If we get really lucky
We set up the meeting, various representatives turn up and we begin our presentation.
Then Beil Tan turns up.
And gets pressured into stopping
 
The Dragonfleet of Quilan

You have completed the first batch of refits for the Exodites of Quilan, and they are well pleased. The second can be dispatched if you are ready for it.

[ ] Bring in the second batch of Quilan's fleet (2 AP)
Considering how much we have on our plate for Bonesinger AP I'm tempted to leave this until next turn. I think they'd understand.
You threw one AP at it last turn. It costs 6 (now 5, because one got paid) AP to do, it just doesn't matter when you actually spend those AP because the only thing not spending them means is that it doesn't get worked on. It's not like it's going to get more broken if you aren't fixing it.
Wait, we did? I counted 2 AP spent on Arach-Qin and Quilan's ships, and 8 AP spent on War Ketches, I'm not seeing anything about fixing the engines.
 
Also, I can tell how many people here have not read Dune or seen the One Good Live-Action (the original Sci-fi channel miniseries) because I was not being subtle about that reference.
 
Also, I can tell how many people here have not read Dune or seen the One Good Live-Action (the original Sci-fi channel miniseries) because I was not being subtle about that reference.
I honestly thought it was so blatant I didn't think to comment on it.

Now if you'd given it a Flaw which made it and the person shooting it explode if they used an energy weapon that'd be funny (if completely impractical).
 
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Also, I can tell how many people here have not read Dune or seen the One Good Live-Action (the original Sci-fi channel miniseries) because I was not being subtle about that reference.
Heh, yeah. I recognized what you were referencing immediately

Also @Mechanis I have a question, or well, two.
1. Can we get an action to go beat up some orks to field test our new gear.
2. Can we get an action to get advice about or weapons/do some wargame testing with Zahr-Tann
 
I mean
You keep deciding not to bother with the 100% foundational military structure for Aeldari, period, and then wondering why you are having army problems.

It's like not building a Barracks in an RTS game and wondering why you can't do Infantry Stuff.
Okay, message received. Thread, any chance we can fit in the Shrine of Khaine this turn?
 
I'm pretty sure the chasis don't price in gear for the crew, though that would be nice. 16+8=24, and 180 makes more sense for a base chasis cost than 156.
Are you sure? It looks like the two Star Anvils we built last turn are currently sitting in the Turn 4 stockpile which indicates you can attach them to a detachment.
I don't think we produced any Spike Carbines last turn so they shouldn't be deployable since the crew wouldn't have any guns if that were the case.
[ ] Refit Detachment(s) (1 AP each, restrictions below)
Replace some portions of an existing detachment's wargear with some from your stockpiles.
Note that only Wargear or Vehicles which are part of your existing stockpile at the start of a turn may be drawn upon for this purpose, but that refitting in this manner does not prevent you from deploying a Warhost, or adding a Detachment that has been refitted to a new Warhost and immediately deploying it.

@Mechanis does the "Vehicles Quick Reference Table" costs include the crew costs?

If that's not the case you could drop the Grav-Shield and it'd still be a reasonably decent tank (Zahr-Tann's Halberd is probably better but cost wise it probably isn't too far from from being as costly as a Starhammer).
 
Note that it says a "Carefully Slowed" power blade. And a "Low Speed" grenade. It's still largely effective against those things, it's just that if people know the vulnerability, they can exploit it. Also the grenade will need to not bounce and be there when it detonates.

yah, a carefully slowed blade, At the grade of melee combat we really care about that doesn't have eldar warriors cutting through the enemy a scythe through wheat, Space marines, Ork nobs, Deamons, eldar, Necrons are all Commonly skilled enough to take advantage of that weakness (Yes, I am including Orks, Its melee, Underestimating their skill at melee is typically the last mistake many beings in the galaxy makes).
Its incredibly common for the grade of being that can match your typical eldar warrior in melee to be skilled enough to exploit that kind of flaw.
 
I honestly thought it was so blatant I didn't think to comment on it.

Now if you'd given it a Flaw which made it and the person shooting it explode if they used an energy weapon that'd be funny (if completely impractical).
Maybe if this was an Orkz Qwest, since book-lore is actually that both the laser and the generator explode, but yeah, this is an Eldar quest.
 
Better go back to the drawing board for our tank then because for the cost of 1 Star Anvil we're only getting 3 tanks and I'd certainly take 1 Star Anvil over 3 Starhammers if we're in a pitched battle (having 1 SH and 3 V scale exotic weapons vs just 3 V scale exotic weapons).

Crunched the math and the base cost of a tank chassis assuming the cost of the Brigandine and Weapons was factored in should be 156EP.
Starhammer total Cost: 380EP
Starlance V: 100EP
Spike Cannon H: 12EP
Heavy Needler: 10EP
Holofield: 18EP
Grav-Shields 2x: 60EP
4x Brigandine: 8EP
4x Spike Carbine: 16EP
Chassis: 380-100-12-10-18-60-8-16=156EP
We can probably drop that by a lot if we ditch the carbines for pistols, drop a Grav-Shield, and swap to a more affordable main gun.
Cheap 5x Star Anvil MBT
Suncannon: 30EP
Heavy Needler: 10EP
Holofield: 18EP
Grav-Shield: 30EP
4x Brigandine: 8EP
4x Needler Pistols: 8EP:
Chassis: 156EP
Math: 30+10+18+30+8+8+156=260EP
Again probably weaker than a single Star Anvil but you can field way more of them than a the Starhammer, uses better weapons than las-weapons, and doesn't cost any exotics.
Interesting, given we're spending 64 EP on shields and crew and 156 EP on the chassis I think it's worth getting more out of an individual hull in terms of cost effective weaponry.

Less Cheap 5x Suncannon MBT
2x Suncannon: 60EP
Heavy Needler: 10EP
Holofield: 18EP
2x Grav-Shield: 60EP
4x Brigandine: 8EP
4x Needler Pistols: 8EP:
Chassis: 156EP
Math: 60+10+18+60+8+8+156=320EP
It's something like 15% cheaper than our current MBT, and 23% more expensive than your proposal, but it's effectively bringing twice the firepower of that proposal without compromising protection. Plasma cannons should have decent armor penetration and explicitly mention significant area of effect damage (useful for engaging large amounts of infantry, or vehicles/infantry with holo-fields). This would leave genuine heavy anti-armor to something like the Star Anvil but that's fine, it's what it's for.

I will say, comparing some of our Grav/Plasma weapons- infantry and heavy exotic weapons don't seem to be too incredibly EP expensive. Even the Fatesever is cost competitive with some of the fancier vehicle weapons we researched (and 2 Psy-scopes for a vehicle gun is peanuts). It's just the Starlance is the single more expensive vehicle gun we have.
I mean
You keep deciding not to bother with the 100% foundational military structure for Aeldari, period, and then wondering why you are having army problems.

It's like not building a Barracks in an RTS game and wondering why you can't do Infantry Stuff.
Fair, but we literally did not even know the Shrine of Khaine was a build option when we were laying out our troop rationalizations. The way the system has unfolded from our limited perspective as players was never conducive to good or grounded decision-making. That's not a complaint, that's just saying we've got to retread a lot of ground we obviously thought we were in the process of covering. We could have just about had it this turn unless we rushed it with VAP, and we didn't have any reason to think it was urgent given our obvious difficulties using 5 WAP (which is what the Troop rationalizations were informed around). And we had little context for how weak we were and how out of tune our decision making actually was (and it probably would have been on relatively similar lines after the Troop rationalization even if we started the Shrine- simply because so much had to flow based off the limited foundations we established during the rationalizations- dedicated transports, how many detachments we were planning a turn, etc).

This is honestly a masterful case of limited information helping players make some incredibly questionable decisions that were perfectly in character and informed by the context we had. I'm impressed even as I'm naturally frustrated with our past turns.
 
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This is honestly a masterful case of limited information helping players make some incredibly questionable decisions that were perfectly in character and informed by the context we had. I'm impressed even as I'm naturally frustrated with our past turns.

Honestly, I can FULLY picture these master craftsmen running around and debating with each other in circles going "HOW DO WE MILITARY?!?!" Like the Players are with their planning. It is very amusing to me to picture what the eldar equivalent to our decision making apparatus is doing when we are Planning and bickering.

We need the shrine of khaine... But we Really need the halls of stewardship... But we really need foundrys... Aaargh Action economy!!!
 
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Are you sure? It looks like the two Star Anvils we built last turn are currently sitting in the Turn 4 stockpile which indicates you can attach them to a detachment.
I don't think we produced any Spike Carbines last turn so they shouldn't be deployable since the crew wouldn't have any guns if that were the case.


@Mechanis does the "Vehicles Quick Reference Table" costs include the crew costs?

If that's not the case you could drop the Grav-Shield and it'd still be a reasonably decent tank (Zahr-Tann's Halberd is probably better but cost wise it probably isn't too far from from being as costly as a Starhammer).
The QRTs are for the equipment listed only. Or in other words, Crew Equipment Sold Separately™.

Things being in your stockpile just means you have them sitting in a vault somewhere, not that you have bodies to work it and that you can break it out in a Crisis, not necessarily that it is in a ready-to-deploy state.
 
So maybe something like this for the 12 Bonesinger AP?

[ ] Repairing the Plasma System (3 AP Each, 12 Max) (3AP plus a Forge AP)
[ ] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (2AP)
[ ] Shrine of Khaine (3 points initial, 1 point continuous | 2-3 turns) (3AP)
[ ] Continue ship repair (1 point) [Strongly recommended] (1AP)
[ ] Develop Basic Grenades (1 AP)
[ ] Armor Foundry (Void Guard Warsuits) (2AP)
[ ] 1 Forge AP on stockpiling wargear
 
So maybe something like this for the 12 Bonesinger AP?
That'd work. Maybe drop the Foundry and the Hall of Stewardship to finish the Primary Power Distribution Control repair if you want to get our engines fixed ASAP just in case. Maybe use the second Forge AP finishing the Shrine, which is "inefficient" but gets us the Shrine much faster.
 
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ok i'm going to make a breakdown of the weaknesses here, and I relly do recommend taking as many as we can. Keep in mind, our present survival doctrine is "eat the onion" so anything with a shield is going to be decently armored and probably have either a grave shield, a holofiled or both, so we can get away with a surprising amount of weaknesses since its not going to be the only line of defense.


[ ] Flaw: Expensive
The particular design you use is unexpectedly finicky to construct, increasing manufacturing costs. This Flaw is mutually incompatible with the 'Low Cost' Advantage.

I am going to say this is a bad one to take, cost is everything, the more something costs, the less of it we have. Do not think of higher per unit price as "we are rich we can afford it." think of it as "our large budget will now get us fewer of these."

[ ] Flaw: High Power Draw
Your field emitters have an unusually high power draw compared to most designs. This has no effect on integrated systems, but standalone models will be twice as expensive and require a second equipment slot for an extra-large power supply, limiting where they can be deployed.

this is practically free, and I only say practically because it means we obsolete our armor a bit sooner, but to be honest everything we've been making so far is destined for either a MKII or being written off as a bad idea actually. I really do recommend we take this.

[ ] Flaw: Bulky
The design you have developed is notably more bulky than is typical for conversion field systems, requiring more slots when integrated to armor, vehicles or voidships—though this does not effect standalone models for Infantry. This Flaw is mutually incompatible with the 'Compact' Advantage.

I don't know how many slots this would add, and I don't know what its starting at. Though I will say if we intend to slap this thing on everything we can, making it harder to fit onto things seems like a bad idea.

[ ] Flaw: Low Threshold
The amount of energy needed to overload the field is lower than typical, with even one or two good hits causing it to drop. Of course, this is much less of an issue on a design which can recycle its field most of the time…

This just makes the shield worse at its job. The advantages to mitigating this exist sure, but a shield built to come up rapidly would need more than one advantage to fully offset this I think. So I would not recommend taking this, unless someone has a very specific build in mind.

[ ] Flaw: Slow on Attack
While still perfectly able to block most dangers, the particular design of your emitters renders the field vulnerable to penetration by lower velocity objects—a carefully slowed power blade, for example. Or a low-speed grenade.

realistically, this would just make the shields a bit less useful in melee. We're going to be putting this on power armor and vehicles, that we have all but made policy to give grave shields to as well. So slow physicals projectiles will be repulsed by gravity, and a slow sword strike is easier to dodge. So its not quite free, but a minor vulnerability in melee is a pretty low cost. I think we should absolutely take this one.

[ ] Flaw: Poor Refraction
Whilst still fully effective against kinetic weapons, your field design is less so against most directed-energy weapons, suffering "bleed through" from such attacks that may, depending on the specific weapon, still be dangerous or even deadly despite the field's mitigation.

We might be able to get away with this. Like I said earlier, our plan is "eat the onion" so we have a grav shield above the refractor and armor beneath it. So taking a bit of bleed through damage could be something we can just deal with. So i'd be put this on a hard maybe.
 
All I'm seeing is Biel-tan getting BTFO'D

We've shown our worth, spat and shat on their prescious paths by making the greatest discovery since the Fall rivaled only by the Soulstones. They can't take this from us. We're invincible and all they can do is seethe in a corner or else they get ganked. And this knowledge got me kicking me feet and giggling

All of the shit is going to pour on us after we reveal Chaos' Big Game in front of the entire Diaspora. They'll pay big to be able to attack us directly,

Ironically enough we'd probably face more trouble from Orks, as this is at least a century or a few before Emps starts the Unification Wars, meaning we won't even be facing Human Cultists, just daemons, with Bel'akor being the worst case scenario.

Gotta love 30K and Chaos not having a "Drop whole ass war bands of Chaos Space Marines EXACTLY HERE" button.
 
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[ ] Draft: The Aeldmoot
-[ ][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[ ][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[ ][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[ ][STEWARD][AELDMOOT] Iyanden (4 AP)
-[ ][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[ ][STEWARD][AELDMOOT] The Exodites (1 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (4 AP)
-[ ][BONESINGER] Repairing the Plasma System (3 AP)
--[ ][FORGE] Use the Forge (-1d3 Turns)
-[ ][BONESINGER] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
--[ ][FORGE] Use the Forge (-1d3 Turns)
-[ ][BONESINGER] Continue Ship Repair (1 AP)
-[ ][BONESINGER] Refit Ships (1 AP)
--[ ] 3x Damaged Assault Ketches to War Ketches
-[ ][SEER] Scry the Present (1 AP)
--[ ] "Where are the Orks that our Pirate-Hunters seek"
--[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[ ] Flaw: Poor Refraction
--[ ] Flaw: Slow On Attack
--[ ] Flaw: Low Threshold
--[ ] Advantage: Low Cost
--[ ] Advantage: Fast Recycle
--[ ] Advantage: Pressure Resistance
-[ ][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[ ][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[ ][WARRIOR][MEROS] Recall for Repairs
--[ ] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[ ][WARRIOR][MEROS] Send Reinforcements
--[ ] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[ ][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?
 
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That'd work. Maybe drop the Foundry and the Hall of Stewardship to finish the Primary Power Distribution Control repair if you want to get our engines fixed ASAP just in case.

IMO, Fuck the engines, we need to unfuck our Bonesinger action economy more. We have a Massive military force sitting on us to keep us from having to run from orks, We are about to call the aeldmoot, and hopefully become politically untouchable that we, We need to unfuck our Economy sharpish, and the use of the engines is running but we are in the safest spot we will be in for a few turns.
 
No we don't, not if we're doing the full meeting. Reread it. "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"
Hmm. Well then, that being the case, 3 major craft worlds, the harlequinns, and one each of craft world and exodites works too.

Though I again say we should make a solid ap donation to repairing Arach-Quinns shipyards so they talk us up to any minor craft worlds attending or that contact them in the lead up too it. Even if this does neuter biel-tan as a threat to us, we need more craft worlds lending their fleet to the removal of ork kind from our area.
 
…you might actually be able to head off Beil-Tan entirely.

Hmmm... i am 100% reading too much into this, but Mechanis has consistently written Beil-Tan (Funnily enough a Beil is a small, one handed Axe in German) instead of Biel-Tan in nearly every Post. We are waiting for the wrong Craftworld to attack us. Maybe one of the smaller Craftworlds has an Axe to grind with us? :D

@Mechanis could you give an Example for a Production Line? Does One of them produce a Certain amount of EP of one Type of Armor/Weapon/Vehicle? I am pretty sure the Thread is reluctant to invest, if we don't know what we could get. Give us some meth math on this please.
 
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.
If you want to get to a minimum of two turns, strip out the two Minor Repairs AP and put them on Primary Power Distribution Control. We need another turn after finishing it to train operators.

That said, I'm not going to be voting for your conversion field merits and flaws - while Slow on Attack is a cute reference, it's also a weakness to some of the exact weapons I most want conversion fields to apply to, and low threshold/fast recycle is iffy since Regeneration only means our conversion fields usually don't blow up. Cycle them quickly and they're going to blow sooner or later anyway.

I am pretty sure the Thread is reluctant to invest, if we don't know what we could get. Give us some meth math on this please.
Problem: it's a moving target. Foundries will produce more as our overall level of industry rises.
 
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