- Location
- Alice Springs, Australia
You got it with shipyards, it is why an escort will only take a few years to buildHow much? To get it from Atlas I mean. Or did we get it when we bought shipyards?
You got it with shipyards, it is why an escort will only take a few years to buildHow much? To get it from Atlas I mean. Or did we get it when we bought shipyards?
Still, if large ships take that long to build, we should probably roll for them via administratum requests instead. A critical success will give us a shot at battleship reinforcements.
Battleships take longer for that to build for established Forge Worlds.
Slight amendment to Enjou's plan, main changes to the second point. @Enjou , tell me what you think.
Also mention that we have several thousand regiments of men on planet, so we can spare some to help rebuild the damaged areas if he wishes.
Well, that was somewhat... embarrassing for the Admiral. Perhaps next time he won't let his guard down...
Still, he did a phenomenal job in the first part, so I expect the embarrassment will be somewhat minimal, and at the end, the system is saved without even a 'Nid landing and a Splinter Fleet is wiped out.
That's... worth quite a bit, particularly that last. No bug snowball for the subsector and then sector is pretty important.
I perhaps wouldn't donate a whole refit-worth of impalers - training and all that. Rather, I'd donate a nice chunk to the different worlds of the subsector so they can arm their top-end (and most trustworthy; an impaler in the hands of a guard who snaps could be... bad) units. We can gradually increase shipments - plus, well, we might want to actually trade the things ^_^
Though depending on whether the ships at the end were destroyed or not, the damage done to the non-destroyed ships, and who/how many of the crew survived, it may not be a complete loss.Yeah, though what could have been an extreme victory turned into a very Pyrrhic one.
All of this, aside from offering our forces for boarding (which is pointless, since they have boarding specialists already available), should already be done or is being worked on without our input being needed. The battle in space is over, and so long as there have been no enemy troops landed we've won.[X] Start counter-boarding tyranid infested ships. Offer your own troops for helping the Admiral's soldiers.
[X] Quickly salvage derelict ships destroyed or disabled in the battle. The remaining crew who are still on board or have managed to get to escape pods are to be saved, their ships shut down to prevent mechanical catastrophes and towed to a safe location free of possible debris collisions.
[X] Salvage all working or easily repairable vacuum suits on the ships to be able to send more soldiers to clear tyranid infested ships.
[X] Any remaining tyranid ship big enough that is on a collision course with Aflheim is to be nudged, blasted or towed away.
Entire ships full of tyranid managed to board. You think they will have enough numbers to counter board? What about when the first wave get's tired or injured? They can be pulled out and their equipment given to others to use and continue fighting.All of this, aside from offering our forces for boarding (which is pointless, since they have boarding specialists already available), should already be done or is being worked on without our input being needed. The battle in space is over, and so long as there have been no enemy troops landed we've won.
But if what you imagine instead is an absolute clusterfuck of a battle, with Imperial units somehow mistaking each other for Tyranids (crit-fail!), Tyranids crashing into a moon while trying to evade Imperial long range bombardment (crit-fail!), or an entire salvo from a massive fleet hitting its hundreds of targets with perfect accuracy through what can only be the Emperor's personal intervention (crit-success!), well... that would still be utterly freakish, but it would fit the dice roll and eventual outcome. It would still make everyone watching question their sanity, but that's only to be expected for something like this.
Entire ships full of tyranid managed to board. You think they will have enough numbers to counter board? What about when the first wave get's tired or injured? They can be pulled out and their equipment given to others to use and continue fighting.
Though they'll probably want to sweep through a few more times, just to make sure there's no gene-stealers hiding in the vents of some disused part of the ship.Yes, they have enough numbers - "All ships have boarding complements from Vanaheim" and they have 160 Shark Assault Boats full of trained boarders. Also, as I said, I presume they're done. Durin didn't mention anything about needing to clear out the ships, and all bioships are dead, so I think there's no living Tyranids left.
Though they'll probably want to sweep through a few more times, just to make sure there's no gene-stealers hiding in the vents of some disused part of the ship.
"Okay who hide my sword?"*Reads the mess that became of the mopping up action*
Tyranids: We aren't eating them... because we can't bite them. Swarm shall close in at nomming speed.
*Everything is going much better than expected, when crews all across the fleet report hearing an inexplicable bellowing HHHHEEEERRRPRRPPPPP*
*Baffled by this psychic phenomenon and involved in fleet command, Admiral Freyr is quite surprised to be knocked off his feet by an even louder bellowing DDDEEEEERRRRRPPPP*
*Getting to his feet seconds later, status reports are coming in and one of the battleships has decided inexplicably counter ram the Tyranids*
*Later investigation reveals that seconds before the Tyranids decided to default to boarding action, the battleship captain issued the following orders*
"Get closer... I want to hit them with my sword!"
And there's a canon description of a Lunar cruiser being built in eleven years over a feral world (the Lord Daros over the feral world of Unloth). Let's face it, Games Workshop is inconsistent on a lot of things, and construction times are one of them.
That would be utterly unbelievable to me. It would imply that both us and the enemy couldn't do their jobs.
I think a bit part of what you are objecting to is the truncated probability continuum that a d100 imposes on quests. There is a 1% chance of things going spectacularly badly and a 1% chance of things going spectacularly well and a 0.01% chance of an opposed roll going obscenely well/badly. That's nothing like the sort of probabilities for great success and great failure that we encounter in the real world. A "1 in 10,000" event is actually a pretty common one, in a normal person's year, a "1 in 1,000,000" event is something you'll experience several times in your life. You are very likely to know people who have "1 in 10,000,000" events happen to them. I think the truncated probability continuum is part of what people enjoy about quests as well. They are both a little easier and a little more brutal than real life, which makes for the sort of exciting contrast that people like in their escapist material.