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Well im undecided. Do we go for plan 1? We have the artillery for a seige. And if successful can cut the base of vamps in the area. But that artillery will have to cross spring rivers which is a pain and dangerous to boot.


Plan 2 is the same as plan 1 but has chances of being more (if we get a decent hold of the town) or less (if the town forces drain us too much) unpredictable along with still crossing a strong current leader.


Plan 3 gives us a good foundation but we will have to go through all the obstacles in the way. And we dont necessarily have the numbers (and possibly supplies) to sustain a grinding invasion.
 
I would assume that staying next to Van Hal would be like magical bodyguard duty. We don't have the capability to use battle magic, but we would be able to help protect Abelhelm from some nasty surprises. The same could be said for riding with the ranks, we'd be in a reasonable position to help protect them from magics. Doing so would also endear Mathilde to the soldiers, helping moral, but also putting her in a better light for new recruits for the Watch.

Being with the wizard's however...I think that's the option for if it's decided we don't trust them, the Patriarch of the Amethyst College especially, and want to keep an eye on them. Otherwise I don't see much we'd be able to add to four battle wizards.
 
I'm very glad Van Hal knows us so well
[X] Plan Two
fallback point and FOB is just smart strategy. Amateurs study tactics, professionals study logistics
But it is plan 3 which simplifies logistics. Plan 2 requires us to pass a spring river (dangerous due to melt off). All the plans are basically gambles in logistics where 1 gambles speed over all, 2 for a quick gamble for a foothold, 3 for a slugging match.
 
The army you left in Stirland has swelled further by the time you return; of note to you specifically, it's swelled by four wizards - the two wizards you met in Altdorf and two amethyst Battle Wizards besides. You don't like what could have brought the Patriarch of the Amethyst Order here, but it's too late to take it back now.
...we got the bloody Patriarch?!
"I had hoped for more from the Emperor than a single regiment, but I suppose as regiments go... Kasmir, how did Altdorf treat you?"

"Not well, I'm afraid. The Ar-Ulric has backed the Middenland land claims, and in response the Grand Theogonist has backed Nordland. He's completely preoccupied with matters up north, and has no attention to spare for matters here." Kasmir's tone is very carefully neutral.
You know, this is not doing Van Hal's faith in Sigmar's servants any favors...
Van Hal notes, and Schultz is unable to meet his eye. He watches the man for another moment, before turning to Gustav. "News from the dwarves?"

"They've sent a Throng," he reports plainly. "Four thousand dwarves, including about five hundred Doomseekers. Their leader spent about a week comparing ancestry with Thori and then placed his forces under the Throng of Zhufbar, so he can concentrate on seeking his own death."
That. Is a lot of slayers.
"The Moot was very welcome, doubly so when they learned why I'd come. They've been watching Stirland, and are happy that we've been carving grazelands from Sylvania instead of pursuing revanchism against them. The bulk of their contributions are in the form of food for the final leg of the campaign, but they've also sent two regiments of archers."

"I suppose a halfling can pull a bowstring as well as a man can. And with those regiments, they've exceeded the manpower contributions of the rest of the Empire combined."
Ooo....burn.
The first plan is to blaze a path along the eastern edge of the Haunted Hills, ford the river as close to Drakenhof as possible, and besiege it, ignoring the town of Drakenhof altogether. This has the advantage of simplicity and means the majority of the supply lines are on the controlled side of the river, but it does leave anyone within the town free to act however they desire to disrupt the attack.
Main risk here is that necromancers in the town and support the castle and vice versa, we're basically giving them the setup for a Hammer and Anvil.
On the other hand taking the castle by surprise, if achieved, would save a lot of blood.
The second plan is to ford instead at the town of Drakenhof, and assault and take the town with the element of surprise. If it works, this would result in a fortified forward base to operate out of while still having the supply lines mostly on the purged side.
This would be to lean towards paranoia. Purge the town(which I recall, is the source of those agents) then besiege the castle. The butcher's bill on this would be high, because the castle would be fully alarmed and defended.
The third plan is to acknowledge that trying to ford a river in early spring is ridiculous, and to instead cross at the bridge at Pfaffbach and go up the road towards Castle Drakenhof, taking the village of Regrakhof and the town of Drakenhof as you go. This means the supply lines will be almost entirely on the unoccupied side of the river, but it does have the advantage of pre-existing bridges and roads, and the nearby population centers will be taken out of play.
The long march route. This is less dramatic, but it IS stable.

It is also slow and gives the spellcasters plenty of time to get a fix with long distance rituals, though in our favor I'm willing to bet on the Amethyst Patriarch in a counterspell duel.


[ ] By Van Hal's side, whatever happens.

Protect the Count. Arguably the most important one here.

[ ] With the rank and file; your display at Fang Island has made you a balm for morale.

Less critical, as a Hero we do help a lot with their morale, but maybe a little underutilized

[ ] With your fellow wizards, so that you can work with them on the magical side of things.

Theres THREE Battle Wizards and one Wizard Lord.
We're a high Journeyman. We aren't helping.

[ ] With the dwarves; you hope to make a good impression on them.

Dwarfs don't trust magic much and their mobility is low. We sacrifice our mobility to try to socialize during a war.

[ ] With Asarnil. Your Shadowsteed means you can keep pace with him, and why would you pass up the chance to fight alongside a dragon?

We do get along with him, but...he's got a dragon and we won't have our bodyguards.

[ ] Bugger this for a game of soldiers. I'm going back to Wurtbad.

Coward!

[X] Plan Three: Pre-existing roads and bridges are necessary for a proper supply line. We should go via Pfaffbach.
[X] By Van Hal's side, whatever happens.

Protecting Van Hal is the most important role for us here, whether thats countermagic, wizard sight or just choppy.
 
Happy we did get a Light wizard, but what the heck ia going on with out "sponsor" that we have a Patriarch show up?

[X] Plan Three: Pre-existing roads and bridges are necessary for a proper supply line. We should go via Pfaffbach.

Logistics.

[X] With Asarnil. Your Shadowsteed means you can keep pace with him, and why would you pass up the chance to fight alongside a dragon?

We have a huge +5 to martial when riding our Shadowsteed. That brings us from 15 to 20, good enough to actually keep up. Muscle Wizard, on her magic horse, with an oversized sword: Good enough to keep up with a dragon and his rider.
 
So you pass the time reading and ignoring the looks the other two give you as you casually page through

Headcanon: Mathilde is definitely not capable of reading at full gallop and is merely pretending, because she's a Ranald worshipper and that's hilarious.

As a courtesy, you write a note to your Master to let him know you're in town; because you know him, you leave it locked in a chest in your room and aren't even surprised when it's no longer there the next morning, and he joins you for breakfast.

That is a lovely detail.
 
I think i'm going with two. Lets take out the Town of Drachenfalls and take out any necromancers there. And then hopefully we can lay siege to the Castle itself with our Artillery and bring it crashing the fuck down. Any support from elsewhere will take too much time for zombies or skeletons to assist.
 
I'm in favor of river crossing It's a risky, but a bold move, facilitated by a freaking dragon who will be able to protect the crossing, and a lot of dwarves who can engineer a decent pontoon bridge.
 
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Throngs of Zhufbar and Karak Kadrin
6,000 Warriors
2,000 Miners
4,000 Thunderers
1,500 Quarrelers
500 Slayers
40 cannon
30 grudge throwers
20 organ guns
There are a bunch of Dwarves in this army, what do they think they could whip up for making fording a river easier?(Pontoon bridges?)

Edit: What do you use to color your maps? I'm starting a quest of my own and think it looks cool, so I'd like to do it as well.
 
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It's early spring which may mean that snow could be melting from the lower mountains which would raise the river we are supposed to cross. I find that crossing a river when the river has the potential to be rising and swelling to be crazy, no matter the surprise that could be achieved through the act.
Also reading up on it, the spring melt can be unpredictable in pace depending on the weather. The following scenarios are possible:
-River rises sharply mid crossing(note: super unlikely unless magic is involved, the timing is too pat, though an army our size would still take a day or two to cross)
-River begins rising gradually mid ford, causing the army to be split in half as fording efforts are canceled. Note on this element is that dwarf forces move slowly and they are a significant chunk of our army.
-River rises after army has crossed, but before supply train is ensconced in a forward base.

So we have the following:
-1 - Blitzkrieg. Attempts to take the castle by storm. The supply train, hopefully won't matter before the castle is cracked. This relies on us having Enuff Dakka. We have a Wizard Lord, three Battle Wizards and a goddamned Dragon. I dunno if that is Enuff Dakka.

-2 - Compromise. Take the town by storm, then move supplies in. This still relies on an assault, but we have possibly a short campaign worth of supplies we can house in the town and we can afford some time to bombard. Nobody brought siege engineers, so I'm not sure whether building an extra bridge is practical

-3 - Siege. Methodically grind them to bits. The most traditional method really, but its a straight contest of fighting power. Though stamina benefits them of course, being tireless undead, but we do have a shitload of dwarf.


We have a huge +5 to martial when riding our Shadowsteed. That brings us from 15 to 20, good enough to actually keep up. Muscle Wizard, on her magic horse, with an oversized sword: Good enough to keep up with a dragon and his rider.
I'd note that Asarnil on his dragon is probably rocking Effective Martial 30+
 
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[X] Plan Three: Pre-existing roads and bridges are necessary for a proper supply line. We should go via Pfaffbach.
[X] By Van Hal's side, whatever happens.


Keeping the Boss alive is a priority, and I am really not a fan of trying to ford a river in spring with unknown enemy forces on either side.
 
[X] Plan One: The towns and villages are distractions. We should go straight for Castle Drakenhof.

Lets do this!

Since we have Dwarves for improptu engineering and a Dragon Riding Elf I think we'll have the assets for it. Plus without Drakenhoff the enemy won't be able to do much else.

That said i'm not sure where to position Weber...Asarnil would be cool. THe Count already has protection but magical protection? The Rank and File could use a rally point...Hmmmm
 
Alright I know you conceal the rolls when relevant but I have to ask here, when this is over can we see the rolls that got us the patriarch? because I really need to know!
 
There are a bunch of Dwarves in this army, what do they think they could whip up for making fording a river easier?(Pontoon bridges?)

Assuming they can get across at all, they'll shave their heads and swear slayer oaths if they can't get something up within a day or two that lasts longer than any 'permanent' manling bridge.

Edit: What do you use to color your maps? I'm starting a quest of my own and think it looks cool, so I'd like to do it as well.

Size 50, 30% opacity pencil tool in Gimp.

Alright I know you conceal the rolls when relevant but I have to ask here, when this is over can we see the rolls that got us the patriarch? because I really need to know!

Sorry, but that'd give away a big chunk of meta-information. Ask me again when the siege is over.
 
I'd note that Asarnil on his dragon is probably rocking Effective Martial 30+

His WHFB statline, for those that know the system:

Asarnil: M5 WS6 BS6 S4 T4 W2 I8 A3 Ld9
Deathfang: M6 WS7 BS0 S7 T7 W8 I5 A8 Ld8

Equipment: Lance, sword, shield, Heavy Ithilmar Armour (4+), Amulet of Dragonheart - anyone fighting against Asarnil in melee combat has WS reduced to 1.

Cost: 800 points.

Deathfang has arguably the strongest melee statline in the entire tabletop game. Put Asarnil and his ridiculously broken magical trinket on top and he just turns into utter bullshit.

What I'm getting at is a combined martial for both of them could be as high as fifty.
 
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His WHFB statline, for those that know the system:

Asarnil: M5 WS6 BS6 S4 T4 W2 I8 A3 Ld9
Deathfang: M6 WS7 BS0 S7 T7 W8 I5 A8 Ld8

Equipment: Lance, sword, shield, Heavy Ithilmar Armour (4+), Amulet of Dragonheart - anyone fighting against Asarnil in melee combat has WS reduced to 1.

Cost: 800 points.

Deathfang has arguably the strongest melee statline in the entire tabletop game. Put Asarnil and his ridiculously broken magical trinket on top and he just turns into utter bullshit.

What I'm getting at is a combined martial for both of them could be as high as fifty.
That's, barring negative modifiers, and assuming I've been reading stat bonuses to dice rolls right... at least a one in two chance of a critical roll. Where two critical rolls can turn a personal combat spell into battle magic.
 
[X] Plan Three: Pre-existing roads and bridges are necessary for a proper supply line. We should go via Pfaffbach.
[X] By Van Hal's side, whatever happens.
 
[x] Plan Two: We can't leave the 'Countess' in play. Strike at the town of Drakenhof.

[X] With the rank and file; your display at Fang Island has made you a balm for morale.

The army already has food and supplies, the town of Drakenhof may still be sufferring under the reign of the countess, its likely the town most in danger, especially if the undead decide to slaughter the inhabitants out of spite, if the army takes too long to liberate it.

Van can take care of himself, but normal soldiers doing the majority of the fight are most at risk.
 
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