[x] Plan Two Anvils One Militia Warhost
-[x] 2x Star Anvil Superheavy Assault Tank, 1300 EP each, total 2600 EP
-[x] 109x Needler Carbine, 4 EP each, total 436 EP
-[x] 7x Starblaser Carbine, 8 EP each, total 56 EP
-[x] 84x Needler Rifle, 6 EP each, total 504 EP
-[x] 12x Heavy Needler, 10 EP each, total 120 EP
-[x] 6x Spike Cannon, 12 EP each, total 72 EP
-[x] 202x Void Guard Warsuit, 6 EP each, total 1212 EP
Next turn we will
- refit 2nd Heavy Militia Hearthguard Line Detachment with 2 Anvils and 1 Blazestar instead of 3 Blazestars;
- refit all 4th Militia detachments
- Militia Assault Squads, Militia Marines Squad, Bright Talon squads and all Hearthguards in VGW
- all the rest infantry and jetbikers in Brigantine
- all jetbikers get needler carbines
- Militia Fire Squads in Militia Heavy detachment get 4x Heavy Needlers, 2x Spike cannons, 4x Needler Carbines
- Militia Fire Squads in Assault detachment switch 7 lasrifles to 7 Starblaster carbines
- Militia Fire Squads in other detachment switch 7 lasrifles to 7 needler rifles
Refits AP costs will be 1 refit point for tanks, 7x2=14 refit points for a 4th Militia warhost for a total of 3 stewards AP.
There will be 36 VGWs extra to keep for the next turn or sprinkle among fire squads, and one needler carbine to pad it to 5000 EP.
edit: I assumed moratorium has ended, sorry, removing the vote
edit2: edited the vote back
edit3:
Based on discussion with Karugus, I changed the plan to
- specialize heavy militia detachment at holding chokepoints, giving their fire squads more heavy weapons
- specialize assault detachment's fire squad on being runny and killy, giving them starblaster carbine
- changed jebikers' armaments with a needler carbine because it's likely they won't be able to field a rifle. We were not allowed to give jetbiker a rifle when we were designing the crew for it.
-[x] 2x Star Anvil Superheavy Assault Tank, 1300 EP each, total 2600 EP
-[x] 109x Needler Carbine, 4 EP each, total 436 EP
-[x] 7x Starblaser Carbine, 8 EP each, total 56 EP
-[x] 84x Needler Rifle, 6 EP each, total 504 EP
-[x] 12x Heavy Needler, 10 EP each, total 120 EP
-[x] 6x Spike Cannon, 12 EP each, total 72 EP
-[x] 202x Void Guard Warsuit, 6 EP each, total 1212 EP
Next turn we will
- refit 2nd Heavy Militia Hearthguard Line Detachment with 2 Anvils and 1 Blazestar instead of 3 Blazestars;
- refit all 4th Militia detachments
- Militia Assault Squads, Militia Marines Squad, Bright Talon squads and all Hearthguards in VGW
- all the rest infantry and jetbikers in Brigantine
- all jetbikers get needler carbines
- Militia Fire Squads in Militia Heavy detachment get 4x Heavy Needlers, 2x Spike cannons, 4x Needler Carbines
- Militia Fire Squads in Assault detachment switch 7 lasrifles to 7 Starblaster carbines
- Militia Fire Squads in other detachment switch 7 lasrifles to 7 needler rifles
Refits AP costs will be 1 refit point for tanks, 7x2=14 refit points for a 4th Militia warhost for a total of 3 stewards AP.
There will be 36 VGWs extra to keep for the next turn or sprinkle among fire squads, and one needler carbine to pad it to 5000 EP.
edit: I assumed moratorium has ended, sorry, removing the vote
edit2: edited the vote back
edit3:
Based on discussion with Karugus, I changed the plan to
- specialize heavy militia detachment at holding chokepoints, giving their fire squads more heavy weapons
- specialize assault detachment's fire squad on being runny and killy, giving them starblaster carbine
- changed jebikers' armaments with a needler carbine because it's likely they won't be able to field a rifle. We were not allowed to give jetbiker a rifle when we were designing the crew for it.
Last edited: