I get that we're swinging back to a more limited upgrade program given our ability for a much larger refit than the 5 detachment Warrior AP limitation but I think we can still split the difference and quickly overhaul our forces while still working towards long term goals.

8,206 EP to give all of our soldiers in our Militia Assault Detachments VG. 4,644 EP for our Militia Heavies and 11,388 EP for Militia Line detachments. 24,238 EP- less than 5 VAP. And I can guarantee that we're going to repurpose and reuse the VG warsuits quicker than we can 4000 brigantines.

Edit: even just giving the Guardian Fire Squads a VG sergeant with a Heavy Needler would give them a bit more resilience and firepower while being wargear we can easily reslot into other units once more systematic reforms are rolled out. 114 squads at 16 EP per gives 1,824 EP.

Edit2: VG for all of our Militia Assault Squads outside of the Bladestorms (which are all deployed) is only 2,820 EP.
 
Last edited:
Edit2: VG for all of our Militia Assault Squads outside of the Bladestorms (which are all deployed) is only 2,820 EP.
There are restrictions on being able to update the equipment of deployed warhosts, right? If we roll out equipment to some of the units at home, are we thinking we'd then promptly swap them out for all the forces in the field afterward so that we don't have our frontliners still equipped to die in droves? If so, perhaps we should choose which forces to upgrade and how with that in mind.
 
There are restrictions on being able to update the equipment of deployed warhosts, right? If we roll out equipment to some of the units at home, are we thinking we'd then promptly swap them out for all the forces in the field afterward so that we don't have our frontliners still equipped to die in droves? If so, perhaps we should choose which forces to upgrade and how with that in mind.
Honestly Biel-Tan could come at any time and most of our experienced Warhosts are already deployed away from the Craftworld. So I'd really focus on overhauling only the Warhosts we have at home and keeping them there until Biel-Tan until the danger has passed.

I'd probably focus on a mixture of broad overhauls for the underployed Milita Warhosts and turning our new Warhost we're raising into a relatively elite and well equipped force.

Edit: we'd have 3 H.Militia, 3 Militia, and 1 New Warhost guaranteed to be available to defend against Biel Tan. Call it ~180 HG (who should probably all get VG) and 9-10 Militia Assault Squads (a high priority for VG. That's only 1680 EP. ~50 Militia Fire Squda getting a VG Sergeant with H Needler brings it up to 2,480 EP. These are really rough numbers because I'm stuck phone posting for now. 3,380 if we give the rest of those Militia Fire Squads Brigantines.
 
Last edited:
So, sorry to barge in in that way, but am I correct in reasoning that consensus is that this turn is going to be devoted to continue repairs, design some specialist weapons and make a big pile of stuff to refit at least some militia over next turn? And the plans so far mostly differ in what weapons and what is repaired?
 
So, sorry to barge in in that way, but am I correct in reasoning that consensus is that this turn is going to be devoted to continue repairs, design some specialist weapons and make a big pile of stuff to refit at least some militia over next turn? And the plans so far mostly differ in what weapons and what is repaired?
Everyone is doing a food action, designing a frigate, doing the engine assessment, maxing aid to Quilan, producing as much wargear as the Forge can, proceeding with soul research, doing preliminary grav-weapon, plasma weapon, and conversion field research (none of those can be constructed this turn), and sending fleets to Val-Terrine. All but one are also sending troops to Val-Terrine, and all but that one also spend a seer action learning about ork strength threatening Meros.

The differences are basically:
  • "Banging Out The Dents" designs three (!) new vehicles, but rolls out no new weaponry to put on them. All spare industrial energy is spent on starting to refit neval escorts to a modernized standard. It spends seer-time asking about the Freebootas threatening Val-Terrine, but sends the smallest fleet to aid them out of all plans.
  • "Rounding Out The Rest" rolls out one new vehicle design while moving melta weapons into production (meaning they could be part of the new vehicle or frigate design). It constructs a factory for our fanciest new power armor which will auto-produce it for us in the coming turns. It asks a seer question about where in our vaults the best shiny things are and spends effort vault-delving, basically trying to force our technology gacha roll to turn up something useful.
  • "Brigs and Warhosts" is similar to the previous plan but instead of building an armor factory it puts our biggest naval warships with the lightest damage into the docks for repairs to get them back into play (they're not modernized yet but are incredibly deadly glass cannons). It spends a seer question on trying to locate help with our soul research instead of gacha roll enhancement.
  • "Food, Obligations and lots of fire in the future" designs two new vehicles and rolls out both meltas and naval torpedos for use in our new designs. It also does some modernization of naval escorts, but skips out on actually finishing the engine assessment (only devotes half the AP needed to complete it). It specifies exactly what wargear should be built by the Forge (the others leave that to a later subvote). Its only seer question is about when the orks will next attack our craftworld. It's also notable for having the only plasma weapon research line that doesn't attempt to minimize cost, instead focusing entirely on effectiveness. This plan sends no ground troops to Val-Terrine (but those are optional, to be clear).
There are a lot of details and some of the warrior AP gets a little fiddly as people shuffle around detachments and warhosts, but that's the gist.
 
Last edited:
  • "Banging Out The Dents" designs three (!) new vehicles, but rolls out no new weaponry to put on them. All spare industrial energy is spent on starting to refit neval escorts to a modernized standard. It spends seer-time asking about the Freebootas threatening Val-Terrine, but sends the smallest fleet to aid them out of all plans.

I mean, it still overkills the estimated numbers by quite a bit, and I don't want to empty our garrison either.
 
[X] Plan: Rounding Out The Rest

I'm picking this as my vote because the ability to auto-produce Ithilmar will come in handy, and IMO, 3 new vehicle designs seems a little too excessive considering we only really need a tank and a superheavy to fill out our stable.
 
Everyone is doing a food action, designing a frigate, doing the engine assessment, maxing aid to Quilan, producing as much wargear as the Forge can, proceeding with soul research, doing preliminary grav-weapon, plasma weapon, and conversion field research (none of those can be constructed this turn), and sending fleets to Val-Terrine. All but one are also sending troops to Val-Terrine, and all but that one also spend a seer action learning about ork strength threatening Meros.

The differences are basically:
  • "Banging Out The Dents" designs three (!) new vehicles, but rolls out no new weaponry to put on them. All spare industrial energy is spent on starting to refit neval escorts to a modernized standard. It spends seer-time asking about the Freebootas threatening Val-Terrine, but sends the smallest fleet to aid them out of all plans.
  • "Rounding Out The Rest" rolls out one new vehicle design while moving melta weapons into production (meaning they could be part of the new vehicle or frigate design). It constructs a factory for our fanciest new power armor which will auto-produce it for us in the coming turns. It asks a seer question about where in our vaults the best shiny things are and spends effort vault-delving, basically trying to force our technology gacha roll to turn up something useful.
  • "Brigs and Warhosts" is similar to the previous plan but instead of building an armor factory it puts our biggest naval warships with the lightest damage into the docks for repairs to get them back into play (they're not modernized yet but are incredibly deadly glass cannons). It spends a seer question on trying to locate help with our soul research instead of gacha roll enhancement.
  • "Food, Obligations and lots of fire in the future" designs two new vehicles and rolls out both meltas and naval torpedos for use in our new designs. It also does some modernization of naval escorts, but skips out on actually finishing the engine assessment (only devotes half the AP needed to complete it). It specifies exactly what wargear should be built by the Forge (the others leave that to a later subvote). Its only seer question is about when the orks will next attack our craftworld. It's also notable for having the only plasma weapon research line that doesn't attempt to minimize cost, instead focusing entirely on effectiveness. This plan sends no ground troops to Val-Terrine (but those are optional, to be clear).
There are a lot of details and some of the warrior AP gets a little fiddly as people shuffle around detachments and warhosts, but that's the gist.
I think this is what I wanted, thanks! And in this case:

[X] Plan: Rounding Out The Rest

Mostly for the factory, TBH.
 
[X] Plan: Rounding Out The Rest

I'm picking this as my vote because the ability to auto-produce Ithilmar will come in handy, and IMO, 3 new vehicle designs seems a little too excessive considering we only really need a tank and a superheavy to fill out our stable.
I mean.
Just off the top of my head, there's some kind of Fast Attack type tank maybe a heavy Jetbike, some kind of IFV/Light Tank like the canonical Falcon, a heavy tank to deal with other tanks, ... Not to mention as your stable of weapons and equipment expands, you're probably going to want some specialist vehicles or design variants with different equipment. And that's just off the cuff.

Recall that none of your current vehicles are especially armored and that none of them have any sort of defense aside that and not getting hit. Some, of course, can receive a little help from their crews going to Void Guard suits with their built in holo-fields, but your existing vehicle fleet is basically a bunch of, well, these:
 
[X] Plan: Rounding Out The Rest

I'm picking this as my vote because the ability to auto-produce Ithilmar will come in handy, and IMO, 3 new vehicle designs seems a little too excessive considering we only really need a tank and a superheavy to fill out our stable.
We could probably stand a light tank, an IFV, and some kind of artillery vehicle as well. Though, we're short on weapons to use for artillery. Maybe an SPG is possible, cramming a superheavy gun into a small chassis?
 
I for one heavily recommend creating an exact replica of a Toyota Hilux technical out of wraithbone and holoshields. Not only would it be very funny, it would also confuse literally everyone we fight and therefore give us a psychological advantage before we shoot them.
 
I mean, it still overkills the estimated numbers by quite a bit, and I don't want to empty our garrison either.
I don't disagree; I think the point behind the massive overkill in the other plans is that they hope to avoid losses and resolve matters quickly by bringing several times as much gun as necessary, but we have no particular indication whether that will actually work or make a difference. At this point I'm not voting for Banging Out The Dents almost entirely because it doesn't give us melta weapons and I really want melta weapons.
 
I don't disagree; I think the point behind the massive overkill in the other plans is that they hope to avoid losses and resolve matters quickly by bringing several times as much gun as necessary, but we have no particular indication whether that will actually work or make a difference. At this point I'm not voting for Banging Out The Dents almost entirely because it doesn't give us melta weapons and I really want melta weapons.

I was actually very careful with the fleet setup, in that the vast majority of it doesn't get mission killed if their sails get knocked out because they can at least limp back for repairs.
 
[X] Plan: Banging Out The Dents

I chose this plan because it's currently winning 😃 and takes grav weapon while looking for the current stick the qm will beat us with
 
Last edited:
We could probably stand a light tank, an IFV, and some kind of artillery vehicle as well. Though, we're short on weapons to use for artillery. Maybe an SPG is possible, cramming a superheavy gun into a small chassis?
It is possible for you to develop a chassis which could do so, yes, but none of your current designs are suitable for such a thing. Artillery is likely to be missiles, simply because those are probably the first thing actually suitable for that you'll encounter and or come up with in universe. That said, you can get a vehicle scale weapon into a Skimmer with a slot or two free, if you want, which is a similar concept.
 
One thing I'd be interested in is transonic weapons, or at least something between the 1 point CCW and the 15 point power weapon. There's got to be some design space there.
 
Turn 2: main vote count
Adhoc vote count started by Mechanis on Jun 27, 2024 at 11:00 PM, finished with 465 posts and 35 votes.

  • [X] Plan: Banging Out The Dents
    -[X][Steward] Design Additional Vehicles (3 AP)
    -[X] [Steward] Form and Function to Feed a World (3 AP)
    -[X] [Steward] Design a Frigate (4 AP)
    -[X] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
    --[X] [Bonesinger] Also offer Grav-shields (+1 AP)
    -[X][Bonesinger] Refit an Escort (3 AP)
    --[X][Bonesinger] 9x Damaged Lance Cutters to Nettle-class Escort Cutters
    -[X][Bonesinger] Forge Actions
    --[X][Bonesinger] 2x Wargear Production (10,000 EP, details TBD)
    -[X][Seer] Present: Where are the Freebootas threatening Val-Terrine based
    -[X][Seer] Future: What will be the strength of the next wave threatening Meros
    -[X] [Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons
    --[X][Seeker] Gravetic Sheer Weapons (+2 AP)
    --[X][Seeker] Gravetic-Oscillator Weapons (+2 AP)
    --[X][Seeker] Gravetic-Implosion Weapons (+2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters
    --[X] [Seeker] Power (+1 AP, +.5 turns)
    --[X][Seeker] Range (+1 AP, +.5 Turns)
    --[X][Seeker] Lower Cost (+3 AP, +2 Turns)
    --[X][Seeker] Compromise: Safety (-2 AP, -2 Turns)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
    --[X] [Seeker] Regeneration
    -[X][Warrior] Muster a Fleet
    --[X][Val-Terrine] 1x Combat Brig, 4x Battle Carracks, 8x Assault Ketches, 12x Lance Cutters
    --[X][Val-Terrine] Deploy Hearthguard Iron Fist and 1st Heavy Militia
    -[X][Warrior] Raise Warhost (1 AP)
    --[X][Warrior] 4x Battlecasting Support Detachments, 2x Hearthguard Skirmish Detachment, 2x Militia Line Detachments
    [X] Plan: Rounding Out The Rest
    -[X] [Steward] Design Additional Vehicle(s) (1 AP)
    -[X] [Steward] Design a Frigate (4 AP)
    -[X] [Steward] Form and Function to Feed a World (3 AP)
    -[X] [Steward] Delve the Vaults (2 AP)
    -[X] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
    -[X] [Bonesinger] Armor Foundry (Ithilmar Assault Suit) (2 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
    --[X] [Bonesinger] Also offer Grav-shields (+1 AP)
    -[X] [Bonesinger] Develop Melta Weapons (1 AP)
    -[X] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
    -[X] [Seer] Scry the Future (1 AP)
    --[X] [Seer] "What will be the strength of the next wave threatening Meros?"
    -[X] [Seer] Scry the Present (1 AP)
    --[X] [Seer] "Where are the most powerful weapons in our vaults?"
    -[X] [Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X] [Seeker] Reverse-engineer Grav-weapons (6 AP)
    --[X] [Seeker] Gravetic Sheer Weapons
    --[X] [Seeker] Torsion Weapons
    -[X] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
    --[X] [Seeker] Power (+1 AP, +.5 turns)
    --[X] [Seeker] Fire Rate (+2 AP, +1 turn)
    --[X] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
    --[X] [Seeker] Safety (-2 AP, -2 turns)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
    --[X] [Seeker] Regeneration
    -[X] [Warrior] Muster a Fleet (1 AP)
    --[X] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
    --[X] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia)
    -[X] [Warrior] Disband Detachment (4 AP)
    --[X] [Warrior] Militia Line Detachment x4
    [X] Plan: Brigs and Warhosts
    -[X] [Steward] Design Additional Vehicle(s) (1 AP)
    -[X] [Steward] Design a Frigate (4 AP)
    -[X] [Steward] Form and Function to Feed a World (3 AP)
    -[X] [Steward] Delve the Vaults (2 AP)
    -[X] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
    -[X] [Bonesinger] Repair a Capital Ship (Combat Brig with Aethersails disabled) x2 (2 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
    --[X] [Bonesinger] Also offer Grav-shields (+1 AP)
    -[X] [Bonesinger] Develop Melta Weapons (1 AP)
    -[X] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
    -[X] [Seer] Scry the Future (1 AP)
    --[X] [Seer] "What will be the strength of the next wave threatening Meros?"
    -[X] [Seer] Scry the Present (1 AP)
    --[X] [Seer] "Who or what can help us with The Flaw, The Curse, The Claim?"
    -[X] [Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X] [Seeker] Reverse-engineer Grav-weapons (6 AP)
    --[X] [Seeker] Gravetic Sheer Weapons
    --[X] [Seeker] Torsion Weapons
    --[X] [Seeker] Graviton Impactor Weapons
    -[X] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
    --[X] [Seeker] Power (+1 AP, +.5 turns)
    --[X] [Seeker] Fire Rate (+2 AP, +1 turn)
    --[X] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
    --[X] [Seeker] Safety (-2 AP, -2 turns)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
    --[X] [Seeker] Regeneration
    -[X] [Warrior] Muster a Fleet (1 AP)
    --[X][Warrior] The Raiders of Val-Terrine
    --[X] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
    --[X] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia)
    -[X] [Warrior] Raise a Warhost x3
    -- [X] Craftworld Defense Militia #1: Led by Hearthguard Skirmish Detachment, with 4 Militia Line Detachments and 2 Militia Assault Detachments
    -- [X] Craftworld Defense Militia #2: Led by Militia Line Detachments, with 3 additional Militia Line Detachments, 2 Militia Assault Detachments and 2 Militia Light Support Detachments
    -- [X] Craftworld Close Combat Defense Militia #1: Led by Militia Assault Detachment with 2 Militia Line Detachments and 4 more Militia Assault Detachments
    --[X] Deploy all three at once on our Craftworld defense duty
    [X] Plan: Food, Obligations and lots of fire in the future.
    -[X] [Steward] Design a Frigate (4 AP)
    -[X][Steward] River and Lake, Pond and Pool—All may Feed the World (4 AP)
    -[X][Steward] Design Additional Vehicle(s) (1 AP Each)x2
    -[X][Bonesinger] Continue ship repair (1 point) [Strongly recommended]
    -[X] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
    --[X] [Bonesinger] Also offer Grav-shields (+1 AP)
    -[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 points Each, max 2)
    -[X][Bonesinger] Refit an Escort (1 point each; 3 ships per point) x2
    --[X][Bonesinger] Damaged Lance Cutters to Nettle-class Escort Cutters
    -[X][Bonesinger] Develop Basic Voidship Torpedos (2 AP)
    -[X][Bonesinger] Develop Melta Weapons (2 points1 point)
    -[X] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
    --[X][Bonesinger]800 EP for 16 Razorwinds x3
    --[X][Bonesinger]1,020 EP for 20 Ithilmar Suits, 20 Power Mauls, 10 H.Needlers, 10 H.Flamersx3
    --[X][Bonesinger]198 EP for 9 VG, 9 CCW, 9 Starblaster Rifles, 1 Ithilmar, 1 Screamer GL, 1 Powersword x3
    --[X][Bonesinger]294 EP for 6 Ithilmar, 6 CCW, 6 Fatecaster Rifles x3
    --[X][Bonesinger]198 EP for 6 Ithilmar, 6 CCW, 6 Spike Cannons x3
    --[X][Bonesinger]780 EP for 4 Miragesx3
    --[X][Bonesinger]130 EP, 26 starcrystals 13 starblasters
    -[X][Seer] The Flaw, The Curse, The Claim (6 AP)
    -[X][Seer] Scry the Future
    --[X][Seer] When are the orks going to attack the craftworld Vau-vulkesh.
    -[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
    --[X][Seeker] Graviton Impactor Weapons (+2 AP)
    --[X][Seeker] Gravetic-Implosion Weapons (+2 AP)
    --[X][Seeker] Gravetic Sheer Weapons (+2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters (2 AP total)
    --[X] [Seeker] Power (+1 AP, +.5 turns)
    --[X][Seeker] Range (+1 AP, +.5 Turns)
    --[X] [Seeker] Fire Rate (+2 AP, +1 turn)
    --[X] [Seeker] Safety (-2 AP, -2 turns)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
    --[X] [Seeker] Regeneration
    -[X][Warrior] Muster a Fleet
    --[X][Warrior] The Raiders of Val-Terrine
    --[X][Warrior] 4 Combat Brig, 10 Battle Carrack,15 Assault Ketch, 10 Battle Caravel, 12 Lance Cutter
    -[X] [Warrior] Disband Detachment (4 AP)
    --[X] [Warrior] Militia Line Detachment x4
    [X] Plan: Banging Out The Dents with Battlecasting
    -[X] [Steward] Design Additional Vehicle(s) (1 AP)
    -[X] Design a Detachment (1 AP each, 3 Max)
    --[X]A Heavy Battlecasting Support detachment is an addition which brings the formidable firepower of Battlecasters to the field. A single Battlecaster is attached to the detachment's three
    -[X] [Steward] Form and Function to Feed a World (3 AP)
    -[X] [Steward] Design a Frigate (4 AP)
    -[X] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
    -[X] [Bonesinger] Continue ship repair (1 AP)
    -[X] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
    --[X] [Bonesinger] Also offer Grav-shields (+1 AP)
    -[X][Bonesinger] Refit an Escort (3 AP)
    --[X][Bonesinger] 9x Damaged Lance Cutters to Nettle-class Escort Cutters
    -[X][Bonesinger] Forge Actions
    --[X][Bonesinger] 2x Wargear Production (10,000 EP, details TBD)
    -[X][Seer] Present: Where are the Freebootas threatening Val-Terrine based
    -[X][Seer] Future: What will be the strength of the next wave threatening Meros
    -[X] [Seer] The Flaw, The Curse, The Claim (5 AP)
    -[X][Seeker] Reverse-engineer Grav-weapons
    --[X][Seeker] Gravetic Sheer Weapons (+2 AP)
    --[X][Seeker] Gravetic-Oscillator Weapons (+2 AP)
    --[X][Seeker] Gravetic-Implosion Weapons (+2 AP)
    -[X][Seeker] Reverse-engineer Plasma Blasters
    --[X] [Seeker] Power (+1 AP, +.5 turns)
    --[X][Seeker] Range (+1 AP, +.5 Turns)
    --[X][Seeker] Lower Cost (+3 AP, +2 Turns)
    --[X][Seeker] Compromise: Safety (-2 AP, -2 Turns)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
    --[X] [Seeker] Regeneration
    -[X][Warrior] Muster a Fleet
    --[X][Val-Terrine] 1x Combat Brig, 4x Battle Carracks, 8x Assault Ketches, 12x Lance Cutters
    --[X][Val-Terrine] Deploy Hearthguard Iron Fist and 1st Heavy Militia
    -[X][Warrior] Raise Warhost (1 AP)
    --[X][Warrior] 4x Battlecasting Support Detachments, 2x Hearthguard Skirmish Detachment, 2x Militia Line Detachments


Right. *Cracks knuckles*
 
So what were the thoughts on what vehicle we are designing. We have our "calvary" aspect seemingly covered by the bikes and mirage, so which grav hylux are we replacing next, Light or heavy? The heavy costs more, but if 40k has taught me anything, it's that trying to take on a superheavy platform (even one that the high-tech grav equivalent to a 16wheeler carrying a howitzer) without a comparable platform can cost you big.

It would give us a way to counter ork heavy metal like stompas depending on how much metal the orks throw at us, and without something heavy of their own it should cause horrifying casualties to beal-tan because this is pre-wrath constructs.

On the other hand, it's really hard tk go wrong with just making a light/medium tank and working your way up from their.
 
Last edited:
So what were the thoughts on what vehicle we are designing. We have our "calvary" aspect seemingly covered by the bikes and mirage, so which grav hylux are we replacing next, Light or heavy? The heavy costs more, but if 40k has taught me anything, it's that trying to take on a superheavy platform (even one that the high-tech grav equivalent to a 16wheeler carrying a howitzer) without a comparable platform can cost you big.

It would give us a way to counter ork heavy metal like stompas depending on how much metal the works throw at us, and without something heavy of their own it should cause horrifying casualties to beaten because this is pre-wrath constructs.

On the other hand, it's really hard tk go wrong with just making a light/medium tank and working your way up from their.
Some kind of anti-heavy option at the minimum would probably be a good idea. The grav shield and holofield combo is good but an enemy vehicle that throws around pie plates/aoe would get around them pretty quick* and the heavy/heavy+ categories are when those start to get really damaging. Plus as you said we don't actually much in the ways of countering them currently.

*Quoting the potential issues:
The system is even effective at disrupting grav-weapons, which few other defensive technologies can claim; however, they have three primary flaws: firstly, area-effect weapons can bypass the system simply because they only need to be near a target to inflict damage.
Regardless, active holo-fields make hitting what they are mounted to an exercise in extreme frustration—unless one simply saturates the entire area with massed fire, explosives, or other weapons which do not require any particular accuracy, as a Holo-Field provides no actual protection beyond making a unit extremely difficult to hit.
 
Back
Top