Voted best in category in the Users' Choice awards.
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Something else to consider, it's very possible, indeed, probably even the most likely scenario that, given the fact that there probably aren't any trees left in the Caldera or East Valley (we were just told last update that it's all been occupied and used by the orc ecosystem, and probably has been for millenia), that the greenskin buildings aren't made from wood at all, as we've been assuming, but that they're literally mud huts, made of wet adobe. If there's one things the orcs wouldn't be lacking, it's dung to mix the earth with. Any wood would long since have been rotted away by orcoid fungus, and with no source of replacements, that doesn't leave much.

That would really stymie plans to burn it down.
That is entirely speculation and should be left until after @BoneyM can answer questions as to what the Greenskin village is made out of.
Mathilde is incapable of carrying meaningful volumes of accelerants. And I very strongly doubt that the greenskins are capable of organising a fire brigade

And I also addressed the very real problems with getting the Rangers involved in this. They're dwarves. They don't run very fast. Lighting a literal beacon to mark your location is begging for some orcs that fancy a brawl to come to look what's up and swamp them in bodies.
The rangers don't need to stick around once the initial fire is lit, by the time the blaze is big enough for the Orcs to notice they will already have been long gone. We have been told that there are several portions of the town pretty much abandoned and I think the rangers could very easily slip in and out of those without an issue.
Can't set fire to solid ground, which is the pathway to the Citadel.

And that is sounding like the fire will spread a lot faster than some individuals can spread it, especially while trying to avoid a fight.
I would like to point out that at the moment the Citadel is firing upon and killing any Greenskin that tries to approach them. So odds are once the fire is going the natural reaction will be to move away as a fire isn't something you can fight.
 
I kinda thought that if the Grobi rush wildly toward the Citadel, it will most likely lead to a battle with the Grobi in the Citadel. That's fine by me.
It's explicitly stated in the update how them running towards it could very well not
Be greeted with hostility if the Citadel is under attack by us. Resulting in a quagmire for the assault force as reinforcements come in. And that's bad.
 
vote tally
Adhoc vote count started by Travler66 on Sep 25, 2019 at 3:23 PM, finished with 629 posts and 85 votes.

  • [x] Plan Light Everything On Fire And Kill Things
    -[x] Propose lighting as much of Grobi Town on fire as possible, using whatever combination of your personal sneaking, magic to help others sneak, ranger sneaking, halfling sneaking, top-class dwarven incendiary technology, artillery-hurled incendiaries, and other means the war council can cook up.
    -[x] Ensure in particular that the portions closest to the Citadel entrance are lit up so that reinforcing the Citadel becomes difficult to impossible without charging into the flames.
    -[x] Combine with assassinations for additional confusion and to ensure lack of an organized response.
    [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.
    [X] Plan Go Commando
    -[X] Survey and MAP the entrance from Grobitown to the Citadel, use this to generate a better set of charges to collapse it.
    -[X] sneak back up to gate, plant charges, blow it up. Rangers are infiltrating to Caldera rim to overlook passage, lotus poison bolts to provide a backup plan.
    --[X] if the explosion 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. If it's been less successful, adapt, but focus our subsequent efforts on dissuading entry to the Citadel.
    [X] Plan Combination
    - [X] Sow chaos in the night
    -- [X] Propose lighting as much of Grobi Town on fire as possible, using whatever combination of your personal sneaking, magic to help others sneak, ranger sneaking, halfling sneaking, top-class dwarven incendiary technology, artillery-hurled incendiaries, and other means the war council can cook up.
    -- [X] Ensure in particular that the portions closest to the Citadel entrance are lit up so that reinforcing the Citadel becomes difficult to impossible without charging into the flames.
    -- [X] Combine with assassinations for additional confusion and to ensure lack of an organized response. Prioritize murdering shamans if possible.
    -[X] If Mathilde has enough steam to do it after night in town, 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.
    [x] plan: It wuz Dem!
    -[x] infiltrate and plant delayed incendiaries
    -[x] widely scatter caltrops with black lotus poison.
    -[x] set off some explosions away from the citadel
    -[x] impersonate a big orc to scream out lies about who is attacking and from where. Slip away, repeat elsewhere.
    -[x] Panoramia ritual casts father of thorns to quietly seal the gate.
    [X] Sleep on the pile like a dragon
    - [X] Gather the Journeymanlings and have them take turns proposing strategies and then critiquing
    [X] Try to agitate infighting among the greenskins while the main force gets into position to attack.
    [x] Plan Hat Trick
    -[x] Mathilde sets the explosives in a Caldera-to-Citadel pass and then proceeds to the grobi town
    -[x] Mathilde sets the grobi town on fire and prevents all greenskin attempts to coordinate
    -[x] Rangers and/or catapults - whoever does this better - fill the path from caldera to citadel with black lotus poisoned caltrops
    -[x] Codrin's archers should claim the wall and repel greenskins right after the first assault is successful
    [X] Plan Burning Shadows
    -[X] Sell Belegar on the value of a day's preparation and rest time for the human mercenaries to get over their lack of sleep and hangovers.
    -[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.
    [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.
    [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
    [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.
 
I now have a vision of Mathilde trying and failing to set fire to a wall literally made of old but still damp orc shit if this vote goes through, now I've realised that there's no source of wood for Grobi Town to be built from timber, so it almost has to be adobe construction.

The Rangers would probably point out the flaws in the plan first though, unless they have a nasty sense of (toilet) humour.
There risk is that, but only a risk not certainty. As with everything else. The Burning Shadow relies of Mathilde casting huge ritual spell after a night spent on assasinations. She'll be tired. Then, assasinations (multiple) are hard to do quietly, without kicking greenskin anthill to full awarness. Then plan relies on synchronization with artilery, which is not trivial. If Mathilde can do all of this, she would be better server just focusing on sabotage - same approch she took with great success in last two karaks.

Don't get me wrong, it's tempting. Kragg show of battle magic makes me want to match him in some regards at least. But Mathilde is not really on that level yet, she does not yet have a skills and power to really handle things on level of battle magic. It is still on the very edge on her current capabilities, and reaching beyond one grasp is deadly for a wizard. So yeah, burning shadow is tempting, but putting everything on fire seems more practical.
 
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There risk is that, but only a risk not certainty. As with everything else. And the Burning Shadow relies of Mathilde casting huge ritual spell after a night spent on assasinations. She'll be tired. Also assasination is hard to do quietly, without kicking greenskin anthill to full awarness. Then it relies on synchronization with artilery, which is not trivial. If Mathilde can do all of this, she would be better server just focusing on sabotage - same approch she took with great success in last two karaks.

Don't get me wrong, it's tempting. Kragg show of battle magic makes me want to match him in some regards at least. But Mathilde is not really on that level yet, she does not yet have a skills and power to really handle things on level of battle magic. It is still on the very edge on her capabilities, and reaching beyond one grasp is deadly for wizard. So yeah, burning shadow is tempting, but putting everything on fire seems more practical.
Not to mention it doesn't have a single failure point, IE Mathilde, but rather has multiple vectors to start the fires with each success building on each other as the fire would probably grow more and more out of control.
 
That is entirely speculation and should be left until after @BoneyM can answer questions as to what the Greenskin village is made out of.

The rangers don't need to stick around once the initial fire is lit, by the time the blaze is big enough for the Orcs to notice they will already have been long gone. We have been told that there are several portions of the town pretty much abandoned and I think the rangers could very easily slip in and out of those without an issue.

The construction of the village is not entirely speculation. We know there is no wood locally for the town to be made from wood. If you want everyone to hold off voting ffor the plan until @BoneyM returns and confirms what the town is made fo that would be fair enough, but that's not your argument, you want to ignore a serious problem the plan you support may have and assume everything is fine and build up a vote lead on that basis, knowing lots of people will not see anything BoneyM says later before the vote is closed. The burden of proof that a plan will work should be on its supporters, not vice versa. To justify why this plan should work, you should be presenting evidence that the town isn't just flammable, but very, very highly flammable so that a fire would spread very quickly. Old human towns in the real world were full of very flammable things. We can be almost absolutely certain that these buildings are less flammable than that, simply because they won't be full of pitch, which is an accelerant, or dry fabrics, or have the walls almost literally made of kindling (plaster and lathe). Fires in historic cities cannot be used as a model here.

On the ranger, orcs move significantly faster than dwarves, and as soon as a fire is lit the plume of smoke will give the location away almost immediately.
 
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I'm not seeing how a group of individuals could set fire to a shantytown that might not even be made of wood so quickly that the Greenskins are put into disarray. Especially as Greenskins will be rushing to the first set of fires/smoke.
 
Mostly I like the fire attack plan because it can meaningfully involve the Rangers. They aren't AS stealthy as Mathilde, nor as fireproof, but they are both of those things to some degree. They do this stuff for a living.

Molotov a la Dawi?

RE: building materials, guess we'll see on that front. But we've yet to run into any kind of swampland, and mostly what we've seen at the East Gate and in the Karaks is ramshackle wood huts crammed together.
What if the fire causes them to run towards the Citadel for safety, heedless of the defenders?
Then the citadel defenders go 'lol fuck you squigs get out of here, citadel for citadel orcs grobitown go home' and start throwing things at them and trying to kill them.
 
Not if an attack is underway by our side.
We start the fire prior to the attack on the citadel. Why would the grobitown orcs even try to get into the citadel when they know the citadel orcs won't let them in? They've tried before and it didn't work.

No orc is gonna think "But now that my house burned down they'll have to let me in out of the goodness of their grobi hearts!"
 
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There risk is that, but only a risk not certainty. As with everything else. And the Burning Shadow relies of Mathilde casting huge ritual spell after a night spent on assasinations. She'll be tired. Then, assasinations (multiple) are hard to do quietly, without kicking greenskin anthill to full awarness. Then plan relies on synchronization with artilery, which is not trivial. If Mathilde can do all of this, she would be better server just focusing on sabotage - same approch she took with great success in last two karaks.

What ritual magic? A purely normal casting of Burning Shadows is quite than sufficient here. Can people please spreading disinformation about this. This must be the sixth or seventh time I've had to correct this error. It's getting ridiculous.

Also, the assassinations are much easier than you think, because like humans, dwarves aren't keen on having who may explode themselves, make you explode, or both living in the middle of their settlements, so shamans who aren't warbosses live on the edge of greenskin settlements. That makes them very easy for a shadow wizard to assassinate quietly. She doesn't have to go into Grobi-Town proper. She also won't be tired. She just goes to bed early, then goes out murdering in the early morning before dawn, and when she's done with that she goes up to the Citadel and casts just before dawn.

Synchronizing with the artillery is trivial, because both things are happening at the moment of dawn. The catapults simply release their shots when the sun comes above the horizon. That's part of the beauty of the plan. So many things about it just work naturally because of the timing.

Not to mention it doesn't have a single failure point, IE Mathilde, but rather has multiple vectors to start the fires with each success building on each other as the fire would probably grow more and more out of control.

Mathilde still has to set all the fires that are anywhere useful. She's still the single point of failure. And you're still assuming that setting fires is instantaneous and trivial to do. The backers of this plan haven't even identified how Mathilde even starts a fire in the first place, even making the heroic assumptions that the buildings are made out of wood, and for some reason are made of highly flammable wood. People have talked about accelerants, but I'm pretty sure matches don't exist.
 
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A deliberate fire is no different from one a negligent orc starts in this context. Apart from the fact that there are a lot more negligent orcs that there are of Mathilde.

And, as I explained above, this isn't worth expanding the Rangers on this is not worth it, as lighting a literal beacon showing where you are is the opposite of sneaky, and the Rangers don't have Doppelganger and Take No Heed.
So rangers are useless and incompetent and fire is to complex for them to understand the basic workings of?

I don't think you understand how arson and sabotage even work. Possible are confused about how much training rangers get. This kind of thing is literally what they are trained for.
Simply "not going into buildings" does not prevent the building's from collapsing around (or even on) Mathilde and blocking her way.
Lighting a fire on a roof/window/ground floor will take several minutes for things to get out of hand. Even if it goes up rather quickly it won't get to keeling over stage faster than a range or MC can outrun the problem... if it was that flamable you set the building most likely to fall on it on fire instead.
Can't set fire to solid ground, which is the pathway to the Citadel.
The idea behind the fires is more denile of infrastructure and tieing up the attention spans of greenskins. If it kills them great. If the town burns to the ground great. The point is to keep the from joining the fight in an organized manner.
What if the fire causes them to run towards the Citadel for safety, heedless of the defenders?
Then you have a pile of stampeding moral broken orks running into the reinforcement vector and cannons sighted on them.

As I've said before, the idea is to disassemble the orks piece meal, at the least cost to our side. I've also been advocating taking the Citadel is a bonus that can be don't a day later... keeping the orks from organizing and killing them is much more useful a goal. The town pretty much has been destroyed anyway so its just a matter of juggling order of objectives.

As always leveling the place with siege fire is always an option if it gets to bad to handle. The Citadel has lasted this long it'll be there tomorrow.

Also, this is more of what MC is doing while the army people army... if some orks stand out as organizing things against the fires... assassination targets of opportunity are they.
 
People have talked about accelerants, but I'm pretty sure matches don't exist.

... Flamethrowers exist. We're working with dwarves, here.

Which isn't to say that they'll necessarily have them on hand (although with a high roll result them having a couple wouldn't be implausible), but it's clear that dwarves know how to make very good accelerants.
 
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Mathilde still has to set all the fires that are anywhere useful. She's still the single point of failure. And you're still assuming that setting fires is instantaneous and trivial to do. The backers of this plan haven't even identified how Mathilde even starts a fire in the first place, even making the heroic assumptions that the buildings are made out of wood, and for some reason are made of highly flammable wood. People have talked about accelerants, but I'm pretty sure matches don't exist.
She is one of 3 different methods of starting the fires which I would have expected you to actually realize instead of going "Its Mathidle and dawi who can't run or hide or start a bloody fire without immediately getting caught despite large sections of grobi town being uninhabited. Strawman.
As for your saying we're making heroic assumptions, we've seen grobi buildings repeatedly so far in the expedition, all of which were wood IIRC. As for Mathilde actually starting the fires, like, I'm kinda curious here. Are you seriously trying to say the faction that deploys bloody flamethrowers and incendiary artillery have no man portable accelerants, and that there won't be a single building/part there of that can be set on fire easily? o_O I live in a bloody brick building and I'm pretty sure I could still burn it down with a decent sized chunk of burning wood just by proper positioning and some time with a knife.
 
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Okay so now the fire plan is that dwarves will secretly infiltrate into the orc town with flame throwers on hand. I wasn't aware we were dealing literal Grey wizard dwarves toting flame throwers because those things have negative stealth value.



There risk is that, but only a risk not certainty. As with everything else. The Burning Shadow relies of Mathilde casting huge ritual spell after a night spent on assasinations. She'll be tired. Then, assasinations (multiple) are hard to do quietly, without kicking greenskin anthill to full awarness. Then plan relies on synchronization with artilery, which is not trivial. If Mathilde can do all of this, she would be better server just focusing on sabotage - same approch she took with great success in last two karaks.

Don't get me wrong, it's tempting. Kragg show of battle magic makes me want to match him in some regards at least. But Mathilde is not really on that level yet, she does not yet have a skills and power to really handle things on level of battle magic. It is still on the very edge on her current capabilities, and reaching beyond one grasp is deadly for a wizard. So yeah, burning shadow is tempting, but putting everything on fire seems more practical.

BoneyM literally stated that the spell would work on the citadel as normal. There's no ritual spell.
 
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So rangers are useless and incompetent and fire is to complex for them to understand the basic workings of?

I don't think you understand how arson and sabotage even work. Possible are confused about how much training rangers get. This kind of thing is literally what they are trained for.

They're not useless. Hower, I don't agree that this is also not their job. They aren't an offensive unit designed to attack enemy settlements from what I can see. They're intended to scout the countryside above ground, gathering information and murdering the unsuspecting greenskins or skaven they encounter. They're not siege engineers trained in demolition. There was one famous unit of Ranger in the End Times that was a exception as their leader was related to a chief engineer, IIRC, buy they don't exist yet, and the End Times never should.

... Flamethrowers exist. We're working with dwarves, here.

We've already asked BoneyM, and the dwarves didn't bring them or any of their ammunition with them.

She is one of 3 different methods of starting the fires which I would have expected you to actually realize instead of going "Its Mathidle and dawi who can't run or hide or start a bloody fire without immediately getting caught despite large sections of grobi town being uninhabited. Strawman.
As for your saying we're making heroic assumptions, we've seen grobi buildings repeatedly so far in the expedition, all of which were wood IIRC. As for Mathilde actually starting the fires, like, I'm kinda curious here. Are you seriously trying to say the faction that deploys bloody flamethrowers and incendiary artillery have no man portable accelerants, and that there won't be a single building/part there of that can be set on fire easily? o_O I live in a bloody brick building and I'm pretty sure I could still burn it down with a decent sized chunk of burning wood just by proper positioning.

Dawi actually literally can't run (in WFB), yes. They can hide, but nowhere nearly as well as Mathilde

Where does the wood to build this town come from? With adobe, the orcs can literally pull the material they need out of their ass, but they shouldn't be able to do the same with trees.

And when have we repeatedly seen wooden grobi buildings? When have we repeatedly seen grobi buildings for that matter?
 
if the dwarves had flamethrowers in large numbers, it would probably be on the expedition page.

Well I mean people are expecting these Flamethrower toting dwarves to sneak into Orc town so maybe they aren't on the expedition page because they're just to sneaky! :V

I can't imagine a better force for infiltrating an enemy than one so good we don't even know they exist. Jokes aside if we did have access to their napalm in canister form that'd actually help the plan sadly we don't.
 
Still, I'm very open to ideas to refine and improve Plan Go Commando.
I did propose a Going Commando v2 somewhere that might be helpful if you search, but it comes down to going to a vantage point and using the lenses to gather more info as well as use Gold Journeymen to enhance the planning session with Trial and Error, and Law of Logic.
 
Also, if the town can be set on fire and will catch that quickly, the Burning Shadows plan does that as well, as it has the grudge throwers fire whatever is useful at Grobi town as the attack goes in.

It does so in a way that doesn't risk wasting the lives of the Rangers or waste Mathilde's time doing something that a catapult can do better, because the catapult can throw an awful lot bigger incendiary to light one fire than Mathilde or a Ranger can carry in total.

Why spend Rangers' lives (at least some are bound to die) and the opportunity cost of Mathilde's time on something we can do much easier, quicker, and better with artillery?

Greenskins investigate odd things, it's part of their nature in seeking out violence. I don't think they would run away from fires starting.

Yeah, they'd run towards them, because most of the time it would mean that there's a crap going on that they can pile into.
 
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Um. You are all being very vehement, and pretty much addressing objections with assertions. It's a bit volatile esp given we had the thread locked recently based on similar escalations. Maybe a bit more politeness? Please? This doesn't have to be toxic.

The construction of the village is not entirely speculation. We know there is no wood locally for the town to be made from wood.

We know local grobi huts burn because the ones in Karag Lune did, and those were built under the same constraints on construction materials. Also, given the huge cavern/tunnel system, I'd expect the caldera to be pretty well drained. Unsure of the overall rainfall levels, but since wells were an attack vector when K8P fell last time, I'd suspect semi-arid at best.

A purely normal casting of Burning Shadows is quite than sufficient here.

I'll grant this is possible, but: normal castings don't cover hundreds of square yards for hours, which is what we need. It's reasonable to expect that even though the GM says we can do it, there will be large penalties related to the sheer volume of magic requires to drive like 100x more coverage than usual.

But I'm most worried about how long we'd need to keep it up.

Plus, vulnerable to turtle formations and advancing behind obstacles. It only impacts stuff it falls directly on, right? Caltrops and artillery will help here, but would need to be targeted to breaking up protective formations rather than targeting chaos in the town.

Overall, it does rely very heavily on one hero unit and it has ways it can be countered even on best case. I'd put it about equal in practicality to the burn plan, from what I can tell.

(Go plan It wuz Dem!)
 
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Alert: Chill
She is one of 3 different methods of starting the fires which I would have expected you to actually realize instead of going "Its Mathidle and dawi who can't run or hide or start a bloody fire without immediately getting caught despite large sections of grobi town being uninhabited. Strawman.
As for your saying we're making heroic assumptions, we've seen grobi buildings repeatedly so far in the expedition, all of which were wood IIRC. As for Mathilde actually starting the fires, like, I'm kinda curious here. Are you seriously trying to say the faction that deploys bloody flamethrowers and incendiary artillery have no man portable accelerants, and that there won't be a single building/part there of that can be set on fire easily? o_O I live in a bloody brick building and I'm pretty sure I could still burn it down with a decent sized chunk of burning wood just by proper positioning and some time with a knife.

chill
Dude I'm right here.
 
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