Voted best in category in the Users' Choice awards.
Eeeyyy. This should be useful not only to pur dwarven relations, but also to give Mathilde one less possibility to worry about

And this bit is hilarious.



What to do with the money though? Buy out more Gong Farmers? Finally make our Smoke Knights? Make a secret underground base in our land?

Or invest in the founding of a Ranald-worshipping, greenskin-hating company of well-armed mercenaries, consisting of....these very mercenaries whose purses we just made lighter?
 
This is my starting attempt... but I've got to go to bed shortly.

What I'm hoping @BoneyM might comment on tomorrow is if a survey MAP of the gateway brought to the engineers could markedly improve the 2/3 chance of success.
As I understand it, it's rigging the entrance to the Citadel from the Caldera with explosives and detonating them to cave-in said entrance. Word of QM that without detailed information engineers only give us 2/3 chance of successful collapse.
Seems pretty sound. I'm a bit worried that it's noon, so depending on the light our normal scouting spells might be a bit limited. That said, we could probably just head up to Karag Nar or another vantage point and use our Shadow Lenses to let the engineers get a closer look. That should make up the difference.

Edit: Get Maximilian to check the calculations. Or was that Johann? The competent one. Seems like the time when a Gold Wizard would be actually useful.
 
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[]Map out the citadel with the ranger's help, Mathilde, can use her magic to go in and scout out those areas the rangers missed or can't sneak into due to heavy guard. Then cast the MAP spell so the leaders can better coordinate their forces, as well as show what Mathilde will be doing to grobitown

[] Have qualified specialist prepare incindiery preferably delayed firestarters and maybe a few concealed bombs for both uses in defense of citadel against caldera reinforcements, and for your used in causing chaos in grobitown
[] You will consult others on how to create a fake for Mork and for Gork totems or idols, which you will then enchance with magic to enchance its value and to make more noticeable, also enchance some gold or expensive jewelry to be used in your sowing discord of Grobi town. Consult in if there is any underground areas in gobi town, where you can fake a troll attack.
[] You will carry some incindiery or concealed bombs to try to create chaos in gobitown , in areas that are far from citadel, preferably in places where fire can spread easily, and preferably with a delayed time enough for you to escape.
[] Use magic to simulate the sound of a troll, try to open up the ground to the underground make it look as if there is troll attack using magic that affects sound.
[] Mathilde using her magic and stealth can go around gobitown, besides her arson and bomb activities can scatter the fake idols

[] Be sure to have a force ready in a area where


-[] Mathilde infiltrates into position to be down sun of the Citadel and arranges for the dwarves to attack at the local dawn, when the sun becomes visible above the eastern peaks. She then times the conclusion of a casting of Burning Shadows to complete moments after the sun is visible and the Citadel's shadow is cast. Ritual cast if Mathilde is confident she can do so reliably.
-[] Scatter Black Lotus poisoned caltrops on the path to delay greenskins and get them stuck in the Burning Shadow longer.

[] There should be a contingency in place, like flammable substance or artillery barrage of incindiery materials that can be used both magical and mundane to create a wall of fire blocking or slowing down reinforcements from the caldera in grobitown to make it harder for enemy to reinforce the citadel.

[] one of the journeylings should act as spotters for both archers and artillery for any shamans attempting to cast a spell or attempting to dispel any magical spells or defenses on your side.
[] Be sure to have forces infiltrate the citadel with Mathilde's help, similar to Karag But assault but, try to not alert the citadel yet, just be ready to act.
The archers and artillery can be deployed in strategic areas.

[] You will carry some incindiery or concealed bombs to try to create chaos in gobitown , in areas that are far from citadel, preferably in places where fire can spread easily, and preferably with a delayed time enough for you to escape.
[] Mathilde using her magic and stealth can go around gobitown, besides her arson and bomb activities can scatter the fake idols alongside the jewelry, use poison to instigate fights. If there is a opportunity, use doppelganger to make you look like a black Ork trying to reetablish the cult of only Gork. Carrying a totem and some jewelry.
[] During chaos Mathilde can go around assassinating shamans and warbosses, and maybe sabotage any siege engines if the enemy has any.
[] Then head back to the citadel, to reinforce it , assassinate shamans and warbosses or just apply more burning shadow if needed and sabotage the citadel's defenses, use MAP for better coordination of troops.
 
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My favorite plan thus far is Burning Shadows but an extra rest period to delay the whole assault is a dealbreaker so...

[x] Plan Light Everything On Fire And Kill Things

Fire is relatively straightforward
 
Or invest in the founding of a Ranald-worshipping, greenskin-hating company of well-armed mercenaries, consisting of....these very mercenaries whose purses we just made lighter?
I like the direction you're taking this in. No matter what we decide to do with it, in my opinions it shows ultimately flow back to the mercenaries in some form, or at least to the participating humans in general. That could be in the form of investing in their settlement here, or bumping everyone's pay with a bonus, or convincing the mercenaries to fight a day longer in case we go with the Burning Shadows plan, or anything really, as long as we don't end up actually stealing all of that money for our own benefit.
 
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@Katahiraga , what the hell? I can't tell if that's supposed to be a single plan (it's far too long and micromanaging) or multiple suggested plans where you are voting for one of them. You also have loose sentence fragments like "Be sure to have a force ready in a area where".
 
Couple of thoughts: The issue with lighting everything on fire and having Mat fight in it is that on the threat scale, the fire part of fire is only the third killer. Smoke kills, and so do collapsing buildings. So let's not be in the middle of a blaze. It's a nice tactic for losing pursuit, but not something I'd want to try long term for a fight.

This plan is beased upon the whole, there are no hinges left, so no gate, right? If there is a gate, the only difference would be that Mat tries to use air step and stealth to open our side first while the Knights charge as soon as she does.

[X] Plan: Hold the Open gates and start a Blaze.
-[X] Make a pair of gates, or bars, or some kind of portable barrier to place into the open Gates once you take them. Make some smaller ones, but that would be able to block dwarven halls in the citadel, if you need strong points.
-[X] Charge the open gate(since no hinges survived) with Knights, with Mat on shadowsteed and Dread Aspect. With dwarves running in behind them. Take and hold the open gates from the other side as fast as possible. Speed is life here, you want to be blocking the other side before anyone gets close.
-[X] Give some Caltrops to the Knights. Both to scatter outside the Gates on the Inner Side, or drop behind them in retreat if this is some kind of trap.
-[X] If time and space allowed, take some torches along. Some Knights can ride down the avenue, just a bit, and throw some torches around to help the blaze start, as well as spread the caltrops. But only within easy withdrawl distance.
-[X] Have archers police the walls and bring in Grudge Throwers right behind the charge. Even before the Citadel falls, the Grudge throwers can throw over the walls and set fire to the caldera shanty town with dwarven incendiaries. That should give pause to any greenskins and flush out any surprises hidden in the buildings. Not even they like walking through literal fire.
-[X] As possible, bring up a couple of bolt throwers and use them to police the approaching avenue and take targets of opportunity while the incendiaries do their job.
-[X] Dial in a couple of cannon on our side of the gates. If something nasty shows up, a pre-set signal should allow them to shoot anything trying to boil out of them from the underways.
--[X] Assuming all goes well, if you hold the gates with Knights and the shantytown is burning, once they dwarves arrive and plug the gate, all that will be left is fighting for the citadel and the underground approaches. And the dwarves know tunnel fighting far better than you do. We can bring archers up as we spread through the Citadel, to hold the walls from without.
--[X] Really, if we manage to hold the Gate and start a blaze, the biggest issue will be smoke and the underways. As well as any reinforcements that might come along the walls themselves. We can help with that by having some cannon on our side, that can sweep the top for enemy reinforcements, but the tunnel fighting is going to hurt if they are ready. Ask if the top of the walls is wide and sturdy enough for a wolf charge, if needed.

I don't think Mat really needs to further risks her neck by going into an unknown goblin/orc shanty town. While scouting would be nice, for once, with a pissed off goblin God hangging around, let's not.

TLDR: Since the gates are open, just charge them at speed with Knights, take and hold them, and bring up grudge throwers to throw over the walls and start a fire. Simple, solves most of the problems we can actually solve and makes anything that could be hiding in town come out in the open. If it's a trap the knights can retreat just as fast. The underways aren't a problem we can actually solve. The rest is details.
 
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My favorite plan thus far is Burning Shadows but an extra rest period to delay the whole assault is a dealbreaker so...

[x] Plan Light Everything On Fire And Kill Things

Fire is relatively straightforward

It's straight forward and unlikely to work though. The burning shadows plan is the best on offer and I honestly don't think the delay is an issue. What's your problem with the delay?
 
[X] Plan Go Commando v2
-[X] Go up to a vantage point with the dwarf engineer and the Gold Journeymen to examine the structure we need to collapse. Use a MAP, the lens spell and gold expertise/magic to gather better information.
-[X] If need be, go there in person to collect information, go to another vantage point to gain a better angle of information or arrange a flyby on a griffin.
-[X] Sneak back up to gate, plant charges, blow it up. Rangers are infiltrating to Caldera rim to overlook passage.
--[X] if that works, well, actually we're good to go. Roll up artillery to dominate the passage as the battle is underway, to further dissuade approach to the Citadel.

EDIT: Thoughts?

Based on these:
Gunpowder charges are simple enough to rig up and the Engineer can make it mostly safe, but without being able to examine the structure they can't give you better than two in three odds of it working to cave in the entrance.
 
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It's straight forward and unlikely to work though. The burning shadows plan is the best on offer and I honestly don't think the delay is an issue. What's your problem with the delay?
My main issue with the delays is that it gives the grobby time to rally and work out their leadership issues. Sooner we hit them, more likely they are to still be reeling from the last fight.
 
[X] Plan Slayer
-[X] Stage 1: Mathilde infiltrates the Citadel, Rangers scout, Dwarfs set up artillery. If successful.
-[X] Stage 2: Fire the artillery, set Grobi town on fire, prevent reinforcements getting to the Citadel. If successful.
-[X] Stage 3: Escort Citadel attack force with monstrous cavalry. If successful.
-[X] Stage 4: Conquer the citadel

Pretty simple plan, right now we've got time so let's make use of it. We've got plenty of supplies coming in, reinforcements on the way, lots of water sources, good fortifications and positions, decent forages and farmers with a jade wizard, etc. Also the greenskins are squabbling and will continue to do so for a while and if any clear leaders emerge we can just murder them.

Since we have time let's do this right, no going in half cocked. We'll scout the enemies and be certain of what we're going into before we attack and maybe also sabotage if there's good opportunities.
Then once we have everything mapped out we'll clear the area for our forces and prevent reinforcements by using artillery, fire bombs, and Kragg. If we're successful in clearing the area we can then send in our attack force to take the Citadel which will be all nice and mapped out and sabotaged before our forces get there.

Basically we've got a few days to do this right so let's do it right. Sure if we don't go in immediately we might lose some mercenaries but having good planning, preparation and not being rushed is far more valuable. If any stage is going wrong we can back out, say for example if in Stage 2 grobi town fails to be set on fire we can just delay until we can do it properly. Or if the greenskins manage to reinforce successfully in we'll have our Citadel attack forces retreat back to our own lines and try again later. This also prevents us from walking into well prepared Skaven forces (Stage 1) or other unexpected surprises, in the coming fight we'll know what's ahead of every corner and be perfectly prepared.


I'm also not super keen on screwing the mercenaries as much as possible, we already left them with Codrin and just recently took them for a load of cash. If they want to bow out now that's fine, if they're willing to continue for the Citadel (for extra money presumably) that's cool too.
 
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It's straight forward and unlikely to work though. The burning shadows plan is the best on offer and I honestly don't think the delay is an issue. What's your problem with the delay?
Fears of the skaven taking advantage of the greenskins weakness making it an incredibly meatgrinder. As well as the desire to keep riding the high moral of our troops. These are two reasons I feel like we need to do it today.

Also is there any reason to wait for morning to cast burning shadows? Couldn't we just build a big bonfire put a log in front of it to cast shadows on the path towards the citadel and call it a day there? We don't need to engulf the entire town just the path to the citadel with a shadow wide enough greenskins have a deadly time crossing it. Ritual casting on a log is going to be a lot safer too if shamans try to interfere or something else goes bad.

If we want to use burning shadows lets just make a bonfire and achive the same goal of no one getting through to reinforce the citadel and making a miscast much less dangerous.
 
@WorldSlayer The thing with that is that all that scouting is useless. The scouts allready did their job. We know what's inside the Citadel. What we don't know is about Goblin Town and the underways. And scouting them is both a lot more difficult and time consuming. Mat might be able to scout one of them, partially, in a couple of hours. Assuming no one spots her. It's like scouting one of the peaks.
 
[X] Plan Burning Shadows
-[X] Spend a night before the assault hunting down and assassinating any surviving shamans. Make sure to sleep the day before.
-[X] Mathilde infiltrates into position to be down sun of the Citadel and arranges for the dwarves to attack at the local dawn, when the sun becomes visible above the eastern peaks. She then times the conclusion of a casting of Burning Shadows to complete moments after the sun is visible and the Citadel's shadow is cast. Ritual cast if Mathilde is confident she can do so reliably.
-[X] Scatter Black Lotus poisoned caltrops on the path to delay greenskins and get them stuck in the Burning Shadow longer.
-[X] Organise to have indirect fire of dwarven catapults firing whatever the engineers think will cause the most havoc arcing over the Citadel into Grobi down timed to a few moment after the Burning Shadows is cast.
4 people have voted

I think people are reading way, way too much in Codrin's choice of words.
 
@WorldSlayer The thing with that is that all that scouting is useless. The scouts allready did their job. We know what's inside the Citadel. What we don't know is about Goblin Town and the underways. And scouting them is both a lot more difficult and time consuming. Mat might be able to scout one of them, partially, in a couple of hours. Assuming no one spots her. It's like scouting one of the peaks.
Didn't they fail to get into the Citadel? That's what I recall, I'll have to check.

Edit:
"Unfortunately, the Citadel was trickier. I'd assumed that there was simply a ridiculous amount of sentries, but from what Mathilde's said I'm now thinking that it's hugely overpopulated so there's just more eyes to see anyone trying to approach. They're well-stocked with bows and arrows - and with thrown rocks, which are no joke with that sort of height advantage. Finally, Karagril - there's Boss Poles on display and plenty of Grobi movement, but we couldn't get close enough to confirm their tribe. Orcs on guard, so they're not Crooked Moon."

Yep. Good work memory, you did it!

Anyway we'll also want to be aware of current forces and traps. Stuff like the Troll pit or Skaven holes.
 
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I'd like to start off by casting Burning Shadows on the Citadel, because how often can you get the perfect conditions to make the most out of a touch-range spell. If there are shamans that can dispel, so be it. We have other recourses. If we really, absolutely have to hold the path to the Citadel, we do have the Torc of Fire. If the flaming crown manifests just right, it might cast our shadow forward. Then we could use Burning Shadows, if only a single Mathilde-width. We also have Dread Aspect, and we all remember how well it worked at Und-Uzgar.

[X] Plan Shadow and Fire
-[X] Mathilde infiltrates to a position where she can cast Burning Shadows on the Citadel's shadow.
--[X] If Burning Shadows is dispelled, move to block the path physically with the Torc of Fire, Dread Aspect, or Burning Shadows (if the Crown of Fire casts Mathilde's shadow forward
-[X] Have Grudge Throwers launch incendiaries over the Citadel into Grobi Town.
-[X] Expedition forces assault the Citadel after the first volley.

Here's a today plan to use Burning Shadows with some contingencies. Incendiaries to cause havoc and fire the Grobi town, Burning Shadows as area denial, and if that fails, have Mathilde be the Balrog AND Gandalf at the same time.
 
Fears of the skaven taking advantage of the greenskins weakness making it an incredibly meatgrinder. As well as the desire to keep riding the high moral of our troops. These are two reasons I feel like we need to do it today.

Also is there any reason to wait for morning to cast burning shadows? Couldn't we just build a big bonfire put a log in front of it to cast shadows on the path towards the citadel and call it a day there? We don't need to engulf the entire town just the path to the citadel with a shadow wide enough greenskins have a deadly time crossing it. Ritual casting on a log is going to be a lot safer too if shamans try to interfere or something else goes bad.

If we want to use burning shadows lets just make a bonfire and achive the same goal of no one getting through to reinforce the citadel and making a miscast much less dangerous.

The Skaven taking advantage to attack the Greenskins would work out in our favour. If they do that then they're weakening each other to our benefit as we wont have to spend lives to kill either of the forces that die in the mutual annihilation. Again if a green skin force attacks them then they're going to be infighting to our benefit and we can assault the weakened left overs afterwards. I don't think the self made shadow plan is sensible and it gives up a huge terrain advantage.

It's rare that things line up well enough to allow niche spells to have battle magic equivalent scale with out the risk. I'm shocked people want to give that up

I think people are worried that the mercenaries may not want to fight tomorrow.

That's a more valid worry but I think they'd be willing to wait all of half a day.



I really feel like ritual casting on something so big as the citadel is just asking for something to go wrong.


We don't even need to use a ritual. That would only be to increase the duration.


Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes a shadow or set of touching shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect.
- Can effect inanimate objects, but acid is a lot less effective on inanimate objects than it is on living flesh.
- Must specifically be a cast shadow, not merely being in darkness. Think shadow puppets.
- Mathilde must be casting or touching the shadow in question to cast the spell.


Not making use of this nigh unique opportunity would be so wasteful.
 
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[X] Plan Burning Shadows

I like this, it is suitably epic. I agree that waiting may be a concern, but still prefer this plan. Concerning "casting will need a roll" argument - well, any plan will require a roll (or, more realistically, 2-3 rolls). Something like this:
Burning shadows:
1) Roll to cast the spell
2) Roll for greenskin reaction
3) Roll for possible shaman counterspelling

Starting fires in Goblintown:
1) Infiltration
2) How fast fire catches/how big is it
3) Greenskin reaction
 
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Okay, but by head hunting shamen we're killing Green skin leaders and making that a bigger problem for them as well.
Sure, and I'd be with you if we hadn't just robbed their God. I do not want to get near a greenskin shaman right now. Do you? Because there is a chance that while we are dealing with the shaman Mork notices, recognizes us, and punches us flat. We can fight shamans, I do not want to fight a greenskin god from behind enemy lines.

EDIT: It's part of why I don't want big rituals either. Like Burning Shadows of an entire Citadel. Don't attract magical/divine attention to Mat. If we can help it. The dread aspect charge for the citadel is meant to protect the knights on approach, but Mat should not poke a single hair on her scalp past the walls, less some Greenskin shaman catch Line of Sight of her, and point her out to Mork. We are a thief loaded down in our winnings. Now is the time to be conservative, less the people we robbed catch us.
 
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...

Y'know, poisoned caltrops are sure to be a horrifying mess to clean up, afterwords.

I'd bet they'd utterly wreck a charge or two, though.


ohhh!!!
Panoramia's berserk poison indeed sounds like a wonderful thing in these circumstances! Maybe use it before the fighting, so that greenskins are distracted by fighting in other part of the caldera?
Poor Panoramia would be pissed by being on cooking duty again though....

Other thing is that we need, um:
1. Area denial of caldera approach, done silently; mass caltrops, wolf holes, explosive charges - Rangers are gonna have a field day with "trap narrow passage against greenskin horde", I imagine.
2. Capture Citadel as fast as possible to use its position against wave of greenskins.
3. Use arty only after we go loud, but have it on hand to go really loud - prepare positions.
4. Sow as much chaos in caldera as hum....orcishly possible. Set shantytown on fire? Shame about lack of Bright Wizard.
 
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Look, I think the delay is bad, and that there are easier ways to protect ourselves from counter and dispel magic. Most notably, our belt will eat a dispel counter from at least one shaman and depending on where we in relation to the citadel, we could sneak one of the amber wizards up to protect us with their own dispel magic.

I do think that ritual magic is dangerous, but I also think that we have a way of mitigating that.

Burning Shadows is not so easily demonstrated on a live target, but you can practice on scrolls from your Master and reports from Julia that need destroying anyway. It's more complex than any spell you've ever attempted, and the typical material component is the poison known as Black Lotus, and is ruinously expensive and sourced from half a world away besides. And you don't know enough about pharmacology to find a local source you could harvest yourself.
If we have any of the Black Lotus poison around, we could use it to assist in the casting of Burning Shadows. Theoretically.

@BoneyM would using the Black Lotus poison as a component of the ritual make the casting noticeably easier, and do we still have some of it around and in sufficient quantities to affect a casting of this size?
 
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