by Dean Henegar
“This begs the question, Raytak. What type of general is this Narbos? His troops terrorized my people but were not well led,” the ogre shaman asked.
“It does appear that Narbos isn’t the best general in the world,” I replied, “but there is reason to believe he has help. There is an imp named Zipp that has pledged to help Narbos in this invasion as a reward for some service the dark overlord performed for him. This imp is annoying but not a fool.” I was confident the AI wouldn’t allow a level 40 elite to fight directly for our foe, but the imp showed resourcefulness in using others to do his bidding. It wasn’t beyond the realm of possibility that some general somewhere owed the imp a favor.
“Best-case scenario for us is that the enemy attacks through the eastern point,” I added. “While I like the fact that we could cut them off if they come from the south, we have no margin for error in that scenario. One lucky battle for the enemy or one mistake on our part, and they take the city before our forces can gather. If that happens, our chances of victory are slim. If they come from the east, we have space to bleed them and time to formulate a response. I propose we make it more attractive for them to attack from the eastern transition point.”
“No!” Stench growled. “I will not place my people out there by themselves against this foe. This is too much to ask.”
“Please give me a moment, Stench, and hear out the plan. If you don’t agree, we can see about making adjustments,” I replied. Stench sat silently, which I took for approval to continue. “I propose we have the Stonefinder clan, along with a strong detachment from my army, set up directly on the southern transition point. The enemy will realize the forces there are more than a match for any initial attack and turn their eyes toward the east. In the east, we will leave only the transition point garrison to face them. While our forces there are strong, it would be much easier for the enemy to go after them as opposed to fighting a garrison that is reinforced and assisted by the entire Stonefinder clan,” I told the group.
“You’d lead them to my doorstep, my people, and the Goreaxe Peak will become nothing more than a roadblock to slow the enemy for you, Raytak,” Stench said, standing up to leave.
“Yes, your lands will be the first to face the full force of the enemy invasion. We can’t change where the mountain is or where the transition points are. Fighting right beside you will be the entire Drebix army. My army will be in the town of Holdfast, which is roughly midway between the two transition points. At the first sign of attack, we will march for either the Goreaxe Peak or the southern transition point, and I’m confident the legion can outmarch any enemy in the land. We will beat the foe to your lands, and our army will make our stand beside you to defend the Goreaxe people. I do not see you as simply a tool to slow down the enemy. Instead, I will place my entire army in position to protect your people, leaving my own cities weakened to do so,” I told the upset ogre.
The shaman whispered something to Stench, who sat down and motioned for me to continue. He wasn’t at all happy, but at least he was ready to hear the rest of the plan.
“Does anyone else have a question or concerns with the plan?” I asked. Normally, I would issue orders and expect them to be carried out without discussion, but I was dealing with allies and had to get their buy-in.
“My people will mobilize and head to join our ogre brothers at Goreaxe Peak,” Beremund declared. “This begs another question, Raytak. What of our people? Our armies will be gone, and our lands will be vulnerable.”
A valid question, one I wasn’t sure I had a good answer for.
“I think I can answer that, Beremund,” Delling said, stepping up to the podium. “I suggest we gather all the noncombatants that might find themselves anywhere near the fighting and have them head here to Hayden’s Knoll. This city is the best protected in the zone, and the plateau has enough room to house everyone temporarily. We can fit all our peoples inside the walls if we are attacked, and I will pledge the town’s resources to make sure everyone has enough food and a place to sleep.”
“That would be acceptable, though I will not move my people to Hayden’s Knoll until we know the true extent of the threat and where they are heading,” Beremund replied.
“My people will not leave their lands,” Stench added.
“Aye, we will not leave our lands, either,” Lhargen joined in.
“I can understand your reluctance to leave, but don’t condemn your entire people. Consider that any move would be a temporary one since we will win back any lands lost in the coming war,” I offered.
Stench and Lhargen sat stone-faced, neither conceding. It was their own choice; I couldn’t order their civilians to flee to Hayden’s Knoll. I could only hope that when the threat arose, they would see fit to try and place their people before their pride.
“Can we all agree on this plan?” I asked.
“Aye, save for moving my clan,” Lhargen said.
“The Drebix will do as you ask, Raytak,” Beremund agreed.
“We will honor our agreement so long as you help to defend my lands,” Stench reluctantly agreed.
“Good, I will work on getting my army moving toward Holdfast. Each of you needs to send a messenger with your order of battle once you’ve gathered your forces. I need to know what we have to fight with. Travel safe and prepare quickly. Our enemy will not give us the luxury of too much time,” I said and dismissed the group.
The attendees stayed around for a bit and chatted. It was good to see them working together, and I thought back to how challenging it had been to secure each alliance. There was much at stake, but I felt that my plan was the best we could come up with, considering that we didn’t know the enemy’s exact intentions.
“I’ve got to log out, Raytak, but I’ll plan with Jacoby and the others to set up our scouting trip as soon as possible,” Ty told me before logging out.
“Do you think we’ll win this?” Delling asked, pulling me aside from the others. He looked a little nervous about the coming fight.
“Truthfully, it all depends on what we’re facing. In front of our allies or in public, I’ll claim we absolutely will be victorious. Between you and me, I’m cautiously optimistic. The AI generally tries to give everyone a fighting chance, so I don’t know if we’ll be too overwhelmed. While the AI tries to give you a chance, it doesn’t make things equal. The men will fight well, and our allies are strong. Only time will tell,” I admitted to Delling.
“At least we have something they don’t have,” Delling said confidently.
“What’s that?” I asked.
“A real-life colonel with combat experience. ’Grats on your promotion, Colonel,” Delling said while saluting.
I laughed and was very pleased that my rank in-game finally matched the one that I held in the real world. “How are things going with the town defenses? I see from the state of the town hall that you had some upgrades,” I asked.
“Yes, I finally upgraded the town defenses. The coin and resources from uniting the zone gave me enough to bump up our abilities. I haven’t finished tweaking everything yet, but once I do, I’ll send you a list of what we have to work with here and in Holdfast. The town guard isn’t as good as your soldiers, but they should hold their own when fighting from behind fixed defenses.”
“That’s good news. I look forward to seeing how many guards we could count on. Have someone send the report over to Private Blevins. Going over it will keep him out of my hair for at least a little while,” I said, and Delling left to work on town planning as I made my way back to check out the upgraded garrison.
Chapter 5
I stopped in my tracks and gazed at the new garrison wall. Where before we had strong wooden walls, there now stood one made of stone. The smooth stone rose twenty-five feet in the air, and the top of the battlements was crenelated for additional protection. Our new wall formed a huge rectangle around the expanded garrison area, with each corner sporting a forty-foot tower. Longer sections of the wall were reinforced by a small
er thirty-foot tower in the center. Our level 4 garrison was an impressive sight, and I felt a tinge of pride when I looked at the flag of the Imperium flying right above the flag of our legion.
The gateway on the western wall, which led into the garrison, was no longer a simple reinforced wooden gate. Instead, it had been replaced with a true gatehouse. A steel portcullis covered the entrance, and then a dozen feet beyond the portcullis stood the steel-reinforced double gate. Murder holes in the roof and flanking the towers at both entrances would make forcing this gate a bloody task indeed. Currently, the gates were open, and an entire squad of garrison troops stood watch, checking any who wished to enter. Every fifty feet or so along the walls were garrison troops who walked their endless patrols, vigilantly searching for any threats.
“Sir, I shall be in my quarters, completing a transcript of today’s meeting and writing up the formal orders for you. Do you require anything else before I attend to my duties?” Blevins asked as we walked past the saluting gate guards.
“You are dismissed to attend to your duties, Private. I’ll be at the command table,” I replied, happy to be rid of Blevins for the moment.
Inside the garrison, I could see that the internal buildings were also made of stone and designed as an additional layer of defense. Small windows, firing ports, and reinforced doors were standard, and the larger barracks buildings—of which there were now two dozen—were essentially small forts. Ignominia’s stockade had doubled in size and added a second floor. The barracks building for my engineers was even taller than the others, the huge doors open to admit the soldiers assigned there. Smoke rose from its forges, and the clanging of hammers reverberated across the parade ground. Alongside the engineers’ barracks stood a tall stone tower that my interface identified as the battlemage enclave.
My new and improved headquarters building had turned into a stout keep, a fortress within a fortress. Entering my headquarters was a two-part affair. First, the guard covering the exterior door had to let the guard inside know to open it. Once the first door was opened and I walked into the entryway, I could see soldiers looking down on me from the murder holes above. The interior of the headquarters looked the same, save for being a bit bigger and having stone floors instead of wood. My quarters maintained their spartan décor, and the war room had expanded; there was now enough room to seat a score of people around the command table. I activated the table to look over my new options and review the improved defensive garrison numbers.
Current Funds: 1781.
Current Resources: 4027.
Garrison, Level 4, Fortified Outpost. Upgrade cost: n/a. The player must achieve level 20 in order to upgrade the garrison further. A fortified outpost can house up to a regiment of Imperium soldiers, providing housing and recreation activities. Significant defenses protect the legion and dissuade attackers, providing a strong bastion for the town to fall back upon in times of trouble. Your garrison has the defensive garrison upgrade.
Recruitment Center, Level 3. Upgrade cost: 500 resources, 100 gold.
Engineer Barracks, Level 3. Upgrade cost: 500 resources, 100 gold.
Field Hospital, Level 3. Upgrade cost: 500 resources, 100 gold.
Battlemage Enclave (Mind), Level 3. Upgrade cost: 500 resources, 100 gold.
Supply Depot, Level 3, Upgrade cost: 500 resources, 100 gold.
Defensive garrison forces and assigned allied troops are deployed as follows.
Hayden’s Knoll: The garrison at the city itself consists of 1 company of regulars, 2 squads of scouts, and 2 squads of engineers (2 catapults and 4 scorpions). The Stonefinder clan is contributing 2 squads of stonebreakers, 1 squad of pathfinders, and 1 runesmith. The Drebix contribute 2 squads of raiders, 1 squad of skirmishers, and 1 shaman. The Goreaxe ogres’ contribution consists of 1 squad of warriors.
Southern Transition Point: The southern transition point garrison consists of 1 platoon of regulars and 1 squad of scouts. The fortified transition point protects the southern approach to the zone. Allied forces include 1 squad of stonebreakers and 1 section of pathfinders.
Southern Crossroads Strongpoint: This important crossroads sits near the ruins of the first town of Hayden’s Knoll and links the transition point, Hayden’s Knoll, and the road north that leads to Holdfast. A small fort contains a garrison of 1 platoon and 3 squads of regulars, a squad of scouts, and a section of engineers with 2 scorpions. Most of the forces stationed at the crossroads are typically found patrolling the roads, but at least 2 squads are always stationed at the fort itself. Allied forces include 1 squad of Drebix raiders and 1 squad of skirmishers.
Stonefinder Mines: The obligation to the Stonefinder clan of dwarves requires that we contribute a token force to the defense of this critical area and spawn point. The garrison here consists of 3 squads of regulars. The full might of the Stonefinder clan defends this area.
Holdfast: The strategic town of Holdfast is situated on a crossroads that controls access to the rest of the zone. The garrison patrols the roadways and the general area around the town and consists of 3 platoons of regulars, 2 squads of scouts, and 2 squads of engineers. Allied forces include 2 squads of stonebreakers, 1 section of pathfinders, and 1 runesmith. The Goreaxe clan also has sent a section of warriors to help in the defense.
Ruins of the Gul Dorg: The ruins hold a critical spawn point. The forces here not only guard the spawn point but also protect the area against a resurgence of the terrifying Gul Dorg. The garrison consists of 3 squads of regulars and 1 section of scouts. Allied forces include 1 squad of stonebreakers, 1 section of pathfinders, and 1 runesmith.
Northern Transition Point: The garrison here protects this inaccessible transition point. A small fort has been constructed, and the garrison consists of 1 platoon of regulars, 1 section of scouts, and 1 section of engineers. Allied forces include 1 squad of stonebreakers and 1 section of pathfinders.
Eastern Transition Point: This transition point features the most extensive defensive preparation of all the transition points in the zone. Previous occupants have spent many resources to upgrade and hold this area against the Imperium. They failed, and now the Imperium benefits from their work. The garrison consists of 2 platoons of regulars, 1 squad of scouts, 1 squad of engineers, and an elite NCO. Allied forces include 1 squad of Drebix raiders, 1 squad of skirmishers, 1 section of berserkers, and 1 shaman. The Goreaxe clan provides 1 section of warriors to help defend the transition point closest to their lands.
While the increases hadn’t been too dramatic from level 3 to level 4, any upgrade to the defensive garrisons would help in the coming conflict. If we were forced to fall back and defend somewhere that had a garrison, my combat power would be bolstered. I spent the resources and gold needed to upgrade all of my garrison buildings to level 4 and reviewed the options they unlocked.
Recruitment Center, Level 4. Upgrade cost: n/a. You must upgrade the main garrison to unlock further upgrades. The recruitment center allows for the rapid replacement of lost forces. Current replacement rates:
Standard Soldiers: 5 per hour.
Advanced Soldiers: 5 per day.
Elite Soldiers: 3 per week.
Auxiliary formations: 1/3.
Imperium formations / allied units available for recruitment:
1. Krepmar’s Tunnel Rats: This unit of halfling soldiers excels at fighting in tight quarters. While specialized in fighting in tunnels and caves, these diminutive soldiers can also hold their own in the line of battle when pressed.
2. Longbowmen: Archers are not organic to the legion but are often added as auxiliaries when the situation calls for it. Longbowmen are recruited from many areas of the Imperium and are skilled in long-range fire.
3. Goreaxe Warriors: The Goreaxe clan has allowed some of its warriors to join the legion if they wish. Unlike other auxiliary units, the Goreaxe ogres who serve the legion prefer to use legionnaire equipment fitted to their enormous size.
Engineer Barracks, Level 4. Upgrade cost: n/a. You must upgrade
the main garrison to unlock further upgrades.
You have unlocked new versions of your current siege engines. All fortifications built by the legion are 20% stronger and are constructed 20% faster. Due to the engineers’ continued training, all siege weapons have a 20% range increase.
Available siege engines:
1. Repeater Scorpion: The repeater scorpions have been upgraded by the Imperium engineer Tavers and are based on a scaled-up version of the dwarven repeater crossbows. The repeater scorpion has 2 sets of arms and can fire 2 bolts at the same time or independently before it must be reloaded. The weapons have a slower reload speed due to the cumbersome twin arm configuration. Repeater scorpions are fielded in pairs and require a section of engineers to man each pair.
All current Imperium forces in Hayden’s Knoll have been upgraded to this newer version without cost. Additional replacements can be constructed by the engineers of the legion for the cost of 10 gold and 50 resources per pair. An initial issue of siege engines is included for any new units added to the legion’s order of battle.
2. Heavy Catapult: This larger version fires a bigger shot farther than previous models. The range is increased by 50 yards over the medium version, and damage is increased by 15%. A crew of 5 is required for each catapult. The upgraded engines now fire either a single large stone or 6 smaller stones for use against enemy troops. Current catapult units have been upgraded to the heavy version and replacement units can be constructed by your engineers for a cost of 10 gold and 50 resources per engine.
3. Siege Tower: These towers are constructed from precut parts. They can reach heights of up to 35 feet and provide good cover as soldiers make their way up the integrated ladders. The cost for a single siege tower is 35 gold and 150 resources. You currently have 2 siege towers in inventory.
Field Hospital, Level 4. Upgrade cost: n/a. You must upgrade the main garrison to unlock further upgrades.
The level 4 field hospital gives soldiers who receive a killing blow in combat a 5% chance of stabilizing at 1 health. The soldier will not gain any additional health until treated by a trained medic. Respawn protection for up to 5 key NPC personnel can now be selected. Respawn protection can be selected at the war table or the campaign map when the commander is out in the field. There is no longer a cost for respawn protection and any protected NPC will face permanent death if they are killed within 24 hours of a respawn.