Depends what fraction of them is coming down.If the weirdboyz are coming down, then the fleet can warp jump closer.
They're already in system so can they?If the weirdboyz are coming down, then the fleet can warp jump closer.
1. yesMight be time for a major sally by our space forces, see if they can hit some of those Roks as they deorbit. Or take advantage of Garkill moving his command to hit the rest of the fleet.
@Durin
1. Does this movement of weirdboyz significantly reduce the chances of the Orks interfering with warp jumps by the grand fleet?
2. Where is the Explorator platform stationed?
2a. how much damage could its macrocannon do with a surprise volley from a position where we shouldn't have any?
2b. could a combination of telepaths and sandstorms hide its movements.
1. yes, they will have to move to Salem for that however@Durin
1. Does Ridcully and his diviners think he can help assist Salem's guns against the roks we did get that tracking power from the Bombardment Cati for this?
2. Can he divine which of the roks has Garkill so we can shoot him down?
3. Can he divine which of the roks has Garkill's personal guard?
4. Can we open a portal big enough under neath the roks to dump them, in the warp?
5. Can a Pyromancer choir led by Xavier enhance damage against the roks.
6. Can the fleet snipe some of the roks with torpedoes or anyother means
7. Are other cities in range to lend their fire power?
8. How far out is the Trust Fleet?
9. Can Ridcully predict the effect of the Weird Boyz Ritual?
10. Do we think we can get bombardment Cacti (the bigger ones) to fire on the Roks?
In any case we need to move Jane, the Psyker and Witch hunters to deal with the Weirdboyz 1 million is more than our entire psyker power even if only 30 roks worth can land.
1st, only half of the Weidboyz are coming downIf the weirdboyz are coming down, then the fleet can warp jump closer.
... Ok that should have been fairly obvious I suppose.2. yes, the one twice as big as any of the others with masses of armour and overpowered shields, hooting it down is easier said then done however, and even that may not kill Garkill
1. Can we create a massive infinity gate over Salem to move the roks that would hit the city outside of the city.4. no, if you could a deamonic army would be coming out the other way
1. NO... Ok that should have been fairly obvious I suppose.
1. Can we create a massive infinity gate over Salem to move the roks that would hit the city outside of the city.
Not a portal.
2. Apparently these Roks have gunners/steerers can we get our telepaths to get them to either crash into each other or shoot each other?
3. Can our illusionists convince them that Salem is a few miles to the right or something to get them to miss.
4. Can we project a really really high pitched psycic noise... Weird Boyz are not the most stable of psykers so we maybe able to make their heads go boom
To my mind shaving off 4 days is well worth doing.
@Durin,
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Do we have a good target for an LEF volley?
2. you can try, with the time constraints, the issues with finding the right minds, the shields and the protective influence of the Waaagh it will be hard however and you will not be able to get more then one or two at the most
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Apparently these Roks have gunners/steerers can we get our telepaths to get them to either crash into each other or shoot each other?
Already asked.2. you can try, with the time constraints, the issues with finding the right minds, the shields and the protective influence of the Waaagh it will be hard however and you will not be able to get more then one or two at the most
Not if it looses us the fleet.
Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.Salem looks like it's doomed. They can't shoot down enough Roks to not get utterly wrecked by tons of them falling into their defenses.
Not if it looses us the fleet.
Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.
Not quite yet, currently we take 110 roks down to 30, with psykers we maybe able to increase these numbers even more and if we're desperate we can deploy death strikes.
Possibly, however, Brieut doesn't have access to psykers or potentially Ridcully.I read that differently. Of the 110 Roks only 30 can try to land on Salem, which we can then try to shoot down. The rest lands around the city. Since we deflected 8 out of 12 Roks landing on the other target this turn i expect 22 Roks to get through.
1. after they have landed@Durin
1. Just to clarify can Ridcully figure out when the Weird Boy ritual is to happen, when the Roks are en route or once they've landed?
2. Can we get our Daemonologists to ward as much of Salem's defences as they can to reduce the impact of the ritual?
3. How effective is Siren's Song on orks?
4. How long would it take to shunt all power from the guns to the void shields?
1. very highWell, weirdboys are not the most stable psykers in the galaxy, so maybe we should keep Lin in Salem, in case that they accidentally daemons everywhere.
@Durin, I have some questions:
1) How big is the chance that if we move Fred to Salem, Garkill will try to personally fight him? What Rotbart and Ridcully think about it?
2) If so, how much better it will make to assassinate him?
3) How big is the chance that he will try to land a Rok on him instead, or something like that?
1. see aboveTo my mind shaving off 4 days is well worth doing.
@Durin,
1. Could our telepaths confuse the pilots of the Roks and cause them to collide?
2. Do we have a good target for an LEF volley?
there will still be risks, but it will be more like 5% chance of losing each ship rather then the 25% you would get if you tied for 1 day4 days is the limit without massive risks. 3 days would be safer still. We don't have to do it immediately either - in another couple of days we'll have whittled the ambush party down further, as will Garkill by calling down reinforcements, but the total timesaving will be about the same for the heavy elements.
Salem is a Hive rather then a Major city so you would expect 16 to be deflected, not 8 leaving 14 getting throughI read that differently. Of the 110 Roks only 30 can try to land on Salem, which we can then try to shoot down. The rest lands around the city. Since we deflected 8 out of 12 Roks landing on Beirut this turn i expect 22 Roks to get through.
Given that only four of them threw Beiruts defenses into disarray i conclude that Salem is doomed.
it has an average radius of 10km, making its outer wall 60km long and its area 320km, it averages 1 km high with a population density of 300,000 per square kilometerPossibly, however, Brieut doesn't have access to psykers or potentially Ridcully.
Also can someone figure out how big Brieut is?
you can do so if you try, excluding those in Elysium anywaySo, are we going all in in moving psykers and heroes to Salem.. or not? Can we even do so?
3. Can our illusionists convince them that Salem is a few miles to the right or something to get them to miss.
1. How much time would it take to prepare