Doomed Wombat
Let's go Darling!
- Location
- Dancing on wires!
I'm low balling.Seriously? I kinda really doubt it, since Helguard is both much more skilled an in power armour.
I'm low balling.Seriously? I kinda really doubt it, since Helguard is both much more skilled an in power armour.
Seriously? I kinda really doubt it, since Helguard is both much more skilled an in power armour.
It does when objectives include things like enemy artillery or command posts, losing which would drastically lower efficiency.don't confuse force concentration with overall force. The Helguard is useful not because of the total combat power, but because how concentrated its combat power is. That lets use fit more combat power in the same amount of transports, and bring it to bear on vital points more easily. Being able to casually walk through the enemies lines to reach objectives does not really come up in a white room slugging match.
The Helguard kills 10 times its number in Iron Guard before eventually being beaten
Seriously? I kinda really doubt it, since Helguard is both much more skilled an in power armour.
Nah, agumentic is correct. Helguard are worth nine or ten Chosen in a fight by skill bonus alone, but once you factor in much more powerful weaponry (further enhanced with Rune of Fire), power armor, advanced bionics, better vehicles, Avernite warbeasts and so on that number quickly skyrockets. That's the whole point of funnelling so much resources into them, because each Neutron Rifle in the hands of Helguard brings enough firepower to equal 9-10 Neutron rifles in the hands of the Chosen and is even more difficult to remove.don't confuse force concentration with overall force. The Helguard is useful not because of the total combat power, but because how concentrated its combat power is. That lets use fit more combat power in the same amount of transports, and bring it to bear on vital points more easily. Being able to casually walk through the enemies lines to reach objectives does not really come up in a white room slugging match.
@Durin
1. Why does Musphelhiem support a merge with Dragon's Nest?
2. Why now and not later?
3. What do we know about how the Dragon's Nest Mechanicus differs from ours?
I trust their perspective and they seem to be the sort to have good arguments, but am uncertain myself, and leaning towards putting it off until later.
By that I meant the bonuses Avernites get because, well, Avernus. Military training and such gets added on top of that. Its free, or at least not paid for when raising new armies.And what, Space Marines or Mechanicus Battle Congregations or, I dunno, Assour's Immortals are not skilled? Every elite force in galaxy relies on skill as much as possible. What does it even mean, skill and not training makes them elites?
Because elites are not good at garrisoning, and because they eat different resources that we don't have in as big a supply. And we do try to make as elite an army as possible.
Lower, yes, and it is part of the reason why we have elites at all, but it is not enough.It does when objectives include things like enemy artillery or command posts, losing which would drastically lower efficiency.
After we have control of the former Valinor worlds so we are half Dragon's Nest's size rather than a third of their size, and after the two of us have conquered and colonized the local Ork domain so we can set up a government based on a three sector system.How much later this is already going to take at least 150 years?
Unsettled worlds don't really count.After we have control of the former Valinor worlds so we are half Dragon's Nest's size rather than a third of their size, and after the two of us have conquered and colonized the local Ork domain so we can set up a government based on a three sector system.
We do not need the Valinor worlds to reach DN population numbers. Also, Valinor is 40 LYs away, there are closer habitable planets.After we have control of the former Valinor worlds so we are half Dragon's Nest's size rather than a third of their size, and after the two of us have conquered and colonized the local Ork domain so we can set up a government based on a three sector system.
Nah, deathworlder bonus currently should be at +80 (though that should rise with Tarrascon being settled), which is significant but far from main source of skill bonus Helguard. The main one is Juvenat which we very much pay for (though obviously it's that big because they are living juvenat-extended lives on Avernus, but still it's not free), equipment+bionics alone gives +105 (and results in them having +81% armor and +300% HP compared to carapace armor, as well as far greater firepower), military tradition, training, officer and so on gives +177 combined as well. So yes, training and equipment are very important parts of what makes Helguard so good. Deathworlder bonus are most useful in ensuring that even our least elite forces are extremely scary.By that I meant the bonuses Avernites get because, well, Avernus. Military training and such gets added on top of that. Its free, or at least not paid for when raising new armies.
No there aren't, Gehenna alone is 50% further than that at 60ly from core, and the assorted minor worlds are all 50+lys away.We do not need the Valinor worlds to reach DN population numbers. Also, Valinor is 40 LYs away, there are closer habitable planets.
After we have control of the former Valinor worlds so we are half Dragon's Nest's size rather than a third of their size, and after the two of us have conquered and colonized the local Ork domain so we can set up a government based on a three sector system.
We do not need the Valinor worlds to reach DN population numbers. Also, Valinor is 40 LYs away, there are closer habitable planets.
Isn't +100 to rolls doubling of effectiveness? It was mentioned recently in the thread. If true, that +80 almost doubles their performance compared to non Avernites.Nah, deathworlder bonus currently should be at +80 (though that should rise with Tarrascon being settled), which is significant but far from main source of skill bonus Helguard. The main one is Juvenat which we very much pay for (though obviously it's that big because they are living juvenat-extended lives on Avernus, but still it's not free), equipment+bionics alone gives +105 (and results in them having +81% armor and +300% HP compared to carapace armor, as well as far greater firepower), military tradition, training, officer and so on gives +177 combined as well.
I dunno I'd argue the Deathworlder bonus is the reason our Juvnat bonus is so high is because of Avernus.Nah, deathworlder bonus currently should be at +80 (though that should rise with Tarrascon being settled), which is significant but far from main source of skill bonus Helguard. The main one is Juvenat which we very much pay for (though obviously it's that big because they are living juvenat-extended lives on Avernus, but still it's not free), equipment+bionics alone gives +105 (and results in them having +81% armor and +300% HP compared to carapace armor, as well as far greater firepower), military tradition, training, officer and so on gives +177 combined as well. So yes, training and equipment are very important parts of what makes Helguard so good. Deathworlder bonus are most useful in ensuring that even our least elite forces are extremely scary.
It is indeed, unless Durin retconned it.Isn't +100 to rolls doubling of effectiveness? It was mentioned recently in the thread. If true, that +80 almost doubles their performance compared to non Avernites.
Obviously the immediate proposal is that the Dragon's Nest will be some kind of sub-government within the Imperial Trust, but I don't think the model of a 'state within a state' is necessarily viable in the long term, unless we transition to a fully federal monarchy. Equally, suggestions that we try to conventionally assimilate the Dragon's Nest seem a bit flawed, as the Core Worlds would be hugely outnumbered on the High Council.
We would be if each planet of the Dragon's Nest was counted equally to those of the Imperial Trust, as it has far more developed worlds than we do. My point was that those who oppose the 'state within a state' model, which would only add four seats to the High Council, haven't accounted for the fact that assimilating the Dragon's Nest normally would see our worlds lose a dramatic amount of influence.We will not be out numbered on the High Council the number of high council members only increases to 18 we are at 14 right now. Also the change to government will be worked out later and over the 150 years this would take.
Does anyone have any suggestions for a redesigned government of the Imperial Trust?
Obviously the immediate proposal is that the Dragon's Nest will be some kind of sub-government within the Imperial Trust, but I don't think the model of a 'state within a state' is necessarily viable in the long term, unless we transition to a fully federal monarchy. Equally, suggestions that we try to conventionally assimilate the Dragon's Nest seem a bit flawed, as the Core Worlds would be hugely outnumbered on the High Council.
So, in order to overcome these problems it seems we ought to design a new system to replace the rather loose confederal model of the Imperial Trust with something better suited to a larger polity, and which is more scaleable in the event of further expansion.
Under the current rules. Which the DN is unlikely to agree to.We will not be out numbered on the High Council the number of high council members only increases to 18 we are at 14 right now. Also the change to government will be worked out later and over the 150 years this would take.
Oh, +80 is still a huge deal and it's that extra oomph that brings Helguard from exceptional elites to nearly unequalled ones, however my point was training and equipment are just as - if not more - important as the bonus we gain from living on Avernus when it comes to Helguard.Isn't +100 to rolls doubling of effectiveness? It was mentioned recently in the thread. If true, that +80 almost doubles their performance compared to non Avernites.
Yeah, I said as much:I dunno I'd argue the Deathworlder bonus is the reason our Juvnat bonus is so high is because of Avernus.
We're giving them juv nat because they've survived a long time on avernus.
We'd not have as many Juvnat veterans without it.
But as I said above that - unlike what Enerael stated - army-wide juvenat is large resource investment, and even off-Avernus it would still give decent, if nowhere near as ludicrous bonus (also remember that due to recent losses and major expansions Helguard lost a noticeable chunk of that bonus as well, though the +13 we got from lessions learned should help to mitigate that).(though obviously it's that big because they are living juvenat-extended lives on Avernus, but still it's not free)