horde just waiting
We'd have to lean on the militia, the army of the forest, the army of the range, the knightly orders and whatever mercenaries remain back home.

Unless we only send mercenaries to maintain plausible deniability.
Natasha vs Broodhorn. Mom on Mom combat.
Both have a large number of children.
Both killed unwanted offspring.
I mean, yes, I know, I'm familiar with the Genoese crossbowmen who inspired Braganza's troops. At the same time, pavis crossbow and handgun units are used with very specific tactics and in very specific ways, and it wouldn't automatically improve Ostland's military performance to hand them out to its archer units if we're not also fighting in those specific ways.

The pavises are very useful, for instance, if you're trying to lay siege to a fortification, because portable cover plays a HUGE role in siege tactics. Or if you're engaged in a very, very static "gunline" fight against enemy archers who are very definitely not going to leave their position and will just keep exchanging fire from you (while you constantly duck behind cover).

They are not so useful if you need to be mobile and keep up with an army that has to engage in disciplined, rapid maneuvers during an open-field battle, or that is likely to be directly assaulted by enemy melee infantry. Because they're too heavy to maneuver at the same pace as normal marching infantry, and if you're under direct attack they're not as good a security as having an actual infantry line in front of your position.
1. Braganza's Besiegers have no movement penalty in tabletop. Because Warhammer is one of those settings where the physics are just slightly off-center.
2. The pavises' armour bonus applies to melee combat in tabletop(whereas the same army book has a type of shield that only applies to melee).
3. While an opposing melee combatant might try to reach around a pavise, the fact remains that the pavise forces an opponent to go around it.
4. Ostland's terrain doesn't quite do open field battles. Just an awful lot of choke points to cover between the trees, the roads and the walls.
5. While actual melee infantry is a better blocker than pavises, the presence of pavises is better than the absence of pavises.

I look at that and think: "We need more than 50% chance to win? That's not good, we should weigh our chances more in our favor!"
60+/60+ means we have a 64% chance to win.
Or to be more accurate: a 36% chance of failure.
We need to fail both rolls.

That said, we could go over our ship capacity and just pay the fee.
Build up at the cost of economy.
 
I mean, I'd take it, though I don't think we have the steel foundrys we'd need to produce Ironclads in appreciable numbers, but personally I'd prefer depth charges against the Druchii. They usually don't commit their Black Arks, so the biggest trump card they always employ is their trained sea monsters. Cannons work well against the ones they keep on the surface, but Depth Charges are where it is at for the ones that do not carry Druchii raiders and dive freely to attack Order ships from below.
Depth charges could indeed work them but I didn't mean ironclads like the dwarves make them. I meant ironclad as in a wooden Hull fortified with metal plates on the outside. It might indeed be a bit straining on our foundries but it would be a good starting point for eventual upgrades and it would be a sign of strength that no other human navy has. Merchants are more likely to visit our ports due to more safety and Mariënburg would think twice to mess around too much as long as they don't have a reliable way to gauge our ironclads' strength
 
That said, we could go over our ship capacity and just pay the fee.
Once we reach capacity, or over capacity. The players are told not to take any more ship building actions (Check out Turn 32). Once our capacity problem is fixed, we can reach the 120 capacity without paying the fee for going over capacity. Take a greatship + galley focus to reach 110 ships in turn 38. Then another galley focus to reach 120 when we can build more ships, if not in turn 39.
 
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Once we reach capacity, or over capacity. The players are told not to take any more ship building actions (Check out Turn 32). Once our capacity problem is fixed, we can reach the 120 capacity without paying the fee for going over capacity. Take a greatship + galley focus to reach 110 ships in turn 28. Then another galley focus to reach 120 when we can build more ships, if not in turn 29.
we don't need more great ships we need more galleys , as it stands we have ten wolf ships for every great ship with the wolf ships acting as escorts screening for the great ships its potent naval strike force able to intercept and deal with anything that isn't a dedicated fleet or at least that is what it should be but due to the lack of galleys means they keep being put on coastal patrol duties where they under preform , this is why we need more galleys which are ideal for patrolling the coast since they excel in shallow water and can follow raiders that slip past them up rivers and streams as well as into shallow waters something wolf ships and great ships are to big to do .

so in summary we need greater galley focus not more great ships we have enough of those as is
 
we don't need more great ships we need more galleys , as it stands we have ten wolf ships for every great ship with the wolf ships acting as escorts screening for the great ships its potent naval strike force able to intercept and deal with anything that isn't a dedicated fleet or at least that is what it should be but due to the lack of galleys means they keep being put on coastal patrol duties where they under preform , this is why we need more galleys which are ideal for patrolling the coast since they excel in shallow water and can follow raiders that slip past them up rivers and streams as well as into shallow waters something wolf ships and great ships are to big to do .

so in summary we need greater galley focus not more great ships we have enough of those as is
The ship capacity is currently reduced to 105. Our imperial Stipend cannot cover the full cost of Greater Galley Focus. Better for our Imperial Stipend if we stretch out increasing the Galleys over two turns instead of a rush job. I refuse to accept a plan that has us go that heavily over ship capacity + buy mercenaries. Our net income is important to me.
 
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I know its highly unlikely, but it would be funny is this massive warherd also got into conflict going on down south with greenskins, skaven, and now daemons. Turn it into a real who's who of evil faction kicking the shit out of each other. :p
Today I Learn: Warpstone is cheese.

The moon is made of it and rats love it.
...That fits way too well.:rofl:
 
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