Bloody Magpies do it everywhere.Wait, with Devo roll, it is 3rd artifact for Blood Ravens? Will this be the running joke of this thread?
Bloody Magpies do it everywhere.Wait, with Devo roll, it is 3rd artifact for Blood Ravens? Will this be the running joke of this thread?
I thought it was thier second who else rolled themWait, with Devo roll, it is 3rd artifact for Blood Ravens? Will this be the running joke of this thread?
Mby second.
We need to take some kind of offensive action, we can't just sit back and do nothing.Dark Eldar - Nurgle wants them taken care of. Now that we are Best to concentrate on them.
Eldar - doing... something.
Orks - we won are there more?
Necrons - they are out?
Malal - Empire - Nurgle - locked in conflict for now
DM - dunno what they will do now
Ghost find a way to bypass collapse.
[] Contact Dark Mechanicus and warn them that forces of Eldar, Dark Eldar, Orks and Malal were spotted nearby. Malal to the north. Ask if their Space Hulk got other factions present.
[] Ask Ghost to find the possible roads into Dark Eldar controlled area and try to find their weakest guard post.
[] 1111 Malal blessed cultist training under sorcerer Vincent to learn how to fight psykers
[] Have most of our Apothecaries experiment with the Tyranids. How this union works? Is it possible for them to communicate remotely with Caspian and share what they see? What is the area of Caspian control?
[] Ask your Head Apothecary to improve Lictor capture capabilities. (potent neurotoxins, or something)
[] Prepare 10 M cultists and your Marines to attack DE camp.
[] Have rest of cultist continue training.
Dark Eldars Blizkrieg? They managed to fool the Orks so they do not expect problems from them. Before they find out that one of Ork camps is down they think they are secured and because of that easier to surprise.
Telling DM where Malal forces are is to make them less eager to go in that direction if they decide to move out.
If we take care of DE mby Nurgle forces will pull back, so we do not have to fight either side.
See if we can lureWe need to take some kind of offensive action, we can't just sit back and do nothing.
Has that ever actually worked? I'm not familiar with the canon stuffSee if we can lure
Hang on, there's Orks still, right?
Want to challenge them to a "Who can kill the most Eldar panzie" contest?
Worth a shot, and risks none of our people.Has that ever actually worked? I'm not familiar with the canon stuff
Well, I am not the best at military planning.We need to take some kind of offensive action, we can't just sit back and do nothing.
Looks good to me, but I don't really have a head for this kind of thing.No comments, or critique?
Normal:
[X] Contact Dark Mechanicus and warn them that forces of Eldar, Dark Eldar, Orks and Malal were spotted nearby. Malal to the north. Ask if their Space Hulk got other factions present.
[X] Ask Ghost to find the possible roads into Dark Eldar controlled area and try to find their weakest guard post.
-[X] Look for possible entrance bypassing DE defences. Think 3d. Maybe cut through one of the walls. Check the ceiling and floor for the possibility of descending, so you can get behind one of guard posts.
--[X] Try using Raveners to help.
[X] 1111 Malal blessed cultist training under sorcerer Vincent to learn how to fight psykers
[X] Techmarines still on DE tech duty.
[X] Have most of our Apothecaries experiment with the Tyranids. How this union works? Is it possible for them to communicate remotely with Caspian and share what they see? What is the area of Caspian control?
[X] Ask your Head Apothecary to improve Lictor capture capabilities. (potent neurotoxins, or something)
[X] Prepare 10 M cultists and your Marines to attack DE camp.
[X] Have rest of cultist continue training.
Combat:
[X] Order Ghost to prepare a covert assault on one of guard posts. Try to stop them from alarming rest of them.
[X] Get army close. Most of vehicles so you can strike hard and quick in case Ghost can not take them out silently.
[X] DE motor pool should be taken first. Concentrate on capturing one of medical facility.
[X] Try to take prisoners, but do not let it slow you down. With the exception of staff involved in research. We want to catch them and ask few questions so keep an eye out for them.
[X] Get Tyranid Warrior in one of vehicles for fear aura. Probably Rhino. Its collector edition we do not want it to get killed.
[X] Lictors bodyguarded by Raveners are on catching duty.
[X] Cultist are to follow and secure the captured places.
Maybe less blunt than I intended, but here it is.Would be cool if we could keep working on that Blood Pact thing, I don't think there was anything in the last update covering it.
Brother Fever, meanwhile, reports significant success in training the cultists up. Apparently, the Guard trainers now rate them as "dogmeat", which, well, until this point their opinions were strings of expletives. It's impressive indeed how quickly your cultists have become almost passable at war. Meanwhile, he has, in fact, come up with a plan to approach the Imperials you think to be sound: Start out by instructing them in the topic of the gods sacred numbers and similar, so as to avoid unintentionally invoking them.
Ooh.. Yeah, I saw the training thing but I was looking for something specifying an actual pact which is why I had been asking.
Yay, our cultists are actually dangerous to some PDFs without overwhelming them with sheer numbers!
Okay, I hate to do this, but I can't really keep up with this quest anymore. Between a lack of skill at managing the background data and early mistakes that made it worse, this quest has become too much of a pain to run myself, and since the part that most interested me was, you know, the warband part, and most of the questers were just Salt Voting recently, which is fine except that it means I'm not really getting any engagement on the warband, I'm officially... Well, giving up on it, approximately.
If the questers care, I see one of three things happening now.
1: I declare the quest straight up dead, and answer any questions anyone has about what was going on or what might've happened or whatever.
2: Somebody else wants to adopt and run it. I give them all my background data I had (which is less than you might think), and maybe stick around in an advisory position.
3: (unlikely), we get some volunteers to be co-QMs. Since specific parts of running background info has been the big problem, co-QMs might help. Still, I've been thinking this over and am not all that interested in running this quest further myself, so I'm not especially inclined to take this route even if we get volunteers.
Regardless, I have plans in the works to eventually run a loosely similar 'you are a group of Chaos Marines' type quest, without the salt elements, at some point. As well as some other 40k quest ideas in the works like one in which you'd play the role of the Imperial Guard, because, hey, I've been doing a bit much in the way of space marine stuff so why not?
Note that this is not any kind of formal vote, but if someone does want to adopt it that'd be fine or if there's strong desire to have those questions answered that'd be fine etc.