Pretty happy to see them arriving to help out.

Now to see if they can help us unfuck the mess is our ground forces both in regard to skill but also in terms of logistics (still looking at the current retrofit action there ...).
 
We should sell/give Zahr-Tann our weapon designs.

Including the designs for exotic reagent foundries.

They may not have many Bonesinger AP, but now they're mobile they may have more than we do, and it would be sensible to share the training of how to make the reagents so we don't have all our eggs in one basket, and the expertise is spread.

For now, if Biel Tan don't attack, the fleet and hosts of Zahr-Tann would make a huge difference to Meros.
 
eighty warhosts.

Eighty. Warhosts.

Oh sweet jesus how are we gonna refit all of these? Can we even refit them since they're on loan from Zahr-Tann?
 
Found the theme for when the muster of Zahr-Tann shows up through the webway gate:

View: https://www.youtube.com/watch?v=F_mhWxOjxp4

@Mechanis will we be able to use their transports to help speed up the evacuation of Fea-Eresh?

Edit:
NGL outside of giving their infantry Holo-Fields I don't really see much else we can really offer them gear-wise without resorting to Fatecaster or Starblasters.

All their vehicles seem to already have a Holo-Field+Shield combo.
 
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Definitely a Clipper, between the 2 CIWB's (4), 2 Plasma Thrusters (4), 1 Aethersail (1), and 5x Hull reinforcements (5) that's already 14 System slots plus it still had 6 Weapon slots. Only way to math that out would be to trade all Heavy weapon slots for 4 regular weapon slots, and then drop two of those for the extra 2 System slots it would need.

As far as making our own brawlers, all our existing ships besides the Escorts use hull forms which favor Weapon slots over System slots.

That means that trying to refit any of them into the brawling role will result in substandard ships because we'd need to either settle for all around worse survivability due to having fewer System slots to invest into that or compromise on firepower by make inefficient Weapon slot to System Slot trades to cough up the System slots for the additional survivability.

Any brawler that we make ideally needs to be a design using either a Dhow (still think light cruisers just aren't beefy enough to be brawlers), Clipper, or Galleon as those are all hull forms which favor System slots over Weapon slots.





Holy shit, that's a lot of stuff.

Especially hyped for the Missile Launchers, Plascasters, Combi-Grav weapons, and new Shields.
Fafnirs are Heavy/Grand Cruisers, a type of class you don't actually have a hull for yet, like Raiders and Corvettes. Most of them tend to be some flavor of Discount Battleship---in the Fafnir's case it's armed like a cruiser but armored like a big tough Battleship brawler.
 
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The more of these descriptions I read the more I get the impression that these guys actually know how to fight. Almost none of their stuff reads like it's been desperately cobbled together over the last handful of years in crash refit programs like literally everything of ours, and those combi-gravs are like someone took the technology that we're developing right now and did the sensible thing of making one really good type of gun out of it to use everywhere instead of developing a dozen different kinds and then being stuck wondering which to use when like we are. Those line infantry squads read like they're a combination of cheap and functional and survivable that would actually work. It's just... all the problems that we have, they don't.

I'm starting to wonder if those extra points from Peaceful were worth it if this is what the other side gets.
 
They don't have our High end , So the Peaks of their Military forces aren't as strong as the peaks in ours, But God their low end is a lot better, and their lowest common denominator is a lot better sorted out. Those outrider squads are Peak, and I actually want to try recreating them if we can, Albeight with Grav-thrust weapons instead of Raillockes. Their armour looks Like it sits between the brigadine and the void guard, With that aim assist being the Main Powered portion. Void guard is probably more durable, But The Forge armour's are pretty elegant.


I'm Honestly not unhappy with what we have, We are the Tech Dudes, We have better high ends. We just got a Bunch of military forces, FROM our allies which offsets our own weakness while we try to spin up a military force from basically nothing. Teamwork makes the dream work.
 
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Peaceful in 40k is a massive disadvantage. Who'd have thunk?

There is a massive difference between start with 80! fully formed warhosts and a fully working army.

And ~12 warhosts most of which are civilians that you might as well send in with sticks.

We have to spend on the order of 20-30AP from the steward section alone to fix the gear.
Add in the equivalent of ~40-50 BAP if we use the forge.

Overall we have to likely spend close to 80AP to just fix the mess we started with.
That was a 3 point difference, by the way.
 
Something to note. Zahr-Tann Is a minor craftworld, and they have one hundred and eighty warhosts.

Biel Tan is a major craftworld, it could well have a hundred times the population, and a proportionately larger number of hosts.
 
Of interest is that they got Flare Shields on their basic line infantry.

Refractor shields on common units. Flare shields look like they are gonna combo wonderfully with the Holofields, too.
 
Something to note. Zahr-Tann Is a minor craftworld, and they have one hundred and eighty warhosts.

Biel Tan is a major craftworld, it could well have a hundred times the population, and a proportionately larger number of hosts.

We know Biel Tans pop.

All the major craftworlds start with 48 Billion people as the standard.

Minor craftworlds standard is 250 million.

We as a large one would have started with 6 Billion, but took something that cut us down to 5.4 Billion.
Still think not taking major or one of the pop. Increasing perk was a massive mistake btw..
 
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So in total, Zahr-Tann sent us a third of their forces, about 600 warships and 80 warhosts.

What the fuck is BT going to send us if Zahr-Tann is a minor craftworld?
 
What the fuck is BT going to send us if Zahr-Tann is a minor craftworld?
Something theoretically surmountable. Otherwise, we were fucked in chargen and there is nothing we could do, therefore nothing to worry about.

...Well, not "worry", panic. "Worry" is actually appropriate even for surmountable threats.
its on the transports, Not the line infantry, Their is a big difference between a vehicle shield and a personal shield.
Check firewave squad.
 
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The standard model of armor used by the forces of Zahr-Tann, the Forgeguard Warsuit is a light power-assist armor with an integrated Autotargeting system.
Seems like this is Zahr-Tann's equivalent of our Brigandine, a 2 EP armor to hand out all over the place. Semi-powered armor; they're going to be able to use our suncasters.

Their shields are being handed out as individual equipment rather than integrated into the armor the way we did Holo-fields on the Void Guard Warsuit.

Four and eight man squads where we went six and twelve.
 
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Zahr Tann explicitly has a mighty warhost. The allies we were offered explicitly give us things we didn't take.

So Zahr Tann has a much larger warhost then it's size and population might suggest.

@Mechanis what do we need to do to share technology with our allies? I want to give Meros holofields and I want to see if Zahr Tann would be interested in our fatecasters.
 
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The more of these descriptions I read the more I get the impression that these guys actually know how to fight. Almost none of their stuff reads like it's been desperately cobbled together over the last handful of years in crash refit programs like literally everything of ours, and those combi-gravs are like someone took the technology that we're developing right now and did the sensible thing of making one really good type of gun out of it to use everywhere instead of developing a dozen different kinds and then being stuck wondering which to use when like we are. Those line infantry squads read like they're a combination of cheap and functional and survivable that would actually work. It's just... all the problems that we have, they don't.

I'm starting to wonder if those extra points from Peaceful were worth it if this is what the other side gets.
Keep in mind there's two levels of military preparedness between you, because Zahr-Tann is a Martial Craftworld, not just one who didn't take the Peaceful trait. Which meant they started with a fairly decent army in both size and equipment, because "having a decent army" was one of their pre-Fall priorities.

Something to note. Zahr-Tann Is a minor craftworld, and they have one hundred and eighty warhosts.

Biel Tan is a major craftworld, it could well have a hundred times the population, and a proportionately larger number of hosts.
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.

The problem (from their perspective) is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
 
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Wonder what Meros is gonna give once they stop being so thirsty for our fleets?

(Side note, but I'm kinda curious on what we find in the vaults)
 
Wow, Its almost like the Major craftworld that set itself apart from all the rest and forced itself into a position of respect despite being douchebags through military strengh of arms might have a massive military compared to the minor craftworld that has struggled to refit its starting forces with new shit, let alone raise More.

Serouisly guys, stop screaming, this is half the reason we have been trying to make ourself good neighbors in the first place so that we COULD gain acess to military allies like Zahr-tann who focused more heavily on military stuff then we did. We Know our Military Is fucked, we picked that at the start, We are just getting a better measure.

In terms of actual wargear, we actually look fine, The best weaponry Zahr-tann has is the combi gravs, the weapons that are good but we unlocked so we could have a high end that doesn't take our exotics to use, and even then Most of our grav weaponry looks better as sheer weapons.

more then that, i wonder how much of their bonesinger actions went into actually making Production infastructure that operate without the use of actions, which helps them feed weapons to this grand host instead of waiting to set up production infastructure until we have the best weapon instead of Just setting up Production infastructure for good enough weapons like the hellguns.
 
There is a massive difference between start with 80! fully formed warhosts and a fully working army.

And ~12 warhosts most of which are civilians that you might as well send in with sticks.

We have to spend on the order of 20-30AP from the steward section alone to fix the gear.
Add in the equivalent of ~40-50 BAP if we use the forge.

Overall we have to likely spend close to 80AP to just fix the mess we started with.
That was a 3 point difference, by the way.

Probably more, as we know things scale with Craftworld size. We may have a ten times larger population, and so if we were Warlike may have started with around a couple of thousand war hosts.
Something theoretically surmountable. Otherwise, we were fucked in chargen and there is nothing we could do, therefore nothing to worry about it.

Not necessarily. It's possible that choosing to be Peaceful and having the most Warlike Major Craftworld as a mortal enemy is as simply a particularly anti-synergistic combination.
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.

The problem is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.

Sounds like we need to avoid doing things that would persuade them to prioritise…

And hopefully some of those fires they're starting are places that need to be on fire, like major ork worlds.
 
Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.

The problem (from their perspective) is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
My entire reasoning as well, theoretically biel-tan could absolutely steamroll us but their culture and nature basically means that they are limited in what they can send to assault us. It will still probably be big but they have fucked themselves by being well, biel-tan and fighting literally everywhere else.
 
Keep in mind there's two levels of military preparedness between you, because Zahr-Tann is a Martial Craftworld, not just one who didn't take the Peaceful trait. Which meant they started with a fairly decent army in both size and equipment, because "having a decent army" was one of their pre-Fall priorities.


Oh, Beil-Tan absolutely has the forces to crush you like a bug on paper.

The problem (from their perspective) is that their entire cultural thing means they're already starting to run around starting more fires than they have firefighters to go put them out, so their theoretical maximum forces are meaningless and what matters is what they can actually shake loose from all their other commitments.
So how do allies work? Are they part of a coherent singular body politic? Does Zahr Tann follow our lead?

Can we focus on being the industrial heart of out faction of Aeldari while they crack skulls for us? Or are we expected to pull our weight too as a matter of fairness?

It's probably not often that a minor craftworld finds itself with a larger better army than a bigger one. I wonder how they feel about that.
 
So in total, Zahr-Tann sent us a third of their forces, about 600 warships and 80 warhosts.

What the fuck is BT going to send us if Zahr-Tann is a minor craftworld?
A full third of Zahr-Tann's muster, sixty hosts in all, to use as you see fit, along with the full half of their fleet to support them.
80 Warhosts is a third of the troops, but 600 ships is half their fleet, not a third.

But yeah, this is great. Off the top of my head we probably want to use them to a) help escort any fleets we send to evacuate the Ishari, b) help in ongoing efforts against the local Orks, c) keep some stationed at our Craftworld for Biel-Tan and anyone else who shows up to attack us directly, and d) advice and anything they'd be willing to give that could help us start chipping away at the Peaceful trait.
 
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