Solar Auxilia Officer Quest. A 30k Early Great Crusade quest.

...new idea:

Left Flank: 1 Lasgun Section, 1 Rapier or a second Lasgun Section.
Center Flank: 1 Lasgun Section, 1 Flamer, and 1 Lasgun Section or Rapier Section. (Defend)
Right Flank: Storm Axe Section, First/Fourth Lasgun Section.

Reason being I still want the connection with the Revenants and being there as the 'leader' means we're contributing somewhat. Though I'm not sure if anyone fancies losing our Sections Veterancy.

EDIT: Wouldn't double post, but isn't attacking going to cause the Anti Body mechanic on popping up? @7th Hex ?
 
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EDIT: Wouldn't double post, but isn't attacking going to cause the Anti Body mechanic on popping up? @7th Hex ?
Antibodies look like they only show up if you're attacking the Proteus mass itself, with them not going outside the fluid released when it gets damaged. The Cymobea attacking the position are the infantry equivalents and combat is taking outside the main body as I read it.
 
Plan: L'esprit Maginot
-[] Left Flank:
--[] Second Lasrifle Section. Led by Void Sergeant Amélie Beaufort and Third Lasrifle Section. Led by Void Sergeant Jeanne. They are to provide covering fire for the allied units and focus their fire on the cymoeba 'infantry' to allow the storm axes and volkite allies to destroy the walkers.
-[] Center:
--[]
First Rapier Destroyer Support Section. Led by Sergeant Philip "Pip" Bernadotte, First Auxilia Flamer Section, and First Veletaris Storm-Axe Section. Led by Anniet Chjandelmak, They are to counterattack the cymoeba and ensure that they hold long enough for allied reinforcements to arrive. The Storm axes are to provide a solid bulwarks to allow the flamer section to burn the enemy, and the artillery is to use their phosphex rounds to hit behind the enemy forces the axes and flamers are engaging to catch the cymoeban forces in 2 walls of fire.
-[] Right Flank:
--[] First Lasrifle Section. You are in command of this Section and Fourth Lasrifle Section. Led by...nobody of current note. You are to provide fire support for the Space marines with your lasgun squads and allow the nineth legion to eliminate the remaining 'infantry' of the enemy and the walker if possible.



===========================
Logic of the plan as follows.

The issue on the left flank is they need backup, they are outnumbered 2 to 1 but us going there with 2 lasgun squads allows us to balance the odds. The flamers won't be as effective against the walkers as they will the infantry, so sending them here is less effective use of them, and our troops focusing on the infantry lets the allies handle the walkers all the faster.

The Right flank is a similar situation, in that the space marines can handle twice their number easily...but they're outnumbered FOUR to one, and thus leading a couple of lasgun squads into the fray will allow a repeat of what happened with the station mutants to happen again, aka the space marines chew through the grunts and handle the heavy. Flamer MIGHT be useful here but with the space marines it's a waste imo as the space marines need backup to ensure their ability to womp rather than needing heavy fire support.

The Center on the other hand, this is where we send the axes, flamers and the arty specifically on the attack. The reasons here are that one: This is a vital area that needs to be held and thus suits the Storm axes the most out of all the three fronts, secondly, this is the only attacking option for the bonus our arty gets AND by pairing them with the storm axes, they can get their shots in first. This is important because with the flamers there too, and with the storm axes tying up the melee, the flamers can get their kicks in too.

With phosphex being approved, we can outright burn through the enemy AND keep them held back until reinforcements come. It also allows us to...ensure a certain person's surety of care as it were, in a way that isn't a pointless throwaway or obvious attempt to send them to their death. Herrand after all is risking his own life leading from the front.

Am tired so will leave proto plan up for pondering by thread but I do think this strives the right balance of front needs and how to best focus our troops in ways that use them to maximum utility and strategy.
 
The flamers won't be as effective against the walkers as they will the infantry
This may been brought up before, but I don't think this is the case? The flamer section specifically does not have the Light Weaponry trait that prevents a unit from damaging heavy armor. They're probably our second best anti-armor unit we have right now behind the Destroyers.
 
The Rapier Destroyer has the Fire Support Tag though.

Fire Support: Can not damage Heavy armour.

Granted, it's possible the enemy 'tank' isn't tagged as Heavy Armour, then it might be possible.
Ah, whoops guess it doesn't. Which is surprising since I remember the non-Destroyer Rapier option being able to hurt heavy armor.

Actually going back to look at it, is that possibly a typo? Since the Fire Support rules text is different for the the Rapier and Destroyer despite being the same trait name, and it almost looks like Fire Support trait on the Destroyer got mangled with how the "When Attacking:" part got bolded and put in a new line before the rest is a perfect copy of the Rapier's trait. Even down to having the same typo of "shoots fist" instead of "shoots first".
 
Ah, whoops guess it doesn't. Which is surprising since I remember the non-Destroyer Rapier option being able to hurt heavy armor.

Actually going back to look at it, is that possibly a typo? Since the Fire Support rules text is different for the the Rapier and Destroyer despite being the same trait name, and it almost looks like Fire Support trait on the Destroyer got mangled with how the "When Attacking:" part got bolded and put in a new line before the rest is a perfect copy of the Rapier's trait. Even down to having the same typo of "shoots fist" instead of "shoots first".
Could be, but I recall it being Fire Support also means it can shoot first before Combat starts barring if the opposition has a similar unit. I guess we wait for clarifications from QM?
 
Ah, whoops guess it doesn't. Which is surprising since I remember the non-Destroyer Rapier option being able to hurt heavy armor.

Actually going back to look at it, is that possibly a typo? Since the Fire Support rules text is different for the the Rapier and Destroyer despite being the same trait name, and it almost looks like Fire Support trait on the Destroyer got mangled with how the "When Attacking:" part got bolded and put in a new line before the rest is a perfect copy of the Rapier's trait. Even down to having the same typo of "shoots fist" instead of "shoots first".
My bad. I just Fixed that typo.
 
[X] Plan: We're Going to Need More Phosphex
-[X] Left Flank:
--[X] First Auxilia Flamer Section.
--[X] Third Lasrifle Section. Led by Void Sergeant Jeanne
-[X] Center:
--[X] Attack to take the Cymoeba by surprise, requesting reinforcements as you do so.
--[X] First Lasrifle Section. You are in command of this Section.
--[X] Second Lasrifle Section. Led by Void Sergeant Amélie Beaufort
--[X] First Rapier Destroyer Support Section. Led by Sergeant Philip "Pip" Bernadotte.
-[X] Right Flank:
--[X] First Veletaris Storm-Axe Section. Led by Anniet Chjandelmak.
--[X] Fourth Lasrifle Section.
 
[X] Plan Double Side Flank Focus (Future Center Pincer)
-[X] Left Flank
--[X] Second and Third Lasrifle Sections, First Rapier Destroyer Support Section.
-[X] Right Flank
--[X] First and Fourth Lasrifle Sections, First Flamer Auxilia Section and First Veletaris Storm-Axe Section.

Voting for my Plan and then pre-emptively voting for:

[X] Plan: L'esprit Maginot

I like the name, even though I don't have an inkling (without Googling first) on what it means. :V

QUICK EDIT: Also, good to know that it's only the Lasrifle Sections that can't deal with Heavy Armour! :V
 
[X] Plan: We're Going to Need More Phosphex

I like this one, pretty much lines up with my thoughts on the matter.
 
Gives me some pride that FN is still running. How's the rest of Belgium though? part of the Belux dome cities or part of Franc?
Belgae, like Jermani, have largely dissolved as 'nation states' and are now closer to cultural areas with small hive cities and outposts of civilization.
What was once Wallonia is considered a part of Franc, but not really.

Oh they'll claim credit for Belgae science, but not treat them as cultural equals.
 
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Belgae, like Jermani, have largely dissolved as 'nation states' and are now closer to cultural areas with small hive cities and outposts of civilization.
What was once Wallonia is considered a part of Franc, but not really.
So, are there any benefits to being part of a Teran nation compared to the other Terran-origin options? I would imagine the benefits would be comparatively greater education, namely history and knowledge of the DAOT, and stability/military structure/DAOT weapons.
 
So, are there any benefits to being part of a Teran nation compared to the other Terran-origin options? I would imagine the benefits would be comparatively greater education, namely history and knowledge of the DAOT, and stability/military structure/DAOT weapons.
These were the options. They were mostly regarding roleplay and what people wanted out of the war.

[][ORIGIN] Terran Tribe:
Parts of terra destroyed early on in the Age of Strife eventually became home to hardy tribes that livee hand to mouth with an eclectic mixture of primitive tribes with scatterings of high technology. These are peoples ruled and controlled through violence. Many of these tribes were quick to swear loyalty to the Lord of Lightning, although the degree of reverence towards him veers on the deific among some.

Examples include the Texii gun tribes of the Merician continent, the Albian and Highland tribes of Old - Europa, the Mapuktche of Hybrasil, and the myriad peoples of the Gobi chem-wastes.

Your Cohort is recruited from one of Terra's tribes, with the promise of your tribe resettling to a new world if your Cohort wins one.

[][ORIGIN] Terran Nation:

Some bastions of sanity and civilization endured upon Terra, be they decrepit hives, or remote cities of brick and concrete. These nations carefully guarded the remnants of the cultural legacy of mankind, fielding haphazard armies equipped with what industry and archeotech that humanity had managed to preserve.

Examples include:
The Anzak hives, Nordafrik communes, the Merician city states, Belux dome cities, the Dragon Nations of the pan pacific and more.

Your Cohort is a retrained army from one of Terra's nation states, bulked out with a mixture of gutter trash, idealists, patriots, and ambitious fools.

[][ORIGIN] Terran Techno-Clan:

The Techno-Clans of Terra are groups that managed to hold onto the secrets of technology, many of them coming from ancient corporate cartels. Within hidden citadels these groups survived the Age of Strife, trading advanced technology for influence. With the proclamation of unity, these Techno-Clans no longer needed the large masses of serfs and menials to support them, due to the reintroduction of a global currency and the Adeptus Arbites.

Examples include the Terrawatt, Rii-thyon, and Yendainam clans,

Your Cohort is made up of the former menials and serfs of a Techno-Clan that were no longer needed to support a clan.
 
These were the options. They were mostly regarding roleplay and what people wanted out of the war.
I see so it was mostly just flavor text as this is more narratively driven. I was more curious if some of the choices available to us would be shaped by our origin similar to how we only got the destroyer option if we were Terran and the voidsman locked option if we were Saturnyne.
 
I see so it was mostly just flavor text as this is more narratively driven. I was more curious if some of the choices available to us would be shaped by our origin similar to how we only got the destroyer option if we were Terran and the voidsman locked option if we were Saturnyne.
Oh yeah. What your background was would have changed depending on background. A Jovian option might have been a transport ship owned by your clan.
 
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