We could just build a VGA and/or Ithilmar Foundry this turn. We have squads that we can refit or build with them. We have no greater urgency for Brigandinearmour than for powered armour. We have no squads that currently use Brigandine, so we'd need to design no squads from scratchor refit them next turn anyway.

If you want to immediately raise new squads Brigandine is literally the worst armour you can possibly pick to make armour for.
We dont know how foundries work and its one of the reasons we picked it. Its a simple test case. If we dont like it, we can use those lessons learned to build VGA foundry, which we plan to do *anyway* next turn. So I dont see why you are so upset.
 
Fiddling with the slots of existing designs costs extra. Not much, for most vehicles, Jetbikes are just Smol and so it's fairly noticeable. right, anyway,
Considering it costs nearly twice as much as the Spike Cannon to *install* a Spike Cannon on the jetbike and is an overall ~50% increase in cost it's pretty much crippling to ever add weapon slots to a jetbike, and extremely questionable to do it for any vehicle. A 21 EP surcharge for a heavy weapon mount means that it's almost always going to double the cost of whatever weapon intended to be mounted. I shudder to think of what the costs of adding weapon mounts for a vehicle/super heavy scale weapon are.

There's room for information asymmetry, and then there's 'this design costs 50% more than anyone had context for'- I know I wouldn't have even proposed it if I had realized how overpriced it was going to be.
 
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We dont know how foundries work and its one of the reasons we picked it. Its a simple test case. If we dont like it, we can use those lessons learned to build VGA foundry, which we plan to do *anyway* next turn. So I dont see why you are so upset.

We can test it with a VGA or Ithilmar foundry and then immediately use those suits to raise new squads next turn. We have no squads that currently use Brigandine.

Brigandine armour seems no better a test case for the foundries than literally any other piece of wargear, and worse than many, as we have no squads that use them.

Testing foundries does not mean we need to build a Brigandine foundry rather than literally any other. This is a non-sequitor.

Explain please, how building a Brigandine foundry gives us more information than building a VGA foundry?
 
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We could just build a VGA and/or Ithilmar Foundry this turn. We have squads that we can refit or build with them. We have no greater urgency for Brigandinearmour than for powered armour. We have no squads that currently use Brigandine, so we'd need to design no squads from scratchor refit them next turn anyway.

If you want to immediately raise new squads Brigandine is literally the worst armour you can possibly pick to make a foundry for.
 
Turn 4 Main vote count
Adhoc vote count started by Mechanis on Jul 14, 2024 at 8:04 PM, finished with 1064 posts and 61 votes.

  • [X] Plan: The Aeldmoot
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
    -[X][BONESINGER] Armor Forge (Wraithweave Brigantine) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    --[X][FORGE] Use the Forge (One Turn Clear)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    --[X] Flaw: Slow On Attack
    [x] Plan: The Aeldmoot, industry edition v3
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[x][BONESINGER] Hall of Stewardship (2 points initial, 1 point continuous | 2 turns) (Requires a Steward action to activate)
    --[x][FORGE] Use the Forge (-1d3 Turns, 1st use)
    -[x][BONESINGER] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
    --[x][FORGE] Use the Forge (-1d3 Turns, 2nd use)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[x][BONESINGER] Armor Foundry (Write-in type) (2 points each) x2
    --[x][BONESINGER] 1 VGA, 1 Ithilmar
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    -- [x][SEEKER] Flaw: High Power Draw
    --[X] Flaw: Slow On Attack
    --[X] Advantage: Compact
    -- [x][SEEKER] Advantage: Rugged
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    --[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
    [X] Plan: Distributions
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X][BONESINGER] Replace Primary Power Distribution Control (2 AP)
    --[X][FORGE] Use the Forge (1st Use)
    -[X][BONESINGER] Weapon Forge (Starblaster Rifle) (2 AP)
    -[X][BONESINGER] Armor Forge (Void Guard Warsuit) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    --[X][FORGE] Use the Forge (2nd Use)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    -- [x][SEEKER] Flaw: High Power Draw
    --[X] Advantage: Compact
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    --[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
    [X] Plan Biel-Tan Can't Touch This Finale
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X][BONESINGER] Enhance Industry (3 points initial, 1 point continuous | 2-3 turns, each)
    --[X][FORGE] Use the Forge (-1d3 Turns)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    -[x][BONESINGER] Shrine of Khane (3 points initial, 1 point continuous | 2-3 turns)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Assist Arach-Qin with rebuilding their Shipyard (1 point each, max 6) (1 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    -- [x][SEEKER] Flaw: High Power Draw
    --[X] Advantage: Compact
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 15 War Ketches, Zahr-Tann 4th Heavy Fleet (ALLIED), Zahr-Tann 6th Line Fleet (ALLIED), Zahr-Tann 1st Through 4th Battle Hosts (ALLIED) (4 hosts total)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    --[X] 4× Battle Caravel, 12× War Ketches, 4× Assault Ketch
    -[X][WARRIOR][EVACUATION] Dispatch an Allied Force to Fea-eresh
    --[X] 3rd Heavy Fleet, 5th & 6th Battle Hosts
    -[X][WARRIOR][Allied] Dispatch Allied Scout Fleets to scout the Webway
    --[X] 3rd, 5th, 7th, 9th, and 11th Zahr-Tann Scout Fleets
    -[X][WARRIOR][Allied] Dispatch Allied Scout Fleets to scout for Freebootaz alongside Vau-Vulkesh naval forces.
    --[X] 13th & 15th Zahr-Tann Scout Fleets
    [x] The Aeldmoot, Allies, and Administration V2
    --[X] Flaw: Bulky
    --[X] Advantage: Low Cost
    --[X] Advantage: Pressure Resistance
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
    --[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
    [X] Plan To Moot
    -[X] [Steward] The Harlequins (1 point)
    -[X] [Steward] Ulthwe (2 points)
    -[X] [Steward] Saim-Hann (1 point)
    -[X] [Steward] Iyanden (4 points)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X] [Steward] Your Allies (Free)
    -[X] [Bonesinger] Armor Foundry (Wraithweave Brigantine) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X] [Bonesinger] Refit an Escort (2 AP)
    --[X] 3 Nettle class and 3 War Ketch prioritising damaged ships
    -[X] [Bonesinger] Develop Basic Grenades (1 AP)
    -[X] [Bonesinger] Develop Melta Weapons (1AP)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Hall of Stewardship)
    -[X] Forge of Vaul: Produce Wargear (5,000 EP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    -[X] [Seer] The Eye of Tzeentch (6 AP)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP)
    --[X] Flaw: Slow On Attack
    --[X] Advantage: Compact
    -[X] [Seeker] Grav-Gun Hybridization (2 AP)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X] [Warrior] Meros: Recall For Repairs
    --[X] All damaged ships
    -[X] [Warrior] Meros: Send Reinforcements
    --[X] 15 War Ketch
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 3rd Heavy Fleet, 2nd Line Fleet, 3rd, 5th and 7th Scout Fleets, 1st-5th Line hosts, 1st and 2nd Battle Hosts and 1st-3rd Armored Assault Hosts to aid Meros
    --[X] 9th and 11th Scout Fleets to aid the evacuation of Fea-Eresh
    --[X] 13th and 15th Scout Fleets to aid in Freeboota hunting
    [X] Plan Or Not To Moot
    -[X] [Steward] Design a Light Cruiser (6 AP)
    -[X] [Steward] River and Lake, Pond and Pool—All may Feed the World (4 AP)
    -[X] [Bonesinger] Armor Foundry (Wraithweave Brigantine) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X] [Bonesinger] Refit an Escort (2 AP)
    --[X] 3 Nettle class and 3 War Ketch prioritising damaged ships
    -[X] [Bonesinger] Develop Basic Grenades (1 AP)
    -[X] [Bonesinger] Develop Melta Weapons (1AP)
    -[X] Forge of Vaul: Aid a Construction/Repair project (Hall of Stewardship)
    -[X] Forge of Vaul: Produce Wargear (5,000 EP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    -[X] [Seer] The Eye of Tzeentch (6 AP)
    -[X] [Seeker] Reverse-engineer Conversion Fields (2 AP)
    --[X] Flaw: Slow On Attack
    --[X] Advantage: Compact
    -[X] [Seeker] Grav-Gun Hybridization (2 AP)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X] [Warrior] Meros: Recall For Repairs
    --[X] All damaged ships
    -[X] [Warrior] Meros: Send Reinforcements
    --[X] 15 War Ketch
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 3rd Heavy Fleet, 2nd Line Fleet, 3rd, 5th and 7th Scout Fleets, 1st-5th Line hosts, 1st and 2nd Battle Hosts and 1st-3rd Armored Assault Hosts to aid Meros
    --[X] 9th and 11th Scout Fleets to aid the evacuation of Fea-Eresh
    --[X] 13th and 15th Scout Fleets to aid in Freeboota hunting
    [X] Plan: The Aeldmoot
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
    -[X][BONESINGER] Armor Forge (Wraithweave Brigantine) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    --[X][FORGE] Use the Forge (One Turn Clear)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    --[X] Flaw: Poor Refraction
    --[X] Flaw: Slow On Attack
    --[X] Flaw: Low Threshold
    --[X] Advantage: Low Cost
    --[X] Advantage: Fast Recycle
    --[X] Advantage: Pressure Resistance
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    --[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
    [X] Plan: The Aeldmoot VGW
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
    -[X][BONESINGER] Armor Forge (Void Guard Warsuit) (2 AP)
    -[X][BONESINGER] Hall of Stewardship (2 AP)
    --[X][FORGE] Use the Forge (One Turn Clear)
    -[X][BONESINGER] Shrine of Khane (3 AP)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    --[X] Flaw: Slow On Attack
    [x] The Aeldmoot, Allies, and Administration V2
    -[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
    -[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
    -[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
    -[X][STEWARD][AELDMOOT] Iyanden (4 AP)
    -[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
    -[X][STEWARD][AELDMOOT] The Exodites (1 AP)
    -[x][BONESINGER] Hall of Stewardship (2 AP initial, 1 point continuous | 2 turns)
    --[X][FORGE] Use the Forge (-1d3 Turns)
    -[x][BONESINGER] Shrine of Khaine (3 points initial, 1 point continuous | 2-3 turns)
    -[X][BONESINGER] Continue Ship Repair (1 AP)
    -[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
    -[x][BONESINGER] Assist Arach-Qin with rebuilding their Shipyard (4 AP)
    -[X][SEER] Scry the Present (1 AP)
    --[X] "Where are the Orks that our Pirate-Hunters seek"
    --[X][SEER] The Eye of Tzeentch (6 AP)
    -[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
    --[X] Flaw: Slow On Attack
    --[X] Flaw: Low Threshold
    --[X] Advantage: Low Cost
    --[X] Advantage: Pressure Resistance
    -[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
    -[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
    -[X][WARRIOR][MEROS] Recall for Repairs
    --[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
    -[X][WARRIOR][MEROS] Send Reinforcements
    --[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
    -[X][WARRIOR][EVACUATION] Assign additional Escort Ships
    --[X] 1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
    -[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
    --[x] Send three allied Scout Fleets to help search for the Freebootaz, lead by a Line Fleet to stiffen them in case they bump into anything nasty.
    --[x] Send four allied Scout Fleets to scout the Webway, looking for routes to the True Stars.
    [X] Razorwind Jetbike
    -[X] Jetbike
    -[X] Trade in for mounts: 1 Heavy -3
    -[X] Weapons: 1 (H) Spike Cannon, Twin Linked Needler Rifles
    -[X] Crew Equipment: Void Guard Warsuit
 
Oh yeah @Mechanis, here's the copy-paste of the full plan if you haven't dialed it back for your reference, because the vote counter dropped it for some unknown reason.


[X] Plan: The Aeldmoot
-[X][STEWARD][AELDMOOT] The Harlequins (1 AP)
-[X][STEWARD][AELDMOOT] Ulthwe (2 AP)
-[X][STEWARD][AELDMOOT] Saim-Hann (1 AP)
-[X][STEWARD][AELDMOOT] Iyanden (4 AP)
-[X][STEWARD][AELDMOOT] The Lesser Craftworlds (1 AP)
-[X][STEWARD][AELDMOOT] The Exodites (1 AP)
-[X][BONESINGER] Weapon Forge (Needle Rifle) (2 AP)
-[X][BONESINGER] Armor Forge (Wraithweave Brigantine) (2 AP)
-[X][BONESINGER] Hall of Stewardship (2 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Shrine of Khane (3 AP)
--[X][FORGE] Use the Forge (One Turn Clear)
-[X][BONESINGER] Continue Ship Repair (1 AP)
-[X][BONESINGER] Bring in the second batch of Quilan's fleet (2 AP)
-[X][SEER] Scry the Present (1 AP)
--[X] "Where are the Orks that our Pirate-Hunters seek"
--[X][SEER] The Eye of Tzeentch (6 AP)
-[X][SEEKER] Reverse-engineer Conversion Fields (2 AP/turn, 1 turn)
--[X] Flaw: Slow On Attack
--[X] Flaw: Bulky
--[X] Advantage: Low Cost
--[X] Advantage: Pressure Resistance
-[X][SEEKER] Grav-Gun Hybridization (2 AP Inital)
-[X][SEEKER] Reverse-engineer Haywire Weapons (4 AP)
-[X][WARRIOR][MEROS] Recall for Repairs
--[X] 12 Damaged Lance Cutters, 9 Damaged Lance Sloops, 10 Damaged Assault Ketches, 2 Damaged Caravels
-[X][WARRIOR][MEROS] Send Reinforcements
--[X] 20 War Ketches, The 3rd Heavy Fleet (ALLIED), 1st and 2nd Battle Hosts (ALLIED)
-[X][WARRIOR][EVACUATION] Assign additional Escort Ships
--[X]
1x Battle Caravel, 2x War Ketches, 1x Assault Ketch, 1x Nettle Destroyer each, when we run out of Nettles, send another War Ketch instead
-[X][WARRIOR][VAL-TERRINE] Dispatch an Allied Force
--[X] 2nd Line Fleet, 11th Scout Fleet, and 1st Line Host
 
Once we've finished the hall and the shrine we had best consider building the Seer Circle because there is no such thing as too safe when dealing with the warp.
 
Once we've finished the hall and the shrine we had best consider building the Seer Circle because there is no such thing as too safe when dealing with the warp.
We should have plenty of BAP to distribute for stuff like that next turn, now that we have had spelled out for us with crayons how important the tier 1 structures are. XD

I think a big part of this quest is making mistakes and then learning from those mistakes, bumbling about, and screwing up. It fits with what how crunchy everything is, and how the action economy is shaking out. Seeing as we have the option to produce foundries to make stuff automatically, something that the Asuryani never did in ITL, I wonder if there are ways to automate other things like raising armies and such. So that we dont have to create bespoke warhosts all the time and can devote our action economy to other endeavors. It would track with what we have seen so far, but who knows?

Certainly not us.
 
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That said, I do think we should spend three and a forge activation on the plasma conduits sometime soon. Just because we probably won't need to leave quickly this turn doesn't mean we won't need to leave quickly in the future, and getting a good roll on accelerating the plasma conduits would make that much more efficient.
 
That said, I do think we should spend three and a forge activation on the plasma conduits sometime soon. Just because we probably won't need to leave quickly this turn doesn't mean we won't need to leave quickly in the future, and getting a good roll on accelerating the plasma conduits would make that much more efficient.
We can probably throw some bonsingers at it instead of the forge. If only because one thing Mechanis said was intended was that we dont have to rush everything all the time to completion in one turn. The intent is for us to throw things at projects and then slowly work our way towards finishing them.
 
I think the BAP is worth a lot more than the forge activation.

Yes, yes, the forge is worth ten times as many EP as a BAP, but how often do we use BAP for wargear creation, hmm? EP is a terrible way to use BAP, while the forge on average saves us 6 BAP from being spent on the conduits.
That's fair. This is mostly just my opinion. :V

I would like, for example, to get the missing piece of kit so we can crew our two superheavies. So I would like one forge action for producing wargear. But I can be convinced that other things are our priority.
 
Once we've finished the hall and the shrine we had best consider building the Seer Circle because there is no such thing as too safe when dealing with the warp.

Fortunately, I think we have the basic Seer infrastructure, so we probably know a bit more about what we're doing and there are less unknown unknowns waiting to sneak up on us. Hopefully that means fewer undocumented features...

I suspect there may be follow on Shrine upgrades, and possibly, after we've inaugurated the Hall with Steward AP, follow on Hall upgrades available as well. Depending on where our crunch points are, they may be competitive on the priority list.

We can probably throw some bonsingers at it instead of the forge. If only because one thing Mechanis said was intended was that we dont have to rush everything all the time to completion in one turn. The intent is for us to throw things at projects and then slowly work our way towards finishing them.

That's true, although the way the Forge works it can be particularly good at speeding up some large projects
 
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I think the BAP is worth a lot more than the forge activation.

Yes, yes, the forge is worth ten times as many EP as a BAP, but how often do we use BAP for wargear creation, hmm? EP is a terrible way to use BAP, while the forge on average saves us 6 BAP from being spent on the conduits.

Again, we'll have to see. Honestly, there's not a bad argument on dumping into finishing up our repair obligations, or pushing a big tranche of updated ships.

There's so many possibilities and there's so much ahead that we need to focus on!
 
Fiddling with the slots of existing designs costs extra. Not much, for most vehicles, Jetbikes are just Smol and so it's fairly noticeable. right, anyway,
Dang that's really rough.

Would that come out as roughly 7EP per System slot converted?

The base cost assuming a naked Jet Bike is 21EP and the weapons package from the Razorwind is 24EP, 66-24-21=21 and since we would have needed 3 System slots that's 21/3.

Anyways, if that 7EP cost remains static that would mean that the Heavy Jet Bike chassis cost should be 22EP through breaking down the Bright Talon's costs.
Rationale: Bright Talon only has 1 H slot so it would need to convert it's 3 System slots to an H slot like the Razorwind.
Total Cost: 98EP
Starcarver: 30EP
Fatecaster Rifle: 25EP
3x System Slots Converted for 2nd H slot: 21EP
Chassis Cost: 98-30-25-21=22EP

Assuming 22EP you could make a Razorwind but cheaper with a Heavy Jet Bike Chassis even after factoring in the costs from the crew with their VGAs and weapons.
The Cooler Razorwind
Chassis: 22EP
2x Needler Rifles: 12EP
Spike Cannon H: 12EP
2x VGA: 12EP
2x Flamer Pistols: 2EP
2x CCW: 2EP
Total: 62EP
Heck you could ditch the Spike Cannon for a Heavy Sunblaster (15EP) and still come off cheaper.

Honestly it sounds like we might as well replace all our existing Jet Bikes and Heavy Jet Bikes with a new Heavy Jet Bike design given how prohibitively expense converting System Slots are relative to the cost of a Jet Bike if we want a Heavy scale weapon for our Jet Bikes.

Edit:
Hecky, slapping a Holo-Field onto that hypothetical Heavy Jet Bike Design would still result in a cheaper design than a Bright Talon (although we'd be missing out on having 2 Heavy scale exotic resource weapons)
 
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In terms of broader Bonesinger priorities, I think we should give strong consideration to fixing Arach-Qin's shipyard and buying ourselves some good will there along with accelerating the growth of their nvaal strength.

Sweeping up all the miscellaneous bonesinger research also seems sensible, so we can round out our wargear list before we make any more equipment decisions.

I'd particularly like to get Deathspinners, given how much we hate orks, and I think the rest all make sense to investigate as well. I'd previously thought we should put Hellguns way down the priority list but someone raised the intriguing possibility of combining the principles of them with Starcrystal weapons, and that seems like too tantalising a possibility to neglect, as it might allow us to either make powerful weapons or make a hybrid that's cheaper in terms of exotic resources or similar.
 
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I'd say grenades and meltas would be a bit more immediately useful then trying to combine hellguns with starcyrstal weapons.
 
Mmm. I really like the potential for Instant Monowire Fields as an area denial measure, too.

It would potentially allow us to really demonstrate our distinctive value to our allies. They don't seem to have anything in the way of indirect fires, so if we could develop artillery hosts to deploy alongside theirs it might make a noticeable difference to our joint performance.

I'd say grenades and meltas would be a bit more immediately useful then trying to combine hellguns with starcyrstal weapons.

Fortunately, Hellgun research is pretty cheap, and might well be useful on its own, even if the hybrid idea doesn't pan out. I think Hellguns might possible synergise nicely with our powered and semi-powered armour, because it might either be able to plug into an existing reactor of Ithilmar and because the semi-powered VGA can carry the extra eight of the backpack more easily.
 
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We've got a lot of weapons development to do, yeah. I'd try to pick from the stuff that's immediately relevant for what we're doing on a turn - so if we're doing the Light Cruiser next turn, I want Void Torpedoes done at the same time.

They don't seem to have anything in the way of indirect fires, so if we could develop artillery hosts to deploy alongside them it might make a noticeable difference to our joint performance.
Zahr-Tann's missiles, maybe. We've currently got plasma bombards, though, so we don't even need any development to do that - we can just rationalize a mortar team or SPG with what we've already got, if we want.
 
We've got a lot of weapons development to do, yeah. I'd try to pick from the stuff that's immediately relevant for what we're doing on a turn - so if we're doing the Light Cruiser next turn, I want Void Torpedoes done.

If we look at our existing Light Cruiser design that we're probably going to be refitting:

• 2x Las-Lance Weapon Batteries
• 1x Heavy Las-Lance
• 2x Lascannon Point Defense Weapon Batteries
• 2x Æthersails

I think we're better off keeping the existing armament as much as possible and just adding holofields and a grav shield, to make it as fast as possible to refit.

Zahr-Tann's missiles, maybe. We've currently got plasma bombards, though, so we don't even need any development to do that - we can just rationalize a mortar team or SPG with what we've already got, if we want.

Looking at what their missiles are deployed on, I think they're mainly used in a direct fire mode.

We could design a plasma bombard SPG now, which if we're making an artillery focused host is probably the way to go, rather than a mortar team, but I think adding the Deathspinner would make it more versatile and impressive, and possibly allow us to develop multiple parts of such a host at once so they're ready to be assembled the turn after, rather than having to fiddle with it later.

Generally, I think it's best to get as much of the research out of the way ASAP, so we have a better idea what our options are. That helps prevent buyers regret and a desire to rework later.

Thinking what a generic SPG would look like, it'd probably be tempted with something like:

Code:
Light Grav vehicle
Holoshield
Heavy Sunblaster
Triple Vehicle Scale Fusion Bombard

It seems extreme, but it's taking the successful concern for today's better SPGs. You want to shoot and scoot, and when firing, fire off as many rounds of artillery as rapidly as possible before moving to dodge and counter-battery fire.

The idea would be the same here. Rather than a Grav Shield, the SPG would rely on speed, its holo-field, and rapid repositioning after firing an intense barrage from the triple bombard.

A Deathspinner variant would use the same philosophy.
 
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