- Location
- Middle-Earth
It's not like Kairos has suddenly discovered a pressing need to raise every defense he has, upgrade them as best he can, and try to invent new ones or anything.
I think you're underestimating the amount of high priority items that we have added to Fateweaver's to-do list. The premature exposure of the Eye of Tzeentch has undoubtedly thrown his plans into disarray. Just about every plan he has that involves his personal intervention in the Materium near Aeldari areas of operations needs to be reevaluated. The later in the timeframe he appears, the more likely we'll have figured out a way to use his presence to end the Curse. Kairos will probably be busy reworking plots for quite a while.Yes.. Hence why I said 'I hope' and ' this risk may not manifest'. That means it's not a certainty. It's a risk. A risk we don't need to take.
Perhaps Kairos will let us off. Perhaps he'll decide to be merciful. Or he'll decide that what we did isn't that important. Or decide to forgive and forget.
He can do that.
Perhaps he will. He's a busy Greater Daemon after all. He's certainly not the kind of abomination who would destroy a valuable subordinate like a Lord of Change because he's just that pissed off with what we've done. He'll most likely make a rational decision about where to expend his resources.
Let's hope that. It's in his hands now.
I think you're underestimating the amount of high priority items that we have added to Fateweaver's to-do list. The premature exposure of the Eye of Tzeentch has undoubtedly thrown his plans into disarray. Just about every plan he has that involves his personal intervention in the Materium near Aeldari areas of operations needs to be reevaluated. The later in the timeframe he appears, the more likely we'll have figured out a way to use his presence to end the Curse. Kairos will probably be busy reworking plots for quite a while.
That's before factoring in the new plots Fateweaver's no doubt been forced to implement courtesy of the Aeldmoot. The Eye of Tzeentch was not designed to stand against attempts to disrupt it while it is this weak.
I mean, Kairos has two options if he wants to meddle.
Deny our scrying with all the subtlety of a wreckingball attacking a glass tower.
Find a catspaw to meddle.
Considering how it will take them time to even be able to hurt us? And Kairos is going to be fending off attempts to gank him all the while most likely. Now is the ideal time to throw a scrying attempt to find Nacreteini.
It's not like Kairos has suddenly discovered a pressing need to raise every defense he has, upgrade them as best he can, and try to invent new ones or anything.
Why is the webway easier for Kairos? It's Slaanesh that has a webway key, not Tzeentch?We're voting to Scry someone who may be particularly vulnerable to being dicked with right now, as they're in the Webway which Kairos can access more easily than locations in the Materium
I think the problem is that webway is in fluctuation as two gods strain there control against each other, leaving it more vulnerable to infiltration by daemons. besides that, many a daemon chased craftworld into the webway from the Crone worlds and may still be roaming inside it.Why is the webway easier for Kairos? It's Slaanesh that has a webway key, not Tzeentch?
There's a good chance that we'll have 2 BAP locked in on Seer Circle next turn since it's 3-5 turns in duration and the Forge use on it only gets -1d3 turns. There's also a good chance that we'll commit BAP to Stel-Uit via diplomatic action this turn, in which case we'll probably have a 2 BAP option to start on those repairs, like we do with each batch of repairs for Quilan. Between those and the need to keep Arach-Qin and Quilan's fleet repairs/refits rolling, we can probably anticipate having ~10 BAP free for allocation. Foundries aren't necessarily a bad way to allocate them, but I would expect at least one industrial growth action in all plans from now until forever just because it's crazy to not keep exponential growth rolling. That plus three foundries would leave us with very, very little room to spare.I'm thinking for next turn we start bringing some more foundries online (we'll be getting +1BAP next turn so the total is now 16)
So probably something like this to establish our baseline troopers (turn after that would probably be vehicle foundries maybe?)
[ ] Weapon Forge (Sunblaster Rifle) (2 points each)
[ ] Armor Foundry (VGW) (2 points each)
[ ] Armour Foundry (Energy Dispersion Barrier) (2 points each)
Totalling it all together (and assuming we don't get anything shiny that distracts us) we'd have 7-8 BAP to throw around, but would also give us a consistent trickle of infantry shields, VGA and plasma rifles to work with (pair them up in a squad with a few needlers and we'd get a pretty good anti GEQ/MEQ squad to work with)
I would say that 6 AP on industry would be enough, leaving 4 AP for a sunblaster forge and void guard armor foundryThere's a good chance that we'll have 2 BAP locked in on Seer Circle next turn since it's 3-5 turns in duration and the Forge use on it only gets -1d3 turns. There's also a good chance that we'll commit BAP to Stel-Uit via diplomatic action this turn, in which case we'll probably have a 2 BAP option to start on those repairs, like we do with each batch of repairs for Quilan. Between those and the need to keep Arach-Qin and Quilan's fleet repairs/refits rolling, we can probably anticipate having ~10 BAP free for allocation. Foundries aren't necessarily a bad way to allocate them, but I would expect at least one industrial growth action in all plans from now until forever just because it's crazy to not keep exponential growth rolling. That plus three foundries would leave us with very, very little room to spare.
I feel mostly the same, especially since that gives us two obvious actions to put the forge of Vaul on, except I think we should go conversion field instead of sunblaster. We can give our conversion field to even militia if we get enough foundries built, which would make up for their lack of other defensive options, but we already have a fairly good rifle in the high rate of fire and good penetration needler rifles.I would say that 6 AP on industry would be enough, leaving 4 AP for a sunblaster forge and void guard armor foundry
Why do i see a "User is banned from Thread" in Alectais Post? Who kicked the Turn Planner? What did he do?
Probably a self requested ban.Huh what happened? Alectai is a bit vitriolic at times but it's wasn't nowhere close to rule breaching I think.
One thing I will note is that I just went through and calculated how many needlers we need to replace all our las weapons, in all detachments. The total comes out to:I feel mostly the same, especially since that gives us two obvious actions to put the forge of Vaul on, except I think we should go conversion field instead of sunblaster. We can give our conversion field to even militia if we get enough foundries built, which would make up for their lack of other defensive options, but we already have a fairly good rifle in the high rate of fire and good penetration needler rifles.
I think these should be spike carbines instead, and bikes need to be refit/replaced as well. As is our militia jetbikes squads are near useless.
These are mostly vehicle crews, we don't really need to bother with them tbh. Will refit whole vehicles with crews in due time.
No, the las-pistols are carried by militia assault troops (The only vehicles where crew have weapons are attack barges and jet-bikes). The bikes shouldn't get spike carbines IMO, Mechanis said that Spike carbines fire as fast as a bolt action rifle, and when you are riding a jet-bike you want to be able to spray n' pray, not have to aim each shot.I think these should be spike carbines instead, and bikes need to be refit/replaced as well. As is our militia jetbikes squads are near useless.
These are mostly vehicle crews, we don't really need to bother with them tbh. Will refit whole vehicles with crews in due time.
Not quite. Remember they'll scale with BAP. Currently we are producing 60 per year with a foundry and 15 BAP. That's about 4 per BAP. If next turn we have 320 production that will confirm it. It matches up with the brigantine armor too. So production facilities produce 1/40 of the EP worth of the BAP invested, multiplied by our Base Current BAP.One thing I will note is that I just went through and calculated how many needlers we need to replace all our las weapons, in all detachments. The total comes out to:
1274 Needler Rifles
1304 Needler Carbines
900 Needler pistols (Note, some militia assault detachments have 4 flame pistols and a starblaster pistol instead of 5 las pistols, but I didn't account for that)
So it is going to take just over 4 turns (21.25 years) for our one needler rifle weapon forge to replace all the las-rifles, and that doesn't even address carbines (although 1 forge of vaul activation could produce 1250 needler carbines)
No, it lists them as needler carbines in wargear.I think these should be spike carbines instead, and bikes need to be refit/replaced as well. As is our militia jetbikes squads are near useless.
We are 500 pages in, referring to them this way the entire time, so it's much to late for a change.Needler weapons fire spikes of impossibly sharp wraithbone extremely rapidly, thanks to multiple barrels allowing very high rates of fire. While they lack the advanced systems of the Fatecaster weapons from which they are derived, they are thusly far easier to manufacture—and the high fire rate does compensate somewhat for the loss in accuracy.
No, spike carbines are a seperate thing.
Needlers have multiple small barrels and rapid fire, Spike weapons have 1 big barrel but bolt-action rate of fire.Derived from Fatecaster weapons, Spike weapons are cousins to the Needlers that compensate for the loss of their impossible accuracy with greater stopping power. While each shot might be less accurate, those that do hit do so with devastating force.
Type: Pistol | Ranged (Carbine) | Ranged (Rifle)
Equipment Points cost: 3 | 4 | 5
They don't exist yet, I don't know if they will eventually exist. Aspect warriors haven't been "developed" yet as far as I knowJust a quick query, I know the path as we know it exists but currently do all the phoenix lords exist ? And if so will we at some point have access to recruiting apect warriors ?
The Paths as we know them are currently still being refined, and are currently even more strict than the Canon version.Just a quick query, I know the path as we know it exists but currently do all the phoenix lords exist ? And if so will we at some point have access to recruiting apect warriors ?