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Involving ourselves in Marienburg affair is an option. I would go for that. I also have an urge to have EIC invest in Salkaten and contest Marienburg. It would take a lot of attention to make sure it is not destroyed out of hand by Marienburg but result might be worth it.

Ah well, Canals are already spiking their wheel so that is something. We should probably get a few more river navy to protect our investments though.
The EIC is a long ways away from Salkalten. And it's not on a river for easier access.
 
[ ] EIC: Reach out to Julia to find out if she's interested in being poached or passing on information.

This option seem to have dissapear from the EIC options after turn 35. I wonder why. I was hoping to get to it at some point. You know hook our new network to our old one.

I hope nothing happened to Julia and this is just a timeout.
 
[ ] EIC: Reach out to Julia to find out if she's interested in being poached or passing on information.

This option seem to have dissapear from the EIC options after turn 35. I wonder why. I was hoping to get to it at some point. You know hook our new network to our old one.

I hope nothing happened to Julia and this is just a timeout.
Our voting patterns have been completely uninterested in Julia -- we haven't taken that option or socialed her once since leaving Stirland. Last we heard, she's working happily for Roswita's spymaster, and it's been nearly ten years since we spoke to her. Reaching out to her after all this time would probably make her more suspicious of our motives than anything, so I suspect Boney just dropped her from the EIC options and the social options rather than leave her dangling there forever.

I am fine with that. You can't just add stuff to a narrative without it becoming bloated and unwieldy. Stuff needs to be taken out, too, and if people are consistently uninterested in something, well, that's a prime candidate for excision.
 
So working on my Total DLC Omake, just wanted to run these unit ideas by you all.

Moonclaw: Legendary Lord, a "Ranged" lord an pseudo-artillery attack where he calls down meteor strikes on an enemy unit (animation would be to form in the sky above him and be flung across the battlefield at the target, thus allowing players to try to dodge) with a bound spell to cause meteor showers at target locations. Would also be alright in melee but not the best by a long shot.
  • Cockatrice: A flying monstrous unit, smaller than a manticore and not as good in melee but possessing a ranged Gaze attack and the ability to snare enemy units.
  • Preyton: Another flying monster, this one while decent in melee isn't designed to be a direct fighter. It's purpose is a debuffer unit, with an aura that weakens enemy units and the ability to inflict rampage on enemy troops. Notably it would be a very fast flyer.
  • Mutated Herd: A swarm unit of corrupted and mutated animals, not strong at all but meant to be a fast yet expendable tarpit that bogs down enemy troops.
  • Incarnate Elemental of Beasts: The headlining unit for the Beastmen side of the DLC, a high tier unbreakable creature that uses Daemon/Undead crumbling rules for morale. Due to being an Elemental of Beasts it naturally has a few Lore of Best bound spells stuck on it, namely buffing types. In direct combat it's a general purpose melee
As you can tell I have a general theme of monsters with buff or debuff potential. I am intentionally having these units not be Beastmen to emphasize the fact that Moonclaw isn't actually a Beastman himself.

Mathilde: Legendary Lord, our favorite lucky Grey Wizard. As expected she will be a hybrid lord, mixture between a Shadow Caster and an Assassin. Generally the idea would be having her murderize the enemy lord or characters using her stealth and mobility to get close enough while also using her magic for wider support. For unique stuff beyond her gear giving her various boosts (Belt giving her very high spell resistance, Sword being a beat stick and so on) I'd imagine that Mathilde's big thing would be the ability to swap from mounted to being on foot in battle. While on foot she would have stalk allowing her to move unseen and while Mounted on her Shadow steed she would have added speed and perfect vigor.

Has the Unique spells of Rite of Way which gives your units a massive speed boost and increased charge bonus along with her Dusk Rider spell allowing her to summon the titular unit.
  • Halfling Fieldwarden: Fairly cheap ranged skirmisher, low speed but has the Stalk special rule. Low speed but with a special ability the decreases the range in which they can be detected.
  • Longshanks: Hybrid infantry, possess a stalk and a fairly strong ranged attack. Can fight in melee fairly well and they will be rather quick for infantry. Although possibly they'd have poison attacks which could be pretty useful.
  • Dusk Riders: The Unit version of the proposed plan we have for have for the Apparition binding spell plan. Take the form of Ring Wraith looking cavalry, they are an Elite cavalry option that is Ethereal, fast and designed for brawling combat rather than getting stuck in. Biggest feature of them is perfect vigor, utilization of Crumbling rules rather than fleeing and finally healing while engaged in combat. They are designed to get stuck into an enemy infantry blob and just blend their way through them.
  • Celestial Hurricanum: Large Magical Battle altar that boosts your winds of magic and has a selection of bound spells attached to it. Specifically Light bound spell, primarily focused on support but has at least one AOE nuke spell.
How does that sound to you all? Obviously I would clean it up and go into further detail in the actual omake but I want to get your opinions on it. If you think there are better selections, a unit needs to be adjusted or if something doesn't fit please tell me.
 
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So working on my Total DLC Omake, just wanted to run these unit ideas by you all.

Moonclaw: Legendary Lord, a "Ranged" lord an pseudo-artillery attack where he calls down meteor strikes on an enemy unit (animation would be to form in the sky above him and be flung across the battlefield at the target, thus allowing players to try to dodge) with a bound spell to cause meteor showers at target locations. Would also be alright in melee but not the best by a long shot.
  • Cockatrice: A flying monstrous unit, smaller than a manticore and not as good in melee but possessing a ranged Gaze attack and the ability to snare enemy units.
  • Preyton: Another flying monster, this one while decent in melee isn't designed to be a direct fighter. It's purpose is a debuffer unit, with an aura that weakens enemy units and the ability to inflict rampage on enemy troops. Notably it would be a very fast flyer.
  • Mutated Herd: A swarm unit of corrupted and mutated animals, not strong at all but meant to be a fast yet expendable tarpit that bogs down enemy troops.
  • Incarnate Elemental of Beasts: The headlining unit for the Beastmen side of the DLC, a high tier unbreakable creature that uses Daemon/Undead crumbling rules for morale. Due to being an Elemental of Beasts it naturally has a few Lore of Best bound spells stuck on it, namely buffing types. In direct combat it's a general purpose melee
As you can tell I have a general theme of monsters with buff or debuff potential. I am intentionally having these units not be Beastmen to emphasize the fact that Moonclaw isn't actually a Beastman himself.

Mathilde: Legendary Lord, our favorite lucky Grey Wizard. As expected she will be a hybrid lord, mixture between a Shadow Caster and an Assassin. Generally the idea would be having her murderize the enemy lord or characters using her stealth and mobility to get close enough while also using her magic for wider support. For unique stuff beyond her gear giving her various boosts (Belt giving her very high spell resistance, Sword being a beat stick and so on) I'd imagine that Mathilde's big thing would be the ability to swap from mounted to being on foot in battle. While on foot she would have stalk allowing her to move unseen and while Mounted on her Shadow steed she would have added speed and perfect vigor.

Has the Unique spells of Rite of Way which gives your units a massive speed boost and increased charge bonus along with her Dusk Rider spell allowing her to summon the titular unit.
  • Halfling Fieldwarden: Fairly cheap ranged skirmisher, low speed but has the Stalk special rule. Low speed but with a special ability the decreases the range in which they can be detected.
  • Longshanks: Hybrid infantry, possess a stalk and a fairly strong ranged attack. Can fight in melee fairly well and they will be rather quick for infantry. Although possibly they'd have poison attacks which could be pretty useful.
  • Dusk Riders: The Unit version of the proposed plan we have for have for the Apparition binding spell plan. Take the form of Ring Wraith looking cavalry, they are an Elite cavalry option that is Ethereal, fast and designed for brawling combat rather than getting stuck in. Biggest feature of them is perfect vigor, utilization of Crumbling rules rather than fleeing and finally healing while engaged in combat. They are designed to get stuck into an enemy infantry blob and just blend their way through them.
  • Celestial Hurricanum: Large Magical Battle altar that boosts your winds of magic and has a selection of bound spells attached to it. Specifically Light bound spell, primarily focused on support but has at least one AOE nuke spell.
How does that sound to you all? Obviously I would clean it up and go into further detail in the actual omake but I want to get your opinions on it. If you think there are better selections, a unit needs to be adjusted or if something doesn't fit please tell me.
This all sounds good. You made me look up Cockatrices again, because I was sure they couldn't fly, but turns out they can and I was just mentally comparing them to chickens. Turns out they defy nature in one more way with those skinny wings lifting their chunky bodies. I still think they're cute.

In terms of what's available, I think Moonclaw's Insanity Aura should perhaps be represented, it is an iconic ability on par with Morghur's Aura of Mutation, and he does have spellcasting abilities if you want to portray that. Mathilde I think Longshanks is not really all that fitting. I think it would be preferable to have Stirland Repeater soldiers up there instead if you want an elite unit with a connection to her. Celestial Hurricanum has the dubious connection of being related to the Colleges I suppose.

I like it overall. Good job.
 
This all sounds good. You made me look up Cockatrices again, because I was sure they couldn't fly, but turns out they can and I was just mentally comparing them to chickens. Turns out they defy nature in one more way with those skinny wings lifting their chunky bodies. I still think they're cute.

In terms of what's available, I think Moonclaw's Insanity Aura should perhaps be represented, it is an iconic ability on par with Morghur's Aura of Mutation, and he does have spellcasting abilities if you want to portray that. Mathilde I think Longshanks is not really all that fitting. I think it would be preferable to have Stirland Repeater soldiers up there instead if you want an elite unit with a connection to her. Celestial Hurricanum has the dubious connection of being related to the Colleges I suppose.

I like it overall. Good job.
Point on Moonclaw's insanity aura, although not entirely sure how to best utilize it. First instinct for me is a stacking debuff effect once you enter a certain radius of him.

As for Mathilde's units the reason I used them is because they fit the feel of a hybrid stealth unit that would be good in the forests and wilderness the story would lorewise be mostly taking place in. Plus they are a sneaky unit that would fit the stealth idea and it's not likely that there'd be a Taal focused DLC so I thought they work, especially considering the main foe being Beastmen.

The Hurricanum is meant to represent the college contributing to Mathilde's operation. But I see your point, I sort of wanted a unit that represents the magic side of things so if you have a suggestion as to what might be a better fit I am all ears.
 
Point on Moonclaw's insanity aura, although not entirely sure how to best utilize it. First instinct for me is a stacking debuff effect once you enter a certain radius of him.

As for Mathilde's units the reason I used them is because they fit the feel of a hybrid stealth unit that would be good in the forests and wilderness the story would lorewise be mostly taking place in. Plus they are a sneaky unit that would fit the stealth idea and it's not likely that there'd be a Taal focused DLC so I thought they work, especially considering the main foe being Beastmen.

The Hurricanum is meant to represent the college contributing to Mathilde's operation. But I see your point, I sort of wanted a unit that represents the magic side of things so if you have a suggestion as to what might be a better fit I am all ears.

As an idea, could make a Battle Altar of Rite of Way as a unit? A chariot that gives movement and charge bonuses (and probably Strider?) to any friendly units around it?
 
As an idea, could make a Battle Altar of Rite of Way as a unit? A chariot that gives movement and charge bonuses (and probably Strider?) to any friendly units around it?
That is an option, although I'm unsure if that alone would be enough to justify the unit. Like I feel like it would require an additional function to make it a viable unit.
 
As an idea, could make a Battle Altar of Rite of Way as a unit? A chariot that gives movement and charge bonuses (and probably Strider?) to any friendly units around it?
I've had ideas for making fan made equivalents of the Celestial Hurricanum and Luminark of Hysh because I felt like the other Colleges were left out in that regard, and clearly Teclis gave all the Colleges Orbs of Sorcery so why would only two of them weaponise it, but I get why GW never made any beyond those two. Two Battle Altars is fine, but creating eight separate Battle Altars, making the models and rules for them and trying to balance them while having them remain distinct and flavorful is a difficult job.

I also have the feeling that they wanted the Empire to be a "low magic" faction, which is why they stripped down their magic items so much in the magic item section, and why their heroes and lords have 1-2 magic items at most, many of which are underwhelming if they're not a Runefang or the Emperor's items. Maybe that was a consideration.

Personally, I think it'd be a fun project to create custom Battle Altars for the remaining six Colleges though.
 
Urge to take a Night Prowler assisted walk down Marienburg's waterfront one night after which every docked ship's mast is found mysteriously choppedy down in the morning, rising.
Honestly, I am genuinely considering going full Cato the Elder with regards to Marienburg. The only thing stopping me is that it would be rather annoying to Boney
 
Actually thinking about it, what about using the Halfling Soup-Tank which is essentially a Steam tank variant that while not as powerful offensively possess an aura that gives units around it increased Vigor and maybe some healing. Healing could be tied to a bound spell that is called "Soups up!" that gives a strong heal to units within a certain radius.

Basically it's a heavy support vehicle that can deal a decent amount of damage and take a hit.
 
Actually thinking about it, what about using the Halfling Soup-Tank which is essentially a Steam tank variant that while not as powerful offensively possess an aura that gives units around it increased Vigor and maybe some healing. Healing could be tied to a bound spell that is called "Soups up!" that gives a strong heal to units within a certain radius.

Basically it's a heavy support vehicle that can deal a decent amount of damage and take a hit.
I feel like that should rightfully be restricted to an RoR- there's only one Kathleen.

(Obviously, TW ignores that type of restriction already with Steam Tanks and the like, but still)
 
I've had ideas for making fan made equivalents of the Celestial Hurricanum and Luminark of Hysh because I felt like the other Colleges were left out in that regard, and clearly Teclis gave all the Colleges Orbs of Sorcery so why would only two of them weaponise it, but I get why GW never made any beyond those two. Two Battle Altars is fine, but creating eight separate Battle Altars, making the models and rules for them and trying to balance them while having them remain distinct and flavorful is a difficult job.

I also have the feeling that they wanted the Empire to be a "low magic" faction, which is why they stripped down their magic items so much in the magic item section, and why their heroes and lords have 1-2 magic items at most, many of which are underwhelming if they're not a Runefang or the Emperor's items. Maybe that was a consideration.

Personally, I think it'd be a fun project to create custom Battle Altars for the remaining six Colleges though.
Someone already beat you there to making fan battle alters. I've lost the original link and author name which is a shame but I have the unit profiles for them.
 
I feel like that should rightfully be restricted to an RoR- there's only one Kathleen.

(Obviously, TW ignores that type of restriction already with Steam Tanks and the like, but still)
That is true, but there is a real lack of halfling units and as you said TW tends to ignore things like lore number limitations.

At the end of the day I need something that looks fairly impressive to act as the headlining unit in Mathilde's faction. Since the way these DLCs are made is often that each side of the rivalry has something really cool or awesome looking that would entice players.
 
So I'm workshopping the concept for the DLC trailer omake, specifically the storyline and visuals shown in the trailer. Since Mathilde has Halflings and her Dusk Riders as a guaranteed part of her unit roster I figured I might as well make a Lord of the Rings reference, since the trailers have in the past made similar references (See Prophet and the Warlock trailer.)

Just having issues figuring out the best way to do that. Sort of want to have a bit of a fakeout making the Dusk Riders appear to be Evil aligned only for the reveal that they are on the Empire side.
 
So I'm workshopping the concept for the DLC trailer omake, specifically the storyline and visuals shown in the trailer. Since Mathilde has Halflings and her Dusk Riders as a guaranteed part of her unit roster I figured I might as well make a Lord of the Rings reference, since the trailers have in the past made similar references (See Prophet and the Warlock trailer.)

Just having issues figuring out the best way to do that. Sort of want to have a bit of a fakeout making the Dusk Riders appear to be Evil aligned only for the reveal that they are on the Empire side.
The classic "hiding behind the tree" scene except either the Hobbits are instead Beastmen or the Hobbits are Halflings working with the Rider?
 
So I'm workshopping the concept for the DLC trailer omake, specifically the storyline and visuals shown in the trailer. Since Mathilde has Halflings and her Dusk Riders as a guaranteed part of her unit roster I figured I might as well make a Lord of the Rings reference, since the trailers have in the past made similar references (See Prophet and the Warlock trailer.)

Just having issues figuring out the best way to do that. Sort of want to have a bit of a fakeout making the Dusk Riders appear to be Evil aligned only for the reveal that they are on the Empire side.

Have them chasing after a halfling maybe, with the impression that they are going to kill them and then instead of a knife the rider pulls a message:

Magister Weber has need of your services, it hisses in a voice like death
 
I was just thinking about that altar and it occurred to me that you could have something like the Volans on the Expedition, a large dwarf tank basically only instead of canons it would have wizards inside using spells and you could switch out what sort. It would not be wholly a College representation like the altar but it would work to show the kind of cooperation that Mathilde engenders.

I am not 100% on how the units work but I would think that sort of armored vehicle with magic damage would be pretty unique.
 
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