Yup, and this latest round had us making the biggest tornado alley ever hehehe.

Be interesting to see if the Warbosses take each other out.
 
Yup, and this latest round had us making the biggest tornado alley ever hehehe.

Be interesting to see if the Warbosses take each other out.
Somewhat doubtful but potentially helpful as that'd see the rest of the horde unify under the survivor and come knocking on our door, at which point application of a teleporting Kroq-Gar neatly weakens the entirety of the Waaagh!!!.
 
Not quite that one-sided, but Saurus definitely have the upper hand in terms of uncanny, almost machine-like precision.


He's on the Urdgob front, as is Urdgob himself - the ritual fucked up his ability to take a hit on the strategic scale and both of them know it, so they're brawling on the border with the majority of their forces.


I was tempted to do squignadoes too, but these orks haven't unlocked the fun squigs that'd make that sort of thing entertaining yet.


You can also assign slann to Hexoatl if you want to - the existing plan might or might not, I haven't looked at it yet, just wanted to preemptively clarify.


Oh for sure! Though the process isn't something that could be called collateral damage friendly, so you probably wouldn't want to use it on anyplace you liked the aesthetics of.


Bigger, significantly so. Can't give specifics until you get to grips with it.

Tyranid adaptation isn't perfect, as an aside - what they gain in one area they have to trade away in another, and they can't become resistant to everything at once. It's more like they swap out stats as they fight. It's a good way to fight them if you've got a varied enough toolkit that you can use to counter their counters, like the Tau did that one time.

I'll do some edits to the battle post in the morning, but just reiterating what's clarified in the meantime:
- Ritual killed 23 million orks, 2 mil of which were in the attacking force (so it's 25 million in the north now) and wrecked Gardakka's industry and defences across his whole territory.
- Gardakka's concentrating his forces at the front with Urdgob, stonewalling him so he can rebuild his logistical capacity and fortifications. Urdgob is pressing a fair amount of his boyz to take advantage, but is also dedicating a decent amount to fending off Ayacmanik and Thunder Lizard assaults.
- Both ork armies have aircraft and vehicles and whatnot, they just specialize in different things.
Say Xantalos I'm wondering, was our new research from this turn applied to the defenses of the cities built this turn? So the cities on the front lines have defensive Momentum Cannons and Omen Motors already?
 
Somewhat doubtful but potentially helpful as that'd see the rest of the horde unify under the survivor and come knocking on our door, at which point application of a teleporting Kroq-Gar neatly weakens the entirety of the Waaagh!!!.
Yeah, neither has gotten to be where they are by being stupid so it isnt a given but neither is doing well atm and orkish mentality would make it plausible that "takin' out dat other git" will secure enough boyz and shut up the grumblers that i feel like it has potential too.

In the the end its best they are focused 9n each other so we can build up and out.
 
Didn't we do that with the Northern Continent and the Tidal wave of "ork-begone!"?
Yeah, but there's a difference between sloshing the planetary bathwater a bit to create new beachfront properties and deliberately cracking open a planet like an egg in order to use the molten, explosive yolk to kill people with. It's like a localized version of a cyclonic torpedo and I love the idea.

Say Xantalos I'm wondering, was our new research from this turn applied to the defenses of the cities built this turn? So the cities on the front lines have defensive Momentum Cannons and Omen Motors already?
Ayup! This is partially because introducing temporary delays for tech propagation both doesn't make sense with how interlinked the lizardmen are and is also a pain in the ass to do, and partially because I've had some scenes cooking in my mind for a while involving Saurus and Ork gun lines trading fire and doing artillery strikes and stuff and I really wanna write them.
 
Yeah, but there's a difference between sloshing the planetary bathwater a bit to create new beachfront properties and deliberately cracking open a planet like an egg in order to use the molten, explosive yolk to kill people with. It's like a localized version of a cyclonic torpedo and I love the idea.
Yeah...yeah I have to say we are getting to very much be delightfully proportionate in how we handle the orks.
 
It's only reasonable - they can't infest the ground with their spores if you get rid of the ground!

This would also legitimately be a good tactic to deal with hostile Necron tombs, now that I think of it.
For them I had the idea of digging giant sinkholes down to the level of their tomb complexes and then using tectonic forces to yeet them out of the ground wholesale like a game of hacky sack.
 
And now I'm imagining turning a planet's magnetic field into a battery of plasma cannons by basically twisting them into hyper-dimensional knots that fill with super hot plasma and then spit it down on the surface. Plasma rain!
...ooooh, that's a really good one. The imagery an attack like that could generate ... it'd be the apocalyptic cousin of the Northern Lights, lighting up the sky with blazing aurora of unearthly colors and radiances. That's definitely happening at some point in the future now.
 
@Xantalos could geomancy be used to supercharge the activity of a ecosphere on a planet, such that it grows super big and super violent and attacks our targets via a Ghyran and Ghur combo?

E: it's basically aggressive gardening.
 
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For them I had the idea of digging giant sinkholes down to the level of their tomb complexes and then using tectonic forces to yeet them out of the ground wholesale like a game of hacky sack.
To be fair, given how durable Necrons and their tech are, that might not stop them. It might just mean that when they wake up they are all like "where the fuck did the planet go and why are we be-yoted on a path hurtling through interstellar space?"

Which would admittedly be hilarious.
 
To be fair, given how durable Necrons and their tech are, that might not stop them. It might just mean that when they wake up they are all like "where the fuck did the planet go and why are we be-yoted on a path hurtling through interstellar space?"

Which would admittedly be hilarious.
With proper aim we could even launch them into the nearest convenient sun!
 
Stupid, Hilarious, Hilariously Stupid and Stupidly Hilarious Weaponized Ritual Ideas:
Teleport the enemy to where they were a few seconds ago, without using the planet as a reference frame.
Nightmares that kill, in the style of Freddy Krueger.
Turning the atmosphere solid, via cooling.
Turning the atmosphere solid, just by making it behave like one.
Dubstep Storm.
Over-sized Lightning Storm, Wet or Dry.
Turning the atmosphere into a giant lens, to fry our enemies like bugs under a magnifying glass.
Short out the Ionosphere, aka link it to the ground at target destination by shrinking space.
 
When I saw this I imagined something like Maz compressing the atmosphere and then letting it go in a giant airburst, but this is funnier. Make it a giant droplet of acid or molten gold.


Teleport the enemy to where they were a few seconds ago, without using the planet as a reference frame.
Funnier option; telefrag the enemy by sending them back in space and time to where their past selves were.
 
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Xantalos, is it just me or do you have Tiktaq'to's and Chakax's favored warbeasts backwards.

Xlanhuapec: Chakax, 500,000 Saurus, 350,000 Skinks, 40,000 kroxigor
Favored: Terradons, Razordons, Troglodons, Coatl
Neutral: Cold Ones, Horned Ones, Salamanders
Disfavored: Carnosaurs, Bastiladons, Stegadons, Ripperdactyls
Tlaxtlan: Tiktaq'to, 550,000 Saurus, 350,000 Skinks, 40,000 kroxigor
Favored: Stegadons, Razordons, Horned Ones, Dread Saurians
Neutral: Bastiladons, Cold Ones, Terradons, Carnosaurs
Disfavored: Troglodons, Ripperdactyls, Salamanders
Tiktaq'to should be the one favoring flying monsters or am I just missing something?
 
@Xantalos

It occurs to me that the Kanyon will still gradually fill with groundwater, and with rainwater washing in from wherever the lip of the Kanyon is downhill from the surrounding terrain, until it reaches the level of the surrounding water table. It might actually be kind of nasty, too, like those giant lake of toxic waste you get when water fills in an open-pit mine.

We should probably remediate that at some point. :(

Hmm. There are 41 million orks in the territory. Lets say half of them are on the border with Urdgob. That leaves the Legion of Hexoatl outnumbered roughly 29 to 1 (counting only Saurus), because while the orks will be spread out, the Legion will also need to be spread out to burn out spores. I'm just not sure a single army can take and hold a useful amount of territory.
The problem Gardakka faces is that he can't fully turn his forces to fight Kroq-Gar and the eight Thunder Lizards, while simultaneously sustaining an offensive across the Kanyon AND securing his backline against the Ayacmanik AND fighting Urdgob (or Urdgob's lieutenants, since we're planning to assassinate him) and securing his backline against the Ayacmanik. Even if he did, he'd have no orkpower left to rebuild his shattered logistics, and he'd cave in on one of the other fronts.

Additionally, if we destroy the infrastructure now, then when we beat back the assaults, we should be able to press forward with most of our forces, and they will be less able to resist because we've blown up the places they need to make vehicles.
Mazadmundi already blew up the places they need to make vehicles, or rather blew down said places with a phalanx of tornadoes. Our infantry do not need to do what our strategic bombing campaign has already done.

The entire point of this was to shatter Gardakka's power and squeeze him up against Urdgob's territory. Maybe Gardakka will still be able to leverage his boyz' firepower to make headway towards conquering Urdgob after we assassinate Urdgob, and thus remain a relevant force... at the expense of any notional successor to Urdgob. But that still lets us cut him off from the coast and prepare our own forces for an assault.



[X] Plan Occasionally One Step Backwards

-[] Rear Area Security (25% of the garrison forces)
--[] No significant slann support.
--[] Continue mopping up feral ork populations and rooting out Ayacmanik if they grow too ambitious in trying to poach lizardmen behind the lines.

-[] Army of the South (Teninhuan, commanding the Legion of Itza, reinforced by 25% of the garrison forces)
--[] Slann commitment: 1 Third Spawning, 52 Fifth Spawning
---[] Contest Enemy Shamans (3 Fifth Spawning)
---[] Destroy Enemy Aircraft (3 Fifth Spawning)
---[] Nuke From Afar (1 Third Spawning, 46 Fifth Spawning)
--[] Preserve Lizardman Forces- break them on and around the defenses of Muukhexla
--[] Teninhuan's orders are to Ambush Enemy Reinforcements, attriting the flow of southern orks as they advance. The aid of Sotek has been invoked to help Break The Tide; let His prophet do this thing.

-[] Army of the Center (Chakax and Tiktaq'to, commanding the legions of Xlanhuapec and Tlaxtlan, respectively, reinforced by 25% of the garrison forces each)
--[] Slann commitment: 5 Fourth Spawning, 50 Fifth Spawning
---[] Contest Enemy Shamans (3 Fifth Spawning)
---[] Destroy Enemy Aircraft (5 Fifth Spawning)
---[] Nuke From Afar (5 Fourth Spawning, 42 Fifth Spawning)
--[] Chakax is to Hold The Line- to ensure that the orks are not allowed to gain any lasting footholds across the Kanyon in his sectors (the Line is not the Kanyon itself, but a defensible position a short distance to the west of it, suitable for commanding the crossings by firepower).
--[] Tiktaq'to is to Coordinate Bombardment Assets (slann, mortars, air-dropped Glyph Bombs), using aerial reconnaissance to supplement slann scrying. His goal is proactive- disrupt Gardakka's forces and remaining supplies as they approach the Kanyon, crippling any crossing attempts.
--[] Prevent Territorial Occupation- Gardakka's forces are brittle, and if their offensive can be weathered at the line of the Kanyon, counterattack becomes possible.
---[] Stretch Goal: if Gardakka's offensive fully collapses and local balance of forces permits, push across the Kanyon to secure the flank of Kroq-Gar's counteroffensive.

-[] Army of the North (Kroq-Gar, commanding the Legion of Hexoatl, supported by eight Thunder Lizards)
--[] Slann commitment: 5 Fourth Spawning, 50 Fifth Spawning
---[] Contest Enemy Shamans (3 Fifth Spawning)
---[] Destroy Enemy Aircraft (4 Fifth Spawning)
---[] Support Kroq-Gar Counter-Leadership Operations (2 Fifth Spawning)
---[] Nuke From Afar (5 Fourth Spawning, 10 Fifth Spawning)
---[] Engage in Battle (31 Fifth Spawning)
--[] Priority is Conquest of Enemy Territory. Attack Gardakka along the northern coast, using the Thunder Lizards and slann bombardment to shatter resistance and concentrated enemy forces, and the Legion to mop up and secure a "bite" of territory.
--[] Kroq-Gar is to Duel Enemy Leaders, annihilating any centralized attempt to rally a defense.
 
The problem Gardakka faces is that he can't fully turn his forces to fight Kroq-Gar and the eight Thunder Lizards, while simultaneously sustaining an offensive across the Kanyon AND securing his backline against the Ayacmanik AND fighting Urdgob (or Urdgob's lieutenants, since we're planning to assassinate him) and securing his backline against the Ayacmanik. Even if he did, he'd have no orkpower left to rebuild his shattered logistics, and he'd cave in on one of the other fronts.

Mazadmundi already blew up the places they need to make vehicles, or rather blew down said places with a phalanx of tornadoes. Our infantry do not need to do what our strategic bombing campaign has already done.

The entire point of this was to shatter Gardakka's power and squeeze him up against Urdgob's territory. Maybe Gardakka will still be able to leverage his boyz' firepower to make headway towards conquering Urdgob after we assassinate Urdgob, and thus remain a relevant force... at the expense of any notional successor to Urdgob. But that still lets us cut him off from the coast and prepare our own forces for an assault
Alright, you have convinced me on the virtues of having the legion of Hexoatl conquer territory. Editing my plan accordingly.
 
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