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

Okay, finally had enough time to make my own plan.

[X] Plan Quality Weaving
-[X] Expanding Further (DC 20+)
--[X] Manpower Token (1 Use Left)
-[X] Into the Capital (DC 50)
--[X] Hero Unit: Horatio (0 Uses Left)
--[X] Domains: Connection (1 Use Left)
-[X] Quality of Life (DC 60)
--[X] Hero Unit: Dana (1 Use Left)
--[X] Hero Unit: Layla (0 Uses Left)
--[X] Manpower Token (0 Uses Left)
--[X] Domains: Weaving (0 Uses Left)
-[X] Helping Others is helping yourself! (DC 50)
--[X] Hero Unit: Dana (0 Uses Left)

Notice that this plan goes, as the name implies, very heavily on enhacing the Quality of Life.
Sure this place isn't as bad as some imperial worlds can get from what you're pulling out of Dana's memories, but things could be better still. Apparently some of your initiates are interested in seeing if they can learn something from the techniques you used to form the Belladonnas, why not see if they can learn something else that can be spread around that isn't about breaking things?
The reason I'm doing so is because the action seems to be the first step into making a self-sustainable infrastructure for our cultists, more specifically one that doesn't require constant divine interventions. Our Weavers will be vital for the society, as almost all of our advanced tech will probably be biotech on one level or another. So partially failing it might slow us down in that matter, or present other annoying obstacles. But I also think that trying to trigger a Miracle there by going all in could likely pay itself back in a huge manner if we pass the 100 ceiling, as we saw happen with our Weavers, and the quality in that case will likely be further enhanced by throwing in two Heroes instead of just one.

The other reason I'm doing this is because we really don't have many Favor Tokens available for this turn, and limiting ourselves to actions that don't have available multiple "Domain-slots" will mean that we can throw later on more stuff at once to them. I think we should do this, especially for the Kinetic Actions that we have available, because they will be critical for our future military build-up, which I'm hoping that we can delay for a one turn as we the Governor seems to be turtling up once again. Getting Miracles on them will raise our chances of making our forces much stronger in the long run, if we can afford the wait for optimal or semi-optimal conditions.

...Also, I might want to read Ordo Malleus to reacting to increasingly ludicrous field reports. Because those are some good stuff.
 
My thinking:
  1. Without as much Favor to go around, we need to take advantage of stacked bonuses.
  2. Let's not put unaccompanied Manpower on actions where failure might really suck.
  3. We should really follow up our success with a recruitment action.
Neighborly Concerns seems like the best choice on all counts, though I am growing increasingly skittish about not checking the rest of the planet for traps.

[] Plan Neighborly Concerns

EDIT: And just as I post this, meianmaru posts something I like better. I particularly like this analysis:
The other reason I'm doing this is because we really don't have many Favor Tokens available for this turn, and limiting ourselves to actions that don't have available multiple "Domain-slots" will mean that we can throw later on more stuff at once to them. I think we should do this, especially for the Kinetic Actions that we have available, because they will be critical for our future military build-up, which I'm hoping that we can delay for a one turn as we the Governor seems to be turtling up once again. Getting Miracles on them will raise our chances of making our forces much stronger in the long run, if we can afford the wait for optimal or semi-optimal conditions.
It's a very good point. Stacking hero/manpower bonuses is most efficiently done on stuff that doesn't have multiple Domain slots available for the future. Next turn we can shove a ton of Domains at our DC 75 actions and have a much better shot at succeeding, whereas Quality of Life is only ever going to allow for one Domain token.

We probably don't need the hero bonus on expanding further, especially since we have a +5 omake bonus, and hopefully we get something really good out of Quality of Life.

[X] Plan Quality Weaving
 
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By the way, while I feel pretty confident about my current plan, especially after going over it in discord first before posting it, I'd like to remind people that I fucked up the analysis for the optimal blessings. The actual usefulness, in the order of how effective they were or would have been:
Reliability = Life Drain > Toughness > Lifebane
Mmm, you failed to really capitalize on the initial rout because the lack of lifedrain meant that your Huntsmen didn't get regen from their initial shots, and so you had to spend time detaching a group to mind the wounded and they had time to get to their fort instead of being peppered with firepower until they ran all the way home.

Grabbing the Toughness though kept you from losing a Flower Knight in the second engagement when she took an AP shell to the control cavity though, so mixed bag.
The Lifebane was actually completely useless for the fight, with the killing power gained from it being just about completely unnecessary, and the regen gained from Life Drain / lifesteal actually creates a regen-"buff" that lasts for a while, and heals a limited amount of "hitpoints", which means it actually is good with hit-and-run tactics. Asking more questions about how it functions exactly from Alectai before making the vote(s) would have likely prevented this misunderstanding from happening, but luckily the tutorial-battle setting and the dice, which came more into use because of the suboptimal choices, were both merciful.

With that in mind, I would draw your attention to at least some of the people who actually made the correct or semi-correct analysis about situation if you want throw likes or something their way.
Yeah but we can already shoot them dead just fine from the stats so it's only a bigger number while lifebane creates a big change in options for our rangers in melee.
But with that same blessing we could make our Rangers have equal toughness to their Ranged attack and Belladonas able to shrug off concentrated fire or give them in combat regen so merely killing better is comparatively not as worth it unless you want to go 'Rangers knives only' on these poor sons of bitches.
It does when every bit of attrition matters, being able to heal their wounded and keep people going longer (and improving the regen of the Belladonna's even further when they crash into the enemy forces and then run away) would vastly increase the effectiveness of our forces compared to just killier weaponry.

Lifebane is honestly far worse imo because we don't actually want to kill all the PDF, from our intrigue action we know that the command staff are ones pushing for all this and every soldier we kill is one more angry family/piece of propaganda by the governor in our way. Far better to wear them down/break their morale and drive them off via guerilla warfare and unkillable soldiers (who are still rather green, Belladonna's have worse training than our huntsmen so really need the extra leeway more Regen would give them) rather than try to kill as many as possible.
As for the Greycliff force, we can't just snipe the leaders if they hide in METAL BAWKSES (DA KOWARDZ! TEH FEWLZ!!) - I imagine tanks might well have a Machine keyword, which would make Lifebane useless for taking out Chimeras and their occupants. If we want to take away their METAL BAWKSES, we'll want to smash them with Flower Knights, with max toughness so they don't get killed by vehicle-scale weapons. Then Lifebane goes from being inapplicable to being unnecessary - unless I've misinterpreted things, our Huntsmen's ranged power is plenty for sniping any surviving leaders without it.
That's true, but on demand healing that doesn't take up any extra resources or time from a medical expert is pretty valuable. Especially for people who's main job is asymmetric warfare. It'd also help in situations like this one where we don't have those available. We didn't pick it this time, but for a prolonged conflict of this style it'd be very useful.

That said, it would make sense if it's applied on a just in time basis rather than giving those abilities for the whole term a unit is in the field, so the point is likely moot.
 
By the way, while I feel pretty confident about my current plan, especially after going over it in discord first before posting it, I'd like to remind people that I fucked up the analysis for the optimal blessings. The actual usefulness, in the order of how effective they were or would have been:


The Lifebane was actually completely useless for the fight, with the killing power gained from it being just about completely unnecessary, and the regen gained from Life Drain / lifesteal actually creates a regen-"buff" that lasts for a while, and heals a limited amount of "hitpoints", which means it actually is good with hit-and-run tactics. Asking more questions about how it functions exactly from Alectai before making the vote(s) would have likely prevented this misunderstanding from happening, but luckily the tutorial-battle setting and the dice, which came more into use because of the suboptimal choices, were both merciful.
Takeaways from this encounter on the crossover between numbers and narrative:
  • A delta of 2 over enemy Toughness would have been enough for killshots, at least when you're against Light Armor and have effectiveness against it (Our ranged power was 6, enemy Toughness was 4, I had thought we wanted the Death buff to turn wounds into kills, but it seems we didn't need that).
  • A delta of 1 over enemy Toughness is not likely to killshot, even when effective against Infantry Armor (enemy ranged power was 6, we would have had 5 without our Toughness boost, and it seems we wouldn't have taken deaths if we'd had the regen buff).
 
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