I would suggest that you think carefully about how many planets we might eventually have and how much work your willing to do for auto-production spending.
If your looking for a lighter version of previous suggestions. maybe just passive self-upgrades (tier 6 to tier 7 in X turns/years...then 8 then 9...etc) and pre-assigned defense and production values (so what it seems you already have for the most part) but some planets have special production that focus's on things that the players might care about more? (like getting extra defenses for a death world so as to get more potential astartes solders or for a proto-deamon world in case of deamonic-invasion there...or for projects that we might care about like maybe providing the local admech resources for favors later on?
if you are concerned about the buff's stacking up too much, then maybe you could simulate (some) of our enemies doing the same to balance us out? so the ork planet might grow in power if we let it sit too long and then eventually invade another planet?
I would suggest that you think carefully about how many planets we might eventually have and how much work your willing to do for auto-production spending.
If your looking for a lighter version of previous suggestions. maybe just passive self-upgrades (tier 6 to tier 7 in X turns/years...then 8 then 9...etc) and pre-assigned defense and production values (so what it seems you already have for the most part) but some planets have special production that focus's on things that the players might care about more? (like getting extra defenses for a death world so as to get more potential astartes solders or for a proto-deamon world in case of deamonic-invasion there...or for projects that we might care about like maybe providing the local admech resources for favors later on?
if you are concerned about the buff's stacking up too much, then maybe you could simulate (some) of our enemies doing the same to balance us out? so the ork planet might grow in power if we let it sit too long and then eventually invade another planet?
That is very true, I did do rebalancing of the production points because the old calculation essentially caused it to balloon, the new calculation prevents that. I will admit that production points scare me off because they seem like they will be a lot of work to implement but also quite helpful in making the world more dynamic. Your idea is definetely something for me to think about though. Specifically on passive self upgrades. Essentially right now, I have lots of ideas but I haven't started to implement them. As for specializing worlds, I don't think I'll do that because it seems like too much work for me for not enough gain. While interesting, it's also a fair bit of work. All in all, thanks for the advice, it helps a lot.
That is very true, I did do rebalancing of the production points because the old calculation essentially caused it to balloon, the new calculation prevents that. I will admit that production points scare me off because they seem like they will be a lot of work to implement but also quite helpful in making the world more dynamic. Your idea is definetely something for me to think about though. Specifically on passive self upgrades. Essentially right now, I have lots of ideas but I haven't started to implement them. As for specializing worlds, I don't think I'll do that because it seems like too much work for me for not enough gain. While interesting, it's also a fair bit of work. All in all, thanks for the advice, it helps a lot.
I also strongly suggest getting into the use of excel spreadsheets (such as google's version which is free, or if you have it, the window's packaged version)...it will likely eat a lot of up-front time , but once its all set up to your tastes its significantly easier to add new things, change things around and very good for handling a lot of individual instances of things (such as planets).
As a bonus you can make read-only copys for readers to look at for reference.
I also strongly suggest getting into the use of excel spreadsheets (such as google's version which is free, or if you have it, the window's packaged version)...it will likely eat a lot of up-front time , but once its all set up to your tastes its significantly easier to add new things, change things around and very good for handling a lot of individual instances of things (such as planets).
As a bonus you can make read-only copys for readers to look at for reference.
[x] Plan Banish
-[x] Battlefield Pathfinders
-[x] Refuse and insist on Joint Training
-[x] Research
-[x] Basic Banish runes
-[x] Sakani I
In the end, while accepting Alpharius counteroffer would have been nice, the Eternal Wardens needed more troops for the upcoming conflict on Sakani I. Thankfully Alpharius accepted, and the new Pathfinders in the Eternal Wardens seemed rather experienced and ready to serve on the battlefield.
With his correspondence with the elusive Primarch complete, Kesar began to study how to utilize runes to create a basic anti daemon rune. After realizing the difficulty, Kesar decided to forgo large scale applications for now, and instead focused on creating runes applicable on an individual level. Surprisingly, he found near intact descriptions of banish runes which greatly assisted his endeavors. In fact, he had a little less than a month to implement these runes, which was surprising that he even had the option. Right now, he managed to create simple versions for the Legion, providing a minor boost against daemons.
*+2 to Legion rolls against daemons* Can be upgraded
With this project completed, Kesar ordered his Legion to assist Sakani I and the Mechanicus present there. First however, he sent a few detachments of his Pathfinders as a trial by fire. As the main body of the fleet travelled through the warp, he spent time creating the runes he desired, and thankfully he completed this in time. When he arrived, he received the tactical report from his Pathfinders, and they seem to have done well.
Sakani I used to be a mining world, before a large-scale cultist uprising occurred. Over a period of 2000 years, war ravaged the infrastructure and defenses, before a brutal conflict over natural barriers began. Nearly a billion people belong to the cultists and a billion work alongside the Mechanicus. So far, it seems that the cultists present seem to make extensive usage of biological weapons and disease. In fact, several daemons were spotted, including what appear to be seven unclean ones. Kesar was not happy about this, as it would be difficult to deal with them without grievous casualties.
Additionally, the cultists were preparing a ritual to summon yet more greater daemons. So far, the Mechanicus was unable to prevent said ritual due to the natural defenses around each of the seven ritual sites. These seven sites are arranged with two on the norther pole, two on the southern pole, and three along the equator. Additionally, there appears to be an unclean one at each of the sites, although at Site 4 there are two of these daemons and there are none at Site 7. Of particular note is that the majority of cultist forces have withdrawn to defend these locations and their other key positions are vulnerable.
Site 1 is located in a mountain range along the southern pole. Due to its location, it is very difficult to approach without battling through large numbers of cultists. Thankfully, the Pathfinder teams were able to find paths through the mountains that bypassed these defenses. Unfortunately, only small teams can be deployed through these paths. However, there are multiple paths that lead to the ritual site, so a single Astartes company could likely be deployed stealthily.
Site 2 is on the exact opposite side of the planet in the northern mountain range along the northern pole. Unlike the southern site, these mountains are formed from massive amounts of ice instead of rock. Relevant information from Pathfinder teams was harder to obtain due to large scale snowstorms that occurred at the time. However, they were able to find a single path to the ritual site that was not under observation from cultist forces. Unfortunately, they would have a difficult time traversing this path with anything more than 50 Astartes due to the hazardous terrain.
Site 3 is located on the southern ice cap, and using underwater gear, the Pathfinder team was able to travers through the fjords and up through crevices. They were able to determine that it was possible to travel to the ritual site this way, but a lack of training amongst Astartes in ice water diving would make it difficult to deploy more than a single Astartes company to this location.
Site 4 was a plateau on the equator where the Pathfinders spotted two unclean ones. As such, they withdrew before making more detailed observations. They were still able to get some recon done however. While analyzing the plateau would be dangerous, the Pathfinders instead analyzed paths through the canyons. They were able to find an aerial path through the canyons that could barely allow a Stormbird to travel without being noticed. Sadly, it would require incredibly precise movements and extreme aerial maneuverability, limiting the Astartes it could transport to 50.
Site 5 was in the midst of a forest and this presented a nightmare of hazards due to the diseased vegetation. Nevertheless, the Pathfinders persisted and used their Astartes physiology well. Through rather aggressive reconnaissance, the Pathfinders were able to mark the large majority of diseased areas so an Astartes strike force would not need to deal with the hostile environment. What was even better, was the mapping of the forest itself. The Pathfinders are confident they can smuggle a full ten companies of Astartes which would might be enough to overwhelm the unclean one through sheer numbers.
Site 6 was a masterpiece of reconnaissance work by the Pathfinders. Despite the location being in the midst of a desert, they were still able to get extremely detailed surveys of the location. They did this by literally spending a month crawling through the desert with camouflaged suits and managed to reach a small outcropping overlooking the location. They also managed to bring a set of lascannons and other heavy weaponry with them. The Pathfinders believe that they can easily deal with this ritual site, although if you want, you could likely still drop a large contingent of Astartes thanks to a small cliffside that obscures visual scans from the ritual site.
Site 7 is on the rather thin northern ice sheet. There are large amounts of icebergs, and thankfully no unclean ones at the ritual site. The Pathfinder team spent much of the month charting the icebergs and sea currents and currently have a map of possible ways to traverse the ice sheet without attention. Once again, the rather difficult task of avoiding cultist forces allows just a company of Astartes to pass through.
After looking at the report from his Pathfinders, Kesar had options available to him. The first was extraordinarily risky but would mean the conflict would be rather simple to do. It involved ignoring the large-scale ritual and instead attack the cultist forces engaged with the Mechanicus. Unfortunately, the ritual appeared to be nearing completion and it was extremely dangerous to give the cultists more time. That being said, it would devastate half the cultists and enable the Mechanicus to assist with a push on the remainder of the cultists performing the ritual.
The second option involved using small teams guided by the Pathfinders to strike at these locations. While the advantage of surprise is not to be understated, if they cultists were not immediately taken care of, it would be rather dangerous for the Astartes. Additionally, the unclean ones are also a rather large danger, and would be difficult to take down due to their resilient nature. Moreover, Site 4 was exceedingly risky due to requiring 50 Astartes deal with 2 unclean ones. In short, it would be a high-risk high reward plan.
The third option was to have large scale assaults on each of these sites. This would cause a large number of casualties since stealth would be basically impossible with 10,000 Astartes. However, in Site 5 and Site 6, it might be possible to have the assault begin as a complete surprise although this would be risky. In total, it would still be a slog, but it would do its job. Additionally, it could likely be combined with the deep strikes due to the small size of each team.
The fourth option was to attempt orbital bombardment, but this was unlikely to work. It appears that there are large numbers of ion and void shields around these ritual sites, so it would be difficult. If they are lucky however, it might work and be extremely satisfying.
Moreover, Kesar also had to decide where he would be. As Primarch he was a better warrior than all of his sons, but he could also be extremely useful as a general. In the field, he would have a great deal of difficulty deciding what tactics the Legion would use.
After much debate, Kesar decided to
[] Ignore the ritual and concentrate on assisting the Mechanicus
[] Deploy covert deep strike teams
[] Organize large scale assaults
[] Conduct orbital bombardment
[] Write-in
AN: Do note that write-ins are almost certainly better due to the ability to run multiple of these plans simultaneously. Also, feel free to suggest ideas for other plans
And place himself
[] In the rear
[] Write-in
AN: Probably include this in the write-in for the plan, I just have this here in case people vote for a stock plan.
Basic Banish Runes Time: 1 year
Basic Banish Runes: 90
Pathfinder Team 1: 63
Pathfinder Team 2: 45
Pathfinder Team 3: 77
Pathfinder Team 4: 46
Pathfinder Team 5: 89
Pathfinder Team 6: 96
Pathfinder Team 7: 73
When fighting Nurgle demons you need overwhelming firepower right away. Sieges or long battles favor them since they cause things to decay. We need to attack fast and it's going to be bloody.
When fighting Nurgle demons you need overwhelming firepower right away. Sieges or long Dewan our favor them since they cause things to decay. We need to attack fast and it's going to be bloody.
When fighting Nurgle demons you need overwhelming firepower right away. Sieges or long Dewan our favor them since they cause things to decay. We need to attack fast and it's going to be bloody.
and then a single Neophyte says:
"Why not the Spirit of Vigilance?"
And everyone else answers:
"See, that kind of ideas is why you are still a Neophyte, what kind of shitty name is that?"
Imagine if half the legion called it a name and that other half another, that could lead to some hilarious misunderstandings in the future, like a record saying that the Gloriana Vigilance acted in a place and another calling it Spirit of Fire, some people could even think we had two different Flagships.
1. Yes
2. They can provide targetting data for the cultists forces they are facing. These are not the ones defending the ritual though, for those you could get pinpoint targetting data from your scouts for every Site except Site 4 and Site 2.
1. Yes
2. They can provide targetting data for the cultists forces they are facing. These are not the ones defending the ritual though, for those you could get pinpoint targetting data from your scouts for every Site except Site 4 and Site 2.
Yes, the cultists don't have orbital assets so it can be done. Keep in mind it may not work entirely because of warp nonsense and a bunch of void and ion shields
Yes, the cultists don't have orbital assets so it can be done. Keep in mind it may not work entirely because of warp nonsense and a bunch of void and ion shields
What no I am trying to bombard the cultists attacking the Mechanicus and two of the sites. I want to try to hit all the sites at once and bring overwhelming power against them.
What no I am trying to bombard the cultists attacking the Mechanicus and two of the sites. I want to try to hit all the sites at once and bring overwhelming power against them.
Oh, didn't realize that. Bombarding the cultists should be feasible and two of the sites should work. It should be pretty feasible to destroy two of the sites this way unless you get extremely unlucky. Also the cultists don't have any defenses against orbital bombardment so that sounds like a fun time for them.