[ ] Final Draft 2: Final Mix: The Dawn of a New Day
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Seer Circle (4 AP)
--[ ][FORGE] Use the Forge (-1d3 Turns)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] Two Scrying Options--Reserved for the Nacretinei Crisis (2 AP)
-[ ][SEER] Raise a Seeing Circle (2 AP)
-[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Perfect Hybridization (6 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Bombs (6 AP)
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
-[ ][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[ ] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[ ] 2nd Heavy Militia is to accompany as security forces for the expedition
---[ ] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
-[ ][WARRIOR] Have 4 Combat Brigs, 12 Battle Carracks, and 20 War Ketches accompany the 3rd and 5th Scout Fleets, the 3rd Heavy Fleet, and the 6th Line Fleet of Zahr-Tann, they are to serve as a Liberation/Rescue/Search force for Nacretinei once we've coordinated with their allies and gathered the data we can. from them
--[ ] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd and 3rd Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.

MAJOR REVISION LOG
Grav-Gun Hybridization has been moved up to Basic Hybridization due to significant outcry. This took 2 points from the Scrambler Field project, but it'll get us a superior weapon when it's ready.

Refit Profiles were adjusted to replace our shitty Trauma Plates and Void Suits with Brigantine, and Infantry Lasweapons with Needle Weapons.

Due to absolutely relentless bullying by everyone, removed the Forge and Foundry construction options to start on the Seer Circle and moved the Forge Action to that to speed it up a bit.

Added a deployment to the Kronite System to see if we can sneak a quick salvage op in while nobody's looking that way. Mostly in-house forces using pre-Fall upgunned merchantmen that haven't been refit yet, with orders that this is a salvage and investigation mission, and not a combat one. They are to withdraw if they run into anything greater than token resistance.

On reasonable suggestions and a lack of any real better idea, converted the two Scrying actions into starting the Warstaff project

With some good points brought up, moved the Escort and Strike Craft commissions out so we can do a pass on both of our current Cruiserweight designs at once, so we can build them with complimentary roles in mind.

Fifth Draft's major revision--on even further pushback--was to do a second Enhance Industry boosted by the Forge, trading off the Seer Circle to get it, this gives us 2 more BAP next turn without discarding everything else we need to work on still, as going with 3x Enhance Industry will cost us another 1-2 BAP beyond what we need and only leave us with 4 BAP that we can spend between every other project on our docket, including a lot of basic-of-the-basics level stuff. The remaining AP was put getting some damaged Assault Ketches refit to the War Ketch standard because I couldn't find any good things that only took 1 AP beyond that that wouldn't start another riot.

The Final Draft, and the one I will be submitting, finally decides to stick to my guns and build the Seer Infrastructure upgrade. Even if it just lowers the difficulty, we're still going to need to do a lot of Scrying in the future, and with the pivot of the Final Draft to prepare to bail Nacretinei out of whatever crisis it's in, we'll want to stack the deck as hard in our favor as possible. While it's unlikely we'll one turn this, it's also not impossible, and that's worth hedging for.

The other Major Change is to Seeker Options. I've done some long soul searching, and ultimately decided that "Fine, okay, we can wait on the Scrambler Fields and Haywire Guns, especially since they're both involving Unknown Unknowns", and instead started two 6 AP projects--one for Perfect Hybridization (Which does also require Unknown Unknowns, but if we're going to start salvaging wrecks of non-Space Elfs, we might find a solution to our problems there, and fair is fair, a Perfect Imploder/Amplifier Weapon would be an absolute killbeast against almost all known targets. You don't need many of them, and it probably scales up to vehicle/naval levels much better.)

Finally, with the soft-confirmation that we're not in imminent danger, I detached a large force as part of our earmarked Search Crew for Nacretinei, two Scout Fleets, 2 each Battle and Line Fleets, and a very large detachment of Vau-Vulkesh's wunderwaffen ships, including most of our currently active War Ketches, which are sturdy, stealth-ships with a very scary primary gun for their size--a synergy that's already been confirmed in the Pirate Hunter engagement.

We saved Meros with considerably less than this, so it should be enough as long as they get there in time.
Looks good
 
Due to absolutely relentless bullying by everyone, removed the Forge and Foundry construction options to start on the Seer Circle and moved the Forge Action to that to speed it up a bit.
Dude, citations please. I've seen plenty of debate and disagreement, but the repeated claims that people are bullying you are really offputting when I've seen nothing that looked like that to me.
 
Part of the issue I have with doing Kronite is the optics. We were warned about differential treatment of our own and our allies' forces, and sending predominantly or our own forces to salvage and predeominantly allied forces into the depths of the Webway seems like it could be interpreted like that.

And if we do make it proportional, then we're effectively stripping forces from where they may be needed. It's a hard one.

I think we can get away with just scouting this turn and then potentially sending troops to investigate next turn. YMMD.
I'm sending just Zahr-Tann to Kronite. we still have a line fleet we can spare and that still leaves a heavy fleet. I can always cancel the Kronite mission if something comes up later.

[] Plan Building Up To Aiding Others Soon
-[][Steward] Move Existing Councils (5 AP)
-[][Steward] Manage Diplomatic Affairs (2 AP)
-[][Bonesinger] Replacing Primary Power Distribution (2 AP)
-[][Bonesinger] Enhance Industry × 2 (6 AP)
-[][Bonesinger] Seer Circle (4 AP)
-[][Bonesinger] Continue ship repair (1 AP)
-[][Bonesinger] Continue ship refits (1 AP)
-[][Bonesinger] Develop Basic Grenades (1 AP)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[][Seer] The Eye of Tzeentch (10 AP)
-[][Seeker] Grav-Gun Hybridization
--[][Seeker] Perfect Hybridization (6 AP)
-[][Seeker] Reverse-engineer Haywire Weapons
--[][Seeker] Haywire Bombs (6 AP)
-[][Warrior] The Burden of Command (1 AP)
-[][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
-[][Warrior] Chassis Militarization (2 AP)
-[][Warrior] Organize Troops (2 AP)
-[][Warrior] Develop Refit Profiles (3 AP)
-[][Warrior] Assign Zahr-Tann 4th Line Fleet & Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys and guard workers while they scavenge high man wreckage above Kronite for examples of tech, rare materials, and relatively intact or restorable archive data, as well as patrolling the system with remaining Warships
-[][Warrior] Deploy Zahr-Tann's 7th & 11th Scout Fleets to assist in scouting the regional Webway.
-[][Warrior] Prep for deployment to coordinate with Stel'ys-Ran and it's allies in the search for and possibly rescue of the craftworld Nacretinei
--[][Warrior] Zahr-Tann's 3rd Heavy Fleet, 6th Line Fleet, 3rd, 9th, 15th Scout Fleets,
--[][Warrior] 3rd-6th Battle Hosts, 27th-30th Line Warhost, 1st Armour Assault Warhosts, 1st Siegebreaker Warhost
--[][Warrior] Send 4 Combat Brig, 12 Carrocks, 20 War Ketchs
--[][Warrior] Vaul-Hammer Warhost Grand Warcasting Circle, 3rd Heavy Militia Warhost, 4th & 5th Militia Warhost

Stewardship: Activating tier 1 & contacting Nacretinei and Stel-Uit hopefully.

Bonesinger: A little engine repair, A good start to BAP expansion for more BAP to throw around. next tier of Seer infrastructure, because this is literally our win condition category. continue repairs and refits, and develop grenades. You know, that thing everyone uses, except us currently. I feel like other development can wait.

Seer: All on eye of Tzeench, because Kaeros the fateweaver isn't allowed to have nice things, and none of the other options is particularly critical

Seeker: Ultimately I agree that we aren't short on decent weapons. We have quite the variety of acceptable weapons at this point. Grav Hybrid weapons should therefore be a stretch project to get something truly quality. Something to start balancing out our starblasters with with when things start getting tight in starcrystals for what we equiped our command detachment and elites with. That and perfect hybridization feels like it would give us something fantastic for a mid range Galleon battleship or militarized battleship hull.

Sweeper weapons on the other hand are simpler. We have an option we can, with a bit of focus, have ready for strike craft use by turn 8, so it's definitely worth focusing on them rather than splitting AP between multiple Haywire designs.

Warrior: command is a must, as is develop refit profiles, and I think we are ready to tackle our cruisers. I've switched back to my original Kronite plan, and adopted Alratan's plan for Nacretinei preparations.
--[ ] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd and 3rd Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.
I mean, Even I think we should take a mix of 10 warhosts just in case we find them dealing with a daemon incursion + Drukhari raid on their craft worlds surface.
 
I'm happy enough with a show but steady EI roll out, so I have no complaints with the bonesinger section of The Dawn of a New Day. Perfect Hybridization is what I prefer so no complaints there. No strong opinions about Seer, but glad to see we are being proactive about Nacretinei is various ways.

I'll vote for it.
 
milk run salvage mission
This is the tail end of the Age of Strife and the Kronite wreckage is probably from a Men of Iron fleet, something could still be active in there and since humanity was at the stage where they actual had a chance against the Eldar empire anything still active in there has the potential to be very dangerous.
 
[ ] Final Draft 2: Final Mix: The Dawn of a New Day
solid plan. I can see myself approval voting for this. my one worry is that the reserved scrying actions may get Kaeros the Fateweavers taking a stake in the result himself but it's not a deal breaker, just a possibility I'm pointing out.

I'm still going to vote for my
how do you feel about my plan? it's similar in several points to Alectai's but but puts a bit more emphasis on Enhance Industry rather than taking a bunch of development actions.
This is the tail end of the Age of Strife and the Kronite wreckage is probably from a Men of Iron fleet, something could still be active in there and since humanity was at the stage where they actual had a chance against the Eldar empire anything still active in there has the potential to be very dangerous.
well he's only scouting them, and if they were threat to Aeldari levels of active there wouldn't be a Fuedal society thriving below or merely a cluster of wreckage.
 
I do believe that the moratorium is up

[X] Plan Room to Breathe
-[X] [Steward] Move Existing Councils (5 AP)
-[X] [Steward] Manage Diplomatic Affairs (2 AP)
-[X] [Bonesinger] Armor Foundry (Energy-Dispersion Barrier Generator) (2 AP)
-[X] [Bonesinger] Enhance Industry (3 AP)
-[X] [Bonesinger] Seer Circle (4 AP)
-[X] [Bonesinger] Continue ship repair (1 AP)
-[X] [Bonesinger] Continue ship refits (1 AP)
-[X] [Bonesinger] Develop Basic Voidship Torpedos (2 AP)
-[X] [Bonesinger] Develop Basic Missile Launchers (2 AP)
-[X] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[X] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[X] [Seer] Scry the Past (1 AP)
--[X] "What happened that prevented Nacretinei from attending the moot?"
-[X] [Seer] Raise a Seeing Circle (2 AP)
-[X] [Seer] Raise a Bladedance Troupe (1 AP)
-[X] [Seer] The Eye of Tzeentch (6 AP)
-[X] [Seeker] Grav-Gun Hybridization
--[X] Crude Hybridization (1 AP)
--[X] Simple Hybridization (3 AP)
--[X] Perfect Hybridization (6 AP)
-[X] [Seeker] Reverse-engineer Haywire Weapons
--[X] Haywire Guns (2 AP)
-[X] [Warrior] Commission Strike Craft (1 AP)
-[X] [Warrior] The Burden of Command (1 AP)
-[X] [Warrior] Design Escorts (1 AP)
-[X] [Warrior] Chassis Militization (6 AP)
-[X] [Warrior] Develop Refit Profiles (2 AP)
-[X] [Warrior] Dispatch an Allied Force
--[X] Assign Zahr-Tann 4th Line Fleet, 5th​ Scout Fleet, Zahr-Tann 2nd & 3rd Line Warhosts, 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops and 2nd​ and 3rd​ Heavy Milita warhosts to escort civilian convoys to scavenge high man wreckage above Kronite for examples of tech, rare materials, and relatively intact or restorable archive data, as well as patrolling the system with remaining Warships
--[X] Assign Zahr-Tann 3rd Scout fleet to escort civilian convoys to deactivate and retrieve malfunctioning terraforming equipment from Ectosa, as well as retrieve any noteworthy tech, rare materials, or relatively intact data archives
--[X] Zahr-Tann 3rd Heavy Fleet, 6th Line Fleet, 3rd, 9th, and 15th Scout fleets, 2 Combat Brigs, 6 Battle Carracks, 15 War Ketches, and 5 Nettle Class Destroyers as well as the 3rd, 6th, 9th battle warhosts and 3rd, 6th, 9th, 12th, 15th, 18th, 21th Line Zahr-Tann warhosts and the 2nd Heavy Militia and 1st​ and 4th​ Milita warhosts for coordination with Stel'ys-Ran and it's Allies in the search for Nacretinei.
 
24 hours chums, here's the Finalized Plan.

[X] Plan: The Dawn of a New Day
-[X][STEWARD] Move Existing Councils (5 AP)
-[X][STEWARD] Manage Diplomatic Affairs (2 AP)
-[X][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[X][BONESINGER] Enhance Industry (3 AP)
--[X][FORGE] Use the Forge (One Turn Completion)
-[X][BONESINGER] Seer Circle (4 AP)
--[X][FORGE] Use the Forge (-1d3 Turns)
-[X][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[X][BONESINGER] Continue ship refits (1 AP)
-[X][BONESINGER] Develop Basic Grenades (1 AP)
-[X][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[X][BONESINGER] Develop Melta Weapons (1 AP)
-[X][SEER] Two Scrying Options--Reserved for the Nacretinei Crisis (2 AP)
-[X][SEER] Raise a Seeing Circle (2 AP)
-[X][SEER] The Eye of Tzeentch (6 AP)
-[X][SEEKER] Grav-Gun Hybridization
--[X] Perfect Hybridization (6 AP)
-[X][SEEKER] Reverse-engineer Haywire Weapons
--[X] Haywire Bombs (6 AP)
-[X][WARRIOR] Organize Troops (2 AP)
-[X][WARRIOR] The Burden of Command (1 AP)
-[X][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[X][WARRIOR] Chassis Militarization (2 AP)
-[X][WARRIOR] Develop Refit Profiles (3 AP)
--[X] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
-[X][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[X] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[X] 2nd Heavy Militia is to accompany as security forces for the expedition
---[X] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[X][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
-[X][WARRIOR] Have 4 Combat Brigs, 12 Battle Carracks, and 20 War Ketches accompany the 3rd and 5th Scout Fleets, the 3rd Heavy Fleet, and the 6th Line Fleet of Zahr-Tann, they are to serve as a Liberation/Rescue/Search force for Nacretinei once we've coordinated with their allies and gathered the data we can.
--[X] They are additionally to be accompanied by the Vaul-Hammer Warhost and the Grand Warcasting Circle of Vau-Vulkesh, as well as the 2nd, 3rd, and 4th Battle and Line Hosts of Zahr-Tann, ideally we don't need the military strength, but it's better to have it and not need it. If further Reinforcements are required, they can be transported through the Webway Gates on our Brigs.
 
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[x] Plan The Power of Industry
-[x][STEWARD] Move Existing Councils (5 AP)
-[x][STEWARD] Manage Diplomatic Affairs (2 AP)
-[x][BONESINGER] Enhance Industry (1st)(3 points initial, 1 point continuous | 2-3 turns, each)
-[x][BONESINGER] Enhance Industry (2nd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[x][BONESINGER] Enhance Industry (3rd)(3 points initial, 1 point continuous | 2-3 turns, each)
-[x][BONESINGER] Develop Basic Missile Launchers (2 points)
-[x][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 points)
-[x][BONESINGER] Continue ship repair (1 point) [Strongly recommended]
-[x][BONESINGER] Continue ship refits (1 point)
-[x][FORGE] Aid Enhance Industry (Twice)
-[x][SEER] The Eye of Tzeentch x3 (2 AP each, 6 total)
-[x][SEER] Raise a Bladedance Troupe (1 point per turn, 4 turns)
-[x][SEER] Develop Witchblades (3 AP & any 6 Psyker units required for initial, ?? turns)
-[x][SEEKER] Perfect Hybridization (6 AP, ?? turns)
-[x][SEEKER] Haywire Bombs (4 AP/turn, 3-5 turns)
-[x][SEEKER] Scrambler Fields (2 AP/turn, ?? turns)
-[x][WARRIOR] The Burden of Command (1 AP initial, Variable AP/Time thereafter)
-[x][WARRIOR] Develop Refit Profiles x3 (1 AP each, 2 total)
-[x][WARRIOR] Commission Strike Craft (1 AP)
-[x][WARRIOR] Chassis Militization (2 AP per turn, 1-12 turns)
-[x][WARRIOR] Hull Militization (5 AP per turn; 4-8 turns for Escorts, 6-20 turns for Capitals)
-[x][WARRIOR] Dispatch a force containing Zahr-Tann's 3rd Scout Fleet to survey the wreckage in Kronite's orbit.
-[x][WARRIOR] Dispatch a force containing Zahr-Tann's 5th Scout Fleet to survey Ectosa and determine the circumstances of the terraforming technology there.
-[x][WARRIOR] Prepare to deploy forces to look for and potentially rescue Nacretinei after coordinating with their allies:
-- [x] 3rd Heavy Fleet, 4th Line Fleet, 7th, 9th, 13th Scout Fleet, 1st Transport Fleet
-- [x] 1st-10th Battle Hosts, 15th-30th Line Host, 1st-4th Armour Assault Hosts, 1st Siegebreaker Host
-- [x] Send 1 Combat Brig, 26 War Ketchs, and 5 Nettle Class Destroyers
-- [x] Grand Warcasting Circle, 3rd Heavy Militia, 1st, 4th, 5th Militia
 
@Mechanis, I know it's a little bit late to bring up at this point, but I believe the latest update had some of the spoiler boxes in Warrior incorrectly include the closing part of the post (the moratorium note and italicized author commentary, perhaps the Allied Forces section wasn't meant to include the raise/disband warhost options as well). That might be worth fixing.
 
[X] Plan Building Up To Aiding Others Soon
-[X][Steward] Move Existing Councils (5 AP)
-[X][Steward] Manage Diplomatic Affairs (2 AP)
-[X][Bonesinger] Replacing Primary Power Distribution (2 AP)
-[X][Bonesinger] Enhance Industry × 2 (6 AP)
-[X][Bonesinger] Seer Circle (4 AP)
-[X][Bonesinger] Continue ship repair (1 AP)
-[X][Bonesinger] Continue ship refits (1 AP)
-[X][Bonesinger] Develop Basic Grenades (1 AP)
-[X][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Enhance Industry)
-[X][Bonesinger] Forge of Vaul: Aid a Construction/Repair project (Seer Circle)
-[X][Seer] The Eye of Tzeentch (10 AP)
-[X][Seeker] Grav-Gun Hybridization
--[X][Seeker] Perfect Hybridization (6 AP)
-[X][Seeker] Reverse-engineer Haywire Weapons
--[X][Seeker] Haywire Bombs (6 AP)
-[X][Warrior] The Burden of Command (1 AP)
-[X][Warrior] Design a Light Capital (Cruiser or Light Cruiser) × 2 (4 AP)
-[X][Warrior] Chassis Militarization (2 AP)
-[X][Warrior] Organize Troops (2 AP)
-[X][Warrior] Develop Refit Profiles (3 AP)
-[X][Warrior] Assign Zahr-Tann 4th Line Fleet & Zahr-Tann 2nd & 3rd Line Warhosts to escort civilian convoys and guard workers while they scavenge high man wreckage above Kronite for examples of tech, rare materials, and relatively intact or restorable archive data, as well as patrolling the system with remaining Warships
-[X][Warrior] Deploy Zahr-Tann's 7th & 11th Scout Fleets to assist in scouting the regional Webway.
-[X][Warrior] Prep for deployment to coordinate with Stel'ys-Ran and it's allies in the search for and possibly rescue of the craftworld Nacretinei
--[X][Warrior] Zahr-Tann's 3rd Heavy Fleet, 6th Line Fleet, 3rd, 9th, 15th Scout Fleets,
--[X][Warrior] 3rd-7th Battle Hosts, 26th-30th Line Warhost, 1st Armour Assault Warhosts, 1st Siegebreaker Warhost
--[X][Warrior] Send 4 Combat Brig, 12 Carrocks, 20 War Ketchs
--[X][Warrior] Grand Warcasting Circle, 3rd Heavy Militia Warhost, 4th & 5th Militia Warhost

Stewardship: Activating tier 1 & contacting Nacretinei and Stel-Uit hopefully.

Bonesinger: A little engine repair, A good start to BAP expansion for more BAP to throw around. next tier of Seer infrastructure, because this is literally our win condition category. continue repairs and refits, and develop grenades. You know, that thing everyone uses, except us currently. I feel like other development can wait.

Seer: All on eye of Tzeench, because Kaeros the fateweaver isn't allowed to have nice things, and none of the other options is particularly critical

Seeker: Ultimately I agree that we aren't short on decent weapons. We have quite the variety of acceptable weapons at this point. Grav Hybrid weapons should therefore be a stretch project to get something truly quality. Something to start balancing out our starblasters with with when things start getting tight in starcrystals for what we equiped our command detachment and elites with. That and perfect hybridization feels like it would give us something fantastic for a mid range Galleon battleship or militarized battleship hull.

Sweeper weapons on the other hand are simpler. We have an option we can, with a bit of focus, have ready for strike craft use by turn 8, so it's definitely worth focusing on them rather than splitting AP between multiple Haywire designs.

Warrior: command is a must, as is develop refit profiles, and I think we are ready to tackle our cruisers. I've switched back to my original Kronite plan, and adopted Alratan's plan for Nacretinei preparations.

I think it's very important to take two Enhance Industry actions. if we can gain 8 AP by turn 10 that will be a massive advantage to balancing refits with aiding other craft worlds and building more forge/foundry.
 
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Checking on the warhosts that people are sending out with our fleet, I notice that the Vaul-Hammer is frequently included, but has not received any equipment refits. Are you all sure that's the warhost we should be sending when they're still wearing our start of game armor? The warhosts that we have mostly in decent armor are Grand Warcasting Circle, 2nd, 3rd, and 4th Heavy Militia, with more partial refits on the 1st, 4th, and 5th Militia. I'd be very wary of sending out warhosts which don't fall on that list since heavy casualties are significantly more likely.

The refit rules that we're setting will probably help but it's not precisely directed so I'm not sure what order our warhosts will be getting the spare armor we have in, and I don't think we have enough for everyone.
 
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Hmm, yeah if Alectai hadn't changed to Perfect Hybridization this would have gotten my vote. My preference for that over Simple Hybridization is stronger than my preference for clearing out the bonesinger dross over extra EI.
my plan is voting for perfect Hybridization?
-[X][Seeker] Grav-Gun Hybridization
--[X][Seeker] Perfect Hybridization (6 AP)
Seer: All on eye of Tzeench, because Kaeros the fateweaver isn't allowed to have nice things
it also focused on denying Kaeros the fateweaver the right to have nice things, and doesn't risk it becoming aware of our interest in Nacretinei.
 
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