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Ten points to the Aeldmoot and a bunch to the flaw of Tzeentch because that's the one that'll get worse and that might be most impacted by the moot.
Also, do we have new damage that needs to be resolved for Meros? The Warrior section looks like it might have gotten a bit scuffed. I also don't see Steward options for our new tech?
It's mentioned in the first Warrior spoiler, about 20 Destroyers, 10 Frigates and a couple of Caravels should probably be replaced. I figure we send some War Ketches to give them a test run, and maybe one of Zahr-Tans fleets? I doubt they'd dislike being asked to help protect another Craftworld.At present 12 of the Lance Cutters in the fleet are damaged, 8 of which suffer from impaired mobility, similarly 9 of the Lance Sloops are damaged with one mission kill and four with impaired mobility. Ten Ketches have also suffered minor damages, with three suffering from impaired mobility, and two Caravels have similarly suffered from losing a sail. Notably, the new
I agree. We also have a military thanks to allied forces now and will likely need a moment to develop more tech before we're ready to actually start laying out new designs for troops and vehicles.I really, Really wanna go all in on the Aeldmoot.
Summon literally everyone. Throwing all ap at it means we can genuinely summon everyone on the list, and that means potentially summoning Biel-tan and Alaitoc as well due toeveryone else being present.
It's mentioned in the first Warrior spoiler, about 20 Destroyers, 10 Frigates and a couple of Caravels should probably be replaced. I figure we send some War Ketches to give them a test run, and maybe one of Zahr-Tans fleets? I doubt they'd dislike being asked to help protect another Craftworld.
Use our freebies on Iyanden and Ulthwe, then throw 10 SAP on everything else. 4 on Lesser Craftworlds and 4 on Exodites, while roping in Saim-Hann and the Harlequins as part of the game.
Probably use our Allied Forces on home defense while we finish up our commitments externally with our resources.
If you instead wish to make a more formal meeting with the majority of the surviving Aeldari who are currently active in the galaxy, you will instead be required to spend all listed Action Points, and must select at least four options (again, in addition to your allies, whom will be naturally informed in such an event).
So the scale of Zahr-Tann tells us a few things: we absolutely cannot standardize on anything more expensive than VGA, we absolutely cannot standardize on Infantry Conversion Fields and Holo-Fields, that our vehicles should probably focus on 1 or 2 primary weapons and 1-2 hull mounted weapons rather than '11 barrels of hell memes' like our current chassis start with the slots for, that half sized specialist squads back stopping full size line squads work and that they can share dedicated transports, that we're probably going to want specialized affordable armor for melee troops sooner than later, Zahr-Tann seems pretty unconcerned about super heavy vehicles
If we don't leave out anyone we don't want to insult, 1 Lesser Craftworld and 1 Exodite uses up all 10 AP, yeah. Probably worth it.Honestly I want to just put all of our Steward AP this turn into the Aeldmoot, it definitely seems worth it. Probably 1 each into Lesser Craftworlds and Exodites?
Agreed. And given just how widely Zahr-Tann uses Flare Shields, I'm not particularly interested in spending time and effort getting a downgraded cheaper armor - we'd lose the savings from pulling the holo-field buying extra protection anyway. Might as well commit.we absolutely cannot standardize on anything more expensive than VGA
That's an excellent point.I definitely think we'll want to start work on our engines this turn though, because once we're the only Craftworld left immobile, we're going to start drawing a lot of vengeance hits for stopping Meros' doom--Chaos'll want a piece of us too for revenge.
Use our freebies on Iyanden and Ulthwe, then throw 10 SAP on everything else. 4 on Lesser Craftworlds and 4 on Exodites, while roping in Saim-Hann and the Harlequins as part of the game.
By the description we can only pick two for free if we go for the more informal meetup. Picking the full Aeldmoot means we need to pay the full cost for everything.You may contact up to Two Factions (other than your allies, whom will be informed as a matter of course) about the Curses without spending an Action Points. If you instead wish to make a more formal meeting with the majority of the surviving Aeldari who are currently active in the galaxy, you will instead be required to spend all listed Action Points, and must select at least four options (again, in addition to your allies, whom will be naturally informed in such an event).
I'm on board for that, though I still want to know how Forge actions would work with Repairing the Plasma system, and whether it costs 12AP or 36AP in total.Yeah, War Ketches should do a lot of good there, even if there's a big attack they should absolutely wreak havoc.
I definitely think we'll want to start work on our engines this turn though, because once we're the only Craftworld left immobile, we're going to start drawing a lot of vengeance hits for stopping Meros' doom--Chaos'll want a piece of us too for revenge.
So long as we build a lot of wargear this turn to avoid wasting refit SAP next turn and cover our asses against Biel-Tan turn 5 that should be fine. But there's no point trying to fix our engines if Biel-Tan deals major damage or the Orks escalate before we can fully extract. And our commitments to the Exodites to the Galactic East limit how far we can go without giving an Ork Waaagh a free hand to spiral out of control and risk an even worse fight in the Exodites' defenses.Yeah, War Ketches should do a lot of good there, even if there's a big attack they should absolutely wreak havoc.
I definitely think we'll want to start work on our engines this turn though, because once we're the only Craftworld left immobile, we're going to start drawing a lot of vengeance hits for stopping Meros' doom--Chaos'll want a piece of us too for revenge.
If we go all in on the Aeldmoot this turn, stockpile wargear this turn, we can spend as many SAP next turn as we can afford and refit as many detachments as we likely would otherwise and still have them ready for a Biel-Tan attack next turn. There's very little reason not to do the Aeldmoot unless we were expecting to refit far more than 10 SAP of detachments between these two turns. I don't see us refitting more than 25 detachments a turn anyways.
So long as we build a lot of wargear this turn to avoid wasting refit SAP next turn and cover our asses against Biel-Tan turn 5 that should be fine. But there's no point trying to fix our engines if Biel-Tan deals major damage or the Orks escalate before we can fully extract. And our commitments to the Exodites to the Galactic East limit how far we can go without giving an Ork Waaagh a free hand to spiral out of control and risk an even worse fight in the Exodites' defenses.
Even that best case scenario is a 1/3 chance of saving 9 BAP when a VAP is worth 10+ BAP of EP. Considering we've just learned we are frog in a well and our ostensible juniors are roided up Battle Toads by comparison, we should probably commit to addressing that.I'm on board for that, though I still want to know how Forge actions would work with Repairing the Plasma system, and whether it costs 12AP or 36AP in total.
I don't think it's so easy to say that Biel-Tan of all groups will back down over political consequences. These are the people who fritter their strength away in self-defeating campaigns as a matter of course. It's not impossible Biel-Tan backs down, and its even fair to say it's more likely than not. But it's a real dangerous game to tell them they don't have the balls to fuck with us and stop preparing for the immediate possibility.Biel-Tan won't have a chance, they missed their chance to hit us this turn (Biel-Tan rolls their chance to find us at the start of a turn, and if they fail, we go into a normal turn, if they succeed, we get an instant Crisis turn), and we're executing the Aeldmoot this turn, which will absolutely make them attacking us Political Fucking Suicide, given how we'd have achieved the single greatest contribution to the post-fall Diaspora except for Iyanden's Soulstone studies (And arguably greater even than that). Them jumping us will be absolute suicide at that point since Everyone will assume they're Agents of the Enemy at that point.
Even that best case scenario is a 1/3 chance of saving 9 BAP when a VAP is worth 10+ BAP of EP. Considering we've just learned we are frog in a well and our ostensible juniors are roided up Battle Toads by comparison, we should probably commit to addressing that.
I don't think it's so easy to say that Biel-Tan of all groups will back down over political consequences. These are the people who fritter their strength away in self-defeating campaigns as a matter of course. It's not impossible Biel-Tan backs down, and its even fair to say it's more likely than not. But it's a real dangerous game to tell them they don't have the balls to fuck with us and stop preparing for the immediate possibility.
Sure, but spending VAP on the engines saves us BAP which we could spend on stuff like Production facilities, which would save us EP in the long run.Even that best case scenario is a 1/3 chance of saving 9 BAP when a VAP is worth 10+ BAP of EP. Considering we've just learned we are frog in a well and our ostensible juniors are roided up Battle Toads by comparison, we should probably commit to addressing that.
It means they'd have to Utterly wipe us out and somehow keep it quiet forever or everyone will gang up on them to break their back.
There's playing Fuckfuck Games, and there's immediately turning around to wipe out a Craftworld responsible for the single greatest light of hope the diaspora has experienced since the Fall. That's the kind of shit that nobody forgives you for. The mere act of trying would be likely to piss Ulhwe off to the point of getting them to pick up on it and call everyone else to pull a full Gondor Calls For Aid moment on them, especially after one of those bullets that went hidden was aimed right at them.
Biel-Tan is jingoistic, not actively suicidal. Them attacking us would become Politically radioactive for centuries after this.
We should probably talk about this and decide which if any disadvantages and advantages we'll take. Because which ones we take will probably shape how and where we use Conversion fields going forwards. High power draw for example is a disadvantage we can mostly work around if we settle for designing new armor that incorporates the shielding.One Flaw to select One Minor Advantage for your designs, to as many Flaws and Advantages as desired, including none. Note that these are still lesser than the main focus equivalents in most cases.
This would be VERY nice given our Grav shield's current weaknesses. And would be the one to go for, perhaps alongside Compact, if we want to focus on Conversion shields that combo with our existing defenses. Perhaps pair it with Low threshold or the physical projectile weakness in order to make a shield Ideal for comboing with Grav shielding.[ ] Advantage: Pressure Resistance
Your design is particularly resistant to wide-area pressure—blast waves, being buried in sand, grappling a Bloodletter so it can't stab you, and so on.
Right now does seem to be the best moment to start building up our industry. We should be able to start up one Enhance Industry for an extra Bonesinger AP and one factory, which should probably be for Void Guard Warsuits. Still a bunch left to get to work on the drives, which since we're about to pants Chaos is probably advisable.
There's playing Fuckfuck Games, and there's immediately turning around to wipe out a Craftworld responsible for the single greatest light of hope the diaspora has experienced since the Fall. That's the kind of shit that nobody forgives you for.