Play-along: Total War: Warhammer, The Empire (Karl Franz) (1/3)

Image courtesy of pcgamesn.com (https://www.pcgamesn.com/total-war-warhammer-2/emperor-free-ebook)

Last updated: 03 Jan 2021

  • Game: Total War: Warhammer, v1.6.0 (14837.1444882)
  • Difficulty: Legendary
  • Faction, Legendary Lord: The Empire, Karl Franz
  • Battle time limit: No time limit

Purpose: This playthrough facilitates the community in discovering game imbalances and effectively help the game evolve into something better. Developers may listen to entire gaming communities better than they listen to individual bug reports. And also … skill, we can all improve our skill at this game when we share notes with one another!

(I will soon be moving on to Total War: Warhammer 2, and subsequently to Total War: Three Kingdoms. You should buy those 2 games now while the winter sale is still on!)

Ground Rules

Some ground rules for this playthrough are imposed to make the playthrough more enjoyable for you to watch (and also to play-along with).

No cheesing

This playthrough will contain no cheesing.

Turning off battle time limit will mean we can’t hide an inferior force from a superior enemy until the timer runs out to give us a cheap win. Please report any unintentional cheese you discover in this playthrough, so I can redo the playthrough.

Time-efficient battles

Battles will see our forces engaging without waiting. This saves you time when you watch the battle replay. Moreover, any given battle doesn’t see any change in season or weather we can wait for; the only changes are brought about by the actions of army units.

If we have inferior numbers when our settlement is attacked, and we don’t have a settlement wall that forces the enemy army to spend turns building siege equipment, we must concede that our strategy was wrong somewhere.

Save files and Battle replays

This playthrough will come packaged and evidenced with game save files and battle replay files, distributed via box.com.

The game is saved whenever we start a new turn or engage an enemy army (before we actually fight the battle).

A New Emperor

Karl Franz, the new Emperor, faces great opposition to his rule, having secured only the capital Altdorf out of 4 settlements in Reikland.

The human factions have been quarrelsome from the time when they were nascent tribes, and that internal strife hasn’t changed today. As is traditional for all leaders before him, Karl Franz must demonstrate strength to bring all opposition to heel and to unity under his rule.

Engage the Empire Secessionists

Karl Franz attacks Helmut Ludenhof near Grunburg.

Game is saved: Turn 1 Battle 1

The battle is a Decisive Victory (casualties: 36 vs 419). Helmut Ludenhof is killed. We Pardon Captives to get more gold from ransom. We don’t foresee a need for more Leadership now nor faster Unit Replenishment (no heavy losses). Loot: Runefang, Hunter.

Battle replay: Turn 1 Battle 1

Our first engagement with Empire Secessionists

The first mission (to defeat an Empire Secessionists army) is completed, and we’re rewarded with 1000 gold. A new mission is given: to capture Grunburg.

Game is saved: Turn 1 Battle 1 done

Character skill: Karl Franz puts a skill point into Inspiring Presence, aiming for Honest Steel which makes the spearmen and swordsmen last longer in fights. These common and cost-effective units are the backbone of our army, locking enemy forces in place for flanking maneuvers.

Diplomacy: Sign a Non-Aggression Pact with Talabecland and a Trade Agreement with Kislev.

Recruitment and replenishment: Karl Franz returns to Altdorf territory, towards Helmgart, to replenish and recruit 3 swordsmen units.

Construction: Altdorf builds a Rally Field. By turn 3, we will be able to start researching State Troop Sergeants to let us recruit Rank 3 infantry units.

End Turn 1.

Game is saved: Turn 2

Let Them Build

We avoid occupying Grunburg (and other Reikland settlements) for now because we recognize that the Empire Secessionists aren’t savages; they build up the settlements, if only to field stronger armies to overthrow us.

Civilized as they are, they are unfortunately unwilling to reason nor ally with us. We will have to fight them, but we will do so surgically. Target the malcontents, not the settlements’ infrastructure.

We will strike at their armies regularly, before any of their armies grow to unmanageable sizes. In this way, we also get to keep our own army size lean and military upkeep low.

Reikland will emerge economically stronger from this crisis.

Keeping Watch

Empire Secessionists recruits a new lord Wolfram the Astute to replace Helmut Ludenhof, and what remains of Ludenhof’s army is now in Grunburg. Another Empire Secessionists lord Hans Zintler is mustering more troops at Helmgart.

Karl Franz moves towards Helmgart, to the middle of Reikland, to keep watch over the development of all settlements, Grunburg, Helmgart and Eilhart. Karl Franz enters Encamp stance for faster replenishment, and also recruits 3 swordsmen units.

(TODO: Write an article on how campaign map movement works with “snapping”. It’s easy to move until we leave 50% of movement range remaining, required to enter Encamp stance.)

End Turn 2.

Game is saved: Turn 3

Early Infantry Research

With the Rally Field completed in Altdorf, we begin research on State Troop Sergeants to let us recruit Rank 2 infantry units by Turn 11.

Karl Franz continues to replenish in Altdorf territory, and also recruits a swordsmen, a flagellant, and a free company militia unit.

End Turn 3.

Game is saved: Turn 4

BUG? Demolishing the Rally Field in Altdorf still allows research to continue. Replenishment, of course, continues even without the recruitment building. The only thing we can’t do after demolition is recruitment. For the sake of avoiding cheesing, we do not demolish the Rally Field. If you want to exploit this bug, you can replace the Rally Field with, say, Weaving House.

(Actually, this isn’t so much a bug as it is a game balance mechanism; construction slots are limited in the settlements, so it doesn’t make sense to demand that players keep a building in place while researching tech or replenishing troops. It’s also not exploitable. Demolishing the Rally Field discards 3000 gold. Building a Weaving House in its place will take 3 turns to break even for the cost of the Weaving House, and another 12 turns to recover the lost cost of the Rally Field, 15 turns altogether. So, unless you already have a Rally Field somewhere else, and don’t mind waiting 3 turns to break even for a Weaving House, you couldn’t be “exploiting” this “bug”.)

More Troops

Karl Franz recruits 3 more swordsmen units, which will give him a 19-unit strong army. At 20 units, Karl Franz should be able to handle any battle situation given apt strategy and tactics.

End Turn 4.

Game is saved: Turn 5

Hide and Wait

With his army fully replenished, Karl Franz enters Ambush stance to go into hiding. Empire Secessionists armies will likely march for Altdorf at some point.

Karl Franz disbands spearmen unit and recruits a shielded spearmen unit and a swordsmen unit.

End Turn 5.

Game is saved: Turn 6

Karl Franz continues hiding and waiting.

End Turn 6.

Game is saved: Turn 7

Secessionists in Altdorf

Wolfram the Astute leads a 9-strong army to raid Altdorf lands.

Karl Franz attack Wolfram the Astute. Wolfram the Astute retreats into Talabecland.

Karl Franz enters light forest and again hides and waits. All 3 settlements, Grunburg, Helmgart and Eilhart, are now Villages. Let them build further.

End Turn 7.

Game is saved: Turn 8

Wolfram the Astute returns into Altdorf to raid near the capital.

Karl Franz attacks Wolfram the Astute, who again retreats into Talabecland.

Karl Franz moves towards the middle of Reikland and hides and waits.

End Turn 8.

Wolfram the Astute Caught

Our Ambush works. Wolfram the Astute attempts to re-enter Altdorf and is caught by Karl Franz’s ambush.

Game is saved: Turn 8 Battle 1

The battle is a Decisive Victory (casualties: 146 vs 658). Wolfram the Astute is killed. We Pardon Captives to get more gold from ransom. Loot: Sword of Battle. What little remains of Wolfram’s army flees into Talabecland, apparently led by a new lord Wolfgang Leonardus.

Battle replay: Turn 8 Battle 1

Sigmar’s Sons becomes available for recruitment.

Game is saved: Turn 9 (also Turn 8 Battle 1 done)

Save Averland!

Although Stirland and Wissenland have been at war with Von Carstein, as has Averland, they have now made peace with Von Carstein and declared war on Averland.

The Von Carstein faction is a master of beguilement. Surely Stirland and Wissenland have been tricked by Von Carstein into turning on Averland!

Diplomacy: We offer to join Averland’s war against Von Carstein., as well as provide Averland aid in the form of 300 gold. We hope Averland can use that gold to field a new army; they have almost no military might left at this point. In return, Averland will become our vassal, gaining the protection of our unity led by Karl Franz.

(We want to keep as many factions alive as possible. Each faction has significant background income, which it uses to upgrade settlements’ infrastructure.)

Stirland and Wissenland ceases their war against Averland. Averland is under our protection now, and we have no quarrel with Stirland and Wissenland, so they have no casus belli against Averland. Averland is saved!

For some reason, Von Carstein also ceases its war against Averland, perhaps not willing to face 2 fronts of hostility?

Helmgart is now a Town

Karl Franz moves to the middle of Reikland, and discovers that Helmgart is now a Town. Let them continue to build, perhaps upgrading the Training Field and Fields at Helmgart. Karl Franz enters Encamp stance to replenish.

Karl Franz merges the most experienced swordsmen units to preserve combat experience.

Character skill: Karl Franz puts a skill point into Honest Steel (level 1), making spearmen and swordsmen last longer in fights.

End Turn 9.

Trait gained: Karl Franz gains Merchant Councillor, earning +10% income from all buildings in the province he stays in.

Game is saved: Turn 10

Trade with Dwarfs

The Dwarfs have recently increased their production of Gemstones. They will be more willing to enter into a Trade Agreement with us, since they will profit more from it now.

Diplomacy: We sign a Trade Agreement with Dwarfs.

Karl Franz continue to replenish in the middle of Reikland. Rebellion will occur in the next turn; Karl Franz is near enough to the Altdorf capital to handle it.

End Turn 10.

Game is saved: Turn 11

State Troop Sergeants is researched. We next research State Troop Musicians.

Rebels!

Having no public order infrastructure in Altdorf, nor the space to build any for now, malcontents have risen up in arms, perhaps from manipulation by greedy nobles.

Karl Franz attacks the rebel lord Pieter Haupt-Anderssen near Altdorf.

Game is saved: Turn 11 Battle 1

The battle is a Decisive Victory (casualties: 50 vs 443). Pieter Haupt-Anderssen is killed. We Pardon Captives to get more gold from ransom.

Battle replay: Turn 11 Battle 1

Game is saved: Turn 11 Battle 1 done

Character skill: Karl Franz puts a skill point into Honest Steel (level 2), making spearmen and swordsmen last even longer in fights

Karl Franz enters Altdorf to replenish.

There is no need to dispatch troops against Von Carstein nor Skullsmasherz, it seems. Averland is doing fine on its own, with Von Carstein, Stirland and Wissenland backing off. Skullsmasherz is not at war with Empire Secessionists and so won’t disturb the development of Eilhart.

End Turn 11.

Game is saved: Turn 12

Karl Franz continues to replenish just outside of Altdorf, waiting for the new rebel lord Ryszard von Liebwitz. (Replenishing inside Altdorf might be see interruption by the rebels when they siege Altdorf this turn.)

End Turn 12.

Game is saved: Turn 13

Lift the Siege!

Karl Franz attacks Ryszard von Liebwitz, attempting to lift the siege of Altdorf.

Game is saved: Turn 13 Battle 1

The battle is a Decisive Victory (casualties: 159 v 742). Ryszard von Liebwitz is killed. We Pardon Captives to get more gold from ransom. Sitrland’s Revenge becomes available for recruitment.

Battle replay: Turn 13 Battle 1

Trait gained: Karl Franz gains Favoured, +1 to public order.

Game is saved: Turn 13 Battle 1 done

What is left of Ryszard’s army flees into Middenland. The siege of Altdorf is lifted.

(Rebels are especially difficult to deal with because they recruit artillery such as mortars and mounted missile units such as pistoliers. Always keep a full stack 20-strong army around. Consider that full stack the minimum fixed cost of upkeep per turn. It is actually possible to turn a profit farming rebel armies; you get to farm public order too. Don’t merge your units after battling rebels, don’t spend money recruiting new units.)

Karl Franz moves towards middle of Reikland, and Encamps for replenishment.

Diplomacy: We sign a Non-Aggression Pact with Border Princes.

Character skill: Karl Franz puts a skill point into Honest Steel (level 3), the maximum boost available for making spearmen and swordsmen last longer in fights.

End Turn 13.

Game is saved: Turn 14

Empire Secessionists Stronger

Our gambit to let the Empire Secessionists spend their own resources (background income) build up Reikland’s infrastructure is paying off, with Helmgart already a Town and Eilhart and Grunburg soon after.

However, this gambit also means we let the Empire Secessionists field stronger armies. Already, they have 2 lords, Wolfgang Leonardus and Hans Zintler, leading 2 armies. Helmgart’s Rally Field will also mean they can start fielding halbardiers and crossbowmen.

We will have to expect a difficult fight ahead, with enemy forces outnumbering us at least 3 to 2.

Skullsmasherz Nearing

Skullsmasherz armies, led by faction leader Ugrok Craktoof and a lord Morglum, muster more troops near Eilhart. They will undoubtedly aim for Altdorf soon.

Meantime, the new rebel lord Marius Kemp did not recruit more troops before sieging Altdorf again. Perhaps the rebels have run out of malcontents to recruit into their ranks?

(So it isn’t possible to farm public order?)

Karl Franz attacks Marius Kemp, finishing off this batch of rebels.

Game is saved: Turn 14 Battle 1

The battle is a Decisive Victory (casualties: 6 vs 140). Marius Kemp escapes with a few survivors. We Pardon Captives to get more gold from ransom. Loot: Gold Sigil Sword, Agitator.

Battle replay: Turn 14 Battle 1

Game is saved: Turn 14 Battle 1 done

Marius Kemp escapes. Are there more malcontents for him to draw out of Reikland settlements?

Character skill: Karl Franz puts a skill point into Route Marcher.

Karl Franz exits Altdorf to replenish in Encamp stance.

End Turn 14.

Game is saved: Turn 15

Karl Franz attacks Marius Kemp, hopefully for the last time. We must rid this tiny remnant of rebels and get on with fighting Skullsmasherz and Empire Secessionists.

Game is saved: Turn 15 Battle 1

The battle is a Decisive Victory (casualties: 0 vs 11). Marius Kemp and the last of the rebel survivors are killed. We Pardon Captives to get more gold from ransom. Loot: Potion of Strength, Charcoal Burner.

Battle replay: Turn 15 Battle 1

The rebel lords would rather die than face death by the law. Marius Kemp and his collaborators are dead. The rebellion is down, for now.

Game is saved: Turn 15 Battle 1 done

Karl Franz moves towards Helmgart, spots Morglum of Skullsmasherz, and waits in Ambush.

End Turn 15.

Game is saved: Turn 16

Empire Secessionists Strike!

Having 2 armies 29 units strong, Empire Secessionists strike into Altdorf territory with 20 units led by Hans Zintler, raiding for gold. This is our chance to engage them in a fair fight, away from 15 other units (including garrison) back in Grunburg.

Karl Franz attacks Hans Zintler. He retreats, but not far enough for Grunburg to assist. Karl Franz gives chase.

Game is saved: Turn 16 Battle 1

Greed and Bickering at Home

Events: Event Elector Greed occurs, and we chose option They rule, incurring a 10-turn -10 to leadership when fighting humans but gaining 2500 gold. We have no need for +10 leadership on the battlefield; we have a full 20-unit army that should hold long enough against any enemy forces. We also don’t foresee fighting many human forces in the next 10 turns.

(Event description: While the Emperor’s armies march forth, our nobles barter with each other, claiming great swathes of land for themselves. Should the common man, the brave soldier, not have a farmstead on which to retire?

Event option Take it back: The Elector Counts and the lesser nobles have more than enough, a new reign calls for a new approach. Take it from them and distribute it among more deserving subjects.

Even option They rule: The politics of the Altdorf court are deep and complex. You will need the favor of both Graf and noble in the campaign to come. Better to keep them onside…)

We let the nobles have their way for now. We avoid a -5 hit to public order that would last 10 turns.

(Event must be saved! When an event occurs, make your choice, and ensure the game is saved somehow. If not, reloading means the event never happened!)

Karl Franz continue to replenish in the middle of Reikland. Rebellion will occur in the next turn; Karl Franz is near enough to the Altdorf capital to handle it.

End Turn 10.

Game is saved: Turn 11

Trait gained: Karl Franz gains Merchant Councillor, earning +10% income from all buildings in the province he stays in.

State Troop Sergeants is researched. We next research State Troop Musicians.

Diplomacy: We sign a Trade Agreement with Dwarfs.

Rebels!

Having no public order infrastructure in Altdorf, nor the space to build any for now, malcontents have risen up in arms, perhaps from manipulation by greedy nobles.

Karl Franz attacks the rebel lord Jimothius Kaslain near Altdorf.

Game is saved: Turn 11 Battle 1

The battle is a Decisive Victory (casualties: 62 vs 477). Jimothius Kaslain is killed. We Pardon Captives to get more gold from ransom.

Battle replay: Turn 11 Battle 1

Game is saved: Turn 11 Battle 1 done

Karl Franz merges the most experienced swordsmen units to preserve combat experience, and enters Altdorf to replenish.

Character skill: Karl Franz puts a skill point into Honest Steel (level 2), making spearmen and swordsmen last even longer in fights

End Turn 11.

Game is saved: Turn 12

Ambush the Rebels

New rebels lord Leopold von Blutten has recruited another mortar unit. Karl Franz exits Altdorf and sets up an Ambush nearby.

We cannot let Wolfram the Astute recruit troops in Grunburg. We must remove this new enemy lord, and keep Grunburg cut off from Helmut.

Karl Franz attacks Wolfram the Astute at Grunburg.

Game is saved: Turn 2 Battle 1

The battle is a Decisive Victory (casualties: 48 vs 502). Wolfram the Astute is killed, along with Grunburg’s garrison captain Rudi Meier.

Battle replay: Turn 2 Battle 1

2nd Empire Secessionists lord replaces Helmut Ludenhof

We sack Grunburg to gain more gold.

(We avoid occupying Grunburg because we want Empire Secessionists to spend their money to upgrade Grunburg’s infrastructure. Likewise for other Empire Secessionists-occupied settlements.)

Sigmar’s Sons becomes available for recruitment.

Game is saved: Turn 2 Battle 1 done

Let Them Build

We avoid occupying Grunburg (and other Reikland settlements) for now because we recognize that the Empire Secessionists aren’t savages; they build up the settlements, if only to field stronger armies to overthrow us.

Civilized as they are, they are unfortunately unwilling to reason nor ally with us. We will have to fight them, but we will do so surgically. Target the malcontents, not the settlements’ infrastructure.

We will strike at their armies regularly, before any of their armies grow to unmanageable sizes. In this way, we also get to keep our own army size lean and military upkeep low.

Reikland will emerge economically stronger from this crisis.

Investigate Helmgart

With Grunburg now depleted of its garrison, and the last enemy lord removed, Karl Franz aims to investigate Helmgart where the next enemy lord may turn up.

Replenishing along the way there could mean we need 4 turns to reach Helmgart, during which time the new enemy lord could recruit 12 units of troops. We start recruiting more troops ourself; we only have 3 melee infantry units now.

Character skill: Karl Franz puts a skill point into Route Marcher, gaining +10% movement range on the campaign map.

Karl Franz moves back into Altdorf territory, towards Helmgart. He will have to keep watch for the enemy mustering forces, and strike while those forces are still small. Karl Franz enters Encamp stance for faster replenishment rate. He recruits 3 swordsmen units.

(TODO: Write an article on how campaign map movement works with “snapping”. It’s easy to move until we leave 50% of movement range remaining, required to enter Encamp stance.)

End Turn 2

Game is saved: Turn 3

Early Infantry Research

With the Rally Field completed in Altdorf, we begin research on State Troop Sergeants to let us recruit Rank 2 infantry units by Turn 11.

Karl Franz continues towards Helmgart, pausing to Encamp for replenishment. Karl Franz recruits 3 swordsmen units.

Hans Zintler, another Empire Secessionists lord, is mustering an army at Helmgart, now 9 units strong (13 including garrison). We must meet his army soon, before that army becomes bigger.

End Turn 3.

Game is saved: Turn 4

Empire Secessionists at Helmgart

Hans Zintler now has a 17-strong army, including Helmgart’s garrison. Our 13-strong army will have to make do right away. We don’t want to spend more gold recruiting anymore makeshift swordsmen units.

Karl Franz recruits Sigmar’s Sons and attacks Hans Zintler at Helmgart. We’re outnumbered 3 to 2, but hopefully our swordsmen will do well against their spearmen.

Game is saved: Turn 4 Battle 1

The battle is a Close Victory (casualties: 417 vs 1419). Hans Zintler as well as garrison captain Wigel Swaft are killed. Loot: Armor of Destiny, Militiaman.

Battle replay: Turn 4 Battle 1

3rd Empire Secessionists lord is at Helmgart

We sack Helmgart for 619 gold.

Game is saved: Turn 4 Battle 1 done

Karl Franz merges the most experienced swordsmen units to preserve combat experience as well as reduce military upkeep, leaving 4 of 7 swordsmen units remaining.

Karl Franz marches back towards Altdorf territory.

Character skill: Karl Franz puts a skill point into Honest Steel (level 1), making spearmen and swordsmen last longer in fights.

End Turn 4.

Game is saved: Turn 5

To Wurtbad!

Von Carstein has taken Schwartzhafen in Western Sylvania, and Wurtbad seems to be burning. Is Wurtbad under siege?

Karl Franz marches towards Wurtbad, and recruits 3 shielded spearmen along the way. If Von Carstein is really at Wurtbad, we’ll likely be dealing with vargheists.

Meantime, the 4th Empire Secessionists lord Leopold Pfeiffer turns up in Eilhart. That threat will have to wait.

End Turn 5.

Game is saved: Turn 6

Karl Franz marches past Grunburg, and crosses the river border into Wurtbad territory.

End Turn 6.

Game is saved: Turn 7

Vlad von Carstein

Indeed, Von Carstein is sieging Wurtbad. We offered to join Stirland’s war against Von Carstein and was granted a token financial aid of 600 gold.

End Turn 7.

Game is saved: Turn 8

Watch out. Wissenland has declared war against Empire Secessionists, and will likely take Reikland settlements!

Nightmares!

The rest below is being rewritten. Check back later! I missed out diplomacy big time.

Karl Franz sits in the middle of Reikland, where he can see the development of all settlements (Eilhart, Helmgart, Grunburg). We will take a settlement once it has been upgraded to a Town.

Battle of Grunburg

We should take Grunburg now, so that we have a trade route to Talabecland.

Diplomacy: Sign a Non-Aggression Pact and a Trade Agreement with Talabecland. Sign a Trade Agreement with Kislev.

The rest below is being rewritten. Check back later! I missed out diplomacy big time.

Recruitment and replenishment: Karl Franz returns a short distance into the territory of Altdorf, and recruits 3 swordsmen units. They deal more damage than spearmen when fighting infantry, and only costs 25 more gold for upkeep. Moreover, most units we will be fighting in the next few turns will be spearmen, which are weak against swordsmen. (Swordsmen deal an average DPS of 0.32 x 28 = 8.96 vs spearmen’s 0.20 x 25 = 5.00 fighting infantry. Defence is about the same for both, with spearmen being slightly better.)

End Turn 1.

Game is saved: Turn 2

Battle of Grunburg

Karl Franz attacks Grunburg, attempting to capture the settlement.

Game is saved: Turn 2 Battle 1

The battle is a Decisive Victory (casualties: 38 vs 418). Grunburg’s garrison is destroyed. We occupy Grunburg.

Battle replay: Turn 2 Battle 1

The second mission (to capture Grunburg) is completed, and we’re rewarded with 1000 gold. Chapter 1 is started, with the mission to occupy (or loot/raze/sack) 2 different settlements. We will try to complete all bonus objectives if possible, though bonus objective 3 (to build Barracks) seems impossible to complete in a timely fashion.

Quest given: Battle of Bloodpine Woods. This quest will give us a battle wizard, which fulfills bonus objective 2.

Character skill: Karl Franz puts a skill point into Honest Steel (level 1), making spearmen and swordsmen last longer in fights. Sigmar’s Sons becomes available for recruitment.

Battle of Bloodpine Woods

Karl Franz exits Grunburg (towards Helmgart), and teleports to quest Battle of Bloodpine Woods. The massive imbalance in strength is due to the enemy army’s artillery; we should be able to defeat them in melee.

Game is saved: Turn 2 Battle 2

The battle is a Close Victory (casualties: 244 vs 820). Both enemy lords, Richter Weismund and Hans van Zanger, are killed. We Pardon Captives to get more gold from ransom. Although we suffered moderate losses, we will soon earn a battle wizard to greatly boost our army. Karl Franz gains trait Trustworthy, boosting local province building income by +5%.

Battle replay: Turn 2 Battle 2

The quest Battle of Bloodpine Woods is completed, earning us a Sword of Striking, and a light wizard (Lupio Dreetzman, soon to be named Lupio Lord of Droners for being boring) at Altdorf. Bonus objective 2 is fulfilled.

Lupio Dreetzman (light wizard) equips Sword of Striking, and embeds into Karl Franz’s army.

Character skill: Karl Franz puts a skill point into Honest Steel (level 2), making spearmen and swordsmen last even longer in fights.

Recruitment and replenishment: Karl Franz merges the most experienced swordsmen units, preserving combat experience as much as possible, leaving him with 3 (of 4) swordsmen units. Karl Franz recruits 3 more swordsmen units.

End Turn 2.

Game is saved: Turn 3

The story continues…

The conquest of Grunburg had displaced some livelihoods and created malcontent among some of the populace still loyal to Empire Secessionists. If we are to take the rest of Reikland (settlements Helmgart and Eilhart) in short order, we must surely prepare to meet these malcontents in battle.

Will we take Reikland quickly for rapid growth and face a backlash at home, or risk being overtaken by our neighbors as we slow our consolidation of Reikland?

The campaign continues at Chapter 1: A Fractured Nation!

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