Total War Warhammer Quest Battles
It has been 2459 years since Sigmar's Empire was founded.You are Mandred Von Liebwitz and you are at war.Last year your father, the esteemed Jakob Von Liebwitz, died in his bed. He left behind a realm that was strong, in the throws of a well managed industrial revolution that brings never ending advances in firepower, science, magic and profit.
Your father rode the beast he built well, greatly enhancing the living standards of all in Wissenland and building a powerful realm.Jakob vanquished Orcs, Vampires, Chaos corrupted Bretonnians and Dark Elves and crushed the beastmen as a threat for all time before pitting his might against the Skaven. He made Wissenland into the most powerful province in the Empire, while spreading out the technological advantages of steamships and railroads to every county in the Empire and lands beyond. He built a grand alliance of all the nations of men, the High Elves and the Dwarves. In all his wars he was victorious, ever strengthening the cause of order.In between his wars he managed his personal life well, marrying your mother Maria Toddbringer and forming a close alliance with Middenheim. Maria and Jakob had five strong children: Ulrica the Princess of Reikland and her twin Reiksmarshalless Sophia de Montfort were the first. Then there was Sigmarella, your favorite sister and a magical and technological genius without peer. Your brother Sigismund was last, a brave and dangerous boy already married to the heir of Stirland and an officer of the Reiksguard.You are still young, but already you have won many battles.
You crushed three seperate armies of Black Orcs attacking your dwarven allies, you lead the Grand Alliance's infantry into the Reikwald to defeat the Beastmen, you personally purged the Skaven from Under Nuln and crushed their armies outside Miragliano. Your greatest achievement was the destruction of Skavenblight's largest armies, defeating an uncountable horde of stormvermin and pestilens fanatics in the swamps of the Blighted Marshes as a Slaan Ritual destroyed that foul city.You have triumphed, permanently cementing your reputation as one of humanity's best. But challenges still await, as Settra the Imperishable has been born again in Nehekara and is determined to lead his endless armies of undead to conquer all the world. State Troop Numbers: 125,685State Troop Organization:38,000 hand gunners: the core of your armies, these men wear a breatsplate into battle and carry a rifled flintlock and bayonet. They can fire three times a minute at least thanks to the minie ball ammunition. Every hundred man regiment is supported by a puckle light volley gun and the very best are equipped with hochland long rifles and used to snipe enemy leaders and mages.11,000 artillerists: the true killing power of Nuln rests in these engineers and gunners. Most now utilize rifled breech loaders that are equally dangerous against men as stone, but many are equipped with hellstorm rockets to terrify cavalry or with hellblaster volley guns that can devastate packed troops.

The very best crew either the immense rail way guns or the exotic death rays.28,000 pikemen: armored in half plate and equipped with a fourteen foot pike, they are a tarpit unit to prevent attacks from reaching the rest of your army as few forces could hope to force their way through a hedge of pikes.7,000 Guards: elite infantry and veterans to a man, or woman in the case of the Widow's Regiment. Armed with blessed hammers, runed full plate to enhance their endurance and night vision visors, they press home any attack. (High quality troops equipped with magic armor and hammers, no penalty to night fighting)10,000 halberdiers: troops designed to hold the flanks of a tercio, their halberds can pierce even heavy armor. (high attack, moderate defense, moderate mobility)5,000 outriders: light cavalry armed with rifled carbines and saber, skilled at raiding and guarding roads.
Third Vampire War (2124 to 2145 IC) With the death of Konrad during the Second Vampire War, the last contender for Vlad's position was Mannfred von Carstein. Whilst Vlad was the most powerful and ambitious and Konrad was the most violent and bloodthirsty, Mannfred was by far the most cunning and magically gifted of the entire bloodline.
(high ranged attack, poor defense, extreme mobility)1,000 Life Guard: your personal body guard that garrison your castle and accompany you on the battlefield. Armed with blessed zweihanders and rifles, night vision helmets and runed full plate they are a force to be reckoned with.( extreme attack, great defense, great mobility and morale. Only 500 per controlled Grand Barony allowed).2,500 'Bretonnian' Knights: adventurers and the grandsons of of adventurers who sought to try their luck on the other side of the grey mountains. They are superbly drilled and armed, the best heavy cavalry in the world.2500 gendarmes: heavy cavalry drawn from the middle classes. They lack the skill in maneouver and drill of knights, but still pack a large punch.4 Mk 1 Zeppelins (Death Rays): immense stretches of cured hide over steel frameworks, the beams carved with runes of lightness and treated by strange alchemical properties. Filled with mysterious gases and powered by alcohol burning engines these aerial behemoths can stay in the air for weeks at a time.
They are armed with a death ray that can fire three shots per hour and can carry a small amount of specially trained troops.4 Mk 2 Zeppelins (Death rays and gyrocopters): even larger air ships that carry two gyro copters as well.The Immortals: 5 of the best knights in the realm, hand selected and led by your in law Baronet de Hoche. I think Barak Var is extremely important in terms of Naval Support and how hard dwarves are to replace. Yet letting Jakob's Glory fall will allow Settra extensive access to the Tana Dante and by extension the Lodestone River and our Rail lines. Barak Var is definitely the better defended of the two targets so I think that Jakob's Glory will fall before the larger forces can reach it, which means sending the Brettonians there is a death trap. The Northern Forts are to far away to relieve with the larger armies, so sending the Dwarves in is asking for the Reserve Undead Army to fall upon them.So 10(Brettonians) to intercept 11(Undead Black Penninsula Army) because we don't want zombie dinos8(Averland Army) and 9(Main Imperial Army) to relieve Barak Var6(Grey Army) and 7(Black Army) with 5(Throng of Karaz-A-Karak) to hold the CitadelThe only part I don't like about this plan is the Brettonians, I don't want the UBPA or the ULA to succeed. I just don't deem it likely that the Brettonians can effectively counter the ULA. I think they can defeat the UBPA, but they will then be quite cut off from the rest of our forces.
Overall I think it is more important to get reinforcements to a place quickly than to get the optimal troop type to an area, something along the lines of.Dwarven throng from Karaz-A-Karak to counter the UNA. The legendary Dwarven racial trait of stubbornness should be enough to hold this front, and they're the closest army.Black Army of Nuln to counter the UMA. The ranged heavy Black Army combined with the superior forts should hopefully be enough to hold the middle front, until the Main Imperial Army has secured Jackob's Glory.Grey Army of Nuln, and High Land Fury to counter the USA(They have 150,000 undead on the docks there is no way the place can hold without aid). The undead at the docks only have numbers, and surprise as their advantage therefore the Grey Army who is more assault orientated than the Black Army, and troops from Albion who should excel in melee combat seem like they'd be optimal for this front.
Furthermore they're the closest available reinforcements.Bretonnian Army, and Imperial Main Army to counter ULA. The Bretonnian Army can slow down the rate our forces are being pushed out of the city until the Imperial Main Army arrive to tip the battle in our favor.Averland/Reikland Army to counter the UBPA.
This will hopefully avert us needing to fight a bunch of large undead creatures.Thoughts? Really wish we could take out his reserve. It'd really steal the initiative from their forces but that's pie in the sky for now.Hitting the ports makes the most sense to me.
Total War Warhammer Auto Resolve Quest Battles Mod
It'll let us trash part of his forces and open both back up for operations. Although I suppose he can easily siege them again.
Once we take them I wonder if there are any actions we can under take to make this difficult for the enemy to do again?Rest of the actions are gonna require some more study time with the map.This is gonna get interesting very quickly.


Total War Warhammer Review
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