Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2018/01/22 18:07:18
Subject: The logistics of war, revisited.
|
 |
Agile Revenant Titan
|
Apologist wrote:Related to the orks; in the early material like Waaagh! The Orks and Ere We Go, they were mentioned to have particularly advanced field technology; generally employed in a robust manner, and so appearing relatively simple.
For example, while Imperial Titans were protected by repairable void fields, Gargants used banks of power fields – achieving the same aim through quantity rather than quality.
However, this simplicity of application belied their use of fields that is in most ways superior to the Imperial (and even Eldar) equivalent: we see fields employed them in a number of aggressive ways, such as the ork field artillery: Shokk Attack Gun, Bubble Chukka, Traktor Kannon etc. – all demonstrating an ability to use advanced field tech.
This ties back into their logistics through their ability to capture, shield and propel Space Hulks; allowing them to move from planet to planet.
I always liked this trope when it came to Orks.
On par or slightpy outmatched when it came to ranged support and armour, but genuinely ahead of even the eldar when it comes to field and teleportation technology.
Wish that was played up a bit more really.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/23 01:57:39
Subject: The logistics of war, revisited.
|
 |
Pyromaniac Hellhound Pilot
|
AndrewGPaul wrote:Mechaniaks, Painboyz and the other specialised castes arise in a sufficiently large population; IIRC, chronic feral Ork infestations are due to them being perpetually culled to sufficiently low population densities that the more advanced castes don't arise.
Are Feral Orks even still a thing?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/23 19:18:39
Subject: The logistics of war, revisited.
|
 |
Fixture of Dakka
|
They should be. There are still medieval era worlds and such.
|
tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/24 17:02:13
Subject: The logistics of war, revisited.
|
 |
Bonkers Buggy Driver with Rockets
|
Infantryman wrote: AndrewGPaul wrote:Mechaniaks, Painboyz and the other specialised castes arise in a sufficiently large population; IIRC, chronic feral Ork infestations are due to them being perpetually culled to sufficiently low population densities that the more advanced castes don't arise.
Are Feral Orks even still a thing?
They’re mentioned in the 7e Codex. It mentions a group of orks called wildboyz who venture out from their tribe to explore and colonize. The colonies that are founded by the wildboyz are feral tribes, which remain feral until joining with their parent tribe or going to war. I don’t know why this bit of fluff about wildboyz is there, but it does confirm feral orks are still definitively canon (and mentions baneblade-sized squiggoths).
|
40k drinking game: take a shot everytime a book references Skitarii using transports.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/24 23:34:53
Subject: The logistics of war, revisited.
|
 |
Pyromaniac Hellhound Pilot
|
gnome_idea_what wrote: Infantryman wrote: AndrewGPaul wrote:Mechaniaks, Painboyz and the other specialised castes arise in a sufficiently large population; IIRC, chronic feral Ork infestations are due to them being perpetually culled to sufficiently low population densities that the more advanced castes don't arise.
Are Feral Orks even still a thing?
They’re mentioned in the 7e Codex. It mentions a group of orks called wildboyz who venture out from their tribe to explore and colonize. The colonies that are founded by the wildboyz are feral tribes, which remain feral until joining with their parent tribe or going to war. I don’t know why this bit of fluff about wildboyz is there, but it does confirm feral orks are still definitively canon (and mentions baneblade-sized squiggoths).
Rog; I remember 3e Codex Armageddon having stat blocks and everything for them.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/24 23:50:32
Subject: The logistics of war, revisited.
|
 |
Calculating Commissar
|
You can purchase and include these in your 40k Ork army already (First pic from FW, last pic pilfered from Battle Bunnies)
|
This message was edited 3 times. Last update was at 2018/01/24 23:52:35
ChargerIIC wrote:If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/25 02:09:20
Subject: Re:The logistics of war, revisited.
|
 |
Ancient Venerable Dreadnought
|
jhe90 wrote:
Marines gear is advanced and cannot be gained at basic hive cities like guard, They need there own skilled tech marines or advanced foregworlds to make there weapoinry
Not for certain chapters, Salamanders manufacture everything they use to wage war. Every marine crafts their own arms and armour.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/26 13:35:10
Subject: The logistics of war, revisited.
|
 |
Regular Dakkanaut
|
Haighus wrote:I think Ork biology is also a big help- it seems they can produce all the chemicals they need from Orkoid biological substances, in the same manner as fungus beer. Actually, fungus beer seems to double up as a combustible fuel already.
I imagine Orks to run on a sort of mass cottage industry, with loads of smallholdings of a few Gretchin and an Ork producing some kind of gubbins from scrap or Orkoid produce of some kind. Most of the hard chemistry is already done by their fabulous biology.
We know they use slave labour (Grots and aliens such as Humans) from multiple BL books. We also know they have targetable industry from the (admittedly failed) Kastorel-Novem raid. It is just not as well defined as other races because Orks don't do mass-production, they do large-scale cottage industry.
Amusingly, this would make Orks somewhat like the Roman Empire, with heavily distributed, uncentralised production for most goods, based on a slave economy. Obviously the Romans had a considerably higher degree of standardisation, but used a similar pattern of industry.
The ancient Egyptians used to do something similar, if I remember correctly. When they were building pyramids they needed to feed and water a lot of people. So they used to bake a lot of bread and as a consequence beer. Now to us, if we wanted to feed 10,000 workers a day on bread we'd build one huge bread factory. The Egyptians didn't think that way. Instead they had a lot of small bakeries in an area. It is easier to set up, to grow and expand, and it has redundancy built in.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/26 13:43:30
Subject: The logistics of war, revisited.
|
 |
Calculating Commissar
|
It works very well if you don't need to standardise the product.
|
ChargerIIC wrote:If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/26 14:45:56
Subject: The logistics of war, revisited.
|
 |
5th God of Chaos! (Yea'rly!)
The Great State of Texas
|
Orks have no substantiated logistical tail. Its the reason they don't auto win IIRC.
Fluff discusses IG logistics frequently, including why everything is standardized. Clearly there has been thought and effort made to provide a strong logistical tail for their forces.
Eldar / DA are raiding forces. Logistics is not a major concenr in that context. Similarly marines have sufficient tail given their limited (ahem bogus!) numbers employed.
Nids kind of are their own logistical tail. When their stored fuel runs out, the individuall organisms die- like living attack bots - and are replaced by new organisms being dropped on the surface. Then the whole thing recycles.
Orks apparently rely on landing and building entire weapons, armaments, and fuels industries. Ok....that doesn't actually work. This would support humanity outlasting them. If humans survive the initial waves, then ork logistics capacities decline rapidly and humans can gain the upper hand, unless follow on waughs bring in more equipment. Inversely, their spore thing means it is difficult to completely remove the threat. Automatically Appended Next Post: ProwlerPC wrote:Just like the rest of the orkoids that grow from the fungus, massive amounts of squigs of all types for whatever is needed. Gotta picture the real threat as the fungus. A highly aggressive fungus that produces everything it needs to compete and spread across the galaxy which includes biological agents to wage war to take more space as well as gething it up into the stars. The whole thing is an artificially created doomsday weapon out of control but overall it's quite the sophisticated plant form.
Logistics isn't something the orks themselves individually have to worry about. The predominant slave race that deals with this is the grots. They pop out of the ground before orks and after squigs and snots. Just like the other they have instinctive pretty programming and start resource gathering and infrastructure building. By the time orks sprout out a shanty town is already started and growing. Throughout all this the snotlings continue farming fungus and animal husbandry with the squigs. All of this allows the average ork to only have to concentrate on is swaggering about and getting into fights.
Enough orks grow and unite the more oddboyz appear and more cunningly sophisticated they get. At some point in time the fungus out competes all flora, squigs are the fauna in all their colourful variety, and the orks wipe out all thing unorky. When their number become too much for the planet a warboss that unites them all appear and triggers a Waaaaaaagh!. Now oddboyz suddenly know how to build space ships...
tl:dr It's a galaxy spreading plant that brings it's industry and war machine with it.
Automatically Appended Next Post:
ProwlerPC wrote:Just like the rest of the orkoids that grow from the fungus, massive amounts of squigs of all types for whatever is needed is always on hand. Gotta picture the real threat as the fungus. A highly aggressive fungus that produces everything it needs to compete and spread across the galaxy which includes biological agents to wage war to take more space as well as gething it up into the stars. The whole thing is an artificially created doomsday weapon out of control but overall it's quite the sophisticated plant form.
Logistics isn't something the orks themselves individually have to worry about. The predominant slave race that deals with this is the grots. They pop out of the ground before orks and after squigs and snots. Just like the other they have instinctive pretty programming and start resource gathering and infrastructure building. By the time orks sprout out a shanty town is already started and growing. Throughout all this the snotlings continue farming fungus and animal husbandry with the squigs. All of this allows the average ork to only have to concentrate on is swaggering about and getting into fights.
Enough orks grow and unite the more oddboyz appear and more cunningly sophisticated they get. At some point in time the fungus out competes all flora, squigs are the fauna in all their colourful variety, and the orks wipe out all thing unorky. When their number become too much for the planet a warboss that unites them all appear and triggers a Waaaaaaagh!. Now oddboyz suddenly know how to build space ships...
tl:dr It's a galaxy spreading plant that brings it's industry and war machine with it.
Cottage industries cannot mine, smelt, and manufacture advanced metals.
Cottage industries cannot mine/drill, refine and transport diesel/promethium/tillium (who catches that references) in usable quantities.
Cottage industries cannot kitbash vehicles and major weapons in usable quantities, not to mention the vast quantities needed for a planetary invasion. You can't just cottage industry the productive capacity of the US circa 1944. That assumes Orks are going to be able to build vast industries in the space of a few months in some half assed ramshackle method. You may be able to sport up a billion orks, but you can't equip them with anything other than their teeth. Not on the lgostical tail represented in the fluff.
|
This message was edited 1 time. Last update was at 2018/01/26 14:55:33
-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/26 16:22:04
Subject: The logistics of war, revisited.
|
 |
Mekboy Hammerin' Somethin'
Kapuskasing, ON
|
Guess they don't count as cottage industry since they can do all that.
The fluff specifies that the irks would auto win if they united. The logistic tail thing you made up.
|
This message was edited 1 time. Last update was at 2018/01/26 16:23:46
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/26 22:09:08
Subject: The logistics of war, revisited.
|
 |
Keeper of the Holy Orb of Antioch
avoiding the lorax on Crion
|
Frazzled wrote:Orks have no substantiated logistical tail. Its the reason they don't auto win IIRC.
Fluff discusses IG logistics frequently, including why everything is standardized. Clearly there has been thought and effort made to provide a strong logistical tail for their forces.
Eldar / DA are raiding forces. Logistics is not a major concenr in that context. Similarly marines have sufficient tail given their limited (ahem bogus!) numbers employed.
Nids kind of are their own logistical tail. When their stored fuel runs out, the individuall organisms die- like living attack bots - and are replaced by new organisms being dropped on the surface. Then the whole thing recycles.
Orks apparently rely on landing and building entire weapons, armaments, and fuels industries. Ok....that doesn't actually work. This would support humanity outlasting them. If humans survive the initial waves, then ork logistics capacities decline rapidly and humans can gain the upper hand, unless follow on waughs bring in more equipment. Inversely, their spore thing means it is difficult to completely remove the threat.
Automatically Appended Next Post:
ProwlerPC wrote:Just like the rest of the orkoids that grow from the fungus, massive amounts of squigs of all types for whatever is needed. Gotta picture the real threat as the fungus. A highly aggressive fungus that produces everything it needs to compete and spread across the galaxy which includes biological agents to wage war to take more space as well as gething it up into the stars. The whole thing is an artificially created doomsday weapon out of control but overall it's quite the sophisticated plant form.
Logistics isn't something the orks themselves individually have to worry about. The predominant slave race that deals with this is the grots. They pop out of the ground before orks and after squigs and snots. Just like the other they have instinctive pretty programming and start resource gathering and infrastructure building. By the time orks sprout out a shanty town is already started and growing. Throughout all this the snotlings continue farming fungus and animal husbandry with the squigs. All of this allows the average ork to only have to concentrate on is swaggering about and getting into fights.
Enough orks grow and unite the more oddboyz appear and more cunningly sophisticated they get. At some point in time the fungus out competes all flora, squigs are the fauna in all their colourful variety, and the orks wipe out all thing unorky. When their number become too much for the planet a warboss that unites them all appear and triggers a Waaaaaaagh!. Now oddboyz suddenly know how to build space ships...
tl:dr It's a galaxy spreading plant that brings it's industry and war machine with it.
Automatically Appended Next Post:
ProwlerPC wrote:Just like the rest of the orkoids that grow from the fungus, massive amounts of squigs of all types for whatever is needed is always on hand. Gotta picture the real threat as the fungus. A highly aggressive fungus that produces everything it needs to compete and spread across the galaxy which includes biological agents to wage war to take more space as well as gething it up into the stars. The whole thing is an artificially created doomsday weapon out of control but overall it's quite the sophisticated plant form.
Logistics isn't something the orks themselves individually have to worry about. The predominant slave race that deals with this is the grots. They pop out of the ground before orks and after squigs and snots. Just like the other they have instinctive pretty programming and start resource gathering and infrastructure building. By the time orks sprout out a shanty town is already started and growing. Throughout all this the snotlings continue farming fungus and animal husbandry with the squigs. All of this allows the average ork to only have to concentrate on is swaggering about and getting into fights.
Enough orks grow and unite the more oddboyz appear and more cunningly sophisticated they get. At some point in time the fungus out competes all flora, squigs are the fauna in all their colourful variety, and the orks wipe out all thing unorky. When their number become too much for the planet a warboss that unites them all appear and triggers a Waaaaaaagh!. Now oddboyz suddenly know how to build space ships...
tl:dr It's a galaxy spreading plant that brings it's industry and war machine with it.
Cottage industries cannot mine, smelt, and manufacture advanced metals.
Cottage industries cannot mine/drill, refine and transport diesel/promethium/tillium (who catches that references) in usable quantities.
Cottage industries cannot kitbash vehicles and major weapons in usable quantities, not to mention the vast quantities needed for a planetary invasion. You can't just cottage industry the productive capacity of the US circa 1944. That assumes Orks are going to be able to build vast industries in the space of a few months in some half assed ramshackle method. You may be able to sport up a billion orks, but you can't equip them with anything other than their teeth. Not on the lgostical tail represented in the fluff.
Got that reference.. Most excellent!
Aye.. Though every indevidual ork mek churning out the arms for there boys smaller war boss.
Maybe light gear but yeah. Smaller mek minus support not churning out gargants and super heavy war machines.
|
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2018/01/27 21:52:17
Subject: The logistics of war, revisited.
|
 |
Death-Dealing Devastator
|
I always thought they just slagged landing craft if they started running out of scrap, and if they need fuel their soul provides it (alongside their sweat and other liquid substances from their body)
|
1650 points approx. of deathwatch
2500 points aprox. of alpha legion and thousand sons
50 power admech
60 power salamanders
70 power thousand sons
|
|
 |
 |
|