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We already did that.On the Ramillies there is an option to design a new one as a forward operating base among other options, not that we have time for that more then likely.
We already did that.On the Ramillies there is an option to design a new one as a forward operating base among other options, not that we have time for that more then likely.
Unknown, but they may have dealt with the main one the other they were hitting was Abby's.
However the most dangerous new trick that the Tyranids have picked up is that this change has strengthened the Shadow in the Warp greatly, and that it can now be used to pretty much cut off all forms of teleportation and phasing within a system wide area of a large enough Hive Fleet. This includes Warp travel and daemonic summoning, though it may be possible to power though it with a powerful enough ritual, and it is likely that Webway travel remains possible.
We have Ophelia, an aritificer, a set of Daemonology/Divination focus twins, and now this one too if I recall correctly.I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.
...
On another topic, how many Alphas do we have now? I tried looking it up, but number of Alphas doesn't seem to be listed anywhere. I know the last two or three had failed their trials, so it was nice to finally get a success there. Do we have four or five total?
There's another one as well.We have Ophelia, an aritificer, a set of Daemonology/Divination focus twins, and now this one too if I recall correctly.
So, five total, but four combat focused.
well, the good news is that the nid's are unlikely to target us specifically, that means we won't have to face their entire force.So the real worry for me here is that the Nids are going to attack several of our systems at once. I'm honestly not sure how to handle that. We usually have enemies attacking at most two or three planets at once, but now we need to defend possibly several dozen locations.
Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
If we're not going to use the Honorbound I am 100% in support of this. Imagine the build up we can achieve if the Trust doesn't get ravaged by this.Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
mmm.Might need to spend that Eldar Major Favor, depending on how things look when it's closer to time to deal with them.
mmm.
This maybe a bit controversial, but if we do feel we're that doomed I'd actually be more in favour of using the honourbound to bring in the krork.
They're less strained than the eldar and would provide more long term support, although the notoriety would be a monstrous slap.
That depends, are our ships or the Tyranids faster in real space? If our ships are faster we can spend months fleeing in real space until we reach the edge of the shadowed area. Even if they're faster we might also succeed in running if we realize defeat is inevitable before taking heavy casualties and run while they're distracted with the planet they're attacking. Retaining enough combat power to dissuade pursuit, as it would require pulling away most of their fleet.I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.
total?
Now that I see the info on the makeup of the Hive Fleet I have another idea: they focus on Psykic stealth and naval harassment tactics, presumably their stealth is hyper focused for use against Necrons, who have no psykers and rely on technology to combat stealth. Could Avernus, or conventional psykic research, create a way of breaching their psykic stealth?On the Ramillies there is an option to design a new one as a forward operating base among other options, not that we have time for that more then likely.
So options for dealing with the nids on the table and things we can do to strengthen ourselves.
-Warning Chaos (pretty likely)
-Working with the local necrons(Yes)
-Counter Frequency for the shadow
-Psychic power for hiveminds??
- Engaging the various fleets that are hitting single worlds and possibly evacuating the populace and or other strategic resources.
-Trap these worlds after evacuation provide token resistance.
- Helping Chaos subtly, hit and run strategies and such(fuck working actually working with them)
- Psychic Cannon
- Battle Automata
- More Titans
- Power Armor
- Send the t3 at the nids and haress them so the orks win with hopefully enough losses to take them. (Very Risky and it could just end up with very strong orks or nids that we can't take, or even worse a stalemate)
- Eldar Favor i hesitate to take from the eldar because they also have to deal with the other 5 hives, but a minor should be ok the honor bound should be held in reserve.(Kork would make this area waagh central and they're still dealing with 2 tier 4's
-Various other tech implements??
-Somehow lure a sufficient force of them to avernus watch the explosions.
- Vortexs
Anything missing?
Honorbound would be setting up a Krork domain nearby. The Eldar might be fine with a Major if it's just getting some temporary support into the region. Also, quite honestly fighting Nids is the kind of thing the Krork are for.
Thinning down the nids before they get to our door is something I can get behind and the only reason I am not currently shouting it from the rooftops is the possibility that the shadow in the warp might make it hard/impossible to get back home again.I would like to point out that we not only can deploy battle fleets at extreme distance but we have done so. Back on turn 113 we sent a fleet in search of the Dark Age of Technology Prototype Shipyards of Roskilde. Going by the fact that the minimum time the action needed was '2d3+4 years' we must assume Roskilde was three years away. Despite this distance and having to fight multiple battles (at least one of which was catastrophic) no significant logistical problems were noted.
The Nid fleet is vast. If we have to fight even a significant fraction all at once we will loose. However they are spread out and slow moving. We can hit individual splinters with overwhelming force and we have the decade they are eating Amir Ka to do it in. We just increased our strategic speed three-fold. We have Ridcully to avoid non-Nid fleets.
High Grandmaster Ridcully has provided a report on how the Tyranids of Hive Fleet Grábakr have changed as a result of the War in the Void. He tells you that the Tyranids now operative in a totally different manner, relying on psychic power and agility rather then numbers and armour. Actually rather similar to how Eldar fight. On the ground this means that rather then deploying numberless hordes of Gaunts Tyranids now rely on what could best be described as psyker Genestealers as their main combat forces, and that their heavy combat units are more often powerful Psykers like Zoanthropes rather then assault beasts such as Carnifexes. While in space it means that Tyranid Bio-Ships augment their attacks with psychic powers and use their high level of agility, and a form of active cloaking to avoid return fire. However the most dangerous new trick that the Tyranids have picked up is that this change has strengthened the Shadow in the Warp greatly, and that it can now be used to pretty much cut off all forms of teleportation and phasing within a system wide area of a large enough Hive Fleet. This includes Warp travel and daemonic summoning, though it may be possible to power though it with a powerful enough ritual, and it is likely that Webway travel remains possible.
Thinning down the nids before they get to our door is something I can get behind and the only reason I am not currently shouting it from the rooftops is the possibility that the shadow in the warp might make it hard/impossible to get back home again.
Yes, but we really cannot afford to have the empowered Nids hit the the Trust. Divinatory Supremacy does mean that we should always be able to put enough fleet to convincingly crush the Tyranid fleet though, so we don't need to escape.I feel like this is being under-discussed despite it being explicitly noted as their "most dangerous new trick". The new Shadow in the Warp makes sending ships far, far, more dangerous because it closes off any possibility of retreat. With all Warp travel blocked, you win or you die. There's no possibility to have ships flee a losing battle. (Well, unless you're a necron with their ability to go FTL without the Warp.) If we send ships to a system and don't win the battle against Tyranids, we lose the entire fleet. This is bad.
...
On another topic, how many Alphas do we have now? I tried looking it up, but number of Alphas doesn't seem to be listed anywhere. I know the last two or three had failed their trials, so it was nice to finally get a success there. Do we have four or five total?
Rather we not get Krork at the moment. The Trust's best chance at survival is anonymaty and having the Krork set up shop near us is guaranteed to get the attention of the big players. Not to mention the Krork are already spread pretty thin as is defending the rest of the galaxy. If we do use a favor for that we should wait until our fame is already at the point it really wouldn't matter much at that point.mmm.
This maybe a bit controversial, but if we do feel we're that doomed I'd actually be more in favour of using the honourbound to bring in the krork.
They're less strained than the eldar and would provide more long term support, although the notoriety would be a monstrous slap.
That was an extremely small fleet (by our rather scewed standards) outfitted with the best wards, equipment, navigators and lead by Tranth, with their route plotted out personally by Ridcully extensively.I would like to point out that we not only can deploy battle fleets at extreme distance but we have done so. Back on turn 113 we sent a fleet in search of the Dark Age of Technology Prototype Shipyards of Roskilde. Going by the fact that the minimum time the action needed was '2d3+4 years' we must assume Roskilde was three years away. Despite this distance and having to fight multiple battles (at least one of which was catastrophic) no significant logistical problems were noted.
Quite true, I'm just wary about asking for the Eldar, because they're strained enough as is.Honorbound would be setting up a Krork domain nearby. The Eldar might be fine with a Major if it's just getting some temporary support into the region. Also, quite honestly fighting Nids is the kind of thing the Krork are for.
Looks at how well our attempts to remain anonymous have ended...Rather we not get Krork at the moment. The Trust's best chance at survival is anonymaty and having the Krork set up shop near us is guaranteed to get the attention of the big players. Not to mention the Krork are already spread pretty thin as is defending the rest of the galaxy. If we do use a favor for that we should wait until our fame is already at the point it really wouldn't matter much at that point.
However, beats off hive fleet, is likely to do that anyway unless everyone else is dead first.
Thing is that was a viable strategy last turn.The idea is to get everyone in the area to beat off the Hive Fleet.
We still remain anonymous and the local powers (well just Amer'ka mostly) are weakened for a few decades afterwards.
I don't remember that???I think calling in the Kork would lead to its own problems. We have a level 3 ork Waagh about to go off and from what we know the Kork attract them because the ork gods hate them.