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

Adhoc vote count started by BoneyM on Mar 7, 2018 at 6:40 AM, finished with 133 posts and 55 votes.

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Boney
Warhammer Fantasy: Divided Loyalties - an Advisor's Quest
Post #7452
Post #7584

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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] Do nothing with it; your role is to safeguard it.
    [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] 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] Asarnil gives a few demonstration of his capabilities with some enemy refugee witnesses on some uninhabited buildings, destroying them utterly.
    -[x] First and foremost he is a , terror and deterent weapon making the living surrender and disarm with a convincing bluff of razing this town along with every men women and children( a bluff).
    --[x] second a hammer, smashing large groups of undead, fortified resisting areas with artillerys help with army backing him up if needed. Until enemy surrenders and disarms.
    [X] Generals, dwarves and soldiers, wizards establish a base to fallback to, where invading enemies can enter in limited numbers, limited avenues to get to the base. killzones. Near the limited avenues to the base where large amount of enemies can gather for artillery or dragon to kill.
    -[x] rehorse cavalry, enchant weapons to deal with infiltrators undead with wizards help.
    -[x] Quarantine zone where refugees and surrendering soldiers can stay, far enough from the fortified base, where infiltrators , enemies will have to move far from quarantine zone that collateral damage is a nonissue.
    --[x] warded entryway to quarantine zone to incapacitae, secretly detect necromancers, infiltrators.
    ---[x] artillery to be used in killzones and fortified resisting areas until enemy surrenders and necromancers, if wizards and Mathilda need help dealing with them
    ----[x] army advanced defensively using information gathered ny Mathilda, setting up fortifications and killzones
    -----[x] a messenger with escorts or a bird that can contact possible reinforcements.
    [X] Mathilda get information from refugees, captured soldiers using either threats torture, persuasion and hostages to extract vital information. With promise of keeping collateral damage and bloodshed low .
    -[x] persuade and release some of them (refugees and soldier) to be Mathilda's messengers to the rest of town to evacuate areas to quarantine zone, convince living soldiers to surrender, to limit collateral damage.
    -[x] Mathilda infiltrating town to gather data about reistances, undead and necromancers, taking opportunity to assassinate or capture any necromancers for information if doable.
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