Gud en' diz, more gitz for me to fight.
:D
:D
Omega said
Ships will be roughly 3 battleships and 12 cruisers. This is not a hard rule but a rule of thumb and naturally with the variety of cruisers just try to not overly excede that firepower level. So if you want you can sacrifice cruisers and start with say 5 or even 6 battleships as your only capitol class ships. Since everyone having the exact same ships in the same numbers is boring I expect people to mix things up, like 1 battleship 2 grand cruisers, 4 battlecruisers, 4 cruisers, and 6 light cruisers could be your fleet for example. Just be reasonable.Current rule of thumb that may change is that for primarily fleet based factions for example a fleet based chapter that has only recently taken a world or merged with a faction that has a world that would be something like 1.5x ship bumbers and if you start entirely fleet based more like 2x ship numbers since an established world is a major boon just as a handful of vessels are.I also plan to basically reserve the main Tau nation, but allow breakaways, the Ultramarines, and the Black Templars as NPC major powers. The reason they have such potential to be superpowers should be mostly apparent and I will use them to drive the story onwards.
Honored Brother said
How 'bout the orks using space hulks. Those things don't exactly have the capability of fighting back....
gowia said
Just to be clear, what is the difference between the PDF (I am assuming Planetary Defence Force) and garrison?