We Are the Gods of a New World Order [Warhammer 50K ~ Warp God Simulator]

true but it's not like they are recuperating from anything else. they are full strenght except for the wave we killed. becouse the PDF is likely still getting trained up and equipped and the only other thing fighting is mellitia who do not really kill any targets. they are reorganising currently but are still at full strength
 
The recon action is aimed at suppressing the necrons and spooking them into not acting again, buying us more time to act on internal affairs and hopefully also getting us some more info on the necrons at the same time (and also giving the PDF more time to train fresh canon fodder). It's not an ideal option, it's true, but it's the only anti-necron one we have available right now. And I don't feel comfortable leaving them to act freely for any significant length of time.
 
also people seem to think the crons we killed will come back, most of them won't. as was stated in the results that turn we perma killed most of the crons we fought last turn
We only destroyed one wave. Not the whole bunch.
The problem is that an advanced reconaissance mission isn't focussing on the Necrons. It is just spooking, with us possibly locating a base we don't have the manpower to breach if we're lucky enough.
If I have to choose between doing advanced reconnaissance missions Necrons out rather than not doing it all, I'd rather choose the former. As for our numbers, are going to get more people next turn. If we're lucky, we might be able to face them on their home-ground soon.
Not picking reconnaissance doesn't mean we're leaving our doors open and our walls unmanned. The Flower Knights are still there even we don't send them out on a scouting mission. We are a Goddess of Endurance and yet people seem to doubt our defensive capabilities based on almost nothing.
We're in Hard mode, I'd rather not leave anything related to the enemy to chance.
 
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[Flayers: 25 - 10: 15: The Flayers keep their heads down, the few exceptions getting their heads cut off by the Knights before they can do any real damage.]
If the Flayers roll well, they're gonna do damage to us. We don't have enough Knights to mount anything like a serious defense. We need to keep them pruned: keep imposing penalties on them so their counterattacks don't wreck us while we grow. That's why I want to punch them as hard as we can right now and then see how that pans out. We just don't have enough information to hunker down for much longer.

Also, it would be really nice to grab a Miracle -- it will probably help our cult grow or give us other bonuses, and due to mechanics that is most likely when stacking modifiers on a single action. Assuming we get the +10 from Warmaidens (which seems like a reasonable assumption to me) and put three Domains onto the Necron scouting:
1-34: Failure
35-59: Success
60+: Success with a Miracle
 
If the Flayers roll well, they're gonna do damage to us. We don't have enough Knights to mount anything like a serious defense. We need to keep them pruned: keep imposing penalties on them so their counterattacks don't wreck us while we grow. That's why I want to punch them as hard as we can right now and then see how that pans out. We just don't have enough information to hunker down for much longer.

Also, it would be really nice to grab a Miracle -- it will probably help our cult grow or give us other bonuses, and due to mechanics that is most likely when stacking modifiers on a single action. Assuming we get the +10 from Warmaidens (which seems like a reasonable assumption to me) and put three Domains onto the Necron scouting:
1-34: Failure
35-59: Success
60+: Success with a Miracle
Hmm I don't think the Doctrine bonus counts for miracle sadly only tokens and hero bonus with sorcery count.
 
The recon action is aimed at suppressing the necrons and spooking them into not acting again, buying us more time to act on internal affairs and hopefully also getting us some more info on the necrons at the same time (and also giving the PDF more time to train fresh canon fodder). It's not an ideal option, it's true, but it's the only anti-necron one we have available right now. And I don't feel comfortable leaving them to act freely for any significant length of time.
Just because it is the only anti-Necron option we have doesn't mean it'll be significantly anti-Necron. It's a recconaissance mission, barring a miracle (which we admittedly have a decent shot at)I am not even sure we will inflict measureable damage to them.

That does remind me though, how long is a single turn at this level of play?

If the Flayers roll well, they're gonna do damage to us. We don't have enough Knights to mount anything like a serious defense. We need to keep them pruned: keep imposing penalties on them so their counterattacks don't wreck us while we grow. That's why I want to punch them as hard as we can right now and then see how that pans out. We just don't have enough information to hunker down for much longer.
And if they roll well enough they are going to hurt us no matter what we do. You can't protect yourself from dice, you need to have faith they'll go your way.

Assuming we get the +10 from Warmaidens (which seems like a reasonable assumption to me) and put three Domains onto the Necron scouting:
1-34: Failure
35-59: Success
60+: Success with a Miracle
If reconnaissance in extreme force does not contain a high concentration of force I would be sorely surprised. In fact, I am not even sure we can take any kind of kinetic action without it with our current forces.
 
Hmm I don't think the Doctrine bonus counts for miracle sadly only tokens and hero bonus with sorcery count.
Furthermore, you have a resource called Favor which is used to represent the Verdant Maiden's direct attention and divine power. You will be granted a number of Favor Tokens each turn, which are cashed in to invoke Associated Domains that are attached to the Action, effecting the outcome and adding an additional +10 to the check for every Associated Domain invoked. If this raises the result number over 100, a Miracle occurs, a blatant display of divine prowess that has greater effects and occasionally opens up new opportunities.

All actions are resolved with a 1d100 against a Target Number. A Hero's Bonus adds +10 (Stacking with Associated Domains), to the roll, which cannot take the result over 100 unless Favor Tokens are also used. Failure does not always mean the action outright failed--but can include Complications that make life more interesting instead.
I read this as "if you spent Domains on an action to channel divine power directly, and you get over 100, a Miracle happens." Maybe Alectai will adjust the threshold to account for doctrine or other bonuses (so that the actual threshold would be 110 instead of 100), but the tutorial seems to imply that it's simpler than that.
That does remind me though, how long is a single turn at this level of play?


And if they roll well enough they are going to hurt us no matter what we do. You can't protect yourself from dice, you need to have faith they'll go your way.
Turns are deliberately vague:
Each Turn requires you to determine how the Verdant Maiden splits her attention and that of her cult for the coming period of time--a value kept vague as your own grasp of objective time can be a little... Loose at the best of times.
And yeah, if they roll well enough they'll hurt us. That's why I want to hit them hard and impose penalties on their roll: between last turn and this turn they went from +15 to -10. Dice can still screw us, but we do have some agency in averting this.
 
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Just because it is the only anti-Necron option we have doesn't mean it'll be significantly anti-Necron. It's a recconaissance mission, barring a miracle (which we admittedly have a decent shot at)I am not even sure we will inflict measureable damage to them.
The idea isn't to inflict significant damage to them, or even (based on the description of the option) to really recon them all that much. The idea is basically just to keep them off balance and put them on the back foot a bit, to buy the planet and us more time to get ready to fight them for real.
 
And yeah, if they roll well enough they'll hurt us. That's why I want to hit them hard and impose penalties on their roll: between last turn and this turn they went from +15 to -10. Dice can still screw us, but we do have some agency in averting this.
And I am not sure we actually can hit them hard at this point. Like, to me the benefit of picking reconnaissance is to know where they are coming from and make sure our defenses are ready and deployed, but that's something entire different from what everyone else seems to be arguing.

The idea isn't to inflict significant damage to them, or even (based on the description of the option) to really recon them all that much. The idea is basically just to keep them off balance and put them on the back foot a bit, to buy the planet and us more time to get ready to fight them for real.
Why is the action called reconnaissance if it's a harrying action? Is there some subtext I'm missing as an ESL?
 
And I am not sure we actually can hit them hard at this point. Like, to me the benefit of picking reconnaissance is to know where they are coming from and make sure our defenses are ready and deployed, but that's something entire different from what everyone else seems to be arguing.


Why is the action called reconnaissance if it's a harrying action? Is there some subtext I'm missing as an ESL?
Nah, it's just the description:
The first deployment of the Flower Knights was a success story--and it seems to have the enemy spooked. Maybe you should send them in again to see if you can spook them even more? Decisions decisions...
It's saying that the primary goal of the action is to keep the necrons spooked.
 
Switching my plan. I've been convinced that the recon action is worth it, and not too risky if we cram every single token that we can fit into it and if our first doctrine does indeed boost it. And I would think it would do so, as recon doesn't benefit that much from overwhelming numbers.

[X] Plan It's Quiet too Quiet
[X] Healers without Borders
 
Nah, it's just the description:

It's saying that the primary goal of the action is to keep the necrons spooked.
But that doesn't seem to imply doing any kind of damage to them? Or am I conflating the arguments of two different people voting for the same plan again?

I will admit, one of my problem with reconnaissance is that I am not sure it does what people seem to want it to do. Which is largely based on the words "reconnaissance" and "spook", that feel much more immaterial than what the people talk like we need.
 
In this case though, having a bunch of pretty girls in cute outfits as the champions of the day helps a lot though. Poor Dana seems to be in despair at the whole thing, but you've had good luck reasoning with her! After all, she too is one of those idols that people aspire to be! Martial Glory, a kind heart! The ability to juggle a burgeoning religion between all of the other hats she was wearing!
Warmaidens: The first to take up arms in your name were the girls left without dowry, profession, or other connections in the world--inspired by Dana's example in the reveal of the Flower Knights, they subsequently launched one of the most devastating counterattacks since the start of the current troubles. Since then, the impression seems to be that the Verdant Maiden favors those pure of heart and body to don her Armaments, and cultural inertia has done the rest! (Manpower Dice on Kinetic Actions provide a +10 bonus when high concentration of force and morale are required. Manpower Dice are impaired by the same amount when sheer numbers are required to hold a position. Heroic Cultists generated from the Flower Knights are nearly guaranteed to be female)

The dead concept of pre-space humanity known as Magical Girls is making its return huh

Tho given VM is sorta Nurgle/Isha and runs around with a Kimono and well this comes to mind

 
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But that doesn't seem to imply doing any kind of damage to them? Or am I conflating the arguments of two different people voting for the same plan again?

I will admit, one of my problem with reconnaissance is that I am not sure it does what people seem to want it to do. Which is largely based on the words "reconnaissance" and "spook", that feel much more immaterial than what the people talk like we need.
The idea, as I understand it, isn't to inflict significant damage. It's to harass, hit and run, and confuse- an offensive action where the goal is disruption over damage, to keep them from organising or regaining their balance enough to throw proper attacks at us.
 
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"We are not taking over the planet in an endless tide of green" Dana talks you down. "Even if it would solve our problems it would create all kinds of new and interesting ones that are liable to leave us all on fire in the end."

The goddess of Life and Death: the cult where the High Priestess is the only sane one. Being a Good Girl must be hard.

[X] Weavers of Life

Biomechs as part of Our Book. Yes. And I am guessing some of our creations could be used to improve healing and harvesting too?

[X] Plan It's Quiet too Quiet

Looks like famine is not a problem anymore, at least for now. Finishing the Book is important, of course. But if we obtain another victory against the slayers, we'll have an easier time being considered in a heroic light and therefore expanding our cult, doing good deeds, convincing the Governor & Co that we aren't going to eat their souls, et cetera.

Although there is always a risk. The Governor could choose precisely that moment, when the Flower Knights are busy fighting, to attack our base of power and stab us in the rear. Hopefully the rolls will be in our favor this time.
 
The idea, as I understand it, isn't to inflict significant damage. It's to harass, hit and run, and confuse- an offensive action where the goal is disruption over damage, to keep them from organising or regaining their balance enough to throw proper attacks at us.
Then why is it called a reconnaissance mission if the goal isn't scouting? I know I harp on a lot about it, but as far as I can tell the word doesn't have any other meaning attached to it, and the name of the action is a lot more specific than the description.
 
Then why is it called a reconnaissance mission if the goal isn't scouting? I know I harp on a lot about it, but as far as I can tell the word doesn't have any other meaning attached to it, and the name of the action is a lot more specific than the description.
The fact that it's 'recon in force' does point to a more active/combative intent than just recon alone, but honestly you're right that reconnaissance is about gathering data over anything else. I'm mostly just assuming it's been given a misleading name and working off the description of the action, which specifically states that the goal is to spook the necrons even more than they already are.
 
Then why is it called a reconnaissance mission if the goal isn't scouting? I know I harp on a lot about it, but as far as I can tell the word doesn't have any other meaning attached to it, and the name of the action is a lot more specific than the description.
Continuing from what NSMS said, lets put it this way: If our scouts, who are in ridiculously sturdy biomechs equipped with sickles that can easily slay Flayers, spot the Flayers themselves gathering around settlements? They likely wouldn't just fall back and reasses the situation, but instead would most probably charge and scatter them (if succesful), and so prevent them from gathering more information from our settlements, provide information for us about where the Flayers seem to be gathering the most and slay Flayers here and there where they manage to catch them before they escape.

This would likely the actual attacks against the settlements harder, likely presented as a malus for the Flayer pressure roll. Well, that is at least my guess about the intent of the action, which is why I changed my vote to it.
 
Soul of Fractured Petals (Expended)
Soul of Fractured Petals

Sephena Invillis was born on Equinox, the fourth child of two unremarkable farmers who had spent their entire lives working the seemingly endless fields of the agri-world. They raised her well, taught her right from wrong, to always follow the Imperial Faith and the will of the God-Emperor. It was a peaceful childhood.

She spent many a day in her youth watching her three elder brothers tend the fields, sowing seed throughout the season of planting, picking grain within the season of harvest. But she always knew, somewhere in her little heart, that her brothers yearned for more, to serve the Imperium as something more than simple farmers.

Thus, Sephena was not truly surprised when, one by one, year by year, her brothers declared their desire to join the local PDF and become Imperial guardsmen. Her parents tried to talk them out of it, each attempt more desperate than the last, but time and dedication wore them down to at least tentative acceptance.

Yet Sephena was not swayed with her parents, she couldn't understand why brothers were so intent on leaving the farm behind, leaving her behind, to join the army. Did they not believe their current service to the Emperor was enough?

She asked this of her eldest brother, questioned his decision with tear-stained sleeves and quivering eyes. He told her that it was not something that could be explained, only experienced. But Sephena was resilient, and eventually, her brother agreed to try.

So, one day, the two of them ventured to see the local PDF out on parade, marching across the world in perfect formation, guns and armour worn rugged with signs of battle, their thousands of feet shaking the ground with every step.

It was like nothing Sephena had ever seen in her life, so many people as to appear endless, so much force as to seem untouchable, so much strength, to become a will unbreakable.

She saw, and she understood.

It was not long after that day that Sephena announced that she too wished to join the Imperial guard.

She had expected her mother to be resistant but received only an exasperated sigh in response. She had expected her father to be immovable, but he had openly laughed at her declaration.

Upon clarifying that she had been serious, her father had simply smiled and told her that if she had so much energy to be thinking of such things, then she should be working the field more, like her brothers.

Time passed, and as the eldest brother left to join the PDF, the second oldest took up his duties. The youngest brother, in turn, filled the jobs the middle brother left behind, leaving Sephena with the work of the youngest brother.

So did the cycle continue, the brothers leaving one by one, shifting more and more work upon their sister's shoulders. The work grew harsher, but Sephena persevered without complaint, after all, how would she become an Imperial Guard if she couldn't even handle fieldwork?

Her dream remained nestled in her heart, a flame of hope and dedication that kept her moving through storm and rain, through feast and famine.

One day, after a period of particularly poor harvests, Sephena had gone to the market to trade meagre goods for even smaller profit, leaving her parents to rest after the most recent harvest season.

When she returned, she was halted by a wall of guardsmen.

They told her directly, without preamble or remorse, that the area behind them had just been victim to a Xenos attack, and that all civilians in the area had been killed before the PDF could repel it.

She had not believed them, demanded in rage to see proof, to see her parents. She was denied, told that all the bodies were being collected to be burnt and that she would be allowed back to the remains of her home within the month.

Asking got her nothing, so instead Sephena began to scheme.

Two days later, she broke into the 'crematorium warehouse', a massive building that government had claimed in order to store all the corpses from the attack pre-cremation. The area was off-limits to most civilians, but it was also not considered important enough to guard, so Sephena simply walked in…

And immediately wished that she hadn't.

The first thing that struck her was the smell; putrid rotting flesh hit her in a wave of nauseous fumes. Her legs buckled and only quick reflexes kept her for cracking her head open on the floor, so great was the sheer disgusting force of the stench.

The sight of the corpses only made things worse, limbs were torn, cleaved from torsos as if the worlds largest blender had fallen upon them in a whirlwind of serrated blades. Most bodies resembled large chunks of bloody meat then they did humans, flesh marked with sharp imprints as if the Xenos monsters had tried to devour the dead, tried, and failed.

Sephena left, unable to find her parents, unable to recognise their bodies among the crush of the deceased.

She did not sleep that night.

She did not sleep well for a long time after that night.

Just a few days later, one of her brothers visited, the youngest of the three. He visited her in the garb of a guardsman, face carved in expressionless stone, his grief visible only in the corner of his eyes as he told her that they were the only ones left.

The two older brothers had died trying to hold the line against a sudden surge of blood-covered Xenos, just a few days before the attack that killed their parents. News of their death had been simple one among thousands in the Imperial war machine.

Sephena's last remaining brother didn't stay, couldn't stay. He returned to his garrison shortly afterwards, leaving her to grieve alone in an empty house.

She went through the motions of life more machine than human from that day onward, acting without feeling, sleeping without resting, surviving, but not truly living.

When the Publicani arrived, Sephena quietly noted to herself that she, like most of the planet, would not survive the coming crises. But even the threat of encroaching death could not break her melancholy, for her heart had been dead for a long time now, and she was not afraid to finally be buried with it.

That is what she thought. Until a miracle occurred.

Like a lightning bolt piercing through the darkest night, the Priestess appeared. Garbed in robes of the Imperial church, she preached not of salvation through devotion to the emperor but of the coming of a saint, a Maiden of Verdance who would deliver them from starvation.

Sephena, like most people, ignored the Priestess. Until the miracle occurred.

Potatoes began to grow where they should not have been able to, nestled between the roots of grain plants, hidden from the greedy eyes of the Publicani.

Then, the High Priestess spoke of the Flayed ones, who had threatened Equinox for far too long, and would surely destroy all life on the planet without the PDF… or without a miracle.

The Priestess promised a second miracle in the Maidens name, and for the first time since her parents' death, Sephena's heart began to stir. The thought that the Xenos who had slaughtered her family would soon face the same fate…

Her heart began to beat again, slow and bloody, but purposeful in its rhythm. A flame of vengeance was lit, a broken wilted thing, small and flickering in her heart, but alive enough to answer the Priestess's call, and follow her to salvation.

There, Sephena saw the first Belladonna, saw the birth of the first Flower Knight, and knew in that moment that there was only one path left for her.

She joined the First Maniple, took up arms with other likeminded Maidens of War, and soon found herself running training drills in a large bio-mech.

The feeling of piloting her Belladonna was… euphoric. She became so much more than a tired broken-down girl with no hope left.

Now, she was a tired broken-down girl driving a giant whirling biological death blender.

The flame of vengeance in her heart blazed brighter with every step, feeding on her old long-lost desire. The desire born from the mind of a little agri-world girl watching an army match by.

The desire to be strong.

The desire to be unbreakable.

The desire to be a part of something impossibly greater than herself.

The flame grew, sparks of hope tempering the rage of vengeance into a burning blade of righteous fury, poised to strike at the first target that came her way.

Sephena got her chance when the Xenos attacked once more. The High Priestess led the charge, the rest of the Knights either striding aside her or following in her wake.

The Flower Knights surged forth into the alien horde, joining the battle in an awe-inspiring demonstration of destruction.

The monsters fell quickly, one good strike was all it took for the power of the Verdant Maiden to overcome the abominations. They fell to the ground like children's puppets with their strings broken, felled in a bloody harvest of scything lances and reaping blades alike.

Sephena's Belladonna romped through the carnage, an unfamiliar grin spreading across her face as the alien forces began to retreat before the might of the Maiden.

'We can fight them.' Her charging lance speared through a Flayed one's torso

'We can bleed them.' She crushed a crawling Xenos underfoot.

'We can kill them!' Her blades eviscerated the cowardly monsters that tried to escape her wraith.

'Praise the Maiden!' Her spirit cried out, burning brighter than ever.

Her soul might be broken, but Sephena Invillis would gladly give all of her fractured self to the Maiden in return for this wondrous blessing.

AN: Got inspired to write an omake about a random Flower Knights backstory, hope it turned out okay.
 
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