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lurksion
Mar 21, 2013
Turn 65-67 - Last of the Southern Dwarves


First look, we are really spread out. Defensive alliance with Kalida to the east, temporarily friendly with the green skins to the west. The vamps to the east are not happy and have a stack hanging around the north central areas of our land. I think the capital garrison at Azgal can take that stack, probably not the minors if he decides to attack one of those.


Also oh boy do we have some money problems. Also food problemish? We're just under the 41% target for neutral food despite the GUI - target is 76 food for 41%. Turns out Skaven food fluctuates like crazy when conquering and resettling.

Money seems to be mainly the fact we're running 3 full stacks on what effectively an non-existing econ. Though Queeks' army is certainly expensive at 4k. The backup army of slaves is running 1.2k and the ZeroathK stack in K8Peak/City of Pillars is 2k. The closest solution probably is finishing off the dwarves in the south and taking that gold mine and then consolidation. I have no idea how Skaven econ works having never played them before. Oh also we have global public order problems.

So getting to the dwarf murder - got a small garrison and 1.5 stacks vs Queek and the backup army of slaves. Queek's engineer picks up yellow line pew pew buffs.

Needed to do some shuffling to get both armies within reinforcement range and off we go. No ambush, but that's preferred, I want to pull in the garrison army. Autoresolve says we suck, but we have the chokepoint map.
:getin:

CHOKEPOINT OF LOST PLATEAU BATTLE: https://www.youtube.com/watch?v=wnOIs_CsgZY (no commentary, ~2:25 for artillery porn, otherwise pretty boring)

Says it was a close victory, eh. Might have been better if I targeted ranged better and not friendly fire as much, or remembered that I had a spellcaster with warp lightning to use earlier, or actually ran in the slave slingers instead of their leisurely walk in. Bad rats. Also good artillery, with 289/177/254/170ish/200ish kills on them, 2/3 of all dwarf kills and unknown quantity of skaven kills.

This leads immediately into the siege of Lost Plateau which is a mopup (unpictured). Apparently Skaven need to spend food to occupy at higher tiers, which is an interesting mechanic but crap for our food situation. I end up ponying up our recent battle food loot for a T2. Queek continues down the blue line quartermaster. Damnation the Warlock Engineer keeps on being pew pew buffperson. Seer Pheobos gets more warp lightning.

Also gold loot goes immediately into more buildings.

Two turns of walking down and it's the siege of the last city of Karak Zorn
MOSHPIT IN KARAK ZORN: https://www.youtube.com/watch?v=BPzKChlUfXA (no commentary, really boring, 3x speed pretty much the whole time)
Basically killed towers, then walls, then moshpitted badly. Dwarves also did not cooperate in getting into line of sight of artillery which did not help. Not sure why I didn't really use the stormvermin until the end. Or the gunners/runners that I had climb the wall with the intention of shooting down (while fire at will was turned off) but ended up moshpitting as well. :shrug:

Given the cash situation, I decided to sack and reoccupy for desperately needed extra cash (10k vs 5k)

Again immediately dumped into more buildings. ZearothK in the north explores the ruins of Dringorackaz for 500 gold and will settle it the next turn.

I start moving Queek west. I think the next natural target is the tomb kingdoms minors over there. First whatever the southern province is named, then swing into Ash River. That pasture land for food is also a big plus. This will involve war with 3 tomb king minors. Our western flank in the south is mountain anchored, and the entrance has our defensive ally Khalida holding the fort, so should be good. She's also at war with one of the tomb kings so even better diplomatically.


Turn 68 - 72 Starting the Desert Murder Blitz
Actually decide to self-raid Karak Zorn since it's at -90 public order - gets some food and loot right before we head west, though this delays the push two turns (one to raid, one to kill the rebellion). Also, autoresolve really does hate Skaven. I know it's a meme, but experience certainly is something.

(battle not pictured)
To be fair, the armor differential would make it a hard fight for the slaves without the catapults, I think. Anyway the second mopup battle nets a shiny sword, and a mechanic retinue (2x siege items during sieges, useless for our artillery toting armies)


In other news, I buy a full military alliance with Khalida for the price of a DOW on Korq-Gar/Last Defenders. The objective being to pull her into the wars against the tomb kings for more diplo. With the alliance vision I see that Count Ewald that's been chilling in our backyard is likely not long for the world. Korq-Gar also seems to be having some popup Orc problems - I'm pretty sure he held Vishus a few turns ago.


Of course, next turn - the gently caress are you doing Khalida?


Anyway we take the first TK city, Ka-Sabar, without a fuss

(battle not pictured)

The economy is also looking much better than it did 5 turns ago.


I'm also moving ZearothK south to spread military presence public order in the central region, and because our capital is about to rebel in 4 turns. Might also snipe out the Tomb Kings from the north as well. Not sure if this will bite me in the rear end if the Greenskins decide to get frisky.


Turn 71 has us declaring on the next TK minor and we take Antoch. I'm manually playing all of these minor battles out so I don't lose 1k of skavenslaves in autoresolve that then requires 2 turns of healing. It's getting slightly old, but its needed to keep the blitz going. The SOP for these sieges is to have the artillery kills two towers, send Queek up the wall, and then artillery pounds the blob. Queek has basically finished his blue line, picking up the last skill. Seer continues to get spells, Warlock continues to get pew pew buffs. In worrying news, Kroq-Gar is approaching the capital province through Devils Backbone (you can see his army from the prior turn on the shot above).

But he instead turns towards Kalida instead on the next turn. I spot two TK armies moving north, so ZearothK moving down was perhaps a good call. An event gives +20 weapon damage globally and the greenskins confederate somebody we don't know. Count Ewald of the should have been dead vampires starts moving east towards his capital. He's too attrited down to do anything on the way, so no worries.

Next turn we will hit Bhagar which actually has a garrison! Low quality units, but one nonetheless. I shuffle some items around, giving Queek a Potion of Regen since I want him to tank longer.


I just realized I've been ignoring the quest tab, which the next Queek quest is to raid for 500 gold. Going to have to do that sometime. We run the Doom Engineer rite and probably will run him into the nearest TK city. I actually have no idea what it does. Right on cue the power goes out on end turn. Crap. Have the autosave at least.

Remaining 8 turns to be played, probably up on the weekend.

lurksion fucked around with this message at 02:17 on Sep 21, 2018

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Tiler Kiwi
Feb 26, 2011
that dwarf blob was the most juicy artillery target ive ever beheld. just a big compact mass of beard to explode.

also yeah the actual secret reason for me shuffling dudes south and betraying the dwarfs was basically me rendering us broke as hell due recruiting a bunch of fodder and some extra catapults. that gold mine is better used by thaggoraki anyways.

lurksion
Mar 21, 2013

Tiler Kiwi posted:

that dwarf blob was the most juicy artillery target ive ever beheld. just a big compact mass of beard to explode.
Before the TK patch, the AI would blob their entire army on top of a single lord/hero if you sent them out far ahead (probably 1.5x-2x archer range?) of the rest of your troops.

Was hilarious.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Soon the bounty of the desert shall be ours-ours! So many bones to gnaw, so many shinies to bring-bring to the City of Pillars!

lurksion
Mar 21, 2013
Early save upload - start of turn 80
https://drive.google.com/file/d/1dB6eoAJY2tSpkmo3nObAxEBST5LXBGY2/view

lurksion
Mar 21, 2013
Turn 73-76 Stop Resisting Already
Interesting things happening on the next turn. Khalida is useless and lost against Kroq-Gar, who is admittedly super wounded at the moment. She is threatening another city of his at least. Also Orcs died against Kroq too. This might have been a bad idea.

The capital province is slated to rebel this turn, though ZerothK is almost in place. The greenskins are also raising an army near our northwest border which might be concerning in a few turns. On the western front, we also have ended up with an interesting situation.

Bhagar first, then loop back as needed - both armies move into range of Bhagar and attack the outside army…except I get an ambush. Damnit. Wanted the full clusterfuck. I take the fight and autoresolve it, taking ~20% casualties on the skavenslave stack. Then on to the siege.
CHEESEWALL OF BHAGAR: https://www.youtube.com/watch?v=DLGZhoxNGtA
(no commentary, plenty of cheese and 3x speed)
TLDW:

Again, knock down towers, Queek goes up the wall, artillery keeps shooting. Then everyone else gets to participate in a badly managed fashion, resulting in

Sack and resettle, and Queek moves back towards Antoch - they might take the city but they sure ain't keeping it

In domestic news, I figure I might as well drop 7k skavenbucks on this in City of Pillars

Very long payoff time (I estimate probably around 25 turns if we include secondary discounts + other eventual bonuses), but have the cash to spare temporarily.

Khalida asks us to declare on the Silver Host in the interturn, I decline. It looks like she sacked one of Korq-Gar's minor settlements. Dune Kings move yet another army to the north of Bhagar and they sack Antoch. Also for some reason the capital doesn't rebel? Must have gotten a +1 public order somewhere, because it's at -99 (-1) so it will rebel this turn.
First thing I do is to have ZerothK take Quatar next to our capital in a minor fight (not pictured)

Far off in the fog you can see the banner of the greenskin army being raised. The capture also bumped our food up to max bonus, giving us some more public order, so the capital actually is at -99 (0) now.

On review, this was probably what happened the previous turn from the battles in the south giving us a food bump and extra public order.
Back to the south, the army that sacked Antoch actually did not move far enough away from Queek, leading to
THE REVENGE OF ANTOCH: https://www.youtube.com/watch?v=QNSV0Ps8L7o
(no commentary, no cheese, straight-up easy engagement)
For some reason it gave me a notable battle marker for that, and apparently for Bhagar last turn too. This results in the following status, with the newly taken Quatar visible in the north.

The battle also brings us to 7.2k gold again, allowing for the upgrade of the capital Karag Orrud to T5! Also loot - almost forgot about that. Quatar's battle dropped one of the best armor pieces in the game

This immediately gets popped onto Queek. More tank. I'd probably choose to use it over Queek's next quest item, whenever I get around to raiding 500 gold

Probably do it against the last TK minor in Numas
(PS: I never get around to raiding 500 gold)

Inter-turn, Numas asks for a trade agreement. I decline since we will be murdering them in a few turns after raiding them, even though we could use some extra gold (we lost the trade with Khalida when she lost that city to Kroq-Gar). Also need to check when we signed the military access and NAP with them. Actually probably should have checked several turns ago. I check and we already are unreliable. Checking the T65 save, this is from the first TK war which we had NAP with (whoops my bad). I go ahead and cancel the existing treaties even though it's already too late for our timeline (I would have had to cancel immediately on T65, and that would not help with the first set of TK minors who I declared on T71).
Basically nothing else happens this turn, just movement.
Queek moves towards the last city of the Dune Kings.
ZerothK moves towards Numas, intending to raid for the quest.
Seer Phoebos moves away from the threatened Bhagar back towards Antoch - the stack has some actual units in there - at least 6 Tomb Guard, which slaves are not touching that even with catapult backup. As expected Bhagar gets taken.

The next turn, I forgot to take screenshots of the initial setup around Springs of Eternal Life, but there are 2 partial armies + 1 stack + garrison. I lighting attack the two outside in turn to minimize casualties since they were small enough that artillery + Queektank + summoned clanrats would suffice to kill

The actual fight got a bit messy
ACTUAL REAL FIGHT OF ETERNAL LIFE https://www.youtube.com/watch?v=4r0PdD26EOA
(no commentary)
There was noticeable amounts of friendly fire. As per SOP, I sack and recapture. Because we're capped on food from the fights I settle at T3. I regret that almost immediately. Afterwards, the area looks like

Queek will retake Bhagar in two turns, maybe helped by Phoebos. Seer Phoebos really needs to get a real army to contribute further, so I might just run him back into our main lands to recruit instead. ZearothK will take Numas this turn. I had wanted to raid to progress Queek's quest, but it appears to be under threat by Khemari who have already apparently sacked the city given its damaged state and lack of army. Guess we'll continue to eat the unreliable hit. Also arrgh I've been paying 285 gold/turn and 800 for the rite for a Doom Engineer that I'm not even getting to use (he's just out of range of Numas).
In other news did you know that autoresolve hates Skaven? Also it's the hilarious cheese siege map.

It gets cheesed out, though the summoned Ushabti, regular Ushabti, and the horseman do manage to kill 400-odd dudes though. Most of them were summoned skaven though so NBD. Now the thing about regretting settling the minor at level 3? Yeah I could have settled the capital at T4 (at 4/5 food) or T5 (at 3/5 food). Instead I settle at T3 (4/5 food). I then immediately get a trade agreement with Settra. Don't think we want to push west just yet. And if we do, I suspect we will do so against the Greenskins? That's for later players to decide.

Hi Settra! Yeah he was definitely taking this on the inter-turn if we didn't

lurksion fucked around with this message at 04:13 on Sep 24, 2018

lurksion
Mar 21, 2013
Turn 77 - 79 Mopup
Orcs move their now finished army north. They've also declared war on Tilea

The Dune King army moves out and attacks Seer Phoebos, who retreats. Haha stupid beast, you are captured.

Queek marches down and Seer Phoebos attacks, triggering an ambush. It gets autoresolved. Get hosed Dune Kings.

I don't know why they keep giving these battle markers. Interestingly, all the TK factions are now OPMs (one province minors). Well, I guess we don't know how the Exiles are doing on the other side of the world, but probably not well either.

A short turn.

Dune King's new army in Bhagar attacks Seer Phoebos yet again, who again cowardly retreats since units are still damaged from the last autoresolve. After healing up over the turn change, he should be able to take the fight even without Queek. But I have Queek drop by anyway since it's on the way anyway.

Another ambush by Phoebos, another autoresolve victory. And then we autoresolve the death of the Dune Kings, finishing up this batch of conquests.


On the last turn, Korq-Gar stands threatening at the border of our capital. Granite does have a garrison.

Queek and Seer start moving back home. Seer to get an actual army, Queek to start killing dinos. Reminder that we are still at war with these guys

ZerothK should probably recruit some more siege and replace his slaves, then move west to cover. They still have rank 7 strength (we are 5, Khemri is 6, Greenskins are 1). We might need another army to cover the north, but it seems to be fine since the Greenskins seem to be occupied in doing their green tide thing to the west.

Turn 80 Changeover
Kroq-Gar besieged Granite Massif. Khalida moves to attack the city he vacated.

We have a functional economy now

A lot of that probably needs to get pumped into our development, e.g. our capital which is now ready to be fully upgraded.


An overview of our territory


Provinces:
  • Charnel Valley, our capital province. Stormvermin/Artillery/Runners come from here. Probably could do with some building reshuffling (e.g. swapping out the T3 barracks). #1 money province, probably soon to be surpassed by Southlands.
  • Ash River is recently conquered, and will be able to contribute recruitment of some basic Globadiers in a turn
  • Blightwater has our Rat Ogres and is fairly underdeveloped and 2 towns need to be upgraded to T3. Contributes at #3 in the $$ list.
  • Shifting Sands is a new conquest and has nothing of note other than the food it provides.
  • Eastern Badlands holds Eight Peaks (City of Pillars) and isn't a full province. It can become super $$ if and when we take the rest of it from the Greenskins (I estimate we can get up there in 2 more players)
  • Southlands World's Edge is already our second best $$ province despite being super underdeveloped. It's also very safe with no underway factions left in the area.

Armies:
  • Queek - at Springs of Life, moving towards capital province (eta 5 movement turns). Specced blue line cost, red line stormvermin and artillery. Just started down yellow line armor (tank more). Only has 8 more points to pick if I recall/count correctly. Damnation the Warlock Engineer has 1 point in Warp Lightning, rest in pew pew buffs. The army has 1 clanrat that could stand to be replaced by another artillery piece. Should be able to win any current army 1v1 I think
  • Seer Phoebos - at Springs of Life, moving towards capital (eta 4 movement turns). Specced spells. Army is 2 catapults and all slaves of some sort. Cannot win a 1v1 vs anything, but excellent support. Needing replacement to operate independently.
  • ZearothK - at capital, specced spells. Army of clanrats, slaves, 1 artillery. Needs more artillery. ChickenWing the Assassin is specced yellow line. Can reach the sieged Granite Massif in one forced march. I think he can beat Kroq-Gar with the help of the garrison. ChickenWing could also assault units, might be better than having him in the army
The question is whether to keep Seer Poebos as an appendage to Queek or to invest in making him into an army that can operate independently. To a lesser extent the same question can be asked of ZearothK.

Diplomacy:
  • War with the orange Tomb Kings in Black Tower, as mentioned they are fairly high rated in strength.
  • War with Kroq-Gar and the other set of dinos in the SE
  • Allies with Khalida
  • Trade with Settra
  • We are unreliable due to breaking a NAP with the Tomb King minors (whoops, but unavoidable due to the required conquest turntable - even canceling on T65, there's no way I was waiting till T75 to attack)
  • Greenskins seem to be occupied in their west and have a NAP with us, but an unguarded north is still of minor concern

Start of T80 save:
https://drive.google.com/file/d/1dB6eoAJY2tSpkmo3nObAxEBST5LXBGY2/view

lurksion fucked around with this message at 04:13 on Sep 24, 2018

Tiler Kiwi
Feb 26, 2011
I guess taking over the pasture province down there was worth it, but I don't really like warring against the bone lords, since they're the only faction that gains likes you getting stronger instead of getting increasingly large great power maluses. Them and dark elfs are the only reliable long term trading partners the rats have, and the dark elves are all on the other end of the world from Mors. Ending up unreliable is rather annoying as well since the AI refuses to deal with you much once you hit that level; if the Greenskins start a war it'll be one of those annoying long term hell wars. Otoh they were in the way and you'd need those territories to get access to ocean trade so gently caress it, let dead things die.

I'd have probably gone straight for Kroq Gar after the dawi, since I think he's a bigger threat and you don't have to defend his territory after taking it. I'm actually worried about the upcoming fight since Kroq can get really absurd buffs to his sarus warriors; I went against him mid game with Settra and was taken aback when his infantry was able to smash up fully red-skill buffed ushabti lead by the ushabti specialist lord. I'd probably actually recruit a warlord lead army to help out, and make sure both he and Queek (and hell, probably the grey seers too) get that sweet sweet +MD trait that Kroq gives up on defeat.

On the plus side, Khalida doesn't hold any territory in Lahmia's province anymore so they're no excuse not to scoot over there and take it over; I'd still advocate her long term survival, tho. You can actually get a some use out of allies in this game if you're diligent about giving them targets and are patient enough to wait for them to get their poo poo together, and tomb king allies don't have to hold much territory to get a lot of armies to run around with. Plus, trading partner.

Good posts, lots of battles, lots of conquest!

e: also assassins in campaign can get pretty fearsome once they get enough +MD buffs and the poison weapon trait. I think they're better suited for fighting in armies; I always like pairing them with grey seers since they can help deal with solo combat jerks that'd otherwise end up chewing up a bunch of rats.

Tiler Kiwi fucked around with this message at 07:41 on Sep 24, 2018

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Well, that was an exceptionally effective set of turns, great job lurksion!

Who's next in line to lead Ratdom to world domination?

lurksion
Mar 21, 2013
Lord of Garbagemen is up.


ZearothK posted:

Well, that was an exceptionally effective set of turns
Yes, quite clearly everyone else are incompetent rats as per usual for Skaven.

But yeah, things were just set up well for conquering in the prior turns - just went more or less in a line with minimal backtracking needed due to stability on all other fronts, zero unit recruitment needed. Unlike Garbagemen who will need to spend like 4-5 turns walking dudes over before getting a chance to start conquering.

Yeah unreliable is annoying, but I think it does drop off eventually. Agree with keeping Khalida around, our trading partners basically look to be Settra and Khalida for the foreseeable future.

As for Kroq, the attacking stack is skinks and kroxigars. The latter are definitely problematic, but might be winnable with good play (aka warpbombs) I think. Surprisingly autoresolve favors us if you run over ZearothK in forced march and attack with the garrision, though I think that's due to triggering an ambush (lol) and its bonus. Do you get traits on the reinforcing army or does it need to be the one engaged? Don't remember.

EDIT: Just ran the autoresolve, has to be the engaging army, reinforcements don't count.

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
If Lord of Garbagemen doesn't at least tell us he's alive during the weekend, I'm going to take the turn and run with it.

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Ok, I spent a chunk of Sunday playing through my turn to get things going. I haven't edited any of the videos yet, but I've got enough screenshots (which are massive, so I'll be using timg even though it's annoying) for the start because I done goofed a battle recording, so HERE IT GOES.
----
Report 1:
Previous Skaven advisor has been replaced-changed. As last-best adjutant to Queek, I-I am taking command.

Here-here is situation, orders effective now-now:

Lizard-things began their attack by wound-maiming our DOOOOM! Engineer, who fled-cried back home to lick his wounds. With our threat of DOOOOM gone the Lizard-things have boldly advanced against us.



Incompetent-stupid fools left us open to invasion by Lizard-things from the east. While Skaven responsible have been fed-thrown to black rat nursery, Korq-Gar of blue Lizard-things will soon sack Granite Massif and steal MY-Mors warptokens! Lizard-things must be killed-killed before that! Queek is too far away, so Zearothk now has honor-glory of facing Lizard-thing in battle!



As Lizard-things are distracted trying to hunt-kill fleeing Skaven slaves, we expect-know they will be caught off guard by quick-smart plan. Wise-smart Seer should have no trouble with ambush, but Lizard-thing Kroq-Gar leads army of many-much Skinks and Kroxigors. We have no answer for the Kroxigors, so we have no-no choice but to drown Lizard-things in Skaven and plague! Mors Seer must go-go to eliminate Lizard-thing threat!

AAR. So this is where I hosed up: Nvidia should have been recording, and it...kind of did, if a black screen with random Skaven yelps counts as a recording. I failed to save the replay because I'm an idiot of habit, but on the bright side, this is the only time that happened, and the battle was incredibly boring anyway. We never had any real chance of losing here thanks to the reinforcements from the Settlement, but the Clanrats and Slaves took for-loving-ever to kill the Kroxigors because we have almost no AP or magic damage here. If you want to know what it was like, imagine a bunch of Skaven nibbling at the heels of walking crocodiles and a Stegadon while getting crushed into paste for thirty minutes while Skinks run all around the map because we can't catch them. I'd feel bad about missing this one, but there's another battle that's absolutely fantastic coming up quite a bit later that's legitimately fun. :ssh:
---
Report 2:


Against Lizard-things...



Seer Zearothk reports great victory! He claims-brags of personally beating stupid-dumb Kroq-Gar Lizard-thing with his staff while fellow Skaven had the easy-simple job of fighting Kroxigors and the Stegadon, which they disgracefully failed to kill. Kroq-Gar survived because he fled-ran the field while a Lizard-thing hero held the line. And they laugh-mock Skaven as cowards, NYHAHAHA! Asked other Skaven to clarify great-glorious achievement of Seer, but brown furred weaklings just stared silently down at the wall. Weird-Strange, but we can always get more brown furs.



Even so, Seer Zearothk's standing has much improved, and far more Skaven and non-Skaven alike fear-dread his staff skills.


Still, Mors must be ready-ready in the future: many warptokens, slaves, and favors were exchanged for toxic bottle facility from Clan Skryre. These will quickly melt our enemies in the future, no matter how big-strong, so the price is small for what Clan Mors will gain.

I don't actually know if the Weapon Burrow has to be in the same place as the Turbine to get Death Globes, but I didn't want to take the chance or demolish any of our money generating buildings.


Also, worthless Lizard-things must be chased-killed for daring to attack Clan Mors...

lurksion
Mar 21, 2013

thetruegentleman posted:

I don't actually know if the Weapon Burrow has to be in the same place as the Turbine to get Death Globes, but I didn't want to take the chance or demolish any of our money generating buildings.
Pretty sure any in the same province (so no, it doesn't need to be in the exact same city)

thetruegentleman posted:

If you want to know what it was like, imagine a bunch of Skaven nibbling at the heels of walking crocodiles and a Stegadon while getting crushed into paste for thirty minutes while Skinks run all around the map because we can't catch them.
I think the solution is more artillery. Yes, more artillery should definitely do the trick. But yeah, that battle was painful in my trial run too (where autoresolve gets a better result).

lurksion fucked around with this message at 01:38 on Oct 2, 2018

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!

lurksion posted:

I think the solution is more artillery. Yes, more artillery should definitely do the trick.

Oh yeah, that's happening, don't you worry about that!

---

Report 3:

Great-wise Seer ZerothK has launched his clever-smart ambush against the Lizard-thing remnant! Mors victory is certain! https://www.youtube.com/watch?v=e6FlR9nJsUA


AAR: I'm not all that happy with the quality of my commentary for this one (or the janky-rear end camera work caused by weird lag), but I may upload that later if anyone actually cares, which they shouldn't, because this battle had nothing going for it. Basically, all the Clanrats got put on one side with Skaven Slaves and Gutter Runners uphill, and the artillery way in the back. With the reinforcements from the last battle coming to aid us besides, this was a pretty quick mop up. A rat ogre does bodyslam a giant crocodile to death though, so that's pretty cool.



With Lizard-things dead, Seer ZerothK gains greater-more power still, able to harness Winds of Magic easily. With Mors enemy dead, our clan can focus on expanding big-valuable settlements.


Our scouts talk stupid-dumb nonsense of great beasts running havoc somewhere in the world, but don't know exact-precise location, so scouts were fed to black rat nursery.



Bronze Dead-things remain too powerful to attack before Mors secret-hidden plan is ready, so Warlock Engineer is sent as spy to Dead-things lair. While their ancient ballistic training manuals are poorly-not suited for Dead-things, our weapon teams can use them to much-greatly improve.



Green-thing relations are deteriorating, so a new-fresh general is recruited in north for protection. We also have clever-smart negotiation with Green-thing, who pay us much Warpstone to declare war on Beard-things and Man-things we've never actually met and probably won't fight for years. Stupid-dumb Green-things. Others races are more smart-cautious with not paying us for doing things Mors will do anyway.

I forgot to rename him for an embarrassing amount of time, but he doesn't do anything so it doesn't matter. Also, we got 3000 gold, not 2000, I just forgot to grab the screenshot.


Previous research is finished-done, so new research begins. Mors scientists are so clever-smart it will be done soon-soon, so we will then work on Product Quality to increase range of Poison Globes. Maybe we will hit less Skaven and more X-things.


Sudden-fast news has come of black dead-things losing to Teal Dead-things. We cannot allow Teal Dead-things to grow in power-strength. Queek must move against Dead-things now-now! https://www.youtube.com/watch?v=igGG-yqMfgo

AAR: The commentary for this one was too quite to reasonably hear because I did this video first, so that's another video that needs to be redone. Even so, it isn't that interesting a battle: lots of trash tier Dead-things, a perfectly placed hill to ambush from, plenty of Storm Vermin to protect our back lines and to attack the flank. Even so, this battle was MASSIVE risk: it was a stalk based attack that tried to either catch one Tomb King off guard or draw out all the others. Lucky for us, we got the former.


One Dead-thing army beaten, but three remain: it is almost time for Queeks secret-sneaky great-great plan to be unleashed! With Clan Mors advantage in artillery, we can form a strong defensive line that the enemy couldn't possibly-


...ah.

thetruegentleman fucked around with this message at 21:13 on Oct 2, 2018

Mukip
Jan 27, 2011

by Reene
I think we've run out of players once thetruegentleman is done.

punishedkissinger
Sep 20, 2017

Do we not just loop back the the start of the list?

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I haven't caught up to the thread yet, but throw my name in the ring as least craven and thus mightiest of all Skaven! Be warned, we're going to get our asses kicked during my turns, because I am terrible not great at Total War II (at least as Skaven, I did just fine as Orks in TW1 on hard until I let the Chaos invasion go too long and they slowly ground me down after having already torched almost the entire north part of the map).

Also, I shouldn't go directly in line if I'd be next right now, since I'm still catching up to the thread.

habeasdorkus fucked around with this message at 17:07 on Oct 3, 2018

Mukip
Jan 27, 2011

by Reene
You have been added, mightiest-for-now yes

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Small update today, since I'm an adult who needs to do some adulting to keep making money to buy games need to actually finish the last set of turns. Tonight I'll make screenshots to cover The Battle of the Five Armies and it's subsequent result in screenshot format as well as YouTube, because it has a pretty big impact overall on our empire.

---
Report 3.5:


While Queek is busy with plot-plan, great-wise Seer ZerothK moves to finish off blue Lizard-things so they can never attack-strike Skaven territory again. With new great-powerful Warp Lighting Cannons at his command, no problems are anticipated.


No Commentary: https://www.youtube.com/watch?v=iwWP2Qx2jKc
Commentary: https://www.youtube.com/watch?v=UsnNuyxeCJc



AAR: Silly me forgot the AAR on first posting! This wasn't a big deal of a battle, since we have plenty of artillery and the Lizard-things don't have much in the way of numbers, but the Dino-Cav finally convinced me to bite the bullet and buy some Storm Vermin Halberds so we have something in the way of armor piercing damage. I'd rather have Death Globes protected by Sword Stormvermin do the job, but we just don't have the finances to completely retool an army right now.

And victory is complete! Mors now has first stronghold in east, securing our great-powerful empire from further sudden aggression. Scribes insist that battle was close, citing the deaths of numerous brown furs with shoddy-cheap weapons as a failure, not realizing great-wise Seer ZerothK was planning to send them back to the cities to work as slaves regardless. The scribes have been fed to black rat nursery for daring to criticize-mock a Seer.



In meantime, construction continues around the empire at steady pace. Many-much Scrap Heaps are built to employ brown furs, with occasion trade resources built as well along with a few Clanrat training facilities in case an army needs to be built quick-fast in face of aggression. As Queek finds construction reports boring-dull, I-I will write no more.



With Lizard-things dead, great-wise Seer ZerothK plans next move against Dead-things. Dead-things have many-much treasures, but refuse to give-share even a trinket, so great-wise Seer ZerothK begins to formulate great-smart plans...

Don't worry about the casualties here, I switched to raiding stance near the border to recover the losses, at the expense to looting our own lands for one turn. War also hasn't been declared with the Silver Host...yet.

thetruegentleman fucked around with this message at 22:27 on Oct 3, 2018

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Face it, naming a commander after me was the best strategic decision in the whole campaign.

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I'm all caught up with the thread! Took less time than expected. I can take my place at the back of the line (which is the best-best place to be, because you can stab-stab anyone left in front of you at the end of a fight and claim all the glory-rewards for yourself!)

lurksion
Mar 21, 2013

thetruegentleman posted:

Tonight I'll make screenshots to cover The Battle of the Five Armies and it's subsequent result in screenshot format as well as YouTube, because it has a pretty big impact overall on our empire.
I take it this is RIP Queek

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Sorry I missed yesterday, but work won't wait for those who desire money. I'll post a small weekend update for the next battle as compensation, and Sunday or Monday will see something interesting.
---
Report 4:

Commentary Video: https://www.youtube.com/watch?v=643WOV9bqO8
No Commentary video: https://www.youtube.com/watch?v=i_go6ruZYTA



Queek's clever-sneaky plan has come to fruition! Queek secretly retrained Great-Wise Seer Phoebos' army: by ordering slaves to fight each-other to death in exchange for armor and weapons, Queek has turned an army of trash-rabble into a great-powerful force of Clanrats!



Not all went well-good though: the dead-thing army Queek ambushed was moving itself to ambush great-wise Seer Phoebos, planning to encircle him completely and kill-wipe his army!




Great-wise Seer Phoebos has planned for this, though: he split-moved his army into two halves to occupy-busy the enemy forces. His smaller flank is closer to Queek and uses stronger infantry in the hopes of caching the dead-things in a pincer move.



The smaller flank is evenly matched with the enemy, but the larger flank encounters many-much resistance. The former slaves fear for their lives, but they fear Queek much-much more.



Queek meanwhile engages the dead-thing army turning against him. This is good, as great-wise Seer Phoebos is alone with his Plague Claws, forgoing all his guards in the hopes of buying time.




When Queek's army meets the enemy, Tomb Scorpions come to meet him. Queek initially loves-relishes the challenge, but discovers the entombed enemies don't fight him. With no skull to kill for or blood to lap, Queek loses interest and orders his Storm Vermin to kill the enemy without him.

The AI derps out a LOT in this battle, but this was the most frustrating moment by far, since Queek was fighting when I checked on him, and I didn't come back to him until the Tomb Scorpions were dead.





As Queek's army fights however, the odds begin to stack-stack against both flanks: all three dead-thing kings have entered the battle, turning the tide in their favor.


This leads to one becoming stupid-arrogant though: his contempt of Skaven quickly leads to him being surrounded and pounded, placing his entire army in jeopardy.


Better still, the Tomb Scorpions eventually die-die, and Queek begins to move his army to finish-fight his enemies.




Not all goes Skaven way, however: one flank finally breaks, forcing the Rat Ogres to retreat, while the other approaches it's own break-flee point.



Great-wise Seer orders Plague Claws to move away from the dead-things, hoping that Queek's forces will be able to rush-rush over and protect him.



Queek, however, has difficulty finishing off the last of the dead-things forces: most rats are unwilling to turn their backs on the dead-things to save the Plague Claws, so Queek can only try and kill-kill them queekly.




Sadly, Clan Rats finally reach their limit and both flanks break completely. The two sides are now in a race to see who can reach the Plague Claws first, the dead-things eager for revenge and the Skaven fearing for great-large warpstone counterweight.




The remaining Clan Rats gather for a last stand around their Great-Wise Seer, while the dead-things rush on in full force.



A few dead-things reach the Plague Claws before Skaven, but Clan Rats soon charge in merely seconds later to save-save the day!




Just as the dead-things begin to push their advantage against the drained forces of Seer Phoebos, Queek's forces finally arrive! With the entire rear army of dead-things now dust, Queek's Rats charge-rush in to the enemy, stomping their few elites into yet more dust.



Soon, weight of numbers and weight of skill begins to show: dead-thing lords are shocked as they are outnumbered and outmaneuvered by a living enemy for the first time. Their shock-terror is much-much short lived, however, as Queek and his Vermin quickly return the stupid-arrogant lords to the sand they love so-so much.


With their dying breath, they summon one last unit of dead-things out of pure spite. Queek has his rats use them for practice, knowing the Skaven will face similar foes in the very near future.



Queek and Great-Wise Seer Phoebos is complete! Clan advisors insist that battle was costly, and that the complete-total destruction of three enemy armies wasn't worth the cost in Clan Rats. Queek almost decides to feed them to black rat nursery, but pauses at the last second and sends them in chains to Clan Skryre with a letter instead...


I-I do not know Queeks plans, but a nearly empty city filled with many-much riches awaits...

---
AAR: Despite the game's many attempts to screw us over by derping the Skaven unit AI, this was a pretty good battle. The game might insist otherwise, but we didn't lose anything valuable, and everything we did lose will be replaced with something better soon anyway. What I DO regret is firing off artillery into my own troops: this is almost never a good idea (even with a high-rank catapult,) as it usually does more to hurt your own troops than the enemy.

Sadly, it's easy to lose attention for a few seconds and end up pasting your own peeps, which is what happens here on occasion. The three exceptions to this rule are shooting at expendable units (only expendable units care about expendable units,) shooting at big targets with flat projectiles, and shooting at a lone hero fighting a mob, since the mob will take far more hits than the hero. In fact, that last method is the only I've been able to make Warpfire Throwers work, but we won't be seeing those because they're probably the worst unit in the game.

With the enemy armies out of the way, we only need to overrun the main settlement: with only minor factions in the rest of the province, we can smell the sea and both massive its trade opportunities as well as its possible invasion routes. Future players will need to choose whether to head west towards lizard-thing territory, finish off the dead-things around our home, head north to fight the green-things, or bypass them by ship to fight either the elf-things on their island or the beard-things in their mountains.

---
This wasn't the hardest battle of my turn. :ssh:

thetruegentleman fucked around with this message at 16:15 on Oct 6, 2018

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I hope whoever comes after me is really good, because I fear I'm going to end up setting us back a fair amount.

Veloxyll
May 3, 2011

Fuck you say?!

habeasdorkus posted:

I hope whoever comes after me is really good, because I fear I'm going to end up setting us back a fair amount.

Skaven making things harder for Skaven is just roleplaying.

Dr. Snark
Oct 15, 2012

I'M SORRY, OK!? I admit I've made some mistakes, and Jones has clearly paid for them.
...
But ma'am! Jones' only crime was looking at the wrong files!
...
I beg of you, don't ship away Jones, he has a wife and kids!

-United Nations Intelligence Service

habeasdorkus posted:

I hope whoever comes after me is really good, because I fear I'm going to end up setting us back a fair amount.

Remember: it's always a dead subordinate's fault. Always.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Dr. Snark posted:

Remember: it's always a dead subordinate's fault. Always.

Or a live subordinate you'd like to be dead soon.

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Report 5:

Video(s) will be uploaded on Monday, probably?



With dead-thing armies beat-humbled, Queek now advances on Black Tower's capital, defended only by weak-pitiful lord and small garrison.



Dead-things keep half of their elite-best troops in reserve, with the other half and garrison lord at the gate. The last prince reinforces the wall with the remaining garbage-trash infantry.


Great-Wise Seer Phoebos arrives quickly so his army remnants can share in Mors-Queek glory. The towers lining the walls soon endure the combined power of two armies.



They do not last long.


The main gate soon follows.


Dead-thing troops prepare for the onslaught while the remaining prince...inspires the rock-things below him? Admires his doomed kingdom? Moons us? Genius-wise Skaven leadership does not understand dead-thing methods; their treasure is better in Mors' paws.




Damanation does not understand dead-thing methods either, but he does understand an easy-simple target.




The Warp Lightning's power gives great-massive surge to dead-things bowels, and the resulting blast is so-so powerful he is launched-sent flying off wall!



Clearly shame-embarrassed, dead-thing prince moves to other side of the wall, glad his garrison commander was too far to witness the embarrassing scene. He takes his position on the other side of the gate, surely hoping to escape his great-massive shame.


As he does, final preparations for Skaven attack are finished. The Vermintide skitter-leaps toward the wall!





The dead-things are suprised-shocked as Skaven appear from the front and behind!


The other side of the wall, now left empty by the embarrassed dead-things, is easily taken.




Together with Queek, Great-Wise Seer Phoebos leads entire Skaven army against dead-things garrison commander!


..but then graciously allows Queek to claim all the credit for the assault himself!


Queek soon demonstrates his great skill and bravery against weak-stupid rock-things!


All in all, the battle goes well.


Seeing his end soon coming, the dead-thing lord tries to flee for his unlife!


And as they sense their lord is in danger, the elite dead-things finally ride forth!


..and then quickly demonstrate bravery worthy of Skaven!


..before finally remembering they can't actually survive without his magic!


Alas, time waits for nothing and nobody: the garrison commander soon falls, and the rock-things fall with him as his magic fails.


Great-wise Seer Phoebos decides to see the ending for the battle. Upon climbing the ladder, the Seer gasps for air and squeaks loudly, "WHAT IN THE HORNED RATS NAME IS THAT SMELL!?! WERE THE DEAD-THINGS BUSY loving A NURGLITE?!?" The dead-thing lord immediately re-dies of shame.


The last rock-things fall without ever having attacked a single Skaven.


With the city finally in the paws of Clan Mors, we obtain the riches! And what riches they are!
We got a LOT of money from fleecing the Orks, raiding enemy territory, a battle we haven't seen because I'm making a narrative instead of a timeline, and a quest reward or two. It didn't last the turn.


So much loot, that Queeks greed finally gets the better of him...

---
AAR: A badly one sided siege battle. Wooby-loving doo!

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Report 6: AKA WHY IS THIS BATTLE SO loving DARK.

Youtube link, no commentary: https://www.youtube.com/watch?v=cCyG_cxFG60





Queeks greed-want has finally come out in full-great force: a rival Warlord has cool armor, and he's here to take it.





The enemy Warlord attacks with some Skaven Slaves. Buying time? Scouting? It doesn't matter, they die-die quick-fast. While they do, a group of Clanrats and Warp Lighting Cannons comes up from the rear.


The Slaves don't last, but Queek see's something...majestic.


Oh, it's beautiful.


Can this machine manage the impossible? Could this machine possibly threaten-hurt Queek Headtaker?


Nope.



The Slaves desperately try to buy-buy the machine time, and red-cloaked furs fight red-cloaked furs in the dimly lit environment! As they do, the machine tries to endure-survive the artillery onslaught.



It fail-dies instead, and the Slave's courage fail-dies with it.



The main enemy force finally starts to close on Queek's army.


The enemy Warp Lighting Cannons try to attack, but are quickly shut down by new-fresh burrowed Clanrats. In desperation, the enemy Warlord shows himself!


A Queek...Fanrat?





The Fanrat endures a great deal of enemy fire as his entire army tries to close up Queek's own.


NOTE-NOTICE ME-ME SENPAI!!!


Queek notices him with a Dwarf Gouger to the face.


BA-BAKA SEM-SEMPAI!


Queek can't understand this very strange-odd rat, but a furious-seething Clan Eshin assassin rushes by him and gives chase to the run-fleeing Fanrat, clearly overflowing with hate-rage.



Queek chases after them both, but from his poor-bad angle he fails to see the killing blow. The Fanrat tries to squeak his final words, but the throat was mercifully slashed by the assassin first...


...who disappears soon after. Queek knows that the assassin must still be lurking nearby, but makes no attempt to give chase. Queek instead chooses to loot-search the body for his new prize.





The battle was practically over before it even began, but only falls silent after the Ogres get tired of bodyslamming the remaining enemy Clanrats.


Armor belongs to Queek now-now!

---
Skaven Diplomacy in Action:






Did I mention I love how idiot-fools give us money to declare war on strangers and factions already in our way? Because I do. Don't I feel any shame? What's shame? Can I eat it?

Daddy Grimgor really is the best though: I think he's given us in the ballpark of 6000 gold for joining in random wars against people we haven't met, and who would hate us regardless. He even likes us better for fleecing him! The Tomb King leadership is, sadly, much more sensible: they pay out jack-poo poo despite being fabulously wealthy. That self-proclaimed Venom Queen bitch who's supposed to be our ally? She's paid out less than some random-rear end Beastman tribe who's stack I never actually found. I bet if our reputation were better, we could fleece a scary-huge amount while we create a world war by accident. I wonder what they would pay for peace? Maybe it's better this way...(it isn't.)

---
AAR: These guys were so easy I'm yawning. I was also planning to do a State of the Skaven update here, but it would mostly consist of minor adjustments to the Skaven settlements and armies, so that can wait for the grand finale instead, as that will also feature all three armies in their most glorious battles! (This is a blatent lie.) Next up, we'll see what our good friend-buddy ZearothK and Chicken Wing have been up to...
---
All gameplay is finished on my end, and we're getting close to the end of my turn here; probably by Thursday, depending on how in-depth the settlement and army updates get. All the names in the pool have been used, plus one I added myself because I could I deserve to be remembered in glory forever, so don't be shy to ask for new names. Seriously, we need some new posts if this doesn't get us to page six, because this page is becoming screenshot hell.

Incidentally, Clan Mors is now the third most powerful faction in the world. The Orcs to the first are north. They're our friends. They're also as trustworthy as we are.

thetruegentleman fucked around with this message at 04:50 on Oct 13, 2018

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Report 7: Zero the Hero.

Youtube No Commentary: https://www.youtube.com/watch?v=4TF1VZPrPP8


ZearothK has made his way to Lahmia, the super rich capital of The Silver Host.


We goad a few warp tokens out of Khalida in exchange for letting her people deliver the formal war declaration. Dead-things know it's all a sham, but we don't give them time to mewl-whine.


Sadly, our position is actually quite precarious! The silver dead-things have a large army of unknown strength nearby, and even if they're nothing but bones and rot they can still possibly turn the tide in such an even battle.

Even my rear end: we've got jack-all magical weapon units, very little in the way of AP, and our artillery is of limited use in a settlement battle even *without* using ammo on the towers, which we'll absolutely have to do. We have no business winning this battle as is, but we can't afford to wait for siege equipment. So instead, this battle will come down entirely to our Lord and his assassin.





Skaven general staff insist enemy is too tough to fight. ZearothK rewards their clear attempt at sabotage by giving them the honor-grace of partaking in a later tunnel assault.


Skull-things. Why did it have to be Skull-things?


As we break the towers and gate, the enemy gets into position.



Then we blast the vampire.




Repeatedly.



Also rocks.





The dead-thing army share in the vampire's fate. Great-Wise Seer ZearothK sends out energy blast after energy blast!




Suddenly, Chickenwing the Assassin appears near the vampire! Her guards rush to meet him!


..and then pass them both as she stares at them in disbelief!


Chickenwing neither notices nor cares, and slashes her.


An extremely excited ghoul is just happy to be noticed.


And then he leaves with his buddies.


The vampire isn't weak though: a single strike is more than enough to send the Skaven assassin flying!





She moves to finish him, but he unleashes a Flying Rat kick that sends her backwards!


She moves to take her vengance, but he quickly jumps out of the way!



"You are already dead."



"Vhat?"




"It means you're an easily distracted idiot."



With the vampire dead, the Skaven infantry storm the walls!




The enemy try to cut off the assassins escape, but he easily evades them and disappears from the walls...


Which are a nightmare.


Lucky for the Skaven on the walls, their brothers storm the gate!




The enemy pincer attack is foiled by an ambush of Stormvermin.
Stormvermin are roughly as strong as their Graveguard counterparts, for reference. Clanrat stats aren't *that* much worse, but their lack of AP and armor means they lack staying power in contrast.


The dead-things continue to guard the other gate, certain of some brilliant Skaven scheme.



The Stormvermin are chased off, but it's too late: the Skaven arrive in-force mostly unopposed.



The Gateguard finally get their poo poo together and move to the actual battle, but the whole thing's a mess.



ZerothK ensures things STAY messy.




After far too long, the Skaven get the upperhead on and below the walls, and the Graveguard consolidate on the wall for a final stand.


As they do, the last of the Warp ammo is prepared for use to try and goad out the monsters.




It doesn't work, but the last of the Graveguard finally, finally crumble to dust.




With no other choice, the Skaven are massed and sent on the attack...




The horrors are forced to fight alone for a weirdly long time, but the enemy lord eventually sends giant naked manbats as reinforcements.



The Great-Wise Seer is troubled by this. His magic long since exhausted, he has to get clever.


A sorry group of Slave Slingers is sent in as a distraction for the horrors.


Sadly enough for the remaining slaves, it works.





By the time the horrors are recalled, all of their brother unit is dead.


For a while, all is calm.


But the Skaven are sick of waiting. They want to FINISH THIS.


We aren't the only ones: the dead-things send in their last monsters. Dozens of naked manbats descend on our army!


Err...A dozen descend on our army. Where are the other dozen going?


Oh.


Run Great-Wise Seer, run!


Great-Wise Seer refuses to run! He brave-fiercely stands his ground!


The remaining Skaven army remnants wisely rush to his aid.


The remaining monsters are rat-piled by Clanrats.




The injured Assassin rushes to the aid of the Great-Wise Seer, intent on helping in exchange for a massive mile of Warp Tokens. He's slightly surprised to see that the Great-Wise Seer has...err...





Oh. Oh my.





Easy-simple to forget that Grey Seers are as menacing-dangerous as Storm Vermin in claw-to-claw combat, but much-far more tough.



The Assassin won't let himself be shown up, however!




Stupid-dumb show off.



Skaven agree on your tactical commentary, Von Carnstien.
Yes, he really did wait until he was disintegrating to attack us. Thank you for the personal demonstration of your tactics. :psyduck:.


Ouch.
---
AAR: Ouch.

thetruegentleman fucked around with this message at 17:06 on Oct 11, 2018

Tiler Kiwi
Feb 26, 2011
Appalling casualties? Horrible violence? Terror, blood, and misery among our army?

I'm only seeing one thing here that's important.

brakeless
Apr 11, 2011

Value of clanrat life, absolute zero or just close enough to zero to be indistinguishable?
The debate continues.

ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


Alas, the video of my great victory is not available, but the pictures will live on forever.

Angry Lobster
May 16, 2011

Served with honor
and some clarified butter.
A kill/dead ratio a bit higher than 1:1? Great Skaven victory.

Veloxyll
May 3, 2011

Fuck you say?!

brakeless posted:

Value of clanrat life, absolute zero or just close enough to zero to be indistinguishable?
The debate continues.

Your first mistake is trying to value Clanrats

lurksion
Mar 21, 2013
Nice work. Not having Queek around to murder things does make it a bit more difficult.

We also really need a new page (180MB of stuff on this one)

lurksion fucked around with this message at 01:40 on Oct 12, 2018

thetruegentleman
Feb 5, 2011

You call that potato a Trump avatar?

THIS is a Trump Avatar!
Report 8: State of the Skaven.
--
Settlements:


The Devil's Backbone:
Our freshest complete province, and already one of our richest: each settlement here has trade resources worth exploiting, and the main settlement has access to both Poison Wind Globadiers and Clanrats/potentially Stormvermin. I think both of these came with upgrading the Settlement straight to tier 3, but extra military stuff isn't the most useful so close to Mors HQ, though they aren't worth replacing yet either.

Queen Venom Bitch will probably move on us eventually, but I'd rather have her break the pact than us. In the meantime, moving on the Eastern Lizardmen is more cost efficient.


Southlands World's Edge Mtns:
A filler settlement, it has no military applications or risks, but some trade resources. Improving the Settlement's themselves is a cost hard to justify with so many better options to spend gold on.



Eastern Badlands:

This is a bit of a problem province: home to the City of Pillars, it's absolutely something we want to take full control over. The problem is that the Orks have the other half, and going to war with them is going to be a big deal one way or the other.

The good news is that war may not be necessary: Skaven Corruption should cause ever-increasing Public Order problems for the enemy, eventually causing a rebellion. The Orks have stopped taxation as a bandaid, but that means any worsening of order is something they can't fix. Even better, we can actually set off a rebellion almost immediately if we send Ashhujiko to raid the area around Crooked Fang Fort; the Orks won't like that, but if we want to expand north, the Orks feelings won't really matter.


Shifting Sands:

Some trade resources are around, and the area can train Clanrats, but otherwise an unimpressive area. When it hits tier 4 though, it will be an excellent place to recruit Plague Monks and Priests.

The only problem is that our "ally" has sent a small army to this area for some reason. I don't think it's strong enough to take a settlement, but if it does, we'll need to send an army to mop up the remnants before it starts ballooning in size. It might also be a problem if they start recruiting there, but they haven't yet, so it doesn't seem likely unless something changes.


Great Desert of Araby:

Our soon-to-be newest province, this will probably become a frontline settlement if we want to deal with Setra after the coasts are taken, and should thus have its buildings re-ordered so advanced units and buildings can be built in the Blacktower. Even if Setra himself is weak, offing him means running up against the Orks, who we'll need top tier units to fight.


Blightwater:
As a tier-4 settlement on the Ork frontlines, this province is a must for upgrading: it already has Growth Vats, and the Doomwheels can be brought him from Mors HQ, so consider building a Weapons Burrow at a tier-3 settlement when the time is right.

A fort in an unexpossed area is being torn down for the sake of Marble, but this is under the assumption that we'll explore the ocean for trade partners; if we don't, consider keeping the fort for now or replacing it with said Weapons Burrow.


Desolation of Nagash:
It has trade goods and not much else; it doesn't seem a great place to invest in, honestly.
---

Armies:



Queek Headtaker's skills are as schizo as you would expect from a rat that takes advice from severed heads: he' s got boosts to both combat and unit maintenance. He's been rounded out with Stand or Die, which boosts melee defense for the units near him (something which is great for the Skaven,) some bonus weapon damage against dwarfs that needs an extra point to become damage against pretty much every enemy race (I thought it would help keep him competitive late game; in retrospect I would have upgraded ambush chance instead, which I didn't notice had only one point instead of three,) and his Warpstone Armor, which adds armor and does the same as those three points in Skaven Corruption he was probably trained in as a practical joke.


Damanation is Queeks Bitch Queek's personal spellcaster and engineer, so he's been given Death Frenzy for caster versatility and has Ballistics Calibration to pump the artillery.


ZearothK is our strongest actual Seer, with the Dreaded 13th giving him an extra unit of Stormvermin to play with, along with a giant bell mount that makes him utterly ridiculous looking as he rolls over people highly effective in combat. His army is a bit whack with so much ranged firepower (four Poison Globes and three artillery,) but the veteran Clanrats are tough enough to hold the line on their own, and he needed the AP/anti-large badly.


Chicken Wing is our strongest Assassin, and he's been given Slippery to run from bad fights or chase down Lords and Bloody Blade and Counter Striker to kill them.


Phoebos was also given The Dreaded Thirteenth and Power Drain: he'll soon also be able to ride his own stupid bell; he could also benefit greatly from his own assassin, or a Plague Priest to a lesser extent. More importantly, those Slingers are better off replaced by Warp Lightning Cannons, which will conveniently become available next turn.


Ashhujiko has a mostly trash army that was built in case the Orks attacked while we were blind to them. As the Orks are likely far in the north, his army has been adjusted to make use of the oncoming enemy rebellion to steal the whole City of Pillars province. I highly recommend maxing out his ambush chances so he can snipe armies.


Scavy131 is our newest Assassin, currently traveling with Queek. I strongly suspect he'll be spending the game in a boat looking for trade partners, but keeping him with an army (particularly a Seer one) is also good.


King of Gentlemen was recruited to get our southern units some more Warp Lightning Cannons and to hold on to highly experienced units that still need to be phased out of the frontline armies. As the first Plague Seer, he'd work well with Queek, but he' also a good transport bitch unit shuttle because he grants a global 5 Winds of Magic factionwide, and saps enemy magic province-wide.


Liv is our first Plague Priest: he has no skills as of yet, but he'll be useful wherever he goes.

---
Diplomacy:




You already know I've fleeced everyone I could (if you didn't know this, shame on you), and if I kept playing I'd keep begging Daddy Grimgor for cash. That said, our relations with our neighbors are surprisingly positive: Setra, the Orks, Venom Bitch Khalida and even the random Beastmen tribe have all bonded with us over all the wars I've declared for the sole purpose of making us rich.

That said, the Lizardmen, Dwarves, and probably all the man-things will hate us forever, but that just means we have clear targets. Judging by their wars, the bulk of the Ork forces should also be in the central north, probably in Empire territory. That actually makes them a tempting target, but fighting them means committing almost all of our armies.

I want a new purse daddy!
---
Economy:



Ever notice that our current Empire looks like Britain? Anyway, our richest provinces tend to be our oldest to no surprise, but the eastern territories should offer good financial opportunities. We don't get that much in the way of per-turn income courtesy of having so much army upkeep, but a few big trade contracts will probably fix that given how much has been invested in the economy. To that end, exploring the east or far north for fellow Skaven might be a good idea.

I'd also like to take this opportunity to thank my senior for building the original economy, as we've barely kept up with ever-increasing unit costs.
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Unit Recruitment:
Our available pool is kind of strange: Mors HQ has Doomwheels Memewheels Doomwheels, which were chosen over Hellpit Abominations entirely because of the Orks. Orks have a hard time with Doomwheels due to their high armor, high mass and good mobility, all of which will be important if it turns out they've been flooding out those stupid mounted spiders. Hellpit Abominations are generally better for sieges, but they're kinda weird to use: they either go down quickly or outright refuse to die, and it's 50-50 as to which you'll get. Riding a Doomwheel through the front gate is always fun, though.

In the West, we mostly have Gutter Runners and Clanrats available, although we can improve on both fairly soon. Gutter Runners used to be great, but they got hit with the nerf bat because CA has a hard on for the Dark Elves and won't let anyone beat them* because people cried when their cavalry got chewed to pieces after they blindly charged by units meant to punish exactly this kind of behavior. Now, Gutter Runners are tricky to use because they don't really counter anything on their merits: the poisoned variant is still good, but be careful with them because they can and will poison your own units with friendly fire.

Stormvermin should be available soon in the west as well, but it'll take some investment first; a Weapons Burrow would also be a good choice.

In the East, Clanrats and Poison Wind Globes are the best options available, although the close proximity to Mors HQ means the army could technically head back and get replaced entirely by elite units; I don't recommend doing this unless we immediately break the treaty with Khalida though, so we can invade her territory after the recruitment process is finished.
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Misc:


Our scouts are weirdly insistent: they keep claiming to have found an ambush, but it never actually appears. I suspect they are snorting too much Warpstone, and should share with the rest of the class.


A new rite.


A finished tech.


A bad mission (go home HQ, you're drunk.)
---
Turns:
I still have one update left before I'm actually done, the sacking of the three cities, but I want the savefile out there in case there are any problems/so the next player can get started while I finish writing the last turn.

The turns should be here, ready for playthrough:
https://ufile.io/9bwzk

There are two save files: one has (mostly) unintrusively re-named settlements to help inform of their function at a glance, while the other has the old (boring) names that probably don't mean anything to people anyway. Biased? I'm not biased!
---
*Fun fact: when Hellebron was released, she was broken. Not OP, literally broken, as she could kill half an entire army BY HERSELF through hitting units once, and then riding away on her stupid alter. Now, I'm not saying CA is biased, but apparently they looked at Hellebron murdering everything she rode past and thought, "this is working as intended," released the DLC, and then fixed her after everyone pointed out that she was batshit insane.

thetruegentleman fucked around with this message at 02:09 on Oct 12, 2018

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.
I'll sink my claws in this weekend.

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Also, thetruegentleman wasn't (isn't?) joking about Hellebron being broken. That's some crazy poo poo.

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ZearothK
Aug 25, 2008

I've lost twice, I've failed twice and I've gotten two dishonorable mentions within 7 weeks. But I keep coming back. I am The Trooper!

THUNDERDOME LOSER 2021


That Hellebron thing is right up there with the OG Norsca bugged chariot, which was triggering attacks super-fast and absolutely melted units. Also with Spirit Leech (would take down most lords for half or two thirds of their health).

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