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Disagree. You don't want to send part of the fleet so many days away because you want them around to provide an advantage against unknown threats to us, but we have a known threat to us coming right at us that sending the ships out would provide us an advantage against.Ok again it will take 134 days to reach the nearest Amirka world with all the Navigator upgrades. Not all of the Trust has the them so at 1 lightyear a day that is 400 days ( if they do not get attacked) for the rest do the Trust fleet. We will not be sending the fleet that far it's to big of a risk. Now if we do want to send fight outside our borders we Tugozak's realm.
At some point the certainty of increased losses to war against a known threat becomes more important than the possibility of increased losses against an unknown threat.
This is a more convincing argument. I was in favor of acting early both because I am really worried about their ability to grow, and there is an uncorrupted Xenos world that's going to be attacked by the first wave and I thought we could set up a forward operating base there. Get them assistance and tau tech inexchange for gratitude/a chunk of land for a base, Plonk down some cellular forges, simplify the supply situation.I'm pretty sure that sending our fleet out early to hit the nids would go terribly, as it'd be a relatively slow target moving through the untouched bulk of Amir'ka's territory. I find it very hard to believe they wouldn't try and gank our fleet, either as an official op or one of their many partisan groups trying for an advantage of some sort, and end up both wrecking our fleet and a portion of Amir'ka's naval assets so the nids have an even easier time rolling through. Like, the plan relies entirely on Chaos undivided not giving in to the temptation to backstab both themselves and someone else when that's essentially their main characteristic.
Like, maybe if we send it out during wave 2/3 and Amir'ka has already lost a quarter of their worlds and is getting scared, but definitely not before then.
Countersuggestion: half our fleet goes out in the expeditionary force and they are told to keep together as one blob until Amir Ka has started taking serious losses. The blob saves the one uncorrupted world getting hit in the first wave and bases there. To minimize treachery opprotunities we don't land or negotiate with Amir Ka worlds, and we use Ridcully to ensure we only intervene in those systems that don't have a realistic chance of capturing ships from us. Keeping them all together after that is too much overkill, and wont let us hit enough Nid fleets, but we'd only split it into two or three forces and our ships are faster than Chaos in realspace so if an organized attempt to steal them materializes we can play keepaway.
Hey
@Durin
Reposting questions + a new one
1. Could Ridcully divine well enough in support of the war to counteract the effect of none of the fleet astropaths being able to pierce the shadow in the warp?
Instead of them sending reports and requests back Ridcully divines more or less what they would have sent, or they do send them back on ships for redundancy, but Ridcully divines the contents of the reports anyway to reduce command and control turnaround. I suppose this might just fall under a general 'provide divining support to our forces' action.
2. Does the fact that the Shadow in the Warp is projected from Tyranid ships make it any easier to locate them through Psykic divination in combat? It must be fairly psykicly 'loud'.
3. If it doesn't could we research a way to make it do that?
So there is a debuff to psykers for operating in the Shadow, but bigger buff to Divining the location of big sources for the projection of the Shadow.
4. When you mention the Tyranids striking 40 Ork worlds are you saying that they will also strike 40 ork worlds near Amir Ka while attacking them? Or are those worlds part of Tugozak's domain?
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