- Location
- Tarn-Vedra
[x] Plan Guardian
I'm apparently just unable to add numbers together - I'll remove that note in the post, heheh.Not seeing where I've overspent... 30 5th gen plus 2 4th Gen is 40. Isn't it? 30 + 5 + 5 = 40. unless I've just... completely forgotten something.
Any errors I made regarding what level the cities would be should be attributed to me not remembering my own systems (again). All those changes I'll note and make some edits.Actually I intended to build the Level 2 in the defensive spot, and 3 Level 1 Cities, so that we would get the actions from the cities next turn, instead of in 2 turns. However, since I put 1 more action than needed on the defensive city, I'll move one of its actions so that there will be 2x level 2 cities and 2x Level 1 cities. Additionally, since our cities are tough enough to weather Ork Artillery decently, I am going to switch from city shields to Omen Class Mortars. Finally, I'm removing Loquatl spawning and 10 Slann power from the offensive campaign so that Mazdamundi can teach Geomatic rituals to 10 4th gen slann
Ah, alright.Minor clarification: I hadn't intended the 1,115 Slannpower relic priests to do the Relic Vaults, but instead to do the tech research, but I realize now that I put in Equipment instead of Technology. This would give us a large amount of technological research, but with random results, with only a handful of possible outright bad results. (IMHO the worst result would be Engines followed by VIEST, just for the sheer level of spite the dice would be showing us.)
You can do this, yes! And lemme see... yeah no, that's about it in Enigmas. Closest thing to it would be VEIST, but that still counts as Technology.Wait @Xantalos you previously said that when consulting Relic Priests, if we close out a category we can choose to have the overflow go to another category. Is this still true? Also, is there anything aside from the Stone currently in the Enigmas category?
Ah, cool! I'll make some edits to me post.Alright, the actually final version of the plan! I've made a few changes from the above effortpost, sorry Xantalos. I'm removing They're In The Trees and the unnecessary Invoke the Serpent in favor of founding a Level 2 City to be completed next turn. I've also moved the now extraneous Slann to the mega-tech-research. There is one place that might see a final edit depending on how Xantalos responds to the above question, it's just a minor way of squeezing out a couple more slannpower, and is marked as ALT in the plan.
Given that I was denying "[hoping] to deal with orks in one turn without Mag 3 ritual," you are misinterpreting my words to an extent that makes me you're actively cherrypicking to mine for quotes that discredit.Now you will know:
[Quote1]
You, after turn 9, supposes we might, in 2-3 turns, perform 2500 slannpower research. With our current slanns, we can't do it in one turn.
[Quote2]
You again. Thinks we'll have 450 slannpower to spare for Stone research during 11-th turn.
I think this may be learning the wrong lesson. Killing warbosses didn't work once the orks (thanks mostly to Orkfred Nobel who was on the northern continent at the time) hit the industrial age, because the orks weren't under enough external pressure. Without external pressure, there's nothing to 'punish' the orks for fighting among themselves, so they do as you describe: spore harder and tech up.Yeah, the bold bits, thats terrible. Thats is literally the worst possible action we could take right now. This entire shitshow has escalated to this point because we've been assassinating bosses, letting the orks fight among themselves, which just caused their spoors to propagate harder, and advanced their tech level.
One good piece of news is that the Ayacmanik are actually very well suited to clear ork spawning grounds. They have lots of little critters that can go after the spores, and they compete with the ork ecosystem instead of just trying to burn it back like we do. If you look at the map, the Ayacmanik actually made some headway against Urdgob this turn, probably by exploiting the disruption caused by our arrival and by the Thunder Lizards.@Simon_Jester has the right idea in doing a single assassination to fully unite the orks under a solitary Warboss, that brings the united WAAAGH! Field on him, and if we kill him a Duel, NOT an assassination, that will break the WAAAGH!! and let us start running down the orks as they scatter to the winds. It won't be a War Ending win, we don't have enough lizardmen to hunt down the orks before they manage to regroup, but can still butcher them in mass and do it all again from a much stronger position as we take their formally occupited territory and clear out their spawning grounds.
I mean.Edit: Unrelated to the above, but I don't want to double post, anyway I'm not gunna make a plan for this turn. I've been trying to set something up for the last hour, and while the Slann Assignments and City Actions are mostly easy, planning for the battle phase is to micro management heavy for me to enjoy planning it. I can do all the stuff we've been doing, research, setting up new cities, setting up defensive lines in general, throwing Tenninhuan at purging the orks spores ect, but having to manage the lizardmen numbers and write in battle tactics for everything is really something that just murders my enthusiasm. Plus going by the last several turns any plan I make is either not going to win, or just be copied and modified to fit someone elses preference, so I don't see the point.
Yes and no. It's listed in the "War Plan" part of the plan, but not the "Military slannpower" part. I'll be doing another editing pass tonight anyway, though.Since voting, apparently, started already, I have to remind @Simon_Jester about second ritual. You forgot to add it in your plan.
My own plan to address this is to kick the guts out of Gardakka's territory and attack and take part of it with a limited offensive, weakening him. If Urdgob were left alive, there'd be a good chance of him quickly overcoming Gardakka and uniting the orks, but if Urdgob is dead, Gardakka will be weakened and in a bad position to unite the orks himsef- he may even be dead, since we know geomantic rituals CAN kill warbosses now.It takes time for orks to sort out their leadership issues because they're only goal is being the strongest and getting into fights, so every ork leader tends to think they're the best contender unless someone else is manifestly so or already at the top. Yes, we won't be able to completely wrap up all the orks before they start consolidating again, but our current situation is because of previous assassination's fracture the ork command structure and them not yet sorting it out. If anything assassinating only one of the Bosses is the more dangerous route, because there's every chance that the remaining Boss rapidly subsumes the now leaderless force by virtue of already being heavily dominant.
Uniting Gardakka's forces with Urdgob's results in a Waaagh makes our job harder, not easier. You realize that if they come together the combined Waaagh will be larger than all of the other forces we faced last turn taken together? Last turn we faced off against approximately 82 million orks, this turn we'll face off against a total of 143 million. It'll take time to find and isolate the remaining Warboss long enough to duel him and shatter the Waaagh, time in which we will be taking casualties.
Those will be casualties we didn't have to take.
I'd support this strategy if I wanted to pursue a full-on offensive rather than just tanking the ork counterattack and launching a limited counter-counterattack of our own. As it is, I want to hold off on a full offensive until we have the new machine guns and mortars fully rolled out to our military.Assasinating first and then moving it has a much better chance of resulting in us taking minimal casualties and being able to properly secure ork territory in the aftermath as opposed to fighting an enemy in their strength head on (I mean I don't expect a united Waaagh or its Warboss to be an easier fight, do you?).
Eh. I'm already planning to trash Gardakka's territory heavily. He'll be trying to unite the orks while operating with a greatly diminished force that's under attack from literally all sides. Even if he manages it, it's not gonna be easy for him, and the combined ork forces will still be relatively weak.Actually yeah @Simon_Jester I agree with Koraan mostly but especially regarding the assassination given each warbosses preferred tactics.
-Gardakka Worldhamma stakes his claim. As his name implies, Gardakka employs a hefty amount of artillery, explosives, and aerial bombardment in his campaigns. He supplements this with a hefty amount of decently-equipped footsloggers, making him one of the leading contenders in the battle between the orks
-Urdgob Noseskorcha. To combat the encroachment of the Mochantian jungle, Urdgob's forces equip a large arsenal of flamethrowers, napalm bombs, and toxic gases, the better to kill biological forces with. In addition, his baseline forces are the most proficient of the orks in melee combat, often found wearing heavy metal or hide armor and wielding large weapons.
We can handle Urdgob's flamethrowers, gasses, and Infantry ALOT better then we can handle Gardakka's Artillery, explosives, and areil bombardment even with the upgrades from this turn. If we're gunna assassinate someone it should be Gardakka.
Uh... okay? I'm actually fine with that tweak; I actually threw in ulgu because I thought you wanted it in the first place, man.Also I'd argue Ashqy Priests over Ulgu ones. Yeah the Fog God is going to be a thing at the end of the turn, but frankly I'm not that interested in whatever synergy that might give, or the assassination bonuses because we don't need it as much. We need more literal fire power, to help burn out the ork ecosystem, and it would help give our lizardmen cover from Urbgobs flamethrowers.
I was planning to squeeze that in on another editing pass.Also, I think APCs are pretty decent, their really cheap and seem like a good way to keep our guys up, but its not a major thing for me.
Alright, the last edits are made to the plan and it's now officially done for good.I'm apparently just unable to add numbers together - I'll remove that note in the post, heheh.
Any errors I made regarding what level the cities would be should be attributed to me not remembering my own systems (again). All those changes I'll note and make some edits.
Ah, alright.
You can do this, yes! And lemme see... yeah no, that's about it in Enigmas. Closest thing to it would be VEIST, but that still counts as Technology.
Ah, cool! I'll make some edits to me post.
Effectively, yeah. They're like Solar Engines in that they're more powerful but also rarer in areas of lower geomantic concentration. So for the moment, Monument Cannons will be more common, but Tempest Prisms can basically make a significant area of sky pretty much denied for enemy fliers.Dunno if this has been asked before but @Xantalos What's the difference between Tempest Prisms and Monument Cannons? Is Tempest Prisms just a superior type of AA?
We researched the Shields last turn and I don't think there was any particular lack. But, just to confirm, @Xantalos; if we research the mortars and rapid-fire weapons (and other such direct equipment upgrades) this turn at what level of commitment of forces would we need to be concerned about not having them sufficiently available (2 million Lizardmen? 1 million? 500k? 3 million? 4 million?), if at all?I'd support this strategy if I wanted to pursue a full-on offensive rather than just tanking the ork counterattack and launching a limited counter-counterattack of our own. As it is, I want to hold off on a full offensive until we have the new machine guns and mortars fully rolled out to our military.
I'm pretty sure we didn't have enough to go around; some of our units were caught out in the open by the artillery, and this was happening enough to get called out in the narration in the war turn posts.We researched the Shields last turn and I don't think there was any particular lack.
You'll be okay regardless of your force deployment, especially if you wait for a ritual to fire before you march - the other cities can make up the slack for those cities that are busy doing war stuff.We researched the Shields last turn and I don't think there was any particular lack. But, just to confirm, @Xantalos; if we research the mortars and rapid-fire weapons (and other such direct equipment upgrades) this turn at what level of commitment of forces would we need to be concerned about not having them sufficiently available (2 million Lizardmen? 1 million? 500k? 3 million? 4 million?), if at all?
That wasn't so much due to lack of availability so much as because your shields are projected through Arcane Engines/Engines of the Gods, and those aren't yet common enough to be able to cover all your forces. Only way you can have proportionately more of those (aside from various miniaturization techs and whatnot that'll come later) is by having more power to go around, ie mag 3 web.I'm pretty sure we didn't have enough to go around; some of our units were caught out in the open by the artillery, and this was happening enough to get called out in the narration in the war turn posts.
My Brain: 7*25=150. The error has been fixed.@notanautomaton I think your numbers for how many lizardmen the Slann spawn are wrong.
According to my calculation, you have 310 Slann Power dedicated to spawning lizardmen, which should be enough to spawn 620,000 Saurus, 1,240,000 Skinks, and 124,000 Kroxigors
Also, edited my plan to double the number of skinks and kroxigors (Ratio of 5:5:1 of Saurus:Skinks:Kroxigor)
...how even - this has got to be because of all the temporary threadmarks I've deleted or something. Lemme just move that to where it should be real quick...... lol turn 11 plan analysis is between turn 7 and turn 7 results.