An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.6%
  • No, I prefer the current system.

    Votes: 127 14.9%
  • Yes, but not until the Crusade begins/Prologue ends.

    Votes: 378 44.5%

  • Total voters
    850
It also doesn't help that I don't really care about words because the old adage that sticks and stones may break my bones but words shall never harm me rings very true for me from personal experience.
I shall avoid minority 101 because this is not the place so I shall drop the subject.

ANYWAYS ABOUT OUR SPACE MARINES

SUCKS TO BE THEM RIGHT

Getting all this training in the best nation they ever knew and only to realize that all that preparation is not even close to ready them for the horrors that are coming at any moment.
 
Last edited:
I'd like to point out that while ramping up for the final Krork fight is important a whole bunch of them are gonna be raiding us real soon and we need to ramp up for that fight soon.

Plus, if we deal significant damage to their planets their Waaagh field is weakened (making all the stuff we are really worried about like them integrating Crystals and Replicators into Ork's genetic DNA probably take longer), their ramp up speed is lessened, and all sorts of other goodies.

So, while education is real important and useful, it might be better to aim for immediate power ups instead so we can attack them more quickly with more power, and honestly just so we can better deal with their incursions.
technically AP boosting is a immediate power up as they can be converted into minor actions and invention actions
plus more major actions mean we can build more shipyards, find more space hulks, etc
 
technically AP boosting is a immediate power up as they can be converted into minor actions and invention actions
plus more major actions mean we can build more shipyards, find more space hulks, etc
One thing I proposed earlier but am now enamored with is having our Space Marines train in practical boarding/antiboarding actions against these Orks and who/whatever else resides in those Space Hulks. It'd be a fun thing to write and also would give them something resembling irl experience. Mostly because I don't really think using our effectively a strike team against a group that can straight up kill them in a 1 to 1 fight is a good idea yet.
 
technically AP boosting is a immediate power up as they can be converted into minor actions and invention actions
plus more major actions mean we can build more shipyards, find more space hulks, etc

Yeah, but what I'm saying is that we can't use that stuff to build more stuff with for at least a whole turn, while we can instead presumably build a bunch more direct killing stuff this turn to be used immediately.

I'm not saying that doing stuff immediately is better, just that sometimes a delay of one turn is a real long delay.
 
main project idea
divine education, electronics, forging, psyker
major action: anti krork war world/moon ship made from full stellar bellow output from pure psykery construction method.

like how we made whole ships from asteroids.
That's a good point; though I'm less concerned about Electronics and Forging, as they're very much secondary to Education and Psyker in my prefrence, but I'm not opposed to having them be strong/developed.

I think that @King Aurthur is partially right in his assessment below: we need to ensure that our ground-forces are hard-hitting & high-morale... which is why I would like to revisit my Personal Warloard Titan project. (I do have some bonuses in my pocket, and we could dump `Extravagant` and `Rare` quality into this titan to make it really nice.)

I'd like to point out that while ramping up for the final Krork fight is important a whole bunch of them are gonna be raiding us real soon and we need to ramp up for that fight soon.

Plus, if we deal significant damage to their planets their Waaagh field is weakened (making all the stuff we are really worried about like them integrating Crystals and Replicators into Ork's genetic DNA probably take longer), their ramp up speed is lessened, and all sorts of other goodies.

So, while education is real important and useful, it might be better to aim for immediate power ups instead so we can attack them more quickly with more power, and honestly just so we can better deal with their incursions.
The best way to get immediate power-ups is, ironically, to push forward with developing things to boost either our troops or ourselves. As an example, remember our Personal Armor? It's pretty amazing, and we produced upgraded armor for important-people/heroes partially because of what we learned producing it. And we also have our not-quite-Astartes Power Armor for our regular Army.

Remember: ilbgar123 has said (a) that there's a narrative physics in play here, and (b) things run on Rule of Cool -- which is why every faction has giant Mecha and they kick butt. We can use that to our advantage with our personal titan.
 
That's a good point; though I'm less concerned about Electronics and Forging, as they're very much secondary to Education and Psyker in my prefrence, but I'm not opposed to having them be strong/developed.

I think that @King Aurthur is partially right in his assessment below: we need to ensure that our ground-forces are hard-hitting & high-morale... which is why I would like to revisit my Personal Warloard Titan project. (I do have some bonuses in my pocket, and we could dump `Extravagant` and `Rare` quality into this titan to make it really nice.)


The best way to get immediate power-ups is, ironically, to push forward with developing things to boost either our troops or ourselves. As an example, remember our Personal Armor? It's pretty amazing, and we produced upgraded armor for important-people/heroes partially because of what we learned producing it. And we also have our not-quite-Astartes Power Armor for our regular Army.

Remember: ilbgar123 has said (a) that there's a narrative physics in play here, and (b) things run on Rule of Cool -- which is why every faction has giant Mecha and they kick butt. We can use that to our advantage with our personal titan.
so this supports my plan for more AP so we can convert ALL of it to research actions to dump into army research, plus divine education/forging/invention will let us raise previous capped tech levels to the next tier.
 
Honestly, I think 100% of our focus should be on naval matters. Even if we can't get them off of their planets for a long time as long as we can completely destroy their capability of interacting on a naval scale and actually fighting our ships we've won. It'll be a real pain in the ass but we can blockade their planets and prevent them from escaping while periodically bombing them to keep them weak for the next few turns while we slowly exterminate them without much of a problem, our biggest problem is their space stuff.

If we win navally we win everywhere. It will take a while to defeat them on the ground, but if we can make sure we are the only ships in the sky we can't lose. That's why I propose that the only military thing we focus on should be things that work on ship to ship and ship to War Moon level.

Edit:

I think stuff like Giant Robots is a bit of a distraction from the more important matters when we can just slowly wipe all life from the planets from space and just terraform it back to normal afterward with Crystals.

Space stuff is more important, ground combat is a waste of time.
 
Last edited:
@ilbgar123 reminder please but tagging a skill raises the skill cap from what to what again? and do we need it tagged before we can go to the next tier by maxing it out first?
 
1 major->2minor->4 research
basic-advanced-exotic-relic-divine

if my plan goes through we would get this as our AP stockpile this turn as plan will still work as three tagged education will keep shifting upwards and keep training

168 (10 reserved for webway so effective 158) Major 205 Minor (55?) Research
next turn convert uneeded major to minor for skill training, explosion should need 0-3 total depending on how many times we level, if 4 levels gained then explosion cap reached and tags reassigned to psyker which is close to capping as well

turn 17 option plan
so go with worst case and not factor in tag level growth
explosions (3) minor , go to advanced tier, 3 tags move to psyker
electronics (4) minor, go to advanced tier, 2 tags moved to invention
psyker (68) minor to reach divine
move tag to something else
invention (78) minor to reach divine
transfer invention tag to forging
forging (90) minor to reach divine

total minor ap needed = 243 /205+19 major actions
so we would still have 139 free major actions = 556(from conversion) + 55(base) +invention skills+forging skills+perks worth of research actions
then we can boost our rune of self and workshop to divine level for even more bonus same turn after raising skills

we can also max out divine education/forging/inventing/psyker as well in turn 17 as we have more than enough actions if we exchange another 45 major ap actions

primarchs really do grow fast when pressured in combat eh?
 
Last edited:
I keep waffling between a massive increase in education or massive ship building so I think I'll make one in between.

[X] Plan In Between
- [X] Webway Patrol. x10
-- [X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
- [X] Ship building x4
-- [X] Dreadnoughts x4
- [X] Consumption
-[X] Convert 10 major actions to 20 minor actions
 
I will change my vote.

[X] Plan Serras Needs A Education
-[X] Webway Patrol. x10
--[X] Aim for reaching these locations in this order Inwit, Cthonia, Prospero.
-[X] Consumption
-[X] Convert 14 major actions to 28 minor actions
 
Back
Top