I suspect there'll be daemons.

Remember, the Aldaeri used mass psychomaton laborers, and all those got possessed by daemons. The fall is still quite near, none of those haunted/possessed systems has had time to decay yet.

Yes, that, and we even had to purge a lot of our own stuff because it was turning into Daemons.

The True Stars may not be Ground Zero, but it is a place that got stackwiped by the Fall, which means its tech wouldn't have been sanitized like ours was where we ripped out or burned everything that was turning into Daemon Engines because the stuff it depends on to function (Which is: The overwhelming majority of all our shit) is now connected to a Chaos God.
 
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You'll have to forgive me if I'm skeptical about your personal outlook on the setting being Objective Truth. Presumably, if it was a viable option, our tech goblins would already be going "SEND DUDES THERE NOW", because Seeker is a field where we are actively strong.

Or they have and we don't have strong enough governmental institutions for the message to filter up to our leaders. Or up until now everything has been or fire so people haven't calmed down enough to think about it. We know other people have already started to salvage from them

I suspect there'll be daemons.

Remember, the Aldaeri used mass psychomaton laborers, and all those got possessed by daemons. The fall is still quite near, none of those haunted/possessed systems has had time to decay yet.

The True Stars are apparently safe enough that we're going to hold the Aeldarmoot there, which suggests they're not be default full of daemon possessed psychomatons.
 
I'll note Kronite has a whole bunch of high-end human wreckage in orbit. Since the humans there are no longer space-fairing, they've got a very weak claim on it; it's probably worth sifting through and unlike Eldar ruins, not full of demons.

Probably some unpleasant and violent surprises, but not demons.
 
I'll note Kronite has a whole bunch of high-end human wreckage in orbit. Since the humans there are no longer space-fairing, they've got a very weak claim on it; it's probably worth sifting through and unlike Eldar ruins, not full of demons.

Probably some unpleasant and violent surprises, but not demons.

The Men of Iron seem to have become daemon fodder, so their old infrastructure may have daemon possessed robots of a different kind. And their gear is much less useful to us.

And as I say, the assumption that the True Stars are still overrun with daemons seems very dubious given that we plan to hold the Aeldarmoot there, and there's no mention of having to conquer said world from Chaos first. It's been decades, and they've had no one to feed on to keep them anchored to reality.

And we know other people are looting valuables from them. We know have the capability to do the same, so we should consider it before stuff is destroyed or lost.

We have to map a route there and travel to the region this turn anyway, so we might as well take a salvage fleet with us.
 
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I'd be in general favor of tech-scavenging. Anything to take pressure off of our Bonesinger AP, and using spare fleets and warfleets for that guarantees interesting things happening between spreadsheet maximizations.

Also, it's a low-pressure way to get experience with the combat system. We've fucked up some just about everywhere else, I don't want the combat fuckup happening when it's critical.
I think that should wait until we have the shrine of Khane built, just for the sake of having someone who has sworn the proper oaths to his shards and such, but next turn we'll have no craft world in the middle of Ork spac to guard, our allies pirate situation will hopefully be resolved, and we'll have several line fleets and heavy fleets to liberally clear an area from space for our Tahr-Tann's warhost to land. this one we can scout further along the webways for a more complete map of plausible worlds to scavenge.
Yes, that, and we even had to purge a lot of our own stuff because it was turning into Daemons.

The True Stars may not be Ground Zero, but it is a place that got stackwiped by the Fall, which means its tech wouldn't have been sanitized like ours was where we ripped out or burned everything that was turning into Daemon Engines because the stuff it depends on to function (Which is: The overwhelming majority of all our shit) is now connected to a Chaos God.
yeah. honestly our best option for loot now is probably our relic vaults. we should hit them hard next turn if we can. at least 3 points.
I'll note Kronite has a whole bunch of high-end human wreckage in orbit. Since the humans there are no longer space-fairing, they've got a very weak claim on it; it's probably worth sifting through and unlike Eldar ruins, not full of demons.

Probably some unpleasant and violent surprises, but not demons.
hmm. I could divert the 11th scout fleet and have them escort some civilian ships to begin salvaging opperations over Kronite. probably won't get much of worth to be honest, but maybe their will be some exotic materials of worth in the more intact hulls.
 
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There are a bunch of Ork worlds nearby which we need to deal with, of which 3 are Extremis level threats which the QM has described as requiring dozens of battleships if you want to invade them without serious losses.

A Sword of Vaul once we finish filling out the gaps from losing most of it's existing systems is supposed to be an "I win" button that can solo half the Imperium's Gloriannas. That sounds like exactly what we want for dealing with those Ork worlds.
That's an extremely long-term goal there. Refurbishing the Sword of Vaul to that degree would likely require an enormous amount of Bonesinger and Seeker AP. It's definitely a megaproject if there ever was one.

Plus, unless we want to set a Biel-Tan level precedent, we can't Exterminatus those worlds. Therefore, we will need to bulk up our ground troops to an insane degree as well, which the Blackstone Fortress won't help with.
I disagree. Yes, we also need to train people to work in the factories and forges, but that will be quicker than having to do that and build the infrastructure.

And we may also be able to loot stockpiles of equipment and exotics, so we don't need to pay AP to make them.
You're missing my point. The infrastructure is already built, courtesy of our choices during character creation. All that's left is to retool the existing facilities and train the personnel, neither of which would be aided by salvaging.
Send it off with some of our other ships to loot valuable infrastructure and wargear.
I'd rather not give coronaries to every Eldar on the Webway path from here to there, thank you very much 😁. Seriously though, sending a Sword of Vaul on a salvage run like that is hilarious levels of overkill. I mean, just finding a Webway path that can it can fit through would be a nightmare.
And as I say, the assumption that the True Stars are overrun with daemons seems very dubious given that we plan to hold the Aeldarmoot there, and there's no mention of having to conquer said world from Chaos first.
It's not an all or nothing thing. Daemon infestation will likely vary widely depending upon location. Allow me to illustrate my point with some hypothetical examples. The Everqueen Island Spa and Wellness Retreat, built on the remote Everqueen Island, should have a relatively negligible amount of psychomatons. Good luck salvaging anything but bath salts and massage tables though.

Meanwhile the Brass-Eyed Lady Grand Manufactory should supply us with enough military equipment to last until the War of the Beast. Good luck getting past the daemons inhabiting shells designed to bend Ithilmar through sheer strength, not to mention the military psychomatons from the nearby Fort Tyrion.
 
That's an extremely long-term goal there. Refurbishing the Sword of Vaul to that degree would likely require an enormous amount of Bonesinger and Seeker AP. It's definitely a megaproject if there ever was one.

Plus, unless we want to set a Biel-Tan level precedent, we can't Exterminatus those worlds. Therefore, we will need to bulk up our ground troops to an insane degree as well, which the Blackstone Fortress won't help with.

We don't need to refurbish it to that degree. Even in its current 10% functional state it's an amazing asset that could make a huge diference.

And of course we can and should Exterminatus ork worlds. No one would care, just as no one cared when the people we're buying the Sword of Vaul from did it a few years back.

You're missing my point. The infrastructure is already built, courtesy of our choices during character creation. All that's left is to retool the existing facilities and train the personnel, neither of which would be aided by salvaging.

I'd rather not give coronaries to every Eldar on the Webway path from here to there, thank you very much 😁. Seriously though, sending a Sword of Vaul on a salvage run like that is hilarious levels of overkill. I mean, just finding a Webway path that can it can fit through would be a nightmare.

It's not an all or nothing thing. Daemon infestation will likely vary widely depending upon location. Allow me to illustrate my point with some hypothetical examples. The Everqueen Island Spa and Wellness Retreat, built on the remote Everqueen Island, should have a relatively negligible amount of psychomatons. Good luck salvaging anything but bath salts and massage tables though.

Meanwhile the Brass-Eyed Lady Grand Manufactory should supply us with enough military equipment to last until the War of the Beast. Good luck getting past the daemons inhabiting shells designed to bend Ithilmar through sheer strength, not to mention the military psychomatons from the nearby Fort Tyrion.

I don't believe the infrastructure is already built. Consider what I've underlined here:

With the damage to your world made good—or at least enough so that the remaining issues are more a matter of replacing shattered statues and broken frescos rather than damaged infrastructure—you may begin to undertake major infrastructure projects, such as the construction of dedicated industries to produce equipment without direct intervention—previously unneeded, but these are changed times.

Further extend your industry by training additional Bonesingers and constructing more halls in which they may work, improving your ability to engage in general projects.

That sounds like we need to build things. And the Forge of Vaul itself is an example of physical infrastructure, of which there may be surviving examples of around some of the True Stars. Getting another of them would be astonishingly valuable. We could also well find things like extra Fateforges or Starcrystal farms, or forges for other exotic ingredients, or something like a psychotomaton forge. We might also be able to recover things like Craftworld engine parts, or shipyards. We'd still need to train more artisans, but we'd speed up the process by having the physical infrastructure.

And the Sword of Vaul is a battleship. It'll fit through the Webway. Craftworlds the size of planets can travel through the Webway, and even a large battleship if a miniscule fraction of their size.

In terms of daemon infestations, I don't believe there is any evidence that the True Stars are infested with daemons. That's just an unsupported assertion. Any daemons that were originally present after the Fall will have ben stuck there for decades with no one to sacrifice to anchor them to reality. They're outside the Eye of Terror. Daemons can't just hand around reality indefinitely unless they're on a daemonworld.
 
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That sounds like we need to build things. And the Forge of Vaul itself is an example of physical infrastructure, of which there may be surviving examples of some of the True Stars. Getting another of them would be astonishingly valuable.
Yes, production lines which, like our current ones, are not geared for non-psychotron production and will require refits that cost BAP.

As for finding another Forge of Vaul, the odds of that happening are slim to none.
In terms of daemon infestations, I don't believe there is any evidence that the True Stars are infested with daemons. That's just an unsupported assertion. Any daemons that were originally present after the Fall will have ben stuck there for decades with no one to sacrifice to anchor them to reality. They're outside the Eye of Terror. Daemons can't just hand around reality indefinitely unless they're on a daemonworld.
Or unless they're in a host. If it works for a Daemon Weapon I have to think it'd work for a psychomaton. Mind you, there's no concrete evidence of this happening, but it would fit a whole lot better with the post-apocalyptic horror nature of the setting than a bunch of treasure just lying around.
 
Time's up, votes out.

[X] Plan: The Aeldmoot
-[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[X][STEWARD][AELDMOOT] Iyanden (4 AP)
-[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[X][STEWARD][AELDMOOT] The Exodites (1 AP)
-[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
-[X][BONESINGER] Armor Forge (Wraithweave Brigantine) (2 AP)
-[X][BONESINGER] Hall of Stewardship (2 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Shrine of Khane (3 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Continue Ship Repair (1 AP)
-[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
-[X][SEER] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek"
--[X][SEER] The Eye of Tzeentch (6 AP)
-[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[X] Flaw: Slow On Attack
--[X] Flaw: Bulky
--[X] Advantage: Low Cost
--[X] Advantage: Pressure Resistance
-[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[X][WARRIOR][MEROS] Recall for Repairs
--[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[X][WARRIOR][MEROS] Send Reinforcements
--[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X]
1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
--[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host

Justified all of this in the drafts and the trenches, dropping this so I can finally rest.

MAJOR CHANGE: Conversion Field focused to Infantry use due to relentless bullying of the previous version that tries to do too much, Bulky as we intend to issue it as Equipment rather than integrated, and focuse on Infantry, and Slow On Attack because there's not a huge risk of slow moving weapons hitting them. Keeps Low Cost and Pressure Resistance so it's a reliable defense mechanism that doesn't break the bank to get it.
 
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[X] Plan To Moot
-[X] [Steward] The Harlequins (1 point)
-[X] [Steward] Ulthwe (2 points)
-[X] [Steward] Saim-Hann (1 point)
-[X] [Steward] Iyanden (4 points)
-[X] [Steward] The Lesser Craftworlds (1 AP)
-[X] [Steward] The Exodites (1 AP)
-[X] [Steward] Your Allies (Free)
-[X] [Bonesinger] Armor Foundry (Wraithweave Brigantine) (2 AP)
-[X] [Bonesinger] Hall of Stewardship (2 AP)
-[X] [Bonesinger] Shrine of Khane (3 AP)
-[X] [Bonesinger] Continue ship repair (1 AP)
-[X] [Bonesinger] Refit an Escort (2 AP)
--[X] 3 Nettle class and 3 War Ketch prioritising damaged ships
-[X] [Bonesinger] Develop Basic Grenades (1 AP)
-[X] [Bonesinger] Develop Melta Weapons (1AP)
-[X] Forge of Vaul: Aid a Construction/Repair project (Hall of Stewardship)
-[X] Forge of Vaul: Produce Wargear (5,000 EP)
-[X] [Seer] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek?"
-[X] [Seer] The Eye of Tzeentch (6 AP)
-[X] [Seeker] Reverse-engineer Conversion Fields (2 AP)
--[X] Flaw: Slow on Attack
--[X] Advantage: Compact
-[X] [Seeker] Grav-Gun Hybridization (2 AP)
-[X] [Seeker] Reverse-engineer Haywire Weapons (4 AP)
-[X] [Warrior] Meros: Recall For Repairs
--[X] All damaged ships
-[X] [Warrior] Meros: Send Reinforcements
--[X] 15 War Ketch
-[X] [Warrior] Dispatch an Allied Force
--[X] 3rd Heavy Fleet, 2nd Line Fleet, 3rd, 5th and 7th Scout Fleets, 1st-5th Line hosts, 1st and 2nd Battle Hosts and 1st-3rd Armored Assault Hosts to aid Meros
--[X] 9th and 11th Scout Fleets to aid the evacuation of Fea-Eresh
--[X] 13th and 15th Scout Fleets to aid in Freeboota hunting

[X] Plan Or Not To Moot
-[X] [Steward] Design a Light Cruiser (6 AP)
-[X] [Steward] River and Lake, Pond and Pool—All may Feed the World (4 AP)
-[X] [Bonesinger] Armor Foundry (Wraithweave Brigantine) (2 AP)
-[X] [Bonesinger] Hall of Stewardship (2 AP)
-[X] [Bonesinger] Shrine of Khane (3 AP)
-[X] [Bonesinger] Continue ship repair (1 AP)
-[X] [Bonesinger] Refit an Escort (2 AP)
--[X] 3 Nettle class and 3 War Ketch prioritising damaged ships
-[X] [Bonesinger] Develop Basic Grenades (1 AP)
-[X] [Bonesinger] Develop Melta Weapons (1AP)
-[X] Forge of Vaul: Aid a Construction/Repair project (Hall of Stewardship)
-[X] Forge of Vaul: Produce Wargear (5,000 EP)
-[X] [Seer] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek?"
-[X] [Seer] The Eye of Tzeentch (6 AP)
-[X] [Seeker] Reverse-engineer Conversion Fields (2 AP)
--[X] Flaw: Slow on Attack
--[X] Advantage: Compact
-[X] [Seeker] Grav-Gun Hybridization (2 AP)
-[X] [Seeker] Reverse-engineer Haywire Weapons (4 AP)
-[X] [Warrior] Meros: Recall For Repairs
--[X] All damaged ships
-[X] [Warrior] Meros: Send Reinforcements
--[X] 15 War Ketch
-[X] [Warrior] Dispatch an Allied Force
--[X] 3rd Heavy Fleet, 2nd Line Fleet, 3rd, 5th and 7th Scout Fleets, 1st-5th Line hosts, 1st and 2nd Battle Hosts and 1st-3rd Armored Assault Hosts to aid Meros
--[X] 9th and 11th Scout Fleets to aid the evacuation of Fea-Eresh
--[X] 13th and 15th Scout Fleets to aid in Freeboota hunting
 
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Posting for Skjadir:

[x] Plan: The Aeldmoot, industry edition v3
-[x][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[x][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[x][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[x][STEWARD][AELDMOOT] Iyanden (4 AP)
-[x][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[x][STEWARD][AELDMOOT] The Exodites (1 AP)
-[x][BONESINGER] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
--[x][FORGE] Use the Forge (-1d3 Turns, 1st use)
-[x][BONESINGER] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
--[x][FORGE] Use the Forge (-1d3 Turns, 2nd use)
-[x][BONESINGER] Continue Ship Repair (1 AP)
-[x][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
-[x][BONESINGER] Armor Foundry (Write-in type) (2 points each) x2
--[x][BONESINGER] 1 VGA, 1 Ithilmar
-[x][SEER] Scry the Present (1 AP)
--[x] "Where are the Orks that our Pirate-Hunters seek"
--[x][SEER] The Eye of Tzeentch (6 AP)
-[x][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
-- [x][SEEKER] Flaw: High Power Draw
-- [x][SEEKER] Flaw: Slow on Attack
-- [x][SEEKER] Advantage: Compact
-- [x][SEEKER] Advantage: Rugged
-[x][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[x][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[x][WARRIOR][MEROS] Recall for Repairs
--[x] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[x][WARRIOR][MEROS] Send Reinforcements
--[x] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[x][WARRIOR][EVACUATION] Assign additional Escort Ships
--[x]
1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[x][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
--[x] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
 
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[X] Plan: The Aeldmoot, industry edition v3
[X] Plan To Moot
[X] Plan: Distributions

Most of the plans are good, but some of the plans lack a Compact advantage for the conversion fields. Those plans are bad. Voting for the good ones.
 
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[X] Plan: Distributions
-[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[X][STEWARD][AELDMOOT] Iyanden (4 AP)
-[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[X][STEWARD][AELDMOOT] The Exodites (1 AP)
-[X][BONESINGER] Replace Primary Power Distribution Control (2 AP)
--[X][FORGE] Use the Forge (1st Use)
-[X][BONESINGER] Weapon Forge (Starblaster Rifle) (2 AP)
-[X][BONESINGER] Armor Forge (Void Guard Warsuit) (2 AP)
-[X][BONESINGER] Hall of Stewardship (2 AP)
-[X][BONESINGER] Shrine of Khane (3 AP)
--[X][FORGE] Use the Forge (2nd Use)
-[X][BONESINGER] Continue Ship Repair (1 AP)
-[X][SEER] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek"
--[X][SEER] The Eye of Tzeentch (6 AP)
-[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[X][SEEKER] Flaw: High Power Draw
--[X][SEEKER] Advantage: Compact
-[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[X][WARRIOR][MEROS] Recall for Repairs
--[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[X][WARRIOR][MEROS] Send Reinforcements
--[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
--[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host

[x] Plan: The Aeldmoot, industry edition v3
 
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[X] Plan: The Aeldmoot
[x] Plan: The Aeldmoot, industry edition v3
 
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[X] Plan: The Aeldmoot
-[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[X][STEWARD][AELDMOOT] Iyanden (4 AP)
-[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[X][STEWARD][AELDMOOT] The Exodites (1 AP)
-[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
-[X][BONESINGER] Armor Forge (Wraithweave Brigantine) (2 AP)
-[X][BONESINGER] Hall of Stewardship (2 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Shrine of Khane (3 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Continue Ship Repair (1 AP)
-[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
-[X][SEER] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek"
--[X][SEER] The Eye of Tzeentch (6 AP)
-[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[X] Flaw: Poor Refraction
--[X] Flaw: Slow On Attack
--[X] Flaw: Low Threshold
--[X] Advantage: Low Cost
--[X] Advantage: Fast Recycle
--[X] Advantage: Pressure Resistance
-[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[X][WARRIOR][MEROS] Recall for Repairs
--[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[X][WARRIOR][MEROS] Send Reinforcements
--[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X]
1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
--[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host


In my best fai voice HEY LISTEN!!!!!!!!!
 
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