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Forum Games and Roleplaying / Re: Imperial Might
« on: July 18, 2013, 02:17:53 pm »
I think we should send some troops to assist, but not too many. We are going to need a lot of firepower here I think.
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Addenum 3: If it glows and/or levitates, it becomes a priority target and must be destroyed on sight. It is Chaos, and there might be Rogue Psykers.+1 to Alexandrias Plan.
Addendum: Place Minefields between the Defensive Lines and let the Engineers dig tunnels connecting the Defensive Lines. Prepare Explosive Charges in said tunnels to allow us to collapse them after our Units have retreated.
Thus in case we need to retreat from one defensive line our troops use the tunnels , we collapse them behind em and the enemy has to go through minefields.
Addendum 2: Booby Trap everything that cannot be moved in case of a retreat.
+1.
In true imperial guard style, were going to turn this valley into a wasteland, then blow it up.
I mainly meant true chaos marines, legions of cultists and corrupted people I'm not worried about, running into massed fire they'll be cut to shreds but chaos marines don't go down easily.
This goes to my signatureMost people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.
Dwarf Fortress doesn't mean to do it... I just can't behave sometimes so it has to correct me.
Run massed fire drills with the infantry squads, promote the best soldier in each squad to sergeant, have the veterans assist with the drilling.This. And we should try to get to know the men (and let the men know us).
So it seems that is it. Now for your special features.Attribute Order: Strength, Resistance, Charisma, Intelligence, Willpower, Dexterity, Perception, Wisdom
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