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So does anyone else have plans for the orcs other than Eye of Gazul, Gryocopter bombing, and redirection? We should brainstorm more plans just in case we hit on something good.
 
I think they meant that there's a much bigger stretch of land between where death pass splits off into the east gate entrance? Sorry if I'm not right about that, I don't mean to be a bother.
That is a problem too but I can't easily fix that using Inkarnate, we already discussed it. What I could fix is that overland pass east goes to Darklands, not to Karak Azul as was shown before.
 
That is a problem too but I can't easily fix that using Inkarnate, we already discussed it. What I could fix is that overland pass east goes to Darklands, not to Karak Azul as was shown before.
You could do the minecraft thing and create an entirely separate map for the design to overlap onto when you post them side-by-side. :V
 
Barak Varr is over there? I thought they had river access to K8P.
They take the Blood River as far as it goes, and then I believe the last leg is overland from Ulrikadrin down to Death Pass. Here's the Border Princes map that used to be threadmarked but no longer is:
WoB on the location of Ulrikadrin:
There is a trident shaped bit of river south of the words thunder Mountain. The settlement is on the middle tine of the trident.

I use that border prince map a lot so it's pretty safe to assume it's canon.
 
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This is totally pedantic but technically Caledor Dragontamer and his boys are alive for a certain definition of alive.
To be even more pedantic, they've been in the Vortex since long before the War of Vengeance occurred, so they don't count as being from it.

Man, it'd be a hell of a culture shock for them if they ever got out.
 
We don't want to wait till the last possible moment either, because the first couple of shots might get dispelled.

I went back and looked at the information from the initial construction of the tower, and it looks like we can't cast the shadow past the West Gate, so we're going to have to let a lot of them into the Caldera, which I'm not happy about, but.
While it doesn't have the chance of inducing a miscast, one can counter the enemy's attempt to counter us.

So put Kragg and Thorek to counter any counterspelling they might try against the tower.
 
So does anyone else have plans for the orcs other than Eye of Gazul, Gryocopter bombing, and redirection? We should brainstorm more plans just in case we hit on something good.
There's several hundred thousand orcs. At that point, they'll breeze past any plan that doesn't start with an inordinate amount of firepower.
 
The Battle of the Caldera, Part 2
[X] Karak Eight Peaks calls for aid.
[X] Plan Go and See
-[X] Mathilde will scout a location personally: Under-Karag Yar
-[X] Keep gyrocopters in reserve.
-[X] Kvinn-Wyr
-[X] Karagril-Karak Drazh Underway
-[X] Under-Karagril

With the Caldera clear and the Karak's forces standing idle, you delay any movement into enemy territory pending proper scouting so you can know whether Eshin or Mors is winning the battle, and whether the Red Fang Orcs are still besieging Under-Karagril via the Underway. You also point some Rangers towards scouting the remaining defences of Under-Karagril and checking to see if recent events have stirred the Kvinn-Wyr trolls up, so you know whether you need to reinforce the Kvinn-Wyr Wall or whether you can strip it of defences to shore up the other fronts.

Having given your orders and made sure the remaining chain of command is clear should you fail to return in a timely manner - Gunnars, then Princess Edda, then the Thane of Clan Angrund, all via the ironclad precedents that have put you in charge - you set off to see to the battle taking place under Karag Yar, where the most militarized of the Skaven Clans is charging into the prepared defences of the most cunning of the Skaven Clans.

---

[Clan Mors vs Clan Eshin: Martial vs Intrigue, 95+20+10(Desperation)+10(Preparation)=135 vs 28+25+20(Heavy Preparations)=73.]
[Opportunity? Intrigue: 88+22+5(Tactics - Skaven)=115.]

As you make your way deeper into Under-Karag Yar, you regret more and more that you missed the opening stages of this battle as you piece together the duelling artistry on display: the martial brilliance of the Warlord of Clan Mors, and the mastery of asymmetrical warfare from whoever rules this outpost of Clan Eshin. You pass the results of innumerable ambushes, volleys, poisonings, explosions, betrayals, rockfalls, pits of sharpened stakes, and unleashed monsters on your way deeper into Under-Karag Yar, and though every one of them reaped a toll from the attackers, they certainly didn't stop them, and more and more of the piled corpses are wearing the tight-fitting cloth and leather of Night and Gutter Runners instead of the rags of Clanrats and the metal plate of Stormvermin.

You finally reach the ongoing battle, which by your estimate is about a quarter of the way towards the center of Clan Eshin's territory, and under cover of invisibility and intangibility you take in the entire scattered line of battle. Instead of the hit-and-run they prefer, Clan Eshin have been forced to match blade against blade, and though each of the Gutter Runners are carving through at least five times their number before falling, discipline and numbers are winning out against sheer skill. You witness the terrifying sight of multiple Eshin assassins working in concert, as a trio of the elite of Clan Eshin tear through scores of Stormvermin before melting away before guns or a swarm of Clanrats can be deployed. You also see in person something the Colleges still debate the existence of: an Eshin Sorcerer, a blur of shifting colours as it tears through armour and flesh with a crystal blade in one claw and projecting clouds of putrid smoke and envenomed sparks of magical energy with the other.

And finally, you see opportunity. The full leadership and all the resources of Clan Mors are spread out before you, and Eshin elites that normally exist only in rumour and nightmare are visible on the battlefield. You could give the battlefield a nudge one way or the other, or you could take advantage of the chaos to add to your growing collection of Skaven artefacts.

[ ] Attempt to capture a Clan Eshin Sorcerer for study. (???)
[ ] Attempt to assassinate Warlord Sleek Sharpwit of Clan Mors. (Risky)
[ ] Attempt to assassinate Clan Eshin Assassins. (Risky)
[ ] Attempt to assassinate a Clan Eshin Sorcerer. (Risky)
[ ] Assassinate every Clan Mors Fangleader and Chieftain you can safely pick off. (Probably Safe)
[ ] Assassinate every Clan Eshin Deathrunner and Chieftain you can safely pick off. (Probably Safe)
[ ] Push further into Eshin territory and grab whatever you can while things are chaotic. (Probably Safe)
[ ] With the full resources of Clan Mors on display, search for whatever is most complicated and interesting. (Probably Safe)
[ ] Check the battlefields for any Skaven artefacts of interest currently lying unattended. (Almost Certainly Safe)
[ ] Do nothing, return to the Citadel. (Safe)


- Unless you choose something from the list that goes badly here, you will return to the Citadel in time for the next battle 'turn' at the in-universe time of 12pm.
 
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For the method of redirecting: we know that the orcs have been stopped by skaven. There are skaven in Karag Yar. If we somehow communicate that Karak Yar is where they have to go to fight skaven, that might work. Alternatively, we could send them towards the dragon instead by saying that's the best fight.

Also, we should consider ways of forifying Karagril from the Caldera. I'm not sure how well it was fortified in the past because of our Air superiority.
 
[X] Assassinate every Clan Mors Fangleader and Chieftain you can safely pick off. (Probably Safe)

Mors is doing a bit too well. Time to cut them back down.
 
Eshin's losing slowly, looks like, which is probably the best case for us.

Not sure we want to risk changing that, and it's not like we're in need of more loot, so I'm inclined to head back with the data.
 
Eshin's losing slowly, looks like, which is probably the best case for us.

Not sure we want to risk changing that, and it's not like we're in need of more loot, so I'm inclined to head back with the data.
I agree with this. We don't want Eshin to collapse and we don't want Mors to retreat: we want a long, costly fight in which Mors has a slight edge, so that we can snap up their backlines with impunity. No moratorium on this, so I'm just gonna vote for it:

[X] Do nothing, return to the Citadel. (Safe)
Approval vote:
[X] Check the battlefields for any Skaven artefacts of interest currently lying unattended. (Almost Certainly Safe)
 
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Ever since BoneyM started referencing how tiny K8Ps is, I've kept thinking of it like the images of real places looking like miniatures from the tiltshift subreddit.

That said, I never got why you have made the so tiny, @BoneyM. The only benefit I can see is that we can do the council meetings on a casual walk around the various mountains like other people might walk around their village, but that doesn't seem sufficient for me. I'd be curious to know what caused this decision in the first place. It seems, to be frank, a bit bizarre. I've been wondering about it ever since we first managed to assault the Citadel within a day after the initial victory celebration.
 
Right, I think we can deal with a strong Mors a lot better than we can deal with a strong Eshin. That said, weakening both would be best.
 
[X] Do nothing, return to the Citadel. (Safe)

The calculus of command means that we're risking far more than our lives if we make an attempt and it goes badly.
 
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