What should your focus for the rest of the Quest be?


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Oh. I thought each founding could only have 1k max.
As with everything it depends. The usual chapters without the clout of first Founding chapters and those lime them? Yeah, they usually hold to the legal limit.

And then there's the rules lawyers like the Black Templars (i.e. a crusading chapter does not need to adhere to the limit since they would presumably be taking significant casualties... the Black Crusaders are on a perpetual Crusade).

And the Dark Angels descent chapters which are basically a Legion masquerading as individual chapters as they maintain a command structure in secret where all Dark Angels descendant chapters will alot into command under the Dark Angels chapter.

Plus the Space Wolves, who if we go with their minimum known ship numbers has enough Battle Barges and Strike Cruisers to support and fully deploy 5400 Space Marines (they have a minimum of 8 Battle Barges and 30 Strike Cruisers).
 
Thing is, Tau were never that Good to begin with. They were always a strict caste society and explicitly forbid the mixing of said castes.

So you didn't need the Ethereal mind bullshit, just write a story about starcrossed lovers from different castes ending up in reeducation because caste mixing is a big no no.

No retcon required.

Yeah, the tau work as being like, normal colonizing empire levels of evil. GW does not need to keep hamfistaingly adding "oohhhh secret new evil!" to them. Personally, I think the tau would have been a great way to explore more subtle evils like systems that are technically species blind but give tau such massive advantages that its near impossible for anyone else to get promoted, or arrogantly dismissing major concerns of vassals, that sorta of thing. Though that would need GW fans to be able to do things like understand subtle or that people can be evil without being genocidal monstesr.

This and that are two different scenarios. The Kil'drabi put their ship colonies, that were severely out of date, on the lines to defend us. The Yeeni wants to, quote, 'bring the fight against those who caused them so much pain and death.'

That reasoning, while understandable, isn't what I would consider worthy of becoming Kin.

oh sure, it won't be enough on its own, but it will be a step down a path already walked. It could speed up the conversation about making them Kin or not. I do like the idea of making them mostly tankers, means we avoid the risk of them ending up as canon fodder and it incentivise working closly with other units.
 
I do like the idea of making them mostly tankers, means we avoid the risk of them ending up as canon fodder and it inctnies working closly with other units.

[] Create The 1st Protectorate SAG
-[] 2x Heavy Tank Units, x1 Heavy Mechanized Assault Unit, x1 Medium Sabotage Infantry Unit
That, and I think Assault and Sabotage units could work for them, based on thinking of "how would anthropomorphic space Hyenas fight?"
 
Say what's the difference between light, medium and heavy units?
Basically, it's a matter of Effectiveness vs Logistics. Heavier units are generally more effective, but more limited in how long they can operate in the field, especially without a steady supply line. Meanwhile lighter units aren't as great, but can make do with less. Then you have mechanized units which also boosts an infantry unit's survivability and mobility, but also increases their logistical tail and limits their effectiveness depending on the terrain (I.e great on flat plains and deserts, not so much in swamplands and mountains).
 
Basically, it's a matter of Effectiveness vs Logistics.
Then you have mechanized units which also boosts an infantry unit's survivability and mobility, but also increases their logistical tail and limits their effectiveness depending on the terrain (I.e great on flat plains and deserts, not so much in swamplands and mountains).
So spider tanks, they good in mountains and more vertically challenging terrain yeah?
 
So spider tanks, they good in mountains and more vertically challenging terrain yeah?
Yep, that is an advantage that walkers have over regular tanks in that they can be used in terrain that tracked or wheeled vehicles would have more difficulty in, at the cost of them being generally slower and likely a mobility kill (having a leg blown off) would be more crippling to them and harder to repair than tracks or wheels.
 
Huh, kinda surprised how easily our fleet styled on the Neonite fleet. Then again, we had a lot of prep for this and they were coming in essentially blind and dumb.

Honestly, I think the Neonite morale trait is actually kinda terrible..? Sure it'll keep them from breaking completely, but at the point where it would proc, shit has probably already hit the fan and they're just doubling down on a bad hand. Wasteful.

...which I guess tracks when it comes to the Imperium.

Anyway, I'm all for the the Yeeni getting some sort of combat role. Probably second line, but I might be willing to vote for them being in a mixed SAG.
 
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Huh, kinda surprised how easily our fleet styled on the Neonite fleet. Then again, we had a lot of prep for this and they were coming in essentially blind and dumb.

Honestly, I think the Neonite morale trait is actually kinda terrible..? Sure it'll keep them from breaking completely, but at the point where it would proc, shit has probably already hit the fan and they're just doubling down on a bad hand. Wasteful.

...which I guess tracks when it comes the the Imperium.

Anyway, I'm all for the the Yeeni getting some sort of combat role. Probably second line, but I might be willing to vote for them being in a mixed SAG.

Yeah, the more I think about it, the more I realize that activating that was the Worst decision they could have made in that position. If they actually allowed for retreat, the odds of us getting every one of them was slim to none, and they'd come back with critical intelligence that would likely trigger an immediate large scale deployment of any reserves they might have had here, which likely would have made our next moves much nastier.

Instead, not only did they commit to battle, but they shot everyone who might have even thought about falling back, guaranteeing that their replacements wouldn't dare consider it. It's a good move when the scales are balanced and a surge of performance right that second might be decisive, or when you're going to lose but if you dig in, you might manage to bloody the other guy's nose, but when you're already in checkmate, it's just a good way to make your losses even more catastrophic. Tactically and strategically.

Now, that entire fleet got stackwiped, we're going to have up to date intel on their territory and likely their overall strength and disposition, and they're completely clueless that we have a crack mobile force ready to let them have a Very Bad Time Indeed while their own mobile force and veterans just got wiped from the face of existence.

The funny thing is, I don't even think they can choose whether to activate it or not. I think it just automatically activates the first time they're about to fail a morale check, they pass it at the cost of making their odds of winning even more lopsided. Great against a surprise terror attack (Which is honestly not a bad thing when a decent number of your enemies aren't great on a unit to unit basis but very much are about dishing out Morale Shocks), but absolutely garbage against another disciplined force who can punish you for doubling down.

The most important thing of all, is that we know about this now. Is that the Dogmatic Votary Trait? It interacts directly with their Adherent Trait and turns it to a liability in exchange for a single Crit Success converted from a failure or Crit Failure on Morale. Either way, just knowing to account for it right around the time we're about to properly expand our options is great.
 
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Instead, not only did they commit to battle, but they shot everyone who might have even thought about breaking. It's a good move when the scales are balanced and a surge of performance right that second might be decisive, or when you're going to lose but if you dig in, you might manage to bloody the other guy's nose, but when you're already in checkmate, it's just a good way to make your losses even more catastrophic. Tactically and strategically.

The best part of this? It's completely thematic with the Imperium. Their sheer rabies induced zeal to fight past all sanity has tipped the scales in their favour, it does close the gap and can put a finger on the scales, but when the imperium loses, their inability to reassess causes them to through good after bad.
 
Technically speaking she's in heaven with the star child because of use having Dirge for the Innocent.

If a small blonde child named Tanya shows up to join the military, I advocate we improve our mental therapy in our federation, then let her join.

Realistically, a small blonde child named Tanya isn't going to show up in the military because she's going to actually get honest work as a paper pusher. Finally, she's escaped Being X's clutches and can do what she does best.

She might try to volunteer though and be told "You are a literal small child, no, what else can you do"
 
The best part of this? It's completely thematic with the Imperium. Their sheer rabies induced zeal to fight past all sanity has tipped the scales in their favour, it does close the gap and can put a finger on the scales, but when the imperium loses, their inability to reassess causes them to through good after bad.
That depends on the commander. That's why the Imperium becomes a lot scarier when someone good or even just competent is in command.
 
Realistically, a small blonde child named Tanya isn't going to show up in the military because she's going to actually get honest work as a paper pusher. Finally, she's escaped Being X's clutches and can do what she does best.

She might try to volunteer though and be told "You are a literal small child, no, what else can you do"
Tanya: the god emperor is a false idol and wasn't with me, 4 exalted greater daemons are offering me power
Candle keepers: we can give hugs, chocolate and good food? There's also an open position in the administration with decent wages and we're asking our ad mech to research on making good recaf. Vacation days are mandatory and we support our workers.
 
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In planning, we should consider this from the Neon perspective.

Tanya set out with presumably the entire warp-capable fleet in this sub-sector, and from their point of view is probably busy conquering us.

The more we keep them in the dark, the harder they'll find it to respond. So if we attack, we should focus on cutting communication and getting inside their decision loop.

And I do mean IF. I would like to seriously consider doing nothing but building up for a couple of turns while the Neons wonder what the hell happened. Get military 5, some research, integrations going. We know they don't have any more forces free and we can build tall instead of spending a half-dozen actions conquering the neons and then have to fight whatever chaos they're currently serving as ablative armor for.

And if they do rebuild and attack us in four turns or whatever we'll have more and better ships then. I also really really want to research better fighters and bombers.
 
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[X] Create The 1st Protectorate SAG
-[X] 2x Heavy Tank Units, x1 Heavy Mechanized Assault Unit, x1 Medium Sabotage Infantry Unit
—[X] Allow Human and Kil'drabi volunteers to also be part of the SAG.
 
You know, I am kind of sad Tanya died. It would have been hilarious if the heretic empire she thought was worse then the Imperium ended up being the actual nice guys.

[X] Create The 1st Protectorate SAG
-[X] 2x Heavy Tank Units, x1 Heavy Mechanized Assault Unit, x1 Medium Sabotage Infantry Unit
—[X] Allow Human and Kil'drabi volunteers to also be part of the SAG.
 
In planning, we should consider this from the Neon perspective.

Tanya set out with presumably the entire warp-capable fleet in this sub-sector, and from their point of view is probably busy conquering us.

The more we keep them in the dark, the harder they'll find it to respond. So if we attack, we should focus on cutting communication and getting inside their decision loop.

And I do mean IF. I would like to seriously consider doing nothing but building up for a couple of turns while the Neons wonder what the hell happened. Get military 5, some research, integrations going. We know they don't have any more forces free and we can build tall instead of spending a half-dozen actions conquering the neons and then have to fight whatever chaos they're currently serving as ablative armor for.

And if they do rebuild and attack us in four turns or whatever we'll have more and better ships then. I also really really want to research better fighters and bombers.

This was not them going All In, this was a disgraced commander getting geared up for a penitent crusade. Enough forces to probably win, not enough to threaten the core. And it has been suggested that they're clashing with Alpha Legion agents on another front too.

We absolutely need to strike while the iron is hot now.
 
The funny thing is, I don't even think they can choose whether to activate it or not. I think it just automatically activates the first time they're about to fail a morale check, they pass it at the cost of making their odds of winning even more lopsided. Great against a surprise terror attack (Which is honestly not a bad thing when a decent number of your enemies aren't great on a unit to unit basis but very much are about dishing out Morale Shocks), but absolutely garbage against another disciplined force who can punish you for doubling down.

The most important thing of all, is that we know about this now. Is that the Dogmatic Votary Trait? It interacts directly with their Adherent Trait and turns it to a liability in exchange for a single Crit Success converted from a failure or Crit Failure on Morale. Either way, just knowing to account for it right around the time we're about to properly expand our options is great.
If its automatic, some Song to attack their morale would be very handy.
 
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