would we be able to make a sacred site on itza before we teleport him and the orks start to swarm the city?
Not before, but lizardmen have plenty of experience building things while simultaneously fighting off enemy armies.

Well, I believe that Itza is where we should hold the Orksplosion ritual, and that we should do the Metropolis Preservation Barrier research. I believe it's been said that doing the latter will result in Itza automatically gaining one as a result of the research, though IC it'll be more like we already had one, we just couldn't figure out how to turn it on until now.

The Juvenile Colossus Examination research seems potentially useful, though I do feel the need to ask aomething. @Xantalos , is this something we can only do this turn, with it disappearing until the next time one of our Titans reproduces, or will it still be there next turn if we don't choose it?
I'm gonna say the Thunder Lizard will have grown to full size after this turn, but the baby Quango will take a while longer, so the option will still be there.

Hot dog, an update!
How do Slann stack up to the crazy level psykers like Big E or Magnus?
How would Primal hero-units stack up to other faction hero units?
Where do Skinks and Kroxigor fit in? How do Skinks compare to the Imperial Guard? How do pairs compare to tech-priests?

Very interesting, but ultimately probably not worth it considering the cost is equivalent to half the cost of figuring out how to resurrect them. Three times the cost if we take Slann Spawning as a given.

Does Mazdamundi's Geomantic Master trait apply any bonus to this?
Those first 3/4: Fight them and find out.
Last one: …yes. Nothing mechanically defined as such, but yes, Mazdamundi would perceive stiff the other slann would miss.

Also, @Xantalos, would that shield come online in time for us to pull off the Waaaagsplosion or would we need to wait for next turn for shields and holy sites to affect it?
It'd activate in the middle of the attack (but only Itza, as Simon_Jester mentioned). Every other city you'd have to build them.

@Xantalos so core plan question: How do you want us to denote the "Haha! Your Warboss is in another castle!" trick I suggested?

Do we just go:

Geomantic Ritual: Uax Resonance Cascade - You have a functioning ork Warboss in captivity. With the knowledge of greenskin physiology and metaphysical functioning you have unlocked, it should be possible to use it as a focal point for a Geomantic Ritual with the purpose of destructively severing the connection to its Waaagh!!! field that every one of its followers possesses. This will destroy the Warboss, and in the process, trigger a frenzy state in the psychic field. Every affected greenskin will zero in on the ritual and attempt to destroy it with redoubled strength. Effect: As per a regular Ritual, but the casting site must be noted. Defenses heavily recommended. Will destroy any of Gardakka's Waaagh!!! that are in range. Casting Site: Start in Yagoqua, teleport to Itza.

Is that acceptable?
Yes, but you will have to dedicate additional slann to pull off the teleport. I'll say 15 slannpower in this case. My bad - ritual's gotta stay in the same spot for the whole time, but you can assign slann to poke the Waaagh field of faraway orks while sitting in Yagoqua in order to draw more near the city and make the gambit more effective.

@Xantalos , I can't easily locate a reference for how much slannpower it takes to do a geomantic ritual. I've lost track of where that is and none of the Informational posts is obviously on the topic.
It's actually in the turn option itself - there's a spoiler that lists applicable ones. I'll put the list somewhere on the front page too, though.

What would be the difference between a Mag 1 Ritual and a Mag 2 or a Mag 3 Ritual? Duration? Scope? Could we limit the effect to a specific geographical area or would the Ayacmanik's nature, regarding their soul(s), necessarily spread the effect? What sort of of boosts could we given them, generally speaking?
Depends somewhat on the effect, I'd say. Mental or spiritual effects would get spread throughout the oversoul and last shorter, bodily buffs would stay confined in the normal area of a Ritual or wherever you specified, and probably last a bit longer. As far as diversity of effects, you're pretty free with it - stuff like mass-casting Birona's Timewarp on them for a lengthy period of time would probably last a very short length of time or have to be applied to a small group due to the energy costs of such a spell, but you're pretty much free to think of anything - just lemme know what it is you wanna try and I'll see if it's workable.

@Xantalos what Magnitude is the headsplosion ritual?
Whatever you want it to be - higher magnitude, more area it'll effect.

@Xantalos , with our Mag 3 web can we get a Mag 2+1 ork-detonating ritual with Mazdamundi, and a Mag 2 Ayacmanik-hulkifying ritual?
Yup, that's doable!

@Xantalos , to be clear, does putting more than the minimum slannpower (presumably Mazdamundi) on the Mag 2+1 ritual it would hopefully take to clear the general area of orks, including all their holdings on the central continent, do anything to help?
No, just because this ritual involves brainjacking Gardakka's soul and whatnot, it can't be sped up like others can. It's gotta charge for the whole decade and only actually does the headpop at the end.
 
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I'm fine with The Stone and Level 4 infrastructure given their relevance, but right now generally prefer the idea of lots of immediately possible research to help in the long term and in this final battle. If nothing else I imagine Sacred Spawnings: Basic will help with more complex spawning/soul research down the line, and it's only 450 in exchange for effectively army-wide buffs.
None of this sounds immediately very helpful or necessary- we've actually got tactical superiority at the point of contact against the orks and their numbers have been whittled down greatly while ours are holding steady.

We don't need to specifically bulk up our troops, we need to commit the necessary slannpower to see this front of the war DONE so we can get on with a relatively modest effort to clear the northern continent and resume research on major priorities like slann spawning.

We've spent the last four turns or so in 'war mode' because we've need to constantly upgrade our forces and commit vast slannpower reserves to directly prosecuting the war effort. It's time to change that.

The minimum slannpower for one Mag 3 ritual is one slann of any generation IIRC.
Uh... I'm very confused.

@Xantalos , we can't even begin to plot this turn until we have a better sense of what the slannpower requirements are to fire off the ork detonating ritual from Itza. Can you provide us with the necessary numbers for a few representative use-cases so we can plan? I don't think we have a good handle on what geomantic rituals actually require us to do.

In particular, whether Mazdamundi gets involved seems important.


I'm sorry, I know you're trying to clear things up and our posts crossed.

But for instance, can Maz handle a Mag 2+1 ork-exploding ritual personally, while 50 slannpower handles a second Mag 2?
 
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In the chaos of the battles against the lizardmen and the constant pressure of the sameboyz, only a fraction of the boyz in the south made it back to ork-claimed territory. It took days for them all to be properly reintegrated into orkish hierarchy - that is, beaten senseless and claimed by one Nob or another - and days longer before anyone noticed that the boss was missing.
The idea that several days went by before anyone realized the Warboss was missing is funny to me.
The discussion was eventually quelled when the renowned kommando Carvo Orktano, who had been presumed dead in the numerous campaigns over the last decade, appeared out of the jungles with video evidence that the lizard gits had looted Gardakka and taken him to one of their cities.
Did this Kommando come back with Gardakka's talking heart and a taste for whale blubber by any chance?
Whatever you want it to be - higher magnitude, more area it'll effect.
What magnitude would we need to headsplode every Ork on the continent?
Contributing 1.5 times the cost of a single ritual allows its activation to be placed freely in the turn, rather than in the last third of the decade as is mandatory if the ordinary cost is supplied.

Magnitude 1 Ritual: 5 Slannpower
Magnitude 2 Ritual: 50 Slannpower
Magnitude 3 Ritual: 500 Slannpower
Magnitude 4 Ritual: 2,500 Slannpower - not ordinarily possible at current Web Magnitude
What level of ritual is required to boost the local web magnitude? If perform a larger ritual will the magnitude increase more?
 
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Eh, I think we're at the same Magnitude that the Lizardmen were at when the Warpgates blew on Mallus, and they held out pretty well against a non-stop massive Chaos incursion with much lower tech than we currently have.

That said however, I'd like to be even more tech'd up by the time Slannesh is (re)born here, because you can never be too ready to fight Chaos :D
Nope. They were Mag 4, still had 1st gens and most of the spellforges and stuff was available but we forgot how to use.
@Xantalos , we can't even begin to plot this turn until we have a better sense of what the slannpower requirements are to fire off the ork detonating ritual from Itza. Can you provide us with the necessary numbers for a few representative use-cases so we can plan? I don't think we have a good handle on what geomantic rituals actually require us to do.
Literally just look in the Slann Actions, Ritual spoiler on the turn. He lists them out. I also quoted it for you.
 
What level of ritual is required for this?
Technically, any level will work since it affects orks in the rituals AoE. Practically we want Mag 3 to get all the ones here on the ring.
What level of ritual is required to boost the local web magnitude? If perform a larger ritual will the magnitude increase more?
We don't have the chutzpah to use the web to boost the web.
Ahh gotcha. So still a good ways to go to be back at our old strength.
Yeah. Not a crazy long time and things like guns and engines are going to be new, but a ways to go.
 
Nope. They were Mag 4, still had 1st gens and most of the spellforges and stuff was available but we forgot how to use.
That got retconned a few weeks back. They were getting close to Mag 4, but didn't make it.
On another note, did some rough math and you'll need 75 cities to get to Mag 4, which is actually less than what's needed to fill up the entirety of the continent - in total you could cram ... about 115 cities on this bad boy. In light of this, I'll also have to retcon my previous WOG about pre-Catastrophe lizardmen having reached Mag 4 beforehand - they were reaching for it, and probably a decent amount of the way there, but not quite. Which makes sense, with geomantic masters able to punch a magnitude above their Web level, a Mag 5 ritual would probably have been able to close at least one of the polar rifts, if not both (supposing minimal daemonic interference). Lizardmen being Mag 3 back then makes more sense, and also makes it more of an achievement to have reached it again now.
 
@Xantalos , we can't even begin to plot this turn until we have a better sense of what the slannpower requirements are to fire off the ork detonating ritual from Itza. Can you provide us with the necessary numbers for a few representative use-cases so we can plan? I don't think we have a good handle on what geomantic rituals actually require us to do.

In particular, whether Mazdamundi gets involved seems important.


I'm sorry, I know you're trying to clear things up and our posts crossed.

But for instance, can Maz handle a Mag 2+1 ork-exploding ritual personally, while 50 slannpower handles a second Mag 2?
Doy, my bad - misread the thing. Mazdamundi could pull a 2+1 on his lonesome, yeah, since his slannpower value is 125. 50 slannpower can pull a second Mag 2 off as well.

What level of ritual is required to boost the local web magnitude? If perform a larger ritual will the magnitude increase more?
At the moment, that sort of thing isn't feasible, unfortunately. More Research Required and whatnot.
 
@Xantalos , with our Mag 3 web can we get a Mag 2+1 ork-detonating ritual with Mazdamundi, and a Mag 2 Ayacmanik-hulkifying ritual?

Although personally I don't think the timing would work out so well. Among other things because the Ayacmanik would also harass us, and things get a lot more complicated if they ever succeed in parasitizing even one of our skinks. I'd rather just take our chances with fighting the orks more conventionally.

I think the bolded portion of Xan's response to my questions put any worry of getting caught in Aya crossfire to rest because we can geographically isolate the ritual such that the orks will have to go through the area to get to us but we won't be fighting the Aya affected.
Depends somewhat on the effect, I'd say. Mental or spiritual effects would get spread throughout the oversoul and last shorter, bodily buffs would stay confined in the normal area of a Ritual or wherever you specified, and probably last a bit longer. As far as diversity of effects, you're pretty free with it - stuff like mass-casting Birona's Timewarp on them for a lengthy period of time would probably last a very short length of time or have to be applied to a small group due to the energy costs of such a spell, but you're pretty much free to think of anything - just lemme know what it is you wanna try and I'll see if it's workable.

All that said... still not sure it's a good idea, but I do think it's one we should consider. Maybe using something like Wyssan's Wildform or Pann's Impenetrable Pelt as the effect.
 
I would say finish off the time sensitive juvenile observations this turn, as well as the skink template if we can. Then into the city shields and equipment upgrades. Possibly also a sacred site or two in the orks path towards whatever city we do the ritual in. Note I definetly haven't done any of the math for this it's just what stands out to me as being needed for the least casualties when we begin the ritual.
 
Mag 1 is single city, Mag 2 is around the area of a single square on our city grid, Mag 3 is roughly our entire city grid so far and Mag 4 would be enough to touch on all three continents or stretch across 75% of the ring.
What I really want to do is wide scale attacks against orkoid spores. Not the orks themselves, but their ability to use battle as a method of reproduction.
 
I'd like to advocate for getting the Stone done.

Yes. We have Ork concerns but we should at least throw some damned Slann power at it to start working on it so we can finish it next turn if we can't finish it this turn.

Killing the Orks won't take our entire Slann pool.

And we cant monofocus on the Orks at the expense of everything else.
 
Okay, so we're all in agreement that we need to do the stone research this turn, right?

Also, who else is very much nervous about the "multicolored star" that the Ork was talking about?
 
Ritual 1 Maz 125 Slann power ( mag 2(50) +1 (5))
Ritual #2 Mag 2 3 3rd 50*1.5- can fire at any time during turn- prefer buff to Lizardmen perhaps the Scatter The Barbarian action
Sacred Site- Itza 2 City actions
Scatter The Barbarian- Commando X heroes
Break The Tide- Defend the ritual X heroes + 1 itza action + x city actions
Invoke The Serpent- Teinhuan on Scatter the Barbarian?
Invoke the Mist Swimmer- Krom'tli on Break the Tide?
Scry and Spy- All 3, 15 5th Gen slann (lets our military react to strategems during the turn)
Okay what other actions and what research do we want for the ork ritual and defense


I'd like to advocate for getting the Stone done.
Is this the 450 Very Hard project? If so through 225 of spawn at consult relic preist-enigma
 
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Ritual 1 Maz 125 Slann power ( mag 2(50) +1 (5))
Ritual #2 Mag 2 3 3rd 50*1.5- can fire at any time during turn- prefer buff to Lizardmen perhaps the Scatter The Barbarian action
Sacred Site- Itza 2 City actions
Scatter The Barbarian- Commando X heroes
Break The Tide- Defend the ritual X heroes + 1 itza action + x city actions
Invoke The Serpent- Teinhuan on Scatter the Barbarian?
Invoke the Mist Swimmer- Krom'tli on Break the Tide?
Okay what other actions and what research do we want for the ork ritual and defense



Is this the 450 Very Hard project? If so through 225 of spawn at consult relic preist-enigma
Yeah it's 450 Very Hard Other category research
 
Yeah it's 450 Very Hard Other category research
Great, it qualifies as Enigma for Relic Priest Consultation (not sure if anything else does) so if we do 225 slann power at that we get 450 progress in an enigma topic and if it is the only one than it will be researched. Just need to allocate Slann to the war and ritual effort first to see what we have left.
 
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