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

Compared to all that, the militia recruitment goes…

Well, it goes.

Okay it's a total embarrassment because a couple of the Knights decided to do some pin-ups as part of the pamphlets, showing off their new uniforms and goodness that's a lot of boys who want to get a shot at getting into them.

Even if it's effective, it's too embarrassing to look at!
Well looks like we managed to build our militia by reintroducing simps to the 51st millenium. Warp have mercy on us all.
 
...okay, did Warhammer become a harem anime when I wasn't looking? :confused:
 
@Alectai could we please have the details on our newest Heroic Cultist?

We need his loyalty rating (to know how many actions he gives) and his areas of expertise (Kinetic actions are a given but not sure what else will be there).
 
Some thoughts - I think we should go for expansion into different regions and for expansion of cult numbers. Better do it before the smear Campaigns begin in other regions.
 
I think ranger doctrine looks the best also I wonder if we could make a super soldier serum for our militia or bio cybernetics
Too early for that, I think. Establish our presence and friendliness, then break out the horrific abominations of science and warpcraft.
 
[X] Plan Expand and Observe
-[X] Spread the Word (Variable DC)
--[X] Graycliff (DC 40)
---[X] Manpower 1
---[X] Connection 1
--[X] Surf (DC 55)
---[X] Dana 1
---[X] Connection 2
--[X] Lambent (DC 80)
---[X] Dana 2
---[X] Connection 3
-[X] Eyes on the Auxilla (DC 50)
--[X] Horatio 1
--[X] Connection 4
-[X] Expanding Further (DC 20+)
--[X] Manpower 2

Here is a draft plan for strong expansion game. May provoke the Governor though, but will likely let us get in before smear Campaigns happen.
 
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Regarding my plan. Keep in mind that the Governor is probably going to start smear campaigns if he can. But if we poke him too hard he will give the marching orders and his soldiers will start shooting.

Lambent is probably the most important location to set up our Cult in, it gives us opportunity to forment the fifth column in his seat of power, potentially allowing for a less bloody coup'd'etat.
 
[X] Plan Expand and Observe
-[X] Spread the Word (Variable DC)
--[X] Graycliff (DC 40)
---[X] Manpower 1
---[X] Connection 1
--[X] Surf (DC 55)
---[X] Dana 1
---[X] Connection 2
--[X] Lambent (DC 80)
---[X] Dana 2
---[X] Connection 3
-[X] Eyes on the Auxilla (DC 50)
--[X] Horatio 1
--[X] Connection 4
-[X] Expanding Further (DC 20+)
--[X] Manpower 2


I would have liked to get one of the doctrines However getting the eyes on the main threat is really important. And this way we spread to every single province not giving time for the governor to do a smear campaign before we can atleast get partially established. Saying its easier to think that people a continent over or evil people who wants to kill everyone on the planet compared to your neighbor that you lived next to for years.
 
So, I'm going with the plan that focuses on quickly spreading to the two non-capital provinces, but leaves the capital itself alone for this turn. I fear that trying to move in there would likely trigger the Governor to start stomping on us very hard. And as we will likely also have a hard time to get any militia started there quickly enough, or get our biomechs there, it leaves the very real possibility of the Governor being able to purge our followers with impunity if we don't move immediately all of our fighting forces to the capital to a battle for the fate of the planet. And considering the Governor's attitude this far, getting him to believe that he can solve his problems by just sitting on his ass until the taxman or other Imperial forces come and purge our cult should be feasible, and very good for our own cause.

I also think that we should get our troops up and running ASAP so that the Governor is even less willing to go out and seriously test our defenses. A deterrent is better than actually having to fight, after all. The ranger doctrine is probably the best for this, when considering our currently limited numbers. If they can harash any probes the Governor might make with his auxillia, he will probably be less willing to test our defenses again, giving us more time to grow and slowly choke his influence out of the other parts of the planet, before we start to weaken his capital from a position of strength.

And so, I think that a Hero Unit, the Weaver bonus (very likely, because biotech armor and armaments) and three Divine Tokens gives us a chunky +50 to the roll that is probably the most important for this turn, and also has maybe the most ways to go wrong because it involves VM messing around again with biotech-horrors. The other actions I'm less worried, because I don't see partial successes messing them up as badly as our troops having to deal with VM's "common sense".

[X] Plan A Shield For Our Faithful
-[X] Spread the Word (Variable DC)
--[X] Heroic Unit: Dana (1 Uses Left)
--[X] Graycliff (DC 40)
--[X] Heroic Unit: Dana (0 Uses Left)
--[X] Surf (DC 55)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token (1 Use Left)
--[X] Domains: Connection (3 Uses Left)
-[X] Training the Troops: Ranger Doctrine (Requires 1 Manpower + Horatio Mills) (DC 60)
--[X] Heroic Unit: Horatio (0 Uses Left)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Connection, Weaving, Endurance (0 Uses Left)
 
The most important thing you were doing though boiled down to talking down the nasty messages that were being brought in by the newly emboldened civil servants that had once been bunkering up in the planetary capital of Lucent. "Cult of Verdance declared heathen!" They say, the never of them all. "All goodly folk are to shun their words and withdraw!"

Minor spelling mistake I noticed.

[X] Plan A Shield For Our Faithful
-[X] Spread the Word (Variable DC)
--[X] Heroic Unit: Dana (1 Uses Left)
--[X] Graycliff (DC 40)
--[X] Heroic Unit: Dana (0 Uses Left)
--[X] Surf (DC 55)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token (1 Use Left)
--[X] Domains: Connection (3 Uses Left)
-[X] Training the Troops: Ranger Doctrine (Requires 1 Manpower + Horatio Mills) (DC 60)
--[X] Heroic Unit: Horatio (0 Uses Left)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Connection, Weaving, Endurance (0 Uses Left)
 
@OmegaIncarnate is the hero of the hour, the omake saved our recruit action.

@meianmaru's plan looks great to me. Expand to two provinces (dice permitting), try to scope out the Auxilia, and go hard on training our troops. We're going to be outnumbered for the foreseeable future, so Ranger Doctrine seems like a good choice for now.

[X] Plan A Shield For Our Faithful

EDIT: I am a little bit concerned about the fact that we haven't scoped out the planet for other threats, so here's an alternate plan, similar to Faraway's but with more focus on intel actions:

[X] Plan: Checking Our Work
-[X] Expanding Further (DC 20+)
--[X] Manpower Token (1 Use Left)
-[X] Spread the Word: Graycliff (DC 40)
--[X] Heroic Unit: Dana (1 Use Left)
-[X] Spread the Word: Surf (DC 55)
--[X] Heroic Unit: Dana (0 Uses Left)
--[X] Domains: Connection (3 Uses Left)
-[X] Eyes on the Auxilla (DC 50)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Connection (2 Uses Left)
-[X] Anything else we miss? (Unknown DC)
--[X] Heroic Unit: Horatio (0 Uses Left)
--[X] Domains: Connection, Harvest (0 Uses Left)

I think this is the best alternative to a troop-training plan. I think I prefer the plan that trains our troops this turn, but if we're not going to do that I do think we should check for anything we missed.
 
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