And we are theirs, because we got their engines unfucked in good time, giving them the flexibility to get out of dangerous circumstances if pinned down.
I wonder how much of their fleet/army they could make in a reasonable time too. Even if they have a ++ sized industry for their Craftworld as we do, that should only put them on par with the average large Craftworld, I believe? Relatively speaking, they might have a slow recovery in case of big losses.
 
I think we should do at least 1 gear factory. Pick something that we know we're probably not going to be replacing all that soon or need a lot of (maybe Mirage Transports, maybe?).

That way, we can see and understand how effective our production infrastructure is.

I'd be tempted by a super-heavy factory. That's the only gap I can see in what Zhar Tann have sent us

I would pick our heavy power armor.

Mirage will likely get replaced sadly as we do our troops.

The info we got about the system pretty much means that any squad design we have below max size us wasting power for no reason.

All infantry equipment, is, I think, unnecessary in the short term as Zhar Tann fills our infantry needs.

It's much more important to patch the few gaps there are in what they've sent.
 
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I wonder how much of their fleet/army they could make in a reasonable time too. Even if they have a ++ sized industry for their Craftworld as we do, that should only put them on par with the average large Craftworld, I believe? Relatively speaking, they might have a slow recovery in case of big losses.

Their oversized warhost relative to their size is because they put most of their resources into that. Their actual ability to expand apparently isn't great.
 
So, here's my thought for a standard Squad is like. 9 guys in Void Guard with Plasma Rifles and a CCW or maybe Rending blade, along with Grenades. 1 Guy in Void guard with a Rending blade or maybe even Grav blade and Screamer Grenade Launcher. And then 2 guys in Void Guard with Sweepers and maybe some secondary Grav Thruster pistols or perhaps Grav Amp pistols. Idea is simple. The Sweeper cannon troopers pin down the enemy, the Screamer stuns them more, and then the guys with plasma rifles turn them into chunky salsa.
 
Grav-blades should probably be restricted to squads with Ithilmar due to the whole potential nuclear explosions due to slicing atoms thing.
 
So, here's my thought for a standard Squad is like. 9 guys in Void Guard with Plasma Rifles and a CCW or maybe Rending blade, along with Grenades. 1 Guy in Void guard with a Rending blade or maybe even Grav blade and Screamer Grenade Launcher. And then 2 guys in Void Guard with Sweepers and maybe some secondary Grav Thruster pistols or perhaps Grav Amp pistols. Idea is simple. The Sweeper cannon troopers pin down the enemy, the Screamer stuns them more, and then the guys with plasma rifles turn them into chunky salsa.
I was going to say that VGA only allows for a free Sidearm in addition to the Longarm primary weapon, but then I noticed that Rending and Gravity blades both have Light melee variants, so that still works.
 
If you go with a new troop design, the number you want is 15 (max size).

Us not going for the max squad sizes pretty much just means weaker squads, and we can afford the extra gear.

It's all about maximizing what we get out of one warrior AP when it comes to raising detachments.

Edit:
Here some pretty important thing about the troop design.
Troops options are limited to a maximum squad size of 15 troopers, and each squad type may have no more than three different types of troopers.
 
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I think if we're going to do a factory it should be something we'll need for a very long time, or alternately something we don't mind "selling" off.
 
If you go with a new troop design, the number you want is 15 (max size).

Us not going for the max squad sizes pretty much just means weaker squads, and we can afford the extra gear.

It's all about maximizing what we get out of one warrior AP when it comes to raising detachments.

Edit:
Here some pretty important thing about the troop design.
But we need to take into account the transport capacity of our vehicles, and with a Squad that big, you basically have to go with open-topped transports.
 
But we need to take into account the transport capacity of our vehicles, and with a Squad that big, you basically have to go with open-topped transports.

You mean as if we aren't doing that already with the mirage ?

Our squad size at the moment is 12 that already means most close design transports pretty much spend all their slots at it if you don't take a super heavy vehicle as the base.

The 12 size was taken in the first turn as we still had a very limited understanding on how the raise action works and no idea how the retrofit works.

For both the max size is vastly more advantageous.
 
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I think we should do at least 1 gear factory. Pick something that we know we're probably not going to be replacing all that soon or need a lot of (maybe Mirage Transports, maybe?).

That way, we can see and understand how effective our production infrastructure is.
I'd be tempted by a super-heavy factory. That's the only gap I can see in what Zhar Tann have sent us
I think our short term(next 3 to 5 turns) problems have been dealt with for the most part by the addition of over 500 frigates, 11 capital ships, and the attached warhosts and transports. More than factories producing gear on the regular, what we need is a Seer Circle to lower the difficulty on curse actions(we did have that near miss where we almost set off some kind of monitor), and to get our engines running so we aren't a sitting target.

We would be better served by another 2-3 turns of tech expansion and vehicle/armor design, at which point we can decide which of our varried designs is important enough to dedicate a foundry to for consistent production.
 
TBH, I'd actually prioritize a Seer Circle under expanding our bonesinger and steward capacity, but I wouldn't outright be repulsed by it. What I think is highest priority right now is getting our own Shrine of Khaine though. 5 WAP is not sustainable.
 
Since everyone is brainstorming new troops (and I agree, with the current tech rollout and stupidly huge for the time ally army to hide behind), my current loose draft for Actual Vulkhari Army Mk. 1

Troops:
- All squads use Void Guard. It's cheap enough to mass-produce with solid defenses for its rank and extra systems are designed so that they're useful in almost every situation.
- General weapons are: Needlers and plasma for range, Rending Blades for melee. Again: this is meant to be baseline.
- We may form specialized squads, with per-need deployment of Ilthimar, Flamers, Grav anti-armor of some kind and mass melee

Elites:
- All Ilthimar or variants thereof
- Exotics and Heavy Grav are deplyed there is heavily specialized squads
- approx. 30% of army

Vehicles:
- A light mobile component probably using variant of VG and plasma or grav
- A few companies of Starhammer or similar MBT per warhost
- A few Star Anvils or similar specialized vehicles per warhost
- Maybe an artillery component depending on how Plasma Mortars turn up.

I'd probably build a VG factory next turn and maybe start cracking the designs if we have Steward points spare.
 
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TBH, I'd actually prioritize a Seer Circle under expanding our bonesinger and steward capacity, but I wouldn't outright be repulsed by it. What I think is highest priority right now is getting our own Shrine of Khaine though. 5 WAP is not sustainable.

... And how much of the extra WAP will we use anytime soon ?
Answer is likely little to non.
 
Keep in mind that squad sizes have a pretty big effect on tactical level transports, you might note that Zahr-Tann standardized on 8/4 man squads with a 4-man and 8-man attachable open-top transport, and an 8-man enclosed one for heavy assault, and then put basically all their infantry into one of the three.
 
... And how much of the extra WAP will we use anytime soon ?
Answer is likely little to non.

Quite a lot actually, given how it seems just raising new Detachments is a better use of our resources than Refits at the scale of unfucking we need to enact.

EDIT: Oh yes, a thought occurs @Mechanis , what would be the production rate of Production Infrastructure for our basic stuff? Needle Rifles, Brigantine, VGA? How much is a single point of Production Infrastructure worth in those regards?
 
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I think our short term(next 3 to 5 turns) problems have been dealt with for the most part by the addition of over 500 frigates, 11 capital ships, and the attached warhosts and transports. More than factories producing gear on the regular, what we need is a Seer Circle to lower the difficulty on curse actions(we did have that near miss where we almost set off some kind of monitor), and to get our engines running so we aren't a sitting target.

We would be better served by another 2-3 turns of tech expansion and vehicle/armor design, at which point we can decide which of our varried designs is important enough to dedicate a foundry to for consistent production.
That's why I'm not arguing for a full set of factories. But at least one, so that we understand what they do, how they do it, and don't have another snafu with military logistics.
 
Changing our squad size means dumping the Mirage. I don't think it's particularly worth it to bump to 15; we're hopefully not going to do nearly as many refits in the future anyway.
 
Quite a lot actually, given how it seems just raising new Detachments is a better use of our resources than Refits at the scale of unfucking we need to enact.

...
You do understand that we will raise any detachments with the gear that they are listed with not any of the stuff we come up with?

Updating any of the detachments is a massive AP sink.

Retrofitting at the moment is still a cheaper way to update our army.
 
...
You do understand that we will raise any detachments with the gear that they are listed with not any of the stuff we come up with?

Updating any of the detachments is a massive AP sink.

Retrofitting at the moment is still a cheaper way to update our army.

I'm saying that it would be better to straight up start from scratch than it would be to salvage any of our disaster units right now.
 
Changing our squad size means dumping the Mirage. I don't think it's particularly worth it to bump to 15; we're hopefully not going to do nearly as many refits in the future anyway.

With all the stuff we are getting over the next 2-3 turns tech wise.
We pretty much have to do a complete redesign of our army.

Retrofitting just doesn't work on that scale.

There is then also the case to be made that when we get the chance for more armor designs.
One of them will be for the vehicle crews (+ other gear we might want to give them), means we have to do a redesign of the vehicle anyway.

I'm saying that it would be better to straight up start from scratch than it would be to salvage any of our disaster units right now.

Thing is, we are pretty unlikely to actually raise any new detachments for at least 5+ turns.
Getting all the new tech and then doing a crash design for all the units takes some time.
Also have to build the foundries for the gear.

Edit:
Means the shrine can wait a few turns until we start to actually use the WAP enough.
 
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There is then also the case to be made that when we get the chance for more armor designs.
One of them will be for the vehicle crews (+ other gear we might want to give them), means we have to do a redesign of the vehicle anyway.

I wonder if we can just copy Zhar Tann's light powered armour.
 
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