I think that fully powered medium armour is probably the way to go, but I think it's unlikely that much will be able to shut down our (basically magical) armour without also being able to kill the wearer.
I'm just saying it was a thing pointed out in the description.

There are weapons that can damage vehicles and such without killing the wearer too.
 
So, if equipping just our standing, non-deployed or unassigned forces. I assume they'll be defending the craftworld if Biel-Tan comes.
If we do
- all militia in brigantines
- militia assualt sqauds with 5 hand flamers each, to better fight other eldar
- half of hearthguard veterans to Void Guard
- all hearthguard Ironbreakers to Void Guard
- every hearthguard infantry squad leader to Void Guard
- all Battlecasters to Ithilmar
Will cost us circa 9k EP, leaving slightly less than 1000 EP for a single superheavy tank. I'll make it a plan when the vote comes.
 
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You know what we really need ?We gotta put every unit in Ithilmar.We need to show up those pesky marines a whole millenium before they exist
 
@Mechanis Considering how cheap holofields are, can the Merosi fit them onto their swarm fightercraft?
What I think they did, is use the air racer chassis, convert the 2 Heavy weapon slots up to a Vehicle Slot, the 3 vehicle slots up to a Super Heavy Slot (for the Turbolaser).
They should technically have enough slots for a holo field (2 slots), unless their souped up escape pod takes up 6 slots.

Edit: Or, they refunded the Heavy weapon slots and Vehicle Slots for System Slots (2x2 for heavy and 4x2 for Vehicle), resulting in 10 Slots, then used 7 System slots (17) to buy a Turbolaser Slot (30 system slots)... with the -13 system Slots being paid off by "OSHA IOU"
 
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I'm thinking we just give them the knowledge to produce holofields for their swarm fighters. It's going to be a massive jump in survivability. And they are cheap so a loss is no big deal.
 
I hope our Eldar fight as hard against Orks and Biel-Tan, as we fight over the EP and Exotics Budget.

I hope they fight a lot harder than we do over the EP and Exotics.
We have so far been pretty damn civial with no personal attacks.

I very much hope they actually try to shoot the Orks instead of talking with them.

We have 4730 soldiers, so that would take us about 50 years. Otoh, they'd be terminator-equivalent.
I am pretty sure we have more than 4730, that number is 7703 going by the CP over all the warhosts + loose detachments.
We just don't have all of them in warhosts, at least this turn will likely change next turn for most of them by turning the militia line and assault detachments into ~3 quite large warhosts.
 
I am pretty sure we have more than 4730, that number is 7703 going by the CP over all the warhosts + loose detachments.
We just don't have all of them in warhosts, at least this turn will likely change next turn for most of them by turning the militia line and assault detachments into ~3 quite large warhosts.
I counted foot soldiers who can be put in Ithilmar, and we've got huge amount of bike riders, vehicle crew etc.
 
Edit: Baseline cost for militia assault and line detchments this is the bare basics for me that need to be done.
3240 EP Elites into VGA

Militia jetbikes into brigantine: 1440EP

Militia fire squads into Brigantine:1900 EP

Militia Assault squads into Brigantine + handflamer:1000EP

3240+144+1900+1000=7580 for the basics

useing that as the base for the order this turn:
2070 Brigantine for the Militia line and assault detachments, + 1210 extra for the other detachments (will be using a ton of them so this is going to be used in the refits.

[] Plan: Militia Line and Assault retrofit
-[] 540 Void Guard Armor 3240 EP
-[] 3280 Wraithweave Brigantine 6560 EP
-[] 200 Flamer Pistols 200 EP

=10 000 EP used.

Not doing Vehicles this turn because i don't aim to retrofit the detachments that get them next turn and aim pretty much purely at getting the Militia Line and Assault detachments up to speed. In part because i think the steward AP will be real tight next turn between capital ship update and the 4 AP food action.
 
I think that fully powered medium armour is probably the way to go, but I think it's unlikely that much will be able to shut down our (basically magical) armour without also being able to kill the wearer.
Keep in mind this doesn't just mean that the suit can still be moved around if disabled, but that the operator can still move even if it's powered down, and therefore not radiating from the "powered" part.
useing that as the base for the order this turn:
2070 Brigantine for the Militia line and assault detachments, + 1210 extra for the other detachments (will be using a ton of them so this is going to be used in the refits.

[] Plan: Militia Line and Assault retrofit
-[] 540 Void Guard Armor 3240 EP
-[] 3280 Wraithweave Brigantine 6560 EP
-[] 200 Flamer Pistols 200 EP

=10 000 EP used.

Not doing Vehicles this turn because i don't aim to retrofit the detachments that get them next turn and aim pretty much purely at getting the Militia Line and Assault detachments up to speed. In part because i think the steward AP will be real tight next turn between capital ship update and the 4 AP food action.
Keep in mind that you don't have to do the food actions right away---you do have fairly deep stockpiles of preserved foodstuffs. Which aren't in immediate danger of running out; not even getting low enough that the idea of rationing has even occurred to anyone in-universe yet. So, like several other things, it's an issue you probably don't want to ignore, but more of an intermediate problem than an immediate one. You absolutely can afford to put it off for a turn or three if you need the AP to solve some other, more immediate problem. Especially since you already made significant progress on that issue.

Basically, food production is an issue that, in-universe, was essentially "we know making food the traditional way takes time, so we should at least make some sort of efforts and plans for dealing with that now, if for no other reason than the ability to say that we have a plan if and as when we start getting low enough on supplies to have to think about rationing them."
 
The question is then what other detachments do we retro fit ?
Because at least for me the militia Line and Assault ones are kind of locked in as default because of how much of our overall force these two make up.
 
This is way in the future, but I know of at least two craftworlds that get wiped out due to the Great Crusades, and I know of a third that was basically raided by the Adeptus Mechanicus, in that a Mechanicum fleet rolled up, demanded they hand over all the stuff in their craftworld, they said no, were then invaded and massacred and the Mechanicus took what they wanted anyway.

I assume we are probably going to be one of the guys you can call on to ride to a craftworlds defense?

If that is the case, we are going to inevitably be drawn into a conflict with E Money.
 
This is way in the future, but I know of at least two craftworlds that get wiped out due to the Great Crusades, and I know of a third that was basically raided by the Adeptus Mechanicus, in that a Mechanicum fleet rolled up, demanded they hand over all the stuff in their craftworld, they said no, were then invaded and massacred and the Mechanicus took what they wanted anyway.

I assume we are probably going to be one of the guys you can call on to ride to a craftworlds defense?

If that is the case, we are going to inevitably be drawn into a conflict with E Money.

I am pretty sure that if nothing goes wrong we will be.
Our Navy should hopefully be powerful to deal with most of the fleets the IoM sends at people (relic ship + exotic weapons help a lot here). Which should do most of the heavy lifting.

And if we don't get crippled somehow industrially, what goes for our army then should be able to take on a space marine legion.
 
Question, what's the consensus for when asurmen comes around creating the paths? I imagine that would influence our military doctrine a ton.
We kinda already publicly snubbed the Path System. That's why Altioc has a hostile relationship with us. So we probably won't be taking up Aspect Warriors, but I do get the feeling that the Exemplars of Each Path will likely come to us for custom gear and we may very well help make the standardized armor sets for the Dire Avengers and some other aspects. Dark Reapers would go wonderfully with some of our armor tech.
 
We kinda already publicly snubbed the Path System. That's why Altioc has a hostile relationship with us. So we probably won't be taking up Aspect Warriors, but I do get the feeling that the Exemplars of Each Path will likely come to us for custom gear and we may very well help make the standardized armor sets for the Dire Avengers and some other aspects. Dark Reapers would go wonderfully with some of our armor tech.
Huh, I think I must have missed that, when did we snub the path system? Pardon my dumbness for a moment. But I imagine that since we are basically the only vaulish craftworld I imagine that our military goods and warmachines will be highly sought after.
 
Huh, I think I must have missed that, when did we snub the path system? Pardon my dumbness for a moment. But I imagine that since we are basically the only vaulish craftworld I imagine that our military goods and warmachines will be highly sought after.
Character creation.

This is the option for embracing the paths:
[ ] To Battle Excess, All Things in Moderation (2 points)
We took this one instead:
[ ] To Guard the Soul, a Shield Alone is Insufficient (-3 points)

Which gave us the poor relation with Alaitoc, and then we took Hostile relationship, which made our rejection even worse
Dour Alaitoc scorns you mightily—your rejection of Asuryan's Paths, of which they are the most rigorous and zealous adherents—ensures they hold you in suspicion and disdain. But you might yet have insulted them in some manner, turning this disdain into hostility, or even outright hatred.
Default Relationship: Suspicious, Disdainful
[ ] Hostile Relationship (2 points)
Alaitoc now stands against you—not enough to make war, no, but any opportunity to vex you, they will take, for your rejections of Asuryan's Paths were just slightly too sharp, too loud, or too many, and needled has their pride been.
 
Huh, I think I must have missed that, when did we snub the path system? Pardon my dumbness for a moment. But I imagine that since we are basically the only vaulish craftworld I imagine that our military goods and warmachines will be highly sought after.
Second CharGen Post confirms.

Dour Alaitoc scorns you mightily—your rejection of Asuryan's Paths, of which they are the most rigorous and zealous adherents—ensures they hold you in suspicion and disdain. But you might yet have insulted them in some manner, turning this disdain into hostility, or even outright hatred.
Default Relationship: Suspicious, Disdainful
[ ] Hostile Relationship (2 points)
Alaitoc now stands against you—not enough to make war, no, but any opportunity to vex you, they will take, for your rejections of Asuryan's Paths were just slightly too sharp, too loud, or too many, and needled has their pride been.
Yeah, our Military goods should be highly sought after. Then again Biel-Tan still wants to kill us rather than have us be their primo weapons dealer, so you know.

This is the option for embracing the paths:
We took this one instead:

Except that option still explicitly states we rejected the Paths System. It just argued that Moderation was still a good thing.

[ ] To Battle Excess, All Things in Moderation (2 points)
Asuryan's paths you may reject, but the core of these ideas of battling the Soulthirster with rigorous discipline is a good one—you simply take this core idea in a rather different direction.
Similar situation to the bulk of the Craftworlds—limited Psykery, limited ability to use Psytech, mostly resistant to the Curse by denying it fuel.
 
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