nid ships are death-traps (even for avernites)....not sure it would be worth it.
why not try to trap a synapse-connected creatrue like one of the tyrant-ones that act as commander? (or....well, ok, so thats canon-nids but you get the point)
Nid ships are very dangerous but they're hardly impossible challenges. One of the ways that poisons are delivered to tyranid ships is boarding actions, for example. And it would totally be worth it. Risk a telepath and a few navigators to take down billions of tyranids? Easy trade.
And the reason why it'd be a bio-ship is because they're bigger and therefore more connected to the Hive Mind. The bigger the target, the better.
Yes we do. A single Beta alone is enough to part the Red Sea, and Alpha is explicitly what's needed to do naval scale stuff, which pulling on a ship would count as. We've got multiple human Alphas and a lot more Betas, and we've also got the eldar too. It'd be a pretty easy job. The actual hard part of the job would be escorting the navigators/telepath to where they need to be inside the bioship, which pretty much requires Space Marines or heroes.
Yes we do. A single Beta alone is enough to part the Red Sea, and Alpha is explicitly what's needed to do naval scale stuff, which pulling on a ship would count as. We've got multiple human Alphas and a lot more Betas, and we've also got the eldar too. It'd be a pretty easy job. The actual hard part of the job would be escorting the navigators/telepath to where they need to be inside the bioship, which pretty much requires Space Marines or heroes.
Not when the Tyranid Hiveship is a powerful psyker in it's own right, Alpha by my reckoning. Also we did not bring any Navigators since we did not bring any human ships.
I also doubt giving Nids Navigator vision will hamper them in any way at all, but that is a separate issue.
Nid ships are very dangerous but they're hardly impossible challenges. One of the ways that poisons are delivered to tyranid ships is boarding actions, for example. And it would totally be worth it. Risk a telepath and a few navigators to take down billions of tyranids? Easy trade.
And the reason why it'd be a bio-ship is because they're bigger and therefore more connected to the Hive Mind. The bigger the target, the better.
Yes we do. A single Beta alone is enough to part the Red Sea, and Alpha is explicitly what's needed to do naval scale stuff, which pulling on a ship would count as. We've got multiple human Alphas and a lot more Betas, and we've also got the eldar too. It'd be a pretty easy job. The actual hard part of the job would be escorting the navigators/telepath to where they need to be inside the bioship, which pretty much requires Space Marines or heroes.
hes not talking about the "pulling the ship down" part I don't think....I think hes referencing the "forcing the sight of the warp in the hive's third eye" part or whatever....the nids have undoubtedly encountered people who tried similar things before and is also a MASSIVE psykic mind....if the navigator can survive, so can the nids
edit: ok, so he was talking about the "pulling the ship down" part....but yeah, they are psykers too and they likely have more power then we do as well I might add since like half their pop are full pyskers AND their ships themselves count AND the remainder are directly linked to the psykers giving them a boost too.....
also. the "ships might be dangerous but not THAT dangerous" argument doenst mean its worth the 99% likey hood that the plan fails cas navigators are fragle, ordinary humans from a physical point of view..
...its just not worth the casualties, time, effort and resources cas it would NOT be just *a* telepath as the first few would die on landing and so would the navigators.....and thats WITH full, vetern space marines sacrificing themselves just for the slightest CHANCE to actually give a chance for the teles to do their thing (cas its not going to be instant)
also, it would be totally anti-climantic if the thread-ending event was no-sold by something like this...
also.....
.woulden't others have thought of this before?
woulden't the nid's have protected themselves from this....would they even NEED to in the first place?
good try, this is the kind of lateral thinking that got us the operation whatever-it-was-called that steered the chaos fleet away from us....but not this time....
also-also: woulden't the telepaths instant-gib themselves since they would need to TRANSFER this vision anyway? .....even if not tho my other points stand.
Not when the Tyranid Hiveship is a powerful psyker in it's own right, Alpha by my reckoning. Also we did not bring any Navigators since we did not bring any human ships.
I also doubt giving Nids Navigator vision will hamper them in any way at all, but that is a separate issue.
Sure it might be a powerful psyker, but that's just not enough. Lots of powerful psykers trumps one powerful psyker of equal power. We've also got Willbreaker poison to provide a debuff to my knowledge.
And giving them navigator vision would totally work. Navigators are the only mortals I know of that can reliably look at the bare face of the Warp and not immediately go completely insane. The Warp warps, and being an extragalactic bug doesn't make you immune to it. Expose the tyranids to glorious and terrible majesty of the Immaterium and watch as the impossible realm rends their unfamiliar minds apart.
second off.....right there is the issue...."that I know of"......its pretty self-evident that that our knowledge as to what makes that happen and it would simply not be worth the time, effort, casualties and high-probably of failure (the nids are idiots and will see us trying SOMETHING and will stop it even if they don't know what)
third off.....the nids hive mind ALREADY LIVES in the warp...its survives there by dint of being a mind equivalent to entire sectors.....
also...."reliably"....so even if it DID work like that (which I don't think it does...where are you getting that source from?)
AND the nids failed to stop us (and why woulden't they?)
AND the squad made it in ( the nids would take down dozens of some of our highest quality units )
AND the nid-hive mind doesn't just force-kill the ship to stop whatever we are doing (they don't need to know what to know its bad for them)
.......your still even admitting that there'd be a chance that sacrificing the psykers and the navigators (which we probably didn't bring many if any at all with us to a no-FTL combat zone) AND the high-level elite assult-squad required to protect them for nothing.
Sure it might be a powerful psyker, but that's just not enough. Lots of powerful psykers trumps one powerful psyker of equal power. We've also got Willbreaker poison to provide a debuff to my knowledge.
And giving them navigator vision would totally work. Navigators are the only mortals I know of that can reliably look at the bare face of the Warp and not immediately go completely insane. The Warp warps, and being an extragalactic bug doesn't make you immune to it. Expose the tyranids to glorious and terrible majesty of the Immaterium and watch as the impossible realm rends their unfamiliar minds apart.
Its a powerful psyker with the backing of the entire hive mind that it has access too, that's a lot more oomph than we have access too hence why we've been repeatedly told not to get into a direct contest of power with the tyranids, they will win pretty much everytime. The only time we could potentially pull this off is when the shadow in the warp has practically dissipated and even then there's no freaking point.
Willbreaker potion is potent, but I doubt we've enough of it to affect something of that size and that it won't just be dissapated by spreading the effect over the synaptic network.
So far being an intergalatic bug seems to make you immune to chaos and gives you warp echos that are incomprehensible to humans, even chaos isn't like that. The facts are that they are so different that showing them the horrors of the warp isn't liable to do anything, why would it they're effectivelly one of the warp's nightmares given physical form and physically devouring the warp through its mere shadows.
What I'm trying to say is attempting to "horrify" the nids at the warp's grandure seems highly ineffective because the nids are what gives the warp nightmares made worse by already living in it.
Sure it might be a powerful psyker, but that's just not enough. Lots of powerful psykers trumps one powerful psyker of equal power. We've also got Willbreaker poison to provide a debuff to my knowledge.
And giving them navigator vision would totally work. Navigators are the only mortals I know of that can reliably look at the bare face of the Warp and not immediately go completely insane. The Warp warps, and being an extragalactic bug doesn't make you immune to it. Expose the tyranids to glorious and terrible majesty of the Immaterium and watch as the impossible realm rends their unfamiliar minds apart.
If we had enough Telekinetic Psychic power to force Nid Hive Ships down to the ground through the distance malus, their own native power (+Shadow in the Warp) as well as the sheer mass and opposed thrust of the Hive Ship, we would be utterly crushing the ground battle with sheer weight of psychic power.
Plus like the Nids are already insane, are already psychic and probably can comprehend the warp enough to not go insane. Which is what psykers, especially powerful ones, do esp. with Diviners. I just don't see this working. Let's not even consider the problem of getting a Navigator and Alpha+ power Choir through a Hive Ship!
Plus like the Nids are already insane, are already psychic and probably can comprehend the warp enough to not go insane. Which is what psykers, especially powerful ones, do esp. with Diviners.I jist don't see this working.
Just thought of this, on the many weaker psykers being beaten by a single strong one, well if the Hive mind wishes it can deactivate its lesser bio forms and spawn as many broodlord alpha's as possible to concentrate power.
Also insane implies something I don't think the nids are. They're just truely alien in a way neither humanity nor the milkey way's warp is set up to handle. The kind insanity that chaos uses just doesn't apply to something that doesn't understand the concepts and sees the chaos gods as another source of nutrition.
Not the entire hive mind. Only enough of it to give it Alpha level powers. Each tyranid bioform can only channel so much of the hive mind's psychic energy before it explodes; even zoanthropes can get overloaded by the Hive Mind's power, hence why they occasionally miscast and explode like other psykers. A Hive Ship only has enough of the hive mind backing it to give it Alpha level powers. If it got any more, beyond what it was made to receive, it'd probably roll Perils and blow its brains out.
So far being an intergalatic bug seems to make you immune to chaos and gives you warp echos that are incomprehensible to humans, even chaos isn't like that.
1. They're not immune to Chaos. Chaos did its usual Chaos things on Shadowbrink and the tyranids got punked hard. (But Chaos got nothing from the fight so they disappeared anyway.) Even after the tyranids adapted to Chaos, even after the development of Kronos, the tyranids didn't auto-win against Chaos, it just became a proper fight. Even now in Embers, Chaos remains one of the most effective weapons against the tyranids (though not to an overwhelming degree by any means).
2. While the way the tyranids think is indeed incomprehensible to humans and even Chaos, logic would go that by the same measure, Chaos and human thought would be just as incomprehensible to it in turn. The tyranids' ability to mess up human minds is well known, but I think that it's not just because they're incomprehensible, but because they're incomprehensible and powerful because of their sheer scale. If we go on the offensive, we'll be just as incomprehensible to them as they are to us, so we just need enough power to match. That's where the Warp comes in. Rather than vainly attempt to match it with our own psychic power, we do the more achievable task of opening up a link between it and the Warp and let the Warp do the rest.
EDIT: Just to clarify, but when I first said "bioship" I just meant a tyranid ship, not specifically a Hive Ship. I don't know enough about the tyranids' ships to know which would be the best to exploit, just that one of them would probably do.
Not the entire hive mind. Only enough of it to give it Alpha level powers. Each tyranid bioform can only channel so much of the hive mind's psychic energy before it explodes; even zoanthropes can get overloaded by the Hive Mind's power, hence why they occasionally miscast and explode like other psykers. A Hive Ship only has enough of the hive mind backing it to give it Alpha level powers. If it got any more, beyond what it was made to receive, it'd probably roll Perils and blow its brains out.
1. They're not immune to Chaos. Chaos did its usual Chaos things on Shadowbrink and the tyranids got punked hard. Even after the tyranids adapted to Chaos, even after the development of Kronos, the tyranids didn't auto-win against Chaos, it just became a proper fight. Even now in Embers, Chaos remains one of the most effective weapons against the tyranids (though not to an overwhelming degree by any means).
2. While the way the tyranids think is indeed incomprehensible to humans and even Chaos, logic would go that by the same measure, Chaos and human thought would be just as incomprehensible to it in turn. The tyranids' ability to mess up human minds is well known, but I think that it's not just because they're incomprehensible, but because they're incomprehensible and powerful because of their sheer scale. If we go on the offensive, we'll be just as incomprehensible to them as they are to us, so we just need enough power to match. That's where the Warp comes in. Rather than vainly attempt to match it with our own psychic power, we do the more achievable task of opening up a link between it and the Warp and let the Warp do the rest.
1. I'm sorry are we talking about the same battle of shadowbrink?
Up until this point the Hive Mind had utterly ignored the Daemonic forces due to their lack of consumable biomass. However this changed when a massive Impossible Fortress rose from beneath Rossov, holding millions of Daemons. The threat became too great for the Hive Mind to ignore, and combat between the Great Devourer and Ruinous Powers erupted. The Tyranids eventually controlled the plains around Rossov before launching an all-out offensive at the ruins of the city itself. However the Daemons unleashed a storm of bile and blood which turned the ground to muck, bogging down the Tyranids. Daemonic chariots swooped in on their trapped foes, as Furies and Plague Drones attacked from above. However the Hive Mind quickly adapted, throwing everything they had to distract the Warpspawn while swarms of Rippers rapidly consumed biomass elsewhere on Shadowbrink. This biomass was used to create swarms of Exocrines and Biovores which were in turn used to unleash devastating volleys of artillery to contain the Daemonic advance. Tervigons and the Termagants they unleashed were then deployed to launch a counter-attack through sheer attrition. The Great Unclean One Shub'Luth'Gug attempted to break the deadlock and push through, but his psychic abilities were smothered by the Shadow in the Warp. Moments later, the huge Daemon was blown apart by Zoanthropes.[1]
With the defeat of one of their own, the Daemon Lords of the Abominatum realized the nature of the battle had changed. No blood was being spilled for Khorne, just putrid alien ichor. All of Nurgles diseases were ineffective in the face of Tyranid adaptation. The deadlock went on for days, and the Lord of Change K'rix'xi'kra blasted its way back to the Malestrom Cradle to abandon the effort. The two remaining Daemon Lords then led a final mad charge against the Tyranids. However the Hive Mind had by this point absorbed their opponents strategies, using Tyrannofexes and Trygons to meet them. The Daemonic lines soon collapsed, and as the Bloodthirster Hak'Vasha was dragged back into the Warp he was still wrestling with three Trygons. The last of the Daemons had been defeated, and the Hive Mind now turned its attention to the rest of Shadowbrink.[1]
The same battle of Shaddowbrink where a Great Unclean One's psycic power was smothered by the Shadow in the warp, then to be blown to bits by the Swarm, the diseases of Nurgle having no effect, the Khornate daemons just ****ing off because no blood was being shed and the rest of the daemons just got eaten? Yeah you are cripplingly misremembering how that went down.
Shadowbrink is the exact opposit example of proving the point that the nids don't hardsell chaos, they hard sold chaos there extraodinarily hard
And that was as Levithan, not Kronos. They did again as Kronos on the same world.
2. I'm sorry what? Its already got a link to the warp, it has quantillions of links to the warp in every single psyker it has, so everything clearly it does not give a shit about the state of the warp, why would it? We've no reason to believe its reactions to enormous disparities of power would be anything like a milky way species, all indications we have are that it's reaction will be omnomnomnomnomnomnom, not ahhhh incomprehensible! When we know for a fact its the nids who are the eldrich abomination to chaos.
2. I'm sorry what? Its already got a link to the warp, it has quantillions of links to the warp in every single psyker it has, so everything clearly it does not give a shit about the state of the warp, why would it? We've no reason to believe its reactions to enormous disparities of power would be anything like a milky way species, all indications we have are that it's reaction will be omnomnomnomnomnomnom, not ahhhh incomprehensible! When we know for a fact its the nids who are the eldrich abomination to chaos.
I'm gonna have to disagree then and leave it at that. I don't believe the Hive Mind is or should be able to stand up to Chaos or the Warp as supremely effectively as you're saying.
I'm gonna have to disagree then and leave it at that. I don't believe the Hive Mind is or should be able to stand up to Chaos or the Warp as supremely effectively as you're saying.
I mean I just apply to them the same thing I apply to all apocolypse factions when it come to the warp.
The warp screws over the good guy only, the tyranids are an apocolypse so the warp's maddness does basically nothing, same as the orks, chaos, C'tan and others.
Given the description of the shadow in the warp its a miracle daemon can get close to them TBH.
I mean I just apply to them the same thing I apply to all apocolypse factions when it come to the warp.
The warp screws over the good guy only, the tyranids are an apocolypse so the warp's maddness does basically nothing, same as the orks, chaos, C'tan and others.
Just thought of this, on the many weaker psykers being beaten by a single strong one, well if the Hive mind wishes it can deactivate its lesser bio forms and spawn as many broodlord alpha's as possible to concentrate power.
Also insane implies something I don't think the nids are. They're just truely alien in a way neither humanity nor the milkey way's warp is set up to handle. The kind insanity that chaos uses just doesn't apply to something that doesn't understand the concepts and sees the chaos gods as another source of nutrition.
yeah Nids are not insane. That implies that they started off as something you could call sane. They are other, in a way that even deamons are not. Also one of the reason I can't really call them one of the evil factions in 40k, their morality is orange rather then black white or grey
Adhoc vote count started by Durin on Oct 9, 2019 at 6:36 AM, finished with 154 posts and 13 votes.
[X] Plan: Final Reinforcement
-[X] Deploy Ghostships in close- Gain control of the Void within around a week, very low losses except to Ghostships which will suffer very heavy losses.
-[X] General Defence: Marshal Rakes
--[X] Militia- While not as good as your regulars the best regiments of the Hvergelmir make up a good forty percent of your forces and are not a major liability. -10 quality Current
--[X] Regulars- Most of the professional forces you have access to are Regulars drawn from the Midgardian Iron Guard and similar formations, they are decent soldiers and can be trusted to hold the line, most of the time. +0 quality Currant
--[X] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units can be counted on to hold even when the odds are against them. +10 quality Current
--[X] Master of Sanctity Horatius Cocles, Jacob Oakheart
-[X] Infiltration Defence: Aleksander Andreassen
--[X] Psykers- The psychic senses of your Battle Psykers are invaluable in spotting the Tyranid infiltrators, though they lack the numbers to be the main combat arm in this. +10 quality Current
--[X] Astartes- Astartes are some of the few forces that can match the Tyranid infiltrators in their preferred environment and come out victorious, and you have thousands of them to deploy. +15 quality Current
--[X] Eldar- Eldar Rangers and Striking Scorpions are some of the most deadly stealth troops that you have access to, and Wraithguard as some of your best guards. Between their numbers, skills and psychic powers these forces are your best counter to infiltrators, and could possibly counter the infiltration by themselves. +25 quality Current
--[X] Jane Oakheart, The Companions of Varen
-[X] Breakthrough Defence: Governor Rotbart
--[X] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, these formations will be able to push back the Tyranids, most of the time. +0 quality Current
--[X] Psykers- The concentrated combat pwoer of your Battle Psyker Regiemnts and Psychic might of your Choirs could prove essential in countering enemy breakthoughs. +5 quality Current
--[X] Eldar- Since the rise of the Ynnari ELdar have become one of the most powerful forces in the galaxy man for man, with their Wraith Legions able to slay almsot any foe. +20 quality Current
--[X] Deploy Imperial Trust Superheavies- The Imperial Trust has a decent number of superheavy vehicles in this fight, of which the Knight-Titans of the Aesir are the most numerous. While you lack the numbers to suffer heavy losses a push by a concentrated force of Superheavies is near unstoppable Current
--[X] Deploy Eldar Superheavies- The Eldar have a decent number of superheavy vehicles in this fight, including a full Titan Legion. These is your most pwoerful heavy combat force and can be trusted to crush anything you set them on.
--[X] Grandmaster Xavier, Elite Primaris Ophelia Jameson
--[X] Thunder Warriors
-[X] Titan Hunting: Lord Marshal Hrothgar
--[X] Use Bio-Titan Poison- The poison that Archmagos Biologis Maximal developed will allow your regular forces to take out the Bio-Titans without to much trouble, though as soon as it is deployed the Hive Fleet will begin working on adaptions to counter it.
--[X] Deploy Imperial Trust Titan Hunters- A mix of Fellswords, Northern Sentinels and Knight-Titans should be enough to take out the Bio-Titans, though not without losses. Current
--[X] Deploy Eldar Titan Hunters- A mix of Fire Dragons, Eldar Titans and Wraiths with D-Cannons should be able to easily dispatch the Bio-Titans, though not losing some of your most powerful forces.
--[X] Authorise Deathstrike deployment
--[X] Sir Pellinore
-[X] Reinforcements
--[X] Deploy Eldar Infantry- The Eldar Infantry are some of your most deadly forces, and would be able to shore up the defences despite their low numbers. +15 quality
--[X] Deploy Eldar Titans- Eldar Titans are some of the most advanced of their type, and will be able to deverstate the incoming Tyranids allowing your current forces to regain control of the walls. +30 quality
-[X] Use new poison as soon as Tyranids adapt Current
[X] Plan: Rotbart Life Matters
-[X] Deploy Ghostships in close- Gain control of the Void within around a week, very low losses except to Ghostships which will suffer very heavy losses.
-[X] General Defence: Marshal Rakes
--[X] Militia- While not as good as your regulars the best regiments of the Hvergelmir make up a good forty percent of your forces and are not a major liability. -10 quality Current
--[X] Regulars- Most of the professional forces you have access to are Regulars drawn from the Midgardian Iron Guard and similar formations, they are decent soldiers and can be trusted to hold the line, most of the time. +0 quality Currant
--[X] Grenadiers - A full sixth of your forces are drawn from elite formations such as the Avernite PDF and the Midgaridan Chosen, these units can be counted on to hold even when the odds are against them. +10 quality Current
--[X] Master of Sanctity Horatius Cocles,
-[X] Infiltration Defence: Aleksander Andreassen
--[X] Psykers- The psychic senses of your Battle Psykers are invaluable in spotting the Tyranid infiltrators, though they lack the numbers to be the main combat arm in this. +10 quality Current
--[X] Astartes- Astartes are some of the few forces that can match the Tyranid infiltrators in their preferred environment and come out victorious, and you have thousands of them to deploy. +15 quality Current
--[X] Eldar- Eldar Rangers and Striking Scorpions are some of the most deadly stealth troops that you have access to, and Wraithguard as some of your best guards. Between their numbers, skills and psychic powers these forces are your best counter to infiltrators, and could possibly counter the infiltration by themselves. +25 quality Current
--[X] Jane Oakheart, The Companions of Varen
-[X] Breakthrough Defence: Governor Rotbart
--[X] Power Armoured Grenadiers - Most of your remaining forces your forces are drawn from those elite formations equipped with power armour such as the Svartalfar Guard and the Avernite Helltroopers, these formations will be able to push back the Tyranids, most of the time. +0 quality Current
--[X] Psykers- The concentrated combat pwoer of your Battle Psyker Regiemnts and Psychic might of your Choirs could prove essential in countering enemy breakthoughs. +5 quality Current
--[X] Eldar- Since the rise of the Ynnari ELdar have become one of the most powerful forces in the galaxy man for man, with their Wraith Legions able to slay almsot any foe. +20 quality Current
--[X] Deploy Imperial Trust Superheavies- The Imperial Trust has a decent number of superheavy vehicles in this fight, of which the Knight-Titans of the Aesir are the most numerous. While you lack the numbers to suffer heavy losses a push by a concentrated force of Superheavies is near unstoppable Current
--[X] Deploy Eldar Superheavies- The Eldar have a decent number of superheavy vehicles in this fight, including a full Titan Legion. These is your most pwoerful heavy combat force and can be trusted to crush anything you set them on.
--[X] Grandmaster Xavier, Elite Primaris Ophelia Jameson, Jacob Oakheart
--[X] Thunder Warriors
-[X] Titan Hunting: Lord Marshal Hrothgar
--[X] Use Bio-Titan Poison- The poison that Archmagos Biologis Maximal developed will allow your regular forces to take out the Bio-Titans without to much trouble, though as soon as it is deployed the Hive Fleet will begin working on adaptions to counter it.
--[X] Deploy Imperial Trust Titan Hunters- A mix of Fellswords, Northern Sentinels and Knight-Titans should be enough to take out the Bio-Titans, though not without losses. Current
--[X] Deploy Eldar Titan Hunters- A mix of Fire Dragons, Eldar Titans and Wraiths with D-Cannons should be able to easily dispatch the Bio-Titans, though not losing some of your most powerful forces.
--[X] Authorise Deathstrike deployment
--[X] Sir Pellinore
-[X] Reinforcements
--[X] Deploy Eldar Infantry- The Eldar Infantry are some of your most deadly forces, and would be able to shore up the defences despite their low numbers. +15 quality
--[X] Deploy Eldar Titans- Eldar Titans are some of the most advanced of their type, and will be able to deverstate the incoming Tyranids allowing your current forces to regain control of the walls. +30 quality
-[X] Use new poison as soon as Tyranids adapt Current
yeah Nids are not insane. That implies that they started off as something you could call sane. They are other, in a way that even deamons are not. Also one of the reason I can't really call them one of the evil factions in 40k, their morality is orange rather then black white or grey
Grábakr War Part Eleven: The Final Push
T=49:18:000-56:18:00
You decided to reinforce the outer lines with all of the Eldar forces that you have been holding in reserve as well as Jacob Oakheart even as you brought Ophelia up to support you in dealing with breakthroughs and prepared your carefully hoarded Deathstrikes to use against the Tyranid Bio-Titans. You are glad that the massed AA you have is enough to keep the skies directly above you mostly free of Tyranids, otherwise the chance of Deathstrikes getting though would be rather low. As you were issuing order you received news that most of the Tyranids at the minor landing zones had stopped moving, increasing the number that could be deployed against you by a good fifth.
With the additional forces your men were able to just about hold the walls, due in large part due to the Eldar Titans wrecking havoc on any Tyranid push that seems likely to breach the walls. This changed when the Bio-Titans push once more overwhelmed your titan hunters, killing both Lord-Marshal Hrothgar and Sir Pellinore as well as half a dozen courts of Knight-Titans and a sizable Eldar force. Once more you were able to seal the breach and take out the remaining Bio-Titans, though not without suffering heavy losses. At this point the situation on the ground has deteriorated to the level where withdrawing your elites to your final stronghold is fast becoming your only option. However in the war in the Void Autarch Landeer has been able to wear down on the Tyranids numbers until they have less then 30 Hive Ships, at which point he deployed his Ghostships into a point blank melee. In the short lived firefight that followed all but three of the Tyranid Hive Ships were torn apart by concentrated D-Cannon fire, even as return attacked wiped out the Ghostships. These last three Hive Ships were quickly wiped out by by the Eldar Fleet, ending the war on the ground instantly as the Tyranids go feral. While it will take months to hunt down and wipe out the remaining Tyranid concentrations, and years to get them all with this the Siege of Hvergelmir is over, and all that remains is to count the cost.
General Defence
Tyranids d100=87+35(Synapse)+30(Troop Quality)+50(unending numbers)+10(Broodlord Alphas)+20(defences compromised)=232
Imperial d100=35+65(Martial)+10(Seers)+50(Defences)+20(Poison)+10(Heroes)+20(Ordinatus Grábakr)-10(breach)-20(bio-Titants)-5(infiltration)+5(Counter Attack)+45(Eldar)=225
Marshal Rakes survival roll (DC 135) d100=83+26(stats and traits)+10(Lifeguard)+20(Seers)=139: Survive
Master of Sanctity Horatius Cocles survival roll (DC 160) d100=80+90(stats and traits)+20(Seers)=190: Survive, 1 mortal wound
Jacob survival roll (DC 160) d100=48+109(stats and traits)+20(Seers)=187: Survive Defences Compromised. lose 45 Militia armies, lose 27 Regular Armies, lose 12 Elite Armies, lose lose 30 Eldar Warhosts, lose 56 Wraith Legions, lose 9 Eldar Titans,
Infiltration
Tyranids d100=53+35(Synapse)+50(Troop Quality)+12(numbers)+50(Broodlord Alphas)=200
Imperial d100=32+60(Martial)+20(Seers)+25(Defences)+5(Poison)+45(quality)+50(Heroes)-9(breach)-10(defences compromised)=219
Jane survival roll (DC 160) d100=31+84(stats and traits)+20(Seers)=134:
Jane survival re-roll (DC 160) d100=90+84(stats and traits)+20(Seers)+15(Paragon Diviner)=209: Win, +20 to roll
Companions of Varen survival roll (DC 160) d100=99+82(stats and traits)+20(Seers)=201: Win, +20 to roll Holding. lose 3 Eldar Warhosts, lose 12 Astartes Companies, lose 56 Battle Psyker Regiments
Bio-Titan Push
Tyranids d100=78+35(Synapse)+30(Troop Quality)+25(unending numbers)+75(Bio-Titans)+20(Broodlord Alphas)=263: Success
Imperial d100=4+55(Martial)+10(Seers)+50(Defences)+40(Poison)+50(Titan Hunters)-30(breach)+10(secure)+30(deathstrikes)-20(dead general)=199(the dice love bio-titans)
Lord Marshal Hrothgar survival roll (DC 160) d100=31+58(stats and traits)+20(Seers)=109: Die
Sir Pellinore survival roll (DC 160) d100=36+62(stats and traits)+20(Seers)=118: Die Major Breach.lose 648 Knight-Titan Maniples, 24 Eldar Warhosts, lose 25 Wraith Legions, lose 4 Hosts of Vaul, lose 16 Eldar Titans,
Breakthrough Counter
Imperial d100=33+90(Martial)+20(Seers)+12(Defences)+20(Poison)+10(Heroes)+65(quality)=240
Tyranids d100=28+35(Synapse)+50(Troop Quality)+50(unending numbers)+50(Bio-Titans)+20(Broodlord Alphas)=233
Governor Rotbart survival roll (DC 135) d100=80+44(stats and traits)+10(Lifeguard)+20(Seers)=154: Survive
Xavier survival roll (DC 160) d100=67+84(stats and traits)+20(Seers)=171: Survive
Ophelia survival roll (DC 160) d100=77+79(stats and traits)+20(Seers)=176: Survive Breach Closed. lose 2.7 Power Armoured Armies, lose 30 Wraith Legions, lose 94 Superheavy Regiments, lose 60 Battle Psyker Regiments, lose 1.3 Thunder Warriors Regiments, lose 6 Hosts of Vaul
Naval Harassment
Eldar d100=10+100(skill)+20(Technology)+171(Martial)+10(Seers)+20(caution)+50(Eldar)+20(defences)+80(numbers)=481
Tyranid Defence d100=25+119(skill)+199(Synaptic Network)-10(landing)=333
Name
Type
Loses
Hive Ship
Battleship
9.01
Maw Hive Ship
Battleship
2.61
Scourges
Fighter-Bomber
14,191
Name
Type
Loses
Aconite
Frigate
9.91
Hellebore
Frigate
13.85
Hemlock
Destroyer
38.29
Nightshade
Destroyer
38.29
Shadowhunter
Destroyer
12.76
Wraithship
Light Cruiser
21.60
Dragonship
Cruiser
15.24
Eclipse
Cruiser
15.24
Phoenix
Battleship
0.24
Eagle
Bomber
457
Darkstar
Fighter
391
Ghostship Assult
Eldar d100=57+100(skill)+20(Technology)+141(Martial)+20(Seers)+74(harassment)+50(Eldar)+20(defences)-50(suicide rush)=432
Tyranid Defence d100=30+119(skill)+199(Synaptic Network)-10(landing)=335
Name
Type
Loses
Hive Ship
Battleship
25.40
Maw Hive Ship
Battleship
11.79
Scourges
Fighter-Bomber
133
Name
Type
Loses
Ghostship
Grand Cruiser
26.92
Hvergelmir Prime Fortress (36,000km2)
This area contains all forces not tasked to other areas, must deploy at least 90 armies elsewhere
4 Hives- Can easily fit 80 armies, can fit 800 armies when overcrowded
21 Clear Land
21 Minefields
3 Fortifications- Can easily fit 0.6 armies, can fit 3 armies when overcrowded
10 Advanced Fortifications- Can easily fit 2 armies, can fit 10 armies when overcrowded
12 AA Batteries
9 Advanced AA Batteries
9 Theater Shields
16 Orbital Defence Silos
Generals: Governor Rotbart, Chapter Master Julius, Marshall Tychon Rakes, General Aleksander Andreassen Heroes: Master of Sanctity Horatius Cocles, Grandmaster Xavier, Elite Primaris Ophelia Jameson, Jane Oakheart, Jacob Oakheart, The Companions of Varen, Lord Marshall Hrothgar of the Aesir, Archmagos Prime Sahr Elites: 37 Courts of Knight-Titans, 10 Vargarain Guard First Companies, 75 Vargarain Guard Companies, 4 Vargarain Guard Scout Companies, 42 Blood Dragons Companies, Ordinatus Grábakr, 75 Eldar Titans, 10 Hosts of Vaul (25 super heavy vehicles each), 45 Aspect Hosts (10k strong), 7 Ranger Hosts (10k strong), 69 Wraith Legions (1 million strong) Regulars: 10 Power Armored Grenadiers Corps, 280 Grenadiers Corps, 105 Guard Armies Militia: 76 Militia Siege Infantry Armies Psykers: 2 Primaris Execution Forces, 60 Psyker Choirs, 1,415 Battle Psyker Regiments, 9 Seer Councils, 108 Warlock Conclaves, 30 Spiritseer Gatherings