Blood, Sweat, and Tears (WH40k Design Bureau)

Sending just 2 armies to Balliafax is a bad idea. How many armies do we have?

The enemy has at *least* 4 armies on planet. We only have two damaged garrison armies there. Just having a equivalent force is a bad idea. We need to crush the heretics there preferably within this turn. Not let it remain a slog.
They have 4 Infantry Armies. My plan has us send an Armoured Army and infantry to reinforce our two armies already there + orbital bombardment support. We don't have the transports to bring all our forces to bear. Even shifting the Auxiliary Squadron just gives us one additional army, and I'm of the opinion they're needed more in the North.
 
-Open writing prompt: What kind of duties can you see psykers performing with their wildly varying, weak powers? What sorts of training would develop from hard won experience?
On one hand psychic special forces, on the other hand psychic special forces that can be corrupted by daemons. So spreading them across an IG army is just asking for an army to turn traitor due to 1 link in the chain breaking. I think having a support squad of psykers that specialize in illusions or etc would be great to have. This would be where the weak psykers are put. I am not sure where we can put the more powerful ones without having them be too damaging if they get possessed.
 
On one hand psychic special forces, on the other hand psychic special forces that can be corrupted by daemons. So spreading them across an IG army is just asking for an army to turn traitor due to 1 link in the chain breaking. I think having a support squad of psykers that specialize in illusions or etc would be great to have. This would be where the weak psykers are put. I am not sure where we can put the more powerful ones without having them be too damaging if they get possessed.
Psychic Spec Ops behind enemy lines, so in case of Warp shenanigans the enemy is in the minimum safe distance, or the first target to be hit in the worst case scenario.
 
Psychic Spec Ops behind enemy lines, so in case of Warp shenanigans the enemy is in the minimum safe distance, or the first target to be hit in the worst case scenario.
But we'd be sending them out to die at that point and some psykers would not want to go behind enemy lines, especially against Chaos where the Commissar will most likely shoot them when they comeback. Meaning they will either join Chaos or desert and we wasted all of that resources in training them and give them a combat capable psyker that can exploit our weaknesses.
 
But we'd be sending them out to die at that point and some psykers would not want to go behind enemy lines, especially against Chaos where the Commissar will most likely shoot them when they comeback. Meaning they will either join Chaos or desert and we wasted all of that resources in training them and give them a combat capable psyker that can exploit our weaknesses.
Do we even have Commissars? And even then, you don't get executed the moment you're through with fighting Chaos, otherwise a Cadian regiment wouldn't ever manage to get off the planet to a campaign. And Spec Ops are not what you throw conscripts into anyway, if they don't feel up to it then that's that.
 
Do we even have Commissars? And even then, you don't get executed the moment you're through with fighting Chaos, otherwise a Cadian regiment wouldn't ever manage to get off the planet to a campaign. And Spec Ops are not what you throw conscripts into anyway, if they don't feel up to it then that's that.
A lot of Warhammer memes have colored my perception of how the Imperium deals with Chaos. The really powerful psykers who can deal with daemons whispering at them to kill their fellow imperials would be a boon. Getting them to that point will be a challenge.
 
So for weak psykers we put them in support squads and have them shift the battlefield condition to our favor. For the more powerful psykers they could be our special forces but the chances of them turning traitor is not insignificant and them being capable of mind controlling a large number of people would be really hard to deal with.
 
So for weak psykers we put them in support squads and have them shift the battlefield condition to our favor. For the more powerful psykers they could be our special forces but the chances of them turning traitor is not insignificant and them being capable of mind controlling a large number of people would be really hard to deal with.
That's not a thing that even the average IG Primaris Battle Psyker can pull off. Most of the reason that regiments have Psyker support is to inform them of enemy Warp Shenanigans and (possibly) disrupting them.
 
-Civilized World Oprechna (20LY): A backwater off the shipping lanes that only is dimly aware of how far the Subsector has fallen in recent years. Has had recent changes in government. [Independent]
Well, this is something to pay attention to.

-[X] North: Send 2nd Naval Squadron (RoE: Hunt Enemy Transports)
-[X] Dark Star Alignment (20LY): Followers of a heretical version of the Imperial Cult based around the former Imperial Guard depot on the Feudal World of Calsum. Their ground forces and marines are well equipped, but they lack a true shipyard for the Adeptus Mechanicus in their territory refuse to aid them. Embroiled in conflict against the forces of WAAAGH!! Jawbreaka, supposedly only in defense of the Homnans. [Nominally Traitor]
Er, what? Why are we raiding these guys when the defense league is being swarmed by freebooters? This is more an issue for sending missionaries in, not to start shooting their logistics in the middle of them shooting orks.

Even beyond that though...
-[X] North: Send 1st Naval Squadron + 1st Torpedo Squadron + 1st Auxiliary Squadron + 8th Crusade Infantry Army
The 8th Crusade army isn't deployable right now. Neither is the 7th.
7th Crusade Guard Infantry Army
-Raised Turn Three/active Turn Four

8th Crusade Guard Infantry Army
-Raised Turn Three/active Turn Four

Have an alternative plan.

[X] Plan: Two Fists Aflame With Justice
-[X] North: Send 1st Naval Squadron + 3rd Patrol Squadron + 1st Torpedo Squadron + 1st Auxiliary Squadron + 6th Crusade Infantry Army & 1st Calavar Infantry Army
-[X] Homna String Defense League (20LY): A defensive pact once stood among these worlds. Their strength bled out by the mere sheddings of the nearby WAAAGH!!s and the overflow of Freebootas from the fallen core worlds, WAAAGH!! Jawbreaka struck in force and scattered their so called warships and bowled over their limited armies. Now all factions look to the region to deny their enemies territory and assets. [Contested]
-[X] West: Send 2nd Naval Squadron + 3rd Naval Squadron + 1st Support Squadron + 2nd and 3rd Calavar Infantry Army + 5th Bailafax Infantry Army + 1st Calavar Armored Army
-[X] Bailafax (20LY): Once conquered and once again besieged, Bailafax resolutely stands against the tide of frothing madmen. At least four Army equivalents maraud against the mountain holds of the Loyalist survivors as their warships watch from above. Warp manifestations have begun occurring, spreading from the "temple" being erected by the more disciplined of their number from the ruins of the old capital and the bodies of the slain, Loyalist and Traitor alike. [Owned by Calavar, provides 20M?] [Current Friendly Forces: 3rd Calavar Infantry Army, 5th Bailafax Infantry Army]

This plan doesn't start doing commerce raiding on people fighting orks in the same battlezone we're sending half our fleet to, gives some extra numbers to the defense league relief group by sending them the 3rd Patrol Group because dealing with raiders is an issues of catching them as much as fighting them, and drops more of our armies on both hotspots we have to worry about this turn.

It also doesn't try to use an army that's still mustering up and not combat ready yet.

Also, really, why do you want to pick a fight with the Dark Star Alignment when there's actual chaos worshipers and orks and xenos about? They're worshiping the Emperor wrong, not not worshiping the Emperor. Even the strat-turn calls them 'Nominally Traitor' instead of actually just calling them 'Traitor'.
 
@Happerry, should we maybe make contact with Ungaunt? Do we have a spare patrol fleet? This is mostly so we can get more resources and I am kinda curious as to what they have.
 
We could maybe split off the third patrol unit to go talk to Ungaunt, but if they had to fight anyone or such they'd... well, they're a patrol unit. They can deal with commerce protection or supporting a naval squadron with extra hulls but if they run into a real enemy they're going to need support. It is good to go remind us to go look at Ungaunt soon though. Assuming they don't catch fire, or if they do catch fire, it'd probably be worth sending someone down to them next turn assuming we can either put together a fourth naval squadron in the next build phase or if we punch the face of chaos in enough that that battlefront goes quiet.
 
[X] Plan: Ungaunt
-[X] North: Send 1st Naval Squadron + 1st Torpedo Squadron + 1st Auxiliary Squadron + 6th Crusade Infantry Army & 1st Calavar Infantry Army
-[X] Homna String Defense League (20LY): A defensive pact once stood among these worlds. Their strength bled out by the mere sheddings of the nearby WAAAGH!!s and the overflow of Freebootas from the fallen core worlds, WAAAGH!! Jawbreaka struck in force and scattered their so called warships and bowled over their limited armies. Now all factions look to the region to deny their enemies territory and assets. [Contested]
-[X] South: Send 3rd Patrol Squadron
-[X] Civilized World Ungaunt (40LY): A lone beacon of civilization amidst a string of Feudal and Feral Worlds, Ungaunt has taken to providing weapons for the faithful of it's neighbors to provide the hearty folk with the weapons to resist Ork and Traitor attacks that are seeking slaves over territory. Currently under attack by the Minor Xenos of the region and Gunbreaka raiders. [Independent]
-[X] West: Send 2nd Naval Squadron + 3rd Naval Squadron + 1st Support Squadron + 2nd and 3rd Calavar Infantry Army + 5th Bailafax Infantry Army + 1st Calavar Armored Army
-[X] Bailafax (20LY): Once conquered and once again besieged, Bailafax resolutely stands against the tide of frothing madmen. At least four Army equivalents maraud against the mountain holds of the Loyalist survivors as their warships watch from above. Warp manifestations have begun occurring, spreading from the "temple" being erected by the more disciplined of their number from the ruins of the old capital and the bodies of the slain, Loyalist and Traitor alike. [Owned by Calavar, provides 20M?] [Current Friendly Forces: 3rd Calavar Infantry Army, 5th Bailafax Infantry Army]
 
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We've got the two patrol units patrolling our home base and Outpost Station Lexicalum, but other then that both of these plans are basically all in.
If we are going to keep doing this we should invest in some static defenses just in case of a surprise attack on our home.
 
@DaLintyGuy Sorry if this was already asked but do we have intelligence on how heretical the Dark Star Alignment is? Like defacing the imperial eagle heretical or "praying in a different day" heretical?
 
If we are going to keep doing this we should invest in some static defenses just in case of a surprise attack on our home.
Our only current defense station design has a slot hard locked to a hanger and we don't actually have any military hanger designs that will fit it, only the civilian cargo hold one.

...Which isn't an argument against the idea, granted. Because I agree it'd be a jolly good idea to get one up over the homeworld and, at the rate things are going, one at Bailafax wouldn't hurt either. Ideally we can get a military hanger design done this turn, or if not then design a defense station that doesn't have a slot hard-locked as a hanger.

Mmm. I still think that if the patrol group runs into any actual enemies it'd be in deep shit without support, they're more tripwires and enemy delayers then solid forces. (And we really really need to get a heavy patrol group we can allocate as the 'reinforce anywhere in trouble' group that was mentioned to be possible sooner then later, so we can get reinforcements over to trouble spots faster.)

But on the other hand it is true. That tasty manufacturing capacity calls to me.

...It is under attack, so yah. I don't want it to fall over. With this many voters I'm unwilling to edit my plan unless I get a good number of them saying they wouldn't mind, but at this point...

[X] Plan: Ungaunt

Even if we can just slow down them falling over, if we can get their build capacity added in it could be worth getting the patrol group utterly mauled.
 
-Open writing prompt: What kind of duties can you see psykers performing with their wildly varying, weak powers? What sorts of training would develop from hard won experience?
A group focusing on finding traitors and chaos cult members finding these as soon as possible is vital.
Pyskers with more combat related skills can serve in small units attached to our armies, keep the groups small so the normal troops in the area can handle them if they go chaos.
 
Based on the patchnotes I'm not sure both Armies were meant to be IG-standard. Happery, DLG, you might wanna check that out, I think Happ missed updating their plan's infantry component.
Oh damn missed the tie breaker.


From what I understand Raiders are cheapest warships around. Atleast from what I remember from Rogue Trader corebook.
In fairness, the actual military ships we've seen so far are Orks, who don't do Raiders, and looted IN, and the Imperial Navy also doesn't do raiders.
Well, this is something to pay attention to.
That, as well as the Starved being attacked by the local Minor Xenos, Jurgenz up-gunning its defenses yet again, the Stream Trade Triangle falling under Gehault influence, and Yttreum crash industrializing to deal with that. Along with a bunch of other stuff we have to pay attention to that we already knew about.

[X] Plan: Ungaunt

Sure. If it's only raiders of the type we have up north then a Patrol Squadron will by definition be able to hold, since that's what they're meant to hold against. If it isn't then that's useful information, and I doubt we need the additional firepower up north due to the mix of the turbocharged 1st Naval Squadron and the torpedo bois.
 
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