A Grudge Too Far (endgame scenario)

Not to be confused with A Grudge Too Far 
 is one of the endgame crises in Immortal Empires. Like the others, it can be set to fire on player's Long Victory or on a random turn in between the limits specified at the start. 
==Description==
 The Dwarfs have decided en masse that it is time to finally settle their grudges - all of them - in a single tide of blade and gunpowder. Whilst some grudges may be justified, others seem to be thinly veiled attempts at a land grab. They are no longer open to diplomacy, so the only solution now is destruction!
==Effects==
* Turns Dwarf factions permanently hostile to the player and respawns any destroyed ones. 
**Major factions are Karaz-a-Karak, Karak Kadrin, Clan Angrund, Ironbrow's Expedition, The Ancestral Throng and Masters of Innovation. 
** Minors are Barak Varr, Karak Azorn, Karak Azul, Karak Hirn, Karak Norn, Karak Ziflin, Kraka Drak and Zhufbar.
* All major factions gain four free full stacks of gold vet Dwarven units led by appropriate legendary lords. Minors get two full stacks. All of the bonus stacks are immune to attrition until destroyed.
** Stacks can include:
*** Infantry: Miners (Blasting Charges) x 6, Hammerers x 8, Ironbreakers x 8, Longbeards x 4, Longbeards (Great Weapons) x 8, Slayers x 6, Giant Slayers x 4, Thunderers x 8, Irondrakes x 4, Irondrakes (Trollhammer Torpedo) x 6, Rangers (Dwarfs) x 2, Rangers (Great Weapons) x 4, Bugman's Rangers x 2.
*** Artillery: Grudge Throwers x 1, Cannons x 4, Organ Guns x 4, Flame Cannons x 2.
*** Vehicles: Gyrocopter x 1, Gyrocopter (Brimstone Gun) x 1, Gyrobomber x 1.
* All hostile Dwarfen factions' tech trees are fully completed.
==Victory Conditions==
Control at least 5 of the following settlements either by direct ownership or through vassals and military allies:
* Karak Kadrin, Peak Pass
* Drackla Spire, Iron Coast
* Karak Norn, Southern Grey Mountains
* Karak Ziflin, Northern Grey Mountains
* Karak Azul, Southern World's Edge Mountains
* Zarakzil, The Vaults
* Karak Azorn, Mountains of Mourn
* Karaz-a-Karak, The Silver Road
* Kraka Drak, Gianthome Mountains
* Karak Zorn, Southlands World's Edge Mountains
==Strategy==
* A moderately annoying endgame scenario. Dwarfs have a lot of good units and are very spread out across the map, so digging them out is going to be a challenge, especially with their strong economy. One way to avoid the crisis is to prune the dwarfs early and often, as factions are much less threat once respawned than if allowed to grow too large. This can be challenging for the Empire, as they are natural allies.
* Dwarfs are particularly nasty for Tomb Kings, since Ironbrow's Expedition (re)spawns near the start areas for Khemri and Court of Lybaras, giving them the ability to run roughshod over the area if not prepared. Furthermore, digging them out of their mountain homes can be the equivalent of Warhammer's Vietnam War - the attrition, Underway stance, and sheer distances make Dwarfs a real challenge. 
* Dwarfs are tough to fight in mountainous regions, but away from them are ponderous and heal slowly. If you have low-lying territory to fall back into and fan out within do so, the trick as with all endgame scenarios is to make those stacks split up so you can take them out individually.
* Note that the crisis will instantly break all vassal relationships, setting the dwarfs loose, and make them declare war on all adjacent provinces. Remember, prune early, prune often.
* With the Update 5.0 reworked Great Book of Grudges confederation mechanic, you can still confederate the factions, despite being at war, granting you several armies with high-level Lords, leading powerful armies with no upkeep. 
Category:Immortal Empires
Category:Endgame scenarios