I'd actually lean more towards Range. We've got a very shooty, very tanky army that's relatively mobile, and that means we want to be able to avoid getting pinned down in melee as it's the easiest way to stop us from shooting. Ideally most of our squads with heavy weapons should have the range to hide behind the Forgefires and to a lesser extent the Blazingswords.

That being said, I'm still a real big proponent of the -Safety option because the sooner we can field plasma weapons, the sooner we will actually have roles and uses for them. If we're forced to do major rollouts in the next ~3-4 turns (which we will be), most of the framework is going to be in place by the time plasma weapons even become an option. At least until longer turns hit and we standardize our army a bit more.
I figured -Safety was assumed yeah.

What do you think of developing the Melta and Torpedoes this turn as well so we can use them on the Frigates?
 
And would that also be true for other gods we build Shrines for or is that limited to stuff we can't replicate (the Forges) or stuff calling on technically not dead gods like Isha, Khaine and Cego?
Cegoratch still has a little spare power for blessings now and then, after commitments to "general survival of the Aeldari" and his own followers (the Harliquins) yes. Asking the Laughing God for blessings isn't always the wisest thing in the world, though, lest one find oneself as the punchline.
Khane, of course, is in no shape to be answering any prayers or handing out any blessings, and Isha is too busy Not Dieing In This Cesspit to spare any strength even if she could break the wardings around her, which she can't (see "not enough energy" issue).
This is why those blessings started to fade before the Fall, which was one of the big red flags for the Craftworlds; as faith waned, so to did the strength of the Pantheon---and with it, their blessings.

I don't think we know, IC that Isha hasn't been eaten.

More importantly, can the Forge of Vaul, make another Forge of Vaul :V?
No, replicating it exactly is beyond the ability of the modern Aeldari. That said, when you have time for more involved projects, you will be able to study the thing and potentially develop a lesser but still potent device that you can build more of.
 
Isha is too busy Not Dieing In This Cesspit to spare any strength even if she could break the wardings around her, which she can't (see "not enough energy" issue).
Doesn't she also help against plagues even as she is trying not to die? I seem to recall lore she gives dreams that help make answers that aren't death to plagues.
 
Added in Karugus' reccomendations.
[] Plan: Rounding Out The Rest
-[] [Steward] Design Additional Vehicle(s) (1 AP)
-[] [Steward] Design a Frigate (4 AP)
-[] [Steward] Form and Function to Feed a World (3 AP)
-[] [Steward] Delve the Vaults (2 AP)
-[] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[] [Bonesinger] Armor Foundry (Ithilmar Assault Suit) (2 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[] [Bonesinger] Also offer Grav-shields (+1 AP)
-[] [Bonesinger] Develop Melta Weapons (1 AP)
-[] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
-[] [Seer] Scry the Future (1 AP)
--[] [Seer] "When will one of our allied craftworlds be attacked?"
-[] [Seer] Scry the Present (1 AP)
--[] [Seer] "Where are the most useful artifacts in our vaults?"
-[] [Seer] The Flaw, The Curse, The Claim (5 AP)
-[] [Seeker] Reverse-engineer Grav-weapons (6 AP)
--[] [Seeker] Gravetic Sheer Weapons
--[] [Seeker] Torsion Weapons
-[] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
--[] [Seeker] Power (+1 AP, +.5 turns)
--[] [Seeker] Fire Rate (+2 AP, +1 turn)
--[] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
--[] [Seeker] Safety (-2 AP, -2 turns)
-[] [Seeker] Reverse-engineer Conversion Fields (2 AP/turn, 3 turns)
--[] [Seeker] Regeneration
-[] [Warrior] Muster a Fleet (1 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
-[] [Warrior] Raise a Detachment (4 AP)
--[] [Warrior] Battlecasting Support Detachment
--[] [Warrior] Hearthguard Light Support Detachment
--[] [Warrior] Militia Line Detachment x2
--[] [Warrior] Hearthguard Skirmish Detachment
--[] [Warrior] Hearthguard Line Detachment
 
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Alright, I think this will be my final preliminary plan.
This looks pretty close to good. A few changes I'd like to see, though:

-[] [Steward] Design a Frigate (4 AP)
-[] [Steward] Design a Detachment (1 AP)
-[] [Steward] Form and Function to Feed a World (3 AP)
-[] [Steward] Delve the Vaults (2 AP)
With the ability to refit our troops without being forced to design a new Detachment, the value of doing so before we have a robust variety of troops has plummeted. Designing an additional vehicle (as right now literally all we have is our unshielded starter stuff, a shielded infantry transport, and a jetbike) would be much better for purposes of improving our forces.

-[] [Bonesinger] Assess the damage to Vau-Vulkesh's engines (4 AP)
-[] [Bonesinger] Armor Foundry (Ithilmar Assault Suit) (2 AP)
-[] [Bonesinger] Continue ship repair (1 AP)
-[] [Bonesinger] Begin refitting the Dragonships of Quilan (1 AP)
--[] [Bonesinger] Also offer Grav-shields (+1 AP)
-[] [Bonesinger] Develop Basic Grenades (1 AP)
-[] [Bonesinger] Forge of Vaul: Produce Wargear (5000 EP max) x2
Basic grenades are nice... but melta weapons cost the same and are a lot more time-critical. Grenades are something that we're going to want to attach to infantry forces and this turn's Steward does no infantry design, but as we saw with Arach-Qin's fleet melta technology can go on naval vessels, and we're designing a frigate here. This means that melta deployment has an immediate and potentially very important payoff; without it we won't have meltas as options for our new frigate.

-[] [Seer] Scry the Future (1 AP)
--[] [Seer] "When will one of our allied craftworlds be attacked?"
-[] [Seer] Scry the Present (1 AP)
--[] [Seer] "Where are the most useful artifacts in our vaults?"
-[] [Seer] The Flaw, The Curse, The Claim (5 AP)
This seems reasonable, given the vault AP spent above. I'd probably have gone for scrying useful artifacts out in the world at large with plans to dispatch a fleet/warhost to try and pick them up, but there's definitely an argument to be made for investigating our own loot piles first, and only going questing for shiny things after we've properly equipped forces for the job.

-[] [Seeker] Reverse-engineer Meson Blasters (1/5 AP)
-[] [Seeker] Reverse-engineer Grav-weapons (6 AP)
--[] [Seeker] Gravetic Sheer Weapons
--[] [Seeker] Torsion Weapons
-[] [Seeker] Reverse-engineer Plasma Blasters (4 AP)
--[] [Seeker] Power (+1 AP, +.5 turns)
--[] [Seeker] Fire Rate (+2 AP, +1 turn)
--[] [Seeker] Lower Cost (+3 AP, +0.5 tuns)
--[] [Seeker] Safety (-2 AP, -2 turns)
-[] [Seeker] Reverse-engineer Haywire Weapons (1 AP)
Missing out on conversion fields really hurts, here. Do we really need two different kinds of grav-weapons and plasma weapons and unlocking more weapon options more than rounding out our defensive options? Conversion fields are good stuff.

-[] [Warrior] Muster a Fleet (1 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
-[] [Warrior] Raise a Detachment (4 AP)
--[] [Warrior] Militia Line Detachment x2
--[] [Warrior] Hearthguard Light Support Detachment
--[] [Warrior] Hearthguard Line Detachment
I've finally added the fleet makeup for this one.
Raising existing Detachment types implies manufacturing equipment for them- the old, obsolete kind of equipment that we're desperately trying to phase out. We don't want to spend our valuable EP building trauma plates and lasguns, so we should not be raising units that require those. Unless I've drastically misunderstood the mechanics (again), anyway.


Edit: I see that a new version was posted since I started writing this feedback. Hopefully everything I said isn't redundant or off base now.
 
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I'm against raising more detachments unless someone can explain why. In particular, we have 11 militia line detachment not put in a warhost, why are we adding two more?
 
Cegoratch still has a little spare power for blessings now and then, after commitments to "general survival of the Aeldari" and his own followers (the Harliquins) yes. Asking the Laughing God for blessings isn't always the wisest thing in the world, though, lest one find oneself as the punchline.
Khane, of course, is in no shape to be answering any prayers or handing out any blessings, and Isha is too busy Not Dieing In This Cesspit to spare any strength even if she could break the wardings around her, which she can't (see "not enough energy" issue).
This is why those blessings started to fade before the Fall, which was one of the big red flags for the Craftworlds; as faith waned, so to did the strength of the Pantheon---and with it, their blessings.
You make me want to make shrines to them (aside from Khaine) just to feed them and ask nothing in return, because those 2 are doing their best to help us already.
 
This looks pretty close to good. A few changes I'd like to see, though:
Much of that has already been tweaked in my V5 just above your post.
melta technology can go on naval vessels, and we're designing a frigate here.
Alright I'll add that.
Missing out on conversion fields really hurts, here.
Regarding conversion fields, it was either a pick between them and leaving the previous 3 AP invested into Haywire weapons lie fallow or have Haywire plus 1 AP left over put into Meson.
Raising existing Detachment types implies manufacturing equipment for them- the old, obsolete kind of equipment that we're desperately trying to phase out.
We can't do much else with our Warrior AP anyway. There aren't any free detachments for another Warhost, and disbanding any Warhosts or detachments at this time wouldn't be wise in my opinion.
 
This,
-[] [Seeker] Reverse-engineer Meson Blasters (1/5 AP)
-[] [Seeker] Reverse-engineer Haywire Weapons (1 AP)
Doesn't do anything, just so you are aware. If something allows partial expences it will be formatted like the engine repair action, and if it requires some points up front and a known amount after it will have the same kind of formatting as the infrastructure options. If you want Meson or Haywire weapons you're going to need to pony up the full 5 or 4 AP, or wait until you have some kind of cost reduction making that less.
 
Regarding conversion fields, it was either a pick between them and leaving the previous 3 AP invested into Haywire weapons lie fallow or have Haywire plus 1 AP left over put into Meson.
You could have only one type of grav weapon. We have a ton of different guns already and can pick up the others later if we need them, but conversion field research will take a long time- it's important to start it early.

We can't do much else with our Warrior AP anyway. There aren't any free detachments for another Warhost, and disbanding any Warhosts or detachments at this time wouldn't be wise in my opinion.
My point was that this doesn't just take Warrior AP; raising detachments has this in its description:
Requires sufficient Wargear and Command Points be available. You may produce the needed Wargear concurrently if you can provide all of it within a single turn; otherwise you must first stockpile sufficient Wargear before you may do so.
We do not have sufficient Wargear to raise any of those detachments, which means that we must be producing it concurrently for the action to be valid. In order to produce it concurrently requires Bonesinger AP and/or Forge of Vaul work, which we absolutely do not want to be devoted to that rather than modernization.
 
This,

Doesn't do anything, just so you are aware. If something allows partial expences it will be formatted like the engine repair action, and if it requires some points up front and a known amount after it will have the same kind of formatting as the infrastructure options. If you want Meson or Haywire weapons you're going to need to pony up the full 5 or 4 AP, or wait until you have some kind of cost reduction making that less.
Wait, does that mean the 3AP we put into Haywire weaponry last turn was wasted?
 
You could have only one type of grav weapon. We have a ton of different guns already and can pick up the others later if we need them, but conversion field research will take a long time- it's important to start it early.
Already changed as of Mechanis' post above.
My point was that this doesn't just take Warrior AP
Alright, how about this instead for Warrior?
-[] [Warrior] Muster a Fleet (5 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
 
Much of that has already been tweaked in my V5 just above your post.

Alright I'll add that.

Regarding conversion fields, it was either a pick between them and leaving the previous 3 AP invested into Haywire weapons lie fallow or have Haywire plus 1 AP left over put into Meson.

We can't do much else with our Warrior AP anyway. There aren't any free detachments for another Warhost, and disbanding any Warhosts or detachments at this time wouldn't be wise in my opinion.
You have loads of free Detachments. specifically, you have:
  • 4 Battlecasting Support Detachments
  • 1 Hearthguard Light Support Detachment
  • 2 Milita Light Support Detachments
  • 11 Milita Line Detachments
  • 10 Milita Assault Detachments
  • 2 Hearthguard Skirmish Detachments
Which are stood up but not organized into Warhosts for deployment.

Wait, does that mean the 3AP we put into Haywire weaponry last turn was wasted?
Yes, and-
Already changed as of Mechanis' post above.

Alright, how about this instead for Warrior?
-[] [Warrior] Muster a Fleet (5 AP)
--[] [Warrior] 3 Combat Brig, 12 Battle Carrack, 15 Assault Ketch, 10 Battle Caravel, 14 Lance Cutter
--[] [Warrior] Send forth a Warhost (Hearthguard Iron Fist, 1st Heavy Militia, 2nd Heavy Militia)
This doesn't cost AP, like most deployment actions it merely requires you to actually have ships and Warhosts to dispatch.
 
We can't do much else with our Warrior AP anyway. There aren't any free detachments for another Warhost, and disbanding any Warhosts or detachments at this time wouldn't be wise in my opinion.

We do have free detachments.
11 Militia Line Detachments, 10 Militia Assault Detachments, 2 Hearthguard Skirmish Detachments for our free Standard Detachments.
For the Light Detachments we have 2 Militia Light Support Detachments, 1 Hearthguard Light Support Detachment, and 4 Battlecasting Support Detachments

Edit: Ah, beaten by the GM.

Still, there is some value in organizing these loose detachments into Warhosts. I can see us being perilously short on deployable forces soon enough. I know we really don't want to send these guys out before the equipment rollout, but we may not have a choice.
 
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You have loads of free Detachments. specifically, you have:
Yeah, this is starting to get a little too complex for me. The army-building being triple-layered is a bit too much to wrap my head around, and the visual aids are a little too opaque for any help. It doesn't help that the info posts are a formatting labyrinth because I cannot find where you pulled that detachment figure from.
 
Yeah, this is starting to get a little too complex for me. The army-building being triple-layered is a bit too much to wrap my head around, and the visual aids are a little too opaque for any help. It doesn't help that the info posts are a formatting labyrinth because I cannot find where you pulled that detachment figure from.
... Every single Detachment description lists how many of them you have free. In bold. In a separate line from the "what's in this" description. With the Command Points they all take, even, in spite of the fact that you are using so little of your capacity there that I'm not even really bothering to track that especially closely.
 
Isha is too busy Not Dieing In This Cesspit to spare any strength even if she could break the wardings around her, which she can't (see "not enough energy" issue).

Like, is there a way we can help with that? I'm presuming we know that Isha is not, in fact, dead, would building temples help ease the burden on her? In the immediate, middle, or long terms?

Secondly, in the scope of the quest, could we ever mount a rescue mission for Isha? If so, any pointers beyond "very good environmental sealing"?

Actually, do we know that Nurgle has her? And if we don't, how could we find out?
 
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Alright, now I see them. It'd probably be easier to find them if the numbers were in the accordion titles.
That would be extremely confusing for voting, because the slides are named for the type of Detachment, just like the squads, weapons, and... Basically everything is. Consistent formatting is critical to preventing confusion issues. (Also Docs is fond of replacing the " character with a different quotation mark character, which breaks the formatting, and it would be significantly more work to update those numbers if I had to check over every single slide for that error every time.)

I'm also confused about the visual aids comment? They should be pretty clear with the descriptions on how they work, the Detachment one especially is practically just "the exact same visual language as official 40k stuff, but Eldar themed instead of Imperium themed" and the Warhost one is literally just a radial flowchart. But, you know, fancy.
 
-[] [Seer] Scry the Future (1 AP)
--[] [Seer] "When will one of our allied craftworlds be attacked?"
-[] [Seer] Scry the Present (1 AP)
--[] [Seer] "Where are the most useful artifacts in our vaults?"

While I still think we should scry for the Blackstone fortresses putting that aside we ought to be more specific with the artifacts scrying action.

"Most useful" is vague enough that it could apply to categories that we don't really need to focus on right now, I think we should narrow our focus like "What are the most useful artifacts for farming/construction/navigation/warfare/etc." as an example.
 
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The problem is that I haven't read the army books so I don't know what you're talking about. I've only read the Ciphas Cain anthology and that one Ian Watson book. Everything else has come from Lexicanum. I prefer to avoid the tabletop side of the fandom.
I mean, the reason why I decided to copy that is because it is highly readable and intuitive - there are several other properties that use similar visual language for that very reason. Heck, the reason why they ended up as hexagons was because I sketched out a more standard flat VVVVV type arrangement but it took up a lot of space and was hard to read because of how some of the connection lines had to either cross or loop all the way around the entire graphic.
 
Alright, we're getting fairly close to Go Time, the impression I got is "We can't refit yet, but we can raise new units from whole cloth out of equipment we produce this turn, and we should definitely be considering producing enough wargear that we can do some hard refitting next turn", right?

@Mechanis, quick question, do we have a list of our Rationalized units on the Front Page yet? I'm looking at it, but all the lists still just give our old turn 1 shitty gear groups and none of the new stuff.
 
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While I still think we should scry for the blackstone fortresses putting that aside I think we should be more specific with the artifacts scrying action.

"Most useful" is vague enough that it could apply to categories that we don't really need to focus on right now, I think we should narrow our focus like 'what are the most useful artifacts for farming/construction/navigation/warfare/etc." as an example.

Remember that the more specific we make the scrying actions the more likely they are to fail.
 
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