need to figure out a way to miniaturize our tech later so we can stuff our super heavies with even more tech
Or, hear me out, what if we make the suit bigger?

Right now it's just "Basically" a vehicle, just make it an actual vehicle and a lot of new options open up.
 
Changing my vote on the armor stuff:
[] Plan Vulkhari Standard

I think the heavy semi powered armor for standard armor is something we can deal EP wise.
Also will keep more of our guys alive.

Edit:
Even if i dislike the design for the super heavy armor quite a bit that this plan has ... might need some more thinking there.
 
Last edited:
-this... absolute nonsense... happened, so there wasn't a ground battle, because you rolled high enough on arrival time to get there before they could launch a second assault, and then the Orks flubbed their sensor roll three times in a row, and so were caught completely by surprise by your fleet, who proceeded to miss all of three attacks total between them. So the Ork fleet just kinda

Well, would you look at that. Aren't we just... lucky? :D
 
In fairness, even a single Grand Cruiser equivalent could pretty much knock Meros over at this point, and if all six of the other warbands hadn't managed to somehow take 90% casualties against civilian conscripts with LITERALLY SPEARS, it would have been overkill. As the name implies, this was just the stuff the main Waaagh left behind to finish off the last bits of resistance and loot the place.
what
did you just say that 6 warbands of orks were near wiped by untrained eldar with spears?
as in, in melee
wow, those are some wierd rolls
 
what
did you just say that 6 warbands of orks were near wiped by untrained eldar with spears?
as in, in melee
wow, those are some wierd rolls
To be fair, this is still before the Eldar figured out how to reliably keep Slaanesh back, so they may have been using their psychic power in desperation. Sure, that would have led to a lot of them dying horribly, but, well... Orks.
 
I'm pretty sure the 50% was prior to the latest battle where Meros styled on the Orks so hard that they managed to kill 90% of them with two sticks and a rock.

The battle we just saw was our fleet showing up before the orks and then blasting the orks, that were send to finish of the craftworld, into pieces.
Edit:
And Meros fight with the was part of their initial setup:
Beautiful Meros, charmed Meros, was not charmed enough. Burned and battered by the Fall they fell, and found themselves within the blazing fire of the Ork. To cull the Green Tide did the fleets of Meros sally, and against that savage power they were found wanting. Crude bellows and the dread cry of the Ork rang in the halls of lovely Meros, its gardens despoiled, its fountains and statues smashed and shattered! Louder still were the cries to the Warhost of Meros, and those who took up arms unskilled when broken it was! No Ork still lives within the halls of Meros, but stricken it was nonetheless, for a crude but potent explosive of Orkish make has damaged their engines—not irreparably, at least—and fully half the Aeldari who called it home lie dead within its halls or the void nearby. Aid, Meros begs, before the Ork can finish truly mustering against them, for they cannot flee, and fear they lack strength enough to fight.
So no rolls there i think and it did cost them a ton, but they did hold.
 
Last edited:
Edit:
Even if i dislike the design for the super heavy armor quite a bit that this plan has ... might need some more thinking there.
Can you explain why you dislike that design? There were literally no comments on the "maybe we should have a superheavy assault armor that can carry more guns than the average guy with no armor at all" concept when it was suggested during the discussion period, so there wasn't really a lot of refining done on the idea.
 
Last edited:
Idea: we should develop a spearelf type unit to honor meros.
Power spears (ala shining spears), heavy armor, shoulder mounted monofilament, and if we can get our hands on them, banshee masks.

Oooh... Or harlequin's kisses, but in spear form.
 
Can you explain why you dislike that design? There were literally no comments on the "maybe we should have a superheavy assault armor that can carry more guns than the average guy with no armor at all" concept when it was suggested during the discussion period, so there wasn't really a lot of refining done on the idea.
There have been a lot of comments on the concept of using heavier armors and armors without a lot of stacks of Improved Power-Assist. And, it basically comes down to no one is really sure how much maneuverability and speed varies exactly between different armor weights or individual stacks of Improved Power-Assist. With this in mind, most people seem to prefer to err on the side of caution by aiming to retain as close to a standard Eldar fighting style of extreme mobility and speed as possible just with better equipment at the cost of increased industrial requirements.

Hence medium power-assisted armor, and two stacks of Improved Power-Assist on our heavy power armor being the leading plan as the assumption is that at worst these designs will retain the exact same speed and agility that the Eldar are famous for but with better protection. And, if that's the case then why should a voter gamble on suits with an unknown increase in protection at an unknown cost in speed and agility being more cost-effective?

That's the inherent problem with getting people to vote for heavy main-line infantry armor and the heavier version of the super-elite armor as far as I can tell. It's just an unknown and no one will ever vote for an unknown that's not a mystery box reward.
 
Last edited:
Can you explain why you dislike that design? There were literally no comments on the "maybe we should have a superheavy assault armor that can carry more guns than the average guy with no armor at all" concept when it was suggested during the discussion period, so there wasn't really a lot of refining done on the idea.

For one we want a more general use superheavy armor at the moment.
Superheavy assault armor needs the kind of optimization that doesn't work with most of our heavy troops.

Assault pretty much means they go into melee, should be optimized for that and for pretty close engage ranges, most of our heavy units are ranged.

Helps that our ranged units in power armor can use the starcarvers or potentially the smallest starlances as their standard weapons handheld weapons. These units then also don't benefit much from the hardslots because they are for sidearms (which i think means pistols only) and their range is most likely short compared to their main weapon/preferred engage range for all the ranged units.

The more general one also still gives some benefits for our melee units, so the armor isn't wasted there.
More specialized types of armor can come later.

(doesn't help that I was sleeping when all the armor design happened, or would have given some feedback in that regard)
 
Last edited:
For one we want a more general use superheavy armor at the moment.
Superheavy assault armor needs the kind of optimization that doesn't work with most of our heavy troops.
So... are you going to propose some alternate armor option to the one that's winning right now, then? Because that's definitely not a general use armor, putting a quarter of the system slots into goesfast makes it quite specialist. Alectai has a specific vision for that armor's use case and it's not generalist at all.

Assault pretty much means they go into melee, should be optimized for that for pretty close engage ranges, most of our heavy units are ranged.

Helps that our ranged units in power armor can use the starcarvers or potentially the smallest starlances as their standard weapons handheld weapons. These units then also don't benefit much from the hardslots because they are for sidearms (which i think means pistols only) and their range is most likely short compared to their main weapon/preferred engage range for all the ranged units.
This logic seems weird to me. If they're expected to go into short ranges, then pistols are a great choice of hardslot because they want to be at short ranges where pistols are effective, and either they'll be carrying a melee power weapon (in which case pistols give them a ranged option to supplement) or they'll be carrying a heavy ranged weapon (in which case pistols give them the ability to blast secondary/lesser targets and an alternate damage type, keeping them highly dangerous to anything trying to swarm them).

In general, a pistol slot is incredibly powerful for us because we can stick starblasters in them, for which the description is "Starblaster Pistols can fire nearly as fast as a Hellpistol, but each shot is nearly two thirds as powerful as a human Lascannon, allowing them to mow down even light vehicles with ease." So... having two pistol hardslots on our superheavies basically means that they can pop two nearby chimeras or space marines or similar in addition to whatever else they're doing during that time period. And as we bring out meltas and meson blasters and such they'll be able to swap to use those as needed because hardslots aren't specific, helping keep them general use and avoiding exactly the kind of specialization that you're concerned about.
 
-this... absolute nonsense... happened, so there wasn't a ground battle, because you rolled high enough on arrival time to get there before they could launch a second assault, and then the Orks flubbed their sensor roll three times in a row, and so were caught completely by surprise by your fleet, who proceeded to miss all of three attacks total between them. So the Ork fleet just kinda
Evaporated.​
So... Meros Calls For Aid, and expects the space equivalent of a Bunch of People on Horses, but the Bunch of People on Horses got their stage directions mixed up and play the role of the Tide of Unstoppable Ghost Warriors?
 
Last edited:
You know what, @Karugus has convinced me on the Heavy armour as the standard (primarily because of the ease of upgrading it in the future, considering it comes with two free slots over Medium).

On top of that I removed Sensors from the Elite armour so it comes out at 22 instead of 23 per suit.

The way I see it there's enough fires to put out at the moment that I'm fine with sacrificing some utility in the short term in exchange for being able to pump out some more suits, and then because of how the upgrade system works it's a lot easier to add systems to designs with slots free, so in the future when everything's not on fire we can add sensors back to the Elite suit and three more systems to the Standard heavy suit (currently leaning Power Assist, Extended Ops and Sensors, but we might have more options by then).

Also @Alectai you might want to add a full stop or some other unobtrusive character to the end of any duplicate lines in your plan. The tally isn't picking up the Holo fields for your elite suit.

[X] Plan: Leaving Room For Later
-[X] Void Guard Armor (Standard Line Troop Armor) - 6EP
--[X][Weight] Heavy
--[X][Type] Semi-Powered
--[X][Systems] Autotargeters
--[X][Systems] Holo-field Projector
-[X] Ithilmar Assault Suit (Elite Superheavy Infantry Armor) - 22EP
--[X][Weight] .Heavy.
--[X][Type] Powered
--[X][Systems] Grav-Shield
--[X][Systems] Improved Power-Assist x2
--[X][Systems] .Holo-field Projector.
-[X] Vulkari Battle Dress (Spammable crew/militia Armor) - 1.7EP
--[X][Weight] Medium
--[X][Systems] Voidsealing
--[X][Systems] Sensor Package
 
Last edited:
[X] Plan: Vulkhari Armoury Vol. 1

I still think the void guard armor should be light for maximum mobility and prolonged operating time, but medium will do. Heavy would be just foolish. Armies have some of their forces in other classes of armor for reasons besides cost.
 
Last edited:
[X] Plan Vulkhari Standard
I have been convinced. Might not be as mobile, but it has a lot of other stuff going for it.
 
Back
Top