Well, that's very ominous, and potentially disastrous.
The Eldar are currently a major part of the coalition against the Void Dragon, and they are stretched very thin. If Nurgle attacks them to get isha back, and they pull forces back to protect her, the dragon front collapses. If they don't pull forces back and Isha gets captured, they lose one of their gods and the dragon front collapses. Even if they don't pull forces back and still manage to protect her, if they take damage to their industry the dragon front still probably collapses eventually.
I really hope he's gotten distracted by Mortarion's defeat.
Isha is safe in the webway. That said, the reason why the Necrons use Gauss Flayers (guns that literally eradicate the body on hit) is because she used to be able to keep an entire system alive.
On his sheet, Tranth has 59 L (I doublechecked, it seems to be correct), so it should be +49 (Stats).
On traits, should Tranth have +85 instead of +80? (+25 Scientist, +25 GM Researcher, +20 Master Optimizer, +15 Warp-Tech Expert)
(Incidentally I think it would be convenient and appropriate for his traits Archmagos Veneratus Extremis Explorator, Tech-Priest, So Close and 'The Reclaimer' to be merged into a single trait.
Knowing Avernus (Cavers, those people who enter the Caverns willingly) — In the years since founding, Avernus has developed in many ways, some of which you have not been able to pay attention to. It may be a good idea to spend some time learning about Avernite culture and the smaller organisations that make Avernus so unique.
Time: Bonus, get 1 free per turn, can take extra
Reward: Get information about selected aspect of Avernite culture or organisation
Complete
Cavers are those crazy Avernite's who not only have the courage to willingly entre the caverns, but the insanity to keep on going back into them. Given how incredibly dangerous the caverns are most cavers die in their first handful of delves, but those who keep on surviving have grown to be some of the most dangerous, and insane people on Avernus. In many ways cavers live in a different world to normal Avernites, commonly dealing with threats and problems that even most darkmen view as legends, while developing skills and resource bases that all but the most powerful members of the government can only wonder at. They are to be respected for their skill, feared for their insanity and pitied for whatever it is that drives them to go back into the Caverns time after time.
They are also one of the most terrifying weapons that Avernus possesses, one that has not be deployed in centuries.
one of the more famous cavers is in the side quest and capable of going toe-to-toe with the best of the best chaos has to offer outside Belky, Abby, the 4 chaos gods and their direct lieutenants....
Turn Six Flashpoints
According to the Unified Command Centre and High Grandmaster Ridcully's divinations, there are four primary battlefronts where the deployment of Avernus' forces could significantly influence the outcome.
As a note any forces not deployed will be held back, allowing you to reduce the number of forces dpeloyed and therefore losses suffered.
The Assasination of First Captain Mumpestus the Putrid
The first and most important mission is the assassination of the First Captain of the Death Guard, the leader of the Realm of Death in the absence of his genefather. Mumpestus the Putrid is no easy target, being one of the greatest heroes that the Death Guard currently possesses. However, killing him is an expensive possibility if you can catch him lightly guarded.
High Grandmaster Ridcully has found a moment when he will be on a comparatively lightly guarded world as part of a surprise inspection in three months' time. A major assault force could easily overwhelm the world's garrison and his personal retinue, and enough Primaris Execution Forces and Last Hunters should be able to kill the First Captain, at least for a time.
Victory here will remove the current leader of the Death Guard and have a significant impact on the Realm of Death's ability to wage war on a polity-wide scale.
Defeat here would be a missed opportunity and quite possibly a major loss of your most elite forces.
Minimum Forces: 20+ Primaris Execution Forces, 50+ Psyker Choirs, 2+ Riksjeager Corps, 5+ Helguard Corps, 50+ corps total, 1 General
Other functional forces: up to 200 Corps total
Encouraged Forces: Primaris Execution Forces, Riksjeager, Landing Corps
Discouraged Forces: Stealth or Harassment Forces, Jomsjaeger
Raid on Vuiglmard
Vuiglmard is one of the Realm of Death's major plague cauldrons, the dark laboratory where countless horrific plagues are brewed to be unleashed on the galaxy. It is also close enough to the front lines for a raid to be feasible. The raid must move quickly and block lines of retreat to destroy the more vital parts of the lab, not to mention capture samples for the healers; with enough psykers and elites, this should be possible.
Victory here will stop several horrific plagues before they get unleashed and give your healers a headstart on working out the cures to several more.
Defeat would be a missed opportunity.
Minimum Forces: 10 Helguard+ Corps,1 Macro Artillary Division, 100 Psyker Choirs, 20 corps total, 1 General
Other functional forces: up to 50 Corps total plus Primal Corps
Encouraged Forces: Primaris Execution Forces, Landing Corps, Titans
Discouraged Forces:Stealth or harassment forces
Defence of Ku'Via
Another of the Tau Sept Worlds near the battleline, Ka'Via is being attacked by a substantial demonic host pouring from a Warp Rift opened in the heart of its only hive. While the Fire Caste has put up a fierce resistance, fighting against demons in the close confines of a hive is a poor matchup for them and they will need reinforcements to last much longer. This will be a city fight against demons, so PDF and mechanised forces would be a poor fit.
Victory here will save a key military base and industrial node near the frontlines.
Defeat here will result in a major blow to local morale as well as the lost of a key military base and industrial node near the frontlines.
Minimum Forces: 20+ Helltrooper+ Urban Corps, 50 corps total, 1 General
Other functional forces: up to 200 Corps total
Encouraged Forces: Psykers, Beastmaster Corps, Urban Corps
Discouraged Forces: Air or Landing Corps, PDF, Titans, Macro Artillary Divisions
Assault on the Eclisia Sector
With a assault from the Principalites of Change taking out Boikeep, the whole Eclisia Sector has had its defences compromised for a period. A major Imperium Secondus deployment is being made, but they will need some support to take rather then merely threatern the sector. Victory here secure an entire sector and drive back the front line ever closer to the Realm of Deaths core territories. .
Defeat here would be a missed opportunity and notably weaken one of your regional allies.
Victory here will destroy a key industrial node near the frontier of the Realm of Death, notably impacting its logistical capabilities on the frontline.
Minimum Forces: 2000 Corps, 1 General
Other functional forces: any, up to 2000 additional Corps
Encouraged Forces: Landing Corps
Discouraged Forces: Nothing
Avernite Military Forces
Current Strength
Recovery Rate
Current strength
Jeager Strength
2%
93.97%
Helguard Strength
2%
93.65%
Helltrooper Strength
4%
100.00%
PDF Strength
8%
72.32%
Lord- General Rakes
General Hajek
General Herman
General Strumpf
Grandmaster Xavier
The Assasination of First Captain Mumpestus the Putrid
The first and most important mission is the assassination of the First Captain of the Death Guard, the leader of the Realm of Death in the absence of his genefather. Mumpestus the Putrid is no easy target, being one of the greatest heroes that the Death Guard currently possesses. However, killing him is an expensive possibility if you can catch him lightly guarded.
High Grandmaster Ridcully has found a moment when he will be on a comparatively lightly guarded world as part of a surprise inspection in three months' time. A major assault force could easily overwhelm the world's garrison and his personal retinue, and enough Primaris Execution Forces and Last Hunters should be able to kill the First Captain, at least for a time.
Victory here will remove the current leader of the Death Guard and have a significant impact on the Realm of Death's ability to wage war on a polity-wide scale.
Defeat here would be a missed opportunity and quite possibly a major loss of your most elite forces.
Minimum Forces: 20+ Primaris Execution Forces, 50+ Psyker Choirs, 2+ Riksjeager Corps, 5+ Helguard Corps, 50+ corps total, 1 General
Other functional forces: up to 200 Corps total
Encouraged Forces: Primaris Execution Forces, Riksjeager, Landing Corps
Discouraged Forces: Stealth or Harassment Forces, Jomsjaeger
so for context, pert has 7 captains below him. Two of them are senior enough to force the other 5 to work together, the 1st captain is the better commander of the two, and if we kill him that puts the realm of death one Major Hero away from losing the ability to confidante. This would be both hurting their ability to wage war, and would put them one bad roll from entering a death spiral.
so for context, pert has 7 captains below him. Two of them are senior enough to force the other 5 to work together, the 1st captain is the better commander of the two, and if we kill him that puts the realm of death one Major Hero away from losing the ability to confidante. This would be both hurting their ability to wage war, and would put them one bad roll from entering a death spiral.
assuming it happens in time before their primarch comes back.
do we have a ETA on that btw? I feel like going for this captain makes alot more sense if its multiple turns in the future at minimum then if its merely a turn or two away.
do we have a ETA on that btw? I feel like going for this captain makes alot more sense if its multiple turns in the future at minimum then if its merely a turn or two away.
hmm. its fairly common for daemon resummoning being time-conditional in this universe.....
I wonder if localized time-acceleration would allow daemons to re-materialize faster--but bounded to within the time-acceleration field till the rest of the universe catches up...
edit: it definitely seems feasable to go for the head here---not neccessarily better I admit to not knowing...but 101 years is reasonable to me.
(I woulden't think it'd be 101---I'd have thought a repetition or multiple of 7 (I think 7 is nurgles number right?)
hmm. its fairly common for daemon resummoning being time-conditional in this universe.....
I wonder if localized time-acceleration would allow daemons to re-materialize faster--but bounded to within the time-acceleration field till the rest of the universe catches up...
So tht's the sort of thing that chaos gods can do to cheat how long it takes a demon to get back up, nurgle is already doing that. With all the cheats Nurgles bringing to bear, it's still 101 years. He got banished hard.
So tht's the sort of thing that chaos gods can do to cheat how long it takes a demon to get back up, nurgle is already doing that. With all the cheats Nurgles bringing to bear, it's still 101 years. He got banished hard.
so for context, pert has 7 captains below him. Two of them are senior enough to force the other 5 to work together, the 1st captain is the better commander of the two, and if we kill him that puts the realm of death one Major Hero away from losing the ability to confidante. This would be both hurting their ability to wage war, and would put them one bad roll from entering a death spiral.
I'm assuming you mean mort, not pert? The single hero point of failure and a successful decapitation strike would probably make them VERY reluctant to leave home, adding greatly to the difficulty in coordination and leadership beyond the direct impact it would have due to raw martial scores.
By my read, three options are time-sensitive—the assassination option will require Ridcully divinatory support for future options against him, the defense is obviously pointless if the world has already fallen, and the offensive on the sector is taking advantage of temporary disorganization.
The raid, on the other hand, doesn't have the same kind of time pressure—the world isn't uniquely exposed or anything, so while preventing and countering plagues sooner is certainly useful it may very well end up less effectively defended next turn if our other options work out. Given the amount of demand we already have for psykers and the desire to reduce attrition on our Helguard and higher forces I'd say it's the best one for the chopping block.
Mumpestus is because Mortarion was partly banished by the King of Knights, who only got to Khornate nirvana because of Jacob's interference. Eclisia is from Jacob and Munetsi attacking Boilkeep and weakening the sector's defenses.
I'm assuming you mean mort, not pert? The single hero point of failure and a successful decapitation strike would probably make them VERY reluctant to leave home, adding greatly to the difficulty in coordination and leadership beyond the direct impact it would have due to raw martial scores.
By my read, three options are time-sensitive—the assassination option will require Ridcully divinatory support for future options against him, the defense is obviously pointless if the world has already fallen, and the offensive on the sector is taking advantage of temporary disorganization.
The raid, on the other hand, doesn't have the same kind of time pressure—the world isn't uniquely exposed or anything, so while preventing and countering plagues sooner is certainly useful it may very well end up less effectively defended next turn if our other options work out. Given the amount of demand we already have for psykers and the desire to reduce attrition on our Helguard and higher forces I'd say it's the best one for the chopping block.
I agree with your assessment, raiding Vuiglmard would be nice but if we're pulling back a bit to save on losses its the one we can ditch, and I think we should pull back a little.
Combined Arms Master(+3M, +3L,+1D, +5 martial when using 3 or more unit types, no penalties for varied forces)- General Hajek is a master at combining multiple types of formation into a single unified army, a talent that becomes more and more valuable the further he is promoted.
that boost brings him up to rakes baseline, and should help coordinate with allies.
Defence of Ku'Via
Best fit: Rakes, the man has 62 martial on the defense, as well as a bonus against demons. he is going to turn the place into a meatgrinder. The only reason we might wanna send somone else would be becues he has a very high base martial state, but Hajek is about as good as he is for the Eclisia Sector.
The Assasination of First Captain Mumpestus the Putrid
Best fit: Xavier and either Strumpf or Herman
This is going to be a psyker heavy opp, and Xavier being able to be a high end hero will be very impactful here, so he needs somone to command while he burns down marine companies. From there Herman would be a better fit compared to Strumpf, high I makes them better at getting through to the hero and they are a Paragon Sniper. The reason we might wanna send Strumpf instead is herman has the Allied commander trait that would be very useful in the Eclisia sector.
this leaves us with one extra general, who I would recommend sending to the Eclisia sector, as the scale of that means it can always use more generals.
So... anyone else kind of sad we couldn't have Jane take part in this? It seems to me that if we could bring Jane in on capping the death guard first captain she'd have pretty good odds of straight up true-killing the guy, and terrify the ever loving hell out of the next guy that she's going to come after him next.
Either way it's not our business, we have no say where and how Isha spends her time, or how is she being pretected. And empire of Ashes are not idiots, they will do whatever their can to ensure the safety of their most strategically important, and most beloved deity.
Not really. They are the wrong type of opponents for her as The Witch hunter, as the two main leaders we are targeting are neither sorcerers or daemon princes, so her important traits don't proc. And even as The Fencer she'd not be great as they are Death Guard, the tankiest Astartes to ever tank, and Heroes aside. Attrition warfare is their specialty and Jane's bane. For the campaign as a whole then she may have helped some, but Mortarian's primarch traits combined with his Exalted level blessing put him too much outside her ability.
it is
chaos has been trying to breach the Webway since the Fall and while they ahve got a few bits, the webway as a whole has kept them out. and its in a lot better shape then it used to be