[ ] Draft: The Aeldmoot
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[ ][STEWARD][AELDMOOT] The Harlequins (1 AP)
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[ ][STEWARD][AELDMOOT] Ulthwe (2 AP)
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[ ][STEWARD][AELDMOOT] Saim-Hann (1 AP)
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[ ][STEWARD][AELDMOOT] Iyanden (4 AP)
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[ ][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
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[ ][STEWARD][AELDMOOT] The Exodites (1 AP)
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[ ][BONESINGER] Replace Primary Power Distribution Control (4 AP)
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[ ][BONESINGER] Repairing the Plasma System (3 AP)
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[ ][FORGE] Use the Forge (-1d3 Turns)
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[ ][BONESINGER] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
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[ ][FORGE] Use the Forge (-1d3 Turns)
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[ ][BONESINGER] Continue Ship Repair (1 AP)
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[ ][BONESINGER] Refit Ships (1 AP)
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[ ] 3x Damaged Assault Ketches to War Ketches
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[ ][SEER] Scry the Present (1 AP)
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[ ] "Where are the Orks that our Pirate-Hunters seek"
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[ ][SEER] The Eye of Tzeentch (6 AP)
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[ ][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
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[ ] Flaw: Poor Refraction
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[ ] Flaw: Slow On Attack
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[ ] Flaw: Low Threshold
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[ ] Advantage: Low Cost
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[ ] Advantage: Fast Recycle
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[ ] Advantage: Pressure Resistance
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[ ][SEEKER] Grav-Gun Hybridization (2 AP Inital)
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[ ][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
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[ ][WARRIOR][MEROS] Recall for Repairs
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[ ] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
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[ ][WARRIOR][MEROS] Send Reinforcements
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[ ] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
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[ ][WARRIOR][EVACUATION] Assign additional Escort Ships
--[ ] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
OKAY, it's done.
Case by case here.
A)
All In on the Aeldmoot. With all 10 SAP, we can inform every major party, and also spare some effort to send word to the Exodites/Lessers. I think that'll synergize with the Harlequins to maximize our spread, and at this point, everyone who
isn't completely ignorant is going to know this is happening. Which is good, because
everyone in the Diaspora needs to know this. It's our best tool to take the Biel-Tan attack off the table as well.
B) Not
quite All In on the Engine Repairs, but it is angled to take us a maximum of 2 turns to get them fully online. I've also taken
@Mechanis most recent hint about "Of course you're having military problems when you don't even have the T1 Barracks" to heart by making damn sure we have the Shrine of Khaine online--we can't afford to be utterly incapable of defending ourselves for much longer. The combination of this and the math needed to maximize our chances of 2 turning our Engine Repairs though ensures that we can't afford to anything more after we include filling our obligations, though I think we've won at least a little wiggle room under the circumstances with Quilan under the circumstances, and that's not an Oathbound Obligation and we've already finished the first wave, I think it'll keep for one turn at least, especially since we spent extra so the refits would absolutely beat the snot out of most things in space, with the 1 AP left I got a few more damaged Ketches into War Ketches because those are straight up probably some of the best ships active in the galaxy at the moment, and if even the Nettles were kicking insane amounts of ass, these are going to hit the Orks like a
Wrecking ball
C) Looked at the numbers and figured that I wanted to at least double tap the Slaanesh project, so the Bird gets both barrels this turn with three hits on that project. It's explicitly the most fragile topic after all. The remaining action is a present scrying (Which should be safe given how the Eye is blind to the present), to hopefully help the Pirate Hunters finish their job and come home this turn.
D) Seeker focuses on the Conversion Fields, what we want is High Reliability, High Refresh Rate. Slow on Attack can be accepted due to the fact that most of the things we'll be putting Conversion Fields on should be pretty tough anyway, and Low Threshold isn't a big deal when we went with Maximum Regeneration as our primary focus, and then are going both Rugged (To ensure that even a complete overload is vastly unlikely to shut the field down), and Fast Recycle (Meaning that it takes a very short period of time to fully recycle)EDIT: Good argument that if we're making a Conversion Field it'll likely be integrated, so this is almost a gimmie, so instead I'm taking that, so that it can take lots of hits and refresh in seconds, turning anyone using one of our Conversion Fields into a fucking absolutely annoying brick wall. EDIT 2: Given the reasonable arguments from @Candesce that Conversion Fields should be angled to be best against melee attacks, I've altered the other flaw to be Poor Refraction instead--we have other options for anti-energy weapons, but nothing for close combat. EDIT 3: And there goes Rugged for Pressure Resistance, but at least this becomes an absolute beast mode defense mechanism that lasts until the RNG isn't in your favor.FINAL EDIT: A quorum was taken of the major voters to decide what we actually wanted from our Conversion Fields, and we settled on "Supplement to Holofields to be strong where they're ineffective." So we went with a cheap, high cycle rate that's good against blasts at the cost of it being relatively weak per cycle, weak against slow moving attacks, and not the best at blocking energy weapons. All of these problems are mitigated due to them being intended to be paired with Holofield equipped units, who rarely take direct hits and are rarely moving slow enough that a slow moving attack would land even if you could pin down their exact position.
E) Warrior cycles the Meros Damaged folks out for a pile of War Ketches (Which, as has been mentioned, are probably some of the scariest fucking ships in Space right now), and further deploys the 3rd Heavy Fleet from our allies and two Battle Hosts to stiffen our defenses against any lucky breakthroughs. This
should give the Ork Warlord pause--and he's already been stated as being smart enough to probe his foes and get information first, I intend to use that against him by making him have to throw out his previous assumptions by way of a massive shift in power, and hopefully use that to bluff him into getting Meros the last few years it needs to get its engines online and get the fuck out of dodge. Beyond that, most of our AP is spent maxing our of Evacuation Fleet commitment, since we can afford it.
@Mechanis, just to confirm, if we're not deploying Allied Assets, they're considered to be Craftworld Defense, right?