Vote tally - Warhammer Fantasy: Divided Loyalties - an Advisor's Quest

Adhoc vote count started by Lupercal on Mar 7, 2018 at 3:52 AM, finished with 102 posts and 49 votes.

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LilyWitch
Warhammer Fantasy: Divided Loyalties - an Advisor's Quest
Post #7452
Post #7553

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  • [x] "We have the high ground. We have artillery. We level the town hall, and any other pockets of resistance, and the infantry pushes through the rubble."
    [X] "If you've no desire to take this town intact, Deathfang is only a horn's blow away."
    [X] "The enemy has numbers but no tactical acumen. We can push the front line through a dozen streets and alleys and hold where we face resistance and push where we don't until we spill through to the town center."
    [x] "Or we could do the same with infantry, with my Battle Wizards providing support, sapping the strength of the enemy while bolstering that of our forces - though if there are necromancers in the Town Hall, they could try to counter the spells."
    [X] The vacuum must be filled. Step forward and take command. Fulfil Van Hal's final legacy in the manner that it begun.
    [X] The generals can setup with help of dwarves killzones where the enemy has to step into range of artillery, pistoliers , and nasty surprises, should a peaceful surrender be impossible.
    [X] Mathilda can use her talents to disguise as a peasant to as much as possible safely scout out any important enemy locations such as undead gatherings, fortified areas necromancer locations. Maybe she can capture or assassinate stray necromancers for information. Using mindhole if necessary.
    [X] Mathilda can try to get civillains, refugees and captured soldiers on her side, either through threats, hostages, a promise to cause less collateral damage on the innocent, release some of them as messengers to persuade any living soldiers, ranking officers to surrender or at least evacuate population centers standing between the army and the enemy to the quarantine zones , to make artillery use less damaging collaterally on the innocent. Give the enough defecting soldiers some enchanted weapons so they can police their quarantine zones, but not enough to pose a threat to you or the army. Use them as messengers to the people of this town. Use mindhole on the 'messengers' to get rid of any unneeded information that Mathilda does not want the people of this town to get.
    [X] Mathilda armed of course with hidden security, can use her talents to extract information from captured enemy soldiers, refugees and civillians to interogate, torture or trick more information of fortified areas, resistances, location and number of necromancers, where the undead is coming from, where the innocent population areas are on the map. Use mindhole if necessary
    [X] Do the best they can to make a quarantine zone stocked with spare food, where any refugees has to go through a specific entrance (Mathilda and the wizards can make a hidden ward or spell that incapacitates necromancers or infiltrators). There should be some volunteer scouts disguise as refugees there, and some pistoliers if its deem a good idea to kill any necromancer that tries to do something, plus if Asarnil isn't burning any undead or doing anything useful he should be near enough to respond but far from retaliation. Gey a wizards input on how best to deal with a necromancer that tries to disguise as a refugee. As well as some soldiers with support to put down any stray berserkers if their slaughtering any civillians.
    [X] Assemble enough greatswordsmen, expert soldiers, get the wizards to enchant their weapons, they are to be supported by pistoliers and the wizards , they are mostly there to support ordinary soldiers against a few of the infiltrators.
    [X] the generals with dwarves are to do the best set up fortified base or zone where they will stay. Set up at area where the avenues where enemy can approach is limited, can approach in limited numbers, but where Asarnil can act freely without friendly fire butning any large armies of undead, of course giving the living a chance to surrender. but still the enemy can gather outside of the fortified areas into a killzones
    [X] knights are to find replacement for their cavalry, dwarves and other soldiers are to help set up a fortification, mark a quarantine zone, incoming refuges and civillians are to stay in a quarantine zone. The quarantine zones should be far away from the main army of soldiers, that any infiltrators or attackers would have to deliberately move far away enough that artillery used won't caused collateral damage.
    [X] Do nothing with it; your role is to safeguard it.
    [X] Asarnil is to make demonstrations of his capabilities destroy and burn down a few empty buildings, he is best used as a terror and support weapon, he can be used to 'persuade' living enemy soldiers and commanders to surrender and disarm in exchange for them, their families , women and children and friends not being roasted and fed to the dragon ( a bluff to frighten them). He is also to be used against large armies of undead only, while normal soldiers, halflings wizards handle, smaller skirmishes of undead. Wizards will handle necromancers or at least protect their allies while pistoliers, archers and artillery kill the attacking necromancers. Asarnil if necessary can help attack well fortified areas to help the army although its better to give a chance to surrender since it spares the lives of your army as well as limit bloodshed on both sides, since the deaths will likely help necromancers.
    [X] "The reason pushing through here would be so risky is that we can't tell which are civilians and which are enemies. If we treated them all as enemies..."
    [X] The army is to advanced using Mathilda's information supporting avoid any needless fights( offer surrender ), needless collateral damage, Set up fortification and killzones whenever possible ( to win in a game of attrition). Use Asarnil and artillery against large mass of undead, and killing or capturing any necromancers, with Mathilda and wizards helping. Use artillery on mecromancers if needed.
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