Just a thought, I know we didn't pick them as allies in character creation, but do we know if the other minor and small craft worlds exist, and if they can be befriended?

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.

Looking at the sixty hosts we've just been leant, I don't believe we can raise and equip a meaningful amount of infantry in time for it to matter.

I think we're much better off investing in any gaps there are in our allied forces, not duplicating a capability they're already meeting, which is what infantry is.
 
I think we should start working on the control system (4AP) because it unlocks a stewardship action which we will also need to complete before we move, and the Hall of Stewardship (2AP).
2 for our allies, and the remaining four for ship building, supplemented by the forge.
 
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.
Whilst Zahr-Tan is here the biggest limiting factor on how we can defend our Craftworld is the fact that the engines don't work. Refitting a few more ships of our own won't do much compared to the size of their fleet, so better to invest in the engines now whilst they've given us some breathing room where we don't need to focus on our own fleet.

And the Forge doesn't actually do anything to help with building foundries, they're all built with a set amount of AP in a single turn.
 
Whilst Zahr-Tan is here the biggest limiting factor on how we can defend our Craftworld is the fact that the engines don't work. Refitting a few more ships of our own won't do much compared to the size of their fleet, so better to invest in the engines now whilst they've given us some breathing room where we don't need to focus on our own fleet.

And the Forge doesn't actually do anything to help with building foundries, they're all built with a set amount of AP in a single turn.

The only force we have to fight against that is a real threat against our craftworld is Biel-Tan, in part because they can use the craftworld.
The engines don't matter at all against them.
 
Just a thought, I know we didn't pick them as allies in character creation, but do we know if the other minor and small craft worlds exist, and if they can be befriended?
We'd probably need to find them ourselves or hope they find us.

For example we didn't know the Ishari existed until Harlequin's introduced us to them and we didn't know about Val-Terrine until we put out feelers for Exodite worlds willing to help us learn how to produce enough food to feed our Craftworld.
 
Fixing the engines doesn't let us run away from Biel-Tan and only lets us run away from the Orks if we abandon Meros.

In other words, no, it is not the limiting factor. It's not particularly a factor at all.
Who said anything about abandoning Meros? Our Craftworld nipping into the webway to avoid an Ork fleet doesn't stop our deployed fleet from protecting Meros.

Like, the engines wouldn't have been called out as being such a pressing issue if they weren't actually a pressing issue.
I think we need mechanis to clarify how the forge works with construction actions that don't take multiple turns. You also put both forge actions on Single turn items.
In Turn 1 we used them to speed up repairing damage across the Craftworld such that it completed in one Turn. The same principle would apply here to the actions I put them on.
 
Looking at the current force composition, the only foundry I might make is a Super-Heavy one to churn out Star Anvils. We can afford the exotic materials, I think, and anti-super-heavy is where I think our allied forces are weakest.
 
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I think best use for Forge is speeding up [ ] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each). It will allow us to snowball industry fast.
 
In Turn 1 we used them to speed up repairing damage across the Craftworld such that it completed in one Turn. The same principle would apply here to the actions I put them on.
Umm, no.
[ ] Effect general repairs (1 point each, max 6. Est 2-8 turns)
It was a variable length, multi-turn action.
-[X][Bonesinger] Effect general repairs (3 AP)
--[X] Forge of Vaul Supports x2
Mechanis probably rolled the number of turns (maybe 2D4), and the turn reduction from 2 VF actions (2D3 turn reduction), and the Forge got a higher number than the repair duration, so it was enough to fix everything.
[ ] Repairing the Plasma System (3 AP Each, 12 Max)
The Plasma Systems are 12 x 3 AP Actions, each of which takes one turn.
 
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I think best use for Forge is speeding up [ ] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each). It will allow us to snowball industry fast.

Yep, extra BAP are super strong.
But still are in the everything is on fire mode until Meros engines are repairs and Biel-Tan gets called out to stop the stupid war.
 
We could probably still get 3-9 of those AP per forge use.

It's just once we were done, we still would need to train people to operate the power distribution systems, and even after that it's not like there's anywhere urgent to go.
Yea, which is why I said we need Mechanis to tell us how the forge works for those types of action.

And the action that needs training is this one:
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max)

Edit: the 1994 version of Mufasa's speech is so much better than the 2019 version. And Rafiki's lesson is *chefkiss*
 
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Just a thought, I know we didn't pick them as allies in character creation, but do we know if the other minor and small craft worlds exist, and if they can be befriended?
My impression is that they exist and can be befriended in theory... but taking another craftworld as an ally guaranteed that they would be somewhere close enough that we'd be able to reasonably communicate with and access them. If we look at Stel-Uit's profile and go "hey, we've got spare shipyard slots, we can absolutely repair that fleet" that's great... but first we'd have to find them, wherever else they are in the galaxy and bearing in mind that our webway maps are growing really slowly, then hope that they haven't either died or already sold themselves to one of the Majors (or even another Large) that was closer to them in exchange for helping to solve their problem right after the Fall when they needed the help instead of coming in twenty years later.

So in practice befriending them is likely to be very hard.

On the other hand, we could probably trade Webway maps with Zahr-Tan and set their loaned fleets to scouting the Webway in addition to the ones that we have so far, so if nothing else we're in a much better position to start trying to locate some of those other could-have-been-friends craftworlds and seeing if they're still in emergency mode than we were a turn ago.
 
Is this a good time to pause the crash-building for a bit so we can fix our bureaucracy?


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.
well we should be getting back two bone singer AP(total 12 available) more if Meros finishes, so now would be the time. however, we should probably start the grand academy instead of the shrine of Khaine, given the longer time to completion. Hall of stewardship, Grand academy, and all 4 AP worth of designing a new power distribution control for engine repair should be good. We can grab shrine to Khaine if merow finishes.
 
Yep, extra BAP are super strong.
But still are in the everything is on fire mode until Meros engines are repairs and Biel-Tan gets called out to stop the stupid war.

Our discovery of the Curse may; emphasis on may, be enough to persuade the other Major Craftworlds to tell them to cut that shit out as there's something more important to focus on.

I wouldn't count on it though.

I almost have to wonder if the fading curse that Khorne tried to apply is concentrated on Biel Tan, even if it didn't take on us.

The big deal that I see is that there's not a huge amount of incremental improvement we can make to our allied ground forces, with the possible exception of more super-heavies.

We may be better off investing in things that might help us diplomatically; and having more Stewardship and Seeker dice may give us more things to trade.
 
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I know that is unrelated to the current discussion but can someone explain to me why the Ithilmar suit does not have an operational time limit while the Void Guard suits do? Is it just because it has power source too large to place in it? Because that's my biggest issue with the armour everything else it perfectly fine.
 
hope that they haven't either died or already sold themselves to one of the Majors (or even another Large) that was closer to them in exchange for helping to solve their problem right after the Fall when they needed the help instead of coming in twenty years later.
We took Meros because they were in the worst immediate starting position.
It's unlikely that the situation for any of the others worsened that much in such a short span of time.

It's worth knocking and doing a vibe check.
 
I know that is unrelated to the current discussion but can someone explain to me why the Ithilmar suit does not have an operational time limit while the Void Guard suits do? Is it just because it has power source too large to place in it? Because that's my biggest issue with the armour everything else it perfectly fine.

Most likely because it likely has an actual generator build into it to power the vehicle grade grav shield.
But that likely doesn't help with all the other issues when it comes to having to say in fully sealed armor for an extended time period.
 
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The Ilthimar is big enough to carry the Power generator on its back instead of The void guard who has to work off of a battery bank. In exchange it can't do things like be worn by vehicle crews, or (our current model of) Jetbike riders.
 
The Plasma Systems are 12 x 3 AP Actions, each of which takes one turn.
I read it as having to be done in chunks of 3AP each, with the total cost being 12AP. So the total cost of fixing the engines would be 6+4+12=22 Bonesinger AP plus whatever the Stewardship action costs, whereas you think it's 6+8+36=50 BAP plus the Stewardship action?

@Mechanis could we get confirmation which is accurate? I guess also whether we can use Forge AP on the Plasma System and what effect it would have if we did?
 
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