[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Additional supported file types are: PDF
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: Kulx2.jpg (1.82 MB, 3984x3928)
1.82 MB
1.82 MB JPG
The great hosts of chaos marched towards Karag Dum. Thousands, tens of thousands made their way towards the ancient ruins of a proud dwarven bastion that had held out for so long. Its cannons had roared, its mithril clad warriors had cut and hewn and cleaved and shot the warriors of chaos. Its forges churned out endless suits of armor, countless weapons, endless stockpiles of bolts. Its mighty walls, placed atop a lone mountain domineered over the landscape, the towers seeming to pierce the very sky and disturb the gods above. And for that, it had to fall. The dwarves fought, and yet, they had fallen to the hordes of chaos. Despoiled, ravaged, raped, as all lands ought to be, sooner or later.
You had never seen the Karag before. And now, only crumbled ruins remained. Maybe, the next time you visit it, it won’t be so far in the future, for the crumbled walls and broken towers more remind you of the rotten jaws of a warhound than of a proud bastion overrun by brave soldiers of Chaos.
As you crest the bleak ocher hill, you see what you long expected. Beneath a burning orange sky, a gathering of armies, warbands and hosts. Spitting on the ground and uttering a oath, then continue forwards, order your host to make camp while you head for the centre of the gathering, towards the lone tent overlooking the countless hordes.
As soon as you step in front of the tent and try peering inside, you feel a shove from behind. Tumbling forwards and already drawing your weapon out, you turn to strike at your assailant, but to no avail, as you fall through the tent flaps, which close shut behind you. A cleave at them leaves your blade harmlessly bouncing from the magical cloth. A rough chuckle emerges from behind you.
“Another one!” A Hung chief laughs. “Settle in friend. We all wait long.”
A quick scan of the massive tent reveals a impressive gathering of warlords, chiefs and champions, of Kurgan, Hung and Beastmen types, all eyeing each other with doubt, suspicion and spite. Yet, all keep their weapons by their belts. They must have been here for long in order to have relaxed so much in such company. A moment of thinking later, you choose to follow their lead, but keeping your gaze on a bestigor with a head crowned with 3 pairs of horns.
You think of speaking to the mob, yet before you can, a female voice booms in the room. “You won’t wait for any more.”
In a flash of motion, every blade is drawn and more than twice that many eyes are anxiously glancing around the tent.
“A whispering on the steppes had called you all here.” The strange cloaked figure spoke as it appeared in the center.
Within a moment, the champions and warlords and reaves and warriors all surrounded the figure, distrustful of each other, but afraid of the figure that just appeared between them.
“I called you here.” The figure continued, concealed by the dancing shadows too thick to be natural. “I called you here so that you may wage war upon the southlands.”
>>
>>5976148
It is now that you notice the long beak protruding from the face and the sleeves hanging emptily by the flanks of the figure.
“Who are you?” A Kurgan asks, raising his violet blade towards the sorceress, his blade tip nearly touching the cloak.
“I am the messenger of the lord of chaos.” The figure replies. “And they require my sister rescued.”
“Why would we serve?” The Hung chief asks. “What is in it for us?”
“Other than to be in a large host and to raid the lands of Kislev?” The messenger asks, shakes her beaked head disapprovingly, and then continues “Ten manweights of pure dwarven silver to whomever delivers her to me.” (60 loot)
“Where be your sister?” The Hung asks quickly.
“In fort Ostrosk.” She replies.
“And we are to follow you into Kislev?” A Kurgan swordsman asks, now withdrawing his blade to himself.
“No, you are to go there and bring her here, back to me.” The messenger replies.
“So someone else is to lead us?” The Kurgan asks.
“No human will command me!” The bestigor roars.
“It is up to you to choose who will lead you.” The messenger replies. “And I think it would be best if you make a choice, for many in the camps will desire a strong ruler of the host and a lack of one will lead to many leaving.” (Elected leader will gain a extra chaos knight.)
Some murmuring, a few boastsful shouts and a few yells later, the messenger speaks, this time her voice possesing a booming quality. “Who will not invade may leave.”
To your surprise, some do. Whether you are surprised so few or so many left is beyond you.
“For the remainder, I will carry a sacrifice of good fortune for you. I will need a name and your host.” She continues.
>>
File: Kurgan.png (300 KB, 712x556)
300 KB
300 KB PNG
>>5976149
Welcome! This will be my first attempt at running a mechanically defined game. I hope it will run smoothly and that everyone will have fun with this.
The rules are limited to what you see on the image.
So, first of all, everyone in here who wants to participate will need to do a few things:
>Use some method of identification
Be it a tripcode, a name, or something, I will need a way to tell who you are, as this will hopefully last for multiple threads and as there will hopefully be multiple players.
>Create your warlord
I’ll need a name and a origin, which can for now only be a Hung, a Kurgan or a Beastman. Later on, you will be able to get Norscans and potentially even other things, but for now, you are limited in your starting options. This will determine your starting unit options.
And, of course, if you desire, for a bit of flavour, a description (if you wish, you can go pretty OC donut steal, as chaos heroes usually are).
>Pick your army
Each player will start with 60 loot that they can purchase units with to represent their starting armies.
>>
File: Tong.png (213 KB, 505x706)
213 KB
213 KB PNG
>>5976153
The list of available units and their costs are:
Kurgan units (units for characters of Kurgan origin):
Horse archer – 10 loot:
HP 2
D 1
M 5
Kurgan cataphract – 18 loot:
HP 3
D 1
M 4
Slave – 6 loot:
HP 1
D 1
M 3
Chaos warrior – 24 loot:
HP 4
D 2
M 1
Chaos knight – 32 loot:
HP 5
D 2
M 3

Hung units (units for characters of Hung origin):
Horse archer – 12 loot:
HP 2
D 1
M 5
Hung savage – 8 loot:
HP 1
D 2
M 3
Slave – 6 loot:
HP 1
D 1
M 3
Warbeast of the north – 44 loot:
HP 4
D 3
M 4
Chaos warrior – 22 loot:
HP 4
D 2
M 1
Chaos knight – 36 loot:
HP 5
D 2
M 3

Beastmen units (units for characters of Beastmen origin):
SPECIAL RULE - everyone can move full speed through the forest, can see two tiles in the forest
Ungors – 5 loot:
HP 1
D 1
M 3
Gors – 10 loot:
HP 2
D 2
M 3
Centigors – 16 loot:
HP 2
D 1
M 5
Minotaurs – 30 loot:
HP 4
D 2
M 2
>>
File: this is actually ai-slop.png (1.43 MB, 1024x1024)
1.43 MB
1.43 MB PNG
Based, I'm ready to play LanuQM.

Krantagarh is a hoary and venerable minotaur-lord - his fur grayed with age, he is a particularly battle-worn example of his misbegotten kind. Only average-sized for a minotaur, his horns are weathered and pockmarked, his shoulders layered with scars, and most importantly - his mighty right-hand was lost in battle long ago. As a result, he wields a one-handed axe - he has become surprisingly deft with this to compensate for the lack of pure killing power. He has lived so long by choosing his wars carefully, never overextending himself, and commands a loyal band of survivors, minotaurs, centigors, and gors. As for ungors - he finds them delectable. Unlike many other minotaurs, Krantagarh's wounding and advancing age has forced him to develop some small measure of cunning on the battlefield - complex tactics are beyond him, but he has the capacity to reason beyond simple charging advances.

Krantagarh's Band

One unit of Gors – 10 loot:
One unit of Centigors – 16 loot:
One unit of Minotaurs – 30 loot:

---

Total cost = 56 loot. 4 loot remains.
>>
>>5976153
Looks interesting, but I'll hold off for now, both to see how it plays and to wait for those "other things". Good luck with it, though!
>>
I'm interested...Might make something later, either later today or later in the quest as I'm mainly a fan of Norsca.
>>
Magor Gorebow, one of a great many number of Ungor archers, his bow shoots the furthest, his draw the longest, and his height the greatest among his fellow bretheren of archers.

Twelve Units of Ungors - 60 loot
>>
>>5976155

Hangar's Riders

Chaos Knights: 32 Loot

Kurgan Cataphracts: 18 Loot

Horse Archers: 10 Loot

---

A Kurgan from the steppes, Hangar is a veteran armour-clad warrior of a type common among the northern tribes, yet new to his position. The former champion of the riders who are now pledged to Hangar was cut down by a south-man mounted swordsman who bore a moustache of the most impeccable size and lustrousness. Since that day, Hangar has not shaved his upper lip; for he seeks to grow a grander and far mightier moustache of his own, so that through the size of his facial hair and the will and gifts of the gods he might seek to bring the Swordsman low and claim his hide for the gods of the north.


Total Cost: 60 Loot
>>
>>5976155
Important question for the QM.
I plan on taking a Warbeast of the north, but I need to know which in particular before I finish the lore/flavor for my warlord.
>>
>>5976301
Dear god. Fuck me.
>>5976436
It is a broad category meant to encompass everything from subdued chaos spawn to half demonic creatures caralled by the hung to the great stabilized chimera of the chaos wastes.
>>
>>5976301
>two-thousand thundering hooves and a thousand echoing "ba-a-a-a's", the ungor tide comes
What a fucking madlad.
>>
File: Mulrog_The_Cruel.jpg (127 KB, 728x1088)
127 KB
127 KB JPG
>>5976155

Mulrog the Cruel

A mighty warrior from the Eastern Steppes who took his steel Armor after slaying his previous Warlord in One on One Combat. Inheriting the Warband together with it he sought to expand it. He is a brutal Slavemaster punishing unruly slaves by slowly impaling them on blut wooden stakes.

In Battle he pins his enemies in Place using his Slave Hordes while loyal Achers flank the enemy and he leads his mighty Chaos Knights into brutal charges, breaking his enemies resolve under Chaos forged hooves and steel before dragging the survivors into Slavery.

Mulrogs Reavers

Chaos Knight - 32 loot

Horse Archer - 10 loot

Slaves - 6 loot

Slaves - 6 loot

Slaves - 6 loot

Total Cost = 60 Loot

Question QM. Can i acquire a Warbeast later on to place my dude on top of? like a lesser Chaos Dragon or Chimera?
>>
>>5976518
Yeah, if it's his aspiration, I can make it a lore post about it when Mulrog achieves something notable, like capturing a city or a fort, however, it would be a purely fluff thing as players characters are there to present a face for the interactions with each other and with NPC's and are presumed to have been in whatever unit survives the last (for obvious reasons).
>>
>>5976527
yeah. capturing a more worthy mount would be high on the priority list. dominating a chimera would make for a damn impressive display to show off when returning to his tribe and find a mate.
>>
>>5976148
This is an ambitious concept, OP. I've got too much on my plate to join now but I'll be watching closely.
>>
File: Rue'Vahn.jpg (116 KB, 900x675)
116 KB
116 KB JPG
>>5976495

Rue'Vahn the Depraved is a Hung champion of Slannesh. Formerly undivided, he embraced the Dark Prince out of gratitude when offered a most wondrous of gifts; a bride. His beloved Sunset is a chaos manticore, and together the husband and wife carry out the will of their generous god. However, marriage is no picnic, but thankfully the happy couple have their basic wants and needs taken care of by the numerous servants and slaves they've accumulated.

---

Warbeast of the north – 44 loot
Two units of Slaves – 12 loot

Total Cost: 56 loot
>>
File: sorcerer.jpg (32 KB, 487x700)
32 KB
32 KB JPG
Sarrick Whispersoul

Sarrick is a Hung sorcerer, his authority granted by his connection to the gods and maintained by his ruthless cunning and silver tongue. He lusts for knowledge and to discover the deepest and darkest truths of this world and the beyond. No sacrifice is too great to bring the attention of the four down upon him and any number of souls can be given as tribute to ensure their favour. His followers stand in awe of his connection to the gods, and his divinations have led them from one victory to the next. Now he claims there is opportunity for glory in Kislev, and so they march.

The Whispersouls:

2 chaos warriors - 44 loot
2 hung savages - 16 loot

Hit that neat 60 with no spare. Kind of concerned about movement 1 but fuck it.
>>
>>5976625
Don't worry too much about it. To get to Kislev, the hosts will first need to beat their way through the Baersonlings and the Goromadny mountains, and up there, everything is constricted to movement 1 and cavalry will struggle a lot to get through there.
>>
>>5976667
Just as planned. That makes me feel considerably better.
>>
File: WIP4.png (2.83 MB, 8472x6010)
2.83 MB
2.83 MB PNG
>>5976677
The horde will most likely come from the top right (between the Frozen sea and the Goromadny mountains).
>>
Interesting stuff, so Southron Chaos Cultists, Rat-Things, Albionese, Chaos Dorfs, Norscans, & Tong may all be on the table at some later point?

>>5976518
Are those Chaos Penguins?
>>
>>5976732
And some variants of chaos orcs, ogres, cultists and dark elves too.
>>
>>5976744
>chaos orcs
Is that some super old lore or something? I don't remember ever seeing those. Granted I haven't been in the hobby since long after they started to take the setting "seriously".
>>
>>5976891

Yeah, I think like 2e of oldhammer? Certainly not new material. Obviously LanuQM is a man of culture and prefers the oldest lore.
>>
>>5976899
Damn. Mans is swimming in the primordial soup of lore kek
>>
>>5976891
Go back far enough and you can find chaos anything.

>>5976732
>Are those Chaos Penguins?
Didn't spot them the first time, but now I can't unsee them.
>>
>>5976903
>chaos anything.
Even chaos lizardmen? Chaos slann.

>chaos penguins
Would honestly probably be great for longship combat. You chuck them into the water and tell them to bite holes into the keel of a vessel or something. Makes me wonder what other sort of chaos animals would be useful outside of hounds and wolves. Not including the more obvious ones like bears and birds. The mighty chaos moose, now with 70% more spears for antlers.
>>
>>5976908
>chaos lizardmen? Chaos slann.
Ok, you got me there. Closest I can give you is Chaos snake men in Khuresh but I don't think they have any connection to the lizardmen, they're more just a reptilian equivalent of normal chaos beastmen. Though honestly they have so little information on them who the fuck can be sure.
>>
>>5976913
I think the snakemen of Khuresh are the naga expy of warhammer. In comparison to the "reptilians who have been on the planet since forever 'conspiracy'" lizardmen. Maybe if our timeline was different, Warhammer would have explored the in-lore-only factions and the snakemen could have been chaos lizardmen. Alas, we got warhammer fantasy PAULDRON edition instead.
>>
>>5976155
A young Zar born under the stars of the Great Raven Torchak has gathered around him a vast horde of young Kurgan who thirst for glory. Many young kurgan warriors chafe under the oppressive leadership of older Zars who hoard wealth and glory for only their chosen warriors. Under the banner of the Ravenblessed a young warrior can range out onto the plains among brothers and seek his own destiny!

6x Kurgan Horse Archers
>>
>>5976732
>>5976903
>Chaos Penguins?

I guess that the southern Chaos waste has to have some mutated beast-men, and if the only beasts there to begin with were Penguins...
>>
>>5976155

A Kurgan warrior known to travel within dreams, granting him knowledge of enemies yet to be faced & batttlefields yet to be trampled. Accustomed to preying upon Hobgoblins & Hung, he carries with him a great many horses to maintain fresh mounts for roving across the steppes.

>Chaos Knight
>Kurgan Cataphract
>Kurgan Horse Archer
>>
File: Marauders.png (698 KB, 1200x879)
698 KB
698 KB PNG
>>5976178
>>5976301
>>5976308
>>5976518
>>5976615
>>5976625
>>5976932
>>5977237

The hosts are assembled for now. Future aspiring warchiefs may join after this raid is concluded.
===============================================
"Krantagarh, Magor, Hangar, Mulrog, Rue'Vahn, Sarrick,Torchak, Ivan. Eight warlords for the eight points of chaos." She mutters, and slightly twists to grab the dagger by her hip, only to remember her hands are missing. A quick second of anticipation later, she speaks up again. “And so I send seventeen thousand souls southwards.” she says to herself as she turns around and leaves, seeming more to glide a mere hairs thickness above ground, the warlords parting to make way. “Maybe you could, while I prepare a sacrifice, agree upon who will lead the hosts?” She says to you lot. “The chaos knights I summoned here expect a leader of the host to swear their fealty to, or they will disperse and leave.” And with that she disappears to outside of the tent, undoubtedly off to perform some vile sorcery.
===============================================
This is the second part of of the inter-raid, the choice of the leader of the warhost.
The warlord can in this case be elected either by popular choice (requiring at least 51% of the vote - 5 votes within the next 24 hours) or not elected at all, in which case, the warbands can operate on their own and make their own strategic decisions. (for now, whether to attack the coastal strip between the frozen sea and the Goromadny mountains (better for infantry), or through the Belyevobota pass(better for cavalry). Of course, the leader can split his warhost.
In other situations, hostility between chaos warbands would be allowed as long as the warlord in question wished his men to attack others, however, as the men and beasts feel drawn to here by the very winds of the steppe, they will refuse to fight – for now.
In this case, the elected warlord will receive an extra unit of chaos knights.
>>
This might be an opportunity for political play. Perhaps someone will ask to be elected with a promise of splitting some of their loot for a certain amount of time. Or perhaps it will be a game of drawing straws. Everyone loves random chance. Or even still, weighing the forces already at their command they may seek to make an even stronger mass to bludgeon their way through the enemy and expose the weakling southerner's lands.

So many paths that all lead to the destruction of the frail fools floundering for fleeting farms from frozen fallow.
>>
Mulrog steps forward one hand on the pomel of his sword. Mustering the assembled Warlords his gaze mostly sticks to the Minotaur dominating a large part of the tent and the other Kurgan Lords.

"The south are many. And while they are weak even a Manticore can get burried under a mountain of slaves. A strong vision is what we need. One Lead by the Gods to find the greatest plunder and slaves."

"Elect me your leader and we will have plenty of cannonfodder to occupy those weak southlanders while our cavalery tears open their heartlands."

>It seems obvious that Mulrog is mostly interested in taking slaves and plunder which might give an opening if someone wishes to draw him to their side. A show of force and cunning could also be helpful of convincing him someone else might be more capable of directing such a campaign.
>>
Rolled 5 (1d8)

Rue'Vahn pulls out a set of soothsaying bones before speaking up. His voice is boisterous and mirthful, as though speaking to old friends.

"I agree that a strong vision is needed. Of this there is no doubt. Which is why I won't nominate myself. Instead, I say we place our faith in the only leader we can trust: one chosen by the Gods. I will remind everyone here about who we truly serve, and owe our souls to."

He then places the bones around the table, one for each warlord.

"We throw the runes, willingly placing our destinies in the hands of The Great Four, and see who is deemed worthy. You may call me a fool, but I recommend you play along because whomever is chosen shall receive my vote, along with the others who feel the same way that I do. Aside from pleasing our masters, the other advantage to this is that it avoids pointless bickering and prevents heated rivalries from developing. None would dare to question the will of the gods."

As he says that last part, he stares back and forth between Krantagarh and Magor, amused by the possibility of a minotaur taking orders from an ungor.

(Oog, he proposes that we all roll a 1d8. Whoever rolls the highest wins. If there's a tie, then it's who rolled first.)
>>
Rolled 3 (1d8)

>>5977343
>>5977435

Krantagarh stands abruptly, heaving himself to his hooves, causing momentary alarm amongst the council. He exhales heavily, before reaching across the council table to delicately pluck at one of the seer's runes with his massive left paw.

"Gods. Will. Decide," he pronounces, as he looks at Rue'Vahn and then Mulrog, before casting onto the table-top.

He sits without even looking at the rune - his piece said.
>>
Rolled 6 (1d8)

Without a word he casts a bone. It spins on its end unnaturally, with no sign of stopping.

"If eight cups were on a plate which would you pick? Is the one you take greater than the rest, or simply the first your hand touched? An inconsequential decision. None here will truly bow their head until one can prove themselves above. I wonder to be made leader now a curse, bound to jealousy and expectation without the proven merit to bear such weight."

The spinning bone abruptly stops dead, and topples over to one side. Sarrick looks down at the rune showing, then glances around the gathering with a slight smile.

"Loyalty comes through choice, not chance. Let the one who wins this game have our host's knights. But would any of us truly bow to such a petty victory? The answer to this question lies on the far side of the cities of the south, not here in these ruins."

>No one's really going to listen to a unproven leader, either in or out of character, so this is basically just who gets some extra knights (which would be great, a 50% increase in starting forces, so I hope I rolled well). Chaos after all, everyone thinks they're the chosen one...

>Holy shit was captcha an asshole there.
>>
>>5977477

OOC - I definitely agree that our lil alliance is going to fracture and probably there will be infighting…

Krantargarh likes his Ungor flank to be medium-rare and pre-seasoned with a dry rub, he has a refined palate, you see…
>>
>>5977478
It's okay, I have the map of the Wheatlands. The only surrounding maps I lack are of the steppes and wastes (fuck that, I have literally no good maps to base mine on) and of Norsca, however, I could easily segment it into single clan maps)
>>
Rolled 5 (1d8)

>>5977435
>>5977474

When the Minotaur rose Mulrog had clasped his pommel slightly tighter and widened his stance as if expecting violence only to slightly relax again when the creature agreed upon the proposed method.

"What some call fate some call the meddeling of the Great Crow. but for now let us make sure these gathered champions do not disperse for petty reason. Their blades shall be useful in the south and who is truly worthy can be a constant struggle as the gods intend.." the steel clad champion replies and casts a bone onto the table.
>>
>>5977478
the biggest threat to chaos.... is chaos.

so i completely agree with you. lets hope we find enough prey down there before infighting breaks out.
>>
Rolled 1 (1d8)

"Wisdom lies in divination, but we are all blessed by the Winds.... No Hung or Beast would I call leader, lest the Beast was born of Great Kurgan blood. The Gods will choose who heads our host in reaving, but only blood decides the fate of warriors."

He grabs talismans, then casts his lot.
>>
Rolled 7 (1d8)

>>5977435

Hangar nods sternly, eyeing the other candidates one after another as fingers stroke a Moustache slick with grease and sacrificial gore.

"Yes. When there is no record to prove and no contest of arms allowed, the gods shall choose who they will as Champion. Let the path forward be decided by Tchar's whims and the inevitability of Nieglin's call."

He takes up his bones, and casts.
>>
>>5977571

Looks like you’re getting an early extra unit of Knights, friendo
>>
>>5977589
There's still two more warlords to toss the bone tokens.
>>
>>5977601

Point taken :)
>>
Rolled 4 (1d8)

>>5977435
Torchak blows on the bones for luck and us certain the great Raven shall bless him.
>>
>>5976528
>a damn impressive display to show off when returning to his tribe and find a mate
Yeah, but why dominate a chimera to help find a wife when it can BE the wife?

>>5977478
>our lil alliance is going to fracture and probably there will be infighting…
Speak for yourselves! I intend to have Rue'Vahn be genuinely loyal to whoever is in charge.
>>
>>5977724

>Yeah, but why dominate a chimera to help find a wife when it can BE the wife?

because Mulrog is not a depraved whorshipper of the dark Prince in its silver palace

probably closer to a whorshipper of the blood god if anything.
>>
I will just note (because I'll probably be asleep then) - after the last roll is done, the host leader should attempt to plan out who will go where and in what order. For now, I only have two maps prepared, the one for the Wheatlands (north-eastern Darklands) and the one for Kislev and the surrounding lands.
The Wheatlands are more suited to cavalry, while the approach to Kislev over the Goromadny is way more suited to infantry.
And there is also the point to note that the order of advance would be of import. The first to arrive would be the first to bloody themselves and the first to plunder. (In case of disagreement, a roll-off will be done)
>>
hmmm.. the Hung and Beastmen can probably take the path through the mountains while the Kurgans would probably be best served advancing through the Wheatlands

though my slaves wont be the best there. at least my Cavalery will work better since they are the real hammerblow.
>>
I don't care whether I am sent to the mountains or the Wheatlands, and I'm fine with going first or last, but I will ask that I'm not alone. Whatever I'm assigned I don't think I'll do well by myself, whereas if I'm accompanying another warband I can do more damage.
>>
>>5977737

Supporting, my guy's warband would want to stick in forest/mountainous terrain if possible.

>>5977735

Lanu, you should feel free to step in and roll for the last player in order to keep things moving. It would probably make sense for you to commandeer an "abandoned" warband as an "NPC" force until the original player returns or a new player claims the NPC force.
>>
>>5977777
I would, but I put the time limit of 24h and I'm just about to head to bed. So I'll leave it to you lot to get some sort of preliminary agreement until next morning, which is when the deployments will begin.
So far, Mulrog and Rue'Vahn would prefer Wheatlands (Warbeasts are cav), while Krantagarh would be better served with Kislev over the mountains.
>>
>>5977777
If they don't roll, either they choose not to cast their lot, or they refuse the method but are then voted down by the other seven of us. No need to roll for them here if they don't roll themself.

>>5977737
"Your Cavalry, my riders and of those of Torchak and Ivan will be a formidable force. Of the four of us, Zar Torchak's light horse would be most suitable as outriders; the rest of us will form the mailed fist that breaks the mewling southern whelps."

"If I am chosen, and Nieglin's say upon my dice proves the decider here; then I would march us Kurgan through the Wheatlands. The Beasts will take their mountain path; it is for the Hung to decide if they feel more kinship with the race of men or the cloven kin."
>>
Heavy infantry here, so up the mountains for me.
>>
"My horsemen will harvest heads in the Wheatlands, just as surely as the cowards stave off hunger there toiling as slaves."

He agrees to the tentative plan, & intends to spy upon the sorceress in his dreams later that night, as well as scout the passes leading into Kislev's hinterlands.
>>
Hey been busy all day, will catch up and respond
>>
Rolled 1 (1d8)

>>5977343
Of few words and great hunger, Magor nods and agrees with Mulrog.

"Plunder and sla'a'aves. . .this very good. . .always need more. . .always hungry. . ."
>>
>>5978081
So, where shall Magors host prefer? Whatlands or Goromadny?
>>
>>5977571
An armored gauntleted reaches inside and pulls the tent flats open, revealing a massive chaos warrior clad in crimson armor. His hollow and narrow eyeslits sit below a brass plate fashioned with an inlaid golden symbol of Khorne. He stares at the company, enters and boldly walks to the center, where he glares at the runes. A moment later, he raises his head towards Hangar, and then speaks in a raspy voice. “Tchar has favoured you, at least today. I and my brothers in arms shall follow your banners.”
Before anyone can converse, the messanger of Tchar speaks up, yet again in her previous fashion. “Azamat. Give him the token.”
The chaos knight reaches for a satchel at his hip, then tosses it at Hangar, who promptly catches it.
“What’s inside?” Hangar asks.
“Grab the ruby, the clay shall mould itself around.” The crowhead speaks.
Reaching inside, Hangar first feels something wet and earthy, clay perhaps, his fingers digging through the soft material, until they reach a hard crystal edge. Grasping it with the tips of his nails and pulling it outside, the clay follows, bound by magics. A moment later, the clay forms itself into a miniature shape of a starved, naked, mutilated woman, her head completely wrapped in cloth, her arms and legs hanging outside of a small cage hanging by a single chain above.
“So you know who you’re looking for.” The crowhead speaks.
>>
File: WWIP1.png (676 KB, 5174x4414)
676 KB
676 KB PNG
Here is the rough map of the Wheatlands (all the maps are prone to changes as I find more official and fan maps to base them around).
>>
File: Wheatlands deployment.png (357 KB, 4263x1565)
357 KB
357 KB PNG
>>5977972
>>5977802
>>5977759
>>5977737
>>5977629

Now, I made a mistake, so I will attempt to slightly speed the process up.
The forces deploying to the Wheatlands, that being Hangar, Mulrog, Torchak and Ivan (and possibly Rue'Vahn, as his chaos warbeasts are cavalry) are to note their deployment down (with letters, CK is chaos knights, KC is kurgan cataphracts, HA is horsearchers, S is slaves, WB is warbeasts) on this map and to take their first turn (arrows pointing to where you are moving to). First come, first serve, as they say. I will, when I reply with maps, use actual symbols.
>>
>>5978192
Are those sprited from battle for wesnoth?

I will have to take a backseat for this morning. Gotta work
>>
>>5978197
>Are those sprited from battle for wesnoth?
Not all, but a solid chunk (about 60%, but I expect the % will drop as more shit gets added).
>I will have to take a backseat for this morning. Gotta work
Understandable, just keep in mind, about 24-30 hours per turn, otherwise, I improvise.
>>
File: FSdeployment.png (204 KB, 2606x1800)
204 KB
204 KB PNG
Vakshena was enjoying her stride. It had been long decades since last the embarked upon raids to the south and her arm had only gotten stronger since. The journey was, while boring, pleasant, as no foes had yet dared oppose the great norther prong of the host. The dead steppe with its yellow hued grass provided a pleasant backdrop, while the Frozen sea proved a livelely companion for the long march, with cold whipping winds swooping down from the roaring waves which eternally cracked, broke and then smashed apart the almost formed ice cower. Vakshena enjoyed it. Each time the wind would swoop down, whistling more like a harpy than like anything the beastfolk or the wastelanders were used to, causing the column to huddle together tighter, seek just that bit of comfort and warmth. That she loved. She and her chaos plate clad, both those chosen by gods and awarded for their great deeds and those that bought their plates with plunder from their many campaigns to the bearded armorsmiths, neither of them shivered. Neither of them tired. They marched on, enjoying the call of the sea, the whipping of the wind, the roar of mighty sea beasts that hailed them on their journey. Her meditation was broken by a white stallion.
“Lords Krantagarh, Sarrick and Magor!” A horrific creature screeched at the three as it rode closer upon a great white stallion. “I am sent to aid you!”
The three warchiefs looked at the pityful sight. A man, perhaps, this had once been. It stood no taller than a southlanders hip, being barely more than skin and bones, naked except for a thick chain wrapped around its neck and two monkey like arms, the face a deformed, underfed grimace of pain, holding a staff twice its height, while not reaching the length of a man laid out on the floor, all riding atop a stallion most would kill for, which only accented the poor state of the thing on its back. “Halt your hosts!” It cried, most amusingly to the great minotaur.
The three chiefs, amused, did as instructed, the stallion knelt, letting the cursed creature step off its back, and then with effort beyond most men, walked to the cold coast, shivering too much for health. The monkey-like creature raised the staff, chanted for a minute, then thrust it down into the icy sea. A moment later, the great crashing of ice thundered through the air and the sheets and chunks of ice pressed up against the coast, forming a solid surface thick enough even for minotaurs to run upon, while the little creature collapsed of exhaustion.
“Make sure he lives.” Vakshena said as she grabbed a hung barbarian. “Or else you won’t.”

The forces deploying to the Wheatlands, that being:
>>5977777 Krantagarh
>>5977990 Magor
>>5977835 Sarrick
Are to mark their deployments with letters (M - minotaur, C - centigor, G - gor, U - ungor, CW -chaos warriors, HS - hung savages) east of the yellow line and draw arrows noting their movements. Same as with other, first come first serve. Ice (white) functions the same as steppe.
>>
>>5978192
I’d prefer to have Rue’Vahn start in the wheatlands, but if Hangar decides that the beastmen will need some help against Kislev then I’ll trust his judgment.

If our leader doesn’t respond within… idk, 12ish hours then I’ll choose for myself and raid the left side of the wheatlands, and then head southwards along the worlds edge mountains
>>
>>5978192
Multiple houses are small citirs? Big cities?

Single houses small citys? Or hamlets?
>>
>>5978229
A mixture based upon "I feel like it" "it makes sense" "it's vaguely balanced that way" "there's a symbol on a official map" "it should be there" "a fan map placed this cool thing here"...
But generally single huts/houses are villages, outposts, hamlets, farmsteads, trading posts...
Double huts/houses are large villages, towns, maybe some old/small forts...
Triple are large towns, cities, fortresses...
Quadruple are citadels and fun things and such.
And for dwarves, for an example, they usually have a level or two more, to represent the defensiveness and wealth, so for dwarves, a small family fishing post is level 2 instead of level 1 (or not even being shown on the map for a example).
>>
File: Strike.png (92 KB, 1349x716)
92 KB
92 KB PNG
>>5978220
Come to the Wheatlands and fight alongside the Kurgan. Bring your own blades, the gods will provide the rest.

>>5978192
Let us break their northern city! Nothing will be left behind us to harry as we ride on.
>>
>>5978233
I agree with this sentiment. I can provide slaves to storm the walls. As long as i get compensated for their lossds
>>
File: WL1.png (128 KB, 2512x1556)
128 KB
128 KB PNG
>>5978233
A blowing of the horn was a signal to attack, but also one to rouse the defenders from their sleep. While the Kurgans rushed forwards, lances lowered, the brave Kislevites awoke, donned their armor and mounted their steeds for a quick and decisive clash in the half light of the sunset, the falling rays concealing the forces they were riding towards
A ferocious clash of cavalrymen ensued, with the arrows of the unarmored Kurgan horsemen releasing volleys of arrows ahead of the horde, the cavalrymen being thrown off their dead horses, sent tumbling down to break their spines. Then a vicious flank charge came from the cataphracts, the long lances impaling men and steed alike. Yet it was the grim determination of the Kislevites that led them forwards into the jaws of death and into a clash with the chaos knights themselves, for the doomed regiment wished no lesser death than the greatest one possible.
The red and white horses clashed against the armored chaos warhorses, the straight Kislevite lances clashing against the jagged and hooked ones.
The Kislevites died to a man, but they threw out a quarter of your chaos knights out of the line. One of your chaos knights is down to 2/4 HP. The Kislevite lancers are dead.
The unhurt Chaos knights entered Severnostepsk fortess and quickly sized the armory, the staff, rations, the gold, the insignia and everything of value. You have acquired 30 loot.
>>
File: RULES1.png (30 KB, 623x835)
30 KB
30 KB PNG
Fuck me, I just realized I never posted the rules.
>>
File: Mulrog_firstturn.png (558 KB, 4263x1565)
558 KB
558 KB PNG
>>5978192
A thunderous charge at dawn. Chaos Knights and Horse Archers to take out the defenders and the slaves to plunder the village.

the other slave units follow behind

hope the arrows make this clear.
>>
File: WL1.png (163 KB, 2791x1601)
163 KB
163 KB PNG
>>5978286
The Kislevite villagers are, to your misfortune, out logging and your slaves, meant to strike out of the forest end up running into the Kislevite axemen. Those who are not shot, chopped down or impaled flee into the forests. However, the chaos knights charge forwards with horse archers on their flanks, killing the men on their return trip and taking the rest as prisoners that you can eventually break down into more slaves. The village is looted, the women and children dragged off, the animals slaughtered for food. And the village up north sees the plume of smoke.

>Chaos Knights and Horse Archers to take out the defenders and the slaves to plunder the village.
The peasants had higher initiative and were able to get in a strike first, and were able to inflict enough damage to kill off a unit of slaves.
>>
>>5978294
dang it.

well at least they were only slaves i lost. a unit of slaves and the knights should be capable of taking out that village to my north while the rest of my host starts travelling south.
>>
>>5978295
2 units of slaves have a 50% chance to take a village. A slave + anything better than it has 100% chance of taking a village.
Oh and btw, the village you sacked was Koporye and got you 10 loot. Right now you are 4 loot in the positive.
>>
>>5978297
Yeah sounds good so far which is why i planned to do exactly that. But now that i know the math i know that there wont be a problem next time
>>
File: K_firstturn.jpg (1.18 MB, 2606x1800)
1.18 MB
1.18 MB JPG
>>5978192

Once the first village of the Wheatlands was sighted, Krantagarh bellows in excitement! He raises his axe high in the axe and thunders:

"GORS, ATTACK FRONT!"

He and his heavy team of minotaurs slowly build momentum, until they lope along in a heavy jog. His Gors are faster, their hooves propelling them across the hardscrabble. Once they are over halfway, the second order comes:

"CENTIGORS, CHARGE!"

The restless aberrations bray and emit horrid shrieks as they heft their weapons and leap into shuffling gallops! The two advances are timed for a simultaneous strike against the first village - first blood will go to the Beastmen today! Krantagarh himself keeps to the south, out of the fray, to better watch the battle and provide support.

>LanuQM, let me know if I calculate the movement rates wrong, but I'm pretty sure my troops only need to be NEXT to the town to attack? If I'm wrong, just have the Centigors hit the village solo.
>>
File: FSdeployment.png (171 KB, 2606x1800)
171 KB
171 KB PNG
>>5978305
While the charge was planned to be simultaneous, it was the Gors that impacted the Baersoning villagers first. Axes, spears, shields, swords, all clashed against unprotected bodies, limbs went flying, blood was spilled and brains were scattered on the snow covered dirt of the fishing village.
You have plundered what is for you a nameless hunting camp as you did not understand, nor try to interrogate Baersonlings. You have gained 10 loot. Your unit of Gors is at 1/2HP.

>LanuQM, let me know if I calculate the movement rates wrong, but I'm pretty sure my troops only need to be NEXT to the town to attack? If I'm wrong, just have the Centigors hit the village solo.
Moving a unit next to a enemy will cause them to engage in combat.
However, moving a unit onto the enemy village will cause you to loot the village. So if you intend to plunder it, move your units on the villages.
>>
>>5978095
Likely Wheatlands, as that's where Mulrog is going.
>>
>>5978214
I made a mistake with this, it should be saying
>The forces deploying to the Goromdany mountains...

>>5978388
I'm waiting for the deployment and movement map:
The Goromadny mountains.
>>5978214
The wheatlands
>>5978192
>>
>>5978360

Cool, do units heal naturally over time or do I spend loot to heal?

How much loot is required to upgrade my Minotaur unit to speed 3? Don’t want Krantagarh to be the slowpoke of the band
>>
>>5978400
look at >>5978255
the rules. not sure exactlay how it works. so clarification might be useful
>>
>>5978400
>>5978405
The units heal for free between raids.
As for upgrades, they are achieved following great deeds/battles or as rewards for quests/sidequests.
The minotaurs will remain somewhat slow for the forseeable time.
>>
File: Untitled.png (133 KB, 1466x929)
133 KB
133 KB PNG
>>5978214
Guess I'll start the slow plod forwards. Hopefully by next week the chaos warriors can be within a few post codes of someone to fight...
>>
File: FS1.png (46 KB, 1115x813)
46 KB
46 KB PNG
>>5978469
Noted.
>Hopefully by next week the chaos warriors can be within a few post codes of someone to fight...
Don't worry about that, while you did get a first strike in, the NPC's will counterattack. Now, the level to which they'll be effective about it is a different story.
>>
>>5978469

Sarrick, I’ll let you take the next double-house town and then use my Centigors to swing up north to get that most northernmost one-house village, since they have pretty good movement speed. I’ll have the Gors and Minos hang back and then we can swing southeast together.
>>
>>5978483

Derp, southwest is what I meant
>>
File: Rue'Vahn turn 1.png (264 KB, 1848x1565)
264 KB
264 KB PNG
I'll have Sunset and the slaves start with these western villages before heading south. That tiny little town at the top isn't worth bothering with.

If we are allowed to have more complicated tactics with our troops, then I'd like to have the manticore take most of the damage for the slaves until it gets to half health or less. After that they will sacrifice themselves to make sure that the warbeast lives to retreat and recover.

Lastly, a question for the QM. Are we able to recruit new units "on the fly" or do we need to return north in order to spend our loot?
>>
File: WL1.png (105 KB, 2449x1058)
105 KB
105 KB PNG
>>5978508
>If we are allowed to have more complicated tactics with our troops, then I'd like to have the manticore take most of the damage for the slaves until it gets to half health or less. After that they will sacrifice themselves to make sure that the warbeast lives to retreat and recover.
Sorry, but the enemy randomly decides whom to strike.
>Lastly, a question for the QM. Are we able to recruit new units "on the fly" or do we need to return north in order to spend our loot?
In certain situations, yes, but usually no. I'll inform you when such circumstances become available.
The closest of such situations will probably be in the north, where the Baersonings, if they fall, may be subjugated by the players, from where, they will provide tribute in form of loot, a place for your troops to winter (so they may start closer to the enemy) and the potential for Norscan characters and units to be recruited.
>>
>>5978395
Working, will post asap once home.
>>
A few more questions for the QM.

So the sand colored tiles are plains, and I assume the light brown ones are hills. Does that mean the dark brown ones are mountains, and if so are they impassable?

Next, I assume two allied units cannot occupy the same space, and we'll need to surround a target if we want all of our troops to attack at the same time, but can our units move through each other? Or will they have to find a way around?

Lastly, my other question is about the "ALL of its movement for that turn" part.
Lets say a unit has 3 movement, and it has already moved across 1 plains tile and thus has two movement left. If it is now adjacent to a hill or river, is it able to move onto that tile? Basically, does moving onto rough terrain cost the units maximum movement, or does it merely deplete all the remaining movement you have left?
>>
>>5978564

I’m also curious about these things.

Lanu - this is the exact type of map autism I was hoping for when I joined the quest, thank you for running! Your efforts are appreciated!
>>
File: FS1.png (49 KB, 1122x873)
49 KB
49 KB PNG
>>5978564
>Does that mean the dark brown ones are mountains, and if so are they impassable?
Yes, mountains are, for now, completely impassible, tho some events may reveal new areas within them. And of course, at some point, you will be able to modify the terrain with slavery, but that's a ways off.
>but can our units move through each other?
Nope, some special units will be able to do so in the future, but right now, you have nothing.
>Lets say a unit has 3 movement, and it has already moved across 1 plains tile and thus has two movement left. If it is now adjacent to a hill or river, is it able to move onto that tile? Basically, does moving onto rough terrain cost the units maximum movement, or does it merely deplete all the remaining movement you have left?
It depletes all the remaining movement you have left. You could move onto a hill on the last point of movement.
>>5978566
Thanks man.
>>5978469
Alright, I have concluded chaos warriors having 1 movement is gay and retarded so I have increased their movement to 2 and moved them further left. It both makes them useless and too expensive for what they are with 1 movement, while 2 makes more sense.
>>
>>5978286
I can't readily make edits as a phoneposter, but I'll send my forces to deploy from just behind where Mulrog started out & head South-West to attack the double-hut icon town with everything my forces can bring to bear.
>>
File: This place.png (207 KB, 553x536)
207 KB
207 KB PNG
Ah, I almost forgot. Rue'Vahn will send out messenger birds to the other warlords in the wheatlands with a proposal.

"Dearest allies, after considering how we lack the foresight of Tchar, I realize it might be to our shared advantage if someone sends a single regiment further ahead in order to scout.
I understand that this would reduce the manpower available for raiding, so I am willing to gift some loot and spoils to the volunteer in exchange for assisting in this communal effort. Horse archers would work best since they are both the fastest and also not terribly important or expensive, but I'll leave the decision in your capable hands.
If any of you are interested in sending forth a unit of scouts, or if anyone else wishes to help pitch in for the donation fund, then respond when convenient."


>>5978575
It doesn't affect me, but if Chaos warriors are now 4/2/2 doesn't that make them just as good as minotaurs but waaaay cheaper? Should Krantag get some of his loot refunded or maybe have his mino's get like a dmg buff or something? Cuz otherwise he got fucked lmao


>>5978618
Wait south west... do you mean pic related? Shit, that's where I was planning on going next. Uhh, I guess I'll need to start rethinking my route
>>
>>5978650

>It doesn't affect me, but if Chaos warriors are now 4/2/2 doesn't that make them just as good as minotaurs but waaaay cheaper? Should Krantag get some of his loot refunded or maybe have his mino's get like a dmg buff or something? Cuz otherwise he got fucked lmao

Eh, I think it's like 24 loot for Chaos Warriors and 30 loot for Minotaurs, so not a tremendous disparity. I wouldn't argue with LanuQM if he wants to modify the Minotaur stat line or provide some other minor buff to compensate.
>>
>>5978695
Minotaurs do have the added benefit of not taking penalties from forests. Though whether that offsets the cost of an extra unit of slaves/ungors I don't know.
>>
>>5978650
Yeah, that's the one I was after. What area are you looking to scout?
>>
File: Places of interest.png (296 KB, 458x782)
296 KB
296 KB PNG
>>5978776
I imagine that the destination of the scouting unit would be a communal decision, but pic related are the three ares that we'll probably want to know more about. Having a better idea of what their garrisons and defenses look like would be quite useful. My other worry is that the Southlanders might try to organize a legitimate response, and if so, then we don't want to get surprised by an enemy army appearing unexpectedly.
That said, with the change in plans, I now intend to head towards the yellow circle unless anyone has an objection.


Also, question for the QM.
If a scouting unit gets sent out, will they end up alerting the people ahead of time, or are they able to do their job stealthily and without raising the alarm?
>>
>>5978695
Yeah. I'm thinking about it and I'm eyeing increasing the damage of minotaurs to 3. Or giving them 1 extra damage in the forest, to truly make them the ultimate forest ambush predators. I'll make my conclusion in like 8 or so hours when I get done.
>>5978872
I believe that the columns of smoke from the village and the castle you burnt will be doing the alerting alright. As for your unit of scouts, they will put themselves at risk, but kislevites will definitively be preparing to do their own counter strike at you.
Now, a additional thing to consider, are you here just to loot, or should you consider going through the mountain pass and into Kislev proper to try and capture the fort Ostrosk?
>>
File: Is it this one.png (111 KB, 392x272)
111 KB
111 KB PNG
>>5978892
Right, I'd been meaning to ask about that.
So two things: first, is the mountain path guarded or defended? It's only one tile wide, so fighting in there is going to be really rough. Second, is pic related fort Ostrosk? If not, did our beaked benefactor tell us where it is? Furthermore, Hangar is the one who was given the clay doll, but does that mean that he's the only one who can identify the sister?
>>
File: rando.png (54 KB, 1067x845)
54 KB
54 KB PNG
>>5978945
>the mountain path guarded or defended?
Only one way to find out.
>Second, is pic related fort Ostrosk?
>he doesn't know kislev geography by heart
ngmi
>Furthermore, Hangar is the one who was given the clay doll, but does that mean that he's the only one who can identify the sister?
You saw what she looks like, so you can identify her.
>>
File: file.png (142 KB, 2584x1328)
142 KB
142 KB PNG
>>5978618
Is this good for the movement?
>>5978695
And regarding the minotaurs, I have made my choice. They get +1 HP, making them the tankiest unit in the beastmen roster and on par with chaos knights.
>>
>>5979001

Based, thank you QM. We thicc now
>>
File: file.png (201 KB, 4010x1590)
201 KB
201 KB PNG
Now, as it has been ~30 hours and (unfortunately) Torchak and Magor haven't acted, their first turns are bypassed. If they wish to join in the raid, they are free to and I'm sure we can come to a agreement. In the meanwhile:
The Kislevites still show no sign of movement. The few peasant villages and their militias are hunkering down, preparing to fight to their deaths.
>>
File: file.png (76 KB, 1385x996)
76 KB
76 KB PNG
Meanwhile, in the north, a sizable force is marching towards you, a host of bloodthirsty berserkers, flanked on both sides by desperate men ready to fight in the defense of their homeland against whichever host comes from the wastes.
>>
>>5979004
Just a Quick clarification QM.

If i move the Horsearchers onto the village to Plunder IT and some slaves next to the village. Would the archers stop before the village and not end their move on IT this turn? Or would both fight and continue movement afterwards.

Dependance on the answer i will have to consider sending anyone up there or just swinging south anf link up to plunder the cities around the lake
>>
>>5979012
If you send the horse archers onto the village and slaves next to it:
>All of them would engage in combat with whoever is in the village.
>Then, if they kill whoever is in the village, they continue their movements.
The way it goes is - everyone moves until they stumble upon the enemy or until they use up their movement or hit something impassable.
Then if they stumbled upon a enemy, they fight, then use up their remaining movement.
So, you could send your horsearchers and a unit of slaves and have a 100% chance of capturing a village, but a 50% chance of losing a unit of slaves.
>>
>>5979007

Lanu, I’m phobeposting today so I won’t be able to edit the map directly, sorry.

Could I have my Centigors swing south and attack the southern-most enemy infantry from the southeast hex? Once battle is resolved and if they survive and movement is still possible, could they retreat another hex to the southeast?

My Minotaur unit will move due southwest so that they flank the Centigors new position.

My Gors unit will retreat one hex northeast, since I’m guessing that they still have only 1hp.

Let me know if you have any questions or if I should clarify further?
>>
>>5979001
Absolutely, looking to push on & raize that town next turn since I ran out of movement.
>>
File: mulgor_Second turn.png (210 KB, 4010x1590)
210 KB
210 KB PNG
>>5979004
me second turn. gonna take the gamble on loosing the slaves for more loot. my archers can catch up easily enough.
>>
File: file.png (56 KB, 983x759)
56 KB
56 KB PNG
>>5979025
>Could I have my Centigors swing south and attack the southern-most enemy infantry from the southeast hex? Once battle is resolved and if they survive and movement is still possible, could they retreat another hex to the southeast?
Here are your options with your centigors. I think you might be forgetting the "hills drain all your remaining movement" part. And if you're asking for my advice, red and orange have 50% chance of you killing the berserker and having a -1 on your centigors and a 50% chance of your centigors killing a thrall and dying. The red guarantees you kill a thrall and from there, you should be able to ride past the battleline if you want to.
>>
>>5979078

Great, thank you for clarifying - I did forget about the hills movement.

I’ll have the Centigors take the red path, attack thralls and ride past battle line. I’ll have the Minotaurs take the previous Centigor hex to shield the wounded Gors
>>
File: file.png (45 KB, 749x820)
45 KB
45 KB PNG
>>5979037
Ivan the Unbearable's host struck southwest, his chaos knights and kurgan lancers shaking the very ground under their hooves with the horse archers covering their southern flank.
The first contact was achieved between the horse archers and the kislevite kossars advancing up north. The horse archers first weakened the formation of footmen, then broke them apart in a charge. Noone survived.
The next clash was between the chaos knights and the strelsy guarding the fortified town. The chaos knights were beaten off with significant casualties to the garrison that killed just under half of the knights number, leaving many dead on both sides but leaving the shaken garrison just ripe for the kurgan lancers to butcher.
Chaos knights have taken 2 damage.
You have 20 loot.
Your horse archeres killed a kossar militia.
Your cataphracts have captured Preslav and looted it.
>>
File: file.png (170 KB, 3014x1467)
170 KB
170 KB PNG
>>5979055
The horse archers struck against the defenders of Svarog's dig with volleys of arrows that would have wiped them out had they not hid behind their houses, palisades and towers. Said arrowplay left half of both the attackers and defenders dead and this looked like a foregone conclusion, a successful defense of the mining camp until the slave horde arrived, driven forwards by cruel slavemasters. By the end of the day, the village had been plundered.
You gained 10 loot.
Your horse archers are down to 1/2 HP.
>>
File: file.png (62 KB, 889x699)
62 KB
62 KB PNG
>>5979084
The centigor charge on the thralls is a quick and brutal affair, with the dead being partially eaten, partially strapped to where the saddle would sit on a normal horse, as a half frozen ration to be cooked later. Meanwhile, the great minotaur host moved into the human settlement, hiding between buildings, ready to nastily surprise any who dare approach.
Your centigors killed a unit of norse militia.
>Your minotaurs are even more scary now as they have 5+1 HP
>>
>>5979090

Based, my testosterone is spiking! Krantagarh can’t wait to split human skills with his axe!
>>
File: Rue'Vahn turn 2.png (91 KB, 360x385)
91 KB
91 KB PNG
Alright, here's my second turn.
Sunset will move first and head to the middle, then the slaves will flank by moving into the forest. The order to attack is signaled by a mighty roar.

Also, question about >>5978411
When you say between raids, do you mean between raiding villages, or does "raid" mean this entire segment of the quest/until we free the sister?
>>
File: 1713280597270754.png (68 KB, 889x699)
68 KB
68 KB PNG
Chaos Warriors will continue the march at their new and improved speed. Thanks you for that change.

The hung savages will be sent down to kill off those berserkers. Madmen of the east versus madmen of the west.

Lanu, you're putting a load of effort into running a game via a mongolian basket weaving forum, so literally anything you do is more than I can expect, so you have my gratitude. However, as a weathered grog I can't help myself diving into mechanics, and if you wanted to refine this system going forwards (while still keeping it simple), I'd recommend upping the HPs a bit and introducing a small amount of variance in initiative/damage. Maybe just D3s or something. Otherwise, you can math out a turn very easily and it takes a little of the romance out of it.

Obviously if you're happy as is carry on and I'll happily take part. To prevent derailing and/or me being a bitch I'll drop the subject here.
>>
File: file.png (164 KB, 3385x1301)
164 KB
164 KB PNG
>>5979145
(I will presume you want the village looted and will ask that in future, you mark the unit that you want to loot the village.)
The slavemasters move their human herds into the villages in the cover of the darkness and will, when a mighty roar sounds, unleash their herds upon the village. The kossar defenders will be butchered to the last and Rue'Vahn will safely enter the village with his retainers and collect the plunder.
>You got lucky and both your slaves attacked before the Kossars
You gained 10 loot.
>When you say between raids, do you mean between raiding villages, or does "raid" mean this entire segment of the quest/until we free the sister?
The raid lasts until the last warhost announces its attention to retire for the season and manages to evacuate to relative safety. This means both a open way to retreat and that everyone choses to do so.
>>
File: file.png (49 KB, 734x631)
49 KB
49 KB PNG
>>5979152
>Chaos Warriors will continue the march at their new and improved speed. Thanks you for that change.
No problem my man. I wrote the stats while drunk. They're fully subject to change. As are the rules.
While the chaos plate clad warriors march along the coastline, the hung savages rush southwards to strike at their southernly foes. The first mob of Hung barbarians descend down, spear facing axe, Hung facing Baersonling. Yet, while the Norscans are worthy foes, Tchar favours his true sons as spearmen impale their foes.
Soon after, the other gang of savages rushes southwards, catching them unprepared and killing who they could catch and sending the rest running for the mountains.
>I'd recommend upping the HPs a bit and introducing a small amount of variance in initiative/damage.
There's already quite a bit of it, as more often than I'd like, I find same initiative values, in which case I flip a coin. For a example, Mulrog lost a slave unit while conducting basically the same attack as Rue'Vahn, who got away with it completely safe. And while I too am a fan of variance, it would basically double the turn time, which, while quick now, I very easily see expanding a lot (I expect the average player will have gained 1 to 2 units after this turn at the absolute minimum, in some cases more) and I think that Norscans becoming playable will also have the same effect as I think 2 to 3 players will join the moment the Baersonings pledge allegiance.
>Obviously if you're happy as is carry on and I'll happily take part. To prevent derailing and/or me being a bitch I'll drop the subject here.
I will definitively revise and touch up the system in-between the raids, but you're being very civil about it and I have no illusions about this being a perfect system, just a simple one.
>>
>>5979180
better some dead slaves than having my knights or Archers damaged.

i will have to keep them back a bit and will probably retreat soonish to see what i can get next time. because Slaves aint really cutting it.
>>
File: Move.jpg (316 KB, 1052x1068)
316 KB
316 KB JPG
>>5978242
>>5979004

With the bounteous plunder of Severnostepsk secured and the fortress' husk now but an empty carapace offered to the fly-lord, Hangar commands his riders south and west; the horse archers roaming ahead then doubling back to report to the main strength anything they might have seen on their wide ranging.

>>5977629
If you still intend on riding south, Torchak; you should keep to the east and ride aside the river. There may be little plunder that otherwise remains.
>>
File: file.png (173 KB, 3068x1515)
173 KB
173 KB PNG
>>5979190
Your incursion reveals nothing about the whereabouts of your foes.

Leaving the burnt remains of the stone fort, Hangar reaches for his clay sack, grabbing the ruby and letting the clay form into a familiar shape. Suddenly, the shape jerks in pain, trying to withdraw the limbs within the cage that is entirely too small for that. While you can't hear the pained screams, you can imagine them by the jerks and the twisting of the body.
A though jumps into Hangars mind. How will they get into Kislev? The clay cage starts swinging. Through the Belyevobota pass? A pair of burly Kislevites open the cage and pull the woman out. Then how will they leave it? They chain her hands in front of her. He can't expect the pass to remain open after he and his pillaging host get done with pillaging both the Wheatlands and Kislev. They clay figure is stumbling forwards. Should he leave someone to hold the pass against the counterattacks? Her hands are raised above her. She is hanging by the chain wrapped around her wrists. Or should he hope that Krantagarh and Sarrick can subdue or carve a path throught he Bearsoning lands themselves? She is contorting under the whip strikes. Hangar puts the clay and the ruby back into the sack.

>There may be little plunder that otherwise remains.
He boastfully says, having led a raid that burned 1 fort and 4 villages out of 44 settlements.
>>
File: file.png (237 KB, 3741x1933)
237 KB
237 KB PNG
>>5979190
>>5979186
>>5979145
>>5979037

Turn 3 begins:
In the Wheatlands, the Kislevite forces are finally seen again. A lone unit of Kossars standing on the hills which Hangars Kurgan horsearchers had just scouted appear, overlooking your men and their march.
>>
File: file.png (65 KB, 917x930)
65 KB
65 KB PNG
>>5979152
>>5979095
In the Baersoning lands, things are developing more rapidly and with more intensity.
A whaling ship landed behind your lines, the lightly armored men stepping forwards on the beach, seeking to strike from behind, yet knowing their lives are forefit.
And in the front, a unit of Huscarls can be seen crossing a river, ready to strike at you and defend their walled towns. This promises to be a bloody fight.
>>
File: mulgor_third_turn.png (70 KB, 1091x1737)
70 KB
70 KB PNG
>>5979203
slow and steady goes the fight. i am gonna need some more archers. and maybe a unit of Cataphracts for the next raid. plus the slaves i am surely gonna lose against those villages around the lake.
>>
My deepest apologies for the lack of daily posts. I should mention I work night shifts around monday and sunday, and am very exhausted those days.
>>
Also I'll be honest, the Ungor horde is simple. We seek prey, we shoot at it. Point us at the foe and let us loose!

We'll follow the nearest sounds of battle and join with our beastmen allies.
>>
File: file.png (92 KB, 867x693)
92 KB
92 KB PNG
>>5979245
I presume you'll move forwards and engage the whalers?
>>
File: maxresdefault (65).jpg (84 KB, 960x720)
84 KB
84 KB JPG
>>5979250
Yes!
Loose the arrows!
>>
File: file.png (102 KB, 938x797)
102 KB
102 KB PNG
>>5979252
The Ungor hordes overwhelm the isolated whaler gang, with arrows, javelins, spears, daggers, claws and fangs making short work of the red haired men, leaving little for even the crows to feast upon.

You added a lot of bulk to the northern push.
>>
>>5979205

Krantagarh slavers wildly at the sight of the incoming boat, and when the inferior man longs step ashore, he bellows with rage at their deceit! He abandons his position amongst the ruins of the hunting village and his honorguard causes the earth to shake as they charge north!

>Minotaurs move two hexes due north to attack the men!

>Gors move into hunting village ruins

>Centigors charge one unit south to attack the two-house town wildly!
>>
>>5979257

Oops I didn’t refresh.

I’ll have my Minotaurs march two hexes southwest instead
>>
>>5979253
With thousands of baying and roar's, the horde moves on! Though, one might notice they tend to gravitate around the larger minotaurs, enjoying the sight of them savaging the foe up ahead and loosing projectiles in support.

Well, that's what we'll do once it's our turn to do so if we're doing everyone acts then new turn style.
>>
>>5979257

oh and the centigors should retreat North east if they survive,
>>
>>5979198
Important question for the QM
How many turns is the raid expected to last? My follow up question is whether we are expected to free the sister this same raid, or if we are only trying to grab enough loot to buy bigger armies with which we can assault Fort Ostrosk for next time. Is she the goal for this entire quest or just the chapter 1 goal?

The reason I'm asking is because your answer will determine whether or not I travel through Belyevobota pass, which is like a 12 turn commitment before I exit the other side.
>>
File: file.png (103 KB, 945x733)
103 KB
103 KB PNG
>>5979257
>>5979258
The Centigor charge breaks itself against the shieldwall at the gate of the Norscan town. Vicious charges are repelled by stalwart defenders as spears thrust upwards into the guts. A third of the huscarls are dead, while half of the horsemen lie dead.
Your centigors are at 1/2HP

>>5979272
>How many turns is the raid expected to last?
However long the raid can and wants to last.
>whether we are expected to free the sister this same raid, or if we are only trying to grab enough loot to buy bigger armies with which we can assault Fort Ostrosk for next time.
Nah, your forces aren't strong enough. If anything, your priority goals should be harming the Wheatlands enough that they can't fully rebuild the next time and harming the Baersonings enough that they swear fealty to you.
>Is she the goal for this entire quest or just the chapter 1 goal?
She's the first goal (quest) presented to you.
>which is like a 12 turn commitment before I exit the other side.
You don't actually need to go all the way through, you just need to get past the garrison in the village.
>>
Sarrick, Magor - Looks like I got too cocky with my cavalry, I might need to take a backseat and let my Minotaurs do the heavy lifting for a while.
>>
>>5979281

Lanu, can I have my Centigors retreat or do I need one of the other players to bail me out?
>>
File: Move.jpg (211 KB, 916x784)
211 KB
211 KB JPG
>>5979203
"The Kislevites stand on hills that lie on a path between us and nothing of any value or promise. We will march past them; DARE those wretches to venture down from the feeble safety of their barren rise. It is their choice now if they wish to keep their worthless hills and lives, or to follow our hooves with by stepping upon the open plain to be rendered into sacrifices unto the four."

His hand stings, he can still feel the press of the Ruby; a throb that seems to grow as he allows his attention to linger upon matters of the present rather then the machinations of a future yet to fall.
>>
>>5977972
Lanu, I know these aren't mechanics you had baked in, but did my OBE/AP efforts reveal anything to me about the terrain, defenders, reinforcements, or the sorceress? Would you like me to roll for it?

To the other warchiefs, I'll join in attacking the central cluster of towns & villages next turn.

This turn, unless those white lines are enemy forces, I'll continue on to raze the village just South of my position. If my Chaos Knights need another turn to heal, I'll hold them in reserve during the attack.
>>
Another question for Lanu - can I spend some loot to heal my current troops and have them camp in a forest for a turn or something?

My centigors are at 1/2hp - could I spent 8 loot to restore them to full health?

Similarly, enemy wounded troops should be able to do the same
>>
File: Rue'Vahn turn 3.png (121 KB, 429x390)
121 KB
121 KB PNG
>>5979203
Here's my turn 3
I'll be heading towards the villages just south of the center
>>
>>5979292
Forward! Let mighty braying and a storm of projectiles herald the Ungor tide! Support the Minotaurs!
>>
>>5979484
Based af beast-bros, always having each others backs
>>
File: file.png (102 KB, 971x813)
102 KB
102 KB PNG
>>5979289
I'll read this as "move my minotaurs up" and if I'm wrong, let me know and I'll remedy it.
>>5979292
>Lanu, can I have my Centigors retreat or do I need one of the other players to bail me out?
You'd need someone to bail you out. Specifically, you'd need Sarrick to move in his savages as they have a higher initiative than the huscarls.
You could risk striking with your minotaurs but that would give you a 50/50 of losing 1 HP on either your minotaurs or on your centigors.
>>5979357
>can I spend some loot to heal my current troops and have them camp in a forest for a turn or something?
Nope. If you wanna heal, you gotta back out and amass troops back in friendly(er) lands.
>>5979484
Your ungor herds rush forwards where they can.
>>
File: file.png (50 KB, 844x1010)
50 KB
50 KB PNG
>>5979312
As his cavalry column marches into the lowland between the two raises, a strong impression of a ambush is forming within Hangars mind.
>>
File: file.png (40 KB, 920x870)
40 KB
40 KB PNG
>>5979319
>unless those white lines are enemy forces
They represent the extent of your own line of sight.
>If my Chaos Knights need another turn to heal
They ain't healing until the raid is over.
>Would you like me to roll for it?
You could, give me a d100.

The village of Mishkapol is undefended, the men having been butchered by your horse archers previously. Whoever hadn't left the village is enslaved, while all of value is dragged from the homes that are then set ablaze.
You gained 10 loot.
>>
File: file.png (191 KB, 2870x1604)
191 KB
191 KB PNG
>>5979212
>>5979388
The march of the chaos hosts continues.
>>
File: 1713334002946902.png (232 KB, 2870x1604)
232 KB
232 KB PNG
>>5979621
So its the next turn already?

Hope ist clear where everyone is supposed to go. I want the Horse Archers to link up again with the Knights and not Charge ahead recklessly
>>
>>5979692
We're waiting for Sarrick.
>>
>>5979601

Thanks for clarification! Hopefully Sarrick wants to bail me out. Seems like I can more or less safely smash the lesser-armored human troops with the Centigors and Gors.
>>
File: Concentrate.png (104 KB, 971x813)
104 KB
104 KB PNG
>>5979601
Send ungors to surround the enemy from the rear! Meanwhile, that unit in the middle? Focus our efforts onto them from all angles.
>>
>>5979733
Those are Sarricks men. You sure about that?
>>
>>5979733

Haha, a bit early for betrayals, friend. I respect the bloodlust though
>>
>>5979737

Lanu, I’d probably give him a deadline to respond or else you discard the nonsensical order and just have the ungors advance as a mass
>>
>>5979790
He already moved for the turn. We're waiting for Sarrick to act, as he's the only one who didn't do his turn 3.
>>
>>5979793

Oh I just meant the “attack your allies” part of Magor’s order, no worries.
>>
>>5979733

Hi! Friend of Magor here, he's away from home at the moment and he cannot post on mobile. He said that it was a mistake and that he'll fix it when he gets back, he meant to say that he is attacking the enemy not the allies. Other than that, keep up the great Quest QM!
>>
>>5979802
Alright, got it. Thanks for the reply and tell him to not worry about it as he has done his action for this turn.
>>
Rolled 20 (1d100)

>>5979617
Head for the closest village of the central cluster around the lake, the one South of the river.
Mulrog, we can meet in the middle to raid the larger towns there.
>>
>>5979838
good to know i wont be alone. one problem i see is that the enemy will be able to hold the river and we will lose initiative on everything.

so we will get hit hard trying to cross. not impossible. but it will be costly.

just realized the hills will slow us down massively.

so it might be more worth it to just leave them and go around the water somewhat.
>>
>>5979838
>>5979692
Guys, hold on, don't get hasty. As soon as Sarrick moves, the Kislevites and the Baersonlings will. Then you get to move.

Also, regarding Ivan's dreams are filled with strange scenes of battle of warriors obviously not from this world, with skins almost the color of gold and eye sockets of almost a square shape, with faces angular beyond those normal for even the Norscans, with the beaked messenger standing next to a strange, moving and unfinished porcelain figure next to it, observing and perhaps commanding the legions of strange warriors.
>>
>>5979844
yeah sorry about that.

i thought it was the next turn already. got confused during work.
>>
File: 1713332333375949.png (110 KB, 971x813)
110 KB
110 KB PNG
>>5979715
>Hopefully Sarrick wants to bail me out.
I got you bro.

With the defenders now mangled and exhausted by the beastmen the hung savages move up to assault the town and finish them off. The chaos warriors continue down the coast.
>>
>>5979852
Based.

The rapid march of the savages, followed by a vicious charge not only breaks the renowned norse shieldwall, but butchers the survivors. Heads are removed from bodies of men and stacked in piles while the wild northmen satisfy their lust on the norscan women that had not yet fled.

Sarrick gained 20 loot.
>>
File: file.png (125 KB, 1255x1012)
125 KB
125 KB PNG
Turn 4:
From the watchtower in Urslo, the sight of the difficult fight ahead is obvious. The Norscan housecarl line is standing in front of a nameless tributary river, ready to die fighting. On the northern side of the stream, a small band of fighters stands, willing to die for their tribe. Now is a time to commit or break off.
>>
File: file.png (184 KB, 3449x1279)
184 KB
184 KB PNG
In the wheatlands, a mob of brave Kossars struck over the hill at the cataphracts, killing a third of them before being killed off in return, while a unit of Ungols has marched up from the east, ready to strike at the flanks of Hangars host.
>>
File: mulgor_fourth_turn.png (188 KB, 3449x1279)
188 KB
188 KB PNG
>>5979857
alright.

since nothing showed up on my radar but i had a bit more of a thought. please consider the following my new orders to my host.
>>
File: file.png (31 KB, 581x546)
31 KB
31 KB PNG
>>5979862
The hills above your host are crested with Kossars, while the town itself, unremarkable in all ways describable is filled with red tufts of colour, the infamous Strelsy.
>>
>>5979868
if they wanna come out and fight me they can come. ín the field i should have initiative with my cavalery. so their best shot is staying holed up.
>>
Hmm... Visions of Dark Elves perhaps?

Same as before, advance on the village just South of the river feeding the lake.
>>
File: file.png (74 KB, 1721x859)
74 KB
74 KB PNG
>>5979877
This good?

>>5979873
True, however, you're the raider here. You need to burn villages, not they.
>>
>>5979855

Tricky situation for us. Sarrick and Maggie, what do you guys think about taking a turn to reorient our line of battle and bring my Minotaurs forward to break up the Huscarls? This river fording looks pretty shitty but my Minotaurs can take the punishment.

I can have my Centigors take out the enemy infantry hiding the forest, I’m pretty sure they’ll survive. My Gors unit will have to stumble around in the hills for now.
>>
>>5979898
Your Centigors are down to 1HP and fighting in the forest will automatically hit them first. Sending your centigors at anything other than thralls or berserkers in open ground will lead to them dying.
>>
>>5979900

Thanks for clarifying, I’d assumed that I’d have an initiative advantage in the forest given beastman movement bonus in forest tiles.
>>
File: cunning plans.png (129 KB, 1255x1012)
129 KB
129 KB PNG
>>5979898
I reckon the chaos warriors and minotaurs should lead the way here. I'll shuffle north with the warriors and murder the thralls in the woods, and be ready for both units to push across the river next turn. The savages can run off with their loot to make room for the minotaurs to push up. Given the 3 tile wide front I can't really see a better way to do it. Hopefully after this we can make a little room for Magor's ungors to actually move up and get some action too. Definitely don't intend to use them as meatshields for my own benefit.
>>
>>5979909

Cool, thanks.

1) Minotaurs charge due southwest to the front line.
2) Gors stumble through the hills southwest.

3) Centigors move two hexes southeast, and then one hex south. I’m trying to get them out of the way so Magor’s goatbois can come storming in.
>>
File: file.png (116 KB, 1095x846)
116 KB
116 KB PNG
>>5979909
>>5979913
This it for the movement?

The fight in the forest is a vicious one, as the thralls get the first strike, managing to ambush the chaos warriors, leaping from the tree branches, emerging from amidst the roots and releasing volleys of arrows, javelins and stones, yet, the chaos warriors are not quick to succumb to such weak blows. After the initial shock, the countercharge by the warriors who had spent more time in combat than their foes had lived left many of them dead.
After the rout, five hundred dead thralls lay amidst the trees and only a tenth of their number of the chaos warriors.
>Chaos warriors are at 3/4 HP
>>
>>5979921

The movement looks right to me, thanks for your rapid response!
>>
>>5979880
Looks good to me
>>
File: Strike.png (54 KB, 1079x713)
54 KB
54 KB PNG
>>5979857

The Kislevites trail us with Ungol Horse Archers? Let us give our own Horse Archers and our Cataphracts a chance for glory in the eyes of the gods by riding these Ungols down.
The Kights will keep up their relentless march toward the lake and the settlements there down the gullet of the passage.
>>
>>5979802
Thanks bud.

Alright, green and blue and red circles are allies. Things without circles are not allies.
>>
File: Rue'Vahn turn 4.png (56 KB, 743x415)
56 KB
56 KB PNG
Here's my movement for turn 4
>>
File: file.png (161 KB, 2397x1273)
161 KB
161 KB PNG
>>5979992
The charge against the Ungols is a risky one, and the fight seems like it could swing in either sides favor, yet a risky charge by your Kurgans routs them, those who are not cut down or shot are too scattered to do much harm. Yet, it is not without losses, as your Cataphracts lose half their number to Kislevite shot and arrow.
In the south, likewise, vicious fighting occurs as your knights, while passing next to the hill are attacked by vicious Kossars. A slow, yet certain charge up the hill leads to a bloody fight. Fifty knights lay dead, and yet again, ten times their number in Kossars.

>>5980278
The march of the chaos host continues.
>>
>>5980166
I await for your movement orders.
>>
I'm thinking my warband takes the Southmost of those villages, Rue'Vahn takes the one slightly East & North of it, we converge on the larger town, then await Mulrog to take the next large town. As we take more casualties the need to consolidate forces is higher.
>>
>>5980450
look. i am looking to taking the village and slightly larger village where i am now. i can threaten pressure from the north on those towns. but my units are gonna be heavily damaged when i am done there.

I WILL pull back soon to consolidate and recruit more forces in the north.

right now i have 20 loot, and after conquering these towns i will be up to 50. but i will need to recover afterwards. and i wont risk losing my knights. they are super expensive.
>>
>>5980453

I’m obviously in the other field of battle, I think you have good logic here. I definitely think we should all avoid risking our high-quality troops and get out with our loot intact. Better to quit early and consolidate.

Coming back with 50% more troops next raid should let us really batter the enemy…
>>
>>5980456
yeah. i have already lost one slave unit and my Horse Archers wont survive for long either i would guess. and i will sacrifice the other slave units to get that loot and make sure my Knights survive.
>>
Fun fact, the raiding host has, so far gained 110 loot. So far, I think that only 1 unit of slaves has been lost, so the host has net gained 106 loot.
>>
>>5980471

Should you just move Magor’s horde on his behalf? He’ll likely want to keep charging southwest anyways…
>>
File: file.png (153 KB, 1707x1489)
153 KB
153 KB PNG
Turn 5:
In the Baersonling lands south of the Frozen sea, the Norscan host holds its position, while a banner of a chaos warrior host rises over the walled town. You know the bloody fight when you see one.
>>
>>5980550

Okay based.

1) Minotaurs move northwest to wade into the stream and attack the Huscarls southeast.

2) Centigors hold position.

3) Gors move north and then northwest to get back into town as the rearguard.
>>
File: file.png (172 KB, 2526x1415)
172 KB
172 KB PNG
And likewise, the Kislevites keep their positions, ready to fight for their homes, wives and children.
>>
File: file.png (91 KB, 817x599)
91 KB
91 KB PNG
>>5980551
While the huscarls get the first blows up as the minotaurs climb up the frozen riversides, shivering from the cold water of the streams descending from the everfrozen Goromadny mountains, they are quickly swept away by the great blows of the minotaur herd led by Krantagarh himself, his axe, still beyond the power of any man to fight with effectively, cleaves many a brave norscan in half.
Those that do not flee are impaled on stakes and roasted over fires that the minotaurs heat themselves up with.
Minotaurs are down to 4/5HP

>>5980550
Magor, if you disagree with how I moved your guys, tell me, we'll fix something up.
>>
>>5980552
alright. i might make a mistake here but Khorne cares not whose blood flows. only that it does.

the Slaves are to storm the position of the militia on the hills to keep them from attacking the Knights. if they die that is a worthy sacrifice.

The Horse Archers are to sweep the enemy up afterwards if they managed to kill the slaves.

meanwhile the knights are supposed to break the forces of the strelsy and plunder the village. i hope this will work.

the other slaves are to keep the knights other flanks secure
>>
File: mulgor_fifth_turn.png (179 KB, 2526x1415)
179 KB
179 KB PNG
>>5980570
forgot to attack drawn attack plan.

am faggot i know.
>>
File: file.png (28 KB, 705x660)
28 KB
28 KB PNG
>>5980570
>>5980571

It goes as expected. The slaves are driven uphill, are massacred by the kossars who descend down with sabre, bow and pistol. Meanwhile, the charge of the knights is broken by a volley of gunfire, before the horse archers ride in on their fast steeds, sabres drawn. The initial charge leaves dozens dead, but the ensuing whirl of blades leaves the strelsy corpses strewn across the town.

+10 loot, knights are at 4/5 HP
>>
File: cunning plans.png (92 KB, 817x599)
92 KB
92 KB PNG
The chaos warriors will shuffle onwards. The savages will stay put so Magor's horde can get past. Might as well take advantage of this little bit of forest we have.
>>
>>5980580
Yeah. Depending on what Shows up next i am gonna retreat very soon or i will Start making losses in my Plunder. Might invest in some Chaos warriors next. Slower but they can at least take a punch
>>
File: file.png (94 KB, 925x641)
94 KB
94 KB PNG
>>5980589
Whereas normal marauding bands would have lit campfires in the forests, the chaos plate clad warriors, warmed either by the embrace of their gods and demons or by the runes of the chaos dwarfsmiths have no such needs and advance in pitch darkness.
>>
File: Move.jpg (312 KB, 1194x810)
312 KB
312 KB JPG
>>5980552
As the Chaos Knights continue their advance, whilst the Cataphracts and Horse Archers catch up to where the Knights had previously stood.
>>
File: file.png (76 KB, 1259x635)
76 KB
76 KB PNG
>>5980689
The cauldron seems to deepen as you go further in.
>>
File: Rue'Vahn turn 5.png (134 KB, 534x498)
134 KB
134 KB PNG
>>5980550
Here's my turn five movement

>>5979838
>>5979843
If you guys are hitting those villages on the lake, then I might go further south and hit those four on the other side of the hills
>>
>>5980417
Sorry, was working today, I'll make orders now
>>
>>5980563
Ah, no I don't disagree. It looks good.

Essentially the Ungor strategy is simple: fire and Maneuver. Leverage our better speed and and numbers to move around flanks and rears of the foe, keep pressing at them. When the front line of ungors tire, retire them so the ones at the back can move up.

And arrows. Lots and lots of arrows.

If the enemy press hard ot move to strike, we fall back, arrows still raining down.

Advance and surround!
>>
File: Surround.png (94 KB, 817x599)
94 KB
94 KB PNG
I don't know if we're allowed to pass through allies, but ideally my Ungors would keep moving. Some would break off to try and go to the other sides of the river bank. If the norscans refuse to stand and die and try to flee through the river, they will find the banks lined with ungor archers.
>>
I am simple Kurgan Man: keep advancing towards the village just South of the river; looks like our forces are all coalescing towards the lake town soon.
>>
>>5980823
ungor swarm makes me laugh whenever it comes up on the map but i really hope you dont run into cav
>>
File: file.png (85 KB, 860x689)
85 KB
85 KB PNG
>>5980810
>I don't know if we're allowed to pass through allies
Nope, and neither are you allowed to pass over the dark brown tiles (mountains) while hills (medium brown tiles) slow you down to 1 tile per turn.

The vicious ungor tide, slowed and choked by the stream and the hills turned the vast hordes attack into a thin trickle. Yet, even this thin stream eventually swept away the brave norscan shieldwall after it had cost the horde 600 souls.
>>
File: file.png (28 KB, 713x533)
28 KB
28 KB PNG
>>5981163
Fuck, this was meant for Magor.

>>5980823
Rue, this is for you.
>>
File: file.png (45 KB, 765x719)
45 KB
45 KB PNG
>>5980942
And this is for Ivan.
>>
>>5981163
Wait, just to clarify...
So I understand you can't pass through allies when they are blocking, but do all of our own troops move at the same time or is this like chess or Wesnoth where each unit goes one at a time? In that latter case, a unit can go first and move out of the way before the next one moves through the tile that was previously occupied.
>>
>>5981172
Units go one by one. A player makes a post, his units go in the convenient way so his movements are doable and can't pass through eachother. After his orders are fulfilled, they stand still.
>>
File: file.png (180 KB, 2453x1659)
180 KB
180 KB PNG
Turn 6:
Wheatlands:
The vicious Kossar charge leaves the horsearchers of Mulrog dead. After the Kossars cornered them in a church and lit it ablaze, cutting any and all who dared exit with their sabres.
While their village is still a smoldering ruin, at least some revenge is had.
Meanwhile, a unit of chaos knights under Hangar is half decimated by a suicidal charge downhill. (2/5HP left)
Meanwhile, Rue'Vahn's host is viciously set upon by a horde of Ungols and his dear Sunset is lanced in the throat, leaving her almost dead. Luckily for him, Ivan's host is nearby, and if they can be convinced to help, Sunshine will certainly recover.
>>
File: file.png (73 KB, 772x532)
73 KB
73 KB PNG
Baersonlings:
Not much of note happens. The Chaos warriors firmly stand in their position, ready for vicious combat that will follow soon, chopping trees and erecting barricades for the upcoming fight.
>>
File: Rue'Vahn rn.png (1.28 MB, 1065x1242)
1.28 MB
1.28 MB PNG
>>5981178
AAAAAAAAAAHHHHHHHHHHHH


IVAN PLEASE HELP I'LL GIVE YOU MY LOOT!!!
>>
File: Rue'Vahn turn 6.png (175 KB, 573x604)
175 KB
175 KB PNG
>>5981178
Oh right, it's a new turn and I didn't actually move anyone.
Sunset will fall back, while the slaves move in the way to block any pursuers. The problem is that since they're infantry with one health, the ungols will be able to wipe them out without taking any damage, and then able to continue their chase. If I pay Ivan and the slaves live, then at least I didn't lose anything by participating in this chaos raid.
>>
>>5981224
Keep in mind, there is no disengaging from combat.
So there is no 100% guaranteed way to keep Sunset safe, you can only minimize the odds of the Ungols striking Sunset by swamping them (the Ungols) with as many enemies in combat as possible as they hit a random nearby enemy.
If I was you, I'd send both my slaves down south to attack the southern Ungol and hope that Ivan strikes at the Ungols from down south.
That would give Sunset a 2/3 chance of surviving.
>>
File: Rue'Vahn turn 6 FIXED.png (129 KB, 412x438)
129 KB
129 KB PNG
>>5981231
Oh shit that's right. I forgot, my bad.
Okay new plan, the slaves move around to flank and attack from the side. That should still give Ivan plenty of tiles to attack both of the remaining Ungols (assuming he agrees to help ofc). If Sunset has three attack and she already killed one, then that means the enemies have a maximum of 3 HP. Fingers crossed that the reinforcements should be enough.
>>
>>5981236
Maybe wait Till Ivan had his turn. Because outside of your and the npc turn there is no shot for them to strike and sunset
>>
>>5981179

Tough situation but someone’s gotta tank the hit

1) Minotaurs move two hexes southwest to attack the enemy. They should survive the first round of combat here…

2) Centigors chill.

3) Gors move one hex southwest.

Sarrick, if you end up taking the town, we should discuss possible loot-sharing arrangements…
>>
File: file.png (73 KB, 742x574)
73 KB
73 KB PNG
>>5981246
A thunderous roar is followed by a stampede of hooves descending down into the rapid stream from the thick northern forest. Yet, a barrage of arrows, bolts, javelins and stones thrown by the nervous chaos warriors breaks their charge as they attempt to climb up the steep riverside.
Then, a horn blows and the chaos warriors close ranks and descend down the steep slopes, oftentimes, simply throwing themselves down upon the charging brutes.
The minotaurs fail to fight their way out of the river. A vicious exchange of blows follows and many dead are left on both sides.
(The only way the minotaurs survive this is if Sarick bee-lines it for the the river tile north of the town with his chaos warriors).
>>
>>5981247

Can he reach me in time anyways? I figured he can only move one hex per turn in forest/streams
>>
>>5981255
This turn he will be north of the stream. Next turn, if he moves before you, he will be in the stream and will have a 50% chance of saving your minotaurs.
>>
>>5981178
My Knights were surrounded by plains-tiles, though. The Kislev militia moved off the hill to get next to me, and when combat is carried out with both participants on flat terrain the Cavalry have the initiative over infantry. Which I think means my Knights should have struck first and cut them down before they could have attacked, I think?

Or is there a natural charge bonus that overrides some terrain effects?
>>
File: file.png (54 KB, 862x528)
54 KB
54 KB PNG
>>5981258
You are right and have caught a mistake. 2 units of kislevite militia charged your knights, and while your knights struck one of them down, the other both delivered 1 damage and should be alive, but I dismissively deleted it before time.
>>
File: Strike.png (54 KB, 862x528)
54 KB
54 KB PNG
>>5981260
The heavily wounded Chaos Knights will ride out to destroy the militia next to them (effectively remaining in place but scoring an easy auto-kill against militia on the plains), whilst the Knights with only minor scratches will charge the militia defending the village to break them and leave the settlement open to plunder. The Kurgan Horse-Archers scout north two hexes to check if any further foes approach the pass, then return south two hexes once more to return to their turn's starting point.
>>
>>5981257

Haha, I’m sure he’ll save me…
>>
>>5981247

Lanu, I have a theoretical question. If Magor threw 3 Ungors at the enemy knights, would he whittle them down? Can enemy units defend only once per player turn?
>>
File: file.png (90 KB, 1373x1026)
90 KB
90 KB PNG
>>5981298
The chaos knights rally the survivors and in a vicious countercharge kill the kislevites, be it by sword, mace, lance, spear or simply by horse, whether the impact or the bite of the chaos steed.
The horsearchers find no foes in the northwards trip.
>>5981323
The units, both yours and enemy's can only engage in combat once a turn.
So if 3 ungors fought a chaos knight on open terrain, on the end of the first turn, there would be 2 ungors and the knights would be at 3/5 HP, on the second, 1 ungor would be left and the knight would be on 2/5HP and the knight would strike first on the third turn and take no damage.
However, if the same encounter happened on rough terrain, it would go
2 ungors - 2/5 HP
1 ungor - 1/5 HP
1 ungor - 0/5HP
>>
File: chaos horde march.png (336 KB, 3214x2394)
336 KB
336 KB PNG
Kinda funny how both Krantagarh and Rue need help on the same turn.
>>
>>5981330

Such is life when you are RPing as a bullheaded chaos lord.

If my Minotaur unit is killed, does Krantagarh himself survive? I would obviously RP him losing a horn or some other significant wounding if he lives.
>>
>>5981348
He'd survive. I specifically noted:
>as players characters are there to present a face for the interactions with each other and with NPC's and are presumed to have been in whatever unit survives the last (for obvious reasons).
>>
>>5981349

Cool, thanks for clarifying. I’m hoping to at least get out of this first raid with break-even loot but that is seeming less likely now…
>>
File: Mulrog_sixth_turn.png (184 KB, 2453x1659)
184 KB
184 KB PNG
>>5981178
Shouting at his slavemasters to carry of the loot he captured closer to the other lords Mulrog turns his gaze south. scouting ahead to determin if it would be worth the risk to engage there or reinforce his nominal allies for a greater slaughter yet to come.
>>
File: file.png (136 KB, 2132x989)
136 KB
136 KB PNG
>>5981361
The town is defended by a strong contingent of dug in Strelsy. It definitely seems like a fight your knights could win, tho at moderate cost.
>>
>>5981365
yeah.... doesnt seem like something i want to risk my knigts to. the enemies can just cloes in around me and whittle me down. nah. i will just menace them a bit til Hangar has pulled back so they cant really do all that much if they wanna protect their city.
>>
>>5981365
though i do have a question now that i thought a bit more. >>5980580
here..... did my knight wipe out the Stresly or did i need the Archers to finish them off?

if i wiped them out with the knights then i could risk it and go plunder that village. taking the defenders out would put the knights at 3 hp... then onr of other two units would arrive and attack me putting me at two HP...

no that wont work. because i cant retaliate then because i already fought so they would crush me next turn since i will lose initiative on the village and they outnumber me making me lose my final two HP.

yeah. no way for me to take that village really.


unless anyone else sees something i am missing.
>>
>>5981397
You needed he archers to finish the strelsy off. Normally, the knights would do it alone, but since the strelsy are in a village, they gain +1HP, which is enough that the knights are incapable of killing them.
>>
>>5981398
alright. then i will just keep position and stop them from moving out to help their bretheren on the other side of the hills.
>>
Crush the Kossacks attacking Rue'Vahn, in return for a great deal of the spoils of course...

We should definitely horde-up to break these lakeside villages & towns.
>>
File: file.png (59 KB, 1134x802)
59 KB
59 KB PNG
>>5981425
Rue only has 14 loot. Just so you know.

The sound of horns stops the Ungols before they commit to their charge to wipe out the horde of chaos warbeasts. From the south, in the last possible moment, a vast horde of horsemen rides forth. The Ungols, more concerned with the newcomers, turn their attention northwards and the two chaos hosts meet in a bloody crash, with screams, yells and shrieks being drowned under the stampede of hooves, the whistling of arrows and the choking dust of the sun kissed steppe.
By the end, 1200 Ungols lie dead, 60 warbeasts, 50 chaos knights and 150 cataphracts.

>This will probably be the biggest battle of the raid of 2537 IC, so if anyone has any ideas, share them.
>>
>>5981437

>any ideas, share them.

Ah, in what sense? Naming the battle?
>>
>>5981437
ideas? on what to call that battle? or what type of idea.

descriptions?
>>
>>5981440
>>5981441
Name of the battle.
>>
>>5981442
Battle of Sunsets Rage
>>
>>5981442

“Ivan’s Bloody Charge of 2157”?
>>
>>5981437
Wait, 60 to 80 monsters in a unit?
Wow I completely misjudged the lore numbers. I get that there isn't a single minotaur in a unit of minotaurs, but for some reason, my brain assumed that "warbeast of the north" meant that it was literally a single monster who was capable of fighting off entire regiments. I feel really dumb now, lmao.

>>5981443
>>5981444
I like both of these names.


>>5981425
Yeah so I'll def give you the loot I have, but do you want me to send my slaves with you for the rest of this raid, or should I have them retreat with Sunset because that's what I was about to do.
Basically, what do you think should be the plan going forward
>>
>>5981453
I'll just take 2 loot for now & borrow your slave forces, you can owe me one later but with a bit of loot you can expand your forces for the next one.
>>
>>5981444
I fuck with this name, +1
>>
>>5981453
The idea was that it was a very mixed bag. From warhounds mutated by chaos to chaos spawn, to manticores to even very mutated Hung.
>>
File: cunning plans.png (80 KB, 742x574)
80 KB
80 KB PNG
As much as I'd love to save the minotaurs, I don't think I can. The Chaos Warriors head for the combat, either through the forest or traveling along the stream (wading in baersonling lands sounds shit to me, but I guess chaos warriors are made of sterner stuff?). As these are difficult terrain I'm stuck at a hex a turn though unless I've missed something. Best case is that the more western chaos warriors take two more turns to make contact.

The savages are now pinned in by all the ungors. Lanu, assuming Magor posts his turn and there is space to do so, can they move at that point vaguely in the direction indicated?
>>
File: file.png (75 KB, 879x515)
75 KB
75 KB PNG
>>5981470
>>5981444
>>5980823

As the chaos warriors start their wade through the freezing streams, the cold water sizzling and boiling in contact with their armor, and begin their long march in the thick forests, they reveal their numbers to the chaos warriors defending the town.
Confused talk is exchanged between the warriors, yet eventually, a lone boy carrying a tar black banner is sent forwards towards the minotaurs.
The minotaurs watch as the gold haired boy, certainly of no more than fifteen winters old, walks to the edge of the stream bed, then uncomfortably slides and skids down, almost falling over twice.
Krantagarh murmurs something and a minotaur with a human face on his shoulder steps out from hiding.
"Who art thou?" The face on the minotaurs shoulder asks.
"Gesu, son of Hama, a smith of Urslo, of the Baersonlings." The boy recites, obviously nervous.
"Why cometh you here?" The face asks as the minotaur slowly paces towards the boy.
"I come to invite to negotiation." The boy says with a shaky voice.
"And what do thaut offer of the Baersonlings to the Krantagarh's band?" The face asks, the minotaur now within three long paces of his kind away from the boy and slowly circling him.
"For peace, the chief offers fifteen wagons of food and furs and a chest of silver (10 loot) and a free passage through our lands." The boy says, more leaning on the banner than holding it.

>This will require a 2/3 player agreement.
>>
>>5981495
Just to be clear is that a flat 10 loot offered, or 10 loot each?
>>
>>5981513
Flat 10 loot.
>>
>>5981515
And a follow up, do they negotiate on behalf of this one village, or all the baersonlings?
>>
>>5981518
The Baersonlings in general.
>>
>>5981518

What do you think? Negotiate to 30 loot now (10 loot) per player and then we come back and sack them anyways?
>>
Also, keep in mind, this would allow you to rally Norse troops and board your troops onto warships.
>>
>>5981535

Well, that’s actually not a bad deal, assuming that we can get more loot. I’d settle for 20 loot rather than 10 if we get boats as well…
>>
One last question before I decide. I assume if the Baersonlings submit via this deal we will finish this little map and be able to buy new troops/maybe do other things before moving onto a new area. Our troops have taken damage, which based on the narration represents taking casualties. Will we have to buy them back to full health via loot, or will they heal up for free?
>>
>>5981540
>I assume if the Baersonlings submit via this deal we will finish this little map
Yes.

>and be able to buy new troops/maybe do other things before moving onto a new area.
Not quite. You will be able to either:
>immediately continue towards the north and engage the dwarves or continue towards the west and engage the Kislevites towards Kzarla and Svedora.
Or
>rest, spend your loot and recover for the rest of the season

>Will we have to buy them back to full health via loot, or will they heal up for free?
If a unit has not been fully destroyed and has at least some men left (still exists on the map) it will recover to full HP if you choose to rest and recover. If you choose to immediately continue, your troops will not heal yet.
>>
>>5981540

I’ll write up a lil RP post about Krantagarh’s reaction to the offer based on your decision Sarrick!
>>
My vote is in favour. My troops are pretty much intact, I can march on immediately, and in return I get access to new units to recruit and boats which will help a lot with mobility for my slow ass warriors.

In character, I can see Sarrick demanding Krantigarh cede his share of this tribute. Seeing as his forces are mangled while Sarrick and Magore's troops are intact. The truce benefits Krantigarh most, especially if it saves the minotaurs from being destroyed. Maybe agree to the truce on the grounds the loot from the deal gets split two way between myself and Magore as a result.

Out of character, feels a bit of a dick move for us to decide without Magore having any input at all. Maybe hold off an hour or so on the reply, which will take us to about the time he posted yesterday in case that's when he gets off work or some shit to give him a chance to weigh in.
>>
>>5981577

Okay, sounds good to me. I totally agree that IC, you’d have me over a barrel, so if Maggie doesn’t respond, I can RP a post like:

1) Krantagarh demands double loot from the messenger (20 total).
2) Krantagarh thinks he’s a genius but is then figuratively held at gunpoint by Sarrick and Magor - you guys take the 20 loot for yourselves.
3) Krantagarh is mega-butthurt IC but has no other choice but to take the shitty deal.
4) Krantagarh now has a reason to betray Sarrick and Magor in the future…

Sounds fun to play!
>>
>>5981437
Just for an extra bit of flavor text, Ivan's Kurgan riders drank the blood of the enemies' horses that were not judged strong enough to be added to their own herd of mounts. (horse blood is high in protein)
>>
some RP, Lanu - feel free to approve/deny as QM

Krantagarh concentrates- his reddened eyes bulge with the effort, and fetid breathe is emitted in huge clouds into the cold afternoonair. Gesu, the boy from the village, knows that his life hangs in the balance - his face is wan with terror.Krantagarh'sthickly-muscled body is covered in wounds, stained with both old blood and new - his graying hide is filthy, and his ox's legs tremble subtly with fatigue. The fighting with the local town's Chaos Warriors was brutal - his troops were savaged. He has misjudged the attack - his troops were too slow to exit the frozen stream, and they paid the price. Despite his rage, Krantagarh's low cunning wins out - he cannot hope to take the town with his diminished force. He brought too few beastmen with him on this raid. The truth of his weakness galls him, but even at this low point,he cannot resist changing the deal in his favor: he barks and coughs his orders in theawful tongue of his people.

The human face on the other minotaur's shoulder is quick to relay Krantargarh's demands:

"Krantagarth One-Handed demands thirty wagons of food and furs, and two chests of silver, in addition to right of recruitment and warships. Accept this deal, or his allies will avenge his death by flaying your people alive in sacrifice to the Gods of the North."

Gesu can only stammer his acceptance, and stunned to be alive, flees back into his Baersonling village...

---

Krantagarh is quick to congratulate himself on his genius, as his troops muscle the wagons of loot away from the town. His illusions are quickly shattered when Sarrick, sorcerer of the Hung, and Magor Gorebow, descend on his location swiftly. Little in the way ofwords are exchanged between the Chaos Lords - the power differential between them is bothstark and obvious. Where Krantagarh was once strong, now he and his army is battered and weak. Krantagarh resists the urge to place his axe through Sarrick's brains, as his forces firmly and deliberately shove the minotaurs aside. Magor chitters with greed and thumbs his bow, as the loot-wagons are split between his forces and Sarrick's.

Krantagarh is left only with the plunder of the first village - a measly price for the cost inblood and lives.

His missing hand itches, his rage burns hotter than any funeral pyre - but his hard-won wisdom prevails over his fury. Revenge now is impossible, but revenge later? Who can say what the Dark Gods have in store?
>>
>>5981443
Nice name.
>>
>>5981620
I fully approve of this.
>>5981603
Based. A pyramid of skulls is raised where the Ungors made their stand and died.
>>
For:
Krantigarh
Sarrick
Magor
The scouts are sent ahead to ascertain the state of both the enemies further on and the Baersonling lands left unraided. In the northern passage, a small herd of centigors rides ahead, their hooves breaking up the still gravel of the coast, shattering the thin ice that forms on the banks of the frozen sea. The men exit their homes cautiously, their armor donned and their hands obviously concealed on their weapons, while women and children cower behind closed windows and doors.
Two villages are are come upon in the northern travels, but both are under Baersonling banner, so they are safe. For now. What strikes the fancy of Nocnur, the commander of the small scouting herd is a fortress atop a mountain overlooking both the dwarven lands and the village. Grumbling angrily, he decides to ascend the hill with a small escort, struggling part of the way up the narrow mountain passes before giving up.
The first obstacle that will await the horde is Sjoktraken, the port of the Kraka Ravnsvake. A mighty port rising up above the coastline, standing like a squat, yet towering cylinder of light grey stone, overlooking the surrounding lands. While the fight with the dwarves promised to be a hard one, the plunder promised to be worth it.
>>
File: file.png (57 KB, 1467x565)
57 KB
57 KB PNG
>>5981981
And of course, I forgot the pic.
>>
File: file.png (60 KB, 1208x624)
60 KB
60 KB PNG
For:
Krantigarh
Sarrick
Magor
Meanwhile, a scouting force of Hung and Ungors made their way through the rough mountain passes of the Goromadny mountains, shivering as the cold winds whipped them, as the snow slid from everwhite mountain peaks and closed the passes, as the rocks eternally chipped from the steep rockfaces, almost maliciously aiming to hit any and every who passed under them. The very rocks seemed to want to kill any who moved. These norscans here must have been mighty desparate to settle here.
Whats more the wild streams of freezing water seemed to wax and wane on their own malicious and evil pulse. A hung fell into the stream, only for water to freeze as he stepped into it. He lost a leg, and very soon after, as the warhosts turned hungry, his life aswell.
And what awaited the host that moved here?
The forts of Straghov, Kaminski, Kzarla and Zvenilev. And behind them, the prize. Fort Ostrosk.
>>
File: file.png (716 KB, 640x480)
716 KB
716 KB PNG
Or for anyone who wishes - return and recover (retire yourself from the rest of this raid):
Return to:
Chaos wastes and rejoin the great beastherds (recruit beastmen units):
SPECIAL RULE - everyone can move full speed through the forest, can see two tiles in the forest
Ungors – 5 loot:
HP 1
D 1
M 3
Gors – 10 loot:
HP 2
D 2
M 3
Centigors – 16 loot:
HP 2
D 1
M 5
Minotaurs – 30 loot:
HP 5
D 2
M 2

The cold Hung coast to rally the savages and the wildmen (recruit Hung units):
Horse archer – 12 loot:
HP 2
D 1
M 5
Hung savage – 8 loot:
HP 1
D 2
M 3
Slave – 6 loot:
HP 1
D 1
M 3
Warbeast of the north – 44 loot:
HP 4
D 3
M 4
Chaos warrior – 22 loot:
HP 4
D 2
M 1
Chaos knight – 36 loot:
HP 5
D 2
M 3

Eastern steppes and rally the Kurgan hordes (recruit Kurgan units):
Horse archer – 10 loot:
HP 2
D 1
M 5
Kurgan cataphract – 18 loot:
HP 3
D 1
M 4
Slave – 6 loot:
HP 1
D 1
M 3
Chaos warrior – 24 loot:
HP 4
D 2
M 1
Chaos knight – 32 loot:
HP 5
D 2
M 3

Stay with the Baersonlings and rally their men for raids (recruit Norse units):
SPECIAL RULE - everyone can construct longboats for themselves (and one other unit) in the interturn (if your army is half Norscan, it is fully amphibious)
Thrall – 6 loot:
HP 1
D 1
M 3
Bondsmen – 8 loot:
HP 2
D 1
M 3
Huscarl - 14 loot:
HP 2
D 2
M 2
Berserkers – 9 loot
HP 1
D 2
M 3
Chaos warrior – 28 loot:
HP 4
D 2
M 2
>>
>>5981971
He'll yeah borther
Are all units of the same type equivalent besides cost? Chaos Warrior (Hung) = Chaos Warrior (Norscan)? Also, are the Baersonlings available for recruits to all warbands or just those who besieged them? Either way, for the moment I'm pressing on to the village South of the river.
Captcha: KHOR
BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE
>>
File deleted.
>>5982002
>Are all units of the same type equivalent besides cost? Chaos Warrior (Hung) = Chaos Warrior (Norscan)?
Yeah, they're interchangeable.
>Also, are the Baersonlings available for recruits to all warbands or just those who besieged them?
To everyone.
>>
File: file.png (36 KB, 773x526)
36 KB
36 KB PNG
>>5982009
Wrong layer.
>>
>>5981998
Are we allowed to retire a single unit of our army, or do we have to do them all together?

Also, when we begin the next raid, will we have any restrictions on where we redeploy? Like, if we recruit Norscans are we barred from returning to the wheatlands that season?
>>
>>5982012
>Are we allowed to retire a single unit of our army, or do we have to do them all together?
You can retire individual units, but you will only really get the benefits, the lore and the dialogue when you retire the entirety of your army.
>Also, when we begin the next raid, will we have any restrictions on where we redeploy?
Not at all.
>>
>>5982010
I'll send the slaves from Rue'Vahn's warband first while horse archers attack the village at range. Whenever an opportunity opens up, the cataphracts & knights will hammer down any remaining defenders. Horse archers will remain alert for any survivors or reinforcements.
>>
File: file.png (28 KB, 560x321)
28 KB
28 KB PNG
>>5982031
Oh shit yeah, I forgot. Here, I moved the slaves up.
>>
>>5982031
>>5982034
Yeah for the rest of the raid, feel free to move/use the slaves as you see fit. It'll be easier than telling me where you want them and then waiting for me to move them for you.

>>5982017
Okay cool, if we can have individual units retire then I'll have Sunset and the monsters return home to heal and await for the slave masters + fodder to finish getting some last minute revenge.


Oh, and one more question for now. When we enter the 'buying' phase of the pre-raid prep, are we also allowed to sell units or trade them in? I'm wondering if slaves could fetch a decent price from our new Norscan allies.
>>
>>5982050
>Okay cool, if we can have individual units retire then I'll have Sunset and the monsters return home to heal and await for the slave masters + fodder to finish getting some last minute revenge.
Where are you retiring sunset and Rue'Vahn to?

>Oh, and one more question for now. When we enter the 'buying' phase of the pre-raid prep, are we also allowed to sell units or trade them in? I'm wondering if slaves could fetch a decent price from our new Norscan allies.
Huh good question. I'll put it as "slaves can always be bought/sold for 6 loot". As for other units, no, I'll say they can't be sold or traded.
>>
>>5981998

I’ll retire back to the Chaos Wastes, and hire another unit of Gors. I think that leaves me with 4 loot left over. Can I construct a longboat even if I don’t hire a Baersonling unit?
>>
>>5982069
>I’ll retire back to the Chaos Wastes, and hire another unit of Gors. I think that leaves me with 4 loot left over.
Correct.
>Can I construct a longboat even if I don’t hire a Baersonling unit?
Nope. You'd both lack the skill to make and to sail the ships.

Meanwhile, while Krantagarh is in the Chaos wastes and rallying his herd, he has the opportunity to "socialize".
>Vonok, the ancient yellow eyed Bray-shaman weakly leaning on his Braystaff (probably) carved of a mammoth bone while standing atop a large stone.
>Roxana, a woman with a triangle carved into her forehead clad in crimson plate armor and wielding a great two handed cleaver that even Krantagarh would like to avoid being hit by.
>Bindo, a Tileian man with three eyes in his right eyesocket, his robes tattered and torn by his long journey up north.
>>
>>5982080

>Vonok, the ancient yellow eyed Bray-shaman weakly leaning on his Braystaff (probably) carved of a mammoth bone while standing atop a large stone.

I’m hoping to run a pure beastman force here
>>
>>5982080
Which turn am I on? I've lost track and can't determine if I'm waiting for the turn to catch up with me, or if I'm lagging behind and need to move again.
>>
>>5982088
You have moved this turn. Only Magor hasn't.
>>
File: file.png (165 KB, 2317x1622)
165 KB
165 KB PNG
Wheatlands, turn 7:
The Kislevites keep shuffling their reinforcements around. The initial weeks of easy raiding have passed and every village sacked will have to be paid for with blood. It is up to the warlords to determine if it's worth it to press onwards, or to return, lick the wounds and fight another day.
A month and a half have passed.
>>
>>5982053
>Where are you retiring sunset and Rue'Vahn to?
I don't really know what my options are, but if our resting spot doesn't restrict our redeployment next raid, then I'll probably go visit our new Norscan allies since I hope to hire some of their units.

Speaking of which, could you elaborate on their special rule? I assume that the additional unit that they make amphibious needs to be adjacent to them when they build the boats, but are the Norscan troops able to "ferry" others back and forth across a body of water, or do we decide a single time on which extra unit gets the amphibious benefit and then after that you can't change who gets the benefit? If so, are we allowed to assist our teammates via this method and help them across water even if they don't have any Norscan units themselves?
>>
>>5982109
>I don't really know what my options are, but if our resting spot doesn't restrict our redeployment next raid, then I'll probably go visit our new Norscan allies since I hope to hire some of their units.
So far, they're listed here: >>5981998
>Speaking of which, could you elaborate on their special rule?
The Norscans build boats over the span of the inter-raid. The longships are presented in the form of a unit that different units can step on.
A Norscan and a different unit can enter said ship, however, the ship can only leave the coastal tile with a unit of Norscans in it. The longboats have 8 movement. And yes, you are allowed to ferry units of other players.
They (the longboats) can move over the sea and river tiles, but not over the stream tiles. They can step on a coastal tile and from there, disgorge the 2 units onto dry land. They provide the defensive bonus of 1 extra HP.
>>
>>5982112

Cool, thanks for clarifying. Might have to get some boats once I have some loot to spend
>>
>>5982083
Krantagarh approaches the ancient shaman, exhaling through his nostrils. He had enjoyed the warmer climate of the Norscan lands and his wounds and his blood he had spilt over the frozen soil had weakened him to cold. The shaman did not react to the minotaur. Krantagarh stood, his piercing gaze directed at the shaman.
"What stand I upon?" The fossil spoke.
Krantagarh lowered his gaze and analized the boulder. He slowly raised his head and spoke "A rock."
The shaman turned his head, then angrily, with as much force as he could, slapped Krantagarh. From the snapping in his hand, it hurt him way more than it hurt Krantagarh.
"What slave gave birth to you when you speak in such Hung manner?!" He angrily asked, then before Krantagarh could reply, he slapped him again. "This rock came from the skies!"
"So?" Krantagarh spoke.
"Carry it with you! Place it in the largest, deepest forest! Make a herdstone!" The shaman shouted, then almost collapsed in a fit of coughing. "I am old. My death comes. Let my body be first at the herdstone."

>Krantagarh can now place a Herdstone inside of a forest
>Said Herdstone can produce a unit of ungors (or slaves) for every 3 settlements within 2 tiles of the forest, a unit of gors for every 4 settlements, a unit of centigors for every 5 and a unit of minotaurs for every 10 settlements (all rounded down)
>Forest is defined as a continuous stretch of forest tiles (with streams/rivers only being included if there are forest tiles on at least 2 opposite sides of the stream/river tile)
>Krantagarh can only acquire these units if he is present on said map and has a unit of his own step on the herdstone
>These units will not stockpile
>>
>>5982109
>>5982002
>>5981443

I assume that we're going to break open Gorodische and Alexandropol before considering retreat; will we satisfied with our current loot after these and do we want to press any further? I've only sacked Severostepsk and Tairapol, but Severostepsk was a big one so I've 40 loot in my sacks.

>>5981443
Mulrog, did you want to try and burn out Korsov before you pull back? Since CK's have 5 health to start and one of mine therefore has 3 left, I could send the CK into the hills to keep the militia off you if you wanted to attack the town directly?
>>
>>5982123

Cool, I love the mechanic Lanu
>>
>>5982109
Rue'Vahn's approach is not taken to kindly, yet the Baersonlings don't dare fight him in any way, and when pressed, they take to tending Sunset. The capital of baersonlings, Urslo, and its great hall are used to house the small contingent of warbeasts as no other buildings can and food is delivered to Rue'Vahn. In such days, he and his small entourage of Hung warriors and captains initially spend their time drinking and eventually making contacts with the Baersonlings. Rue's favourite drinking partner was:
>Sjur, the fourth son of the clan chief, a thin, wiry man who had taken a heavy blow during the fighitng with minotaurs and had barely survived, but was making steady recovery and was drinking in joy to have lived.
>Nilsa, a hag witch doctor of the tribe tending after Sunset and heavily drinking to force some bravery into her gut before approaching the wounded wife of Rue'Vahn
>Erik Alsgaard, the son of the owner of the famous "Last Hope inn, descending down from his mountain hold to drown his sorrows over the kidnapping of his wife.
>>
File: cunning plans.png (97 KB, 1065x777)
97 KB
97 KB PNG
Sarrick stands high in Goromadny Pass. Before him, the land slopes down, gradually turning from rugged mountains to the steppes and forests of Kislev. A hardy people that might be equal to his own if only they didn't worship such weak gods. The Baersonlings had submitted, and between tribute and plunder he had gained much. He chuckled under his breath at a memory of the foolish minotaur Krantagarh, raging as he was forced to give away his treasures. His mirth faded, and he looked down seriously again. It was still not enough. He needed more to fulfil his ambitions, and he saw the potential in the distant Kislevite settlements below him.

The Wheatlands were under attack by the greater part of their host. No doubt word had spread by swift riders by now. The Baersonlings were separate though, isolated. No word would have come from the north. All eyes in Kislev would be facing East, at least for a time. An opportunity. Fort Ostrosk was probably still too far with his forces alone, but tribute and slaves would be vulnerable for the taking. He had certain rituals in mind, and a quick raid should give him enough.

His smile returned and as if in sympathy and winds of Chamon rose around him for a moment causing the snow beneath his feet to hiss. He turned back to the north, to his gathered warriors, still intact despite the slaughter they had brought to Baersonling lands. He pointed south, his order simple.

“Forwards.”

---

I rather fancy myself some warbeasts (which will be fluffed as captives being magically mutated into chaos spawn). At the moment I'm on 30 loot, so as my men are still good, we'll press on with a quick raid into Kislev to try and top up. Hopefully they won't be expecting us.

So intact CW to the west, the damaged chaos warriors and savages advance south as a group.
>>
>>5982123

And follow-up question - do towns of ANY alignment count towards the Herdstone mechanic, or do they have to be friendly towns?
>>
File: file.png (65 KB, 1402x1248)
65 KB
65 KB PNG
>>5982136
>I rather fancy myself some warbeasts (which will be fluffed as captives being magically mutated into chaos spawn).
You could put it as a return to Karag Dum or the chaos wastes, depending on if you just wanna mutate your hosts or if you wanna get more men.

>>5982137
My man.
>Lemme put a herdstone, a fucking herdstone, in the lands of my allies, so they are constantly being murdered by the goatmen in the forest instead of providing me with men and smoked fish.
Non friendly towns are needed. Or, well, if you put it, they won't remain friendly for long.
>>
>>5982142

Hehehe, just checking. Can I move the herd stone once placed or is it permanent? Does it generate new troops with every deployment or only once?
>>
>>5982144
Once it's down, it's there until destroyed. You will get a warning before the deployment if it is in danger.
As for generation of troops, it generates them once every interraid up to the maximum capacity.
>>
>>5981586
Magor and his Ungors will recover.

But in a strange twist of Beastial cameraderie, he chooses to share half of his loot with Krantigarh.

"Beastherds. . .must stick. . .together. . ."

>>5981998
Rest, recoup, and graze. Then we will rejoin for the next war.
>>
>>5982155

Whoa, cool man. Thank you. You’re off Krantagar’s murder list for now!
>>
>>5982155
Where is Magor retreating to to recover?
Here's the list of locations: >>5981998
>>
>>5982176

I’d also like to purchase one unit each of Baersonling Thralls and Bondsmen, plus two boats, with the extra loot from Magor - I think I have exactly enough
>>
>>5982201
But you're already in chaos wastes.
>>
>>5982205

Oh dang, you’re right.

How about two units of Ungors instead?
>>
>>5982206

Never mind, I can only afford one unit of Ungors along with the Gors that I bought previously. So I think I would have 4 loot left over
>>
>>5982176
Chaos Wastes of course. And I believe I can afford one more unit of Ungors.
If I split my 10 into 5 and 5 with Krantargh, I should be able to afford it but barely.
>>
>>5982212
The march north brings Magor's host first at great misfortune as a cold snap hits him and his horde, his host shivering and despair hitting them, only for them to suddenly emerge at a location of interest. A warm fen.
Doubt besets Magor for what to do:
>March on, this is trickery of the gods. We will be miserable, but we will be hardened by the experience.
>Skirt the outsides until the storm passes. Best be able to flee when the ill comes.
>This is a reward from the gods. Enter the warmth and enjoy it.
>>
Rolled 2 (1d4)

Magor consults a charm made of the bones of an old Bray-Shaman, the faces on each side with an eerie gleen glow

1. The Dog says to March On: There are no blood and skulls to be had here
2. The Serpent says to Stay: Give up not the pleasures that are gifts from the gods
3. The Eagle says to skirt the outsides: the clever beast takes the prey
4. The Crow says to March On: Misery and illness guide the soul towards the great Father's blessings, in life or death
>>
>>5982214
>This is a reward from the gods. Enter the warmth and enjoy it.
Praise the Serpent for this wonderful gift of warmth and pleasure.
>>
>>5982229
Magors entourage grows fat as it feasts upon the fruits of the fen. One unit of ungors has +1 HP.
>>
>>5982124
These 3 HP Chaos knights could be useful i think. If you keep the miliatia busy i can Sack the City with little risk

Just make Sure not to loose YouTube United. I guess i coulf also help out with killing one of the militia units before plundering the City and taking on the defenders
>>
>>5982124
There should also be another militia in the hills that is currently hiding
>>
File: Strike.png (67 KB, 1146x693)
67 KB
67 KB PNG
>>5982095
>>5982244

The Chaos Knights with three health remaining ride into the hills, bearing the brunt of the pitiful weapons and strike at the Kislevite Militia, to cut the support from the town so Mulrog can make his attack. The horse-archers keep up their scout-riding, path turning north then south again, whilst the remainder of Hangar's riders keep their eyes upon the Kislevites on the river's southern bank; seeing if they dare to act.
>>
>>5982257
If it shows itself I can beat it, too; as long as you're attacking the Streltsi to pin them down and mulch them up.
>>
>>5982264
I will Do that. Gonna take a bit though. Having to be GM for DND right now
>>
File: file.png (145 KB, 1953x1136)
145 KB
145 KB PNG
>>5982263
The uphill charge is slow, but steady and soon the hillside runs red with the blood of brave militiamen defenders. What is more concerning is a different mob of militiamen just north of the Chaos knights position and the Strelsy garrison to the south.
>>
Y’all still taking players?
>>
File: 1713629880347106.png (157 KB, 1952x1136)
157 KB
157 KB PNG
>>5982271
Stresely only Deal one Damage right. So this should be no risk
>>
File: Strike.png (146 KB, 1953x1136)
146 KB
146 KB PNG
>>5982271
Since I didn't move the other Chaos Knights yet this phase, could I move them now? Or have they lost their action this turn?
>>
>>5982284
I think so yeah. Go ask Lanu
>>
File: file.png (154 KB, 2141x1173)
154 KB
154 KB PNG
>>5982293
Yes, the strelsy only do 1 damage.

>>5982298
I'll allow it this time.

>>5982284
Yeah, tho keep in mind, you'll wait a bit before the next raid begins, as while Rue'Vahn, Krantagarh and Magor retired for the raid and while Malrog and Hangar are begging to be retired, Ivan and Sarrick have quite a bit of life in them yet.
>>
>>5982320
Gotcha! Do I send out my force sheet and stuff now, or at the next raid?
>>
>>5982321
You can do it now. I'll give you 60 loot to begin, same as everyone else, tho you have the option to be a norscan.
>>
>>5982323
Hooray!

Huffud the Big

Previously a particularly large cow from Middenland, who grew into a hulking mutant due to eating a fragment of Warpstone after mistaking it for a juicy leaf.

She leads her fellow beastmen- specifically her fellow Minotaurs

Minotaur -30
Minotaur -30
Total: 60 loot
>>
File: IMG_0201.png (1.62 MB, 1422x986)
1.62 MB
1.62 MB PNG
>>5982335
Forgot the image!
>>
>>5982320
>>5982323
If you're still taking players, can I get a sheet in ahead of the next raid? I'm the same anon as >>5976581, things have cleared up over the last week, and I'm confident I'd be able to post daily.

I'm thinking of running a fodder-heavy norscan warband, mostly bondsmen and berserkers. If you think you're getting near your limit though I don't want to slow things down for everyone else, multi-player quests are always hard to run, even with a handful of players.
>>
>>5982382
Sure, join up. I'll soon start slowing down the rate of my replies and limiting it to like 2-3 a day now that the system is mostly ironed out.
>>
>>5982320
Ta!

...And, yes, it looks about time to start riding northward again.

>>5982335
>>5982208
Hah! Looks like we might have found you a bride, Krantagarh!
>>
>>5982405

<agitated snorting>
>>
>>5981998
>>5982390
Born the bastard son of a Kurgan vagrant and Southron thrall, Korthak's fate was to live and die as Norscan chattel. Like most strong thralls, he was pressed into the support of a warband. Also like most, he was sturdy as an ox, half-decent with an axe, and filled with violent rage. During a pitched battle, his head was wreathed with an unnatural blaze and when the fighting was done, the flesh had melted away to reveal a burning skull of bronze.

Suspecting the favour of Kharneth, his master set him free. Left with nothing else to live for and the distant sound of wardrums echoing in ears that were no longer there, Korthak ventured back to Baersonling lands and rallied a volunteer warband. As a warlord, he's an untested whelp, eager to prove his worth to the Gods. As a man, he feels rootless and has little loyalty to any one tribe. He hopes to find a greater purpose in murder.

>Sons of the Bastard Skull
>4 Berserkers (-36 Loot) Pious devotees of the Blood God, seeing portents of slaughter and visions of gore in the reflection of his brazen dome. They're filled with zeal and ready to die for Kharneth, but they'd prefer to kill!
>3 Bondsmen (-24 Loot) Young and foolish marauders, easily awed by his mutation. Most pledged on to loot and pillage, but a savvier few joined to earn glory with an ease they never could in a more veteran band.
>>
>>5982390

So the retired players are waiting for Malrog, Hanger, Ivan and Sarrick to wrap up, correct?
>>
>>5982464
Yes and right now, we are waiting for Ivan.
>>
>>5982468

Great, thanks for clarifying. Also - congrats - 10 interested players is a sign of high quality QMing, you should feel proud!
>>
>>5982464

Please the Name is Mulrog.
>>
>>5982335
>>5982410
By Loesh yes!!!
Krantagarh and Huffud, sitting in a tree
K-I-S-S-I-N-G

>>5982127
>Nilsa, a hag witch doctor of the tribe tending after Sunset and heavily drinking to force some bravery into her gut before approaching the wounded wife of Rue'Vahn
Erik has my sympathy, but Rue'Vahn has his own beloved to care about right now, and so he'll regularly be helping Nilsa by calming down Sunset whilst the healer works their magic.

>>5982136
Ohh, here's an idea
For the second raid, after hitting that single hut village, we could ignore everything else, head south-ish, and rush straight for Fort Ostrosk. I also realized that it's not just the 60 loot captive there, the fort itself is a tier 3 settlement which means 30 loot ON TOP OF the 60. If you or anyone else wants to work together to capture the fort, I'm willing to settle for less than 50/50.
>>
>>5982572
<confused cow noises>
>>
>>5982335
KEK
Welcome aboard to the both of you
>>5982031
Same tactics I mentioned here to be applied going forward; I'm looking to move in a diagonal line Southwest to Northeast through the two villages, across the river (stream?) into the town with the Streltsy encamped to pincer them, then continue on from there with the rest of the horde to mop up these villages before I retire for the season.

I'm curious about recruiting Chaos Dorfs
>>
File: file.png (22 KB, 625x542)
22 KB
22 KB PNG
>>5982572
Nilsa will both be thankful for the aid and for the drinking companion.
"Chieftain." Nilsa says. "Have you heard of Ulfwerenar?"
"What about them?" Rue'Vahn replies.
"We have lost control of them." Nilsa says. "The chieftain bid me cure them, yet I know not how to."
There is a implicit understanding of danger, both with wild Ulfwerenar roaming about and the risk of punishment for disobedience.
"Where?" Rue'Vahn asks.
"A mountain pass to the south. I can send a man to show you, but there is a entire tribe of them there." Nilsa says.

>New area on map opened up.
>Subduing the Ulfwerenar (raiding all their villages) will allow the recruitment of Ulfwerenar units
>>
File: file.png (63 KB, 909x752)
63 KB
63 KB PNG
>>5982618
Setup for the attack is okay?

>I'm curious about recruiting Chaos Dorfs
All in due time (and interturn dialogue choices).
>>
File: file.png (202 KB, 2308x1921)
202 KB
202 KB PNG
Turn 8:
Wheatlands:
The Kislevites have rallied and are both preparing for a large countercharge from the southern hills against Ivan and are conducting a massive river crossing, seeking to crush Hangars forces.
>>
File: file.png (43 KB, 1029x821)
43 KB
43 KB PNG
Turn 8: Fort Ostrosk:
The Kislevite villagers flee with what they can carry. The strelsy hold their position.
>>
>>5982873
Am I the only one who is able to go after the Skinwolves? If not, I'll send word to Hangar to at least let him know about the situation. I don't really have good infantry, which would be needed to win fights in the mountain passes. The other facet is that this might gain us all some favor with the Norscans, since they don't really like us very much atm.
>>
>>5982405
hey Hangar. i know maybe not the best time. i got this thing with the Stresely in the city.

if i can make a suggestion to minimize your losses while breaking out of here either you get your Chaos Knights to kill the Kossacs crossing the river and running across the hills where i will open the path with the plundered village.

that would require to use your cataphracts to either kill the enemy cavalery or stresely while the horsearchers occupy the stresely or cavalery so the stresely cant follow you into the hills.

the other option i put down below in a picture. get your knights up north while killing the kossacks near the river. unless you have to stop on the already looted village you can just leave with them.

use the catphracts to kill the Kislevite cavalery so they can not pursure while the horsearchers keep the Stresely in the river and busy. The Stresely cant kill the archers due to being in water before the archers kill them.

your cataphracts will die later to the kossacks i think unless they retreat with your chaos knights on the way.
>>
File: Options for Hangar.png (208 KB, 2308x1921)
208 KB
208 KB PNG
>>5982897
am faggot forgot to include drawn plan
>>
>>5982893
>Am I the only one who is able to go after the Skinwolves?
You and anyone you inform. Or the person you inform informs.
>>
File: Mulrog_turn_7.png (206 KB, 2308x1921)
206 KB
206 KB PNG
>>5982882
crush the stresely. crush their village plunder their wealth.

>>5982405
Hangar. I will try to compensate some of your loss. if you wish it i will ride at your side in the next raid.
>>
File: file.png (132 KB, 1416x1115)
132 KB
132 KB PNG
>>5982900
He could also attempt to flee over the hills. Infantry and cavalry move at the same rate over them.
>>
>>5982901
he could i agree. which is what i suggested in the first part of my post. kill the kossacks crossing the river so they cant follow and use the other two units to delay the enemy reinforcements over the river so he secure his retreat. the other thing is more risky but could save another unit for future fights.

i am just trying to repay him for helping me loot more.
>>
>>5982897
How much HP do those Kislevite Cavalry have? If they're the equivalent of Cataphracts with 3 HP then there's nothing I can do to kill them this turn, as the Chaos Warriors aren't in range and the Cataphracts and Horse archers don't have enough power even together.


>>5982901
How much speed do the infantry have? If they're movement 1 I can run, but if they're movement 2 they can get into the hills and catch me next turn.
>>
>>5982911
>How much HP do those Kislevite Cavalry have?
3HP
>How much speed do the infantry have?
The strelsy (redcoats) have 2, the rest have 3
>>
>>5982911
ah damn.... 3 hp... yeah. better run across the hills and maybe use one of your units to moveblock the enemy cavalery to delay their pursuit.

sorry for getting you into this situation.

those cataphracts are very expensive.

but they could kill the Stresely before dying and then moveblocking the enemy.

the ARchers could run away north or run south and kill one unit of kossacs so the most heavily damaged Chaos Knights could get a headstart through the hills.

but the kossacs need to die or the will run down your 1/5 HP Knights.
>>
The cossaks are lightly armored cavalry so its unlikely theyll chase after chaos knights. Maybe you could burn the villages to create some smoke that would help hide the retreat.
>>
>>5982921
wait. i think i mean the cossars that are in the river close to the knights. they need to die or the will kill one of the Chaos Knight units.

and i think i burned whatever villages i had access to.
>>
>>5982899
Okay yeah, in that case I’d tell Hangar, but ask him to not tell anyone else without first consulting me. He obviously doesn’t have to listen to my request, but that’s his choice. My recommendation would be for someone with tough infantry like Chaos Warriors or Minotaurs to head in there, although I suppose I could do it if no one wants the job of fighting Skinwolves
>>
File: Wheatlands.png (134 KB, 1416x1115)
134 KB
134 KB PNG
>>5982916

Even if the Kossacs are movement 5 (And I think they're movement 4, as Kataphract equivalents?), there's 5 tiles of plains before they reach the hill, so if I just keep moving away the knights are safe from them. What they aren't safe from is the Kislevite militia, who can get into hills and kill the wounded ones on their next turn.

What I'm thinking of (correct my reasoning if in error?) is pic related; take out both militia whilst they're in the river with my 2HP Kights and Horse Archers, then move on with their remaining movement space. The strelsy aren't fast enough to shoot at anything that's in the hills next turn, the Kossacs are just a little too far away to reach the hills; and both those units would only be able to attack the Horsemen in their new spot in the village ruins from on the same square in their turn (the one with the green triangle) at their maximum movement, so one wouldn't be able to move to there, and it'll live one more round. Yes, the Horse Archers will probably die in the turn after, but with my half of the loot Mulrog took from Kursov I can just buy another.

Meanwhile, the Cataphracts will just head four hexes directly north... either they draw off the Kossacs to chase them, or I can potentially double back and nibble on the militia.

>>5982925
My response would be to suggest informing Rue'Vahn's Warbeasts (and the new Norscan/Minotaur people if I know of them). And will hold my tongue on telling anyone else whilst I await a response.
>>
>>5982941
yeah. your plan could also work yeah. if you want to i can take the rearguard later to protect your knights. my knights are still very healthy.
>>
>>5982941
(Whoops I forgot to turn my tripcode back on)
I’m assuming that the Ulfwerenar are not going to be easy to defeat, so if anyone is willing to risk fighting them, should we try to reward them a little for unlocking a new unit for everyone else?
I know it’s 40 loot, but they might also miss out on the battle for Fort Ostrosk which might occur next raid.
>>
>>5982925
Oh, derp, you are Rue'Vahn, thought you were Krantagarh. But, yes, bringing the new guys along might be useful. Anyone you think would be helpful?

>>5982946
Sounds a plan.
>>
File: file.png (79 KB, 1144x942)
79 KB
79 KB PNG
>>5982941
Actually very well played. It seems the chief of our warhost is good at tactics.
>>
>>5982948
I don’t think he’d care or be interested since he’s cavalry focused, but I’ll tell Ivan about the secret. He saved Sunset, so I’ll try to repay him any chance I get. Same as before, I’ll ask him not to tell anyone else just yet, but I won’t stop him if he chooses to.
As for who to bring along or send in there… I think we should learn a little more about the Skinwolves first.

>>5982899
QM, am I able to ask Nilsa or her chieftain about the capabilities of the Ulfwerenar? I’m not looking for specific numbers because that might be too bs for me to know, but just a rough comparison to another unit?
Something like: “do you think a battalion of chaos warriors would defeat them? Huscarls?”.

>>5982618
Lastly, I realize that this new development in the north might have changed my plans a bit. If I try to go for it, then I’ll need tougher units than slaves (thankfully they can be sold).
In which case, I’ll ask Ivan if he can be a little bit careful with my slaves, since they only have 1 HP. I gave Ivan my word that they would help him, so I don’t want to back out on that. However, if I’ve already given up my looting rights, then it’d be nice if they don’t return dead.
>>
>>5982959
"They are at home in the hills and move through them with speed unmatched by others. They strike as madmen and endure wounds as the heavy kislev footmen."
>>
File: cunning plans.png (48 KB, 1029x821)
48 KB
48 KB PNG
>>5982960
So sounds like they ignore the hills move penalty, and likely do 2 damage and have 2 or 3 HP. Someone who's been fighting Kislevites so far, can you confirm the HP?

If they're 2 HP each then I'm up for it. Both my chaos warriors and hung savages will kill the first unit they meet each term through HP pool or initiative advantage. If they're 3HP I'll be slaughtered though.

>>5982884
For this turn the bulk of forces will advance on the abandoned kislevite village to plunder what they can and round up any stragglers.

Although it'll be a tough fight up the river, the northern chaos warriors will push into the strelsy, their heavy armour will see them through.
>>
>>5982969
Was also going to say, I'm planning to pull out for some R and R after taking these two first villages. Looks like the Wheatlands campaign is winding down and it's not so fun invading Kislev proper on your lonesome. Also Lanu is making cool events for people off the clock and I want in on some of that shit.
>>
File: file.png (32 KB, 504x659)
32 KB
32 KB PNG
>>5982969
Well, the Strelsy have 2HP and they are only dressed in woolen cloaks. Heavy footmen are probably more heavy than woolen cloaks.
>>
>>5982974
Fuck that then.
>>
File: file.png (738 KB, 448x774)
738 KB
738 KB PNG
>>5982977
C'mon, don't you want the ultimate hilltroops?
>>
>>5982980
I do, but I can't see any way to get them. If there are just two units of them in those hills then my forces would be wiped out.
>>
Krantagarh (and Huffud?) could probably be hired to go after the Ulfwerenar. Three units of Minotaurs is a pretty serious mountain invasion force…
>>
>>5982984
<approving cow noises>
>>
>>5983039

I figure that if we get the blessing from the warband leader (Hangar), your units could go south, taking the very narrow mountain passes and my warband would swing southwest through the foothills. If you end up needing help I could then either attack into the mountains from the western pass and if not, could assault the towns in the foothills.

Plus it’s possible that I could place my herdstone in the little forest to the northeast and scare up some additional troops this way.
>>
>>5983052
>Plus it’s possible that I could place my herdstone in the little forest to the northeast and scare up some additional troops this way.
Or you could be a chad and place it in the southernmost Kislevite forest and get like 4 slaves (24 loot) per turn as long as you just manage to get that far down and back up (maybe via boats if you for a example, manage to subdue the Fjellsende norscans).
>>
>>5982984
Especially if backed up by loads and loads of Ungors, eh?
>>
File: herdstone map.png (469 KB, 3496x1669)
469 KB
469 KB PNG
You're talking about this southernmost forest, right? I definitely spied that as being the best location possible but as you mentioned, it would require boats and even then, I don't think I have the necessary troops yet for a deep-strike into Kislevite territory. If my next raid goes well though, I might have the resources for it. Producing a free army of ungors, gors, centigors and minos once per deployment would be extremely based.
>>
>>5983054
I actually don't think the Ungors would do much good here as they you'd likely lose them at a rate of 2 per each Ulfwerenar and I feel you'd get more mileage from perhaps marching them either out of the Baersonling lands and sticking to the forest, or striking at the Fjellsende.
>>5983057
Well, not the next raid, but maybe the one after that one. And especially if you team up with, lets say Korthak and his 7 ships, you could make a nice job of it. Oh and another thing to consider for Hangar, if you defeat the Fjellsende, you could sail a fleet down their river, up the Tobol and strike Ostrosk with a naval force.
>>
>>5983052
Wise and cunning minotaur indeed! That sounds like a great plan, even though I'm not sure how long just two units of minotaurs can handle

>>5983054
<very approving cow noises>
>>
>>5983065

Well, I’ll have a third unit of Minotaurs as well, and you can always retreat out of the passes to switch your unit order if one of your Minotaurs gets too dinged up. The narrow pass and high HP of the minos sort of ensures that you’re going to be putting the hurt on the enemy, and a pincer attack would be devastating.

Goes without saying that I’d offer to split the loot equally on this mini-raid between us.
>>
>>5983076
whelp, I'm sold! Hopefully that'll help me get a little closer to the others who have raided already
>>
>>5983076
>>5983082

depending on how rich Ivan and Hangar come out of their respective raids, I'd wonder if they'd even "loan" us some loot to buy more Minotaurs now for the werewolf assault, with the expectation that we'd pay them back once we're done.
>>
>>5983060
Good advice.
Uhhh, hrmm, gotta figureout which front would put my men to the best.
>>
>>5983057
>>5983113
If either or both of you beastmen have eyes for the southern coast, I'd be glad to pledge my boats for your hooves. We could loot more as one force than separate.
>>
>>5983141

Good to know, I figure that we’ll take Lanu’s advice and complete one more round of raids to build up our forces, and then we can make a mass naval rush on the Kislevite end of the map. It’s a juicy target, with all those cities present, but by definition resistance will also likely be heavier there.
>>
>>5983145
A worthy crucible! We'll break ourselves on Kislev or be reforged! My own men can keep their infantry at bay, while your horns batter down their walls.
>>
>>5982941
Do we get loot from defeating enemy forces or only from raiding their settlements?
Chaos Knights crush the Militia North of the closest village, Slaves push through the village, Horse Archers maintain mobility harassing the Strelsy to keep them at bay, Cataphracts push through the village after the Slaves soften them up. Ideally my whole warband will remain on open plain tiles in order to maximize their speed of movement until they hit the next village, at which point they'll ford the river North using the two open tiles. At that point, I'm either withdrawing or making my way East over the hills to strike at the settlements on the other side of the lake, dependent entirely on whether or not my neighboring raiders are willing to join in the attack.
Rue'Vahn, I appreciate the info, but as it stands I have no footmen besides your slaves.
>>
Any bonii to sacrificing people to the Chaos Gods?
>>
>>5982984
>>5983065
Alright then. If oog the both of you are interested in fighting the skinwolves, then Rue’Vahn would be willing to tell you since you’re the best equipped for it anyways.
If I had loot to spare, then I’d offer to donate some wealth to the both of you as thanks for taking the job everyone else is scared of. So instead, I’ll try to commit to helping with the herdstone when you guys eventually decide to strike deep into the South
>>
File: file.png (153 KB, 1965x1531)
153 KB
153 KB PNG
>>5983181
>>5983187
>Do we get loot from defeating enemy forces or only from raiding their settlements?
Loot is only gotten through raiding.

The wave of slaves is rushed forwards and trades blows equally against the kislevite militia. The two mobs smash into eachother and the Kossars outside of the walls are swept away, while the slaves sent at the village are killed off. Then, the heavy chaos knights charge the exhausted militiamen and drive their great lances through them, while the cataphracts ride northeast and set flame to the other village.

>1 slave is dead
>20 loot is gained
>>
>>5983196
Nice, how much loot am I up to? Are we able to take captives from our raids?
>>
File: file.png (186 KB, 2069x2066)
186 KB
186 KB PNG
Turn 9:
Wheatlands:
The Strelsy make a pincer attack at the horsearchers. For now they are alive, but that will merely buy Hangar time to flee.
>I very seriously recommend everyone to disengage. Your units are almost universally near dead and those that aren't are outnumbered by the few Kislevite units you do see.

>>5983198
You're up to 50 loot I believe.
As for captives, they're a part of the loot.
As for sacrificing, randomly, no, it can be a bit of fluff. However, you might get a interraid event in which you can do so for actual boons.
>>
File: file.png (31 KB, 722x796)
31 KB
31 KB PNG
Turn 9:
Kislev:
The Strelsy viciously fall upon the Hung savages crossing the river. Before they can react, a volley of shot has pierced them and a horde of scarlet clad axemen descends down, cleaving them apart in great blows.
>>
>>5983202
No problem. MY knights will pull back into the open plains and wait for Hangars Knights to crest the hills and will take up the rear guard while disengaging.

the slaves will already disengage and if need be return to the steppes. unless Hangar wishes me to follow him. Mulrog has found a certain respect for this Warlord.
>>
>>5983202
Ivan collects the captives taken on his raids & asks the young men who among them are the best runners. Of these he selects a Gospodar, a Roppsmen, an Ungol, a Hung, a Kurgan, a Norsii, & a Teutogen (Reichsman/Imperial). Each of them he marks with a scar upon the face mimicking his own, embedded with a small sliver of warpstone.

"You will spread word of my reaving, & my inevitable return. You will tell your people to rally behind me, to gather at the pyramid of skulls that mark Zar Ivan's Bloody Charge. Your scars will mark you as my vassals when next I raid, while all who do not swear themselves will be marked for death."

Each of them is allowed to keep enough supplies from the last village to survive the foreseeable future & is told to scatter to the winds in search of their people, whether they be slaves, nomads, villagers, or urbanites.

The newly titled Zar Ivan withdraws to the Kurgan Steppes with the slaves & loot he has gathered.
>>
>>5983202
>>5983218
Actually, it’d be 52 Loot since I’m giving Ivan some of my spoils right now as per >>5981460 and more will be given after next raid
>>
>>5983202

Can I just say 'I disengage' yet? Because, yes, I'm riding for the north as soon as I can. How far away do I have to get from Kislevite units to disengage mine?
>>
I'm also curious, how far do I need to get to fully withdraw? If the Strelsy engage my forces, the Slaves will presumably get caught since they're the slowest on open ground; should that happen, I'll use the distraction to wipe out the pursuers. Otherwise the Horse Archers will perform a fighting retreat if they're caught up to.
>>
>>5983292
>>5983304
In this case, you can, as you're far enough to escape safely, with the exception of Hangars HA.
>>5983218
Based
>>
>>5983317
since he can disengage most his units now i would like to joing him.

>>5983292
As the Warlord rode with his Knights across the hills the somewhat mauled horde of Mulrog joined him.

the blood covered warlord seemed in good spirit. "A glorious raid. The Gods will surely approve of the carnage we wrought. As thanks for your support of dealing with the cowards in the hills i wish to repay you." Mulrog called out flanking the other Warlord with his own Chaos Knights.

i am offering to fight with you in the next raid and if you wish support during the off season while we rebuild. if you do not wish Mulrog to come with you he will just return to the steppes to recruit new horses.
>>
>>5983317
In that case, I disengage with my Chaos Knights and Cataphracts. The Horse Archers strike out south and kill the Strelsy unit crossing the river, and then go to the gods with a blooded song on their lips as the other Streltsy overwhelm them.
>>
>>5981998
I'll hold off on my selection until I see what awaits me upon the Steppes of the Great Kurgan.
>>
>>5983326
Hangar laughs loudly, throwing back his helm as the gore drips from his moustaches. "A Glorious raid indeed, and plenty of southlander souls sent wailing to the gods. Your support is welcomed, Mulrog. When we ride south again I will welcome your strength on my flank."
>>
>>5983395
Give me some 10ish hours to sleep.
>>
>>5983208
Sarrick, if you want, you can safely raid that village and that castle and disengage.
>>
>>5983208
>>5983452
Yes please. That was my plan anyway. Irritated I lost those savages as there was no need for it, and I very nearly didn't move them, but as I'd already drawn the arrow in paint I left it on the grounds that there probably wouldn't be any problem from it. Alas, those strelsy were waiting for just such a mistake.

Still, by my count I'll be making out with 60 loot so I won't complain too much.
>>
>>5983450
I'll check again in some 12 to 16 hours myself, rest up QM
>>
Oh and please, I'll need the locations of where you retire to (norsca, beastherds, eastern steppes, hung wastes).
>>
>>5983528
Fuck, yeah my bad. I'm heading back to sweet home hung land.
>>
>>5983528
Eastern Steppes of the Great Kurgan
>>
It looks like Zar Torchak died during the raids (dude never posted to enter the battlefield/ghosted the thread). This conveniently enough left an opening for Ivan to claim the title of Zar of the Kurgan raiders furthest to the West. Can his 6 Horse Archers be split amongst the 3 Kurgan Warlords (Mulrog, Hangar, & Ivan)?
>>
>>5983584

Could be fun to turn this into a side-quest for the Kurgan players as well
>>
>>5983141
Works for me! I'll gladly bring along my Ungors for a glorious raid!
>>
>>5981998
Okay then, with Ivan done and the prep for the next raid beginning, I'll sell the unit of slaves that returned for six loot. That, plus my four original leftovers plus the ten I got from raiding that one village, minus the two I gave to Ivan as a thank you should leave me at 18 to spend.
I'll hire two units of Norscan Bondsmen for 16, which leaves me with 2 loot remaining.

>>5983403
Rue'Vahn will ask Hangar if he thinks the warlords should come up with a plan for Fort Otrosk? It's an important enough target that just "winging it" seems risky. The reason he's bringing this up is because Rue'Vahn doesn't feel like it's his place to personally organize such an assembly; it'd be undermining Hangar's authority.
Maybe start off with a head count of who is even interested in the first place? From there perhaps a way to decide upon how the loot will be split if victory is achieved?
>>
>>5983528
eastern steppes. its time to go back home and get more horses.
>>
>>5983778

"We will certainly need our strongest warriors massed to break Fort Otrosk. The Fortress Severnostepsk held powerful Kislevite Lancers inside their walls; the defences at Otrosk will be more formidable and backed up by a greater amount of forces from the surrounding lands. With your plan for Krantagarh, Huffud and Gorebow to take their next season campaigning against the Skin-wolves, we would be missing much of the meat. When we strike against Otrosk, we should all be there."
>>
>>5983528
Eastern Steppes
>>
File: Invasion Plan.png (218 KB, 767x355)
218 KB
218 KB PNG
Alright, now that pretty much everyone has retired for the season, I'll finish up my prep for the next time. I've got a Warbeast and two units of Norse Bondsmen, which should hopefully be enough.
Here's what I plan to do for the second raid. I'll attack Tarnovo, then cross the river and head for the tier two settlement. If my units are still looking healthy, then I'll double back towards the middle and assist with whoever is attacking there.
What do you guys think?
>>
>>5983541
The Hung tribe of Sarrick Whispersoul greets him with joy and a great fat beast of chaos is slaughtered, its meat and fat roasted over the flame to greet him and his returning warriors.
Amidst the celebrations, a certain someone catches Sarricks attention:
>A strange sorceress from a different tribe, clad in fine tan robes, gently leaning against Sarricks arm
>A famous hunter of the tribe that bid Sarrick good fortunes and sacrificed the last of his beast stock in Sarricks fortune
>Sarricks old mentor, a cranky old fool that had helped Sarrick get started on his way of sorcery

>>5983554
Zar Ivan's return to his tribe was celebrated, as he was the greatest of warchiefs of the great raid of 2537 and as he and his tribe will undoubtedly enter the books and the tomes of the the southernlings. Wine flowed freely, slaves were brought up for the warriors to pleasure themselves upon and a great many of the flock were roasted.
And then, during the height of the celebration, came forth a:
>Warrior clad in chaos plate, leading forth his armoured steed and shouted "I came from the wastes leading my band of brothers! Will you take over the grand host that pushed south so we know to follow you, for we will accept no lesser leader!"
>Sorcerer, with the head of a lizard and bid thee "Oh great Zar, abandon your anger towards the Ostrosk and the vile deceptress that dons the image of the crow! She will harm the four lords of chaos which you have always followed! Turn your anger and your host towards Ormfell, where the vile Sarls dwell and punish their chief who goes against the wills of the four! There await for you great riches and blessings from the four!"
>A drunken shaman "I see great fortunes if you continue as you do currently! None of the four are displeased with you, or else I'd be struck down from the heavens for uttering this!"

>>5983765
Magors northwards journey finally brought him to his dark and brooding grove, where his hordes replenished in their hunts and orgies around their herdstones, where feasts and rapes were held, until one day, Magor was brought at a:
>A female Hung savage speaking wild things beyond reason of normal men
>A wounded troll that spoke of great riches and revenge
>A tiger headed beastman from Ind on the edge of death
>>
>>5984029
>>5983966
Mulrogs return, while showing only a greatly diminished force is still greatly celebrated, prized cattle are slaughtered and fatty meat is eaten in a great hall. Yet something dug at Mulrog and one night he arose:
>with a crow pecking at his face. Shooing it away, it spoke "Turn back from this! Plunder Praag instead!" Then, it flew away.
>from a pleasant dream. Getting up, he realized he had grown in size and that his bed had broken under him, while his wife, standing at the doorway, wrapped in sheets disapprovingly looked at him. As he got up confused, he hit his head on the celling of the room. (Your unit of chaos knights receive +1HP and +1D)
>having seen a passage through the Goromadny mountains in the Belyevobota pass towards a lost dwarven hold, long abandoned from all

>>5983979
Hangar, the grand Zar of the horde of 2537 returns to his homeland, tired, bloodied, yet dragging a immense heap of wealth to his homeland, with his horde growing ever larger and his tribe prospering, now dressed in fine clothes and furs of the southernlings, getting drunk on the fine alcohols of the Kislevites and dining on the fatty meat of the whales from the norscans.
On his trip home, he was passing close to Karag Dum and he:
>bypassed it, not caring to slow his journey one bit
>entered there and sought council with the crow headed messenger, wherever the mysterious benefactor of this whole ordeal may be
>found a odd and unfinished marble statue of a woman seated on a chair precariously leaning on its last two legs, while the statue had its feet raised on the table, a cup of wine graciously in the grasp of one of the marble hands
And after he had finished, he was greated by his tribe that had:
>rallied behind his banners (gain 2 horse archers)
>sent nobles to join his ranks (gain 1 cataphract)
>called on start settling the slaves so they may work form him and his tribe (found a settlement for each 5 loot invested, said settlements will give Hangar 1 loot on each interraid)
>>
>>5984031
Correct me if i am wrong. I should habe 50 loot to buy morr stuff and i did keep my most expensive stuff and some slaves intact.

Question. Could the hold provide a foothold for future expansions if IT could be secured?
>>
>>5984045
Correct, you have 50 loot and you did retain your 1 unit of chaos knights and 1 unit of slaves.
>Question. Could the hold provide a foothold for future expansions if IT could be secured?
Mulrog can only find that out if he dreams of the passage.
>>
>>5984047
Further question. The buffed damage and is only for the one unit of knights not any further units i might recruit now. Correct?
>>
>>5984051
Yes, only for the one unit you have currently.
>>
>>5984031
>from a pleasant dream. Getting up, he realized he had grown in size and that his bed had broken under him, while his wife, standing at the doorway, wrapped in sheets disapprovingly looked at him. As he got up confused, he hit his head on the celling of the room. (Your unit of chaos knights receive +1HP and +1D)

While gathering his New hosts using the riches He plundered from the southlands his promise always at the forefront of his mind.

So when the change came he embraced it, seeing it as a sign from the Blood God to bring ever greater carnage upon his enemies. Assembeling three more units of Horse Archers he also managed to procur the services of a unit of Cataphracts. The dlaves he still had would serve little purpose but looting and maayje taking the edge off a particular countercharge.

A surging bloodlust made him restless as the last Horse Archers were assembeled. Sending a raven to Zar Hangar he informed the Lord that Mulrog was ready and wished to know where their next conquest would be.

>>5983977
>>
>>5984029
>Lizard-headed Sorcerer...
Lanu, what were your thoughts on divvying up Zar Torchak's Horse Archers among the 3 Kurgan Warlords (myself, Hangar, & Mulrog?)
>>
>>5984099
I've half considered making them disperse back to the steppe, but I think I have a slightly more fun idea of what to do with them.
>>
Rolled 1 (1d2)

Caught up in the spirit of the Serpent, Magor finds himself in an indulgent mood. He feels the urge to take the Hung woman first, then listen to her story second. But the prospect of having trolls at his command and of great riches also entices him. Trolls who could perhaps make some fine half-trolls the next chance they take some women of the foe.

He defaces a gold coin, on one side the symbol of the serpent's head, the other of its tail.
>>
>>5984029
>A female Hung savage speaking wild things beyond reason of normal men
Magor takes the Hung woman and bends her over for a night and a day, siring more ungors, then listens to her story.

These wild things may have lost reason, but no beast ever loses instinct. He shall find them, entice them with promises of much pleasure and excitement, for the glory of the Serpent
>>
>>5984099
"The deceptress is not of this world!" The lizard headed man speaks. "Meet me after the celebration at the altar." He whispers as he breaks off from the party.
Ivan's visit to the altar finds the sorcerer anxiously glancing around, a dagger clutched in his hand.
"Explain yourself." Ivan orders.
"I received visions," whispers the lizard headed man "and not only from the weaver, but from the others aswell. And they do not favour her, they despise her. Do not bring their hatered down on yourself, but do not bring her wrath on yourself down either. Merely pretend you wanted more loot."
"This still does not explain it." Ivan replies. "Speak simply or don't speak at all."
The lizard headed man shakes his head, then pauses. A moment later, he speaks up again "What is the realm of chaos?"
"Where the gods dwell and work the world from." Ivan replies simply.
"Exactly, but it is not merely where our gods, or the gods of the southernlings live." The lizard headed man replies. "There are many other gods and not only those of our world either."
Ivan eyes the sorcerer.
"And these gods not of our world, or better said, not known by our world, are encroaching upon it. The raven headed thing merely takes the costume of one of Tchars servants. Her goals must be sabotaged and the gods would surely reward you."
"So why not kill her?" Ivan asks.
"Don't throw away your life." The lizard headed man replies with dismissal.

>>5984112
"I tell you, things are coming! Flee with your tribe, for all shall be put to the death!" The woman screamed, telling of great destruction. "Warriors shall come from the north and you and your kin will be slain! The followers of the four and the southernlings, all shall bend the knee or all shall die! The everchosen will be but a cupbearer!"
It quickly grew tiring, yet, it had impressed something, maybe a discomfort, maybe a fear, maybe a desire for migration.
>Magor's horde may retire to any forest that has more hexes than he has units
>>
>>5984031
>bypassed it, not caring to slow his journey one bit
What more do I need, but a fleet steed beneath me as my riders ride home laden with plunder? If Tchar's messenger seeks to speak with me then that is my fate, and it will happen there or here."

>rallied behind his banners (gain 2 horse archers)
"To settle on the steppes is foolishness indeed; for too linger long in one place brings Nieglin's poxes and pestilence, and gives Tchar cause to warp and shift the land beneath. Those who stop looking to the new horizons and focus on their wants become indulent as pleases Loesh; and any settlement upon the steppes asks for Khorne's descending wrath. To survive on the steppes is to hold the fleetness of your steed secure by your strength, and outpace those few who can bring the ruin to you."
>>
>>5984118
"For whose throat do you wield that dagger, and from whence have you came to the Steppes of the Great Kurgan? Does the Bird-Woman serve the Undoer"?
>>
>>5984146
"I wield the dagger for the throat of any who do not serve the four. I am not certain of my safety, and neither should you be." The shaman replies, "And my name is Eric Avila, from Santa Magritta." he says as he ruffles his pockets and pulls out a old necklace with a token of Myrmidia, then tosses it to Ivan. "As for whom she serves under, I do not know, merely that whatever it is, it is not of our world."
>>
>>5984152
So he's a Marrano? LMFAO
"Very well Lizard, you will serve me henceforth & ensure the favor of the Four is upon my raids. What have the Sarls done to displease the Gods? Their bodies will be trampled beneath a thousand hooves."
Can I recruit Norscans as it stands or would I need to withdraw from battle again to the Baersonlings' lands first?
>>
Rolled 59 (1d100)

>>5981998
Presuming that I can't recruit Norscans from the Steppes, I'll allocate the following (otherwise I'm after some Huscarls)
52 Loot:
Chaos Knights -32
Kurgan Cataphracts -18
=
2 Loot
Horse Archers
Kurgan Cataphracts x2
Chaos Knights x2

Rolling to dream in the Astral Warp for signs relating to the Raven-Faced Woman, Eric Avilla, the Norscan Sarls, & the Pyramid of Skulls in the Wheatlands...
>>
>>5984020
Is that in the Wheatlands?
Zar Ivan sends a raven to Rue'Vahn:
"The pure blood of the Great Kurgan flows through my veins, and the wisdom of my ancestors is maintained: I do not trust an Eastern Savage, for his word is only better than a Hobgoblin of Khazaria. Yet you have been blessed with a great bond by the Gods, which you have honored, and so the noble spirit of the Steppes must surely reside within you. Ride with me as I rise to rule the Kurgan, and I shall name you Khagan of the Hung as my domain expands. I ride for the Wheatlands, a stop on my way to raid further upon the shores of the Norscans."
>>
>>5984155
>Can I recruit Norscans as it stands or would I need to withdraw from battle again to the Baersonlings' lands first?
Nope, you need to retire to Baersonling lands if you want to recruit Norscans.

As for your dreams, you see a vision of a walking corpse carrying the clay depiction of the tortured woman to the raven headed sorceress, yet as the walking corpse approaches, for a single moment, the clay depiction of a woman disappears and a large, proud and powerful figure appears next to the raven headed woman.
The next moment, the clay depiction is there, but only for a moment, as it and the powerful depiction appear and disappear, the whole world seeming to violently shake and shudder.
In the end, as the walking corpse hands the clay figure to the raven headed woman, he seems to first stumble a bit backwards, then in a violent and gory explosion, be propelled backwards, as if a invisible hammer of a dragon ogre hit him.
Ivan wakes up with a scream.
>>
>>5984118
Lol I just realized the woman was speaking wild things beyond reason, rather than speaking *of* wild things beyond reason as though there were monsters to recruit. Ah well, a troll would have been nice, but there are always more opportunities. Chaos provides!

>The woman is annoying, but somewhat entertaining. Magor keeps her and has her gagged. Every now and again when he's truly bored, he'll listen to her ramblings and the men can laugh at the ridiculousness of it. Or tremble quietly for a good scare.

For now, we'll rejoin with Korthak. There is more raiding to be done!
>>
>>5984183
Ill omens...
I'll ride once again through the Wheatlands, though it will likely be a short raid.
>>
By the way, still here!

Krantargh, you alive?
>>
Rolled 2 (1d3)

>>5984029
>>
>>5984029
>>5984219
>A famous hunter of the tribe that bid Sarrick good fortunes and sacrificed the last of his beast stock in Sarricks fortune

Sarrick knew well not to trust one of his own kind. All sorcerers played games with their words, and even when they spoke the truth they used it to deceive. Great import could be found if what they said was untangled, but there was always a danger in that maze, one it had already taken him decades to free himself from in the case of his mentor. On the other hand the hunter was honest, his support exactly what it appeared, and of great value among their people.

Meanwhile, I believe I also have 60 loot. 20 from a bearsonling village, 10 from mugging Krantagarh and then 30 from the two villages in Kislev. The plan is probably to buy a warbeast and either more savages or horse archers, but I'll wait to see what mr hunter has to say first, just in case.
>>
>>5984217

Yep, still here. Im pretty sure I got all my decisions out of the way early since my first raid was so short-lived, hehe.

I’m chomping at the bit to fuck up some werewolves
>>
>>5984174
Yeah that's the easternmost section of the Wheatlands. I'm basically calling dibs on those villages if no one has a problem with that.

Rue'Vahn will send a messenger bird in response.
"I do not break my promises like some pawn of Tchar. My words are used to manipulate others, true, but I do not break my oaths.
I travel for the Wheatlands as well. I will ride with you, and support your rise amongst the Kurgan.
That said, I feel it is worth mentioning that I do this out of gratitude to you, rather than promises of power. I won't look a gift horse in the mouth, as the title of Khagan of the Hung is an alluring prize, but you saved my wife, and that matters to me above all else. The obsessions of Loesh are what own my soul."

>>5984155
Does Ivan share the secret about Lanu that he's been made privy to?
>>
>>5984225
"Sarrick my friend!" The hunter said as he approached. "I see you have done good! Very good!"
The pleasantries were exchanged and as the conversation veered to the hunters life, he complained. "My foot was crushed and I grow old. I cannot hunt well no more, but it is what it is. I now wonder if you could do me a favour."
"Which one?" Sarrick asks.
"I have heard that in Norsca, beyond the Baersonling lands, but east of the Aeslings, dwell great mammoth herds. If you could steal some cubs for me, I could start raising them for the tribe." The hunter says. "I will be of use to the younglings who won't kill me for my uselessness."

>>5984155
>"Very well Lizard, you will serve me henceforth & ensure the favor of the Four is upon my raids. What have the Sarls done to displease the Gods? Their bodies will be trampled beneath a thousand hooves."
"A chieftain of theirs was cursed to serve them and has broken the curse. Such a thing cannot be allowed."
>>
>>5984232
"Old friend, you ask for a favour and offer a service instead. Very well, mammoths for you and for the tribe, and death upon their tusks for our foes."

---

If the mammoths are further than the Baersonlings but east of the Aeslings, does that put them on this >>5981983 map around Kraka Drak? Or is there another one along the coast but before the Aeslings?

Would anyone like to join the Whispersoul on a journey to the north west, looting a few dwarf holds on the way? Obviously with our noble leader Hangar's permission, unless he desperately needs my forces to assault Fort Ostrosk?

Either way, I've decided on units Lanu, one unit of northern warbeasts and two hung savages for my 60 loot, please.
>>
>>5984240
That would be a good test for my knights. Sadly the terrain does not seem suited for horses. So unless Hangar wants me to go there or goes there himselr i as Mulrog would habe to declinethe opportunity.

Also i dont think assaulting Ostorrok is in the cards right now. We are missing too much firepower and bulletsponges without the beastment
>>
>>5984240
Further north of the Kraka Drak.
>>
>>5984228

One question for Lanu before we embark on our mountain raid of the werewolves:

If my units are single-file, in back-to-back hexes in a mountain pass, can they swap positions using a movement point each, or would they need to exit the mountain pass entirely to change their unit order?

I know units block each other, even friendly units of the same army, but the mountain raid might take a long time if Huffud and I need to retreat out of the mountains once or twice apiece to reorient our troops.
>>
>>5984133
>>5984244

Is there anything more I need to do regarding decisions, or do I start spending my loot now to prepare for the next raiding season?
>>
>>5984246
I'll allow it. If two units on full movement are next to eachother, they can fully expend their movement to rotate.
>>5984248
Other than negotiate with other players, no.
>>
>>5984229
I'm keeping it close to my chest for now since I'm not sure who is trustworthy, least of all the Raven or the Lizard. I'll be raiding from the Northwest of the Wheatlands, so if you're coming from the Northeast we can meet in the middle South before we head for unravaged lands.

A raven to Zar Hangar: "I ride once again for the Wheatlands to sow more bones in the fertile soil. The Raven-Hag chose you to lead our hordes, but the Skulltaker's favor was given to me by right of bloodshed. It is only right that the one to lead our charges be of the line of the Great Kurgan, & so I write winged words from one Zar to another. I will rejoin you from the West when I am satisfied of my raiding; then we shall split the spoils of the Dwarves & lesser men. Until then, trample all the Southlings with the favor of the Gods."
>>
File: Invasion Plan Zoomed Out.png (596 KB, 1288x1101)
596 KB
596 KB PNG
>>5984285
>I'll be raiding from the Northwest of the Wheatlands, so if you're coming from the Northeast we can meet in the middle South before we head for unravaged lands.

Hmm, okay cool. If you're coming from the Northwest, then I assume that you'll be heading for this area that I circled in orange?
After I'm done with the purple circle, I'll head towards the orange circle to help you, or if you'd prefer, I can go waaaaaay south and meet you at the area in red.
>>
>>5984315
100%, though I'll likely withdraw to Norsca once we've raided all we can.
>>
>>5984248
Hmm. And I have 40 loot from my raid, 50 if Mulrog grants me half the Treasures of Korsov.

So:
2 Chaos Knights
1 Kurgan Cataphracts
+ 2 Horse Archers (event)
+1 Chaos Knights (-32)
+1 Kurgan Cataphracts(-18)If granted 10 by Mulrog; otherwise 8 Loot in reserve.


>>5984285

"The Raven-Hag made no choice, Unbearable one. It was the whims of Tchar's fate and the number of Nieglin upon my die that set that fate upon me. Your victory on our ride was a glorious one; but we all reaped our bloody tallies. If you look to whom the gods have blessed it is Mulrog who swells with the vigour of their favour. May the gods yet favour our continual march."

"I also make my return to the Wheatlands, as the gods have set no clear path before me this season. The Kislevite lands will shake again beneath Kurgan hooves."

>>5984065
"Last season we cut at the Wheatlands. This one, let us return to fall upon them with greater force."

>>5984240
"The Mountains are Ill-suited to my riders, Sarrick. Though the Mammoths are of interest, this is not a march I can join upon without first knowing a clear path. May the gods grant favour and vision."
>>
>>5983765
>>5984189
Huzzah, and well-met! We'll be glad to have your hundreds of hooves at our sides. With Krantagarh and Huffud off in the hills, we'll have room for as many of your Ungors as can fit. I think we could reave down that Wheatlands river, despoil the southland and be back up, backs loaded with gold by the season's end. Failing that, we could strike at the heart of the Baersonlings and carve our names in the sagas. You're the more veteran of us so I'll defer to your judgement. What say you?
>>
Dropping this link to a 'yuge amount of fanmade WHFB army books for inspiration:
https://warhammerarmiesproject
.blogspot.com/?m=1
>>
>>5984343
i did already spend most my loot and have only two left.

i can give you the two i have left over from my purchases. which would give you the ability to recruit another unit of Horse Archers. Which is better than nothing i would guess.
>>
I'll try and get the deployment maps ready today.
I need to finish up the northeast Norsca, touch up southern Kislev and do the changes within the Wheatlands (Kislevites wouldn't just not prepare for future raids).
>>
>>5984753

No worries QM, we’ll wait patiently.
>>
File: file.png (526 KB, 4719x2228)
526 KB
526 KB PNG
Deployment map for the Wheatlands:
As previously, deploy where you desire to deploy to, just mark your units with a letter.
>>
File: file.png (222 KB, 2101x1424)
222 KB
222 KB PNG
Deployment map for Kislev, the Baersonling lands and the Dwarven hold of Kraka Ravnsvake and the Ulfwerenar.
>>
And of course, draw your first turn in addition to your movement. You don't have any enemies in your line of sight, no matter where you deploy.
I'll try and make a single big reply after everyone put their movements.
>>
File: K_raid2_turn1.jpg (1.24 MB, 2101x1424)
1.24 MB
1.24 MB JPG
>>5984764

Here's my deployment, QM.

Should we deploy first and then make our movement orders after? I'm a bit nervous giving movement orders without knowing enemy locations, etc etc.
>>
>>5984767
>Should we deploy first and then make our movement orders after?
You have no reason not to make your movement orders aswell.
But if you want to wait for other people to deploy and move first, go for it, just be aware of being cockblocked by a different player.
>I'm a bit nervous giving movement orders without knowing enemy locations, etc etc.
You don't have any enemies in your line of sight, no matter where you deploy.
>>
>>5984768

Hmm, okay.

1)Minotaurs and southernmost Gors attack two hexes southwest to assault forest villages. Minotaurs enter and loot town if possible.

2) Centigors and northernmost Gors attack one house village on the coast (Centigors moving two hexes northeast), Gors enter village to loot if possible.

3) Ungors trail behind Minotaurs, move two hexes southwest
>>
>>5984770
Wait, you're striking at the Baersonlings?
>>
>>5984772

Oh, my mistake - I thought these were enemy villages because they were marked in red but now I see that this is the same location as my previous raid, I’m an idiot. I’ll fix my orders in a few minutes.
>>
>>5984774
No problem, don't worry about it.
>>
>>5984343
Maybe we should only do minimal plunderin in the Wheatlands and push through to the other side of the mountains. The wheatlands are gonna be cramped for the forseeable future

What do you think?
>>
File: K_raid2_turn1_revised.jpg (1.24 MB, 2101x1424)
1.24 MB
1.24 MB JPG
>>5984776

Here's my second attempt. Basically, minotaurs go in the mountain pass first to attack the first werewolf village, the two units of Gors follow behind, then the Centigors, then the Ungors.
>>
>>5984760
My forces gather at the site of Ivan's Bloody Charge, the Pyramid of Skulls.
>>
>>5984405
Oh yeah, the WAP, I got that.
I also use WFRP, MadAlfred and Hypothetical war, aswell as random pdfs i find by searching around.
>>5984781
Any specific deployments in mind?
>>
File: Wheatlands.png (91 KB, 1376x809)
91 KB
91 KB PNG
>>5984777
That's one way to look at it.
The other is that we might have the forces gathered to break EVERYTHING in the Wheatlands on this raid. Let us sack these lands in the name of the gods and claim their soil for the Zars of the kurgan!

>>5984760
We gather near to the river on the east, and launch our attack by marching the Chaos Knights forward upon the village there! If our charge of Knights kills the defenders there then the Cataphracts can march in and seize the place.
>>
I was hoping my prior efforts at recruiting would bear some fruit there, but if I don't see anyone gathered I'll push on South towards the hills
>>
File: h_raid (1).png (259 KB, 2101x1424)
259 KB
259 KB PNG
>>5984761
here is my plan! Much-very complicated, I know
>>
File: SecondRaid_Mulrog_Turn 1.png (150 KB, 1474x1355)
150 KB
150 KB PNG
>>5984760
>>5984797

The Meeting between Mulrogs Horde and that of Zar Hangar had been a tense one. The warriorlord that had once been so clearly human now strained in a new massive harnish that had been forged for him. Where Mulrog once swung a rune covered Longsword it now looked like a shortsword on his massive stature.

To compensate the Warlord had taken up a massive Axe and rode proudly at the head of his host of Chaos Knights.

On his command his Archers galloped behind Hangars Flank and swung around, flanking the Zars Forces on the other side.

"Greetings Hangar. I come to fulfill my promise and raise monuments to the Skullthrone. Let this season be a bloody one and many a skull be offered to the brass Lord!" the massive Warrior shouted with barely contained glee in his voice for the slaughter yet to come.

After a short tactis meeting they got into position Mulrog choosing to assault the more fortified village immediatly to sate his bloodlust.

hope this is suitable enough for the beginning of the conquest.
>>
>>5984817
Your leftmost chaos knights overlap with Hangars horsearchers, I believe.
>>
>>5984818
Alright. Shouldnt they already have mobed by the time i place my units? But i can change that if you need me to. Just a minute
>>
>>5984814

No, wait, Huffud! You’re attacking the wrong way! Attack the towns to the south.

If I have time later I’ll RP a post about the dummy Minotaurs getting ready to attack the wrong towns…
>>
>>5984818
Alright. Shouldnt they already have mobed by the time i place my units? But i can change that if you need me to. Just a minute

Very sorry about that. Put down a wrong name
>>
>>5984821
>>5984819
Sure, makes sense, we can go down that reasoning.
>>
>>5984822
i will just fix it. the slaves dont matter much anyway.

just ordered the units a bit to the right. the slaves dont matter much. they are there to take a countercharge or something.
>>
File: h_raid (2).png (260 KB, 2101x1424)
260 KB
260 KB PNG
>>5984814
>>5984820
<CONFUSED COW NOISES>

lmao, I fucked up. Aight, turning the gang around!
>>
>>5984817
...what happened to Mulrog??
>>
>>5984828
XD
It's okay, I get what you want to do.
You're supposed to deploy on the side of the yellow line that says "DEPLOY HERE".
I'll put you on that side and I'll have the minotaurs march down the mountain pass towards the Ulfwerenar.
>>
>>5984830
thanks!
>>
>>5984829
mulrog is a massive dude now.

got an upgrade that increased the damage and HP for my Chaos Knights that was triggered by Mulrog growing large enough to crush his bed and when getting up hitting his head at the top of his tent..

so i was thinking he is probably the size of a small Ogre now. so he can no longer really be called human which is why i said he once was so clearly human. he is now too large to be called human.

also picking up an Axe is just the Khornate thing to do.
>>
File: 20240423_162357.jpg (3.29 MB, 4080x3060)
3.29 MB
3.29 MB JPG
>>5984829
Like roughly this size from normal human to the left to mulrog on thr right
>>
>>5984833
damn. That's cool! I'll have to look for upgrades like that too!
>>
>>5984835
well it was an event reward from between raids. you might get something as well if you do something cool or interesting enough for Lanu even before the next intermission.
>>
>>5984835
Also had a minotaur shaman dedicated to Tzeentch as an Idea. But wanted to go much more into the normal Chaos Lord vibe
>>
The march from the Beast Lands had been a fast enough - lust for revenge had quickened Krantagarh's hooves, along with those of his forces. His last raid was a near-failure - saved only by the cowardice of the Bearsonling villagers, who had capitulated rather than fight to the last. The shame caused Krantagarh to stew in fury for weeks, and pushed him to plan a daring assault. He would bring yet another of the man-tribes to heel and thereby prove his value to the warmaster, Hangar, and to the gods.

The words of yellow-eyed Vonok, bray-shaman, fed to Krantagarh's bloodlust as well - he had shadowed Krantagarth's troops, overseeing their transport of the massive herdstone. His hacking coughs grated upon Krantagarh's nerves, but the old seer was above reproach - Krantagarh was too old and wary to risk the wrath of the gods by harming him. It was Vonok who had introduced him to Huffud, the strange she-beast. Krantagarh had never met a minotaur like her - more bovine than most of their kind, she apparently lacked the capacity for speech. And yet, she commanded a small army of minotaurs all the same - a strange contradiction. Together, with Vonok's guidance, they had made their way back south, with Krantagarh's rage building all the while.

By the time of their arrival, Krantagarh was enraged, voracious and had worked himself up into a killing frenzy - he would taste blood and meat! He would consume his share of the enemy on the battlefield! Upon sight of the first village, he could not contain himself:

"WE. WILL. KILL! WE. WILL. KILL!" he chanted in his broken tongue, the army of Beastmen chanting along. Alongside him, Huffud bellows in time, her forces joining in. He lifted his great-axe in the direction of the village, preparing the order to assault - to feast upon the man-lings, and then -

"Lord. Please!" one of his lieutenants said, tapping him on the shoulder, speaking in the broken tongue of beastmen. Krantagarh turned to him, beady eyes narrowed with killing lust.

"WHAT?!"

"Is. Wrong. Village....They. Surrender. Before."

Krantagarh peered back at the town...hmm. So it was. Hmm. Perhaps he had been over-eager, he thought.

"Hooves. March. Southwest!" he ordered, attempting to save face. Behind him, he swore he heard suppressed chuckling, but when he looked, he only saw the serious faces of his subordinates staring back at him. Hmm.
>>
>>5984913
it seems that, though Huffud's gifts lie more in might than in brains, she is more than smart enough to understand the order to turn around- and she only needs to have the order repeated once!
>>
Honestly getting more into this qst as it goes, pretty hype to become the Everchosen at some point

Captcha: M002
Guess that means I need to recruit Beastmen.
>>
>>5985017

Tbh, I’m looking forward to when the warband starts infighting and we all start clobbering each other
>>
>>5984833
>>5984859
Chad mini craftsman.
>>5985017
Yeah, especially since in my headcannon (that this is operating on), some faggot called Diederick Kastner got lynched in his village upon people finding out he was half Norscan.
>>5985029
Right now I see 4 friction points.
Sarrick-Krantagarh
Ivan-Hangar
General loot distribution
Pro raven-head or anti raven-head
>>
>>5985031
loot distribution is gonna be a huge thing when settlements get rarer and more difficult to plunder.

but Mulrog so far is blisfully unaware of the pro and anti rave-head conflict. he just wants to kill shit.
>>
File: Deployment.png (225 KB, 2101x1424)
225 KB
225 KB PNG
>>5984761
After several days of meditating naked in the snow, Korthak's cold induced delirium filled him with visions of slaughter. Not to the south, but the west, in the lands of Kislev. His men were unproven, untested, but that was no matter. They would reap skulls from their petty townships or they would go to Kharneth with a warcry on their lips.

>>5984189
>>5984354
A change of plans, with the Zars striking south, the pickings will be slim. The Baersonlings have let us winter in their holds so I see no call to strike them, not when the warmth of Kislev beckons. Join me, and we can see their feeble civilization laid low!

This goes for any of you in this or future raids, if we march in one host, I'm more than willing to split the plunder however many ways. As long as I get the chance to take a worthy share.
>>
>>5985074
Give arrows for movement.
And keep in mind, both hills and streams slow your units down to 1 per turn, except streams give you a massive initiative debuff.
>>
>>5984833
>>5984859
Now that is rad.
>>
File: cunning plans.png (978 KB, 1736x1139)
978 KB
978 KB PNG
Looks like no one wants to join me playing pokemon go with mammoths. As Krantagarh and Huffid already jam up the hills (plus I assume Krantagarh probably isn't on speaking terms with Sarrick) and in the Wheatlands my slow ass infantry will just get left behind and/or run over by kislevite cavalry, looks like it's time to head north on a solo adventure to play pokemon with mammoths.

gotta catch em all

First though, we need to break through the dwarf holds of Sjoktraken and Khazid Borgkarag. Sarrick has split his forces. In the north, he leads a force of Hung and his new Chaos spawn along the coast towards Skoktraken. He orders his hung to restrain their bloodlust for now and use the hills and forests to mask their approach.

To the south, his most trusted warriors advance towards Khazid Borgkarad. In the barren valley it will be harder to approach unseen and the stream hampers their progress, but on the narrow front their massed ranks mean no enemy force could meet them without being pincered between two of their formations.

So I'm hoping that the dwarfs are actually a good match up for me. I would guess they're slow and have high hp, and so low initiative. The hung savages with relatively high initiative and damage should work pretty well as long as they can double team enemy units.

Also, a question for our lord and savior Lanu. Is their any mechanical difference between the light blue streams and dark blue rivers beside boat access?

>>5985081
Agreed. Later if I post without map I might pull some of my own models out too.
>>
>>5985084
>Also, a question for our lord and savior Lanu. Is their any mechanical difference between the light blue streams and dark blue rivers beside boat access?
So far none.
>>
>>5985084
i might have come to help out but my cavalery is not very suited to fighting in the hills. though i might be interested in grabbing some of those mammoths for myself in the future.

might post more models later. though a good chunk of my chaos army for fantasy is not painted.... yet.
>>
File: Deployment.png (226 KB, 2101x1424)
226 KB
226 KB PNG
>>5985078
Certainly so! This is a bit brazen without any Huscarls or Chaos Warriors but I'm confident I can take more loot than I lose with this westward invasion.
>>
>>5985092
Based risktaker. Let's see if it works out. I have made wrong predictions with my own ideas so far.
Also, I just noticed a mistake I made. You both cant move nor place units on the mountains (the darkest brown tiles).
>>
File: the double whammy.png (241 KB, 2101x1424)
241 KB
241 KB PNG
>>5985088
As long as I get first dibs my hope is a future involving mammoths for all.

I'm part way through a daemons army, more for 40k at thats what my group plays, but luckily the models cross over so I can still flex my power level

>>5985092
Korthak, we could potentially look at something like pic attached depending how our initial battles go. It's mostly rough terrain towards fort Ostrosk from here, so our infantry are at less of a disadvantage against the kislevites then they would be in most places.
>>
>>5985095
Thank you for clarifying that, I'll correct it here...

If the northernmost Bondsman isn't slain by whoever's garrisoning the town, the Berserker moving into his position will stay put for that turn. I'm confident our numbers can overwhelm the Stresly surely garrisoned there, even with the disadvantageous terrain...

>>5985104
I was thinking likewise and would be glad to lend my axe to your banner. The dwarves spook me somewhat, as my units are squishy and the dwarves are decidedly not.
>>
File: Deployment.png (225 KB, 2101x1424)
225 KB
225 KB PNG
>>5985120
May the dark gods forgive my retardation. Then again, I am following the Blood God, and he's pretty lenient in that respect, as long as I can get results.
>>
>>5985104
Demons.

Yeah. Summoning demons will have to be something we try out later. I wonder if we could expend resources to summon demons onto the field in case we have some very heavy resistence we would like to expend troops on that wont stick around anyway
>>
>>5985125
You sure you don't wanna move your southern wing? Those bondsmen and berserkers will be mighty vulnerable in that stream.
>>5985132
Nice model
>>
File: Deployment.png (225 KB, 2101x1424)
225 KB
225 KB PNG
>>5985138
Oh hell, I forgot the arrows. I know I don't physically have a brain anymore, but I didn't think it would impact my short-term memory this much, ahahaha.
>>
>>5985125
khornes greates champions have Brawn and brains.

not that mulrog is that much of a tactician and planer for his campaigns.
>>
>>5985140
It's okay, it takes a bit of time to get used to doing this.
I think we're still waiting for Rue and Magor.
>>
>>5985074
I will join Korthack!
And post movement soon as I can.
>>
>>5985149
That they have. I hope to prove my brawn worthy in winning a southern king's ransom in gold, or a worthy death at the end of a Kislevite blade.

>>5985152
All things will come, in time. I do not fear Nieglin's creeping rot, but I respect it.

>>5985167
Up axes, beast-brother! With our hordes joined to one, we'll crush mother Kislev's icy bones underfoot!
>>
>>5984797
>>5984817
OH FFS
Look, I honestly don't mind if other people wanted to go for those villages even after I called dibs beck in >>5984229 and >>5984315
If other warlords want to raid those places, then that's fine by me. I shouldn't have priority simply because I spoke about them first.

But what I am pissed about is that no one said anything until now. If I had several irl days to rethink my plans then it'd be fine, but this is declaring your intentions at the last minute. So now I've got to rethink my entire invasion path on the same turn that we're deploying.
>>
>>5985224
My Hung brother, everyone knows Kurgan can't be trusted.
>>
>>5985230

Tough talk from a common bandit…

having fun with this trashtalk fellas, hehe
>>
File: New Invasion Plan.png (244 KB, 667x414)
244 KB
244 KB PNG
>>5985017
Alright then Ivan, since there's been a change of plans, I guess I'll be joining you in the west. How does this rough draft for an invasion look?

Each of the two circles has 50 loot worth of villages. You pick the one that you want and I'll take the other; that should be fair to split. Afterwards, if our troops still have enough health, we can ride south to those towns in the lower hills.
What do you think?


>>5985230
Lmao, chaos really is it's own worst enemy sometimes
>>
>>5985232
>Common bandit
from a literal animal

100% chance of eventual wizard v minotaur showdown
>>
>>5985237
<insulting cow noises>
>>
>>5985237

Krantagarh has learned to enjoy the tangy flavor of wizard, manling…
>>
>>5985224
>>5985017
I'd appreciate some more visual descriptor of your deployments other than "at the pile of skulls".
>>
File: R2 T1.png (251 KB, 667x414)
251 KB
251 KB PNG
>>5985253
Oh my bad. I was gonna wait till Ivan picked which circle he wanted, but I'll deploy now if you'd like.
I'll have the two units of Bondsmen start closest to the river, with Sunset and the warbeasts covering the western flank. I'll use the tokens once I find out what Bondsmen look like.

Also, sorry for the delays. I had my turns all planned out ahead of time but then the rug got pulled out from under me.
>>
>>5985235
Looks good to me, my forces are more mobile so I'll take the purple circle.

Lanu, I was referring to the site of "Ivan's Bloody Charge" as marked on the map & where I told those I spared (& began mutating) to gather. Put me on a course for the westernmost village within the purp-pink circle, with a formation of Horse Archers ahead, Cataphracts side by side, & Chaos Knights side by side in the rear. A pentagram formation appropriately enough.

Rue'Vahn's Bondsmen can ferry his forces directly to the settlements along the lake via boats correct?
>>
>>5985230
If Ivan could read I'm sure he would be very upset

By the way Lanu, are there any other tribes/ethnos of Chaos worshippers & raiders besides the Albion(ites?), Norscans, Kurgan, Tong, & Hung? The wiki mentions Dorstans, though I think that's a typo.
>>
Jackieee, one more thing! (hopefully someone gets the ref)

Zar Ivan has ravens prepared for when he reaches the Pyramid of Skulls, which he stacked in honor of the Blood God, to scatter to the Eight Winds; written in the dried blood of sacrificed Strelsy is the following: "Riders of the fallen Zar Torchak heed the call of the Four's favored; Zar Ivan the Unbearable claims your bows as his and his plunder as yours. Gather at the Skulltaker's mound that marks my past victory to reap the blood of Kislevites and rich Southlings further afield, or languish in death with no fame to your names."
>>
>>5985167
What's your next move, & does it involve a neverending horde of satyrs?
>>
File: file.png (292 KB, 3263x1768)
292 KB
292 KB PNG
Now, since I doubt Magor would deploy in the Wheatlands and since I have some free time, I'm doing this a bit ahead of time:

Zar Hangars horde rushes forwards, with Chaos Knights slamming into the defences of a petty village. Yet the most dead on your side are from the Kurgan cataphracts as they are the ones to most aggressively strike at the village, to draw the enemy fire and to enter it.
>Hangar has 10 loot. Cataphracts received 1 damage.

Mulrog the cruel's forces take more losses than Hangar's, as while his forces, crossing a stream, perform comparably to Hangars, only losing cataphracts and clearing out a impressive town, his horsearchers on Hangars flank first fall under fire from the strelsy atop a hill, which they clear out in bloody combat, only for another formation of strelsy to march upon the same hill and engage in a repeat of the fight.
>Cataphracts received 1 damage. 2 units of horsearchers received 1 damage each.

Yet what awaited them on the other side of the river was of more interest. Some of Zar Torchak's horsearchers, under employ of Kislevites and marching ahead of a Kislevite Ungol horde, watching the river crossing.

Meanwhile, Rue'Vahn and Ivan both found themselves facing a similar situation. Kislevites watching the hills, while the Kurgan of Torchak stand under the Kislevite banners with Ungols following in a line behind them.
>>
>>5985693
Any good nomad knows, allegiances are fickle things and sway in the direction of loot. What may the hosts of Chaos offer to buy the loyalties of the Kurgan horsearchers already under the employ of another?
>>
>>5985693
Oooooohh, things have gotten interesting

Question for the QM: if we defeat the Kislevites who have left their villages in order to fight us on the open fields, will our troops receive damage if we raid an undefended town? Or is it completely safe to attack empty villages?
Also, I’ll re-ask Ivan’s question about whether or not I can ferry my forces across the lake via boats.
>>
>>5985698
>Or is it completely safe to attack empty villages?
This.
>Also, I’ll re-ask Ivan’s question about whether or not I can ferry my forces across the lake via boats.
Yes, but you move at the speed of 1 per turn and you're still as vulnerable as ever when crossing a regular river/stream.
>>
>>5985500
Now that I have some free time, look at the map where my allies are deploying and basically deploy behind/beside them.
>>
File: Ungors.png (373 KB, 2308x1424)
373 KB
373 KB PNG
If I am backing up Korthak, there really isn't a lot of room to maneuver through this valley. So I'm going to need to just follow behind him until more space can be cleared.

I'm hoping its possible the single hex behind a unit can provide archer support, otherwise, well, we'll just need to move out of this valley and onto more open ground.
>>
File: file.png (178 KB, 1474x1351)
178 KB
178 KB PNG
The march of the chaos hosts in the north finds little opposition in most places so far, with the exception of Korthak's raid, which, in its northern branch finds a heavily defended fort. The initial clashes are bloody, leaving half of the bondsmen and a third of the strelsy dead and the river flows crimson with the blood spilled.
In the next clash of arms, the bondsmen will be dead to the last, but a unit of berserkers could clear the strelsy up, butcher them to the last and carve a opening.

Also a thing I forgot for >>5985693
The battle of Strelsy hill left 1200 dead (800 strelsy and 400 horsearchers) and is a pretty impressive feat of butchery. Mulrog's horde has raised a nice monument.

=================
Turn two begins
>>
>>5985771
Also, stacking up units does not give combat benefits, only the first unit provides anything. It does however let you flow in multiple units against the enemy if your own units die quickly enough.
>>
>>5985783
>>5985785

Uh, is there an update for the beastmen or are we deploying in Turn 2?
>>
File: file.png (310 KB, 2861x1720)
310 KB
310 KB PNG
>>5985791
Shit I forgot. I also missed a tile for the Ungors to move to. I fixed it. Also, I'm buffing the minotaurs, they can see over hills when they're on hills.
>>
>>5985796

Hehe, no problem.

My Minotaurs advance two tiles southeast to fight the skinwalkers, followed by the two Gors units, Centigors next, last is Ungors
>>
>>5985796
Whelp, my minos will move southeast in a line- it’s imperative that they stick to neighboring hexes, for the sake of swapping out when too injured
>>
>>5985798

I figure if we get the werewolves to surrender early, we keep marching south through the mountain passes and see if we can hit an extra town or two on the other side?
>>
>>5985693
They should have already gotten my message; Cataphracts shift to the tiles ahead of my Horse Archers, Chaos Knights follow their movement to flank the Cataphracts, thus a wall of 4 hexes just before the traitor Kurgan; my Horse Archers will use the opportunity once others are engaged to flank Southwest & head for the soft, gooey village center. Either the rogue Kurgan butcher their "allies" or get crushed into dust.
>>
File: SecondRaid_Mulrog_Turn2.png (96 KB, 1030x999)
96 KB
96 KB PNG
>>5985693
the Battle of the Eastern hills will make for a formidable monument to the skullthrone and Mulrog feels pleased.

however noticing the forces of the late Zar Torchak's he groans in disgust at how quickly these kurgan warriors changed their alliegances away from those they at least shared blood with. Swallowing Bile he sends them a Raven with a clear message. Serve him and redeem their wretched lifes in the eyes of Khorne. Or if all they needed was money the would receive 1/10 of the loot of Mulrogs Raid if they turned upon the southlanders seeking to stop their passing..

Or be destroyed and crushed in the service of southlanders that would only seek to use them as mercenaries and share no heritage with them from the great steppes.

From Afar the near Ogre sized Warlord watches as his message is received and grips his Axe harder. a wild snarling smile splits his face while a second raven is send to Hangar offering him passage at Tarnovo which Mulrog just plunderd.
as for battleplans.

The horse Archers will do a little dance with the more southern of the injured units moving up and into the mountains to see if anyone else wants to come visit. the unit of Horse archers that has not been injured so far will move up to the edge of the water waiting for the response of the the Kurgan archers.

on the other Side Mulrog and his knights will plunder the city while the Cataphracts move up and around to make way for Hangars forces if he chooses to cross.
>>
>>5985813
or if the switcheroo is not possible i will just opt to switch the two units around.
>>
>>5985800
we shall see!
I mean- <agreeing cow noises>
>>
>>5985818
i like to think Huffud is an agent of tzeentch and highly intelligent.

just pretends to be a morron so everyone else underestimates them.
>>
>>5985822
<confused cow noises>
>>
>>5985783
Beasts behind us, dogs before us! Forward! The gods never cared for those who spent themselves in peace!

The northmost Berserkers will attack first! If they win, excellent. If they lose, the Bondsmen on the hill behind them will take their place and attack, then the wounded Bondsmen will do the same.

I suspect there's militia defending that southern village, but settlements provide a +1 HP bonus to those defending them so the southmost Berserker will attack first, then the Bondsmen.

I'm confident we'll be recouping our losses, and then some.

(I'm assuming that units can attack based on proximity, instead of requiring movement into the enemy's hex. If not, this'll just be movement.)

>>5985771
Once this township's fallen, I'm confident we can rally and make a strike for the town to its southwest. It has some forested terrain the Ungors would be most pleased by. Failing that, we could strike for the villages to the south or southeast. I'll leave it to your discretion. The city to the far west seems like too tough a nut for us to crack but if you think your hordes can manage it, I'll back you to the last.
>>
File: Raid #1.png (179 KB, 1474x1351)
179 KB
179 KB PNG
>>5985854
I keep dropping these confounded map scrolls. Tchar's trickery is to blame.
>>
>>5985854
units fight when next to each other.

the rules for this game and especially combat are here >>5978255
>>
>>5985858
I thought so, thank you for clarifying.

>>5985783
>>5985854
Instead of moving to the west, the northmost Bondsmen will continue to strike at the Stresly, with all else going as planned. Sorry about that.
>>
Ivan is simple man: he hates Hobgoblins, traitors, & Hung in that order. If the Horse Archers don't turn around, there will be unspeakable acts of torture, simple as.
>>
>>5985873
lots of impalement and burning off the limbs?

that is something Mulrog could get behind. i will have to write down some notes
>>
>>5985881
I have a little something in mind... I'll save it for the event of, but it involves delimbing for sure.
>>
File: cunning plans.png (190 KB, 1474x1351)
190 KB
190 KB PNG
With the Chaos Warriors in position, they launch a double pronged assault on Khazid Borgkarag. Hopefully the dwarfs will be caught off guard.

In the north, Sarrick's hung warriors creep into the forests around Sjoktraken, while the sorcerer holds his chaos spawn in reserve behind them.

Time to find out just how full of loot dwarf settlements are... and how tough their warriors are too.
>>
>>5985884
Ivan, do you want to move your troops first and then I send mine where they are needed, or do you want me to go first and you strike where you can?

Another question for the QM: once combat starts, units obviously cannot disengage, but can they continue maneuvering around into tiles that are still adjacent to the enemy they are fighting?
>>
>>5985935
Clobber them from the Eastern flank, although I'm anticipating the Kurgan Horse Archers making a smart choice rather than getting ground into dust. I was hoping you would be able to sneak up on the settlements along the lake via your Norscans after they're dealt with.
>>
>>5985804
Rue'Vahn, here's my movement plan, hopefully it makes sense.
>>
>>5985937
I think I understand it, but I'll wait for Lanu to post a picture just to be sure. A fight like this could cost us a lot, but on the other hand, Rue'Vahn is burning for the chance to make these scum pay for hurting his wife last raid.
>>
>>5985693
The sight of Kurgan in the service of Kislev displeases Hangar. He rides over to speak with his shaman, for he has a message he wishes sent.

That evening, a bulbously swollen toad lumbers up to where the Kurgan horsemen in Kislev's employ are camped by the riverside. The bloated, stinking thing opens a mouth that parts with slick rows of jagged teeth that keeps on opening further, until the creature is near-inverted. From among the pulsating, pustulant guts the shaman's voice speaks to them.

"Breakers of oaths! Your service has turned to the southlands! You know that the great gods in all things will turn their eyes to those who stand against their whims and wishes; you know your families will spit and curse at your very memories no matter should you survive or fall in service to the mangy bear. And should you fall against us, their will be no honour or song to mark your passing."

"We will cross this river. We will break the whips of the Kislevite masters you have placed upon your own back. And if you stand against us we shall break you too."

"If you wish to survive as foe to the Kurgan, then turn south and ride; as fleet as your steeds will carry you unto the ends of the world. Perhaps you might even ride fast enough to evade the coming clash of arms; though you are fool indeed if you think the memory of your flight might ever be escaped.

If you wish instead for glory, then vow yourselves in silent service and do not stray from your camps, whatever command the southlanders task you. Once we have crossed the river and broken your new masters you might rejoin the bands of the Kurgan as outriders to share in our spoils and plunder. But know that if you draw blade against us then your fates shall be sealed, and you shall die as wretches in the mud, your names forgotten by all."

>>5985693
>>5985813

"The gods have truly blessed you with superior strength, Zar Mulrog; and with that boon to you they show where their favour truly lies, no matter how others might bluster and brag. As you offer, shall I acquiesce; I shall start my crossing of the river near your positions. Should those Kurgan across the river stay their hands and hold position then I would ask you to stay your hands against them; for they cannot easily rejoin our muster whilst the lances of Kislev hover at their backs. But if they ride against us, we must break them completely."

Hangar's riders move east of the broken village, and begin the crossing of the river in two places with Chaos Knights stepping into the stream to follow Mulrog to the far bank.
>>
File: Mapgame.png (97 KB, 1030x999)
97 KB
97 KB PNG
>>5986124
Image got away there.
>>
>>5986124
If they so much as make a move my direction i will show them why I am called the Cruel.

these Kislevites will be broken by our charge. if these leaves get swept up in the brawl then it will be their own fault
>>
File: Outflank.png (251 KB, 1474x1351)
251 KB
251 KB PNG
>>5985783
>>5985855
As Korthak and his men move forward, my Ungors will follow suit. If at all possible, it would be nice to try and outflank the village from across the river.

I'd try to do so again from the north of said village, but I imagine trying to move up that much river is. . .difficult.

If only the Eagle gave us the gift of gills and fins
>>
File: file.png (358 KB, 3657x1970)
358 KB
358 KB PNG
>>5985266
Albion has a very small quantity of official lore so I'll take some fancannon. As for Dorstans, never heard of them. Dolgans are the closest thing I know.

>>5985797
The clashes between the minotaurs and the skinwolves prove a bloody and long affair, as both sides meet their equals or at least as close to equals as they can. Skinwolves are battered aside, minotaur flesh is rended and the hills and valleys run red.
Yet despite the best efforts, it seems like the next round of clashes will see the minotaurs safely taking the hillfort by themselves.

>>5985798
Before Huffund stands a choice, whether to split her forces up for faster clearing of the foe, or to keep it concentrated for whatever reasons and plans the warpstone eating cow can think up of.

>>5985854
>>5985855
>>5985864
The northern fort is cleared of defenders. While the bondsmen die to a man assaulting the fort, the norscan berserkers ambush the already exhausted defenders and butcher them to a man. It is now merely a question of continuing to stream the forces through the secured valley and to enter the fort and plunder it.
The southern village is likewise cleared without major losses for the berserkers as they manage to strike before the defenders. Yet again, plundering the village and continuing the forward stream is the remaining priority.

>>5986375
Magors horde will move down, streaming around the norscans with their lust for loot as strong as ever.

>>5985896
Sarricks hung warriors spot a duo of men observing them from a fortified outpost above the forest. It takes a split second for cold sweat to wash over them and for shivers to pierce them to their spines as the realize the potential for a warning for the dwarves, be it a horn, a beacon or a banner to warn them. Yet the men in the fortified outpost don't react, merely sitting on the ledges and preparing to observe the clash.
The chaos plated footmen however, engage in a bloody clash that is started by the dwarves, as the veterans pre-empt the charge, releasing a volley into the chaos warriors, surely a skill honed through decades of drill. Dwarves viciously fight, holding their towers, walls, tunnels and homes, as bolts, bullets, grenades, cannonballs, rocks and whatever else comes underhand is thrown, shot and launched at the four hundred chaos warriors attacking the valley fort. By the end, the chaos warriors fail to push the dwarves out.
(One of dwarven special traits discovered - first strike when defending settlement).
>>
File: file.png (276 KB, 3162x1488)
276 KB
276 KB PNG
>>5985804
The cataphracts and the knights line up, preparing for both the vicious fight with the Kurgan and hoping for a sweeping victory in case the Kurgan join them.
A raven returns from their lines. "Pay for our service or you shall be sacrificed to your gods."

>>5985813
Mulrog recieves a message via the raven. "One fifth and we side with you when you engage the Ungols, or you shall dig graves for your men."
The kurgan horsemen see nothing from the hill.
The town nets you 20 loot.

>>5985935
>but can they continue maneuvering around into tiles that are still adjacent to the enemy they are fighting?
Nope, they're stuck where they find themselves.
Rue'Vahn will also recieve a message demanding "We will take slaves, whether they be from your warriors or the kislevites you will pay us in, they shall make do."

>>5986124
The frog will not return, but a arrow will be fired over the river with a scroll of frog skin written in the dark tongue. "Payment, Zar Hangar. Payment for swords. You know your warriors too only follow you for the promise of plunder and southern women and drink."

Now, Ungors and Kurgans (and Rue'Vahn) have yet to move. Where they move depends on your response to them.
>>
>>5986496

Thanks for update, QM.

Basically I keep fighting the skin wolves, no troop movements to make.

Huffud, you’re probably safe to split up and attack both werewolf villages since they’ll probably surrender before we kill all three units. I think it’s pretty likely that we’ll be able to move south out of the mountain pass and continue the raid
>>
>>5986507
Thus read the raven reply: "Eight Winds; eight directions horses may travel with ropes & hooks to drag apart your bodies. When we charge, you shall flank to the West out of our way, the Ungols will be crushed into dust, & you will raid the villages to the East before us. Once the bloodletting is done, you will keep what you have taken, & swear yourselves to me."

The line of Cataphracts & Knights pushes towards the Ungols; if the Kurgans do not do as told, they are attacked as well. My Horse Archers follow behind & to the West to prevent any treachery from the other Kurgan when they flank the charge, positioning themselves to follow towards the villages or flank behind the Ungols as needed.
>>
File: SecondRaid_Mulrog_Turn3.png (96 KB, 1165x790)
96 KB
96 KB PNG
>>5986507

Another Raven is dispatched this time at night so the Ungols can not spot it, agreeing to the Kurgans demands for one fifth of Mulrogs loot from this Raid if they serve him in turn. but there is also a warning that he gives no second chances and if they betray him he would show them why he is called the Cruel

>>5986124
to Hangar he dispatches a messenger to bring these news but also a warning to keep an open eye for treachery till these reinforcements have proven their loyalty.


as for Orders. The knights will advance witht he Cataphracts next to them and leave open room for Hangars forces to form a united front of steel with them. the Horsearchers will secure the river against any enemy stupid or brave enough to attempt to break through.

the slaves have to brave the river for the crossing but will next turn beginn to fortify the plundered town again. i want a foothold to fall back to if necessary.
>>
>>5986496
<cow noises of “fuck it we ball”>

SPLIT THE COWS, one east and one south. Hopefully they can mop this up on their own- if they don’t… we have a problem

Also, how many troops are in a unit?
>>
>>5986509
You might want to move your minotaurs after the fight. The village will probably be undefended then so you can plunder it and mobe foreard in case the other minotaurs need support later
>>
>>5986581

I think they’re still slugging it out actually - if I had to guess, the skinwalkers have 3 or 4 HP, so it would take two turns of combat to kill them.

If I matters I would order a general advance down the mountain pass to loot the village and continue on
>>
>>5986597
getting out of those mountains will be a pain. but then you will have an easy time in the woods beneath them. best of luck to ya.

i really wanna get my hands on some skinwalkers myself to get away from my crippeling in ability to fight in forests and hills.
>>
File: Wheatlands.png (97 KB, 1165x790)
97 KB
97 KB PNG
>>5986507
>>5986541
The Chaos Knights who had entered the fords line up with Mulrog in formation of the unified front, whilst more of Hangar's troops now start their own passage across the river.

>>5986541
"Then you have struck a deal, Zar Mulrog, and I will not gainsay your agreement; let us see if there Kurgan hearts still beat in those who followed Torchak south."
>>
File: cunning plans.png (56 KB, 641x712)
56 KB
56 KB PNG
>>5986496
Advice to my fellow warlords. Don't fight dwarfs. They're tough as fuck.

The Chaos Warriors continue the attack. I can only pray to the four that they hit the intact unit this time instead of finishing off the hurt unit.

In the north, the hung and warbeasts shuffle around so they can all attack at once next time. Hoping the big damage from the warbeasts means they'll be able to kill the dwarfs in one turn. Not sure who these humans watching us are. Seeing as they seem to be neutral to the conflict can I send a messenger to make contact and see who they are?
>>
File: 1714044848590363.png (294 KB, 3657x1970)
294 KB
294 KB PNG
>>5986496
In the wake of the slaughter on the streams, the sound of silence echoed. Only the crackling of Korthak's skull flame broke the silence as the berserkers busied themselves beheading the dead- friend and foe alike. In the days to come, their skulls would be crushed under a hundredfold hammer blows in tribute to Kharneth.

For had Kharneth not blessed them? Where they'd expected glorious sacrifice of themselves in praise of power, they reaped victory! In the eyes of some, this proved that the sight of the Blood God was on their warlord. Now, their doubts had been put to the blade, but the raiding season had only just begun.

"Forward! Take what you will and march! Valhalla awaits the first man to die in battle!"

>>5986375
"Beastman, I spoke true. One half of this loot will go to your horde when this is done and through. Let it be known that I care not for plunder, only the siren song of slaughter! I say we strike for the west and put their towns to the torch. The southern villages are meager and will have meager winnings, but the dark gods promise glory in struggle! Then again, a skirmishing force of your ungors to the south might keep the dogs of Kislev distracted... What say you?"

>>5986648
"Any man whose head doesn't rise past my waist worries me. If the dwarves have survived this long, they must be cruel indeed."
>>
File: Raid #2.png (161 KB, 1828x985)
161 KB
161 KB PNG
>>5986653
An incompetent map thrall cries in terror as he experiences the spread eagle method of sacrifice.
>>
>>5986507
>"We will take slaves, whether they be from your warriors or the kislevites you will pay us in, they shall make do."
Are they saying they'll join us if we pay them the same amount of loot as it costs to purchase a unit of Kurgan horse archers? Because if so, that's actually a good deal for me since Hung Horse archers cost 12 while Kurgan ones cost 10.
I have no loot to spare right now, but I'll send them a message saying that I'm fine with hiring one of them with the loot I'm going to get after raiding the central villages, assuming that sounds agreeable to them. If they agree then their task during the battle is to ride around and attack from behind, or if they feel like cowards, then at the very least to stay out of our way.
The only question now is if Ivan wants them or not. If Ivan wants them then that's fine by me, I'm just saying that if he doesn't want both of them then I'm willing to take 1 of the two.

Also, I'll post my movement in an hour or so when I get home.
>>
File: R2 T2.png (255 KB, 662x502)
255 KB
255 KB PNG
>>5986507
Actually wait, I just thought of something.
Lanu, if I move my bondsmen onto that nearby raided village, will they get the HP bonus from standing on a settlement? Or does that only apply to the enemy when they are the ones defending?

If the HP bonus still applies, then here's my movement plan. One of the bondsmen will take shelter within the ruins of the pillaged town to protect themselves from the enemy cavalry. Sunset and the warbeasts will move to be in the perfect position to decimate anyone who tries to surround the village, while also being able to protect the remaining Norscans who have hunkered down in anticipation of enemy charge. This also sets up a nice little "death valley" between the Bondsmen in the fields and Ivan's Cataphracts; suicide for anyone who charges in there.

If the HP bonus doesn't apply, then instead I'll reconsider and need some more time to plan for the battle
>>
These people out here with tactics and scores of troops, meanwhile I’m just throwing two cows at a bunch of dogs
>>
>>5986831

We don’t need to be smart, we got HOOVES and HORNS
>>
>>5986831
TOP KEK
>>
Lanu, I need imaginary digitally described BLOOD, and I need it NOW, if you would be so kind. Are you running multiple qsts at once?

Rue'Vahn, you're offering to pay them later, I'm telling them to go do their jobs & pay themselves. Whichever move they make better be getting out of my way, that's my main concern.
>>
>>5986888
>trips
>888
Holy shit, Ivan really is favored by the gods
>>
File: file.png (346 KB, 3672x1888)
346 KB
346 KB PNG
>>5986509
The minotaurs, with a vicious roar, push forwards, their great bats, cleavers and clubs smashing into the skinwolves. The clash costs them mightily, yet they survive and continue onwards, marauding through the defenseless valleyfort.
>Minotaurs down to 1/5HP
>20 loot earned

>>5986555
Huffund's cow minotaurs split into two mobs, with the southern one reaching the goal village and starting the vicious and bloody combat with its defenders. Great bodies pile up on both sides.

>>5986648
Sarricks chaos warriors luck out, as the freasher mob eats the volley of dwarven shot, the mighty bullets piercing the plate forged by their flame worshipping kin.
The valley fort is cleaned out and not only is the weaponry and armor seized, but the rations, the decorations and even silver is scraped from the walls.
>30 loot earned
>both units of CW down to 2/4HP

As for the messenger, he heads to meet them, but doesn't return. A long wait later, another messenger is sent, who returns, but drunk and dragging a even more drunk first messenger.
"Tis a inn!" He says, attempting to stand straight. "Last 'ope inn!" He mutters. "'orscans run it! Good drink. Expensive. Place's built like a fort!"

>>5986653
>>5986655
Korthak's warbands enter the fort and the village, kill and enslave who hasn't ran away and loot and burn all that can't walk. Two pillars of smoke rise into the cold Kislev sky that day.
>30 loot earned
>>
>>5987040
>>5986375
I moved Magors troops up behind Korthak's. If that's wrong, tell me.
>>
>>5986888
>>5987027

It should have been me. Not him
>>
>>5987040
I think you forgot to move the chaos spawn and savages in the north.

They were supposed to get into position to overrun the dwarfen village i think. >>5986648
As can be seen in Sarricks diagram
>>
File: file.png (266 KB, 3033x1593)
266 KB
266 KB PNG
>>5986771
>>5986822
The ravens stop coming as soon as Ivan sends his proposal to the Kurgans. You have to assume his offer was more to their liking.
>if I move my bondsmen onto that nearby raided village, will they get the HP bonus from standing on a settlement
Yes.
The Strelsy descend down and engage in a vicious fight for the town with your bondsmen.

>>5986522
"We salute the Zar!" Says a lone Kurgan rider heading towards your lines. "We are fighting the Ungols! Join the struggle!"
>I chose to interpret your commands as move up the cataphracts and the knights to support the traitor Kurgan.
And it is bloody, as the Ungols manage to cut down one of the traitor Kurgan and one of your Cataphract units, but for no small price amongst their own, as charges and countercharges exhaust both the man and beast, only for a final charge of the kislevite infantry from the hills to decidedly butcher your cataphracts that moved up on the flank.
If nothing else, Khorne is pleased.

>>5986888
>Lanu, I need imaginary digitally described BLOOD, and I need it NOW, if you would be so kind.
Life's being a shit. Got a lot of stuff to do. Way too much.
>Are you running multiple qsts at once?
Dear god no.

>>5986541
>>5986647
As the chaos forces ford the river, the traitor Kurgan swing out wide to flank the knights, seeking to encircle them as the Ungols charge from the front.
Yet, just as the Ungols impact your lines, the traitors turn their lances and strike the Ungols in the rear, cutting their center in half.
By the end, twelve hundred Ungols lie dead, for the price of 200 Kurgan horsearchers and 40 chaos knights.
I seek a name for the battle.
>>
File: file.png (36 KB, 652x673)
36 KB
36 KB PNG
>>5987048
Yes, yes I did.
==========================
Turn 3 begins.
>>
>>5987064
>I seek a name for the battle.

Charge of the Zars chosen
>>
File: R2 T3.png (256 KB, 641x534)
256 KB
256 KB PNG
>>5987065
Here's my movement for turn 3.
I know that initiative is predetermined or else decided via dice, but are we allowed to choose who we attack/deal damage to?
>>
>>5987077
>but are we allowed to choose who we attack/deal damage to?
No : )
It's random, but you can somewhat influence it. Getting a bunch of high initiative units, like horsearchers lets you kill off units, potentially leaving only the target for your heavy hitters.
For your units, on open terrain, the initiative is warbeast>bondsmen. For most players, its HA>KC>CK.
>>
File: 1714113566692048.png (440 KB, 1731x1117)
440 KB
440 KB PNG
>>5987064
The coming charge was eagerly anticipated by Mulrog and he rejoiced while hacking his way through the Ungols that were so foolish in attacking them. But in a strange way he respected their bravery charging to, what promised would be, certain doom. A monument of skulls would be errected where they fell while some of the strongest prisoners were dragged off to recover and fight in the pits for their right to survive till they started embracing the glory of the Blood god.

For Orders the Horse Archers start the crossing while my knights and Cataphracts move over. The two traitor units are a scouting vanguard and will stay next to each other for now.

Slaves move into the towm and start fortifying themselves there

>>5986647
You can have at least one more settlement on the river. We will have to see what else we can plunder.
>>
File: Forward.png (219 KB, 1828x985)
219 KB
219 KB PNG
>>5987064
Forward! Do you see how the Gods bless Korthak who is first into the village? Soon it shall be our turn!

(Also I just realized, I bought 2 more units of Ungors and I don't recall 2 units dying in the start of the game. Shouldn't I have 14 right now?)
>>
>>5987103
I believe you lost a unit in the 5-6th turn, during the Ungor attack on the Bondsmen in the Baersonling lands, which put you down to 11 units from 12.
And I think you only bought 1 unit of Ungors:
>>5982212
>Chaos Wastes of course. And I believe I can afford one more unit of Ungors.
>If I split my 10 into 5 and 5 with Krantargh, I should be able to afford it but barely.
>>
File: Wheatlands.png (254 KB, 1016x736)
254 KB
254 KB PNG
>>5987064
Hangar's Knights advance with Mulrog, whilst behind them more riders step from the crossing to wheel out toward the left flank. Even the last of the Horsemen now start to cross.

>>5987088
"There will be more then that for the both of us in time, I am certain. Villages through the forest, villages to the south. But let us not scheme too far without knowing the awaiting foe; for the whims of gods mock presumption and cast plans to disarray."
>>
>>5987040

My beastie boys all continue down the mountain trail, Lanu
>>
>>5987040
KEEP SWINGING THE COWS AT THE DOGS!
Oh and keep marching east with the other minotaur. We need the cash
>>
>>5987064
My HA was supposed to swing around to the edge of my forces to flank the enemy or push on to the villages, & all the rest of my forces should have charged right into the Ungols in a line. How much damage do Ungols dish out?

Chaos Knights push into the Ungols from the two Western hexes, Horse Archers not engaged move behind them to attack the Ungols from behind.
>>
>>5987132

Hopefully the werewolves don't make us fight it out and they surrender before they maul your Minotaur units as well.

I'm basically going to retreat my minotaurs north through the central mountain pass back to friendly Bearsonling territory - they're too expensive to risk in further combat.

It's probably going to be a slog to get through the mountains here, but if Lanu time-skips us to the future, we could run into trouble if Magor or the other players track east in their own raids. So I think we just have to play it out one turn of movement at a time, unfortunately. Or maybe Lanu could have the surrendered Ulfwerenar reveal a "hidden path" of plain tiles through the eastern mountains that lets us move more quickly?
>>
Really wish I could edit files on mobile, my movement has gotten all fucked up.
>>
>>5987175
Cant you just download the picture to your gallery and edit it there?

That is what i did for my movement
>>
>>5987175
If you're using android, pocket paint is a solid app for adding arrows.
>>
>>5987040
Lanu, do the bright yellow hexes at the top left of this map signify anything? Is that a new terrain type we haven't seen yet or something else?

And praise to Tzeentch for twisting fate onto a path where my chaos warriors live.
>>
>>5987216
after pillaging those two towns you could probably just retire already. you make 30 loot per town?

that is pretty lucrative.

though knowing that the dwarfs fight first anyway in settlements i might offer some support next time since the main drawback of the cavalery in that terrain is negligeble already so long as fighting stays contained to cities.
>>
>>5987219
I think current plan is loot that second town, then visit the pub and retire early for the season. Maybe blow all my loot on norse units so I can sail across to mammoth lands next time.
>>
>>5987137
The Ungols killed one of the traitor horsearchers and did -1 damage to the cataphract, which was then finished off by the militia and the strelsy rushing down from a hill.
I'll reposition them, but right now, they would have been positioned just south of the southmost chaos knight.

>>5987216
They're cutoff points for this map. You go to them, you go to the next map.
>>
I'm waiting for Ivan's (hopefully visual) instructions and Korthak.
>>
>>5987040
Skulls for Kharneth, gold for ourselves! Onward we go.

>>5987103
I think we ought to seize that town and I'll start heading in that direction, but do you figure that city on the stream inlet there is worth the extreme casualties we'd take trying to seize it?
>>
File: Raid #3.png (347 KB, 3672x1888)
347 KB
347 KB PNG
>>5987258
>>5987257
I don't know how I keep forgetting the actual raid post
>>
>>5987259
because you want to sacrifice more slaves/thralls?

>>5987258
if that city is a dwarfen town your units wont get any hits in i think. just get slaughtered piecemeal since they have first strike and you will be in a river. i know not the one you asked. just giving my opinion
>>
>>5987262
Units can at most get a single strike in. If Sarrick's lucky, his warbeast will tank the hit. If not, well, he's losing a hung savage.
>>
>>5987276
wait. i think i was confused as to the specific town. i though he was talking about the violett one. if he is talking about the blue one north of that then yeah. he stands a chance. though its probably gonna be very expensive
>>
>>5987278
Oh, the violet one. Yeah. Go check that one out. See what you find.
>>
>>5987280
The evil place?
Yeah when we all go to attack Fort Ostrosk I was considering sending a unit of slaves as a gift to whoever lives there. I wonder how they'd react.
>>
>>5987280
you want me to get my units killed?

maybe a knight could get in there and hold out. or a chaos warrior. then just feed slaves into the grinder till you manage to break through. getting 40 loot would probably barely cover the cost of capturing the fortress.
>>
File: image1.png (274 KB, 3033x1593)
274 KB
274 KB PNG
>>5987182
Thanks Anon!

Rue'Vahn, are you taking on the Streltsy with your warbeasts?
>>
File: cunning plans (2).png (40 KB, 652x673)
40 KB
40 KB PNG
There's only so ready you can get for chaos spawn breaking your door down, so that's the plan. Hopefully they tank the hit to keep the savages alive.

After this its time to visit the tavern and chill for a bit.
>>
File: file.png (296 KB, 3013x1750)
296 KB
296 KB PNG
Baersonling adjacient lands:
Huffund loots a village. She has gained 10 loot. It seems like the Ulfwerenar are willing to fight to their gruesome deaths.
Sarricks troops manage to, with Tchar's help, suffer minimal casualties as the warbeasts engage the dwarfs first. (If you wish to retire after looting this town, you can do so immediately).
Korthak and Magor continue their march.
>>
File: file.png (114 KB, 1336x1286)
114 KB
114 KB PNG
>>5987316
Ivan, FYI, since you probably weren't too concerned with the details previously, troops can't pass through eachother and as soon as they find themselves next to an enemy, stop, until they resolve their combat.
A bloody massacre happens as the Kislevite and Kurgan horsemen charge eachother in vicious attacks and counterattacks, yet the blood truly starts flowing when the Norscans and the warbeasts clash with the Kislevite footmen.
>>
File: file.png (100 KB, 1476x1358)
100 KB
100 KB PNG
The eastern flank is calmer, as the chaos hosts have some time to reorganize and reorient themselves.
=====================
Turn 4 begins.
>>
>>5987337
They can move BEHIND each other though, right? As in one after another?
>>
File: Mulrog_Raid_2_Turn_4.png (113 KB, 1476x1358)
113 KB
113 KB PNG
>>5987339
Horse Archers are the Vanguard. One unit of the damaged ones will stay behind and be reinforcements for the slaves if need be.

Mulrog advances towards the west seeking to plunder more riches.

Question though QM. When going south would we also reach another map? because there isnt much left here on this map to plunder.

or there wont be much left in a couple of turns i would guess.
>>
File: image2.png (121 KB, 1336x1286)
121 KB
121 KB PNG
>>5987339
Ok, here's my next evil plan.

A few questions: does Mulrog canonically have Chaos Penguins like in his pic?
Are the Wheatlands an original setting?
Will Eric Avilla tell me where this "Ormfell" is exactly?
>>
>>5987356
>A few questions: does Mulrog canonically have Chaos Penguins like in his pic?

maybe some mutant servants that look like that.

currently thinking about getting a Mini for Mulrog and painting it up. dont have any penguin minis though.... only rabbits. and Aloe. gotta take care of his skin after all XD
>>
File: file.png (835 KB, 1360x967)
835 KB
835 KB PNG
>>5987340
Yes, they can.
>>5987344
>Question though QM. When going south would we also reach another map?
Right now, no, as I have nothing prepared, mostly because there isn't much. You'd hit Drakenmoor and Chaos dwarf lands to the south and hobgobs to the east, but I've yet to properly find (or look for) maps to remake.
>>5987356
>Will Eric Avilla tell me where this "Ormfell" is exactly?
If you hit a <10 roll on dreaming right now.
>Are the Wheatlands an original setting?
see picrel, from "something rotten in kislev"
>>
>>5987361
alright got it. so after plundering these lands we are gonna have to trek across the mountains to get more shit.

god. crossing the mountain chains is gonna be a pain. and there are gonna be orks and ogre filling those passes.
>>
>>5987339
Alrighty then. If we're in turn four, I'll have the unit of Bondsmen who are on the village move northeast, then north, then northeast to end their turn in the stream. My plan for them is to loop around the lake in order to get to those two settlements on the other side.
Sunset and the unit of Bondsmen in the field can't move because they're still engaged in the fighting.
I'll draw a picture when I get home.

>>5987356
Ivan my man, I think that unit of Strelsy by me are fkn dead. I wonder if there'd be a lore thing for overkilling a unit lmao.
>>
Rolled 90 (1d100)

>>5987361
Roll under? I ask because this sidequest NPC told me to go raid somewhere that isn't on the wiki or marked on any maps I have access to, least the lizard could do is point it out.

Is there any way I can raid the Kul or Dolgan Kurgan tribes? Also, once I have Norscans, can I deploy my forces across bodies of water?
>>
>>5987339
Sarrick strides through the broken gates of Sjoktraken. As he passes warding runes upon the shattered gateway they hiss and glow, reacting to the dark shroud of Chamon around him. Dead spawn lie in piles, the twisted amalgams of flesh and metal have been feathered with quarrels and pierced by bullets. Further inside, behind the barricades, more of them lie dead amongst their victims, squat dwarf warriors rent apart by the unnatural creatures. Hung warriors picked over the bodies like crows, taking well made dwarven weapons and armour to be repurposed in the service of the four.

Further inside the port-hold there is the distant sound of fighting still, the remaining spawn set loose within the halls to hunt down any survivors. No doubt some would escape through hidden passages, or secrete themselves in safe rooms until he led his warband on. No matter. The dwarfs would be ready for the next assault and hungry for vengeance. Should any of his peers intrude on their land, Sarrick doubted the dwarfs would draw any real distinction between one chaos host or another.

He watched a group of his hung warriors carrying out chests of gold and silver and nodded to himself in satisfaction. Two holds had fallen to his warriors sudden assault. Both fights had been bloody, but his forces were intact, and with rest would recover. And the wealth... the wealth would build him a fleet, enough to keep a promise to an old friend first, and enough to threaten the southerners after.

---
>>5987333
>(If you wish to retire after looting this town, you can do so immediately).
More than happy to take up this offer. 60 loot isn't a bad haul at all, so time to loot up and head home for an early finish. My forces will retire to Baersonling lands as anywhere else would be too far to carry all that heavy dwarven gold and I want to get some ships. On the way back, Sarrick and his lieutenants will stop in at the Last Hope Inn for some norscan mead.
>>
man, if i kill the last dog I'll have 20 loot... not enough for even a single minotaur. I guess I can try to make a sacrifice to the gods?
>>
>>5987380
You went and took the job that nobody else wanted. You did a huge favor for the rest of us by unlocking skin wolves for us all to recruit.
I'm willing to throw some loot your way as a thank you, but I need to finish my raid before I can do that bc I'm broke at the moment and I also need to finish repaying my debt to Ivan.
I'd encourage other warlords to do the same, but it's up to them whether or not they want to listen.
>>
File: R2 T4.png (229 KB, 1103x715)
229 KB
229 KB PNG
>>5987365
Whoops, I forgot my tripcode
Anyways, here's a drawing of the movement for those Bondsmen.
>>
File: Wheatlands.png (96 KB, 1290x754)
96 KB
96 KB PNG
>>5987339
>>5987344

Hangar's riders also continue their ride across the plains; savouring the wind in their faces and the movement of their steeds beneath them as they thunder across the steppes. These lands, he thinks, would be a fine place for his tribe to migrate across once the Kislevites have been thrown back beyond the mountains and the true gods have been redered their due.
>>
>>5978158
Lanu, can units level up over time through enough victories, and can we gain access to new unit types within pre-existing rosters?
>>
>>5987451
Looks like we have to complete little quests/events to unlock new units. Like the subjugate the skinwolves thing that the minotaur crew is doing, or my quest to capture mammoths for the hung. Seems the same for upgrading units too.
>>
>>5987258
>>5987259
I'm looking forward to attacking that town to the west because we'll have big advantages to striking from the woods. We can decide on the other place later I feel.
>>
>>5987333
The horde marches on, due west for the stone houses of Kislev.

>>5987625
Aye. Though I feel curiosity, the sinister pull of Tchar, I feel you speak words of wisdom, friend. Once we've got out of these streams, us norscans will pull back and let your beastmen take front.
>>
File: Raid #4.png (297 KB, 3013x1750)
297 KB
297 KB PNG
>>5987720
That's it, the dark gods must have laid a curse on my mind for their sick amusement.
>>
The Ungors follow! All moving forward behind Korthak's own horde.
>>
>>5987380

Well, just doing some math:

I got 20 loot just now
You’ll likely get 20 loot from the central village

Then, hopefully the werewolves surrender before you need to sack the last village, providing some additional loot 10?

And then if we keep going south, we might pick up another 10-30 loot down there. So there’s a pretty good chance that we’ll both end up with ~30 loot by the time this raid is over.
>>
Man
I can't believe even though Ungors are goatmen
I cannot climb mountains with a movement penalty

I wish I could climb mountains
>>
>>5988065
Well, Ungors already have that Forest bonus. Perhaps Skaven will come with mountain bonuses if we manage to unlock them?

Captcha: HARAT
>>
>>5988065
too much man. too little goat. same problem for Gors.

Centigors are too much horse. and minotaurs too much cow for those bonuses.

>>5988084
chaos Dwarfs or corrupted ogre/trolls could also work.
>>
>>5987333

>finally attack the eastern wolf settlement
>keep the other mino where it is

>>5988043
What central settlement? Also, I don’t think my 1 hp Minotaurs can kill… anything, right now
>>
>>5987368
"Ormfell." Ivan mumbles to himself. "Ormfell."
Ivan's dreams quickly turn to nightmares as a strange smooth marble figure grasps for him, grabbing his shoulder and crushing it under its massive grip, leaving Ivan's arm a limp pulp as it raises him close to its massive marble baby-like face, which mockingly grins at him. "Ostrosk awaits. Why do you delay?"
Ivan awakes with his arm numb, having slept on it, but he finds bruises on it.
Ivan rubs his eyes. "Ormfell."
Thinking a bit about it, he heads towards the lizardmans tent, only to find him a crumpled mass, looking like something flat squished him from above, his bones broken like treebranches after a storm, sticking out in bloody spikes from the stretched canopy of his skin.
"I guess I won't be finding Ormfell." Ivan says half outloud.
A Norscan nearby turns his head questioningly.
"What are you looking at, dog." Ivan asks.
"I know where Ormfell is." The Norscan replies. "Everyone does."
"Where?" Ivan asks.
"Sarl lands, north of Ormskaro. Bay of Blades. Maelstorm Gulf." The Norscan says somewhat nervously.

>>5987451
Sarrick nailed it. >>5987462
>>
File: file.png (278 KB, 2872x1680)
278 KB
278 KB PNG
Wheatlands:
>>
>>5988103

Whoops, I missed that you had already looted the central village for 10 loot, forget what I said.

Anyways if I continue south with my nonMinotaur troops I’ll still split any loot obtained down there since your burly bois were necessary to fight through the mountain passes
>>
File: file.png (692 KB, 4497x2459)
692 KB
692 KB PNG
Kislev map:
Huffund, I'll let you autowin the ulfwerenar fight with 1/5HP remaining on both your minotaurs and a total of 20 loot.
Krantagarh and Huffund can, if they wish, re deploy behind the yellow line, or behind Korthak and Magor.

Also Korthak and Magor, your southern force is getting on the flatland, you can start spreading out.
>>
Sorry for the slower pace and the lower quality writing, life's a shit.
==============================
Next turn begins.
>>
File: Mulrog_Raid_2_Turn_5.png (286 KB, 2872x1680)
286 KB
286 KB PNG
>>5988084
Hangar. this is my plan. kill their outliers and let the enemy crash upon our unified line hopefully minmizing casualties since we have a lot of cavalery.

maybe we can also keep one rank back so that the enemy will deal minimal damge to us.

i am not sure what kinda damage those riders will deal to us. i dont remember if they deal one or two damage.

>>5988173
this is not the final plan. i am trying to coordinate with Hangar since we will have to work together.
>>
>>5988174
also take it slow and dont kill yourself trying to get stuff out. if you need a break just tell us and take a day to recharge if necessary.
>>
File: R2 T5.png (295 KB, 730x577)
295 KB
295 KB PNG
>>5988174
Here's my turn.
Sunset will go straight for the tier two village whilst the farthest Bondsmen continues to loop around. The closer Bondsmen start heading between those two tier one villages so that they can begin making boats next turn for themselves and Sunset.

Also, just to double check and make sure, the unit of Bondsmen in the north still has 2 HP thanks to standing on that one town when they took the damage, right?
>>
>>5988201
>Also, just to double check and make sure, the unit of Bondsmen in the north still has 2 HP thanks to standing on that one town when they took the damage, right?
Yes, you are correct. I forgot to remove the -1
>>
File: new deployment.png (699 KB, 4497x2459)
699 KB
699 KB PNG
>>5988173

Here you go, Lanu.

Two questions -

1) Can I leave my Minotaurs up in the Mountains or otherwise retire them early? Don't want to risk them.

2) Could you clarify how many towns are within range of this eastern forest for the Herdstone mechanic? I count potentially six towns within the forest or within 3 tiles of the forest edge, but the map is sort of cut-off and I'm not sure I'm calculating the distances correctly.
>>
>>5988216
It's within 2 tiles of the forest actually. And you'd get 4 towns.
>>
>>5988260

Eh, thanks for clarifying. I’ll save my herdstone for the southern forest.
>>
File: image3.png (130 KB, 1436x840)
130 KB
130 KB PNG
>>5988161
>>5988166
>Ivan offers the Norscan an armlet of silver to help him navigate there in the future
>The assembled Kurgan from Zar Torchak's warband are given the remaining horses from the dead Ungols
>Those Ivan marked at the end of his prior campaign upon their faces are inquired about; their whereabouts & fates
>The remains of the dead Zar are asked after, specifically how & where he died, & whether or not a kurgan of stones was raised in his honor
>The survivors of his host are made to swear themselves before Zar Ivan
>Those who fought under Ivan's banner in the last raid of the Wheatlands are gifted the warm red coats of the Strelsy to be draped over their steeds & mark their victories

As for any Kurgan to have survived on the Kislevite side, they are made an example of: first they are impaled upon poles through the belly, care being taken not to pierce the spine. Eight hooks tied onto the ends of ropes are pierced through their upper arms & legs, both sides through the ribs, their mouthes, & their groins. Eight horses are made to bolt with the ropes tied to their bodies. Ivan speaks, "The screams of traitors are music carried upon the Eight Winds to the Gods!"

Movement Plan:
First the red lines, then the purple, then the dotted lines; the new recruits can earn their keep & do as I told them.
>>
File: Raid #5.png (293 KB, 2248x1229)
293 KB
293 KB PNG
>>5988173
We'll continue our march. Two-thirds of the southern swathe of the horde will cut south, to give Magor the chance to earn glory in blood and to reave a Kislevite village or two, or three, if their watchmen turn out to be drunker than the dwarves.

>>5988065
Your horde is vast, friend. I suggest you send a couple of herds through the woods to strike at their near-north villages. Kislevite militia are weak, your spears and arrows ought to make short work of them.
>>
How do herdstones work?
>>
>>5988395

Per Lanu:

>Krantagarh can now place a Herdstone inside of a forest
>Said Herdstone can produce a unit of ungors (or slaves) for every 3 settlements within 2 tiles of the forest, a unit of gors for every 4 settlements, a unit of centigors for every 5 and a unit of minotaurs for every 10 settlements (all rounded down)
>Forest is defined as a continuous stretch of forest tiles (with streams/rivers only being included if there are forest tiles on at least 2 opposite sides of the stream/river tile)
>Krantagarh can only acquire these units if he is present on said map and has a unit of his own step on the herdstone
>These units will not stockpile
>>
File: Wheatlands.png (141 KB, 1347x809)
141 KB
141 KB PNG
>>5988178
I think the Kossacs are their matching equivalent of the Kurgan Cataphracts.

I'd suggest that you move the horse archers at the back five hexes west if we're going to engage the Kislevites here, they might be able to move in and tip a balance somewhere next turn.

Don't forget that the Streltsy have two HP, they can move next to your wounded horse archers and tank one damage to kill them off in return if there's nothing else adjacent (so the top one could hit the horse archers next to the mountains, then the one below could take a spot with one adjacency and kill the other. You only need to inflict one HP damage with the horse archers to kill a militia, so you might want to consider sacrificing one of your wounded Horse archers into the closest Streltsy to allow another to make a kill against it; this would then allow you to launch a bit of a hit-and-run raid with the closer horse archers against the next militia in line. It's not much of a difference, but it means that we kill a Streltsy + another militia this phase, and they therefore won't be able to inflict quite as much damage against us when they move in the next.

Anyway, image attached is of my proposed movements + suggested amendment to your own that still gets you roughly back into your same end-state of the turn you posted (-1 dead horsemen), but it's your call, and you might want to make further movement adjustments as well.
>>
>>5988173
I’m going to retire and let my troops heal, they can’t take more fighting
>>
>>5988545

No worries, Huffud - you’ve already been a huge help
>>
>>5988103
>>5988171
>>5988545
One of the options you guys might have, is to go to the Norscans (or have someone else do it for you since they might not be fond of talking to Beastmen), and ask them for an additional reward.
You went and solved one of their biggest problems for them, so a token of appreciation is pretty reasonable. I’d only ask that if you do so, you put in the good word for Nilsa as she’s the one who trusted us with this information.
>>
>>5988530
hmmm. i am thinking about letting the enemy hit us if they dare. have one of my riders murk the infantry on the plains and pull them back behind friendly lines. On open ground they can not match us in initiative with their lack of cavalery. so we either get more time to close in or the come to meet us.

if they dont then we can send our archers to pick off singular units and bleed them dry.

and since i cant really choose who fights where it would be a gamble if the cavalery sent to fight the stresely would attack them or the militia north of them. so its not even guaranteed to kill a stresely.
>>
>>5988161
so lanu. my updated battleplan is >>5988985
militia only have one hp far as i know so the one HP horse Archers can kill them in a driveby and get out of dodge. the other 1 HP Horse Archers go further south to flank the enemy. My Cataphracts and Knights take the center formation.

if the enemy wants to charge us then so be it. but they wont be too effective at engaging us i think.

>>5988530
updated my battleplan. should keep more units alive this way that can either get in next turn or retreat a bit more after killing something.

but next turn the knights will be able to engage something at last.
>>
>>5988216
And yes, I forgot yesterday, you can retire your minotaurs.

>>5988297
>Those Ivan marked at the end of his prior campaign upon their faces are inquired about; their whereabouts & fates
None of them have returned. Upon second thought, you really find nothing surprising here, as all you have done is mutilated and forced into mutation a number of young men, dooming them to either banditry or lynching.
>The remains of the dead Zar are asked after, specifically how & where he died, & whether or not a kurgan of stones was raised in his honor
The Kurgan that switched to your side are reluctant to speak about this, but the ones you defeated are more willing, under torture. "Sack of shit didn't let us drink. Barg shot him with a arrow, came in one end of the neck, came out the other. Left him where he fell."
>The survivors of his host are made to swear themselves before Zar Ivan
They in unison reply that they shall treat you as you treat them.
>Those who fought under Ivan's banner in the last raid of the Wheatlands are gifted the warm red coats of the Strelsy to be draped over their steeds & mark their victories
Your gifts are greeted with joy and chants.

>>5988395
You don't have any, they are a interturn event. Krantagarh only has one available to deploy (but you'll be able to snatch beastmen from his herdstone).

>>5989015
I'll wait for Hangar to post his updated reply to your plan, because I fully see you two changing it up a bit until the update deadline comes.
>>
File: file.png (1.76 MB, 1024x768)
1.76 MB
1.76 MB PNG
>>5987344
>>5987441
>>5988178
>>5988530
>>5988985
>>
>>5989051
yeah, you doing alright Lanu? not overworking yourself i hope.

now for more game related questions.

would painting up a mini get any ingame advantages? probably not. stupid question i know

are the events between raids random from a big table you have prepared or more something you think would be suitable due to your knowledge or warhammer lore?

would it be possible to later summon demons in between battles or in the midst of a raid. i would guess they disappear after battle but could be useful as shock troops.
>>
>>5989051
Questions for the QM
Since initiative is decided by subtracting HP from Movemen, does that mean that as a unit’s initiative will improve as it takes more damage? Or is initiative determined by maximum HP rather than current HP?

Other question: when deploying for a raid, are we allowed to deploy some of our troops in the wheatlands and some in the Goromandy, or do we have to keep all of our forces together within the same region/zone?
>>
>>5989055
>yeah, you doing alright Lanu? not overworking yourself i hope.
Right now, it's mostly anxiety. Should clear up in two days I hope.
>would painting up a mini get any ingame advantages?
Mulrog can get even bigger.
>are the events between raids random from a big table you have prepared or more something you think would be suitable due to your knowledge or warhammer lore?
A mix of the two. I have a list of terms I try and combine in a logical way + a number of things related to players.
>would it be possible to later summon demons in between battles or in the midst of a raid. i would guess they disappear after battle but could be useful as shock troops.
Unlockable as a consequence of the interturn events.
>>5989058
>Or is initiative determined by maximum HP rather than current HP?
From maximum HP.
>when deploying for a raid, are we allowed to deploy some of our troops in the wheatlands and some in the Goromandy, or do we have to keep all of our forces together within the same region/zone?
For now, I'll keep it restricted to the single region/zone.
>>
>>5989061
Good.
>>
>>5987371
Sarrick and his lieutenants will be disarmed as they enter the fortress like Inn and will be offered fine Norscan mead. Yes, overpriced, but still, very good mead and with the price being far from a unaffordable burden now that the dwarven forts were sacked. In it, you found interesting company:
>A tall, slender, androgynous figure, wrapped in fine cloths, with only a pair of hard, black eyes being uncovered, sitting quietly in a corner and cautiously eyeing the other guests. As you sneak a more brazen peek, you spot a flash of metal, a warning. Or a invitation.
>A Bretonnian knight wearing a chaos star on his chest, boastfully claiming how he will ride eastwards to seek the best armoursmiths of the world.
>A ropsman muttering to himself about the dead Aponnians
>A quiet drink
And after that, a happy return to the Baersonling lands, where Sarrick settled into a comfortable life until the next seasons raid, spending his time with:
>Sjur, the fourth son of the clan chief, a thin, wiry man who had taken a heavy blow during the fighitng with minotaurs and had barely survived, but was making steady recovery and was drinking in joy to have lived.
>A strange albino that refused to introduce himself, instead calling on you to lend him aid as you both serve chaos, promising a mighty black greatsword (+2D to a single unit of Sarricks choice) and a sack of gems (20 loot) should you aid him in securing his passage upon a mist cloaked island in the Frozen sea
>Oddbjorn, a Norscan whaler calling upon you to join him in fishing adventures as beasts of a size never seen before are prowling the seas and the ice is thick enough further insea for even chaos knights to gallop across them, promising great loot should you succeed.
And just so you know, Skinwolves are available in Baersonling lands.
Skinwolf - 26 loot:
HP 3
D 2
M 4


>>5988545
Where does Huffud retire to?
>>
File: Wheatlands.png (145 KB, 1437x828)
145 KB
145 KB PNG
>>5988985
>>5989051
Not sure if that's entirely wise, yes your cav will strike before infantry on the plains; but each unit can only strike once so if the infantry mass and strike at the same spot they can accept casualties and drag us down. Either keeping more distance or starting some favourable-trade exchanges would have seemed better alternatives.

That said, the die is now cast I guess; so I will move up to offer what backup I can.
>>
>>5989089
i dont fancy my chances that the one unit will get killed and allow the other unit to come in since i cant force anyone to attack someone specific.

the militia below the lower right stresely might not get touched at all and get to attack back with both archers instead atttacking the stresely

so the unit could just get stuck, swarmed and murdered. with the current plan the enemy will face mostly nearly intact units and can then get flanked next turn. or need to retreat. and they dont have far to retreat.

sadly i cant see many good exchanges right now. at least none i would gamble on with several that might get stuck there.
>>
>>5989080
Huffud retires to beastmen lands, to graze on grass and warpstone and, hopefully, attract more minotaurs
>>
>>5989107

Don't make any unit purchases until I'm done with my mini-raid south!
>>
>>5989112
Don’t worry, I don’t have money to buy anything anyway! I’m waiting for donations from you and Rue’Vahn
>>
>>5976518
This helmet makes it look like Mulrog has a mustache kek
>>
>>5989080
>A Bretonnian knight wearing a chaos star on his chest, boastfully claiming how he will ride eastwards to seek the best armoursmiths of the world.

Lets see what the knight has to say. As a Hung from the East himself, Sarrick may be able to provide some assistance on such a journey... assuming appropriate benefits will result.

>Sjur, the fourth son of the clan chief, a thin, wiry man who had taken a heavy blow during the fighitng with minotaurs and had barely survived, but was making steady recovery and was drinking in joy to have lived.

And lets talk to the young Baersonling lord once we get to their lands. Perhaps he could offer some help in gathering men and ship, and presumably they have the common ground of disliking minotaurs.
>>
>>5989137
>disliking minotaurs
<offended cow noises>
>>
>>5989050
KEK I kinda' assumed honestly that those lads wouldn't make it far
I'll have to keep an eye on these traitor Kurgan, although drinking is encouraged rather than restricted

>>5989066
Damn he THICC

>>5989080
Not my prompt, but I'm curious about dead Aponnians
>>
>>5989137
The bretonnian reveals himself to be Geffray. "Aye, sir Kurgan." He says. "I am on a quest to find the mythic dark dwarves. I have set off a long time ago and wondered deep in the Goromadny mountains and I have delved deep, very deep. So deep even the stone wept for me. I suspect I know a underwater passage from the Frozen sea that would let me strike and the dark dwarves and plunder their treasury and test my armor against theirs. For noone crafts better armor than the Bretonnians."
"And how would this be of boon to me?" Sarrick asks.
"You'd get to force them to open up their gates and lower their prices to you once they figure out you can strike them when and how you wish. Not to mention you'd get a fatter slice of loot than me." Sir Geffray says.

>New deployment location discovered, mouth of the Frozen sea

The drinking very quickly bonds you with the unhappy youth. One day he takes you to the side alley.
"Listen, soon, there shall be a feast in honor of my fathers ascent." He says. "How much for your services?"
"Elaborate beforehand." Sarrick replies.
"I want you to go in and kill my father. Him and his huscarls. In their great hall. And all of my brothers too. I'll pay you tribute. Each season you show up, half of what my realm makes. (8 loot per interturn you retire in Baersonling lands, does not stockpile, you gather it or you lose it)"

>New deployment location discovered, Urslo

>>5989107
Huffunds grazing ends up with her encountering a unique individual:
>A bovigor of miniscule stature for his kind, but clad in chaos plate and with mechanical arms, wielding a great gun.
>Roxana, a woman with a triangle carved into her forehead clad in crimson plate armor and wielding a great two handed cleaver that even Krantagarh would like to avoid being hit by.
>Bindo, a Tileian man with three eyes in his right eyesocket, his robes tattered and torn by his long journey up north.

>>5989235
Well, now you know where to retire in case you want to find out more about them.
>>
>>5989321
Huffud approaches the crimson-clad woman, mooing and huffing and snorting, like minotaurs are prone to doing.

Is it a challenge? A greeting? That is for Roxana to decide
>>
>>5989051
Yeah, what is G8, & what happened to the rest of the Kurgan from Zar Torchak's band? Did they find out anything about the Kislevite forces & defenses while they stayed with them?
>>
>>5989346
Roxana spreads her legs to provide more balance for herself, then lowers her cleaver so that the tip is resting on the floor.
She reluctantly raises one of her arms from the cleavers handle and hails Huffund with it.
"Do you understand me?" She says to the overgrown cow, then shakes her head a bit. "If you do, I will pay a lot for a sack of Hell Pit. I have a company of veteran very chaos warriors (+2D, +2HP) that managed to survive the arenas and the monster pits in that hellhole that will gladly join you when we are avenged." She thinks a bit, then choses to specify. "And I don't mean just above the ground, the ratmen are below it aswell."

>>5989351
>G8
Some branch of the US army that has memeworthy presentations.
>what happened to the rest of the Kurgan from Zar Torchak's band?
Disbanded and scattered.
>Did they find out anything about the Kislevite forces & defenses while they stayed with them?
If pressed, they'll mention how the Kislevites are mostly planning to meet the host in the field rather than defending their holdings.
>>
>>5989363
Huffud thinks for a bit, then lowers her head in what… looks like a nod?

Unbeknownst to anyone, she was just lowering her head to munch on some particularly tall grass.

Still, it LOOKED like a yes!
>>
Thanks for all your time & writing Lanu, quality stuff. I really like the nightmarish shit that happened when I inquired about Ormfell. Is your interpretation of the Roppsmen more akin to Balts (Latvians, Lithuanians, & old Prussians), Finns (Finnish, Estonians, & Karelians), or Magyars/Hungarians?
>>
>>5989389
>Thanks for all your time & writing Lanu, quality stuff.
Thanks man. I'm trying to put a bit of a fresh spin on what Warhammer really is, a collage of the settings that were popular when it was being made.
>Is your interpretation of the Roppsmen more akin to Balts (Latvians, Lithuanians, & old Prussians), Finns (Finnish, Estonians, & Karelians), or Magyars/Hungarians?
I think I'll lean them towards the Magyars/Hungarians, as they are related to Ungols, who are obviously Cossack-Turkic.
>>
>>5989389
First up, seconding this.

Second, a question on the logistics of raids. So in the first raid, people withdrew at different times, and the people who went sooner got some cool events to fill the time while they waited for the rest. Then we all deployed again at the same time, fully healed up. Is there any way for me to heal up before everyone else finishes their raid or do I just have to wait out however long it takes? Maybe at a cost and/or after a certain number of turns of downtime in order to prevent abuse?

Just thinking about Sjur's offer to kill his dad, but concerned I'm going to end up waiting out say (pulling this figure out my ass) twenty turns for everyone to finish this raid, then deploy onto a tiny map and have a quick bum fight only to have to wait another twenty turns if I take any great damage.

Also makes me wonder if raids have a turn limit before we are all forced to withdraw? Or can people go as long as they're willing to continue?
>>
>>5989473
well last time when you force the bearsonlings to surrender you were nearly undamaged and could just continue.

the murder of the people should be pretty easy. you have chaos Warriors en masse. and possibly even the skinwolves if you buy any. after dealing with that should allow you to just deploy somewhere else after.

>>5989415
also Lanu. are we still waiting for someone?
>>
>>5989477
>you were nearly undamaged and could just continue
This makes me think I didn't come off quite like I intended, I wasn't trying to complain, I just want to know where I stand before I make decisions. If getting mangled and withdrawing early means long waits then so be it, plans will just have to take that into account.
>>
Anyone wanna help me conquer one of the most well defended skaven settlements ever?
>>
>>5989473
>Is there any way for me to heal up before everyone else finishes their raid or do I just have to wait out however long it takes? Maybe at a cost and/or after a certain number of turns of downtime in order to prevent abuse?
I'd like to give you more to do in the inter-raid space, but I'm currently too scatterbrained. The anticipation for tomorrow evening is getting to me.
>Also makes me wonder if raids have a turn limit before we are all forced to withdraw? Or can people go as long as they're willing to continue?
They can go for as long as they are capable of continuing.
>>5989477
>also Lanu. are we still waiting for someone?
Me to sober up overnight. Expect the start of the next turn in 10ish hours.
>>
>>5989481
Ah sorry. I think i misunderstood your concern.

Maybe you could try communicaring with other warlords? Try to pull them to your side for the next adventure.

Mulrog is always ready for a challenge and good loot. And for a Khornate somewhat level headed
>>
>>5989485

I’m definitely in, especially if we can both afford another unit of Minotaurs apiece. Five units of tanky bullmen is a real threat in confined spaces
>>
>>5989502
Hell yeah, Minogang till the end
>>
I'll join after I'm done in the Wheatlands & then finish my own sidequest in Norsca, Skaven genocide best day of my life.

I think we're waiting on Magor too.
>>
>>5989525

<bull bellowing distantly>

I’ll need your help to kill Sarrick, bulls strong men weak
>>
>>5989502
>>5989525
>>5989531
The rats absolutely deserve it, but I'll warn you guys to be careful. This isn't clan Mors or Eshin we're talking about. Hellpit is going to be absolutely swarming with rat ogres or worse. The other problem is that I'm like 50% sure that the tier 4 purple settlement is the entrance, which is a really difficult place to attack since only one unit can fight at a time, and you'll be attacking from the water so you'll auto-lose initiative.

>>5989533
Men weak. Bull strong. Manticore stronger.
>>
>>5989538
Yeah, we might want to like… attack the entrance at a time, taking turns to whittle it down if such a thing is possible

>>5989531
Oh if you and Magor join it’s gonna be AWESOME- the whole beast gang, the Zar, the manticore lover- we’d only be missing Mulrog and Sarrick

>>5989533
Cows together strong
>>
>>5989321
>The Bretonnian

Many Hung warriors would have drawn blades over being called a Kurgan... or thrown fists seeing as they were disarmed upon entering the inn. Sarrick was a little less hot blooded than many of the warriors though and let it pass with nothing more than a slight frown. After all, he couldn't see much difference between a Bretonnian or an Imperial, he guessed it was much the same the other way around.

“I wouldn't say your offer is without merit,” he tells Geffray, “but it also has great risks. The Dhrath have long memories and no concept of forgiveness. Any deal imposed by force will forever be at risk of their vengeance. Perhaps with greater forces beside us...”

---

So yeah, gonna put this one on the backburner for now. I assume chaos dwarfs are similar to the norse dwarfs (so hellish to fight). Perhaps if Geffray is willing to wait a bit I can rally some more warlords for this in the future.

>The Baersonling

Sarrick smiled as Sjur's offer. He had challenged a charge of minotaurs, and now plotted to seize his father's throne. The gods smiled on bravery and ambition, and this youth had both. Having his puppet ruling the Baersonling was an attractive proposal, but he could not remain here to make sure his puppet survived, and the paltry wealth of the Baersonling would hardly raise a great host.

“Young Sjur, so hasty, but your plan is... flawed. Your people will never be loyal to you if they think you a mere puppet. Instead of that let us call it a partnership. Help me to raise norse warriors and ships now, accompany me to the north to prove our power. When you return with the heads of our enemies, and I beside you as an ally, your tribe will be willing to follow. Then I will help you take your father's throne.”

A puppet that could maintain it's own position would be far more useful, and fostering a sense of partnership would hopefully bring a degree of loyalty. After all, how difficult could it be to manipulate one young warrior?

---

So yeah, the tribute offer is of dubious value as I'll probably head to different areas most times and it's not even that much loot. Hoping he can instead get me a discount on hiring some troops now or a free unit or two or something like that, and if he considers me an ally I'm sure I can make use of that at some point.
>>
>>5989541
>we’d only be missing Mulrog and Sarrick
I would join but honestly it looks like you have plenty of dudes already and adding more would probably just jam up in narrow skaven tunnels.

Also I really want to go mammoth catching. If anyone else has boats (or wants to march through dwarf lands) they're welcome to join.
>>
>>5989548
I'd be happy to help come next raid. Mammoths will help us all.
>>
Well we have the Baersonlings & Berserkers, next we'll get Sarls & Mammoths, next can come the Skaven & Dark Dorfs (whom I assume are the same as Chaos Dorfs). Hopefully Mammoths will be enough to batter down their defenses.
>>
Wait if everyone is going after Mammoths and Skaven, then is anyone going for Fort Ostrosk?
That was going to be my target for next raid, but I'm not sure if I want to attack it alone
>>
>>5989597
The Witch can wait, & there is plenty more to raid before we get close enough to the fort, whether here in the Wheatlands or in the Sarl lands.
>>
>>5989597
A raven flies to Rue'Vahn, "The Southlings fell without much of a fight. I shall take the smaller village North of the river, East of the lake, & let that be repayment of your debt. Once the Kislevites here fall, I'll ride for the mountains & demand tribute from the men of the hills. Will you join me next season when I raid the Sarls? I will recruit Baersonlings to sail there. The Raven-Witch is powerful, but I do not fear her wrath. She shall have her prize when those reaping skulls on her behalf are so inclined, not before."
>>
File: This place.png (354 KB, 805x701)
354 KB
354 KB PNG
>>5989642
>"the smaller village North of the river, East of the lake"
You mean this place? Yeah I'm fine with that.
As for attacking the Sarls... I have no idea where I'll deploy next season. I might join, but I'll need to see how much loot I get before retiring since that will determine what units I can buy.
>>
>>5988334
Agreed!

>Gonna read up and post a plan
>>
>>5989699
Nice dubs

Rue'Vahn, that's the one, yeah.

Is there any way to get units with increased mobility? 5 Movement simply isn't enough sometimes.
>>
>>5989797
The norscan boats give us 8 movement and +1 HP, so that's a good option for mobility.
Actually, now that I'm remembering the extra health the boats give... that might make attacking the Sarl significantly more viable for me next raid
>>
>>5989548
i am planning to retire to bearsonling Lands as well so learning of your plans i could change my own and get boats instead of Skinwolves.

>>5989560
or if you would be willing to take some of my units aboard i could get some more useful infantry.
>>
>>5989813
…wait, can you just. Put units in boats and drag them on the land?
>>
>>5989873
Nah. The movement is only on rivers and ocean. But they can get you pretty far across
>>
File: file.png (271 KB, 2779x1684)
271 KB
271 KB PNG
Wheatlands:
The gods smile upon you, for a great battle shall be fought!
>>
File: file.png (245 KB, 2292x1953)
245 KB
245 KB PNG
Kislev:
>>
>>5989888
>888
This whole freaking quest is blessed by chaos

On a more humorous note, it'd be reeeally funny if I had that unit of Bondsmen sneak up from behind and raid one of those two villages while the big fight is going on. It'd be a dick move, so I probably won't, but the idea still makes me chuckle.
>>
>>5989543
"I would have raised a greater force with me, had my father allowed for it. It was me with my host that defended the stream from Krantagarh's minotaurs, but not even with my Huscarls, but merely bondsmen, for my father never let me raise my host. And you know what happens when he dies?" Sjur says smashing the table top with his fist.
Sarrick uncaringly glances at him from under his hood.
"The four sons fight for the throne." Sjur says. "And I'm the one without a host of huscarls to my name. "I can die and I can have my back cut open and my ribs spread." He grabs the mug and downs it, half spilling over his chest. "I'll rally who I can, but I need you to take me under your hosts protection.
>Accept his offer and take the unit of Huscarls (H2/D2/M2) he assembles from his friends after looting the Urslo armoury
>Refuse the offer, you don't need or want him
>>
>>5989608
Korthak and Magor have a very solid chance at capturing Ostrosk if they go that direction. There's only a town or two before they hit it, at which point whoever takes it can get away with 90 loot. (30 for Ostrosk + 60 for quest reward).
>>
File: 1714372458855868.png (343 KB, 2778x1684)
343 KB
343 KB PNG
>>5989888
It is time for blood to be spilled, lances to be broken and skulls to be collected.

For plans. Purple lines are executed first. Then tuquoise movement and finally the charge of Cataphracts and Knights

>>5989089
Hangar. Will you protect my southern flank after i butcher the militia with my Horsearchers and engage the Stesely?

But i am open for other suggestions.
>>
>>5989902
Forgot movement for the other Horsearchers. HAngar can command them where ze needs to. Mulrog is too consuned by battleleust to carr
>>
File: Wheatlands.png (208 KB, 1352x1300)
208 KB
208 KB PNG
>>5989888
>>5989902

Mulrog has started his bloody charges, and Hangar curses that his elites are not yet fleet enough, too far from the battle to strike. Instead he keeps moving his riders onward, passing some orders to those forgotten by Mulrog in his frenzy.
>>
>>5989890

Krantagarh paces in the underbrush of the forest; his excitement builds. Finally, the Four have begun to bless his actions - his massive paw grips his axe in anticipation. He had ordered his minotaurs home to the Beastlands - so bloodied were they by the conflict against the wolf-men. But his minor horde of Gors, Centigors and Ungors were undaunted by their march through the narrow passes of the mountains, and they have finally reached the fat lands of the Kislevites below.

Beyond the forest's edge, scattered towns and villages are dotted alongside a deep river - Krantagarh cares not for the name of this piddling thing, nor for the names of the human towns that lie there. His heavy hooves are ready for trampling - to pulverize human bone against cobblestone, and his axe has begun to whisper darkly to him once more. Thick strands of saliva burst from his mouth - Krantagarh hungers.

The unit of Gors he had attached himself to eye each other nervously - the bullgor has been known to feast upon lesser Ungors, but has Krantigarh developed a taste for Gors as well? They don't know...

Krantigarh, peering at the closest human town to the northwest, decides to dispense with clever tactics - he will simply have his Gors and Centigors overwhelm the town with bodies and hack them apart. As for the Ungors - they will be little use in this fight. Snorting, he orders them to proceed southwest, in the hopes of installing them as a scouting party in a lightly-forested patch of earth in that direction.

Loot is needed - debts are owed to both Magor and Huffud, and Krantigarh does not like the feeling of indebtedness. And there is one more lord to whom he owes a favor - the conniving sorcerer. It is not enough to win his battles - he must build his strength while he does so as well, if he is to get revenge. He snorts again - enough contemplation!

Krantigarh bellows in rage, raising his axe, and begins to lope with a heavy stride out of the forests and onto the plains! Let the humans fight! Let their flesh feed his troops! Let the Four bless him with victory!
>>
File: image4.png (127 KB, 1389x842)
127 KB
127 KB PNG
I take it I didn't get any loot from that village due to using the new band of Kurgan?

Red first, then yellow, then purp.

Rue'Vahn, fortune favors the bold.
>>
File: Scout.png (419 KB, 2292x1953)
419 KB
419 KB PNG
>>5989964
I agree with this strategy.
In general, my Ungors will follow him, though I will send a detachment of some to the town southeast to scout it out and take a look if they might take it. It's across a river, so if they sense significant resistance they shouldn't attack thorugh the river and I will have them cross somewhere else to attack from land.
>>
File: Raid #6.png (114 KB, 1146x976)
114 KB
114 KB PNG
>>5989890
We press on, praises to the Dark Gods on our lips! Soon, we'll revel in the stench of blood and sacrifice!

>>5989995
We've got a massive horde, now that I think of it, and Fort Ostrosk isn't far... do you think pressing south and throwing ourselves against its walls would be worth the risk?
>>
>>5990108
With the troops you have you'll be vulnerable to cavalry, but as long as you stick to the woods and hills and try to use the rivers to your advantage I think you could probably grind through. It might mean relatively heavy casualties, but just from Ostrosk you'd get 90 loot to split, and you can grab a couple of other settlements into the bargain as well.

And if you reach the edge of the woods and send one unit to loook out from the hills past them and the entire kislevite army is waiting for you it wouldn't be too late to do a 360 and walk away.
>>
File: file.png (293 KB, 2595x2295)
293 KB
293 KB PNG
Drunken update:
Kislev raid:
Magors forces find a village susceptible to raids, yet not one they could take without substantial losses and definitely not one they could certainly take.
Krantigarh's gors wipe the village clean of defenders, yet are yet to plunder it.
Korthaks forces spread out.
>>
File: file.png (202 KB, 1898x1324)
202 KB
202 KB PNG
>>5990173
Wheatlands:
A vicious charge kills many, both amongst the militia and the strelsy, yet there are losses amongst the Kurgan aswell, as two units of horsearchers under Mulrog are wiped out and as the knights under both Hangar and Mulrog face almost certain defeat against the winged lancers of Kislev, unless allied intervention is provided.

Btw Rue, sorry for doing this, but I moved your units for you.

>10 loot for Ivan and Rue'
>>
>>5990178
hey Lanu short question. i think the winged riders have three hp last time we faced them right?

i am not quite sure right now.

But pretty sure that Horse Archers outspeed them in the initiative right?
>>
>>5990178
>"Btw Rue, sorry for doing this, but I moved your units for you"
I mean, you moved them where I was planning on moving them anyways, so I'm chill, but is it okay if I ask why? Were we all on a new turn and I didn't notice/forgot to move or something?
Also, isn't the village that Sunset attacked a tier two? So shouldn't I have 20 loot?
Oh and one other thing, can that unit of Bondsmen see the two villages across the water (and more importantly, whether they have troops protecting them)?
>>
>>5990187
>i think the winged riders have three hp last time we faced them right?
Yep.
>But pretty sure that Horse Archers outspeed them in the initiative right?
That aswell. You could swamp them in horse archers to kill them, since they're pretty wounded.

>>5990188
>but is it okay if I ask why?
I wanted to get a turn update out for today before I hit the bed and before the drink hit me too hard.
>Also, isn't the village that Sunset attacked a tier two? So shouldn't I have 20 loot?
You are completely correct.
>whether they have troops protecting them)?
The village is ungarrisoned.

Also, just in case, next turn is on.
>>
>>5990189
>That aswell. You could swamp them in horse archers to kill them, since they're pretty wounded.

oh yeah. i am gonna swamp them good. and gonna offer some advice to hangar to get his knights out there with no further damage.
>>
>>5989898
>Accept his offer
A free huscarl is a free huscarl after all.

"Gather what you can little friend. Once I gathered herbs on the steppe for my master, the least of his servants. All things start small. Dwarf gold and axes will buy us the rest of the warriors we need. Come with me to earn glory and the favor of the gods. When we return we shall see if your father and brothers can still look down on you."

On top of the huscarls Sjur is bringing, I'd like to hire a second huscarl, and then four units of bondsmen, which by my arcane mathematics should leave me on 10 loot.
>>
File: Mulrog_Raid_2_Turn_6.png (210 KB, 1898x1324)
210 KB
210 KB PNG
>>5990178
alright for my plan i want the purple arrows to go first to kill of the two units of winged lancers that have lost two HP already. and those purple arrows for the Horse Archers will then get out of the way for Hangars forces.

then the teal arrow to damage the last surviving fighter. Mulrog stands his ground and the Cataphract moves up and around if Hangar helps me out fighting to maybe take some pressure off mulrogs knights. though they still have half their HP remaining.
>>
>>5990189
Oh if I missed a turn then my bad. I'll try to keep a better eye out and I'll take the new one in an hour when I get home
>>
>>5990195
>>5990178

no wait. forget that command for those cataphracts. Hangar can get up there with one of his knights assuming Mulgor murders the stresely in the middle we can get rid of all of them this turn. .
>>
File: possible advice Hangar.png (219 KB, 1898x1324)
219 KB
219 KB PNG
>>5989915
shit. forgot those lancers dealt two damage a pop.

i will try my best at distracting them with Horse Archers.

If that stupid no pass zone would no longer apply then the more northern Horsearcher of yours could just ride through and get the hit in allowing the southernmost horsearcher to finish the Lancers off.

we can hope for your cataphract to win the speedtie that i think it is with the Lancers. and even if they wont there will be four units that would be more okay to tank the hit than the unit of knights.
>>
>>5990173

Okay, I’m phoneposting, but here’s my orders, LanuQM.

1) southernmost gor unit advances one hex northeast, two hexes north to land in the stream.

2) northernmost gor unit advances due southwest, looting town in the process.

3) Ungors advance one hex southwest, one hex northwest to land in the forest tile as a scouting force.

4) Centigors cautiously advance two hexes southwest to line up with the Ungors. Do they see any humie weaklings lurking?



Huffud, looks like the minogang is in luck - we’re set to get another 15 loot apiece and that should be enough for us to buy two more units of Minotaurs together. We’re gonna steamroll those tunnels boyeee
>>
File: Raid #7.png (295 KB, 2595x2295)
295 KB
295 KB PNG
>>5990173
We march on. I'm confident the Baersonlings under my banner can seize these two villages. If not, I'm certain Magor will put them to the torch. My plan is to rally the northern forces to the town to the west of the one by the forest, then strike it in force. I'm confident by berserker can soften the forest town up before the ungors can move in.
>>
File: Forward.png (499 KB, 2595x2295)
499 KB
499 KB PNG
>>5990226
Continue to support. The Ungors to the east will cross the river away from the town, and try to do some opportunistic raiding.

I suspect that the enemy won't want to leave the shelter of their village or if they do won't leave it undefended, meaning we'll have better odds picking them off on the field. If the going gets too rough, or the loot runs dry, head west and prepare to regroup with the other forces.
>>
File: R2 T7.png (251 KB, 973x824)
251 KB
251 KB PNG
>>5990189
Alrighty, so here's where my troops will go next.
Also, what turn are we on? It's seven, right?
When I open the thread, I use ctrl+F to search for an announcement of what turn it is, so that's probably why I missed turn six.
>>
File: image6.png (217 KB, 1898x1324)
217 KB
217 KB PNG
Here's my plan, red -> purp -> blue -> yellow

Seizing the two towns & positioning for the followup across the river, then moving South soon enough.
>>
>>5990250
Check the original Wheatlands map, I'm heading South after these villages are put to the torch.
>>
File: Places of Interest.png (589 KB, 1114x641)
589 KB
589 KB PNG
>>5990256
I've circled a couple of areas that still haven't been looted yet. Which one(s) are you heading for?
My troops are all starting to get low on HP, so after grabbing the other 20 loot village, I'll probably only go after one more town before retiring.
I can send Sunset and the Bondsmen to the orange circle, or I can stick with you on the way to the purple and green circles. Doesn't matter to me, so it's whichever you prefer
>>
File: Wheatland.png (115 KB, 967x1075)
115 KB
115 KB PNG
>>5990178
>>5990195
>>5990202


Revamped phase for us both:

Lancers have 3 HP, I think? The one I encountered in the first fortress was boosted by +3 and still died to a charge of all my units.
If that's correct, then our furthest Horse archers can swing in from the flanks (white movements) and kill the two on 2HP before they get to move (they're faster and have less HP to minus from that score). Then the remaining Horse archers can then nip in together with the yellow movements and finish the last Lancer before it can touch a Chaos Knight in anger.

This then frees up my 2HP Chaos Knights to ride north and Kill a Strelsy, then my full-health Knights move and Kill another Streltsy, and finally Mulrog kills the last of them.

If that's everyone dead, my remaining Knight to move and Cataphract will then ride south as per green arrows.
>>
>>5990266
It'll be a race for the green by the looks of it, so I'll take those if you want purps. Then we can hit the mtns, warband permitting. Although I am willing to come to an arrangement with the other Zars.
>>
>>5990266
Ravens fly behind the lines of pitched battles between Kurgan & Ungol, Marauder & Gospodar. They clutch crude maps & inked messages mixed with the shed blood of Kislevites:
"Zar Mulrog the Cruel, Blessed by the Gods with Strength,
Zar Hangar, Blessed by the Gods with Fate,
Hail from the raized villages to the West!
Blood has been spilled in the name of the Four, as I'm sure you can say in the East.
Riders of Zar Torchak have told me of his falling & joined my own host, but earned little trust with me; those who sided with the weak Southlings made it clear that his own men were his undoing, & so I pass on word of this should you encounter any yourselves. Keep them at the distance of a Tong horn-bow.
Of the Wheatlands, little remains for us; we have butchered all who were so foolish as not to flee, & sacked the treasures of Kislev's frontier. The villages of the hills are likely more trouble than they're worth, surely peopled by hardier men. Thus I see a use for them. I will compel them to give tribute, so that they may settle the fertile lands we have so ravaged. Our own people may come to settle as well, & Kislev shall hold sway here no more.
I offer you the villages to the South along the river before I despoil them (those marked in green), & I shall ride to your aid should they rally more defenders. In return, you will swear your solemn oaths to me & before the Four not to raid these lands in any further seasons, drained as they are, & spread word among our people of the great bounty here ripe for the taking by those who wish to settle for a time.
So say I,
Zar Ivan"
>>
>>5990202
>>5990267
Check your DMs
>>
>>5990271
Considering how damage works, I guess I'll try to take that 20 loot settlement in the purple region, assuming there's no change of plans.
>>
>>5990458
Sounds good, if they don't accept my offer I'll just take some green + orange.
>>
>>5990267
if we can mix up our turns like this then i would be fully in favor of this.

>>5990189
Lanu would what Hangar proposed work? could we mix our turns together like this?
>>
>>5990288
waking in the middle of the night to one of his knights holding a message. The man was nervous as the massive shadow of his warlord rose above him. The dull light of the moon glinting off the Greataxe in one of Mulrogs Hands. A few candles created from the corpsewax of slaughtered foes are lit allowing Mulrog to see the message from Ivan.

He chuckles to himself, still not dried gore sliding of his moustache and dripping onto the pages.

For a few hours he ponders till the sun rises before sending a reply. Ivan can have his raiding rights for as long as he can hold them. These plains hold little more in the way of interest to Mulrog. though more loot would be appreciated. especially considering the current state his forces are in.

As the sun climbs across the crimson edge of the world in a clear sign of favor from Khorne a raven is dispatched back to Ivan while Mulrog prepares to obliterate the Stresely thinking themselves capable of surrounding and winning against him on their own.
>>
>>5990444
not at 4 am. unlike Mulrog



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.