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[X] SKIRMISH: Attempt to assassinate the Warboss
[X] SKIRMISH: Quietly pick off any competent Bosses or Big Bosses

It's got to be these two, surely? I'd argue that if we can gank the Warboss, getting rid of competent replacements will have a much larger effect than killing the shamans, especially given our bonuses to dispelling their work.
 
[Scouting Karagril: Intrigue, 96+19=115.]

You're delighted to learn that the greenskin population of Karagril is close enough to 'town' that Ranald's Coin applies. The Doppelganger you cloak yourself in when you don't have a specific Orc to base it on is a strange, featureless caricature of the species, but as soon as you're past those watching the external entrances none give you a second glance. The population inside were Red Fang, but have taken to calling themselves Silver Fang since they were cut off from Karak Drazh. The current Warboss is on shaky ground and everywhere you look, conspiracy is brewing to replace him, kept in check only by the size of his axe and none of the Orcs trusting each other to help them seize power.

The inside of the mountain that's been carved out is significantly smaller than that of Karags Lhune or Nar, and instead of the right angles Dwarves usually favour it follows the zigs and zags of a silver vein exhausted millennia ago. It seems this mountain was mostly used as a base of operations for miners pursuing veins further afield, either far below or on the other side of Death Pass. The most prominent feature is the Silver Tower, which seems to be made of the same iron-silver alloy the Undumgi pikes are made of, and has been chipped down to a ruin by generations of greenskins laboriously harvesting the metal. A close second is the SIlver Tarn, an enormous crater lake halfway up the mountain. You can't tell if its fed by rain or springs or ancient Dwarven artifice, but apart from a severe algae build-up the water appears clean and clear. A distant third is a series of towers on the northern flank of Karagril, once intended for stone throwers but eminently suitable for cannon and providing clear fields of fire along Death's Crossing, the bridge halfway along Death Pass. This would make the Undumgi's job much easier.

Once your explorations are concluded, you use your MAP to construct one model for Dreng and another for King Belegar's briefing room.
This doesn't actually tell us what in the way of defenses the Silver Fang has. Do we have any good information on those or their force composition, or whatever specific surprises there might be?
 
For reference, here's our scouting info:
You're delighted to learn that the greenskin population of Karagril is close enough to 'town' that Ranald's Coin applies. The Doppelganger you cloak yourself in when you don't have a specific Orc to base it on is a strange, featureless caricature of the species, but as soon as you're past those watching the external entrances none give you a second glance. The population inside were Red Fang, but have taken to calling themselves Silver Fang since they were cut off from Karak Drazh. The current Warboss is on shaky ground and everywhere you look, conspiracy is brewing to replace him, kept in check only by the size of his axe and none of the Orcs trusting each other to help them seize power.

The inside of the mountain that's been carved out is significantly smaller than that of Karags Lhune or Nar, and instead of the right angles Dwarves usually favour it follows the zigs and zags of a silver vein exhausted millennia ago. It seems this mountain was mostly used as a base of operations for miners pursuing veins further afield, either far below or on the other side of Death Pass. The most prominent feature is the Silver Tower, which seems to be made of the same iron-silver alloy the Undumgi pikes are made of, and has been chipped down to a ruin by generations of greenskins laboriously harvesting the metal. A close second is the SIlver Tarn, an enormous crater lake halfway up the mountain. You can't tell if its fed by rain or springs or ancient Dwarven artifice, but apart from a severe algae build-up the water appears clean and clear. A distant third is a series of towers on the northern flank of Karagril, once intended for stone throwers but eminently suitable for cannon and providing clear fields of fire along Death's Crossing, the bridge halfway along Death Pass. This would make the Undumgi's job much easier.

Once your explorations are concluded, you use your MAP to construct one model for Dreng and another for King Belegar's briefing room.
And here's our skirmish options:
[ ] SKIRMISH: Attempt to assassinate the Warboss
[ ] SKIRMISH: Quietly pick off any competent Bosses or Big Bosses
[ ] SKIRMISH: Do a once-over for any Shamans, and kill any you find
[ ] SKIRMISH: Be a force of indiscriminate death, spreading fear through the greenskins
[ ] SKIRMISH: Lead your Ducklings on forays into the Karag so they can bloody themselves against Orcs under your supervision
[ ] SKIRMISH: Raid the Orcs from below and attempt to frame the Skaven
[ ] SKIRMISH: Raid the Skaven from above and attempt to frame the Orcs
I think this means we want to assassinate the Warboss for sure. This throws their entire structure into chaos if we pull it off, as none of the potential replacements trust each other and their coordination will be shit. I don't know what the second one should be; maybe the other Bosses? Maybe leading our Ducklings? I'm disinclined to do one of the framing options, that seems overly complicated.
Literally, yes. It's used like 'comrade', without the political baggage.
We are the sassiest. This relationship might be my favorite.
 
I'd like to say 'Lead the ducklings' is important to be the safety net while they get XP, as is killing the Warboss.

We confirmed that there's no strong candidates to take over in our scouting op, right @BoneyM ?
 
the obvious choices are through the no-man's-land of the underway under Karagril from Karag Lhune, or overland through the caldera, which is equally unclaimed but utterly deserted, since everything not in range of the Citadel is still easy prey for gyrocopters. The third approach is from Death Pass, scaling the side of the mountain to the towers overlooking Death's Crossing. This approach is certain to be unguarded, but restricting the assault force to those reliably able to climb a mountain is a concerning prospect.

Too unknown, and we risk provoking Skaven.

Not too bad, if we can disable any enemy artillery. Surprise would become most important.

That is indeed tricky.

I favor the overland caldera route so far.
 
Okay, I wasn't entirely sold on the idea of social turns before now, but now I am. I loved all of this. Thank you BoneyM.

[X] APPROACH: Caldera

[X] SKIRMISH: Attempt to assassinate the Warboss
[X] SKIRMISH: Lead your Ducklings on forays into the Karag so they can bloody themselves against Orcs under your supervision
 
The planned assault on Karagril is rapidly approaching, and after long debates on disruption versus forewarning, King Belegar has declared the twenty-four hours before the assault to be open season for the Rangers, who have itchy trigger fingers after months of scouting greenskin positions without taking a single shot. The debate has moved on to avenues of attack - the obvious choices are through the no-man's-land of the underway under Karagril from Karag Lhune, or overland through the caldera, which is equally unclaimed but utterly deserted, since everything not in range of the Citadel is still easy prey for gyrocopters. The third approach is from Death Pass, scaling the side of the mountain to the towers overlooking Death's Crossing. This approach is certain to be unguarded, but restricting the assault force to those reliably able to climb a mountain is a concerning prospect. Dreng supports the Underway approach, Prince Gotri the caldera, and King Kazador the tower climb. If you weigh in, you're likely to swing the debate.

[ ] APPROACH: Underway
[ ] APPROACH: Caldera
[ ] APPROACH: Towers
[ ] APPROACH: Other (write in)

I don't think the Towers is a good option. Avoiding an unguarded approach seems less important if we can throw them into chaos by picking off their leadership, since any response to an incursion is going to be fragmented. I have no idea how to evaluate Underway vs. Caldera. Anyone have input?
 
[X] SKIRMISH: Raid the Orcs from below and attempt to frame the Skaven
[X] SKIRMISH: Lead your Ducklings on forays into the Karag so they can bloody themselves against Orcs under your supervision

Since killing the Warboss is a given at this point, I'll support the ones I most want alongside it.
 
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Awesome. So perfect ulgu tongs and all is forgiven basically.
Arguably more important titbit is confirmation that Mathilde is not instantly fucked in the eyes of the law for simply trying.

You have a reason to think that it is not going to dhar and did proper precautions, nobody going to whack you for trying once as long as experiment did not go terribly wrong.


I am on mobile and half the buttons do not work, so pretend that "once" highlighted. Better stack the modifiers before trying.
 
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So they don't have artillery commanding the Caldera?

They don't have artillery, period. Fortifying Karagril would mean admitting they've failed to link back up to Karak Drazh, and the current Warboss doesn't dare show weakness.

Should we seek sanction to legally research Aethyric Vitae given it touches on multiple Winds?

If you're not mixing those Winds and you don't replicate tests you know for sure result in Dhar, no sanction is required, it's completely legal. If you're going to start trying something that will probably result in Dhar a lot of times but might not if you get it just right, then you should seek sanction.

Did we get a good look at the Warboss himself? From the 'size of his axe' comment, I assume he uses a greatweapon, but could we tell if there was anything else special, or if he's just a 'normal' Warboss?

Big Orc, big axe, lots of scars, lots of tattoos. Probably a Big Boss that's taken the opportunity to promote himself.
 
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There are many strong candidates, all convinced they're the strongest.

Huh.

But we do know the current Warboss is struggling with his control, right?

Might be worthwhile then to just pick off his subordinates. A poor Orc leader is better than killing him and finding out his replacement has a better tactical mind.

EDIT: Yeah, actually...

Yeah.

Yeah.

That could work. The current Orc knows fear, he's shaken, and he's making bad moves because of it. If we knock him over, the replacement is likely to be full of piss and vinegar and do some damage.

Don't interrupt your enemy when they're in the middle of making a mistake. And a weak leader as a Warboss is a blessing--even if he's physically strong enough to hold his position.

He already knows fear, if we then start knocking off his subordinates, he's liable to make a further mistake out of fear of being next.
 
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Huh.

But we do know the current Warboss is struggling with his control, right?

Might be worthwhile then to just pick off his subordinates. A poor Orc leader is better than killing him and finding out his replacement has a better tactical mind.
Eh, those minds would be bent towards killing each other at a time where they can't afford. Kill off the warboss's subordinates and suddenly his position is way more secure and he looks all the stronger to his subordinates.
 
Well, let´s do ur magic.

[X] SKIRMISH: Attempt to assassinate the Warboss
[X] SKIRMISH: Quietly pick off any competent Bosses or Big Bosses
[X] SKIRMISH: Do a once-over for any Shamans, and kill any you find

I have no strong opinions about the way to enter though.
 
They don't have artillery, period. Fortifying Karagril would mean admitting they've failed to link back up to Karak Drazh, and the current Warboss doesn't dare show weakness.
Hmm. Fragile position for the Boss, many other strong contenders, former Red Fang that have been cut off from Karak Drazh and the current Warboss is worried about showing weakness.

Framing the Skaven for attacks on the Orcs sounds very tempting. That kind of powderkeg seems tailor-made to blow off. If the Warboss doesn't make some kind of counterattack, it'll be a sign of weakness.
 
That could work. The current Orc knows fear, he's shaken, and he's making bad moves because of it. If we knock him over, the replacement is likely to be full of piss and vinegar and do some damage.

Don't interrupt your enemy when they're in the middle of making a mistake. And a weak leader as a Warboss is a blessing--even if he's physically strong enough to hold his position.

On the flip side killing the Warboss could start a bloody fight right before the dwarf attack.
 
OK, here's my voting.

[X] APPROACH: Underway
[X] APPROACH: Caldera
Approval voting both of these for now, since I think Towers are a bad call and I have yet to see any arguments swaying me either way on Underway vs. Caldera.

[X] SKIRMISH: Attempt to assassinate the Warboss
This is mandatory, I feel. Given the fractured state of the Silver Fangs, if we kill the Warboss they will have zero unity and it will be hard for them to muster a coordinated response, since no Boss is going to want their faction to take the brunt of the dwarf offensive.
Might be worthwhile then to just pick off his subordinates. A poor Orc leader is better than killing him and finding out his replacement has a better tactical mind.
I disagree with this; we don't know that he's a poor leader, we know that he's disliked and his subordinates all think they should be in charge instead. If we pick him off, then they fight among themselves; there won't be a stable replacement in the time we have before the assault. None of the subordinates trust each other, so we should leave them be.

[X] SKIRMISH: Lead your Ducklings on forays into the Karag so they can bloody themselves against Orcs under your supervision
Let's test their mettle. And, in Johann's case, his metal.

[X] SKIRMISH: Be a force of indiscriminate death, spreading fear through the greenskins
Approval voting this. I prefer the ducklings, but I think this is fine. Confusion to our enemies!
 
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