Rhymer said
I'm toning mine down as well. Gurska has a lot of man power, but is sorely outmatched in terms of technology and leadership. Most of the good commanders fled to other countries after the military coup.
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.
Rhymer said
That link doesnt work for me. It asks to sign into a secure page. Can we get a copy of the map please? And an updated one on the front page so no countries borders overlap?
Kilo6 said
Oh you! Alright! Who shall play the Prince? XD