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For all the (apparent, early) one-sidedness of the vote, I wonder what our chances of coming across an open sea channel that's been left by
"The Frozen Sea, as well-named as it could possibly be. Apart from the Icebreaker-lead convoys to and from Uzkulak, all there is to encounter is seals and ice crabs."
an Icebreaker and it's convoy of escorted trade-ships.

I suppose we'll be relying on scouting to find those, and route ahead or behind such a convoy.
(edit- kind of ninjaed)
 
[X] Frozen Sea
Return via the route the Expedition was originally planning to take.

i wonder if there is any chance some norse dwarf survived we can rescue as they that will make up the loses we suffered to me.
 
Even if we encounter them, they can't catch us. Icebreakers are extremely bad at turning. Basically they can go forward (breaking ice) and backward (clear path) and that's it. If we cross paths, we can just turn the expedition to miss them and they'll either have to leave us alone or charge across thousands of yards of flat ice that while we shell them.
Chaos Dwarf Icebreakers use the same rules for turning as dwarf steamships, which is what our landships are based on.
 
Even if we encounter them, they can't catch us. Icebreakers are extremely bad at turning. Basically they can go forward (breaking ice) and backward (clear path) and that's it. If we cross paths, we can just turn the expedition to miss them and they'll either have to leave us alone or charge across thousands of yards of flat ice while we shell them.
Or they could sit a thousand yards away and bombard the expedition flat. Chaos Dwarf ships are basically just places to set up artillery.
 
[x] Frozen Sea

avoid "Rocks fall, Everyone Dies" with "Ice breaks, Everyone Dies"

(This is a joke about an ambush at Cursed Corner, not a snipe at QM. Juuuuuuust to be absolutely clear.)
 
We'll certainly be expected to commit some number of actions to Rite of Way throughout the return trip, no weeks on the High Pass or Road of Skulls for relatively-smooth travel.
So we should probably temper expectations for how much 'else' we'll be able to do.
 
Chaos Dwarf Icebreakers use the same rules for turning as dwarf steamships, which is what our landships are based on.

Well, all I can give you is real world experience. If the quest is run differently, then that's that.

IRL, icebreakers can only turn by ramming at slightly off course angles dozens of times. Each ram takes a few minutes at least to set up. As linked previously, it can take hours to turn an icebreaker while ramming through thick ice. If this were thin ice, then sure icebreakers act just like regular boats.
 
Yes, they're redesigned boats, but also boats with dozens of holes for wheels.
I wouldn't bet on water-tightness. We'll be betting on Rite of Way and high summer sea-ice thickness
In fairness, it's highly likely that the drive-train/boiler/engineering spaces are separated from the rest and that the landships are mostly buoyant even if those spaces get flooded because monitors are compartmentalized and there's very little reason to un-compartmentalize a design when modifying it. The engines probably wouldn't work so great after their dunking, but it's more likely that the steam-wagon would be mission killed rather than full-on sunk.

[X] Frozen Sea
 
Anyone know where the main altitude descent will take place?
The Steppe is high, right? Given Kul lands abut the Frozen Sea, I'm guessing these- "northernmost spur of the World's Edge Mountains"- will be dropping in altitude, too.

Might still have to deal with a winding mountain pass descent.
 
I'm not to worried about running into a convoy. I very much doubt the Chaos Dwarves would want to sally out into the Ice. Rather than chilling in their steel dreadnoughts that have more cannons then sense. Most we might get from being in visual range, and keeping our distance. Is a exchange of rude gestures by both parties.
 
[X] Frozen Sea

Oh god.

We...

We really are going to accidentally rediscover a Norse Dwarf Karak, aren't we?
Extremely unlikely. There are some small settlements that probably died with the rest, but Kraka Drakk and Kraka Ravnvake are too far north of our route in mountainous terrain.



Are we sure the Hell Pit is right there? Different maps, different locations, as we've seen before?
I mean, it'd be less than ideal to be travelling so close.
Quite possibly, you're right.
In hindsight it would have probably come up in this update as a risk if it was that close to the Pass.
 
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