An Extra Primarch

Should the Quest switch to a Narrative Base?

  • Yes, it will streamline things.

    Votes: 345 40.5%
  • No, I prefer the current system.

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

    Votes: 379 44.5%

  • Total voters
    851
Then how aren't the orks getting nommed by demons? I am seriously asking her feel free to answer anyone
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog.
 
Hey it seems over whelmingly in favor of Harry is there a possibility of closing polls early if this keeps up
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog
 
[X] Send the whole fleet to intercept the Ork fleet well before it reaches Therog, and have them engage in a running skirmish battle with the enemy, trying to whittle them down over time while using superior agility to maintain the distance as you please. If your Dreadnoughts are too slow to pull this off, leave them around Therog.
[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] At Therog. Put them around Therog.
[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put all of the platforms around Therog.

The whole point is to prevent the Orks from making landfall at Therog. Which means putting all of our static defenses around Therog maximizes their effectiveness as a defense against anything that tries to slip past us.

Also, the Orks' target is Therog. Not Therog II or III. And an asteroid belt is utterly massive. Putting our static defenses anywhere other than Therog (or very close to it) makes no sense, since they would either be spread so thinly as to be totally ineffective, or they'd have a very high chance of just being bypassed altogether.

@ilbgar123 : The whole "Two Lines" strategy doesn't really make any sense. You never divide your fleet like that if you don't have to. In space, bigger guns and missiles have more range, so smaller ships have to come within effective range of bigger ships long before they can even try to harass their enemies. Concentration of force is especially important in naval warfare, for many reasons. If anything, the choice should be whether or not to intercept the enemy fleet far away from Therog or to wait for them at Therog. With the former, it would mean engaging the enemy without the benefit of our static defenses, meaning that we'd take more losses in exchange for thinning out the enemy fleet before they reach Therog. That said, since our ships should definitely be much faster than the vast majority of the Orks' ships (since we have ridiculous amounts of power generation, and much better engineering to boot, and more of our ships' durability comes from their void shields [which are much, much lighter than armor, and thus allows a ship to be more agile], while Orks get all of their ships' durability from armor). Since our shields recharge (while their armor doesn't), our fleet is well suited for skirmishing and kiting the enemy until they reach our static defenses, whereupon our fleet stands its ground and fights decisively. Additionally, mines don't really make any sense in space. Simply put, space is WAY too big for static mines to make sense, and since there's no medium to carry the force of the explosion, explosives have reduced effective range in space. It makes far more sense to simply put those resources and production into more orbital platforms or missile batteries instead (missile batteries are, in fact, the most likely analog to mines. They're "cold" until called upon to launch their missiles at targets within range, and thus difficult to detect, whereas orbital platforms are much larger, actively generate power to power shields and weapons, as well as sensors).
 
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Hmm, I wonder if the other primarchs are going to be given a buff? Since the way we are going the only real equal we would of would be the emperor.
 
Right. We need to be the be-all-end-all-others Primarch.

Since, in the words of Big E, most of Humanity is 'fucking stupid', and all the other Primarchs have various failures and weaknesses. Since the only thing universally respected is strength, we shall be the strongest (nation)!
 
Well, Roboute is going to have 400 worlds under his command, so you aren't going to be the be-all-end-all Primarch.
We since we are near earth are likely going to get noticed and picked up relatively early.
Right. We need to be the be-all-end-all-others Primarch.

Since, in the words of Big E, most of Humanity is 'fucking stupid', and all the other Primarchs have various failures and weaknesses. Since the only thing universally respected is strength, we shall be the strongest (nation)!
We aren't going to be perfect either, we have our own flaws as well that could be our downfall.
 
[X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.
-[X] 10 Cruisers and 30 Escorts to the harassment lines
-[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense

[X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
-[X] Split. Split them between the two worlds.

[X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.
-[X] At Therog. Put most or all of the platforms around Therog
 
[x] SaltyWaffles

With therog 2 not being a target, and our goal being to keep them off the planet, this seems to work best.
 
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[x] SaltyWaffles
Adhoc vote count started by Noname1 on Oct 23, 2017 at 8:35 PM, finished with 75 posts and 23 votes.

  • -[X] At Therog. Put most or all of the platforms around Therog.​
    [X] Orbital Platforms. While they're easier to detect and shoot down, they're able to direct their attacks to specific targets.​
    [X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.​
    -[X] At Therog. Put them around Therog.
    [X] Harry. While you have a large fleet, Orks are nothing if not numerous, which often extends to their ships. Send the detachment to harry them, but avoid getting caught up in a prolonged fight. Limits detachment to 25% of total fleet. Fleet will focus on causing casualties over slowing Orks.​
    [X] Send the whole fleet to intercept the Ork fleet well before it reaches Therog, and have them engage in a running skirmish battle with the enemy, trying to whittle them down over time while using superior agility to maintain the distance as you please. If your Dreadnoughts are too slow to pull this off, leave them around Therog.
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense​
    -[X] 10 Cruisers and 30 Escorts to the harassment lines​
    -[X] Split. Split them between the two worlds.
    -[X] At Therog II. Put them around Therog II.​
    -[X] At Therog. Put most or all of the platforms around Therog.
    [X] Orbital Platforms. While they're easier todetect and shoot down, they're able to direct their attacks to specific targets.
    -[X] Split. Split them between the two worlds.
    [X] Mines. While they can't attack, they're a lot more numerous, and a lot harder to detect and destroy before they can do much damage.
    -[X] 4 Dreadnoughts, 45 Cruisers, and 120 Escorts to the main defense
    -[X] 10 Cruisers and 30 Escorts to the harassment lines
    -[X] Education: General: 40 Perk. Intriguing... Your knowledge opens doors that might otherwise be closed. Provides a +10 bonus to Medicine, Forging, and Combat.
    -[X] Education: General: 60 Perk. I Know Lots of Things! Your knowledge base allows you to make connections most people can't. Provides a +10 bonus to Perception, Electronics, Explosives, Psyker, and Invention Checks.
    -[X] Education: Advanced: 40 Perk. Intellectual. You have the kind of intellect and knowledge that most people simply can't follow your conversation unless you intentionally alter your vocabulary to compensate. +600 to all Checks. Must have Pioneer.
    -[X] Education: General: 120 Perk. Genius. You are quite simply, the mental superior of most people. You can figure things out no one else would ever guess the solution for. +25 to Perception, Electronics, Explosives, Psyker, and Invention Checks. Must have 4 of preceding Perks.
    -[X] Education: General: 140 Perk. Genius Among Geniuses. Even among other geniuses, you are a mental giant. Problems that would stump a genius for weeks, you can solve in minutes. +25 to all Skill Checks. Must have Genius.
    -[X] Education: General: 160 Perk. Supergenius. Even among geniuses, you are a prodigy, a one in a billion intellect. Problems that have stumped scientists for years, you solve in a week. +50 to all Skill Checks. Must have GAG.
    -[X] Education: General: 180 Perk. Mega-Genius. You are a one in ten billion intellect. You solve problems that have left scientists sobbing in despair in weeks. +100 to all Skill Checks. Must have Supergenius.
    -[X] Education: General: 200 Perk. Ultra-Genius. ...You have this strange urge to chant for some reason. +150 to all Checks. Must have M-G.
    -[X] Education: Advanced: 20 Perk. Pioneer. You've begun learning things no human in the sector knows. +500 to all Checks (applies per Skill involved). Must have U-G.
    -[X] Education: Cultural Analysis: 20 Perk. Joiner. You can make people want to join your polity of their own accord. +1 Free Integration action. Requires Cultural Disassembly.
    -[X] Speech: Diplomacy: 160 Perk. Good Reputation. Your reputation makes people more willing to trust your word. Provides a bonus to Speech Checks 5 times Karma. Requires Lenience.
    -[X] Education: Cultural Analysis: 40 Perk. Linking Up. You can absorb polities that aren't much larger than your own with ease. +2 Free Integration actions. Requires Joiner.
    -[X] Education: Seer: 20 Perk. Esoteric Knack. Seeing as you doubt you'll make much progress in altering human souls any time soon, you've turned your attention towards other forms of molding. +1000 to Psyker Checks. Requires Bridge the Gap.
    -[X] Education: Seer: 40 Perk. Esoteric Technique. Your knack is developing into a full-fledged technique for creating things from/using Warp energy, and discovering new ways to do so. +1200 to Psyker Checks. Requires Esoteric Knack.
    -[X] Psyker: Sorcery: 20 Perk. Omni-Manipulation. While not enough to make you an Omnimancer by itself, full mastery of the first tier of psychic manipulation is an important step on that path. +1000 to Combat, Tactics, Medicine, Electronics, Invention, and Explosives Checks. Requires Murphy's Biased Enforcer.
    -[X] Speech: Diplomacy: 120 Perk. Mercy. While many would kill people who'd been trying to kill them, if they aren't unsavageably evil, then you believe you should at least attempt to show them mercy. After all, you're so much stronger than most people, so shouldn't you be responsible about it? Provides a bonus to Speech Checks 4 times Karma. Requires Second Chance.
    -[X] Speech: Diplomacy: 140 Perk. Lenience. Provided they don't worship Chaos, they have a place in civilization. So, you'll be lenient towards conquests. Provides a reduction in discontent and insurrection among conquered worlds, and a more minor one in your polity. Requires Mercy.
    -[X] Bank 10 perks
 
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