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.
Also, we should take the opportunity to pass the certain bits of information.
 
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.
Is it just me or is Minor Craftworld Zahr-Tann in 29k soon after Fall have better gear for its troops then Major Craftworld Biel-Tan have 11k years later?
 
At least on the fleet side of things, it feels like our retrofit war ketch is pretty damn scary.
And that our Holo-Field + Full Grav-Shield combo is something exceedingly nasty.

So kind of happy that our navy side of things at least doesn't look as hopeless as the army.

Is it just me or is Minor Craftworld Zahr-Tann in 29k soon after Fall have better gear for its troops then Major Craftworld Biel-Tan have 11k years later?
Shit happens if you run your army into every battle you can and have to rebuild it all the time.
 
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.
My guess is they had a ton of military industry (relative to their size) pre-Fall given their Craftworld is described as "Vaulish" with a militaristic bent.
Disciplined, Vaulish Zahr-Tann offers its mighty warhost to service in exchange for aid in repairing the craftworld's stricken engines—for they were battered by the Fall and have failed as overloaded circuitry melted and cracked. Though they could fix this damage themselves in time, aid from a larger craftworld would see them restored far more quickly.
Their raw industrial output probably pales in comparison to ours (we are supposed to be able to match Major Craftworlds afterall) but they likely stockpiled a ton of gear thanks to their existing military infrastructure constantly pumping it out.

Probably also why they needed help fixing their engines as most of their industrial output was optimized for weapons production and thus couldn't be redirected to fixing their engines.
 
instead figure out which of our weapons are most well-suited for popping enemy fighters, bombers, and torpedos,
haywire? fry their internals successfully and you've pretty much guaranteed they either crash or fail to dodge the next lascannon volley.
Fleets and Warhosts Seconded to You
Ironic that the turn we do a mass ship and detachment refit we end completing one of our bargains and getting the forces promised to us.
speaking of Craft Worlds with things we didn't get, given what we know of the curse, it's probably in our best interests to form a beneficial relationship with Cairas Mythar and ensure that Krorne never gains primacy, lest our work be further complicated, even if we don't get the rewards.
 
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On Biel Tan, it's a real shame that no one can talk sense into them, as they could do an awful lot of good with their forces in this critical period. If they focused on going around protecting vulnerable craft worlds they could do an awful lot of good and earn a lot of credibility for their cause.

I'm almost frustrated on their behalf about how stupidly self-defeating they are.
 
We know Biel Tans pop.

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

Minor craftworlds standard is 250 million.
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.
So assuming the population proportion carries over to military proportion since they're both Militaristic, Biel-Tan started with...

...

...34560 warhosts? Do I have that right?
 
Next turn we should focus BAP on our engines, shipyards of Arach-Qin and building up industry. Ships ca wait for now.
 
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.
Is this a good time to pause the crash-building for a bit so we can fix our bureaucracy?

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
Centralizing your administration systems from the ad-hoc organization currently serving you into something a little more formal, allowing greater breadth of action will of course first require a hall be built and fitted to house such a centralized administration.
Begin construction of a centralized administrative center for your various stewardship councils to consolidate to, streamlining the administration of your Craftworld.
Because it occurs to me that our army refits are strongly limited by Steward AP under the current rules. Maybe we get that shrine to Khaine up too.
 
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Is it just me or is Minor Craftworld Zahr-Tann in 29k soon after Fall have better gear for its troops then Major Craftworld Biel-Tan have 11k years later?
They have a smaller army (by dozens of orders of magnitude given 40k Eldar are prepared for a 100% mobilization rate) and were quite happy to pour the Good Stuff into it. Basically, think about it like this: right now, Zahr-Tann's army is the early Space Marine legions, when Volkites were standard issue and everyone was equipped with the very best gear it was possible to build. 40k Eldar are late founding chapters, the kind that are lucky to get one Land Raider and any Terminator suits at all, and you can forget any of the rare or expensive weapons.
 
With Zahr-Tan's engines fixed we now have 12 Bonesinger AP, which means we could do something like the below with 2AP left to spend on developing new wargear.

[ ] The Minor Failures (1 AP each, 6 Max) (1AP)
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max) (2AP)
[ ] Repairing the Plasma System (3 AP Each, 12 Max) (3AP plus both Forge actions)

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (2AP)
[ ] Continue refitting/repairing both Arach-Qin and Quilan's starships (2AP)

For the engines, if we can specify that any Forge Overflow should go to the Power Distribution first, then to Minor Failures second we save the most AP.
 
Zahr tann has inspired me.

What if instead of inventing an spg, why don't we just put missile launchers for our indirect attack? Rocket and missile artillery.
 
Production infastructure for void guard is Great, But If we still can't agree to set that up, can we at least set up ilthimar production. Its the armour we are going to use less, But its also a very very good suit of armour that will see use for a long time to come even if we make better armour later. If we set up ilthimar Armour production Now, we can start building up a stock pile so we can focus our EP Production runs on the cheap Line infantry weaponry and armour like we are already sort of doing.

I would Prefer to set up void Guard foundry's, But if we can't even agree to do that, at minimum we need to get ilthimar set up to we can start cladding our elites and squad leaders in it, because when we pick out new detachments to make, we put a suit of ilthimar in every line infantry detachment.
 
I think we want to see how our newly designed gear works in combat before locking it in.
We very much don't want to wait that long. We're about to get smacked by Orks and crayon-eaters our Eldar brethen, not necessarily in that order, and our boys are still mostly in Trauma plates and Lasguns.

Void Guard's good enough, and we have it now. We can work out the kinks later.
 
With Zahr-Tan's engines fixed we now have 12 Bonesinger AP, which means we could do something like the below with 2AP left to spend on developing new wargear.

[ ] The Minor Failures (1 AP each, 6 Max) (1AP)
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max) (2AP)
[ ] Repairing the Plasma System (3 AP Each, 12 Max) (3AP plus both Forge actions)

[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (2AP)
[ ] Continue refitting/repairing both Arach-Qin and Quilan's starships (2AP)

For the engines, if we can specify that any Forge Overflow should go to the Power Distribution first, then to Minor Failures second we save the most AP.

Throw out all or most of the engine AP.
We are still in the short term crunch, Zahr-Tan did make it better, but the situation is still far from good.
A lot of our AP will still go into the ship retrofitting and the forge AP are far better spend on any foundry.

For the orks, remember that so far we have only dealt with the dreggs of the actual waagh and by the looks of it next turn we might have to face the actual might of the waagh and deal with a Biel-Tan attack that is going to be nasty.
 
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Zahr tann has inspired me.

What if instead of inventing an spg, why don't we just put missile launchers for our indirect attack? Rocket and missile artillery.

Because we Have fusion Mortars right now, Instead of going down ANOTHER tech tree to get shiny tech, we can use the stuff that already exists, that we already have and start building vehicles with it right now instead of waiting to make a military platform until we have the perfect combination of ideas.
 
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