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Do you have a quote on that? Because I think that the entirety of k8p dwarf forces speak Reikspiel (evidence: Belegar gave his pre-battle speech only in Reikspiel) while in the Karak Azul contingent there is precisely one dwarf speaking it (evidence: the scene at the Karak Azul gates).

This is just a nitpick, though.

The core of the Expedition were Dwarves from the Holds with strong ties to the Empire. They've all gone home. Those that make up the Dwarven population are either Clan Hazkal, and thus from all over the place, or those that were waiting in Old Holds in hope of their ancestral Hold being retaken.
 
Plus, Semaphores can still be taught in a future turn - infact, let Johann do it, since he probably would run into Spider Hunting parties during his raid. Semaphores would probably be a very useful way to communicate out there.

Once the spiders speak Reikspeil, I think it's the sort of thing that would be mentioned at Council in thirty seconds and the Marshall can assign one of his less traditional Rangers to do the job. It shouldn't take a meaningful amount of his resources, as it would for us.

I don't have a problem with assisting Johann in studying the Skaven. This may well be where Johann is most useful. However, if we want to help Johann do what he wants to do anyway, why did we hire him as an underling? Could we maybe relieve him of his duty and get someone else?

Because I don't think we're actually allowing him to do what he wants. We're 'allowing' him to do what we've decided he should do. It basically comes across as a passive aggressive way of ordering him to do something that fits in to Mathilde's plans. He'll just probably go along with it because it also advances his own plans, even if not as much as they could accomplish if they both did what he actually wants, but more than he could if he went solo.

He already has a plan, based on the expectation that he will be alone; meaning it's likely a lot more cautious about how far he goes and what risks he takes. Adding a Grey Magister of extreme skill opens up a lot of options for him to take much bigger risks.

I doubt he'll be more reckless with one of the Empire's secret police is clearly checking up on him.

The concern is of the vague general kind, if the spiders can communicate with people other than us then they might conciveably ally with another faction to betray us. If however the dwarfs are the only faction they can communicate with than they are the only option for an alliance. To be honest it seems rather excessive caution to me.

It doesn't seem very likely. Why would the local greenskin or skaven speak Reikspeil. They may well have never seen a human, as we're a long way from human territory. They've been fighting each other and orcs for a long time, and when there were humans nearby, they were Strigoi who probably spoke a Nehekharan successor language.
 
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Huh.

This paints Belegar as even more of a radical than I thought. It is the moment he lived for his entire life, he is at the gates of his ancestral hold and the retaking of Karak Eight Peaks is about to begin, he gives his grand speech and what language does he use? Reikspiel.

The humans and Halflings sent the largest forces to help him. That's probably had a massive impact.
 
A quarter of the dwarves are fluent in Reikspeil, and another quarter can get by. All your troops don't have to share a language with your allies to fight alongside them. It will help, but it's not essential, so can be done later.
But writing things out in Reikspiel is slow and not much use in tactical situations. And sure, we can do it later. The problem is that there is a lot of stuff that we want to do later. Unlike, say, the Snake Juice I am not all that certain that the thread won't forget about it in the future.
 
Belegar task related
Relocate spiders (Belegar task specific)
[Max] Current Task: Have Maximilian teach the We written Reikspiel. (Likely task the next turn)
Write in: You've mapped the territory of Clan Mors. Help Johann poke Clan Mors (Part of a multi pronged effort, grab goodies with Johan, learn more about him. Assist with the relocation of Spooders by stealing tech from the Skavens)

Only two tasks on current job eh.....well, translation item kind of counts sideways. Two-three?
Not sure whether stealing actually helps spiders to relocate. If relocation sparks open conflict between them, stealing a couple of guns won't make the difference. And we are not guaranteed to steal anything that can actually be impactful in conflict.
 
Only two tasks on current job eh.....well, translation item kind of counts sideways. Two-three?
Not sure whether stealing actually helps spiders to relocate. If relocation sparks open conflict between them, stealing a couple of guns won't make the difference. And we are not guaranteed to steal anything that can actually be impactful in conflict.

If we end up stealing a few of their warp fire throwers which the clan may have bought from Skyre in the past then they wont be able to resupply in the future.
 
But writing things out in Reikspiel is slow and not much use in tactical situations. And sure, we can do it later. The problem is that there is a lot of stuff that we want to do later. Unlike, say, the Snake Juice I am not all that certain that the thread won't forget about it in the future.

The answer is flashcards, clearly.

Only two tasks on current job eh.....well, translation item kind of counts sideways. Two-three?
Not sure whether stealing actually helps spiders to relocate. If relocation sparks open conflict between them, stealing a couple of guns won't make the difference. And we are not guaranteed to steal anything that can actually be impactful in conflict.

Have some more ambition...

Also, if we steal a couple of ratling guns or warpflame throwers from an armoury, there's no need to leave the rest completely working on the way out...
 
Because I don't think we're actually allowing him to do what he wants. We're 'allowing' him to do what we've decided he should do. It basically comes across as a passive aggressive way of ordering him to do something that fits in to Mathilde's plans.
The vote option explicitely says:
[Johann] Allow him to spend all his time investigating Clan Mors.

Or do think that BoneyM's formulation is meant to be ironic?
 
No. Because others are not as worried about failure as I am, they expect success, maybe they'll get it. I don't want failure, but I don't see the thread remembering that we can unless it happens.
Strange that's pretty much the opposite to what you said in this post.
Anything the spiders hunt can kill hunting spiders. Literally no option will alleviate that. Honestly at this point I'm kind of hoping we have a string of really bad rolls this turn no matter what plan wins, the way i see it the thread has gotten waaaay to complacent in expecting to succeed that we've stopped planning for any sort of failure and starting expecting massive success right off the bad no matter what.
What I'd taken from this is you said you want some massive failure to punish people for not seeing things they way you do.
 
Johann (any Gold Wizard, really) is incredible at sabotage. We can steal a few for him to examine and utterly wreck the rest with very little time spent.
So youre base expectation is that if we succeed, Mors' ability to deploy those weapons will be nil in the future, is that correct?
The answer is flashcards, clearly.



Have some more ambition...

Also, if we steal a couple of ratling guns or warpflame throwers from an armoury, there's no need to leave the rest completely working on the way out...
What if we fail? What is the worst case scenario for failure?
 
The vote option explicitely says:
[Johann] Allow him to spend all his time investigating Clan Mors.

Or do think that BoneyM's formulation is meant to be ironic?

Well, sort of. When your boss comes to you and say, 'You're allowed to do X', where X is something they want done, that's pretty much an order not to do Y or Z that are the alternative options. It's asserting the right to be able to determine what he's allowed to do or not do.
 
Strange that's pretty much the opposite to what you said in this post.

What I'd taken from this is you said you want some massive failure to punish people for not seeing things they way you do.
I'll admit that in a moment of frustration I spoke a little more blithely than my actual thoughts ran, but the two statements are not entirely incompatible; the latter is a clarification. I don't want failure, but I think it might be good for us as a thread to experience it on a large scale, myself included, before we get any more complacent. Basically, my frustration is that basically none of the response to me have actually addressed my concerns about failure, instead the assume success. Maybe that's my own fault, maybe I haven't expressed them clearly enough, but they still haven't been addressed.
 
If we end up stealing a few of their warp fire throwers which the clan may have bought from Skyre in the past then they wont be able to resupply in the future.

If.
Sabotage is not the intent of the write-in, Johann has zero interest in it, we will only harm skaven if it is an accidental consequence of stealing something he found shiny.

Johann (any Gold Wizard, really) is incredible at sabotage. We can steal a few for him to examine and utterly wreck the rest with very little time spent.
That's not the wording of the task, nor the intention of Johann, and thus nor the spirit in which Boney is liable to interpret our assistance.
If you want to help spiders in relocation, put Gambler on Relocation, which is the place way more likely so house actual sabotage activities of Skaven who get in the way of relocation.

Have some more ambition...

Also, if we steal a couple of ratling guns or warpflame throwers from an armoury, there's no need to leave the rest completely working on the way out...

Sabotage is not stealing.
Additionally, while Johann may be a good mage, he is no infiltrator. We would likely do more harm by grabbing some explosives and sneaking them into the armory alone - because we alone are just plain sneakier and faster than with Chamonbender.


edit: where is this Quantum Stealing/Sabotage, which is quiet stealing when you argue it's totally not going to spark a war, and terrifying sabotage when you argue it's totally going to help spiders, even coming from?
Did I miss some WoG to this effect?
 
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So youre base expectation is that if we succeed, Mors' ability to deploy those weapons will be nil in the future, is that correct?

Article:
Relatively Simple - Magic 2 required to learn, Magic 3 to cast reliably.
Curse of Rust: One nearby metal item the size of a breastplate or smaller becomes pitted and useless.
Fault of Form: A single weapon temporarily becomes less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
Law of Age: A solid, inanimate object becomes brittle and much easier to break for several minutes.

Fiendishly Complex - Magic 5 required to learn, Magic 7 to cast reliably.
Law of Gold: Temporarily suppresses the abilities of a magical item.
Source: Spellbook of Gold Magic


Johann can:
-Instantly destroy any relatively small mundane item.
-Cause Clan Mors warpstone (already notoriously unstable) powered guns to explosively fail when used.
-Make larger items brittle and weak, causing them to be incredibly easy to destroy, or even fail under the forces they're normally exposed to.
-Straight up turn the magic on some items off. (Potentially, it's a Fiendish spell, he might not know it).

I expect that to be incredibly effective at sabotage.
 
The core of the Expedition were Dwarves from the Holds with strong ties to the Empire. They've all gone home. Those that make up the Dwarven population are either Clan Hazkal, and thus from all over the place, or those that were waiting in Old Holds in hope of their ancestral Hold being retaken.

Sorry to bother you, but didn't Karak Izor send a massive force for recolonization? I thought they wanted to live in K8P, which is why they sent their Longbeards to take Karag Nar even if it was dangerous.
In the end, it is the Dwarves of Karak Izor that are to be trusted. Their presence here is to recolonize the Hold, not just to retake it, so it is hoped that they'd be less likely to commit a theft in the Karak that is to be their home. It is with great relief that discussion turns to strategy.

Also, does that mean all 3000 Karak Hirn Rangers went home? That significantly reduces our Ranger numbers.
 
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That's not the wording of the task, nor the intention of Johann, and thus nor the spirit in which Boney is liable to interpret our assistance.
If you want to help spiders in relocation, put Gambler on Relocation, which is the place way more likely so house actual sabotage activities of Skaven who get in the way of relocation.

Sabotage is not stealing.
Additionally, while Johann may be a good mage, he is no infiltrator. We would likely do more harm by grabbing some explosives and sneaking them into the armory alone - because we alone are just plain sneakier and faster than with Chamonbender.

This comes down to the 'Mathilde is not a robot' issue. We've also been told that Johann is not an idiot and so we know he will have a way of infiltrating skaven settlements, stealing their stuff, and getting away. Personally I'm pretty curious about what that is.

Mathilde will be active in Clan Mors' holdings for the initial six months of the spider's presence, and so she'll gather relevant information or take advantage of targets of opportunity.
 
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