Artifice and nature, working together. Let's hope it grows into something wonderful.
Artifice and nature, working together. Let's hope it grows into something wonderful.
Y̶̙̌̍̅̄͝ȍ̶͙͚̍̀̈́u̷̠̔̏̎̈́̕ ̵̧̱̭̰̈̊̄̂̎͜͝A̸̻̟̾̌̅r̴̮̻͍̖̤͎̋͑̉̓͠ě̷̯̝͋͒͘ ̶̜̘̻͋̽̓̆̈́D̴̨̛̠̥̯͚͔̂͊͝͝ĕ̵̯̻̗͔n̶̥͓̲͗̉͑i̷̢͓͍̯̩̥͂͛̍̓͝e̵̡̥̒̓̀̉ͅd̸̺̜̪̐̌̊̒̈́
a Seerstone—a self-aware repository of warp-lore and potent scrying tool in one. Ensconced in an appropriate facility, this relic construct will provide aid in any Warpcraft research, as well as helping to train Psyker powers for use.
Our starting point is easy.Not sure where to start with the equipment budget, Its 10,000 EP right?
Not even sure where to start.
Our starting point is easy.
*First* we should produce enough guns and armor to refit all of our existing militia and infantry on the craftworld. This needs to happen at minimum.
After thats done we should probably consider producing vehicles, arms, and armor for future refits of infantry, and I am not sure if we need to use EP for ship production? But once our infantry is sorted we should either consider that or we should consider dumping the rest into more infantry kit to give to our soldiers as they rotate back to the craftworld.
The exotics from the superheavy will need to come from the farms or @Mechanis The recycling of guns? Will we need to expend AP recovering exotic components from weapons we take off of our ships? But yeah, we should probably pop out at least one superheavy, we should also consider popping out fast attack and troop transport options.Not sure if this is were we do it, But we might want to create a small armour fleet, At least just a superheavy to have the anti-titan ready if need be. 1 Staranvil and a group of 4 or 6 Forgehammers?
I'd actually argue and say that we should (if possible) grab a 2nd superheavy as a backup or to support the 1st one, but I'd be fine with building just one for nowThe exotics from the superheavy will need to come from the farms or @Mechanis The recycling of guns? Will we need to expend AP recovering exotic components from weapons we take off of our ships? But yeah, we should probably pop out at least one superheavy, we should also consider popping out fast attack and troop transport options.
From the turn 2 post it looks like we have a bank of 6348 starcrystals, and 1571 Fatebender scopes. Not certain what the final price tag of the Staranvil was, but we probably have enough for at least 1 or 2. EP cost should be around 800.The exotics from the superheavy will need to come from the farms or @Mechanis The recycling of guns? Will we need to expend AP recovering exotic components from weapons we take off of our ships? But yeah, we should probably pop out at least one superheavy, we should also consider popping out fast attack and troop transport options.
From the turn 2 post it looks like we have a bank of 6348 starcrystals, and 1571 Fatebender scopes. Not certain what the final price tag of the Staranvil was, but we probably have enough for at least 1 or 2. EP cost should be around 800.
Highest priority for a foundry is the Mirages, I'd say. We are going to need an absolutely huge number of those, there's no practical ability to do a partial rollout. With the infantry we can at least throw them into brigantine or void armor before going full ithilmar, but we have no intermediate cheaper transport; it's a Mirage or nothing. And considering the gains in protection and mobility, every infantry unit we have desperately wants one, regardless of the state of their weapons and armor.Also, next turn, we should REALLY consider building some foundries for our baseline equipment (void-guard, starblaster rifle and some vehicles maybe?) So we at least have the baselines covered and can focus our EP on more advanced loot.
Highest priority for a foundry is the Mirages, I'd say. We are going to need an absolutely huge number of those, there's no practical ability to do a partial rollout. With the infantry we can at least throw them into brigantine or void armor before going full ithilmar, but we have no intermediate cheaper transport; it's a Mirage or nothing. And considering the gains in protection and mobility, every infantry unit we have desperately wants one, regardless of the state of their weapons and armor.
Yeah I'm thinking (from first to last priority) VGA foundry (we NEED more suits and the ability to constantly produce them is gonna be SUPER IMPORTANT), a Mirage forge and then a weapon foundry to act as our baseline weapon (starblaster rifle maybe?)Highest priority for a foundry is the Mirages, I'd say. We are going to need an absolutely huge number of those, there's no practical ability to do a partial rollout. With the infantry we can at least throw them into brigantine or void armor before going full ithilmar, but we have no intermediate cheaper transport; it's a Mirage or nothing. And considering the gains in protection and mobility, every infantry unit we have desperately wants one, regardless of the state of their weapons and armor.
[ ] Weapon Forge (Write-in type) (2 points each)
[ ] Armor Foundry (Write-in type) (2 points each)
[ ] Vehicle Foundry (Write-in type, may not be Superheavy) (3 points each)
And then use the rest of the EP with 360 more Brigantine as we will need all of it.Turning that into an equipment list to cover most of our Militia squads:
2028 +1368 + 774=4170 Brigantine
470 Flamers
-> Total EP 9280 (there was a type in the total EP amount for the Militia Assault unit) spend
This may be me not reading/missing an info post, but do we know if exotic equipment made by a foundry/Forge uses our per turn exotic income? Like if we build a foundry and it builds 300 star pistols would that take 300 starcrystals from our stockpile/income?Yeah I'm thinking (from first to last priority) VGA foundry (we NEED more suits and the ability to constantly produce them is gonna be SUPER IMPORTANT), a Mirage forge and then a weapon foundry to act as our baseline weapon (starblaster rifle maybe?)
This may be me not reading/missing an info post, but do we know if exotic equipment made by a foundry/Forge uses our per turn exotic income? Like if we build a foundry and it builds 300 star pistols would that take 300 starcrystals from our stockpile/income?
This may be me not reading/missing an info post, but do we know if exotic equipment made by a foundry/Forge uses our per turn exotic income? Like if we build a foundry and it builds 300 star pistols would that take 300 starcrystals from our stockpile/income?
Uuuuh I'm not sure, I don't think we got a WOG about that but if I had to guess, it probably just takes a small sum of crystals from our income per turn.
I would argue the highest priority for a foundry should be void guard armour. It's not absurdly cheap like brigadier are, and we are going to be using it as our mainline armour for a long time coming.
Total: 13,074 EP or 19,619 EP (Ithilmar for HQ squads and Psykers, not yet feasible)252 EP to give every single infantryman in a Militia Line/Assault Detachment VG (456 EP if we give the HG Ithilmar)- 354 for Veteran HQs to get Ithilmar
360 EP to give every infantry in a Militia Heavy VG (564 EP if the HG get Ithilmar again)- 462 for Veterans only
270 EP for the Battlecasting detachment (845 EP if the HG+Psykers get Ithilmar- 389 EP if only the Psykers get Ithilmar)- 491 EP for Veterans and Psykers only
192 EP for Militia Light Support (396 EP for HG to get Ithilmar)- 294 EP for Veterans only
156 EP for HG Skirmish (462 EP for HG)- 258 EP for Veterans only
180 EP for HG Line (690 EP for HG)- 282 EP for Veterans only
144 EP for HG LSupport (552 for HG)- 246 EP for Veterans Only
x3 Heavy Militia Warhosts
-1 HG Line, 1 Militia Line, 1 Militia Assault, 1 Militia Heavy, 3 Militia LSupport, 1 Battlecasting
x3(1,890 EP) or x3(2,825)
x3 Militia Warhosts
- 1 Militia Heavy, 1 M.Assault, 2 M.Line, 3 M. LSupport, 1 HG LSupport
x3(1,836 EP) or x3(2,652)
x1 Battlecast Host
-2 HG Skirmish, 2 M.Line, 4 Battlecasting
x1(1,896 EP) or x1(3,188)
Only issuing Guardian Fire Squads Brigantines brings the cost down to 9,154 EP120 EP saved per M.Line/M.Heavy (FGuardian brig)-1,680 EP
80 EP per Battlecasting/M. LSupport- 2,000 EP
40 EP per Assault- 240 EP
3,920 EP saved
EG, we roll out the armor upgrades with an eye for some longevity in a single turn and can focus on vehicles, weaponry, or any detachments that return (like from Meros) the turn after. This still has us making ~1,200 VG suits that will be a serviceable infantry armor for about ~10,000 years give a century or two.
Yes, I'm not saying it's going to be completely wasted but we're not going to be fielding thousands of vehicle crew for a long while, and trading/stockpiling it is a tertiary concern. Here's the math for how unfeasible a universal VG roll out is, but how feasible it is for melee troops and HG.
For what it's worth, the VGA suit is a good first try on making some less-sucky armour designs, still way better than Brigandine in terms of protection and utility but I do agree that it needs to be refurbished.I disagree. I think the Void Guard armour is a flawed design that should be fixed to be fully powered at the first opportunity. Making it semi-powered was a mistake we should rectify, not lock in by making a foundry.
Ok try it out: link.In a few hours I'll make a helper that would calculate prices of a squad refits across a combination of detachments and warhosts.