The main problem at this point that i have with this plan is that it doesn't carry a big stick.
Small Navy and no relict ship to protect, in a war against a larger craftworld that is focused on war.
It is asking to either get overrun or take stupid amounts of damage before we can call them off.
Yeah the small fleet is definitely a major problem, and even if we have the best weapons and ships around, it'll take a long time before we've built up our navy to actually defend ourselves, and by that point we could get attacked by Biel-Tan.

Plus weighted light and we'd basically have next to NO capital class ships to match Biel-Tan, coupled with the angry alatoic and we'll have a lot of problems in the near future that we just won't be able to deal with

Hell, we might not even have only Biel to worry about at this size, pretty much anything could attack us and have a good shot at damaging our craftworld, (Drukhari would take one look at our craftworld and how unguarded it is and figure they'll pay us a "visit", Orks would be a threat, hell, even the Humans would have to be treated with caution at this point)

It's less of a "walk softly and carry a very big stick" plan and more of a "stumble around loudly announcing yourself and waving a very small twig" idea, and that just isn't a good idea in my opinion when we're surrounded by people who HAVE the large sticks to.
 
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Eh, being out in the Halo Stars we're actually pretty damn far from Biel-Tan, and even if they're pissed, they do have other, far more dire and concerning threats near them. I assume the plan is to Rush the Zahr-Tann and Arach-Quinn questlines to get combat capable allies plus a Sword of Vaul.

Plus with Sam-Hein as a Respected Ally and Iyaden to act as a counterweight to Biel-Tan peace is still in the cards.

Also keep in mind, this is pretty much right after the Fall, their fleet isn't exactly in the best shape either. Still better than ours or at least more numerous. However their ships are going to degrade in ways ours won't as we do still have access to higher grade technologies that aren't reliant on Tech they no longer have access to.

Like it's going to be a huge Problem, no doubt, but it's also not going to be, "And then suddenly the Sword Wind showed up with every Vessel they command, just to fuck you up".
 
[x] Plan: Memes are the DNA of the Soul 2.0! BANANA HOGALOO!
- [x] Armada (-2 points)
- [x] Killing Blow of the Murdiously Shining Sword, Sword of Vaul class Relic Warship (-5 points)
- [x] Plentiful Industry (-2 points)
- [x] Huge Shipyard (-2 points)
- [x] Seerstone Tower (-1 point)
-- [x] Seer Council (-2 points)
- [x] Bonesinger Choir (-1 point)
- [x] Shrine of Khane (-1 point)
- [x] Vaulic Academy (-1 point)
- [x] Relic Vault (-1 points)
- [x] Psychomaton Forge (-1 points)
- [x] 4xExtra Industry (-1 point per level, 4 levels Max)
- [x] Stroke of Brilliance (-2 points)
- [x] 2xExtra Starcrystal Farm (-1 point each, max 2)
- [x] 2xExtra Fateforge (-1 point each, max 2)
- [x] Massive population (-5 points)
- [x] Ally with Cairas Mythar (-5 points)
- [x] Ally with Stel-Uit (-4 points)
- [x] Ally with Tir-Val (-4 points)
- [x] Ally with Arach-Qin (-3 points)
- [x] The Edge of Terror (8 points | Double if Ulthwe is Hostile | Triple if Ulthwe is Hated)
- [x] Haywire Weapons (-1 point)
- [x] Holo-fields (-1 point)
- [x] Grav-shields (-3 points)
Alaitoc
- [x] Hateful Relationship (5 points)
Biel-Tan

- [x] Hateful Relationship (7 Points | +50% for every additional Hateful relationship) =17,5
Saim-Hann
- [x] Hateful Relationship (7 Points | +50% for every additional Hateful relationship | +25% for every other Hostile Craftworld) 19,25

Ulthwe
- [x] Hostile Relationship (3 points | +50% for every additional Hostile relationship | +100% for every other Hateful Craftworld) 9
The Ork
- [x] Purge the Stars (6 points)
The Necron
- [x] Respect (-1 point)
The Man
- [x] An Eye, When it can be Spared (-1)
The Other
- [x] Desperate Times Make Strange Bedfellows (-2 points)
 
[X] Plan: The chainmail lies broken, waiting to be reforge V.1.4.
-[X][Orks] Purge the Stars (6 points)
-[X][Necrons] Fear (3 points)
-[X][Biel-Tan] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
-[X][Alaitoc] Hostile Relationship (2 points)
-[X][The Fall] Moderate Damage (2 points)
-[X][The Fall] Moderate Fleet damage (1 points)
-[X][The Fall] Escorts Broken (1 point)
-[X][The Fall] Engines offline (3 points)
-[X][Location] The Edge of Terror (8 points | Double if Ulthwe is Hostile | Triple if Ulthwe is Hated)
-[X][Maiden worlds] These Worlds are Not For You (4 points)
-[X] Ally with Meros (-1 point)
-[X] Ally with Stel-Uit (-4 points)
-[X] Ally with Zahr-Tann (-2 points)
-[X] Ally with Arach-Qin (-3 points)
-[X][Saim-Hann] Respectful Relationship (-3 points)
-[X][Imperium] An Eye, When it can be Spared (-1)
-[X] Huge Shipyard (-2 points)
-[X] Plentiful Industry (-2 points)
-[X] Bonesinger Choir (-1 point)
-[X] Stroke of Brilliance (-2 points)
-[X] Vaulic Academy (-1 point)
-[X] Relic Vault (-1 points)
-[X] Psychomaton Forge (-1 points)
-[X][Fleet] Armada (-2 points)
-[X] Seerstone Tower (-1 point)
--[X] Seer Council (-2 points)
-[X][Tech] Melta Weapons (-1 point)
-[X][Tech] Holo-fields (-1 point)

So I yeilded to everyone's opionion that maybe Iyanden not stoping Biel-tan was a bad idea.
Also, I need to point out that gothic sector is quite close to the eye of terror
 
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hmm... maybe I should try making a plan with Vaul's Siscons as a location.

It's far enough from the South, and hopefully preventing those fortresses from falling to the imperium/chaos will pay dividends if we face the necrons.

Edit:

A variant of the leading plan. I replaced Respect of the necrons for fear, and used the 4 points to move us from the North to the Gothic sector.
i.e. We're so scared of the Necrons and the C'tan, that we want to keep the best weapons against them within arms reach.

And then I replaced Gravitic shields (-3), with Conversion Fields (-2), and added Damaged Escorts (+1), and then added stroke of Brilliance (+2), which has a good synergy with the Relic Vault. It will take a special kind of thinking to do reverse engineering of advanced tech in the vault.

Finally, I ditched Power Weapons for Psychomaton forge... which I'm still iffy about. But Power Fields are lower on the tech tree than a Psychomaton Forge, so I'm hoping the research time reduction from Brilliance will help us get there fast enough for it not to matter.

[X] Plan: It has even moar Vaul in it
-[X] [Fleet] Small (2 points)
-[X] Weighted Light (1 point)
-[X] Plentiful Industry (-2 points)
-[X] Huge shipyard (-2 points)
-[X] Seerstone Tower (-1 point)
-[X] Bonesinger Choir (-1 point)
-[X] Vaulic Academy (-1 point)
-[X] Psychomaton Forge (-1 points)
-[X] Stroke of Brilliance (-2 points)
-[X] Relic Vault (-1 points)
-[X] Moderate Damage (2 points)
-[X] Decimation (2 points)
-[X] Moderate fleet damage (1 point)
-[X] Escorts Broken (1 point)
-[X] Engines offline (3 points)
-[X] [Smalls] Meros (-1 point)
-[X] [Minors] Zahr-Tann (-2 points)
-[X] [Minors] Arach-Qin (-3 Points)
-[X] [Alaitoc] Hostile Relationship (2 points)
-[X] [Biel-Tan] Hateful Relationship (7 Points | +50% for every additional Hateful relationship)
-[X] [Saim-Hann] Respectful Relationship (-3 points)
-[X] Purge the Stars (6 points)
-[X] [Necrons] Fear (3 points)
-[X] [Man] An Eye, When it can be Spared (-1 Points)
-[X] [Location] Vaul's Sicons (-1 points)
-[X] [Tech] Holo-Fields (-1 Points)
-[X] [Tech] Conversion Fields (-2 points)
 
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[X] Plan: The chainmail lies broken, waiting to be reforge V.1.4.

[X] Plan: Codex Vulkhari Final Edition.


@Alectai

Can I ask why you left out the Psychomaton forge?
 
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[X] Plan: The chainmail lies broken, waiting to be reforge V.1.4.


@Alectai

Can I ask why you left out the Psychomaton forge?

Because we've got enough on our plate right now without adding an entirely new tech base that requires massive work just to be allowed to start using it period. We only have so much time and I don't want to split it on one of the main avatars of the Dominion's folly.
 
The problem is that the plan "Walk softly and carry a very big stick" kind of makes us an easy target for any kind of attack - Imperial, Ork, Biel-Tan or Drukhari - and sacrifices the chance to grab a second sword of Vaul.

To reiterate, between the small size of the fleet and having weighted light (meaning we're focusing on escorts instead of having more cruisers and battleships, which means much less firepower), Walk Softly will not be able to make use of our most important features (our Dominion era weaponry like the fatecasters and star lance) and also passes up the chance to grab a second Relict warship, which would give us a redundacy in the event that the first one is damaged and would all but guarantee that - barring sudden unconventional developments - we won't be threatened by a light sneeze and a mean look.

Walk Softly is dependent upon our ability to not only produce a semi-decent fleet before Biel-Tan or hope that neither the newborn Drukhari or the orks / Humans see us as easy pickings, we'd also ironically be focusing TOO MUCH into industry and infrastructure at the cost of our defenses.

And uh, we're kind of in a time before the great crusade, and that means angry Xenos out the wazoo, and that needs a fleet that can actually hold up in a numbers situation.

In addition, we won't be able to circumvent our fragility by adding grav-shields because we literally can't fit them onto our escort-centric fleet, so in exchange for nerfing our immediate military power, we get... not much in return.

And narratively speaking? It feels wrong to make the Vulkhari 'Just another Eldar faction that is super sneaky and has a lot of escorts so they can't take a hit, but they dish out a lot of damage' because it kind of... doesn't do that, escorts won't be able to fit the grav-shields or the holo-fields on them and by that point, we'd just be another rendition of the craftworld eldar and thusly be super boring to read.

if I can, lemme try and convince the thread to at least consider Codex Vulkhari over big stick.

If we pick Codex Vulkhari, we'll be (trying to) roleplaying as the remnants of the Dominion's military/industrial forces (the folks who were in charge of producing the wargeat what the Dominion needed) who saw the writing on the wall as early as Saim-Hann did, but taking the efforts to grab as much technology and military assets as we could (at the cost of some minor damage), having snagged both an armada sized fleet, a relict warship, and a forge of vaul allows us to be equipped with the means to outfit, build and repair scores of ships and produce equipment on such a scale that we can export our production to the other craftworlds, we'd be closer to a more militant / combat ready force with a very unique approach to combat in combat compared to either the eldar or drukhari:

Namely, by making ourselves SUPER HARD TO KILL, grav-shields on anything better than an escort means that we can take an inordinate amount of beatings and be able to actually engage in a direct slugging match with even the Imperium's best and come out of it the winner.

We'd be the folks who would be most likely to survive, and with two very reliable and promising allies in the theme of Zahr-Tann helping to get our civilians combat ready and Arach-Qin bolstering our navy by adding a second relict, we would be considered a rising star to the major craftworlds above us (and to Biel-Tan, a young, petulant upstart flying in the face of tradition and a traitor to the eldar for not handing them the technology that they WILL misuse under the guise of rebuilding a flawed, doomed empire) and our industrial support could undoubtedly get ourselves on talking terms with a lot of minor, small and average sized craftworlds, and with talking terms, we can secure any technology we find for reverse engineering and safe-keeping.

If I had to guess what our MO would be during the quest proper, I'd guess that Codex Vulkhari would start travelling the galaxy or talking with the other craftworlders in search of more technology from the Dominion/pre-fall era in the hopes of safekeeping it from elements like the Drukhari, chaos, the Humans and Biel-Tan and reverse engineering it to make ourselves even harder to kill, and we can either barter for that technology, or fight to grab it.

Basically, Codex Vulkhari would let us roleplay as the unholy hybrid between the Covenant from Halo, The Brotherhood of Steel from Fallout and the AdMech with a sliiight predisposition to trading less advanced craftworld wargear and servicing fleets in exchange for a look-see on any potential samples of high technologies that we want, or generally in exchange for support.

Sure, we might not be heroes by picking this by any means, sure we might not even be considered Eldar anymore, with being so radically different even without the potential consequences of reforging our souls, but we would be the only ones taking a proactive measure to making sure the Eldar's technology doesn't STAGNATE and safeguard the tech that made us the dominant power of the galaxy once before.

And even if we don't find any Dominion tech, then we can always reverse engineer the designs of the other species and steal their strength to use against them.

We'd be very 'un-eldar' to the other craftworlders, even more so than Saim-Hann, but when everyone else is barely managing to survive the onslaught of the galaxy, we'll be the most likely to come out of any engagement BETTER than we started and be able to ACT instead of REACT.

And for the people who are on the fence for the choices I picked in the plan, we can build / research / acquire things like holo-fields and add the bonesinger choir once we begin the game, meaning that we will ALWAYS have the option to grab them, but the Dominion tech like the relic warships? Those might be the ONLY intact, non-corrupted samples of it left in EXISTENCE, and to NOT grab them would mean that the Eldar would lose ANOTHER piece of their history and strength to Slaanesh.

What's a few eldar lives now when compared to the gradual decay of the entire species' tech-tree? A dying race we might be, but entire branches of technology could go extinct between now and 40k.

Just something to consider, Codex Vulkhari will REALLY emphasize that we are / were a major industrial/military power that has only grown stronger in the wake of the Fall, the Mechanicus to the Imperium, the Crypteks to the Necrons, we'd be the folks a craftworld would want to ally with / purchase our services using samples of rare technologies, and conversely we have the narrative justification to fight whoever we want, whenever we want (i.e some excuse like "On suspicion of carrying Dominion-era Eldar technology and refusing to part with it.")

(Plus, imagine how wildly different we would be to play when compared to someone like the Craftworlders or Drukhari, like we would be the ONLY Eldar faction that could engage in a straight slugging match with the Imperium without sacrificing our mobility and the chance to roleplay as a Dominion Remnant instead of a Fall survivor is gotta be atleast a little interesting to people, right?)

(Really sorry that this is such a long post of me yapping, but I genuinely believe that this could be way more interesting to read and roleplay than the more abstract "Vaul-heavy" selection of votes available to us that sacrifice immediate military power for things that in comparison, don't seem all that relevant to our situation)
 
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Oh boy, wall of text time, here we go.

(Inhales, Exhales)

Right, point by point.

1) You speak as though "Getting a second Relic Warship" is something that's something to be actually discarded for benefit, rather than an enormous investment in opportunity cost. Five points is a colossal outlay of material, and getting that without paying a heavy price somewhere else is not an exchange I'm willing to make. One big stick from completing an industrial questline--which we are well equipped to complete--should suffice for our needs unless we're going to yolo into a live World Engine during the Great Crusade Era--I don't think our position is that desperate.

2) Recall that this is our starting position, not something we're straightjacketed forever on. I made the conscious choice to make our starting fleet weighted on Escorts, and not especially sizable to begin with, because I don't intend to start with us surrounded by enemies. The Halo Stars are not an area that is particularly spicy in the Great Crusade Era, at least not to the degree that we're constantly under siege. This is a tactical risk I'm taking here in order to potentially gain much while we work on our Pact Quest Lines to build up experience--both in naval war and conventional war. We should be able to sate the Disarm the Ork Bomb urge too by assisting Meros out of their calamity, which is reward enough. A defensive battle with a friendly base that has an industrial problem is our ideal starting campaign zone to get experience with.

3) The Imperium of Man is far away, the Drukhari are scattered warbands still figuring out what works and what doesn't, and Biel-Tan has Problems of its own in the early days. We're satisfying the "Purge the Orks" impulse with the Meros Campaign, which means we're going to be able to justify laying low and licking our wounds for a while, while at the same time correcting our starting limitations by working on the Pact quest lines to gain allies and battle experience. More importantly, Biel-Tan isn't going to be able to justify Kinstrife without inviting a coalition of Saim-Hann and Iyanden to check them (And Ulthwe will probably tiebreak in favor of "Don't fucking kill each other you idiots"), and they shouldn't have the spare dudes to sneak a deniable op in during the early days while we're entrenching.

You're projecting an awful lot of our starting position into our future actions, when that's nothing of the sort. We're a sleeping giant that's stirring to wakefulness, and most of my choices are made with purpose to cede tactical ground to make strategic gain through controlled risk-taking. Yes, it's entirely possible a Black Swan will come screaming in from out of nowhere, but the entire point of my choices here is to arrange our problems in a manner that should be manageable, while buying time to gain experience and comfort in projecting power and moving to establish a significant political block. Saving Meros from calamity in particular should be a major PR win, since they're fucked canonically otherwise. Everyone else was too concerned for their Own Problems to send much more than well wishes, and it died. This is a blow against Biel-Tan being able to openly attack us and buys us time to continue building on our starting advantages.

I'm not treating the game like this is an RNG fest where everyone has infinite malice and exists only to Fight. If politics are a thing, then they have to mind their optics and the look of being the aggressor here. If we're generally well liked among the minors and they can't get a quorum of the Majors to back an assault, then they have to stick to deniable ops. Funding "Corsairs" and otherwise meddling when they can. If we're a social pariah, then they can just attack us right out the gate and we're fucked no matter how much shit we bring to the table. Our diplomatic stance being what amounts to being "Are you fucking with us? Then we don't care" means we're not going to be inclined to buy more trouble than we need out of arrogance, and Necron Respect means we're unlikely to ID Tomb Worlds and then attack them out of hand because we're too scared of them waking up (And in doing so potentially wake them up ahead of schedule).

Most of the Diplomacy Stances are all about gaining points for Elfdar Arrogance and costing points to be mindful. You'll note that I'm very careful here that we are only buying trouble from the Orks, which can be justified as "We're disarming a bomb while we still can". Everyone else is paying the cost to be mindful or at least just tacitly ignoring them. Half of the traditional Elfdar problems boil down to their arrogance leading them to take more aggressive actions than they need and getting surprised when the so-called "Lesser Races" actually don't die when decreed.
 
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If we are giving speeches about our plans, let us give one about mine.

Aeldari fucked up, Asurayan, the god responsible for this whole mess fucked up.
Why you may ask, because that self-righteous asshole was willing to wash his hands away from other people's problems until it was too late to do anything. He bent over backwards to Khaine by not stopping his rampage post-haste and then cutting off access of all gods, not only his for this whole mess. And when Isha and Kuranos beings that by their nature need and want to help their children with their guidance, the motherfucker let Khaine enslave them. And who was the one to save them, who in the whole divine pantheon of 2 dozens of gods was the only one to help.

That's right, our boi, Vaul. He made 99 divine grade swords, which were at least equal to the one Big E holds (if said sword isn't one of them) in record time, and the one he didn't make was created by children/child of Isha and Kuranos, mortal Aeldari who saw Vaul doing his best to save their divine parents and decided to do something to help. And Khaine need to be told to see the difference between that sword and the rest.

This whole tangent is basically a prelude to me telling you all that we should follow his example and save our kin; even if we are forging our souls into something new, it doesn't change the fact that we are descendants of Isha.

Many of you may ask why we should stretch ourselves thin by helping four craftworlds at the start. To that, I say: We are disciples of Vaul. He stretched himself thin for Kuranos and Isha. He succeeded at the cost of his own freedom, but we are not Dawi of Fantasy. No, we are the Vulkhari. We look at the past and see all of its glory and all of its mistakes and decide to make something better.

By taking all of the research bonuses at the start, our 2 weak and 2 relic starting techs will soon be joined by a dozen more.

I made my plan not because it would be easy; if I wanted an easy quest, I would vote for us to lock ourselves in the fucking web way and not think about the fate of anyone other than ourselves, like a discount Drukhari!
We are students of Vaul it is our duty to him to surpass him and to me his greatest achievement was saving Isha and Kuranos, saving his kin.
Tell me, people, what is the tale that everyone knows of Vaul? Is it how he made his talismans? No, we know them more as Blackstone Fortresses, not as Talismans of Vaul.
Is it a tale of his war engines destroying the slaves of Yngrii(C'tan)? No, those are tales where Khaine and Asurayan are praised for their strategy, their tactics and their carnage.


We are the Disciples of the God Vaul, Vaul the smith, Vaul the Saviour. He of the gods alone passed the compassion to save Isha and Kuranos. So I say we should posses compassion to save every kinsmen we can
 
[X] Plan: Codex Vulkhari 3rd Edition.

I don't want to turtle in the halo stars with a small fleet. I want to be able to establish ourselves in an area that would otherwise be human dominated.
 
I don't want to turtle in the halo stars with a small fleet. I want to be able to establish ourselves in an area that would otherwise be human dominated.
[ ] The Stars Belong to the Aeldari (6 points): Am I a joke to you?

Edit: None of the plans take that option, because GC imperium would probably bulldoze the eldar completely.
 
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1) You speak as though "Getting a second Relic Warship" is something that's something to be actually discarded for benefit, rather than an enormous investment in opportunity cost. Five points is a colossal outlay of material, and getting that without paying a heavy price somewhere else is not an exchange I'm willing to make. One big stick from completing an industrial questline--which we are well equipped to complete--should suffice for our needs unless we're going to yolo into a live World Engine during the Great Crusade Era--I don't think our position is that desperate.
1) Even at their weakest (like right now, unshielded and only with tertiary weaponry), a SINGLE one of those relic warships is able to take on a sizeable fraction of the gloriana class battleships (y'know, the flagships of the PRIMARCHS) BY THEMSELVES, meaning that when screened by a decent fleet, we would not have to worry about any kind of naval assault.

Even if we never upgrade them, that ALONE is a massive power boost that is worth the point expendediture and means that we would have to be treated with a healthy amount of caution.

2) Recall that this is our starting position, not something we're straightjacketed forever on. I made the conscious choice to make our starting fleet weighted on Escorts, and not especially sizable to begin with, because I don't intend to start with us surrounded by enemies. The Halo Stars are not an area that is particularly spicy in the Great Crusade Era, at least not to the degree that we're constantly under siege. This is a tactical risk I'm taking here in order to potentially gain much while we work on our Pact Quest Lines to build up experience--both in naval war and conventional war. We should be able to sate the Disarm the Ork Bomb urge too by assisting Meros out of their calamity, which is reward enough. A defensive battle with a friendly base that has an industrial problem is our ideal starting campaign zone to get experience with.

2) I agree that this is our STARTING position and thus is not really locking us to anything, but you are banking WAY too much on the idea that we'll be perfectly safe inside the halo stars and that we won't be bothered by anything, just because we didn't see a threat in canon doesn't mean that we won't see one now in the quest.

Also off topic, but building up a fleet to even a large size could take time that we might not have at our disposal or production we just can't spare.

Also circling back to the starting choice thing, but one plan features a strategy of proactive actions using a large fleet right out of the bat to effectively complete our goals - whatever they may be - and the other is relying on the T'au method of defense (being too small and far away to be worth the effort) to start off with, and ceding the first move to the opponent is a HORRIBLE strategic idea if you want to win (or in this case, survive).

3) The Imperium of Man is far away, the Drukhari are scattered warbands still figuring out what works and what doesn't, and Biel-Tan has Problems of its own in the early days. We're satisfying the "Purge the Orks" impulse with the Meros Campaign, which means we're going to be able to justify laying low and licking our wounds for a while, while at the same time correcting our starting limitations by working on the Pact quest lines to gain allies and battle experience. More importantly, Biel-Tan isn't going to be able to justify Kinstrife without inviting a coalition of Saim-Hann and Iyanden to check them (And Ulthwe will probably tiebreak in favor of "Don't fucking kill each other you idiots"), and they shouldn't have the spare dudes to sneak a deniable op in during the early days while we're entrenching.
3) Just because the Drukhari are not a united force yet doesn't mean that there might not be a warband (or coalition or warbands) testing our defenses.

Biel-Tan has problems, yes, but we'll have angered them enough that they WILL be mobilising against us, and that means at least one fleet + warhost coming after us, and true, they might not make it in time before we complete arach-qin and upscale our fleet, but what if they do? The fleet won't be ready to deal with a numerically superior eldar force and by that point, we'll be relying upon Saim-Hann and Iyanden trying to stop the war while Alatoic could probably indirectly support Biel-Tan's efforts somehow.

Also, if Biel-Tan has the manpower to throw a swordwind at us, they will undoubtedly have the manpower and time to fabricate a believable false-flag narrative if they're THAT determined to kill us (which they probably are, since they will trying to kill us as soon as they can get to us).

Purging the orks is as easy as just finding some random planet and fighting some feral orks, so if we have to satisfy that, then we could have options available to us.

Hell, that might even be enough to give us combat experience, and if not, then we can just attack some maiden world full of xenos and get it that way.

We're a sleeping giant that's stirring to wakefulness, and most of my choices are made with purpose to cede tactical ground to make strategic gain through controlled risk-taking.

It is not "risk taking" and we are not "sleeping giants" by turtling up in the halo stars, it's expecting things to NOT go wrong in a Warhammer setting and hoping that we get the breathing room we need to build up to that power, in addition it'll also temporarily limit the amount of military choices we'd have at our disposal.

Also it feels like you're VASTLY overestimating Meros, Zahr-Tahn and Arach-Qin's size (two minors and a small) and their relevance beyond the immediate reward for our services, those allies are DEFINITELY not anywhere close to matching a Major craftworld in I.M.F (Industry, Military, Fleet).

The thing is, this is a plan that doesn't NEED to take such risks, you could've gotten rid of power weapons and replaced Necron respect with fear and you'd have atleast a large sized fleet at your disposal.

To put it crassly (and I am sorry in advance for saying it like this) but there is a difference between taking a risk in the hope of your gambit paying off, and effectively gimping yourself in the short term for no real reason.

Or in other words, you're gambling when you don't have to and I don't understand why.

(If your choices are strictly for roleplaying purposes then yeah that's understandable)
 
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Or in other words, you're gambling when you don't have to.

*Slips from a hidden Webway Portal, shaking a Hand full of Seeing Stones* Did someone mention Gambling?

I am curious which of those Plans is going to win in the End. Mine seems a bit to spicy for People to vote for it. Wonder why.

*Looks it over* Nope, seems fine to me.
 
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