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Author Topic: Cult Race: Genestealers  (Read 12827 times)

Thanatos Russ

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Re: Cult Race: Genestealers
« Reply #120 on: October 30, 2017, 03:37:28 am »

What tsundere dice.

My present vote is to construct three squads of cultists armed with our Hive Rifles and send them expanding our resource gathering. I will combine this aspect with whatever vote is most popular, as 3 squads of our cheapest troop is easy to work into the plan and has no downsides.
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Talion

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Re: Cult Race: Genestealers
« Reply #121 on: October 30, 2017, 08:44:59 am »

Quote from: Production: Cultist Advance
6 Cultist Squads with Hive Rifles (30Man, 30CE, 30ME)
2 Goliath Heavy Trucks (120CE, 60ME)
Total: 30Man, 150CE, 90ME

With this production option, we dig into the reserves both to build up our ranged cultists and prepare transport for next turn. We combine that with moving out in force on foot this turn to take territory and hopefully open up land to grow more crops and scavenge for more raw materials. We are not currently manpower limited, so consider supporting the advance with some of our genestealers.
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Madman198237

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Re: Cult Race: Genestealers
« Reply #122 on: October 31, 2017, 10:14:50 pm »

Alright, I've had this window sitting for hours and I've not actually, you know, done anything with it.

I would very much consider making fewer (i.e., one MAYBE) trucks, because we'll be dependent on Bestial infantry squads and they can't be efficiently moved with that thing.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Talion

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Re: Cult Race: Genestealers
« Reply #123 on: November 01, 2017, 07:11:57 am »

Quote from: Production: Cultist Walk
6 Cultist Squads with Hive Rifles (30Man, 30CE, 30ME)
1 Goliath Heavy Truck (60CE, 30ME)
Total: 30Man, 90CE, 60ME

Quote from: Strategy: Cultist Walk
6 Cultist Squads: Temple->M1
10 Genestealer Squads: Recruitment

Is this an accurate representation of what you are asking for Madman?
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Madman198237

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Re: Cult Race: Genestealers
« Reply #124 on: November 01, 2017, 10:19:38 am »

Sounds about right. The idea is that we can have a truck providing combat support at the front (We need an actual weapon for that thing next turn), while the majority of our units just walk.

I suspect we're going to need armor-piercing rounds for our autoguns soon, not only are we facing Space Marines but we're also facing cultists who I, if I knew I was fighting bugs like this, would armor, just to make their default weapons (Not the Genestealers, the autoguns) useless or almost useless.

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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Tack

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Re: Cult Race: Genestealers
« Reply #125 on: November 03, 2017, 04:20:24 am »

Unless more votes start flitting i’m going to run with this one
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Thanatos Russ

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Re: Cult Race: Genestealers
« Reply #126 on: November 03, 2017, 06:35:20 am »

Yeah we aren't super active, I think it's partially because there isn't much to say until we actually get into combat. It will heat up quickly and I still find it hilarious with our massive surge in manpower and the ordo xenos getting mad.
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Talion

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Re: Cult Race: Genestealers
« Reply #127 on: November 03, 2017, 08:06:51 am »

In the interest of increasing our options.

Quote from: Strategy: Cultist Advance
6 Cultist Squads, 5 Genestealer Squads: Temple->M1
5 Genestealer Squads: Recruitment

Quote from: Vote
Cultist Advance (1): Talion
Cultist Walk
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Madman198237

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Re: Cult Race: Genestealers
« Reply #128 on: November 03, 2017, 09:52:10 am »

Quote from: Vote
Cultist Advance: (1) Talion
Cultist Walk: (1) Madman
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Thanatos Russ

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Re: Cult Race: Genestealers
« Reply #129 on: November 03, 2017, 09:21:39 pm »


Quote from: Vote
Cultist Advance: (1) Talion
Cultist Walk: (1) Madman, Thanatos Russ
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Tack

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Re: Cult Race: Genestealers
« Reply #130 on: November 07, 2017, 12:38:16 am »

The first troops set out, with an armored escort supporting their walk. Chatting to relieve the anxiety they feel reverberating from their squadmates minds, they close upon their first objective.

The Mines - M1
The contingent entering the mines fan out with relative ease through the myriad of tunnels and caverns found here, not because of any gift of the scenery, but merely because many do their daily labor in places much like this.
Some old excavating equipment is soon discovered and the cultists set about revitalising the area.
M1 Encampent - 1/2


Spoiler: Map (click to show/hide)
Spoiler: Forces (click to show/hide)
Spoiler: Resources (click to show/hide)
Spoiler: Alert (click to show/hide)

Technology
Spoiler: Units (click to show/hide)
Spoiler: Vehicles (click to show/hide)
Spoiler: Gear (click to show/hide)
Spoiler: Tactics (click to show/hide)
Spoiler: Tech (click to show/hide)

Spoiler: Projects (click to show/hide)

It is now the Design phase. You have 5 dice remaining
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Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Talion

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Re: Cult Race: Genestealers
« Reply #131 on: November 07, 2017, 08:17:44 am »

Mining Laser
Used to breach tunnels during the mining process, this tool has been repurposed as a weapon. The mining laser serves as a heavy support weapon, able to destroy vehicles, buildings and other heavily armoured targets.

Seismic Cannon
The seismic cannon is a piece of demolition equipment usually used during construction of new buildings. A sonic weapon that sends out pulsed bow waves of force that can shake apart rockcrete and turn internal organs into mush. At longer ranges, rapid high frequency attacks are able to mow through multiple targets. At shorter ranges lower frequency base soundwaves can affect even well armoured targets.
« Last Edit: November 07, 2017, 08:20:08 am by Talion »
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Madman198237

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Re: Cult Race: Genestealers
« Reply #132 on: November 07, 2017, 07:39:36 pm »

Fleshrippers
A miniaturized Genestealer, without the ability to implant people. It retains the insane muscles and armor-rending claws of the original, but is only half the size of a man. It makes use of our earlier gene-work in truly omnivorous species. They are capable of devouring anything, indeed, the more metal they eat the more metallic their claws and bones become. Meat and clothes are just food, but metal is recycled into their bodies. However, we will feed them only our slaves to start with---they will cost little besides Manpower if at all possible.

---Smaller Purestrain Genestealers without the implanting ability (Easy to make), with a special metal-recycling ability. Eat everything, as per the bonus we received from our earlier revision (Reduces alarm generated through conflict). Cost nothing but Manpower.


By the way, the enemy has moved people up into the civilian areas, apparently.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

Thanatos Russ

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Re: Cult Race: Genestealers
« Reply #133 on: November 08, 2017, 12:15:59 am »

Ordo Xenos: 15/100 +8
Ordo Malleus: 2/100 +2
Ordo Hereticus: 2/100 +2

AHAHAHAHAHAHAHAHAHA

I think we should fucking stop that heretic plague or change it in some way. Soon the manpower gained will NOT outweigh the problems of exterminatus.
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Madman198237

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Re: Cult Race: Genestealers
« Reply #134 on: November 08, 2017, 12:24:38 am »

We can reach 100 before Exterminatus, Russ. We're not stopping the Plague, though improving it is a definite possibility. Basically, the risk of LOTS OF ALARM is outweighed by MORE MURDER MACHINES.

First, however, we need footsoldiers (The Fleshrippers).
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.
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