The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
The telepathica action is not worth 3k Credits to improve the safety of when the Companions which we have heard off twice are and the nonparagon Phase Tiger dude we heard off once is?
Since the latter are on the frontlines of combat where they will actively use their shields, the reasoning was that yes, they are worth it.
 
Stirrings of Ash Pt. 2
Stirrings of Ash Pt. 2

The old guard of the Imperium is dying and many would say that is a good thing. Especially those of the Inquisition, those vaunted lords and ladies who were supposed to protect the imperium but often ended up hurting it. Though one could hardly blame them really a thousand plots by chaos and their fellow man. It could turn even a decent Inquisitor into a monster, so when two such men got the chance to start over they jumped into with purpose and made the most of this second chance. Building an Inquisition they could be proud of, something that didn't turn good men and women into monsters. Even so the failings of the past cling to both, so they turn to each other and hatch a plan. One last one to better help secure this nation they helped build, long after they have gone. To help contain a many headed hydra that's turned its toward the trust, something that has been at this far longer than they and are far better at it. So how does one trick a hydra?? By showing it exactly what it wants to see.

The Inquisitors
It is a quiet night in Dis the Magma Wyrm migration already having passed a few weeks ago. Two men walk deep enough within the city that the only certain danger is spiders.

One might think with their advanced age the two men walking were simply slow.

But these men who are even older than they look and far more dangerous are simply taking their time.

Simply chatting.

But if one were to take a certain cypher and apply to every other sentence , it might sound something like this.

"Klovis you know this is insane right?"

"That's why its going to work, in all the millennium they've operated has anyone ever tried something like this?" A slight twitch of his nose being the only sign of his irritation.

"In all these years the galaxy has only thwarted them but never tried to co-opt them."

Both pausing for a second as they smack spider off each other.

"For good reason Klovis, it's no joke they are the hydra they see everything and are everywhere."

"Vasquez what is the most important rule in magic after being the smartest in the room?"

"Klovis---"

"Indulge me my old friend." Klovis said smiling.

Sighing, "Make the audience focus on what you want and nothing else."

"Correct my friend, and that's exactly what I'm going to do."

----------

Vlad was frowning, how through the communicator one questions how but he is.

"Ultan what the hell are you up to? You've been distracted this whole update, which is highly unlike you."

*Tch* "Should've known better then to try and hide it, I plan on cutting the Gordian Knot."

Silence abounds from the other end.

"That is something even I wouldn't do lightly, what I am doing now is one thing but what you're planning is-"

"I know...I" deflating almost he pauses before speaking, "I know but the Trust is under a serpents gaze and I'm bound to slip up or my replacement will."

"Klovis yes but this is almost guaranteed to backfire, I've been doing this for longer then these shits have been around and I'm wary."

Clenching his fist's and breathing deeply he settles down, "I know Vlad but I have to try even if its impossible...especially if it's impossible."

"...Klovis you've done more than enough why are you doing this now?? Go to your rest well deserved my-"

"Vlad if I don't do this now I may as well be dead already, now are you going to help me or not?"

"Uggggh why are you people like this?? The chaos followers are less annoying. If you're going to do this here are some tips, so it's not just good enough to have a mask..."

----------

"Marcus."

"Fredrick."

Fredrick shuffles some papers before clasping his hands on the, "you're getting better at sneaking past security but you got caught about 75% through."

Smirking Klovis takes a seat, "its those damn pressure switches I knew I tripped one when some sweat dropped on it….wait you turned the heat up in those corridors!!!"

"Guilty" Fredrick says chuckling, "we were hoping it'd catch Vlad but I think the bastard had ice packs or something on him."

"Yeah that sounds like him."

His smile fading somewhat, "how's he doing??"

"Well, that smug bastard's following is growing and he is on course to hit the orks."

Snorting slightly Fredrick leans back, "welcome news but he is going to be insufferable after this isn't he?"

"Oh very much so, but it's worth it to help the galaxy keep spinning." Straightening slightly Klovis turns his head to look at Fredrick in the eyes. "Can I ask you a question Rotbart??"

"Oh its Rotbart now I thought we had passed that already, but shoot you know you always can Ultan."

"What would you have done if you had face Turoq in war??"

Rotbart turned contemplative at that looking up, "In what context?"

"Say white room with him having more manpower and just general strategy."

"Hmmmmm," Rotbart steepled his hands focusing intently for a few seconds. "There's an old saying to be like water, its what I would have to do with a being like him. I suppose it would be a bit like facing Rids, though a bit less annoying. So I wouldn't have set plans but would just react and just like water can be clear, it can also be dark. It would cede initiative but would allow me to strike back where he was weak. Why do you ask??"

"Lets just say I have a Rotbart plan," Marcus says with a straight face.

"That's not funny Marcus my plans work!!"

"Then why do your people make meme's of you Freddy, if they're all so reasonable??" Marcus says as he stands up smirking.

"I…..wait what?!?!"

"Toodles Fredrick," He turns his back waving behind.

"MARCUS WHAT ARE YOU SAYING!!?!?!"

----------

Klovis Ultan was closing on his target, his breathing steady as he rounded the corner. Kick, hand down to block as him and the target exchanged a flurry of blows that target was losing. Until he kicked the Alpha Legionary through a door.

As Legionary kicked up the Inquisitor held up his hand. "Stop, there's no camera's we have no time so hurry up." As Klovis shuffled over to the wall lifting a hatch, the agents face remaining blank not moving in a ready position.

"This leads to the incinerator that happens to have shorted out today, if you hurry they won't catch you at the other end...That means now! Either I can kill you or the pill in your mouth can or my subordinates if you don't hurry up."

The agent walks over to the hatch and as he passes, "Hydra Dominatus."

Making no reaction the agent jumps in.

'Step one finished, lets pray they bite.'

----------
Behind a screen observing all this is Klovis's unknown replacement, the Inquisitor unaware of this. An accomplishment he would be proud of just by itself.

Throughout their training he had subtly left suggestions or ideas. That he had hoped his apprentice would catch and thankfully did unknown to the Inquisitor. Who never said a word of what he was planning or could plan, but that was the key.

For you see a good spymaster uses even himself as a pawn in the game.

And while Klovis had hoped he'd succeed he didn't leave it to chance or pride like an Inquisitor in the past.

Marcus Klovis Ultan had become something more, and he had just one last game left in him.

@Durin Was working on this when the incursion happened, wanted to make sure we didn't die :V
 
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hey, Enerael, you missed getting tamia an artifact shield. she's not a dedicated combatant, but that really means relatively little when event rolls can throw people into cage matches with monsters. She's also one of our precious few researchers. Was this just an oversight or was there a reason?
Intentional. She is a researcher, not a frontline combatant, and a powerful psyker, which means that she would have little use for upgrading her shield from High Relic to Low Artifact.

If I had spare cr, she would have been next to get one, but 11 000 of those leftover cr are spoken for to get Julius, Horatius, and Surtr artifacts. They need them far more than she.

It is my belief that artifacts should go to those that would use them very well and/or very often, or to those whom we can not afford to lose/are too valuable while in too much danger.

We have never lost a powerful psyker to wildlife, I dont remember Tamia having a close call on the battlefield, and the way she fights would not benefit from a better shield.

Xavier gets one because he is a battle psyker that melees, Aria to enhance her obscene anti-psykery, and Ophelia because she is a versatile, Alpha omnimancer battle psyker and thus an extremely high value target and one with a massive growth potential. Might also save her from an Alpha grade miscast maybe.
 
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If I had spare cr, she would have been next to get one, but 11 000 of those leftover cr are spoken for to get Julius, Horatius, and Surtr artifacts. They need them far more than she.
Quick note, due to the fact that Surtbrander is two-handed, he'd need to entirely change his fighting style to accomodate even a light buckler, it'd be a substantial roadblock.
We have never lost a powerful psyker to wildlife, I dont remember Tamia having a close call on the battlefield, and the way she fights would not benefit from a better shield.
Only barely so, Tamia has at least once almost died from Utter Bastard Dragon attacks.
Ophelia because she is a versatile, Alpha omnimancer battle psyker and thus an extremely high value target and one with a massive growth potential. Might also save her from an Alpha grade miscast maybe.
Ophelia wouldn't benefit from a better shield any more than Tamia would, and in fact Ophelia would be even less vuonurable to attacks due to the fact that she's closer to a living tactical weapon than an actual fighter.
 
Intentional. She is a researcher, not a frontline combatant, and a powerful psyker, which means that she would have little use for upgrading her shield from High Relic to Low Artifact.

If I had spare cr, she would have been next to get one, but 11 000 of those leftover cr are spoken for to get Julius, Horatius, and Surtr artifacts. They need them far more than she.

It is my belief that artifacts should go to those that would use them very well and/or very often, or to those whom we can not afford to lose/are too valuable while in too much danger.

We have never lost a powerful psyker to wildlife, I dont remember Tamia having a close call on the battlefield, and the way she fights would not benefit from a better shield.

Xavier gets one because he is a battle psyker that melees, Aria to enhance her obscene anti-psykery, and Ophelia because she is a versatile, Alpha omnimancer battle psyker and thus an extremely high value target and one with a massive growth potential. Might also save her from an Alpha grade miscast maybe.
Yes, of course, that's why we're giving Shields to Maximal, Tranth and Ridcully, who have even less reason to be on the battlefield.
 
Intentional. She is a researcher, not a frontline combatant, and a powerful psyker, which means that she would have little use for upgrading her shield from High Relic to Low Artifact.

If I had spare cr, she would have been next to get one, but 11 000 of those leftover cr are spoken for to get Julius, Horatius, and Surtr artifacts. They need them far more than she.

It is my belief that artifacts should go to those that would use them very well and/or very often, or to those whom we can not afford to lose/are too valuable while in too much danger.

We have never lost a powerful psyker to wildlife, I dont remember Tamia having a close call on the battlefield, and the way she fights would not benefit from a better shield.

Xavier gets one because he is a battle psyker that melees, Aria to enhance her obscene anti-psykery, and Ophelia because she is a versatile, Alpha omnimancer battle psyker and thus an extremely high value target and one with a massive growth potential. Might also save her from an Alpha grade miscast maybe.
I'm pretty sure Durin confirmed that Julius, Horatius, and Surtr can negotiate their own deals with the Saurus if they want artifacts, using us as the middlemen. As a result, us saving credits to buy them artifacts is unnecessary. I could understand prioritising valuable heroes who were also frontline combatants, but the fact remains that we can actually afford to buy her one, and haven't.

Moreover, we've bought them for second-rate heroes and characters who are far, far more expendable than she is. Tamia does pretty risky research which does have a chance of chaos corruption if it goes wrong. Why isn't it worthwhile to get her an artifact that would increase her resistance to chaos and warp influence? I think that risk is worth minimising just as much, if not moreso, than the chance of Ophelia miscasting.

It's true that certain heroes are high profile targets, and thus are worth defending even if they're out of action. However, people like Ridcully and Rotbart also have highly numerous skilled bodyguards dedicated to keeping them alive no matter the cost, and are guaranteed to be kept in the most protected places we have, which are also furthest from the fighting. Tamia, by contrast, is pretty unprotected.

So, in summary: we can afford it; we've spent more credits outfitting lesser heroes; she does stuff that means she'd directly benefit from the anti-warp and anti-chaos effects; and she also doesn't have any of the same protections as other non-combatant heroes have.

Edit: I now wish I'd actually payed attention during this vote - I just assumed that the differences between plans would be the amount of gear we got for witch hunters and so on, as well as how we were paying for everything, rather than whether or not to give key heroes weapons and shields.
 
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Tamia does research that usually needs a paragon in piety to do. A plus 100 or more against warp effects would be a huge boost for her. Especially since the research she has left comes with a malus against them.
 
I'm pretty sure Durin confirmed that Julius, Horatius, and Surtr can negotiate their own deals with the Saurus if they want artifacts, using us as the middlemen. As a result, us saving credits to buy them artifacts is unnecessary. I could understand prioritising valuable heroes who were also frontline combatants, but the fact remains that we can actually afford to buy her one, and haven't.

Moreover, we've bought them for second-rate heroes and characters who are far, far more expendable than she is. Tamia does pretty risky research which does have a chance of chaos corruption if it goes wrong. Why isn't it worthwhile to get her an artifact that would increase her resistance to chaos and warp influence? I think that ris is worth minimising just as much, if not moreso, than the chance of Ophelia miscasting.

It's true that certain heroes are high profile targets, and thus are worth defending even if they're out of action. However, people like Ridcully and Rotbart also have skilled bodyguards, and are guaranteed to be kept in the most protected places we have, which are also furthest from the fighting. Tamia, by contrast, is pretty unprotected.

So, in summary: we can afford it; we've spent more credits outfitting lesser heroes; she does stuff that means she'd directly benefit from the anti-warp and anti-chaos effects; she also doesn't have any of the same protections as other non-combatant heroes have.
They can, yes, but there is a limit to how much stuff Lizardman are willing to buy, which replenishes over time. So while a trade next turn is possible, we would not be able to sell 230 000 cr worth of stuff.

Thus, them not having to spend limited Lizardman cr on artifacts leaves more for relics for our Astartes. We could also gift those artifacts for better relations, or maybe more VG on Avernus. It is cheap and gives us flexibility, worst come to worst we get back what the cr cost us as we sell them to VG.

All this costs is a shield for Tamia, which was the only other worthy recipient for artifacts I can remember considering (leaving 9 000 cr unspent). She is valuable, yes, but also a powerful psyker, researcher, and a backline combatant when she does fight, and thus was on the bottom of my list. People seemed to agree with this, with only about 1-2 exceptions that I remember.

She will be given a shield next Lizardman trade, which is after the timeskip at the latest.

That it would help with her research was not brought up before the vote closed, and I am not sure if it would work that way. If it did, it would bump her up the priority list.

Tamia has Lifeguard bodyguards, High Relic gear, and is a heroic major psyker that uses her skill in Songweaving to work with choirs from fortified locations. She is not "pretty unprotected".

Edit: She also has C39.

Rids and Rotbart both (and Tranth too) are absolutely irreplaceable, and even a small improvement to their survivability is more than worth the cost of an artifact shield, even if they (hopefully) never have to use it.

I really wouldn't call frontline Combat Paragons "lesser heroes", and the Companions of Varen are a unique double paragon team with absurd combined stats and an anti-Titan paragon combat trait. James Bindos has Intrigue of 49, one point from Paragon. Reminder that non-Combat Paragons are extremely rare and powerful.

Thinking about it, a nice Intrigue Paragon trait for the leader of Phase Tigers would be the ability to train more Phase Tigers.
 
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This seems like an awful lot of squabbling about one character should have a slightly better magic shield than the magic shield she already has.
To be fair the jump from High Relic to Low Artifact is not minor, but yeah.


In the future, people, try to raise your concerns *before* the vote closes please? I am not perfect and can't make perfect plans. Not that I think this was a mistake, unless it would have helped with Tamias research, but still. I am also quite willing to bow to democracy on noncritical stuff.
 
In the future, people, try to raise your concerns *before* the vote closes please? I am not perfect and can't make perfect plans. Not that I think this was a mistake, unless it would have helped with Tamias research, but still. I am also quite willing to bow to democracy on noncritical stuff.

I am willing to change my mind if I get at least two good candidates for artifacts, beyond Tamia shield and Companions weapon, so that the 12 530 gets meaningfully used up.
I did want to bring it up, but you basically shut down discussion on this front by more-or-less calling getting Tamia a shield a not-meaningful way to spend credits.

Anyway, we can skip getting Julius a weapon for next turn's diplo action to get her that shield. (3000 * 4 = 12,000, which is inside the credit limit)
 
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Adeptus Astares Armoring Adeptly
Adeptus Astares Armoring Adeptly

Marines have long been known to follow the warnings about creating new designs somewhat loosely. Many chapters wielding unique weapons of questionable theological linage. In modern times, this has only accelerated. The Varangian guards relationship with the trust is relatively new as such things are measured, but an amech increasingly open to new designs, and the custom of each astarts ordering a custom relic from Svartalfheim has led to a number of new designs coming into being, most frequently this happens when a significant number marines request a similar type of relic. As a result, many of their new designs are somewhat expensive.

Neutron stormer: Advanced armor is notably stronger than its predecessor, allowing marines to easily carry more than a single heavy rifle as a main armament. Taking inspiration from the storm bolter of old, the Neutron stormer is essentially two neutron rifles in a single case. The weapon weighs somewhat less than two Neutron rifles, though costs somewhat more. Most examples of this weapon that exist are master crafted, though more mass producible variants for widespread use among veterans have entered service.

Twin storm rifle: a derivative of the Neutron stormer, the twin storm rifle takes the same concept in a different direction. Instead of adding a second Neutron rifle, it adds a volkolite charger. While the initial intention was to create a weapon able to easily deal with either armored foes, or masses of softer targets, the marines soon realized firing the weapons in sequence would often allow the volkolite to strike a recently compromised section of the enemies armor. Latter designs would work to maximize this by closely aligning the barrel, though using a single firing point so far is limited to masterwork versions of this weapon. Much like the Neutron stormer,

Daiklaves: a common request from biomaners was particularly large force swords, designed to need the strength of a biomantically enhanced astartes to wield. The result was massive and deadly blades often drawing on the larger swords made for jotun. The high artisan himself eventually created a standard design to act as a starting point. They have since entered the armory as a standard weapon for biomancers, as well as non force variants for terminators who use the Titan Blade fighting style. These weapons achieved a great degree of fame when a master of their use challenged and defeated an Armiger warglaive pilot in an honor duel. his blade allowing him to parry and overwhelm the knight sized chain sword of his opponent.

Storm mauls: a recreation of the heavy thunder hammer refined for use by stronger welders. Many are weighted to be used one handed. Much like Daiklaves they originally started as a common request from biomancesr, before a standard variant was created. A thunder hammer massively enlarged, Storm mauls are nearly as deadly as grav hammers and somewhat cheaper. However, they require massive strength to wield. Rendering them somewhat unwieldy for even advanced terminators or thunder warriors. Biomancers however, have been known to wield them one-handed, including one champion famous for wielding a pair of custom Storm mauls into battle.

Lariat hammer: a variation of the grav hammer that was standardized after a master crafted varint drew a number of requests for one with the same ability. A Lariat hammer is similar to a standard trust grav hammer, but possess the ability to create a sharp pulse of attractive gravity. Upsetting the footing of anyone not braced for the effect. Often causing an entire enemy squad to stumble. Squads containing such a weapon will often drill extensively to allow them to seamlessly brace to the effect, as well as position themselves to take maximum advantage of their foes momentary vulnerability. So far, the expensive of the weapon and extra training needed for its use has limited it to use by veterans.

ERA: While most new gear was based on common custom gear, this was based on a common battlefield improvisation. Advanced armor is durable to the point where even its weak points are proof against fragmentation grenades and other common explosives. Thus many of the more inventive marines, took to creating improvised housings to enable them to make zero range use of frag grenades. After the tactic proved successful the chapter techmarines designed an improved mounting. ERA, or Explosive Reactive armor, uses a binary charge, designed to be inert until fired. The ERA rings the entire armor allowing for an even dispersal of shrapnel, and carries a machine spirit cunning enough to confer with the machine spirits of the power armor of its wears squad, so as to minimize the amount of shrapnel sent towards brothers whose armor has been damaged. It is also capable of detonating automatically when struck from certain angles. It has proved off significant use against the fast but lightly armored forces of hive fleet galbarkar.

@Durin some special gear for our marines. let me know if any of them don't work/need finagling to fit. thanks to admral of the abyss and uldrad for ideas and naming help.
 
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I really like the neutron/volkite combi gun- my headcannon had nearly the entire vanagrian guard using a combi or heavy weapon, as with our massive high tech industry it no longer makes sense to give marines cheaper or simpler weapons and it ooc differentiates them from helguard.
 
Grábakr War Part Two: The First and Second Waves
Grábakr War Part Two: The First and Second Waves

The defence of Karlisle was expected to be the easiest victory of this stage of the campaign, with sixteen Battlefleets split between Eldar and Imperial Trust warships supported by three Battlefleets worth of orbital defences being attacked by little over three Battlefleets worth of Tyranids. Between the large number of Eldar vessels in the gathered fleets and your five to one numerical advantage the only question was how few losses you could suffer, not if you could win. The battle ended up lasting little over a fortnight and was almost entirely a naval engagement, with little more then token forces of Tyranids making landfall on Karlisle. In the end a bit over half a Battlefleet of Imperial Trust Warships and a few less Eldar Warships were destroyed, along with some of the stationary defences. This was on the better end of your expected results, but still within the bounds of the expected.

Tyranid Losses
3.56/3.56 Battlefleets
Allied Losses
0.6/8 Imperial Trust Battlefleets
0.5/8 Eldar Battlefleets
0.5/3 Battlefleets of Orbital Defences
Land Battle Casualties not worth mentioning

The second wave targets of Cobalt and the Sky System had formidable but less overwhelming defences, with each system augmenting its three Battlefleets worth of orbital defences with an Eldar Battlefleet, two Imperial Trust Battlefleets and two and a half Dragon's Nest Battlefleets. This left your forces with two and a half time the Tyranids numbers and a larger qualitative gap then in the last battle, leaving a battle you were still relatively assured of victory but expected far worse casualty ratios. In Cobalt Tyranid stealth boarding teams were able to take out a major portion of the worlds orbital defences while attention was focused on the main fleet which was being slowed by your Gravatic Command Battleship. The Tyranid Fleet then demonstrated a new capacity and teleported en mass to the region cleared by this action, six light seconds from where it had previously been. While your fleets were able to quickly reorient and reengage by taking advantage of the acceleration boosting abilities of the Gravatic Command Battleship the by the time they had caught up half the orbital defences had been cleared and major landings had occurred. After landing the Tyranid Fleet scattered and conducted a harassment campaign that lasted months, time in which their ground forces caused significant damage to both Cobalt and its defenders. Where Cobalt's defence was little short of a disaster in the Sky System went near perfectly, with the Tyranids being lured into close formation by a gap in sensor coverage only to be devastated by massed Ragnarok and Nova Cannon fire targeted by High Grandmaster Ridcully even as the systems orbital defences opened fire and the gathered fleets, seemly lured out of position by faints converged. In the following two days of heavy combat the Tyranid Splinter Fleet, the smallest of the Splinter Fleets to begin with, was crippled losing the majority of its numbers and heavy bioforms, including all four of its Leviathan Super Hive Ships. The rest of the battle was a well executed mopping up operation that took mere weeks. Between them the battles in Cobalt and the Sky System had around the expected level of losses, and with a years worth of repairs your fleets should be able to hold the line against the fourth wave if the third wave goes worse then expected.
Tyranid Losses
3.48/3.48 Battlefleets
Allied Losses
1.6/2.5 Dragons Nest Battlefleets
1.1/2 Imperial Trust Battlefleets
0.5/1 Eldar Battlefleets
2.2/3 Battlefleets of Orbital Defences
Major Land Battle Casualties
Tyranid Losses
3.2/3.2 Battlefleets
Allied Losses
0.7/2.5 Dragons Nest Battlefleets
0.6/2 Imperial Trust Battlefleets
0.3/1 Eldar Battlefleets
1.1/3 Battlefleets of Orbital Defences
Land Battle Casualties not worth mentioning

It is five months after Cobalt was cleared of Tyranids and according to High Grandmaster Ridcully's predictions the Tyranids will be entering the Hvergelmir system in a matter of days. You have been working with Autarch Landeer for years to prepare your forces both on the ground and in the void for this battle, and now is the time to test if your peperations are sufficient. While both you and Autarch Landeer are skilled void commanders who will have control over your respective factions void forces in this battle the decision on who had overall command had to be made. You also had to decide just how aggressive to be in your harassment, and how much of a stand to make in your orbitals.
[] Governor Rotbart- Get better use out of your defences, greater chance f gain naval command traits
[] Autarch Landeer- Better overall admiral, get better use of your Eldar warships
[] Low- Make a fighting retreat from the orbitals as soon as the enemy gets into range, leaving your defences to cover the retreat. This will preserve your fleet and inflict some damage to the Tyranid Fleet.
[] Medium- Make a stand at your orbital defences but retreat before suffering major losses. This will preserve most your fleet and inflict significant damage to the Tyranid Fleet.
[] Major- Make an extended stand at your orbital defense but retreat before suffering catastrophic losses. This will preserve some of your fleet and inflict major damage to the Tyranid Fleet. It will force you to rely on reinforcements to have a chance of victory however.
[] Write in
Please select a primary target and a secondary target
[] Initial: Heavy Ships- The Hive Ships and Super Hive Ships are the most powerful vessels in the Tyranid Fleet and the majority of the Synaptic Network, taking them out will be challenging but have the most effect on the Tyranid combat power.
[] Initial: Synaptic Nodes- The Tyranids rely on their Synaptic Network for pretty much everything, concentrating your fire on it is considered standard practice for a reason.
[] Initial: Maw Ships- The Maw Ships are the most dangerous ships in the Tyranid Fleet in an open battle, but are not quite as effective when it comes to harassment.
[] Initial: Generalist ships-Generalist ships able to preform well in any situation make up the majority of the Tyranid Fleet, and will be key to their ability to counter your harassment.
[] Write in target
[] Light- Take the long view and try and get the best possible exchange rates, who cares how long it takes. This will inflict less losses but preserve your forces to join up with future reinforcements.
[] Medium- Be willing to accept some major clashes and less favorable exchange rates- This will inflict a significant amount of damage and not result in your fleets suffering too heavy losses to participate in the final battle.
[] Heavy- Be willing to accept repeated major clashes and only just favorable exchange rates. - This will inflict major damage at the cost of your fleets suffering heavy losses and being unable participate in the final battle.
[] Write in approach
Please select a primary target and a secondary target
[] Final : Heavy Ships- The Hive Ships and Super Hive Ships are the most powerful vessels in the Tyranid Fleet and the majority of the Synaptic Network, taking them out will be challenging but have the most effect on the Tyranid combat power.
[] Final : Synaptic Nodes- The Tyranids rely on their Synaptic Network for pretty much everything, concentrating your fire on it is considered standard practice for a reason.
[] Final : Maw Ships- The Maw Ships are the most dangerous ships in the Tyranid Fleet in an open battle, but are not quite as effective when it comes to harassment.
[] Final : Generalist ships-Generalist ships able to preform well in any situation make up the majority of the Tyranid Fleet, and will be key to their ability to counter your harassment.
[] Write in target

High Grandmaster Ridcully made use of the dead Norn Queen as a focus in his efforts to divine more information about the forces of Hive Fleet Grábakr. As can be expected he gave you a large amount of information about both their naval and ground forces.

He starts by telling you about the Tryanids naval weapons and that the Tyranid naval forces make heavy use of their psychic powers to boost a single weapon system at a time, allowing them to be equipped with weapons for a variety of situations and make use of whichever one is the most useful at any given time. There are a few exceptions to this, in that some Tyranid ships are designed around a particular weapon system and have little others. The most common specialised weapons system is the Boarding Maw, in which the Tyranid vessel has a heavily armoured forward Maw designed to latch on to enemy vessels, chew its was though their outer armour and then disgorge a tide of boarders. Vessels armed with a Boarding Maw are usually adapted entirely around it, being built to close with an enemy ship several times their size, latch on and unleash an unreasonably large number of deadly boarders. In many ways it reminds you of the

Then Ridcully starts describing the most common psychic powers that Hive Fleet Grábakr uses. While every ship is capable of using these powers the larger ships can get stronger results from them, or split their attention betwee Ork Hookships which have proven to be so deadly, though far more dangerous. The other major Tyranid weapons systems are: Bio-Plasma Shells, which are effectively long ranged armour piercing macrocannons, Scourges, which are suicide bombers used as attack craft, Boarding Spores, which can be either launched at short range or teleported to their targets, and a variety of claws used to literally ripe apart enemy ships.n more different powers at a time. The first power is a form of active cloaking that makes the ship very hard to detect using sensors, though it is less effective as you get closer to stars due to being developed in the intergalactic void, this power will make alpha strikes on the Tyranids difficult and give your fleets challenges in keeping them at a distance. The next power uses a combination of biomancy and telekinesis to boost the speed of the ship, allowing them to rapidly close. The third power is used to deflect incoming fire, and effectively creates a void shield for the ship. The fourth power is used to accelerate the ships shots, significantly boosting their range, while the fifth is used to teleport borders onto enemy ships. The sixth power is a form of biomantic augmentation used to boost strength for ships armed with Ripping Talons, while the seventh is a form of divination used to locate enemies and sources of biomass, and predict their actions. The eighth and final power used by Hive Ships is a healing power, which can be used to heal from even critical damage if the ship if only crippled and left for dead.
4 Leviathan Super Hive Ships- Command Battleship generalists able to preform well in every form of combat, Synaptic Nodes.

100 Hive Ships- Battleship generalists able to preform well in every form of combat, Synaptic Nodes.
37 Maw Hive Ships- Battleships designed for boarding operations, deadly to heavy targets, Synaptic Nodes.

58 Tyranid Cruiser Squadrons- Cruiser generalists able to preform well in every form of combat, some have hidden Synaptic Nodes (Ridcully has identified).
28 Tyranid Maw Cruiser Squadrons- Cruisers designed for boarding operations, deadly to heavy targets, some have hidden Synaptic Nodes (Ridcully has identified).
42 Tyranid Light Cruiser Squadrons- Light Cruiser generalists able to preform well in every form of combat.
30 Tyranid Maw Light Cruiser Squadrons- Light Cruisers designed for boarding operations, deadly to heavy targets.

90 Tyranid Frigate Squadrons- Heavy Escort generalists able to preform well in every form of combat.
82 Tyranid Maw Frigate Squadrons- Heavy Escort designed for boarding operations, deadly to cruisers.
6 Eldar Battleships- Incredibly fast battleships with powerful weapons and decent defences, best at harassment but can brawl if they have to.
19 Eldar Ghostship Squadrons (entirely wraith ships with heavy armour and naval D-Cannons)- Incredibly fast heavy with terrifying short ranged weapons and tough defences, can actually take on the Tyranids in short range but die fast if they do.
95 Eldar Cruiser Squadrons- Incredibly fast cruisers with powerful weapons and decent defences, best at harassment but can brawl if they have to.
55 Eldar Light Cruiser Squadrons- Blindingly fast light cruisers with powerful weapons and weak defences, entirely harassment vessels.
90 Eldar Escort Flotillas - Blindingly fast escorts with powerful weapons and decent defences, best at harassment but can brawl if they have to.

127 Defence Stations- Very tough well armed super-capital defences
127 Heavy Weapon Platform Squadrons- well armed tough capital defences
127 Orbital Weapon Platform Flotillas- well armed escort defences
63 Defence Monitor Flotillas- slow but well armed and tough escorts

21 Clear Land
21 Minefields
3 Fortifications
10 Advanced Fortifications
12 AA Batteries
9 Advanced AA Batteries
9 Theater Shields
16 Orbital Defence Silos
 
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The main fight is on the ground so I want Rotbart commanding this fight. We will need to target the generalist ships if we want to have the advantage during harrisment, probably best to perform a fighting retreat to preserve our strength as well.
 
Ouch on Cobalt. Must be an expensive trick though that they have been forced into by our Gravitic Array, or they would have used it before.

Could go either way on command. Traits are good, but lowering our performance to train would be... unwise. We have many defences though. Not sure.

[] Medium- Make a stand at your orbital defences but retreat before suffering major losses. This will preserve most your fleet and inflict significant damage to the Tyranid Fleet.
Seems like the best bet. The more we kill, the less they will have on the ground due to their bandwidth limit thing, and it buys the most time.

[] Initial: Heavy Ships- The Hive Ships and Super Hive Ships are the most powerful vessels in the Tyranid Fleet and the majority of the Synaptic Network, taking them out will be challenging but have the most effect on the Tyranid combat power.
I think this, as of all of Tyranid ships these have by far the most effect on ground combat, where this will be decided.

[] Final : Generalist ships-Generalist ships able to preform well in any situation make up the majority of the Tyranid Fleet, and will be key to their ability to counter your harassment.
Or, as this will be a two phase battle, we could take this instead and kill hiveships with harassment later. Or both!

[] Initial: Synaptic Nodes- The Tyranids rely on their Synaptic Network for pretty much everything, concentrating your fire on it is considered standard practice for a reason.
Its standard practice. Though I think that focusing on the two above might be wiser.

[] Heavy- Be willing to accept repeated major clashes and only just favorable exchange rates. - This will inflict major damage at the cost of your fleets suffering heavy losses and being unable participate in the final battle.
Final battle is pretty much won I believe, and this one will decide the war.

[] Final : Heavy Ships- The Hive Ships and Super Hive Ships are the most powerful vessels in the Tyranid Fleet and the majority of the Synaptic Network, taking them out will be challenging but have the most effect on the Tyranid combat power.
Keep up the pressure. Gotta weaken their ground power. Not sure for secondary priority, either generalists to make harassment easier, or Synaptic nodes.
 
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The main fight is on the ground so I want Rotbart commanding this fight. We will need to target the generalist ships if we want to have the advantage during harrisment, probably best to perform a fighting retreat to preserve our strength as well.
Doesn't that mean we want Rotbart not to command in the void, so that he's on planet? Leave the Autarch to take minimal casualties in the opening defense and then harass like crazy since that seems to be the Elder specialty, while Freddy does his thing on the ground.
 
Hmm well if we pick Rotbart we should make a stronger stand at the orbitals so we don't waste the defenses, if we pick Landeer we should focus more on harassment.
Initial target priority under Rotbart maw ships and heavy ships since they do best in open battle while still getting rid of a large amount of synaptic nodes. Landeer however should target synaptic nodes and generalist ships to reduce anti-harassment abilities. Final Priorities under Rotbart for the harassment stage would be finishing their heavies and going for their synaptic nodes, and for Landeer he should gun for the same targets since the ships capable of dealing with harassment better would be weakened.
 
Thinking landeer and harassment tactics would be better since we can't actually win in the void.

Also, the Eldar don't have that many ships, and they are probably very difficult to replace. Our ground forces will be regenerated in 50 years even if they all die, and we don't plan on using them again in this war so probably better to focus the casualties on them.
 
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