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I don't think splitting up is a very good idea at this point. Each separated party is a chance for things to go terribly wrong in a variety of ways. Plus, this leaves us without the Rangers, guns, and wagons themselves for actual Dum, and there are scenarios in which those are going to be extremely useful.

Honestly, if we just want to scout ahead, I'd suggest that we vote to press on, and then spend an action on attempting to scout Dum personally.
 
the tanks are needed for the final bit of the journey.

leaving them behind here makes no sense, its just people upping the chances of more going wrong to try and have their cake and eat it too.

all go or no one go.

slipping the party is dumb.
 
Yeah, no leaving our dudes stranded in hostile territory.

[x] Write-in: Take Borek, Asarnil and Deathfang, the half the cavalry, and Lillijana to scout out the situation at Dum while the steam wagons continue to Dolgan territory with the Wizards and half the cavalry to pick up supplies.
 
The scenario where the giant metal ships are all taken down before the squishy meatbags outside them seems quite bit less likely then the alternative.
And we'd have to lose 3/5 wagons to actually starve on the way back, without incurring significant meatbag casualties. This seems unlikely. (And even then, we may be able to get by through a resupply at Uzkulak and/or hunting Rhinoxen)
 
[] Write-in: Take Borek, Asarnil and Deathfang, the cavalry, and Lillijana to scout out the situation at Dum while the steam wagons hold position.

When you just made a show of weakness is not the time to split up and weaken both of your convoys.

[x] Press on
 
The scenario where the giant metal ships are all taken down before the squishy meatbags outside them seems quite bit less likely then the alternative.
In theory, all it takes is a decent amount of force at something important on the wheels and they're done. And it might just be wear-and-tear that does them in.

It could be something the 'squishy meatbags' are fast enough to go around.
 
In theory, all it takes is a decent amount of force at something important on the wheels and they're done. And it might just be wear-and-tear that does them in.

It could be something the 'squishy meatbags' are fast enough to go around.

The engineers can do some repairs, they just can't push the limits like Gotrek could. Just damaging some wheels isn't enough, and even that is pretty hard to do.
 
Splitting doesn't make sense. Leaving them here is nonviable because the position is super vulnerable. Moving them to dolgan territory takes three days, at which point we've shaved an entire day off the trip or so, assuming our scouting group turns around immediately. Because it's a week there for the entire convoy vs 3 days each way for our advance group.
 
[x] Write-in: Take Borek, Asarnil and Deathfang, the half the cavalry, and Lillijana to scout out the situation at Dum while the steam wagons continue to Dolgan territory with the Wizards and half the cavalry to pick up supplies.
 
Literally splitting the party -- divided between "a dragon and half the cavalry" on one half, and "the steam-wagons and the other half of the cavalry" on the other half -- seems ripe for inviting trouble or provoking raids or something.

It's 1 week to Karag Dum, and we have 2 weeks of food. What even is the point of saving 1-3 days of time, in exchange for literally splitting the party? You're not saving that much time or days-of-food, and you're weakening the expedition.

It's probably safer to negotiate with the Dolgan with our full forces around anyway. And from the Dolgan, we can get the food we need. Or some of the food, anyway.
 
'Never split the party' is to be taken for granted, but this isn't an adventuring party, it's a (very, very) small army.
Splitting doesn't make sense. Leaving them here is nonviable because the position is super vulnerable. Moving them to dolgan territory takes three days, at which point we've shaved an entire day off the trip or so, assuming our scouting group turns around immediately. Because it's a week there for the entire convoy vs 3 days each way for our advance group.
Is this true?
Edit: That is, how long until the wagons can reach Dolgan territory? Because I thought it would be a day or so out, not three.
 
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Splitting doesn't make sense. Leaving them here is nonviable because the position is super vulnerable. Moving them to dolgan territory takes three days, at which point we've shaved an entire day off the trip or so, assuming our scouting group turns around immediately. Because it's a week there for the entire convoy vs 3 days each way for our advance group.

It's not like the Dolgan's are our bosom friends either, hopefully they come through on the deal but generally I think it's a good idea to minimize the amount of temptation they're subjected to by keeping the wagons on the move rather than sitting around somewhere they can concentrate more easily against.
 
[] Write-in: Take Borek, Asarnil and Deathfang, the half the cavalry, and Lillijana to scout out the situation at Dum while the steam wagons continue to Dolgan territory with the Wizards and half the cavalry to pick up supplies.

Assuming that the Dolgan are some kind of allies seems ambitious. Just press on and if we get attacked or the tribes refuse to trade with us we feast on horse meat.
 
How about:

[] Write-in: Take Borek, Asarnil and Deathfang, the half the cavalry, and Lillijana to scout out the situation at Dum while the steam wagons continue to Dolgan territory with the Wizards and half the cavalry to pick up supplies.

The expedition picks up an infusion of food and assuming it takes one week for the steam-wagons to reach the Dolgan a round trip to Karag Dum (composed of 3 days there, ~1 day looking, ~3 days back) should rendezvous in time to tell them whether to continue or turn back. Leaving half the cavalry so the steam-wagons are a bit more guarded.
This plan still requires all the steam wagons to cross the drop (not doing so was the one advantage of the original write-in), leaves all of our forces more vulnerable than they would be in a group, and only saves us time in the areas where resupply is guaranteed (4 horses a day, remember?)

[x] Press on
 
If some break they break, if they break killing a bunch of chaos giants or whatever we'll be very glad they were around to be broken because we were probably wiped without them.
This is where the tactical speed of everything we're taking comes into it: Rather than fighting a bunch of chaos giants, we just... don't. With the tanks along we can't avoid such a fight, but without them we very much can - the set of things that can force a fight is far smaller without the tanks.


But it does mean leaving the tanks without outriders for a time, which is definitely dangerous.
 
This plan still requires all the steam wagons to cross the drop (not doing so was the one advantage of the original write-in), leaves all of our forces more vulnerable than they would be in a group, and only saves us time in the areas where resupply is guaranteed (4 horses a day, remember?)

[x] Press on
Oh right. That's why I didn't think of the modified plan. Because it defeated the whole point. ...I need some sleep tonight.
 
Borek mission is to get reinforcement. To that he have been given a bag full of diamond 200 years ago.

That it took him 200 years and he (unless spesified otherwise) is the only one still alive means the original goal of reinforcement is now either evacuate or just confirming if there's anyone left.

We havent talk to Borek yet if the Karak is destroyed and that is no one left then what to do. Its more of a we'll cross that brige when we get there, but already there are clues that he will likely go slayer without going back.

Am i right so far?
 
Ehhh, to me "Look we're your friends and have good news, let us in!" and/or "Oh no, we're friends, let us in since Chaos is tracking us!" seem like Day 1 levels of temptation. I'm not sure how Karak Vlag is going to be convinced it's actually safe anytime within the next century short of them somehow believing that Hysh is a thing that works/exists (they got dissapeared before the Colleges were a thing) and then standing in a pool of it while not getting disintegrated.

We also aren't talking about being let in, we are talking about asking for food.

I'm not saying they'd give it to us, but if they have food to spare then "can you leave some food near the entrance for us" is a lot less scary and risky then "hey, let us come inside."
 
This is where the tactical speed of everything we're taking comes into it: Rather than fighting a bunch of chaos giants, we just... don't. With the tanks along we can't avoid such a fight, but without them we very much can - the set of things that can force a fight is far smaller without the tanks.


But it does mean leaving the tanks without outriders for a time, which is definitely dangerous.

We don't know what the situation is going to be like there, seems quite optimistic to assume we can just avoid engagements. Especially as we have a defined location we have to reach constraining our options.
 
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