- Location
- Utrecht
Whatever they were before pales, for now, they are Meros OrkbaneWhat is Meros 's gimmick /focus as a craftworld? Beyond being doomed?
Are they martial, seeers, engineers, ....
Whatever they were before pales, for now, they are Meros OrkbaneWhat is Meros 's gimmick /focus as a craftworld? Beyond being doomed?
Are they martial, seeers, engineers, ....
I'd be all for this vote (at least at this moment) when the moratorium ends
I'd be all for this vote (at least at this moment) when the moratorium ends
If you can, do you think you can explain further on the choices behind the conversion fields (you asked SV for the answers pertaining to our general modus operandi a few pages back iirc, but if you could pile it all into one big post for easy access, that'd be appreciated) so that everyone's on the same page with how our troops should be structured?
I won't talk about the rules in the Quest but generally vehicular weapons have way better armor penetration so that they can, well, penetrate other vehicles and sometimes light fortifications. Trade off is either rate of fire or ability to engage multiple targets.
A bunch of Ithilmar guys could mow down infantry pretty easily from the back of some skimmer but they would have worse range and anti-armor capabilities than a proper vehicular gun. Plus if you want to fire your guns from a vehicle you are going to sacrifice armor for better firing angles, there is no way around it.
You already set a fleet to go handle that, so it's not time critical to do so, only a matter of finding their hideout and then assaulting it---or calling for reinforcements if it looks like more than what is there can chew, even if that's not especially likely.If I can nitpick a bit.
This is one of the few issues that notes it is both time critical and something to do quickly, and yet we're only spending a single Seeer AP to improve it, as far as I can tell.
We might want to sick our friends on it. It's probably more urgent than reinforcing Fau-Eresh.
You should be able to get a decent idea of a Craftworld's "hat" by studying known Eldar iconography and looking at their world-rune, because I was using known Eldar iconography when I went about designing those.I wonder if the Psychomaton Forge was supposed to do that? They did run all the stuff that required labor, and most of our stewardship has been about replacing them.
OTOH, the whole cursed and doomed and tendency to explode into demons doesn't make that seem like practical basic infrastructure.
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Unrelated question.
What is Meros 's gimmick /focus as a craftworld? Beyond being doomed?
Are they martial, seeers, engineers, ....
I really, really don't think we need to invest in infantry equipment now we have a vast allied Warhost filling that need for us.
We're much better off spending the BAP expanding our general industry, repairing allies ships, or repairing allied shipyards.
The way I'm thinking about it, the same things that make vehicle weapons better at killing armour (more power, better stabilisation, etc) could also be turned to making them better at killing infantry, making them have wider area of effect or a faster rate of fire, f we chose to. On the tabletop, things are balanced with a meta in mind.
Whether we've designed vehicle weapons with that in mind is a different matter, of course.
One of my plans for an Ithilnar Mk2 is to drop the holofield, add more armor and power assist and give them giant variable mass Hammers as our elite melee infantry.I won't talk about the rules in the Quest but generally vehicular weapons have way better armor penetration so that they can, well, penetrate other vehicles and sometimes light fortifications. Trade off is either rate of fire or ability to engage multiple targets.
A bunch of Ithilmar guys could mow down infantry pretty easily from the back of some skimmer but they would have worse range and anti-armor capabilities than a proper vehicular gun. Plus if you want to fire your guns from a vehicle you are going to sacrifice armor for better firing angles, there is no way around it.
The Forges exist because we already have two very, very good infantry gear pieces, and we can use this as a barometer for how much EP is generated per turn with something we're always going to need more of. Wraithweave Brigantine and Needlers are pretty much going to be our Guardian Mesh + Shuriken Catapult equivalent, and given how many Warhosts are involved with a serious force, we're going to need an absolute asston of both if we're going to make it. I strongly hope we get a chance to revisit our starting Rationalization because we need to move our initial designs to the Elite bracket and replace our Guardian options with our updated kit.
But also, because I can get two of these for 4 AP, but if I were to pick Enhance Industry, I'd only get one of them.
EDIT: A reminder that a Needler is an infinite ammo, easy to use bullet hose that doesn't even have much in the recoil, and presumably does comparable-to-better damage than Shuriken weapons do. It's absolutely nuts.
If we went all in on exotics, maybe. I worked out what a Militia Heavy looks like in price with gear switched out for our intended common stuff where it was worse - Needlers, VGW, Razorwind Jetbikes, etc - and it's still just under 3k EP, with over half of it being the jetbikes.E.g. Militia Heavy detachment refit to the sort of same level of standard we hold Anvils would be 3-4k EP.
For example, fixing Arach-Qin's shipyards might get us a Sword of Vaul class battleship in the next couple of turns. That will allow us to do much more than a fraction of detachment's worth of infantry gear.
I'd still rather focus on actually following one of the Pressing Issue recomenndations--that being "We should keep building wargear". Infrastructure will tell us how much EP a single Production Infrastructure building is worth by picking two items that we know the price of and that we'll always have a near bottomless hunger for anyway. It takes out many problems with one rock.
It will probably have its own weapons to be honest.And how are we going to afford to arm that Sword of Vaul Class Battleship? These things are megaprojects in their own right, I'm not in an urgent hurry to get those online when we have so much else on our plate--and we do have a marker in our "Pressing Issues" tab that tells us that we should keep making gear.
And how are we going to afford to arm that Sword of Vaul Class Battleship? These things are megaprojects in their own right, I'm not in an urgent hurry to get those online when we have so much else on our plate--and we do have a marker in our "Pressing Issues" tab that tells us that we should keep making gear.
Helping our allies does two things.
1) It gets us more forces much, much faster than building it ourselves. Just look at the sixty warhosts we now have that we can deploy. Now many turns production would that take to build the gear for?
2) It should impress potential allies at the Aeldarmoot we're about to have, if our current allies talk about how great being our friend is. This si a very limited opportunity to maximise the impact of this.
Getting the production of those forges a couple of turns earlier seems incredibly unlikely to be worth as much as those two.
Would make sense, especially since we know that their leader is called a Seerlord.
I will also argue that "fix a shipyard" sounds like a longer commitment, not a one and done.I just disagree that the Shipyard Project being done--which is explicitly a "Nice to have" bonus, is somehow going to be a major inflection point in the Aeldmoot's production compared to everything we've already agreed on that stacks it in our favor. Not when we actually do have "We should still be producing Wargear" on our actual Pressing Issues tab.
The reason to go for armor foundries now is that we need a ton of infantry armor going forward so getting this done now and getting a passive income of them makes sense.
Because our retrofit isn't finished yet.
Edit:
They also gain us some critical information on our logistics abilities in regard to having most of our army actually in VGA. The info on production rates for our two high-end armors is I think worth it alone.
I'm really inclined to pull the jetbikes out of most of our detachment design when we can and restrict them to dedicated scouting/raiding/fast detachments, for precisely this reason. Jetbikes are cool, but a Razorwind is bringing 24 (26 with pilot weapons) EP of gun at 50 (58 with pilot gear) EP of cost. Admittedly the mobility that it purchases with that extra cost is very impressive, but we have jetbikes practically everywhere- including in lineholder or heavy assault detachments! Keep the squads that paid the speed tax in their own organizations, and incorporate a fast unit into a warhost as needed to bring those capabilities to the table.If we went all in on exotics, maybe. I worked out what a Militia Heavy looks like in price with gear switched out for our intended common stuff where it was worse - Needlers, VGW, Razorwind Jetbikes, etc - and it's still just under 3k EP, with over half of it being the jetbikes.
Vehicles are expensive. We need them to carry the really heavy weapons, but for anything that doesn't need the heavy weapons infantry gives better cost per gun.
The reason to go for armor foundries now is that we need a ton of infantry armor going forward so getting this done now and getting a passive income of them makes sense.
Because our retrofit isn't finished yet.
We were also told that sending seven scout fleets would be grotesque overkill. Frankly, it's already weird that they've been looking for a decade without word of even being on the trail, which is why I'm still sending them backup in case they need it, but that's also to reduce our losses rather than anything else.
I just disagree that the Shipyard Project being done--which is explicitly a "Nice to have" bonus, is somehow going to be a major inflection point in the Aeldmoot's production compared to everything we've already agreed on that stacks it in our favor. Not when we actually do have "We should still be producing Wargear" on our actual Pressing Issues tab.
So this is the sort of thing we'd want Thirst Mitigation to free up psychic power and a Seer Circle and Academy to have a base of expertise on magic and artifice before we start reinventing it?The third form is "Warp Magic™", which includes things like warding runes, kine-shields, and so on. The Eldar are presently in the position of being previously reliant on highly sophisticated versions of the third catagory, only the have most of them stop working, a good chunk of the rest turn into horrible gribbly things that had to be put down with anti-tank weapons, and the tiny handful of what's left being impractically expensive to actually turn on for any reasonable length of time without literal mass 'human' sacrifice, which they regard as a 'not just no, but hell no, I'll let myself get eaten by daemons first' for entirely understandable reasons, and having had pretty much everyone who actually knows how the things were made having dropped dead. Sometimes after a stint as a horrible murder cultist.