Blood, Sweat, and Tears (WH40k Design Bureau)

Even with all the rebuilding we have to do both now and from before, I'd be highly tempted to make that offer if they'd take it.
 
Even with all the rebuilding we have to do both now and from before, I'd be highly tempted to make that offer if they'd take it.

Right, so, I have WoG that if we approached Bagalog with a diplomatic action (Like the free one we just got) for an exchange of, and I quote, a "Martinet Hull for as ruinous a raid as you can manage on Incleon" that they would take it.

Results May Vary, however, since neither we nor they can guess how that would go, but they'd give it the old college try. This is what I personally would want to invest our Free Diplomatic Action on, but heck, let's have a discussion.

What else can we do right now, diplomacy wise?
 
Okay...using that particular diplomatic tactic makes sense. One, Incleon needs to burn as much as possible, as soon as possible. If we let them build up too much more, a raid might become very costly indeed. Even if this raid only weakens Incleon, that's an opening for the future, when we're in better shape to finish the job. We could try going to Gehault instead and offering a larger portion of the maintenance they need to get them to take a stab at it, but I think Bagalog might be the better idea.

The second point on why I'd go with asking Bagalog to try this is that they are a potential rival in the future, or relations between us might break down. At which point, if they lose ships, or take significant damage on this raid, it weakens them then, because they have to replace or repair ships. That gives us more time to work with for preparing, just in case. They will also have to spend resources on finishing this light cruiser hull. A hull now, for them doing their absolute best to scorch Incleon to bedrock if it's within their power...that's a bargain we're not in a position to refuse.

Thirdly, if we leave Incleon without retaliation after this, they are going to try again. Possibly several times. Right now, we need to repair, fortify the Calavar system as heavily as possible, clear away as many greenskins as we can, and only then will we be able to spare time for Incleon. In that period, who knows what they'll be able to prepare? I certainly don't want to know. Bagalog is in a somewhat better position to take a stab at this particular campaign. We have two enemies, and we do not want Incleon doing what the thrice-damned Orks did due to being given any time to build up at all. We've seen where that leads, unfortunately.

I'm not sure about alternate diplomacy options, but this option is extremely tempting in its own right. It saves us resources, potentially costs a rival resources, and should lead to the annihilation or weakening of a significant enemy industrial base.
 
Okay...using that particular diplomatic tactic makes sense. One, Incleon needs to burn as much as possible, as soon as possible. If we let them build up too much more, a raid might become very costly indeed. Even if this raid only weakens Incleon, that's an opening for the future, when we're in better shape to finish the job. We could try going to Gehault instead and offering a larger portion of the maintenance they need to get them to take a stab at it, but I think Bagalog might be the better idea.

The second point on why I'd go with asking Bagalog to try this is that they are a potential rival in the future, or relations between us might break down. At which point, if they lose ships, or take significant damage on this raid, it weakens them then, because they have to replace or repair ships. That gives us more time to work with for preparing, just in case. They will also have to spend resources on finishing this light cruiser hull. A hull now, for them doing their absolute best to scorch Incleon to bedrock if it's within their power...that's a bargain we're not in a position to refuse.

Thirdly, if we leave Incleon without retaliation after this, they are going to try again. Possibly several times. Right now, we need to repair, fortify the Calavar system as heavily as possible, clear away as many greenskins as we can, and only then will we be able to spare time for Incleon. In that period, who knows what they'll be able to prepare? I certainly don't want to know. Bagalog is in a somewhat better position to take a stab at this particular campaign. We have two enemies, and we do not want Incleon doing what the thrice-damned Orks did due to being given any time to build up at all. We've seen where that leads, unfortunately.

I'm not sure about alternate diplomacy options, but this option is extremely tempting in its own right. It saves us resources, potentially costs a rival resources, and should lead to the annihilation or weakening of a significant enemy industrial base.

The other diplomatic stuff that I can think of is maybe also doing officer exchanges with Yttreum. They DID just help save our bacon and binding them closer to us can't be anything except helpful. Either that or allow them to send students to us so that they can learn how we construct things, as unhelpful as that might be with their limited amount of construction means. Still, it hurts me a little bit to see all those Spatha Hulls that we have been giving them have such poor armaments.
 
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It has been an achievement for the Crusade to have gone from strength to strength as it cut back the threats of the Subsector. Casualties among the ground forces have been limited to moderate losses among single formations by reserves and limited enemy strength.
This was no longer the case.

The broad offensive against the Crusade's northern border split the Admiralty's attention too many ways. A situation that was made worse by the typical difficulty in tracking Ork fleet strengths. Simply put there was nothing else to assign to the Homnan region. Their purpose was always to be a buffer zone and so the Admiralty decreed that their deaths would buy the time needed to achieve results elsewhere, against greater foes.


To most of the Homnan garrisons the arrival of the Orks was signalled by the presence of deorbiting Rok transport "craft" and the regular volleys of anti-orbital missiles from those positions lucky enough to possess them. These missiles may be weak, by the standards of void warfare, but the Roks were merely metal rich masses hollowed out and made mobile. Gouges were torn from their brittle surfaces as they reduced their speed to velocities safe to lithobreak from and sometimes they formed a critical weakness.
The first landings of the Orks were done with the burning contrails of a destroyed Rok in the skies above as the more intact hammered into the ground to spawn howling blast waves.

[Combat Initiated

Ork Forces:

21x Ork Attakk Ships
5x Ork Terror Ships
2x Ork Stormerz
4x Ork Roks

36x Ork Warbands
4x Stompa Mobz


Friendly Forces:

1st Garrison Army Group, 2nd Garrison Army Group, 2nd Line Army Group:
-3 Orbital Defense Armies
-4 Defense Armies
-4 Infantry Armies
-1 Bridgehead Army
-1 Siege Army
12x Militia Armies

Minor Dark Star presence]

In the lead up to this campaign much of the population of the Homnan region had been evacuated to safer locations behind the front lines. Their noncombatants packed up and shipped out along with what little heavy industry they had produced in the time since their liberation. What was left behind were the volunteers, the militia,who would not abandon their worlds to defilement by aliens without a fight. Poorly armed but with experience fighting feral Ork populations, they stood ready to bulk out the defensive lines.

Over the heads of the incessant infantry battles as Human infantry held back or were swamped by waves of hollering Orks a second battle was fought. Entrenched artillery meant to wear down and crack open the walls of fortresses and Hives engaged the tottering, shuffling war machines of the Orks in vicious gun duels. Wavering beams of force, spheres of restrained energy, and comparatively simple atomic munitions lashed at the reinforced casements of the Human artillery as secondary weapons cheerfully traded fire with the infantry in the path of the feats of mechanical necromancy. Often, spearheads of Ork superheavy walkers were targeted by the ballistic missiles of the strategic weapon arm of the Crusade military. Something they were well suited for and entire clusters of poorly made walkers disappeared behind the accompanying fireballs of atomic weapons, to be released as broken ruins from the effects of their own failing systems.

The Orks were not deterred by these displays of violence. Megabommers and fighters swept through the sky to try and catch the Human missiles and pound the launchers (or any other particularly inviting target really) into scrap. Worse was the revealed capabilities of the rotund and bristling corvettes in orbit as Mega Armoed Nobs appeared in secure areas without warning to dispense uncontrolled violence upon all in reach. More than once this resulted in strategic weapons being detonated in their launchers after Meks attached to these parties subverted the devices to break the fortresses that had protected the defenses.

The only saving grace for the Humans was the unreliable nature of the Ork transports. The Roks once landed were difficult for the Orks to repair for further transit. Of the five worlds in the region, three had fallen, their garrisons annihilated to the last child by laughing Ork hordes in barbaric feats of ccruelty. Another was the subject of brutal sieges as the remaining soldiers fought to save enough land to feed their remaining soldiers and industry. The last was nearly untouched, subject to mere raids by opportunistic and foolishly eager ship kaptins carrying their own mobs and pieces of warbands fresh from successful conquests.

Of interest were the ships sent by the Alignment who kept the Ork armada sufficiently distracted that they did not have the inclination to shoot or ram the Human defenders from orbit in spite of the minor firepower arrayed against them. During one of these attacks a previously hidden Alignment ship managed to seize one of the Ork teleportation ships after the nominal protectors had been lured away and its complement sent dirtside.

[Combat Result: Slow Defeat

Ork Losses:

1x Stormer
2x Terror Ships
2x Attakk Ships
2x Roks
14x Ork Warbands
2x Stompa Mobs


Friendly Losses:

2x Dark Star corvettes

2x Orbital Defense Armies
2x Defense Armies
1x Infantry Army
1x Bridgehead Armies
9x Militia Armies]
 
We knew this deployment was likely to be essentially death for our men. But at least they managed to cut down the number of Ork ships and are distracting the Orks in Homna. As sad as it is. They are dying well. Hopefully we can go save what's left if we've managed to break the Orks at Uniary.
 
Everyone: "Pfft, we can do better than the corrupt, decrepit Imperial Guard/Navy!"
Also Everyone: "Right, you all go die just to buy time for us to do more Important things elsewhere."
 
We knew this deployment was likely to be essentially death for our men. But at least they managed to cut down the number of Ork ships and are distracting the Orks in Homna. As sad as it is. They are dying well. Hopefully we can go save what's left if we've managed to break the Orks at Uniary.
Out of 32 starships, they just lost 7. If the Dark Star forces can keep the same level of commitment that allowed for this, which on it's own is admittedly a big IF, this actually bodes well for us. Now, if only we weren't split into THREE fronts.....

Everyone: "Pfft, we can do better than the corrupt, decrepit Imperial Guard/Navy!"
Also Everyone: "Right, you all go die just to buy time for us to do more Important things elsewhere."
If you live long enough you'll become the villain Imperium?
 
Everyone: "Pfft, we can do better than the corrupt, decrepit Imperial Guard/Navy!"
Also Everyone: "Right, you all go die just to buy time for us to do more Important things elsewhere."
Story of the Imperium where the only true currency of worth is the blood of martyrs.

Which funny enough we are essentially going through in microcosm.

Edit: On the plus side, this proves the worth of orbital defense armies. If we had like, 4 more defense army groups dumped on Homna we'd probably have killed a bunch more Ork ships and armies and held most of the worlds.

Also, being down our ability to finish the Audacity is hurts so much.
 
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Everyone: "Pfft, we can do better than the corrupt, decrepit Imperial Guard/Navy!"
Also Everyone: "Right, you all go die just to buy time for us to do more Important things elsewhere."
Honestly, personally, it'd be pretty damn useful to have the imperial guard and or navy show up, we could use the help. But then, that's why getting into a position where they can show up is a win condition...
 
Honestly, personally, it'd be pretty damn useful to have the imperial guard and or navy show up, we could use the help. But then, that's why getting into a position where they can show up is a win condition...
It is a peeve of mine when people accept the meme that the Imperium is backward and incompetent. Despite it's longstanding success by dint of existence at the top of the galactic pecking order.
 
My apologies for the delay. I was going to update last weekend but found the opportunity to replace my dying computer with one that can actually play the stuff in my Steam library.

...Which may or may not bear different fruit to see if taking a break from my by far most successful work gets me back into the swing of things. As it is Roguetech (a BattleTech mod, leading to me looking at a vaguely similar Design Bureau game) and Geheimnisnacht (CKII mod that converts it into Warhammer Fantasy, giving me the opportunity to do a... Hearts of Iron and Trent01 quest inspired quest) eating my time.
Plus being on swing shift when I like to write on my phone before falling asleep.

Side note, I am planning on doing a post game Design phase to represent the boondoggles and pride/pet projects that were languishing in favor of more immediately useful things. So keep that in mind. You want to have tried designing a Capital scale carrier? Do it. A type of power armor that isn't bottom of the bin? Probably too useful but eh, wot da zog. Naval armies? But of course (may or may not be usable on moltenworlds as well because Science). Megabombers? Sounds fun, let's get started. Shielded carrier antiaircraft land battleship with anti-orbital defenses? Sign me up because that's the sort of dumb thing I am looking for.
 
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So.....such things like....this?

Iron Sky Kinetic Kill Weapon: Orkish "teknology" is an affront to the Omnissaiah, but even that mockery can lead to interesting ends. Much the way a "shoota" is almost a deliberately warped image of the blessed bolter, the Iron Sky is intended to be a more blessed and sanctified version of an ork Rok. Massive engines at the rear of an even larger slab of armor and piloted via servitor, the Iron Sky is intended to punch through orbital defenses via sheer toughness and then slam into a target at high speed, shattering void shields and hardened fortifications using applied physics. Racks of drop pods shielded by armor slabs complete this "Imperial" Rok, launching before the terminal phase of flight, landing troops to take advantage of the damage and chaos inflicted by the impact; a rain of steel to follow a thunderstroke. The cost of building even a merchantman sized version of the Iron Sky system and the single-use nature make this unlikely to leave the design boards. let alone prototype testing. Sending the plans anyway to the Death Korps of Krieg is discouraged due to the high likelihood of their taking the design seriously and calling for yard space to be dedicated to their use.
 
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An intermediate scale super-lander, yes. As you do have to take into account the fragility of the Human form even after its period of accelerated evolution since the species achieved spaceflight.
 
Alright, as a bit of a tank nerd, I'm going to put this here

[Abram-Pattern Main Battle Tank: A modernized version of an ancient terrain design dating before the Dark age of Technology, the Abram's powerplant has been replaced with the Multi-Fuel HL230 of the Leman Russ. The ancient composite armor has been replaced with a modern alloy of plasteel and ceramite. The new armaments now consist of the modern 120mm Battle Cannon of Leman Russ fame, as well as a coaxial Bolter. It also boasts a pintle-mount that can carry dual linked boltguns, an autocannon, or a lascannon. The old sensors have also been replaced with a modern auspexs system.]
 
[Abram-Pattern Main Battle Tank: A modernized version of an ancient terrain design dating before the Dark age of Technology, the Abram's powerplant has been replaced with the Multi-Fuel HL230 of the Leman Russ. The ancient composite armor has been replaced with a modern alloy of plasteel and ceramite. The new armaments now consist of the modern 120mm Battle Cannon of Leman Russ fame, as well as a coaxial Bolter. It also boasts a pintle-mount that can carry dual linked boltguns, an autocannon, or a lascannon. The old sensors have also been replaced with a modern auspexs system.]
Insufficiently Crazy for the post-game Design phase, unfortunately, if you are just going to make a cut-rate Leman.
 
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