So, I'll say again that we should use the forge to speed the recovery of AQ vessels.

The basics of farming is the simplest option and it would suck to be forced to drastic measures because we lacked knowledge of something fundamental like crop rotation and ended up running out of food.
I reiterate, that means effectively halving the amount of troops we can refit and overhaul. Next turn is probably going to be the single most expensive turn of the army reform because of how the process of refitting detachments means its effectively the only turn we're not going to get any discounts. It would be nice to further guarantee AQ is in our corner... but just use BAP for it by helping with their shipyards, it's infinitely less destructive than gutting the army budget.

I'd like to see us spend about ~12k EP turn two. That should set us up to do 5-6 detachments for 2 VAP in the next few turns. Dropping 1 VAP, especially next turn, means we're going to struggle to refit 3.
 
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I reiterate, that means effectively halving the amount of troops we can refit and overhaul. Next turn is probably going to be the single most expensive turn of the army reform because of how the process of refitting detachments means its effectively the only turn we're not going to get any discounts. It would be nice to further guarantee AQ is in our corner... but just use BAP for it by helping with their shipyards, it's infinitely less destructive than gutting the army budget.

If we are lucky we get more Industry with the Repairs to our Craftworld or get closer to do some Infrastructure Projects to expand it. We have some other concerns as well beside the Military. Guess we will see what we can work with at the Start of the next Turn.
 
If we are lucky we get more Industry with the Repairs to our Craftworld or get closer to do some Infrastructure Projects to expand it. We have some other concerns as well beside the Military. Guess we will see what we can work with at the Start of the next Turn.
Yeah, BAP is pretty tight, which is why Quilan I'm somewhat questionable on Quilan. It took 2 BAP to start refitting this chunk of Arach-Qin's fleet so Quilan's refits would probably only take 1 BAP, but we could undoubtedly find a use for that BAP somewhere.
 
Like getting our Engines back in working Order, repairing our own Craftworld or getting more Wargear. Lots of Applications. I still would like to do it, because Quinlan sits on a possible Treasure Trove of Necron Tech.
The big thing it will probably delay is weapons development. I'd like to get started on monofilaments but chances are with the exposure to macro-blasters (and the implied discounts discount) meltas are going to be a heavily favored pick for that role. Not the end of the world if we wind up with something like ~1-2 BAP for Arach-Qin, 1 BAP for Quinlan, ~4 BAP for Meros and Zahr-Tan, 4 BAP for EP, ~1 BAP for Meltas, 3 BAP for Engines,
 
Not the end of the world if we wind up with something like ~1-2 BAP for Arach-Qin, 1 BAP for Quinlan, ~4 BAP for Meros and Zahr-Tan, 4 BAP for EP, ~1 BAP for Meltas, 3 BAP for Engines,
Engines have to be spent on in batches of 2AP, so it'd either be 2 or 4 AP next turn to finish assessing them.
Hopefully for the fixing the other craftworlds fleets once we've started them we can continue with 1AP covering all of them similar to our own shipbuilding, but we'll have to wait and see.
Zahr-Tann the Proud

[ ] Dispatch aid to Zahr-Tann (1 point each, max 4)
Send a party to Zahr-Tann to aid them in repairing the stricken craftworld's engines, gaining the allegiance of the martially minded Zahr-Tann.. Must be taken within two turns.

The Salvation of Meros: The Bonesinger

[ ] Dispatch aid to Meros (1 point each, max 4)
Send a party to embattled Meros to speed their engine repair, reducing the time they spend in danger from the Orks
Also I took this part to mean Meros and Zahr-Tann only needed 4AP each from us to fix their engines, so with this turns contributions they'd only need 3 more AP between them to finish.
 
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So I know there was talk of overhauling the Bladestorm detachments and/or the Hearthguard Line Detachments as priorities. What are we actually leaning towards in terms of who gets upgraded first? I've been breaking down the reusable equipment from all three militia detachments, the Bladestorm, and the HG Line detachment (given our current vehicles and troops- we can still find uses for the rest in the future) and they're all pretty similar in terms of raw EP we can recycle (the stockpile of exotics will insulate us from the exact exotic demands for a while and the great Assault Ketch Refit will hopefully be starting turn 3)

The crux of the matter is we don't want to refit detachments we want to have vehicles (or to a lesser extent infantry types) we haven't made yet. The Bladestorm is probably ideal then for us to refit next turn as we'd be replacing all the IFVs with Mirages anyways, and we can develop a tank design that uses them next turn for use in detachments turn 3. That being said, a proper Bladestorm replacement is probably going to be fairly expensive-4 Forgefire Squads, 1 Bladedancer Troupe and 5 Mirages costs 3,663 EP. I figure the Command Squad and the Bladedancer Troupe can share a Mirage because otherwise we probably can't fit the total cost under 4k. Dropping to 3 Forgefire squads lowers the price to 2,832 EP before HQ squad- and that's probably worth it- but I'd rather lead with the more expensive proposal and walk it back to something reasonable than lowball it from the start. 36 power mauls vs 18 Power mauls and ~30 CCW seems like enough.

The big sticking point is the Blade Dancers. Given how @Mechanis explained this before I think we'd need all the Blade Dancers we want in the new Bladestorm detachment trained already before we could refit the Bladestorms into the format we wanted. Naturally we don't have 30~36 Blade Dancers lying around. Hopefully them being tracked personnel addresses that issue.
Engines have to spent on in batches of 2AP, so it'd either be 2 or 4 AP next turn to finish assessing them.
Hopefully for the fixing the other craftworlds fleets once we've started fixing them we can continue with 1AP covering all of them similar to our own shipbuilding, but we'll have to wait and see.

Also I took this part to mean Meros and Zahr-Tann only needed 4AP each from us to fix their engines, so with this turns contributions they'd onyl need 3 more AP between them to finish.
I love it when my mistakes solve each other :V
 
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In terms of what we should do with our seer actions next turn it might be premature since currently, we're unlikely to able to act upon it but I think we should scry the present to see if there are any 'artifacts of Vaul' near us. I want to be more specific and outright ask where the Blackstone fortresses are but in-universe we shouldn't know about them yet, still even if that scrying action doesn't lead us to the gothic sector or the fortress in our neighborhood it should point us in the direction of some useful goodies.

Maybe not next turn but perhaps it might be worth it at some point to scry if there are any craftworlds nearby that aren't allied with us. I'd like to see if we can build an alliance with any of the minor craftworlds we missed out on during character creation (I'm looking at you Cairas Mythar, Stel-Uit, and Meil Carn).

At some point, I'd like to see if we could divine if there are any other Sword of Vaul class battleships that survived the fall. I know we'll eventually get one from Arach-Qin but why settle for one overpowered warship when you can have two or three.
 
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As far as I understand, we'll spend about 20 AP on Arach-Qin fleet over 7-10 turns, so we can go with reserving 2-3 batches every turn and get it done in about 50 years. I think first few batches should be smaller ships so AQ gets something to defend itself with sooner than later, and in 3 turns we should put their heavies on stapels so they still finish near 10 turns mark.

Also, it looks like our shipbuilding capabilities are INSANE. If we go all-in Nettle for several turns we'd be building around 15 Nettles a year, and that's without involving the Forge. And these are respectable destroyers, fast, hard to hit and pack a punch.
 
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At some point, I'd like to see if we could divine if there are any other Sword of Vaul class battleships that survived the fall. I know we'll eventually get one from Arach-Qin but why settle for one overpowered warship when you can have two or three.

Generally scanning to find out version of archeotech is probably a good idea and also time limited as other people may find it or it may get destroyed.

I think there are some Craftworlds that were depopulated in the Fall, for example, and there were populated worlds outside the Eye of Terror whose population died as well. There's a quote from a novel that says:

Article:
There is a band of star systems, a great swathe of the galaxy, that lies between the Eye of Terror and the ring of the Exodite worlds. Many of these star systems were once home to eldar planets before the Fall. The inhabitants of these worlds perished when She Who Thirsts was born screaming into the galaxy, but their cities and technologies still survive.

These places are known as the True Stars: the last remaining evidence of the Empire That Was. Great are the treasures hidden on these worlds, and powerful are some of the weapons that still defend them. Some True Stars have fallen to alien invasion, inhabited by humans, orks and others
..
Many harbour treasure troves and vaults from the time before the Fall, and rangers from the craftworlds, Commorraghan expeditions and alien explorers often seek out these ancient and majestic worlds.


I think the Iyanden Codex refers to them as well.

Presumably the most valuable and least defended were picked bare by the surviving Eldar shortly after the Fall.
 
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In terms of what we should do with our seer actions next turn it might be premature since currently, we're unlikely to able to act upon it but I think we should scry the present to see if there are any 'artifacts of Vaul' near us. I want to be more specific and outright ask where the Blackstone fortresses are but in-universe we shouldn't know about them yet, still even if that scrying action doesn't lead us to the gothic sector or the fortress in our neighborhood we should point us in the direction of some useful goodies.
Our leader is Forgelord Aresh-Vul of Vau-Vulkesh...
once among the highest clergy of Vaul remaining
If we want talismans of Vaul, we have IC knowledge of them and should Scry for them directly.
 
Generally scanning to find out version of archeotech is probably a good idea and also time limited as other people may find it or it may get destroyed.

I think there are some Craftworlds that were depopulated in the Fall, for example, and there were populated worlds outside the Eye of Terror whose population died as well. There's a quote from a novel that says:

Yup, a few pages back I also fielded the idea of finding ruined/abandoned craftworlds and taking them for ourselves. Though the main problems with that is the time needed to repair them if they aren't in pristine condition and the population needed to maintain it, though the exodites might be willing to help with that end.

We could generally scry for Artifacts and Temples of Vaul.

"What is the nearest location of any artifacts, temples, monuments, or sacred technology of Vaul" sounds thorough enough to me.
 
We could generally scry for Artifacts and Temples of Vaul.
Well, yes.

But the Blackstone fortresses should already be known to Aresh-Vul, so it makes sense to direct the seers to look for them specifically.

OOC, there are also many reasons to go for them:
-Metaknowledge: They get taken over by the imperium and eventually fall to chaos
-They are weapons that are effective against C'tan
-They are planet cracking weapons, if C'tan aren't around yet
-They are made of blackstone, which is a very useful material...
- Studying them will at the very least give us a jumpstart towards D-cannon tech
 
Yup, a few pages back I also fielded the idea of finding ruined/abandoned craftworlds and taking them for ourselves. Though the main problems with that is the time needed to repair them if they aren't in pristine condition and the population needed to maintain it, though the exodites might be willing to help with that end.

Although actually taking them over is something that may be infeasible, it may be quicker, for example, to strip a dead Craftworld for, say, engine parts rather than build new parts from scratch to repair damaged engines.

Similarly for defensive guns, theatre scale shields, whatever Eldar have that functions as factories or refineries for esoteric components, etc.

At the upper end, there may even be truly high value infrastructure like Forges of Vaul or Seerstones just sitting around, particularly in some of the planets of the True Stars.

There may also be more easily movable valuables like docked ships just sitting around waiting to be flown away, armouries of conventional weapons and vehicles, vaults with WMD or other relics; etc,

Given the existence of both depopulated worlds and Craftworlds, we should strongly consider the value of a galactic scale scavenger hunt.

Particularly as for some of these things we may not even need to do much Scrying. There were apparently a large number of Eldar worlds outside the Eye of Terror that are now depopulated, and unlike Craftworlds they don't move, so we should know where the particularly rich and industrially productive ones were.
 
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Okay, so i want to see how are Action towards changing our Souls goes. Maybe we can reserve 1 or two Seer Points per turn for scrying for a Blackstone Fortress or general good Loot.
 
Okay, so i want to see how are Action towards changing our Souls goes. Maybe we can reserve 1 or two Seer Points per turn for scrying for a Blackstone Fortress or general good Loot.

Depending on how things work out with the Harlequins, they can probably tell us where the good loot is and how to navigate through the Webway to find it.

It's generally aligned with their agenda for as much pre-Fall Eldar knowledge, infrastructure, gear, etc, be recovered before it's lost forever.

The Harlequins are handicapped by their lack of the heavy lift and industrial capacity (to do things like dismantle infrastructure or identify key components to salvage) required to recover it. We are much better off on that front.

There are other Craftworlds they could work with for this, but they're likely to be in a less good position to do so than the ex-Vaulites, and there's so much loot out there that there's probably more than enough to go around.
 
There was also a bunch of stuff that craftworlders decided to destroy for reasons that we might not always approve off, so getting our hands on dominion-era stuff first is fairly important, mid-term.
 
Also, it looks like our shipbuilding capabilities are INSANE. If we go all-in Nettle for several turns we'd be building around 15 Nettles a year, and that's without involving the Forge. And these are respectable destroyers, fast, hard to hit and pack a punch.
Bear in mind the ships only come at the end of the action. If we build 7 Destroyers over 4 turns, we get all 7 at once at the end.
 
[X] Plan Helping each other
-[X] Quilan
-[X] Val-Terrine
-[X] The Masque of Sundered Lovers

I wouldn't sleep on the Quilan option, investment from our side is pretty minimal, and we stand to gain quite a lot.
Considering that we will be refitting their warships that were build before the fall, we will likely get to see some more rather nice examples of naval weapons tech that we can likely start to include in our own stuff or if they are special resource weapons, get examples to research them.

Okay, so i want to see how are Action towards changing our Souls goes. Maybe we can reserve 1 or two Seer Points per turn for scrying for a Blackstone Fortress or general good Loot.
I personally think scrying should be kept to a minimum because the soul reforge project is the kind of thing you throw everything you can at.
And everything that takes away from the AP investment there has to have very good reasons beyond find loot.
 
[X] Plan Helping each other

I'm not really worried about the Harlequins being a threat to us (they've got bigger things to worry about than us), just that we might need to do them a favour or two in exchange.

Wonder who the Harlequins are gonna send to support us?
 
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