Sure, but that leaves a lot of leftover material just sitting there, which is offensive to Orky engineering sensibilities. It's not made of rock so it can't be a Rok, what else is left?
Sure, but that leaves a lot of leftover material just sitting there, which is offensive to Orky engineering sensibilities. It's not made of rock so it can't be a Rok, so what else is left?
Outfitting an Ramilies with super dense alloy could be done. Except that it is extremly large and would need the production of probaly half a century.
@Durin
1. Our flagship has a very advanced armor pattern that because of it sheer thicness and weight can not be used on something smaller than a command battleship. My question is how the very advanced armor and super dense alloy meassure up to each other?
2. I beliefe the backlash of Thrant trying to combine the two armor shemes would be to server? If not would that become a possible action in time?
3. What is your estimate on a rough multiplier for armoring battlebarges with super dense alloy compared to one ramilies?
Best explanation I can come up with is that yeah they take a while to form, but there is a **** ton of them.
They're forming from ships from pretty much the whole galaxy and any (reasonable) time period and that's a lot of ships. + the orks can make their own hulks which are basically the same thing.
As for not piloted by orks...well there is one in the region that isn't a small one owned by Turoq.
As for how the orks find em...well possibly they find em as they're basically giant piles of scrap, but more likely there are orks already there. There are so many ork ships that some (with spores) not making up at least part of a hulk is at best statistically unlikely.
That actually reminds me
@Durin
1. In what state is Da Krumper and its escort hulks (by that I mean is there a chance of finding decent salvage as I think you implied there was at one point...IIRC...)
2. How old do we estimate Da Krumper is anyway? Pretty old to be so large...
3. Have the border lions left (at least when we did) and if they have when after the daemons were dead or after the ritual was ended?
4. Would/is the Inquisition recruiting Quartok agents according to Klovis?
Can we just leave the material alone until it actually gets close to maturing? Plus, given that Avernus isn't the ones producing it, I don't know how much influence we'll have in determining how it's used anyway.
Adhoc vote count started by Durin on Feb 16, 2018 at 2:07 AM, finished with 305 posts and 12 votes.
[X] Plan Ere We Go!
-[X] Take Half of your available fleet as escorts. - Half of the gathered fleet is five hundred escorts, a hundred capital ships and multiple battleships, a fleet powerful enough to make an possible attack on your convoy futile. This will leave Avernus a bit open and reduce how much bombardment you can use however.
-[X] Governor Rotbart, High Grandmaster Ridcully, Grandmaster Xavier, Jacob Oakheart
-[X] Elites: Black Irons, three quarters of the Last Hunters, Phase-Tigers
-[X] Take all of your Helguard- The Helguard are the best soldiers in the Imperial Trust, and their presence will be vital in combating the large numbers of Mega armoured Nobs on Mar Sara while they are overkill against what is left on Avernus.
-[X] Take Three Quarters of your Battle Psykers- The forces of Chaos are unpredictable and it may not be a good idea to take away all of the human psykers keeping watch on them.
-[X] Take all of your Helltroopers- The Helltroopers are a large, well trained force in power armour, something that has been proven to be highly effective on Mara Sara.
-[X] Take Three Quarters of your PDF- Leaving behind an army or two of PDF to watch over the Abomination forces prevents you relying on the militia for those duties, and for wildlife defence.
[X] Plan Stomping Orks and Securing Home
-[X] Take Half of your available fleet as escorts.
-[X] Heroes: Governor Rotbart, High Grandmaster Ridcully, Grandmaster Xavier, Grandmaster Jameson, Grandmaster Aria, Jacob Oakheart
-[X] Elites: Black Irons, three quarters of the Last Hunters, Phase-Tigers
-[X] Take all of your Helguard
-[X] Take all of your Battle Psykers except for one of the Telepath Choirs
-[X] Take all of your Helltroopers
-[X] Take Three Quarters of your PDF
-[X] Other
--[X] Saint Lin will continue to ensure the spiritual purity of the Avernite people by whatever means necessary
--[X] The Telepath Choir, the remaining Last Hunters, and Jane Oakheart will root out the sleeper agents the Valinorians planted
--[X] Ridcully will assist with the Mar Sara battle while en route at a maximum sustainable rate.
Since we are talking about improvements to the navy, could we (once again) consider how to deal with space hulks they bring?
They have a ridiculous amount of hp, and our 'best' (ignoring costs) solution are void torpedos and other top-tier weaponry.
What I am basically thinking is... hulks are not sturdy. They are basically massive piles of scrap, with lots of layers.
Instead of focusing on more intense weaponry, with greater anti-armor capabilities, maybe it'll be better to focus on weaker, but more expansive weapons?
A bunch of ideas:
-A... cluster bomb, with primary explosive charge propelling secondary charges further away into the ship. Maybe also going with tertiary charges? Weak, but spread out inside the ship. Additional effects of flaming charges, or any corrosive effects.
-Any and all burrowing weaponry, perhaps even small, automated vessels to facilitate it? Could use modified mining equipment for that, and combine with cluster bombs. Point is to get deeper in, to make fractures further inside.
-Avernite creatures. Metal eating ones would be perfect, if dangerous off-world. Sonic or... 'shockwave/earthquake inducing' would be better, since that would severely weaken the entirety of this shoddy construction.
-Anti-ork psychic powers, especially anti-technology ones. Most likely the Waaagh field affects the craft's sturdiness and functioning. Disrupting that would further weaken the ship, and any systems it runs (such as weapons), and coordinating concentrated attacks with dedicated choir casting would work wonders.
Please, if you can be bothered, mention any and all examples of solutions against orks (be it omake's name or just it's description), especially if I repeated them. There's a ton of omakes, and I don't know where to start.
*HISSING IN BINARY* Automation automation take it awaaaaay.
We hates the automation.
While a caricature I think the admech is very unlikely to let use automation intelligent enough to actually be useful in a fight anytime soon. It gets their MoI sense tingling.
-Anti-ork psychic powers, especially anti-technology ones. Most likely the Waaagh field affects the craft's sturdiness and functioning. Disrupting that would further weaken the ship, and any systems it runs (such as weapons), and coordinating concentrated attacks with dedicated choirs would work wonders.
Please, if you can be bothered, mention any and all examples of solutions against orks (be it omake's name or just it's description), especially if I repeated them. There's a ton of omakes, and I don't know where to start.
Headcapping: Warboss killing
Headbanging: Over charging/disrupting the Weird boyz. Causes headsplosions.
Shiny shit: Distracting the orks with...what else. Preferably it explodes.
I'm bigger you grot: Being taller or fancier than anyone else is likely to make the boss home in on you. Can draw it out into an ambush.
And if all else fails
A grot'd do better: Insults will usually get a reaction.
Nova cannons are the weapon of choice against Hulks. They have a huge area of effect and most Hulks have vast surface areas that are barely armored or not armored at all, leading them to easily loose important parts of their superstructure like extra engines, gun turrets or whole ships when hit in the right place. And Nova cannons spread the love around.
Other than that you want pure volume of fire. Unlike with most battleship scale combatants lances and other weapons that focus on precision and armor piercing over rate of fire tend to be wasted on Hulks.
However, for all its strength, the Beast also actually creates a natural (and very easy to exploit) weakness in Orks. As a result of how successful the Beast's Waaagh! was, the Boyz within it are supercharged with Waaagh! Energy, a volatile thing at the best of times. Even the use of only a handful of Sisters of Silence and a Weirdboy has the power to set off a chain reaction strong enough to do anything, from wiping out all five Beasts at once to killing an entire planet of Orks.
That's a pretty big flaw. Game breaking, even.
For the sake of the Quest let's hope Gork and Mork fixed it. Not perfectly of course, they're still orks.
That's a pretty big flaw. Game breaking, even.
For the sake of the Quest let's hope Gork and Mork fixed it. Not perfectly of course, they're still orks.
Not like it really matters to us. I am pretty sure there is no blank on the level of a Sister of Silence in the Trust. Or at least we haven't heard of one if there is.
Not like it really matters to us. I am pretty sure there is no blank on the level of a Sister of Silence in the Trust. Or at least we haven't heard of one if there is.
War on Two Fronts Part Eighteen: Victory is Assured
T=44:12:00-91:00:00
Almost seven weeks after entering the Warp you and the Avernite reinforcements exit, a mere days travel from Mar Sara. As soon as you enter the system you go over Ridcully's reports over what has been occurring over the last months one more time so that you will be better prepared to deploy your forces.
The first few weeks after your departure from Avernus were good, with the flow of added reinforcements allowing Chapter Master Julius to hold the line and inflict major damage to the Orks. These victories were won though the determination and your soldiers and the skill of your commanders rather then by any outstanding feats of heroism. However Da Crumpers continued to tear a hole in your defences, forcing chapter master Julius to deploy a large number of his best troops to stem the tide. The battle that followed was the biggest disaster in the history of the Imperial Trust, with ten full Astartes Companies falling along with dozen courts of Knight-Titans, half your battle Psykers and over twenty million power armoured elites. It was only the heroic sacrifice of High Chaplain Azeriel of the Blood Dragons and his Death Company, the deployment of all of the Imperial Trust's Decent Destroyers and Deathstrikes that stopped the battle from turning into a rout that would have doomed your defence of Mar Sara. Chapter Master Julius managed to turn this defeat into a Pyrrhic victory by using it to cut off Da Crumpers from the rest of the Orks using his rapid reaction units, pre-fabricated fortresses and an incredible number of Spider Mines.
T=44:12:00-70:00:00
Orks control 63% of defences Total Imperial Casulties
15/38 billion men
12/18 Astartes Companies
26/38 Knight Courts
High Chaplain Azeriel
Half of the Battle Pyskers
Over the next three weeks your forces managed to hold back the Orks on almost all fronts, and to kill almost half of those that remain. The exception to this remained Da Crumpers who resisted all attempts to kill them, inflicting major damage on all who opposed them. The next major attack on Da Crumpers saw the mauling of both the Timeless Army, which is now more of a corps, and the Fire Giants. However the actions of your surviving Astartes and Knights as well as a strike team of Last Hunters turned this battle into a major victory, as they cut a path though Da Crumpas to Warlord Gutcrumpa himself, who was then engaged in a duel by Lord-Marshal Sigurd, a duel that he was winning. However this in when the Last Hunters stepped in with a perfectly placed super-exitus shot which ended the life of Warlord Gutcrumpa, and broke both the power and the leadership of the Orks.
T=44:12:00-91:00:00
Orks control 63% of defences
Orks Waaagh level reduced from The New Waaagh to The New Normal. Total Imperial Casulties
18/38 billion men
15/18 Astartes Companies
31/38 Knight Courts
High Chaplain Azeriel
Almost all of the Timeless Army
Almost all of the Fire Giants
Most of the Battle Pyskers
This is when you arrived, to find that the back of the Orks had been broken but at the cost of massive losses for the Imperial forces, including a disproportionate number of the elites. The main threats are the remaining Gargents, gathered by the hundreds to the south of Imperial lines and Da Crumpas, who control a fortified region within Imperial lines. With the loss of most of their Waaagh power the Orks are significantly outclassed by even a normal Imperial Trust soldier, and even their Nobs will have issues with Avernites. However despite this the number of elite Orks remaining is a major threat, and will be able to inflict heavy losses if you let them.
Currently Chapter Master Julius is the commander of the Mar Sara theater though he trusts your judgment enough to give you a great deal of freedom in your deployments and to give you your choice of the three major commands. His current plans include using gradually increasing pressure to drive out the Orks surrounding DITAEON while elite task forces take out the Gargents and besiege Da Crumpas. He estimates that it will take another month to break the Orks using this plan, after which most of the Trust's forces can be redeployed. You could attempt to convince him to use another plan if you have a good enough argument, though he remains wary of anything resembling a frontal assault on Da Crumpas due to his past experiences with them.
[] Deploy all of your forces to help deal with Da Crumpas- The elite Avernite forces are better suited to face Da Crumpas then any other force their size, and will be able to greatly reduce casualties among elites by taking part in the siege
[] Deploy all of your forces to help deal with the Gargents- Your forces have both more anti-titan weapons then any most remaining forces and more experience facing massive foes, and will be able to have a major impact if deployed to this battle in large numbres, reducing losses to the rusts heavy armour.
[] Deploy all of your forces to help deal with the main Ork armies- Avernites are able to achieve massive kill rations against even dug in Orks, and if deployed to the primary forces will be able to greatly reduce the losses to the Trusts regulars.
[] Split your forces between the three commands- This will have a lesser impact of all three sections of the campaign.
[] Write in deployment
[] Have Rotbart take command over Da Crumpas Command- Da Crumpas are a major threat, and you should personally take command over the fight against them to reduce losses.
[] Have Rotbart take command over the Gargent Command- The Gargents are a force you have experience in dealing with, and one that could cause major damage if left unchecked. You should command the forces taked with taking them out.
[] Have Rotbart take command over Primary Command- While not as galmerous as the other commands the massive field of battle of the Primary Command well suits your talents as a commander, and you could have a major impact if you took command over it.
Heroes
[] Write in deployments for High Grandmaster Ridcully, Grandmaster Xavier, Grandmaster Jameson, Grandmaster Aria, Jacob Oakheart
Elites
[] Write in deployments for Black Irons, Phase-Tigers and Battle Psykers
15/18 Astartes Companies
31/38 Knight Courts
High Chaplain Azeriel
Almost all of the Timeless Army
Almost all of the Fire Giants
Most of the Battle Pyskers
@Durin
1. How pissed do we think the Dragon's are going to be over him dying?
2. When the update says Gutcrumpa was duelling Sigurd was that in his knight or on the ground?
3. Out of curiosity how have the avernites we sent been performing?
4. Just in case, any hero dead yet.
5. For an omake idea who's in charge of the Vanaheim fleet. I think I know who he is, but I think its best to check?