- Location
- Hollister
[X] Plan: The Aeldmoot
I will say, I'm fine ditching these, and I'll say why. Simply put I think the increased durability will compensate for the reduced restore time, since while it won't be able to come back online as fast, it also won't go offline as often. While also offering benefits for situations where Holofields fail and a user comes under sustained fire, as well as increasing resistance to sustained explosives fire that might otherwise crack a low threshold shield even through Pressure Resistance.
Ugh, I wish these arguments would have come back when it was in the draft instead of the war over BAP.
If I can get enough people seconding dgr's request, I'll remove it from the Plan
Looking at our plasma weapons and how they stack up with our gravity weapons... maybe about a third to half?
I will second this request, quite frankly I already mentioned it multiple times that the advantages/flaws were not really necessary and that particular synergy was not great imo for the same reasons givenUgh, I wish these arguments would have come back when it was in the draft instead of the war over BAP.
If I can get enough people seconding dgr's request, I'll remove it from the Plan
Yeah. I completely agree. Honestly same with the Grav weapon options from last turn. There's just so much else that we need to worry about with turns that stuff like that on top of it feels... Like a lot.I wish the Conversion Field research options were their own vote. It would simplify this massively
You, uh, haven't actually put this in your vote. You've put in refitting dragonships twice, though!Enhance industry is a must because the Aeldmoot will likely see us meeting craft worlds also in need of our industry and willing to trade favors for it. Thus, expanding it is worthwhile.
ahh. I removed it for starting another batch of the exodite world's refits but forgot to adjust the tech. thanks, I'll fix it.You, uh, haven't actually put this in your vote. You've put in refitting dragonships twice, though!
[ ] Draft: The Aeldmoot, Allies, and Administration V2
-[ ][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[ ][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[ ][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[ ][STEWARD][AELDMOOT] Iyanden (4 AP)
-[ ][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[ ][STEWARD][AELDMOOT] The Exodites (1 AP)
-[ ][BONESINGER] Hall of Stewardship (2 AP initial, 1 point continuous | 2 turns)
--[ ][FORGE] Use the Forge (-1d3 Turns)
-[ ][BONESINGER] Shrine of Khaine (3 points initial, 1 point continuous | 2-3 turns)
--[ ][FORGE] Use the Forge (-1d3 Turns)
-[ ][BONESINGER] Continue Ship Repair (1 AP)
-[ ][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
-[ ][BONESINGER] Assist Arach-Qin with rebuilding their Shipyard (4 AP)
-[ ][SEER] Scry the Present (1 AP)
--[ ] "Where are the Orks that our Pirate-Hunters seek"
--[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[ ] Flaw: Slow On Attack
--[ ] Flaw: Low Threshold
--[ ] Advantage: Low Cost
--[ ] Advantage: Pressure Resistance
-[ ][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[ ][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[ ][WARRIOR][MEROS] Recall for Repairs
--[ ] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[ ][WARRIOR][MEROS] Send Reinforcements
--[ ] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[ ][WARRIOR][EVACUATION] Assign additional Escort Ships
--[ ] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[ ] [WARRIOR] Dispatch an Allied Force
--[ ] Send three allied Scout Fleets to help search for the Freebootaz, lead by a Line Fleet to stiffen them in case they bump into anything nasty.
--[ ] Send four allied Scout Fleets to scout the Webway, looking for routes to the True Stars.
Ok, going for a full court diplomatic press on top of our basic infrastructure.
We're holding the Aeldarmoot this turn, so I want to show off what an amazing ally we are to our friends. That's why I've gone heavy on helping both Quilan and Arach-Qin, as well as trying to find the Freebootaz so we can kill them.
With a large allied army that is very strong on infantry, I don't think building more infantry gear is at all urgent, but showing off diplomatically is particularly important for this turn.
My issue remains that we don't urgently need more infantry. It's a capability we've met well compared to our other needs. Sure, it might be useful in a few decades if we want to operate independently or show our good will, but right now it's just not a pririty.
For example, fixing Arach-Qin's shipyards might get us a Sword of Vaul class battleship in the next couple of turns. That will allow us to do much more than a fraction of detachment's worth of infantry gear.
In the long term, we'll be able to unlock alternative configurations. As such, I'd strongly recommend voting for a conversion shield variation that does one thing well rather than a jack-of-all-trades; we'll be able to put it to use immediately without having to worry about throwing it away when we actually can build a specialized version.So yes, you will be able to refine/develop variants of the technology in the future, probably once you have fewer immediate crisises to worry about and can slow down a little, which seems to be occuring a lot more quickly than I originally anticipated on account of ridiculous dice.
okay. I've fixed it and put it back the way it was originally.You, uh, haven't actually put this in your vote. You've put in refitting dragonships twice, though!
I like this plan as well so I'm voting for it. two foundries started now instead of turn 5 won't mean much in the long run, but the impression we make on the Aeldari attending and the potential alliances to follow will define gameplay for the rest of the century and likely a few after that.
Yeah, basically this.A bit of context, since people are still arguing about conversion field options:
In the long term, we'll be able to unlock alternative configurations. As such, I'd strongly recommend voting for a conversion shield variation that does one thing well rather than a jack-of-all-trades; we'll be able to put it to use immediately without having to worry about throwing it away when we actually can build a specialized version.
Long story short, you should be taking either bulky or high power draw as a flaw and get something useful for it. Compact is excellent for vehicles and starships, and infantry will probably greatly appreciate Pressure Resistant or Low Cost.
I've incorporated the ship combat focused design from other plans. ultimately ships will be much more stewardship ap intensive to redesign, so we should prioritize those as our first tech iteration of conversion fields.- [x][SEEKER] Flaw: High Power Draw
-- [x][SEEKER] Flaw: Slow on Attack
-- [x][SEEKER] Advantage: Compact
-- [x][SEEKER] Advantage: Rugged
I'll second it as well.Ugh, I wish these arguments would have come back when it was in the draft instead of the war over BAP.
If I can get enough people seconding dgr's request, I'll remove it from the Plan