Voted best in category in the Users' Choice awards.
I have questions regarding the new numbers of the Dwarven forces.

Who were these guys before they were Hammerers?
2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)
6,700 3,300 Adventurers and Vagabonds
Even if one supposes that the Adventurers and Vagabonds had zero casualties then they still only end up being 3,900 less in number despite 8,800 of them having been raised to clan status. Maybe some questers might hate me for pointing this out, but could it be that you are essentially double counting all of our new forces?

Speaking of Clan Huzkul, how does their internal leadership work? Are there specific protocols for newly raised clans, or does Belegar get to decide how to handle that, either through personal appointment or through whatever system he tells them to use to figure it out for themselves?
In any case, Huzkul's clan head could make for a new and interesting VIP.



Other stuff:
When the Quest started 4e wasn't out and 3e was widely derided so I stuck with 2e, warts and all. If I started over now I'd make different decisions, but you go to war with the army you have, not the army you want.

At some point I'll be going through 4th and deciding which spells are 'new discoveries' that the Grey College is going to start making widely available.

Edit: Oh, and voting closed, writing has begun.
I haven't read any of those books. Is 3e derided because it is worse overall or does the spell section specifically also contain troublesome stuff? Because even if the books are crap in general, you could still loot the spells in it to use in your quest, no?
To Master a spell is to take the generic and make it personal. It isn't the act of 'improving' the spell, as such. It is changing the spell to better fit who you are. Which of course is why masteries cannot be taught, only reverse engineered into new spells. Someone who isn't dedicate and willing to push themselves to the limits of exhaustion wouldn't get a Relentless Shadowsteed or Indefatigable Armour.
Wouldn't it make more sense if the spell essentially comes pre-mastered, with every subsequent person being taught the spell essentially getting a somehow lesser and more standardized version of it that they are free to apply their own mastery to if lucky? Mathilde's current mastery could be something as simple as a lesser chance of miscasting due to being intuitively in tune with it, or having it last longer than it would for others.
To clarify, I am not asking for any form of buff here. Instead I am essentially advocating for BoneyM to nerf the spell for any future user.
Does happen though, like the Slaanesh cult down in that one place where the dwarfs charge adventurers for entering into their lost hold.
I am intrigued. Please tell me more. Or maybe point me to a source if you don't feel like it.
 
We have an infatigable horse, and will probably eventually enchant ourselves to be infatigable.
But how will an adult-sized Wolf keep up?

We need to make him a collar that makes him infatigable, or at least to train him to use a Shadowhorse himself !
 
I have questions regarding the new numbers of the Dwarven forces.


Who were these guys before they were Hammerers?



Even if one supposes that the Adventurers and Vagabonds had zero casualties then they still only end up being 3,900 less in number despite 8,800 of them having been raised to clan status. Maybe some questers might hate me for pointing this out, but could it be that you are essentially double counting all of our new forces?

Speaking of Clan Huzkul, how does their internal leadership work? Are there specific protocols for newly raised clans, or does Belegar get to decide how to handle that, either through personal appointment or through whatever system he tells them to use to figure it out for themselves?
In any case, Huzkul's clan head could make for a new and interesting VIP.



Other stuff:

I haven't read any of those books. Is 3e derided because it is worse overall or does the spell section specifically also contain troublesome stuff? Because even if the books are crap in general, you could still loot the spells in it to use in your quest, no?

Wouldn't it make more sense if the spell essentially comes pre-mastered, with every subsequent person being taught the spell essentially getting a somehow lesser and more standardized version of it that they are free to apply their own mastery to if lucky? Mathilde's current mastery could be something as simple as a lesser chance of miscasting due to being intuitively in tune with it, or having it last longer than it would for others.
To clarify, I am not asking for any form of buff here. Instead I am essentially advocating for BoneyM to nerf the spell for any future user.

I am intrigued. Please tell me more. Or maybe point me to a source if you don't feel like it.
That town is the result of Belegar's canon expedition IIRC
 
[X] Take and hold Karag Nar.

Ulthar's strategy makes sense. Mathilde should be part of the small team that infiltrates Karag Nar.

I think the dwarves are intelligent enough to secure the treasure with reliable troops.

So I don't see any need for a write-in.
 
Oh, we've got so lucky with Karag Lhune. It's not connected to the skaven-controlled central hub of the Underway.
Even if one supposes that the Adventurers and Vagabonds had zero casualties then they still only end up being 3,900 less in number despite 8,800 of them having been raised to clan status. Maybe some questers might hate me for pointing this out, but could it be that you are essentially double counting all of our new forces?
Before the battles:

Karak Hirn
2,000 Quarrelers (Adventurers and Vagabonds)
2,000 Rangers (Adventurers and Vagabonds)

Karak Izor
10,000 Warriors (Adventurers and Vagabonds)
6,000 Miners (Adventurers and Vagabonds)

20000 total

After the battles:

8,800 Clan Huzkul
2,000 1,600 Quarrelers (Adventurers and Vagabonds)
2,000 1,800 Rangers (Adventurers and Vagabonds)
6,700 3,300 Adventurers and Vagabonds

15500 total
 
Who were these guys before they were Hammerers?

Drawn from all over in story, though for bookkeeping I think they were Clan Huzkul.

Even if one supposes that the Adventurers and Vagabonds had zero casualties then they still only end up being 3,900 less in number despite 8,800 of them having been raised to clan status. Maybe some questers might hate me for pointing this out, but could it be that you are essentially double counting all of our new forces?

Previously:
10,000 Warriors (Adventurers and Vagabonds)
6,000 Miners (Adventurers and Vagabonds)

Speaking of Clan Huzkul, how does their internal leadership work? Are there specific protocols for newly raised clans, or does Belegar get to decide how to handle that, either through personal appointment or through whatever system he tells them to use to figure it out for themselves?
In any case, Huzkul's clan head could make for a new and interesting VIP.

Currently, the Clan doesn't work as a Clan. Internal leadership will be sorted out when the war is less of an immediate concern, and for now Belegar is the closest they have to a leader.

I haven't read any of those books. Is 3e derided because it is worse overall or does the spell section specifically also contain troublesome stuff? Because even if the books are crap in general, you could still loot the spells in it to use in your quest, no?

So far the Quest hasn't felt like it's hurting for lack of spells.

Wouldn't it make more sense if the spell essentially comes pre-mastered, with every subsequent person being taught the spell essentially getting a somehow lesser and more standardized version of it that they are free to apply their own mastery to if lucky? Mathilde's current mastery could be something as simple as a lesser chance of miscasting due to being intuitively in tune with it, or having it last longer than it would for others.
To clarify, I am not asking for any form of buff here. Instead I am essentially advocating for BoneyM to nerf the spell for any future user.

Others being able to take the spell further than Mathilde can is something I absolutely intended. Part of blazing a trail is that the people who follow can just stroll along where you had to fight for every inch.

@BoneyM Can we hit the apporaches to Karag Nar from Karag Lhune with the artillery?

EDIT: If the Citadel boils over?

Not from the East Gate.
 
Wouldn't it make more sense if the spell essentially comes pre-mastered, with every subsequent person being taught the spell essentially getting a somehow lesser and more standardized version of it that they are free to apply their own mastery to if lucky? Mathilde's current mastery could be something as simple as a lesser chance of miscasting due to being intuitively in tune with it, or having it last longer than it would for others.
To clarify, I am not asking for any form of buff here. Instead I am essentially advocating for BoneyM to nerf the spell for any future user.
This is strictly a bad thing for us, you understand? We get less prestige if the spell is worse.
 
[X] Take and hold Karag Nar.

So one thing that I think people are missing, is thay Karag Nar is designed for visiting non-dwarves. Which means it is basically all we need for housing any human mercenaries and camp followers during this expedition, after some relatively minor repair work.
 
[X] Take and hold Karag Nar
Karat Nar also let's us further surround the citadel and cut them off from further reinforcements then we start hitting them with artilery until they either sally out to meet us or the citadel looks like Drakenhof
 
[X] Take and hold Karag Nar.

So one thing that I think people are missing, is thay Karag Nar is designed for visiting non-dwarves. Which means it is basically all we need for housing any human mercenaries and camp followers during this expedition, after some relatively minor repair work.
There's also an enormous stack of wood our engineer (Karak Norn native, halfway to elves that lot) can turn into even more siege engines.
 
[X] Take and hold Karag Nar.

Well scouted, relatively lightly defended, gives us better logistic security, gives us another place to threaten the citadel from.
What's not to love?
 
Oh, Kragg.
I would say "never change" but that's redundant with the dwarf who's so hidebound he's considered a stubborn traditionalist even by the other dwarfs.
 
I would argue that leaving the citadel for the moment is actually something that we want. It provides a gathering point for all of the orcs in the area, but is also a static location that the Expedition's artillery is capable of zeroing in on. Any sally from the Orcs in the citadel can be met with properly sighted artillery for devastating effect.

Knowing where your opponent is and is likely to gather, will be of great benefit to us. It makes them predictable and being predictable is exploitable.

Furthermore, the more orcs that gather in one spot, the more likely that they will have to sally forth or fights will break out in the citadel. They can't sustain an overpopulation in the citadel without fighting something, and if they aren't willing to sally forth into our guns, then they will start fighting themselves. Either way, its dead orcs which is good for us.
This assumes that they'll stay in the Citadel if we leave them alone. If we attack somewhere else, there's a good chance they'll leave the Citadel and attack us.

Attacking the Citadel now could well be a good play. Right now, all the orcs are bottled up in a single place. From my experience playing Total War, that is an excellent thing, because if you have artillery, your enemy blobbing up means you can inflict massive casualties. If we attack now and level it with our artillery, we'll kill great amounts of orcs with no casualties. If we wait, the orcs may leave and if they do we'll lose the opportunity.
 
[X] Take and hold Karag Nar.

Not only will it be a good place for new allies to come as their first stop in dwarf vietnam karak eight peaks, the gold will also help in attracting and hiring more mercenaries to the meatgrinder. Also, taking another of the peaks this early on will help boost morale even further and further convince the others in the success of the expedition. Finally, while I'm not too familiar with eight peaks geography as a whole, taking one of the peak closest to the gate seems pretty good imo.

As for fear of citadel retaliation, while it is dangerous, I felt that since we know the location of the secret entrances and also the fact that the place is mostly empty, we can give out a quick and decisive strike on the greenskins located inside the peak. Hopefully enough, it should be fast enough that by the enemies notice that the peak has been retaken, it will be too late to do anything.
 
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