Right, plan analysis time! As always, this is just my rough impression of what each one seems to be trying to accomplish - don't take it as a statement on how likely they are to succeed or fail in those, or even as a statement of quality of the plan or whatnot. Just me looking at them and going 'hmm, looks like they're trying to do [insert thing]'. Also, all plans are being commented on as they are - there might be changes after this post, there might not be. I'll edit as best I can to account for any changes but I'm not guaranteed to catch everything.
First up,
@CuttleFish2.0 with two plan variants - I'll comment on both since there's only the one variance.
Right, I think I've settled my plan(s) for the turn (barring any unspotted errors in the accounting).
Two variants, one where Mazdamundi teaches Geomantic Rituals and one where he performs them. Otherwise identical.
[] Plan Mumble, Mumble, Grumble, Something Something
- [] Prepare the Ground: 2 Actions
- [] Behead the Beast: 2 Actions, 8 Fourth Generation Slann. Target Gardakka and Urdgob.
- [] Found New City: 3 Actions, North of Hexoatl
- [] Found New City: 3 Actions, East of Yagoqua
- [] Construct Sacred Sites: 2 Actions, New City East of Yagoqua
- [] Found New City: 3 Actions, South of Yagoqua
- [] Excavate the Ship: 1 Action, 3 Fifth Generation Slann
- [] Sweep for Spores: 2 Actions, Teninhuan, Focused on Area East of Yagoqua
-- [] Invoke the Serpent
- [] Heal the Thunder: 20 Fifth Generation Slann, Most Injured Thunder Lizard
- [] Spread Ayotzl's Cult: Krom'tli, 3 Actions, 4 Fifth Generation Slann
- [] Thunder From Stone: 2 Third Generation Slann
- [] Blowpipe Mk. II: 2 Third Generation Slann
- [] Omen-class Mortar: 9 Third Generation Slann, 45 Fourth Generation Slann
- [] Monument Cannons: 2 Third Generation Slann
- [] Moving Bunkers: 5 Fourth Generation Slann
- [] Loquatl Spawning: 2 Fourth Generation Slann, 30 Fifth Generation Slann
- [] Geomantic Powered Enchantments: 25 Fifth Generation Slann
- [] Slann Spawning Service: 8 Third Generation Slann, 40 Fifth Generation Slann
- [] Void-Exchanged Interlocking Spell Theory: 20 Fourth Generation Slann, 50 Fifth Generation Slann
- [] Scatter the Barbarians: 1 Action, Kroq'Gar, Awana'biltat, 2 Third Generation Slann, 24 Fourth Generation Slann, 121 Fifth Generation Slann. Draw forces from Itza, Hexoatl, and Tlaxtlan (In similar numbers as last turn). Target Gardakka.
- [] Teaching Geomantic Rituals: Mazdamundi
[] Plan Mumble, Mumble, Grumble, Smashy Smashy
- [] Prepare the Ground: 2 Actions
- [] Behead the Beast: 2 Actions, 8 Fourth Generation Slann. Target Gardakka and Urdgob.
- [] Found New City: 3 Actions, North of Hexoatl
- [] Found New City: 3 Actions, East of Yagoqua
- [] Construct Sacred Sites: 2 Actions, New City East of Yagoqua
- [] Found New City: 3 Actions, South of Yagoqua
- [] Excavate the Ship: 1 Action, 3 Fifth Generation Slann
- [] Sweep for Spores: 2 Actions, Teninhuan, Focused on Area East of Yagoqua
-- [] Invoke the Serpent
- [] Heal the Thunder: 20 Fifth Generation Slann, Most Injured Thunder Lizard
- [] Spread Ayotzl's Cult: Krom'tli, 3 Actions, 4 Fifth Generation Slann
- [] Thunder From Stone: 2 Third Generation Slann
- [] Blowpipe Mk. II: 2 Third Generation Slann
- [] Omen-class Mortar: 9 Third Generation Slann, 45 Fourth Generation Slann
- [] Monument Cannons: 2 Third Generation Slann
- [] Moving Bunkers: 5 Fourth Generation Slann
- [] Loquatl Spawning: 2 Fourth Generation Slann, 30 Fifth Generation Slann
- [] Geomantic Powered Enchantments: 25 Fifth Generation Slann
- [] Slann Spawning Service: 8 Third Generation Slann, 40 Fifth Generation Slann
- [] Void-Exchanged Interlocking Spell Theory: 20 Fourth Generation Slann, 50 Fifth Generation Slann
- [] Scatter the Barbarians: 1 Action, Kroq'Gar, Awana'biltat, 2 Third Generation Slann, 24 Fourth Generation Slann, 121 Fifth Generation Slann. Draw forces from Itza, Hexoatl, and Tlaxtlan (In similar numbers as last turn). Target Gardakka.
- [] Perform Geomantic Ritual: Mazdamundi, 2 Mag 1 Rituals Aimed at smashing the remaining 2 Ork Settlements
Edit: Should probably actually vote?
[X] Plan Mumble, Mumble, Grumble, Something Something
[X] Plan Mumble, Mumble, Grumble, Smashy Smashy
Alright, so the gist of this is fairly straightforward - found 3 new cities (all level 2), with Sacred Sites on the one closest to the orks. Put some investment towards defending/trapping/fortifying the claimed territory, and purge the ground of ork spores with Teninhuan's help. Complete Ayotzl almost certainly this turn with worship buffs, couterattack Gardakka with a big ol' army after researching most of the gun-related options, and start excavations on the spaceship at the northern mountain, something no other plan is doing (I think). Main difference between the two variants is that Mazdamundi is teaching Rituals in one, and doing some himself in the other. Overall, this seems to be a plan that's relying on offensive defense to combat the orks - rather than actively defending the claimed territory, instead relying on the strength of lizardmen on the defense (especially with geomantic enchantments) to tank the assault of the orks while simultaneously counterattacking. Good principle in martial arts if you can tank a blow, could be a good gambit here too.
Alright, the actually final version of the plan! I've made a few changes from the above effortpost, sorry Xantalos. I'm removing They're In The Trees and the unnecessary Invoke the Serpent in favor of founding a Level 2 City to be completed next turn. I've also moved the now extraneous Slann to the mega-tech-research. There is one place that might see a final edit depending on how Xantalos responds to the above question, it's just a minor way of squeezing out a couple more slannpower, and is marked as ALT in the plan.
[x] Plan Guardian
Build Level 2 City Northwest of Yagoqua 2 Kimilik Actions, 1 Tekuanzi Action
Build a Level 2 City to be completed next turn West of Yagoqua: 1 Yagoqua action, 1 Xlanhuapec action
Heal the Thunder Lizard: 4 4th Gen Slann
Sweep For Spores: Garrisoned Territory -2 Yagoqua Actions, 1 Quotlpetl Action, 1 Hexoatl Action, 1 Itza Action
Prepare The Ground - 1 Itza Action, 1 Hexoatl Action, Awanabil'tat
Break the Tide: 1 Itza action, Teninhuan, Kroq-Gar, Krom'tli
-Itza: 1.07 mill Saurus, 1.84 mill Skinks, 334k Kroxigors
-Hexoatl: 420k Saurus, 1.1 mill Skinks, 234k Kroxigors
-Xlanhuapec: 350k Saurus, 1.39 mill Skinks, 134k Kroxigors
-Tlanxtlan: 470k Saurus, 1.04 mill Skinks, 134k Kroxigors
Invoke the Serpent on Break the Tide: Free from Teninhuan
Found New City: 2 Level 2 Cities in former Ork territory Northeast and East of Yagoqua. 1 Xlanhuapec Action, 1 Tekuanzi Action 2 Tlaxlan Actions, 2 Yenehectua Actions
Construct Sacred Sites in both new cities. 2 Chalkaro Actions, 2 Aztlan Actions
Transfer Population to the two new cities, with each number evenly divided between the two.
-250k Saurus/500k Skinks/50k Kroxigors from Yagoqua
-25k Saurus/50k Skinks/5k Kroxigors from Tekuanzi
-25k Saurus/50k Skinks/5k Kroxigors from Kimilik
-75k Saurus/151k Skinks/15k Kroxigors from Aztlan
-85k Saurus/171k Skinks/13k Kroxigors from Chalkaro
-92k Saurus/180k Skinks/18k Kroxigors from Qotlpetl
-112k Saurus/209k Skinks/24k Kroxigors from Yenehectua
-170k Saurus/340k Skinks/34k Kroxigors from Tlaxtlan
-170k Saurus/340k Skinks/34k Kroxigors from Xlanhuapec
-170k Saurus/340k Skinks/34k Kroxigors from Hexoatl
Thunder From Stone: 2 3rd Gen
Blowpipe Mk. II: 10 4th Gen
Monument Cannons: 50 5th Gen
Geomantic Powered Enchantments: 1 3rd Gen
Moving Bunkers: 5 4th Gen
Skink Priest: Aqshy 150 5th Gen
Loquatl Spawning: 1 3rd Gen, 3 4th Gens
Consulting The Relic Priests: Enigmas: 5 3rd Gens, 10 4th Gens, 25 5th Gens consult with 3 2nd Gens, 3 3rd Gens
Consulting the Relic Priests: Technology: Mazdamundi, 9 3rd Gens, 51 4th Gens, 13 5th Gens consult with 1 1st Gen, 5 2nd Gens, 4 3rd Gens, 1 4th Gens, 4 5th Gens
Consulting the Relic Priests ALT: Enigmas overflow to Technology: Mazdamundi, 14 3rd Gens, 61 4th Gens, 38 5th Gens consult with 1 1st Gen, 5 2nd Gens, 20 3rd Gens, 5 4th Gens, 24 5th Gens
7 3rd Gens, 16 4th Gens, 55 5th Gens to spawn 510k Saurus, 1020k Skinks, and 102k Kroxigors, to be split evenly between Tlaxtlan, Xlanhuapec, and Hexoatl
Plan Guardian is also a somewhat unique approach - it invests heavily into defending the territory you claimed from the orks, with 5 actions going towards Sweep for Spores, something like... what looks like 2/3 of the population of your four oldest cities going out to battle (there's at least 2 million saurus going there, plus something like 5.5 million skinks) in the biggest HOLD THE LINE flex your people have done since the actual End Times. It also founds three new cities, two of them directly in the face of the orks, and sends a shit-ton of lizardmen to crew them.
For research it grabs guns, snipers, momument cannons, geo enchants, bunkers, loquatl - low-hanging fruit, all expected. Also Aqshy priests, leaving only one type to go next turn. Where it really differs is in the Relic Priest usage. He's using part of his slann to consult with the equivalent of 450 slannpower on Enigmas, which as he's previously noted has a pretty damn high chance of landing on the Stone, effectively 1-turning it. The rest of the consultation is going into looking for equipment in the Relic Vaults with guidance from the Relic Priests - again, totally legal thing to do - with the equivalent of ... 1,115 slannpower. Pretty much guaranteed to find something pretty damn meaty in there.
Also, using slann to spawn a heck-ton of lizardmen to replace casualties.
Overall an interesting plan, and a very clever use of the Relic Priest mechanics. They're In the Trees is a city-targeted action though, so you'd need to decide where you want that to happen.
EDIT: Notanautomaton's made some changes, namely removing They're In The Trees and some other stuff to found more cities, and pouring more slann into the 'consult relic priests' pile.
Actually I intended to build the Level 2 in the defensive spot, and 3 Level 1 Cities, so that we would get the actions from the cities next turn, instead of in 2 turns. However, since I put 1 more action than needed on the defensive city, I'll move one of its actions so that there will be 2x level 2 cities and 2x Level 1 cities. Additionally, since our cities are tough enough to weather Ork Artillery decently, I am going to switch from city shields to Omen Class Mortars. Finally, I'm removing Loquatl spawning and 10 Slann power from the offensive campaign so that Mazdamundi can teach Geomatic rituals to 10 4th gen slann
[X] Plan Defend and Counterstrike
-[X] Research:
--[X] Omen Class Mortar: 15 3rd gen, 10 4th gen, 25 5th gen (450/450)
--[X] Aqshy Skink Priest: 15 4th gen, 75 5th gen (150/150)
--[X] Void-Exchanged Interlocking Spell Theory: 4 3rd gen, 50 5th gen (150/150)
--[X] Thunder from Stone: 2 3rd Gen (50/50)
--[X] Blowpipe Mk2: 2 3rd Gen (50/50)
--[X] Monument Cannons: 10 4th Gen (50/50)
--[X] Geomatic Powered Enchantments: 5 4th gen (25/25)
-[X] Slann Actions:
--[X] Slann Spawning Service: 36 4th gen, 4 5th gen (184 Slann Power), Restore war casualties
--[X] Heal the thunder Lizard: 4 4th Gen (20/20)
--[X] Perform Geomantic Ritual: (Mazdamundi) 1 Mag 1+1, 1 Mag 1 ritual
---[X] The Mag 1+1 will be done at the start of the offensive campaign, the mag 1 will be reserved for use during the campaign
--[X] Teach Geomantic Ritual: (Mazdamundi) (10 4th Gen Slann)
--[X] Control the Quango: 4 4th gen Slann
---[X] Quango will be directed to target the coastal Ork City
--[X] Corral the Thunder: 1 Third Gen Slann, 3 4th Gen Slann
---[X] 2 thunder lizards will be used to support Break the Tide
--[X] Scry and Spy, Ork vs Ork: 10 5th gen Slann
-[X] Martial Actions
--[X] Scatter the Barbarian
---[X] 1 3rd gen Slann, 10 4th gen Slann, 98 5th gen Slann, 173 Slann power total
---[X] Kroq'gar (Mobilizes Hexoatl's forces, 500,000 Saurus, 250,000 Skinks, 50,000 Kroxigors)
---[X] 1 Itza Action (500,000 Saurus, 250,000 Skinks, and 70,000 Kroxigors)
---[X] 1 Tlaxtlan action (250,000 Saurus, 125,000 Skinks, 25,000 Kroxigors)
---[X] 1 Xlanhuapec Action (250,000 Saurus, 125,000 Skinks, 25,000 Kroxigors)
---[X] Once warbosses are assassinated, reassign 500,000 Saurus, 250,000 Skinks, 30,000 Kroxigors, and Tiqtak'to from the garrison to the offensive forces
---[X] These forces will reinforce the garrison until the war bosses are assassinated, then go on the offensive
---[X] If possible, once the new city is complete, try to get the attacking orks to focus on attacking near the city, so that our forces benefit from the city's geomatic web and sacred site
--[X] Sweep for Spores (Teninhuan, 1 Itza Action, 1 Hexoatl Action, 1 Qotlpetl action)
---[X] If possible, Teninhuan should also try to clear the territory that is taken once our forces go on the offensive.
--[X] Invoke the Serpent (On Sweep for Spores, free action)
--[X] Behead The Beast: Gardakka - 1 action from Yagoqua, 1 4th gen Slann, 5 5th Gen Slann
--[X] Behead The Beast: Urgob - 1 action from Yagoqua, 1 4th gen Slann, 5 5th Gen Slann
---[X] Assassinations will be conducted once the Mag 1+1 ritual is ready
-[X] Stewardship Actions
--[X] Prepare the Ground: 1 from Yenehectua, 1 from Kimilik, 1 from Tekuanzi
--[X] Found new city: East of Yagoqua, assign Awanabil'tat, 2 actions from Chalkaro (Build and upgrade to level 2)
--[X] Construct Sacred Site: At new city east of Yagoqua, 1 action from Hexoatl, 1 action from Qotlpetl
--[X] Found new city: North of Tlaxtlan, 1 action from Tlaxtlan, 1 from Xlanhuapec, 1 action from Yenehectua (Build and upgrade to level 2)
--[X] Found new city: East of Itza, 2 actions from Aztlan (Level 1)
--[X] Found new city: North of Hexoatl, 1 action from Kimilik and 1 from Tekuanzi (Level 1)
Edit: voting
Defend and Counterstrike does exactly what its name suggests - it sends a bigass clump of lizardmen to try to hold the new ground as much as possible until the chameleon skinks it sends out take out Gardakka and Urdgob, then powers forward to clean house, as it were. Military deployments seem mostly the same as last turn - which isn't a bad thing, I'm not trying to make you guys need to have sophisticated strategies to do well here - and it founds no less than four new cities, using the 2-turn feature of Nodes to plop down a bunch of level 2s away from the war front and one directly on it. It also grabs city-scale shields for that purpose, as well as VEIST, likely due to me hinting about it being a gate tech for stuff. Other than that its research is mostly the same as most plans - gib gunz, gib geo enchantments, etc. Solid picks all in all.
Overall the tempo of the campaign this plan espouses is a little slower at first than that of CuttleFish's plan, since it wants to hold until the cohesion of the hordes can be broken via assassination. This is perfectly workable, though - lizardmen are strong on defence, especially when benefiting from Web buffs, and assassination is a valid method of breaking ork tempo. Doesn't last as long as duelling, but so long as you apply pressure right afterwards to make sure they don't reform - which this plan's doing - it's a totally workable thing.
EDIT: As Captainwolf describes in their post, they're switching out city shields for Omen Mortars, and sending 10 fourth gen slann that they freed from elsewhere to tutor with Mazdamundi on how rituals are done.
Here's a less-rough draft of outlined priorities. I do NOT have time right now for full detail. But this outline is more detailed. I'll come up with more later.
This lets
@Xantalos write the Godzilla homage scene with Thunder Lizards attacking an ork port city, like he'd been hoping. I think a lot of us want to see that.
I've added a better breakdown of slannpower, though I haven't added the exact planned numbers of the city legions yet.
[X] Plan Oh No There Goes Deffkloud
-[] Slannpower Research Actions (775 slannpower)
--[] Thunder from Stone (1 3rd Spawning slann, 5 4th Spawning slann)
--[] Blowpipe Mk II (1 3rd Spawning slann, 5 4th Spawning slann)
--[] Monument Cannons (1 3rd Spawning slann, 25 5th Spawning slann)
--[]
Omen-class Mortar (12 3rd Spawning slann, 20 4th Spawning slann, 50 5th Spawning slann)
--[]
Ulgu priests (5 3rd Spawning slann, 5 4th Spawning slann)
--[] Geomantic Enchantments (5 4th Spawning slann)
-[] Slannpower Military Actions (787 slannpower)
--[] Magnitude 2 Ritual (Mazdamundi + 10 4th Spawning slann)
--[] Spawn lizardmen,
as discussed, to replace casualties (5 3rd Spawning slann, 20 4th spawning slann, 15 5th spawning slann)
--[] Control the Quango and 9 Thunder Lizards (25 4th Spawning slann, 75 5th Spawning slann)
--[] OK fine heal the injured Thunder Lizard (2 4th Spawning slann, )
--[] Reconnaissance of ork territory (2 4th Spawning slann, 10 5th Spawning slann)
---[] Half these slann on scouting targets for the Mag 2 ritual
---[] Half these slann on general reconnaissance, particularly of the ork field armies threatening to hit our defense
--[] Extra direct support of the field armies (5 4th Spawning slann, 107 5th Spawning slann, allocation to be determined in war turns)
-[] Lizardpower Military Actions (total 9 city actions)
--[] Assassinate Urdgob (1 Itza action)
--[] Invoke the Serpent (1 Qotlpetl action)
---[] Support 'Break the Tide'
--[] Sweep for Spores (1 Hexoatl action, 1 Qotlpetl action)
--[] Prepare the Ground (1 action each from Itza, Xlanhuapec, Hexoatl)
--[] Break the Tide (Teninhuan, 1 action each from Tlaxtlan and Xlanhuapec)
---[] Legion of Itza under Teninhuan reinforces the south
---[] Legions of Tlaxtlan and Xlanhuapec reinforce the north
--[] Scatter the Barbarians (Kroq-Gar, Legion of Hexoatl)
---[] Plans for a counterattack to seize land from Gardakka after the Mag 2 and Thunder Lizards soften him up
-[] Lizardpower Stewardship Actions (total 13 + Awanabil'tat + 1 slannpower)
--[] Spread Ayotzl's Cult (Krom'tli, 1 Fifth Spawning slann good at
shyish, it'll make a good story and costs practically nothing)
--[] Build cities (remaining 13 city actions + Awanabil'tat)
---[] Build two Mag 2 cities in the captured territory: the City of Lava/Fire and the City of Strength (5 city actions and Awanabil'tat)
---[] Build four Mag 1 cities in the backfield, away from ork territory (2 city actions each)
-[] War Plan
--[] Hit Gardakka with a Mag 2 ritual, scouring his inland territory with swarms of F5 tornadoes to cause mass havoc and ruination.
---[] Save a Mag 1 ritual for later in the campaign against a target of opportunity, as was done last time.
---[] Mazdamundi works with his 10 Fourth Spawning apprentices, so they can take over future ritual duties.
--[] Mobilize a bunch of Thunder Lizards and wreck Gardakka's coast
--[] Mobilize a bunch of leftover slann from the plans above.
--[] Have a few city actions focused on holding the line against the upcoming ork attack.
--[] Have Kroq-Gar and the Legion of Hexoatl go on a limited offensive to clear and hold the chunks of Gardakka's coast ("Scatter the Barbarians") that are pretty well wiped out by the Mag 2 and the Thunder Lizards.
--[] Have the Quango zap any particularly successful-looking ork offensives that manage to push forward along the line of the Kanyon
Research differences from the norm: Grabs Omen mortars and Ulgu priests, both interesting and respectable options to pick in order to address your short-term needs of orkoid annihilation. Also puts a single slann on promoting Ayotzl, which is prime bait for me to characterize them.
Militarily, it's somewhat similar to a few plans that popped up last turn, actually - ruin Gardakka's territory with a ritual, then march on him afterwards. It devotes a fair amount of lizardpower towards defending existing territory, including putting 2 level 2 cities in the captured territory, and the offensive is more of a limited one, focusing on obtaining Gardakka's coastal territory - likely with the intent of making sure he can't run back to the northern continent to do shenanigans, I suspect. It also has Mazdamundi do some on-the-job apprenticeship with Rituals so he won't have to do that sort of thing every time you want to nuke someone, which could be useful in the future.
Oh, and it assassinates Urdgob, which depending on the outcome of this turn's battles could possibly end up uniting the ork horde, but also has a fairly high chance of throwing Urdgob's forces into enough disarray that Gardakka pounces to take advantage, leaving his core territories vulnerable to lizardmen counterattack. Setting him up for defeat next turn, essentially.
It also founds four level 1 cities somewhere away from ork territory, which brings its total count up to 6 new cities - that's up to 17 out of the 25 you need for mag 3.
Ultimately, pretty solid strategy - lizardmen are good at tanking attacks to their face while simultaneously blasting your home ground with gigaspells to make you vulnerable to their followup strike once you've run out of momentum. And of course it explicitly encourages me to write a Godzilla-esque scene with Thunder Lizards marching from the sea on a city.
Slann numbers:
Mazdamundi (2nd Generation)
25 Third Generation Slann
104 Fourth Generation Slann
293 Fifth Generation Slann
[ ] Plan Ork Grinder
-[ ] Build 2 New Level 2 cities in the occupied territory with sacred sites (9 actions +Awanabil'tat )
-[ ] Build 4 New Level 1 cities away from the Ork incursion (8 actions)
-[ ] Break the Tide 1 Itza Action, Kroq-Gar, Krom'tli
-[ ] Invoke Sotek: Break the Tide Teninhuan
-[ ] Preform Geomantic Ritual and teach Geo Ritual: aimed at Gardakka, Mazdamundi and 5 3rd Gens
-[ ] Thunder From Stone 0/50 2 3rd Gen
-[ ] Blowpipe Mk. II 0/50 2 3rd Gen
-[ ] Monument Cannons 0/50 2 3rd Gen
-[ ] Omen-class Mortar 0/450 14 3rd Gen + 20 4th Gen
-[ ] Geomantic Powered Enchantments 0/25 5 4th Gen
-[ ] Healing the Thunder Lizard 0/20 4 4th Gen
-[ ] Skink Priests: Ulgu 0/150 30 4th Gen
-[ ] Void-Exchanged Interlocking Spell Theory 0/150 30 4th Gen
15 4th Gen and 293 5th Gen for spawning/war support, 4 city actions unassigned. Dropped the 4 away down to level 1 to free up actions for the war since I also included Sacred sites at the 2 level 2s in occupied territory.
That still means at worst we go 9 level 1s for 18 actions next turn to get to geo web level 3 and we gain 8 actions going to 30 city to make that easier to fit in. Geo level 3 will be a big boost
NOTE - NOT A COMPLETE PLAN, NOR WILL VOID STALKER DO SO - JUST AN OUTLINE
Ork Grinder doesn't have a counterattack, just a big ol' set of 2 cities with sacred sites and a bunch of lizardmen parked in the faces of the orks saying 'come get some'. It nukes Gardakka's lines while doing this, presumably with the paired mag 1+1 and mag 1 combo you had last turn, since consensus seems to want to avoid doing any mag 2+1 rituals on the actual continent you're on (for the most part, there are advocators). It grabs plenty of war-applicable techs as well as VEIST, and founds four cities in the backline to race for mag 3 as quick as possible. This actually has some amount of resemblance to Nix's Warden's plan from last turn, where the objective was to put a big ol' city in the face of the orks and have them charge it in order to draw out the bosses, presumably with the intention of breaking them in duels and then running all over their hordes. At least, that's a direction it could very easily be taken in.
Overall, I think that while all of the plans are pretty similar in overall aim (survive ork onslaught, fuck up orks, have good time), they each go about it with their own flavor. Some, like
@notanautomaton's Plan Guardian, even use the opportunity to investigate other avenues entirely.
Hopefully this gives a decent picture of what I see when I look at the various plans. Any questions, of course feel free to ask.
@Xantalos How well would a level 2 city hold up to ork artillery without the city shields tech?
Pretty dang decently - lizardmen stone is tough, and the shield tech basically makes the cities take no damage whatsoever while they're being maintained. Even without it, you've still got the Web buffing all the defenders and the stones themselves, the slann in charge of the city using its inbuilt defenses to launch magical attacks, and if you've got Sacred Sites nearby, that's a whole other kettle of fish to deal with.