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Actually, wait, I went back and checked the update and I think you're mistaken about the geometry:

Holding them aboveground doesn't actually let us blast them more.
Good catch. Even so, are we risking them flooding underground and engaging us in the underways when we'd prefer they fight above ground? I think we need to keep them in the sun so the Eye is available if they move to the right area, and gyrocopters and siege weapons elsewhere.
 
[ ] FIRST LINE: Caldera
Making that first hit big enough is our best bet. Not to mention that having a sizable force in the eastern caldera will encourage more orcs to come in through the west gate to try and join them - and we can zap 'em.

How should the forces of Eight Peaks react to intrusions to the Karags?
[ ] SECOND LINE: Withdraw
We have the space to trade

What should be the final line of defence, which will be held to the bitter end?
[ ] THIRD LINE: Eastern Valley
We can bring more power to bear on the surface.
 
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Considering the Second Line, I don't see a compelling reason to commit to a pitched battle. If we'd held any of the other mountains for longer than a day, we'd have fortifications worth caring about; as is we have largely uncharted and unfortified territory. There's plenty of room for improvement, but none of it is certain enough to be worth the lives it'd take to hold it. Falling back now will mean we'll need to advance again later, but we need lives more than tunnels, and we have too few of the former and too many of the latter.

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I have a reason. Overwhelming firepower. Greenskins inside mountains can only be hit, at best, by the artillery and Anvils stationed there. But the Caldera itself is a perfect killing field where we can force them to split up and coordinate firepower where necessary from each Karag/fortress. If we didn't have the two best Anvil of Power wielders in the world and an ample supply of artillery and the Eye to a much lesser degree, I'd have recommended Withdraw, but we do.
 
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I don't like the [] Withdraw option at all. We would have to fight hard to take back those mountains. Do we really want more Karagril campaigns? That one was bloody, and every mountain we give up is another such campaign. Dwarfs are better at defense than offense. Better to bottle up the Orcs in the Caldera where we can throw everything we have have at them, from artillery and anvils and gyrocopters and the Eye, that let them go in a mountain where we lose those advantages and will have to spend blood to retake.
 
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Good catch. Even so, are we risking them flooding underground and engaging us in the underways when we'd prefer they fight above ground? I think we need to keep them in the sun so the Eye is available if they move to the right area, and gyrocopters and siege weapons elsewhere.
Boney went back and clarified:
With the Eye, no. With cannon, catapults, ballistae, gyrocopters, and two Anvils of Doom, yes.
Now I'm not so sure. Being able to hold them in a two-sided killing field is, uh, really good.
 
There is a reason defence in depth is a prefered tactic in the real world. I strongly suggest the fallback idea

Counterpoint: aboveground, they are juicy target for...probably biggest artillery concentration in this region of the world, plus two most powerful Runelords in the world with Anvils of Doom ready to fire.
Oh, and Eye of Gazul ensuring they cannot go through Caldera, or they are flat out dead.

Underground, it's all melee by and large, where even dawi will bleed heavily against Orks.
 
I'm also somewhat concerned that if we do Withdraw from Karagril, they get to smash into the remaining Mors forces from behind and link up with reinforcements from the Underway pretty quickly.
 
Boney went back and clarified:

Now I'm not so sure. Being able to hold them in a two-sided killing field is, uh, really good.
I think we need to keep them above ground so we can just slaughter them until they run with minimal chance for them to dig in like ticks.

I suppose there's also the psychological point that if we allow them to take territory they might be less willing to leave.
 
Yeah, actually, I think Hold is really good here, because we can barrage their flanks from the Citadel and the high ground with more-or-less impunity because they can't leave. I suspect it might not get to the third line of battle at all if they're getting the full effect of our siege at full blast, plus Mathilde could go down and start using the Citadel's own shadow to hit them more.
 
[ ] FIRST LINE: Caldera
Let enough forces through the Western Gates before unveiling the Eye of Gazul that they can't practically disengage. This will likely mean that large numbers will be shielded by the eastern edge of the Caldera, and Karagril, Karag Mhonar, and the Citadel will have to hold with conventional siege weapons.

This one is the one we've mostly been speaking about. It lets artillery have its fun before using the Eye to full effect. It's regrettable that we won't be able to completely scour the green plague, but this is the best option if we want to be able to burn the Shamans, the Command staff (which likely is the same) and any superheavy troops.

[ ] FIRST LINE: Western Gates
Give any force foolish enough to enter the Western Gates the full power of the Eye of Gazul. This makes it almost certain they will seek entry elsewhere, most likely via the Wyvern Caves, which will have to be defended the normal way - if a defensive position kilometers above the ground can be considered 'normal'.

This is the more chancy alternative. We can hope that they'll break off the attack if they can't get in, but, as noted, they'll likely attempt to get in by the other caverns, and then we're out of Both artillery as well as The Eye
Not a recommended course of action in my opinion

How should the forces of Eight Peaks react to intrusions to the Karags?
[ ] SECOND LINE: Hold
Build strong fortifications along the lines the greenskins are expected to approach from, and if they seek a way in use a wall of lead to keep them out. These points will only be abandoned if they become overwhelmed.

If we are using The Eye then this would be the better alternative, trying to keep them in the Caldera as much as possible to let The Eye and danger close artillery do as much damage as possible to enemies wide in the open.

[ ] SECOND LINE: Withdraw
Set up a fighting retreat through a dozen or more defensive positions through each mountain, making them bleed for each step without significantly endangering any friendly forces.

If we, on the other hand, let them go by the wyvern caverns then this is the better alternative, building layers of defense to weaken the front of the Waagh and rotating defenses, one line slipping behind the other to get a bit of a breather as the second takes its pound of flesh.

What should be the final line of defence, which will be held to the bitter end?
[ ] THIRD LINE: Eastern Valley
Give up Kvinn-Wyr and the Sentinels, and allow the southern half of the Eastern Valley to become the final battlefield.

If we are using the Eye, then the East Valley is what we want as a battlefield.

[ ] THIRD LINE: Underway
Hold the line at the Underway between Lhune and Karagril, and between Kvinn-Wyr and Mhonar.

In my opinion, The Underway is too large to be able to hold safely. We do have some artillery down there when we had the Skaven, but if we can fight above ground then we should.
 
I am kind of interested in making them come up through the Wyvern caves. Those are high up and very close to the territory the Dragon claimed, and Orcs are fractious. Even if most will move towards us some are always going to wander of, and this close to the hoard... If they stumble upon the Dragons cave network, we gain a very powerful ally.

I admit it is very dependent on luck, and misuses the Eye of Gazul grievously, so it probably isn't the best idea, but... I still kind of want to do it.
 
I just want to say @BoneyM, regardless of all the battle planning, it's good to see more of Mathilde being a bit of a goof. Riding down the interior stairs on her spooky magic horse while half asleep. The dwarfs being forced to use colored balls hanging from the ceiling with bits of string to make changes to her magical holographic map. Good stuff.
 
Yeah. So far I think it's Caldera + Hold, to fully utilize pre-ranged killing field, combined with a superweapon.
There'll be some bleeding, but...well. Doable.

If we are lucky, we will be able to splat Warboss and other HQ, who are liable to lead the charge, via either Eye or artillery barrage, which'll make battle easier.


Oh yeah, and making battlefield out of Eastern Valley is, well...painful for the farms, but kind of hilarious in that it's zero range of Eye of Gazul.
 
I have read the update but I didn't see conformation that the orcs will arrive in the morning? I know there is a range for them to arrive and if they don't arrive in the morning than the burning shadows citadel plan won't work as well.
 
Yeah, actually, I think Hold is really good here, because we can barrage their flanks from the Citadel and the high ground with more-or-less impunity because they can't leave. I suspect it might not get to the third line of battle at all if they're getting the full effect of our siege at full blast, plus Mathilde could go down and start using the Citadel's own shadow to hit them more.
Yeah, holding the line in a pitched battle is probably easier if the enemy is under constant artillery and runic barrage.
 
Hmm, something to note as well with the option of giving up Kvinn-Wyr is that Greenskins are entirely capable of recruiting them, see the rolls Boney made when the Trolls went into Rhyn and one of them being Recruitment and there are quite possibly some very nasty mutant ones up in the ceiling. Letting the Waaagh of Birdmuncha getting into Kvinn-Wyr means we risk them recruiting the river trolls in the cisterns and the warp trolls in the attic.
 
I just realized something else exciting about the Hold option: we can sight in our artillery ahead of time. No need to muck around with ranging shots when we know exactly where the enemy force will be.

Yeah, OK, I'm feeling good about this. Even greenskin morale isn't perfect; only so many can fight to enter Karagril and Karag Mhonar at a time, and all their buddies behind them are going to be getting chewed up by artillery and archers.
 
[ ] FIRST LINE: Western Gates
Give any force foolish enough to enter the Western Gates the full power of the Eye of Gazul. This makes it almost certain they will seek entry elsewhere, most likely via the Wyvern Caves, which will have to be defended the normal way - if a defensive position kilometers above the ground can be considered 'normal'.
hmmmm. Don't like that potential unknown. If we set up in the wyvern caves, and then they don't go there, we're fucked.
 
What would happen if we move somewhere close to the western gate (like, too close for comfort, but mounted on a shadowsteed or an already primed gyrocopter) and constantly cast an illusion of an ever increasing line of orcs marching through the caldera and having the best fight ever on the citadel, while the Eye of Gazul (manned by someone else) is actually burning through the Waaagh as they enter?
 
I'm gonna strongly suggest we do whatever we can to stop the orcs from getting inside those mountains. In the long run, the amount of lives we'll lose holding them is almost certainly lower than the amount we'd lose having to reclaim them, and in the short run every second the orcs spend in the caldera is a second we can sweep through them with the wrath of god.
 
What would happen if we move somewhere close to the western gate (like, too close for comfort, but mounted on a shadowsteed or an already primed gyrocopter) and constantly cast an illusion of an ever increasing line of orcs marching through the caldera and having the best fight ever on the citadel, while the Eye of Gazul (manned by someone else) is actually burning through the Waaagh as they enter?
The eye probably gets counterspelled.
 
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