Preliminary Planning
-[][Steward]Rationalize Infantry (1 AP)
-[][Steward] Rationalize Vehicles (2 AP)
-[][Steward] Form and Function to Feed a World (3 AP)
-[][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
-[][Steward] Harken the Exiles (1 AP)
-[][Bonesinger] Assess the damage to Vau-Vulkesh's engines (3 AP)
-[][Bonesinger] Effect general repairs (3 AP)
--[ ] Forge of Vaul Supports
-[][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
--[ ] Forge of Vaul Supports
-[][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
-[][Bonesinger] Develop Needlers (1 AP)
-[][Bonesinger] Develop Wraithbone Warsuit (1 AP)
-[][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
-[][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
-[][Bonesinger] Dispatch aid to Meros (2 AP)
-[][Seer] Scry the Present (2 AP)
--[] How to best aid Meros, What is our most immediate danger
-[][Seer] The Flaw, The Curse, The Claim (8 AP)
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters (2 AP)
-[][Seeker] Reverse-Engineer Conversion Fields (8 AP)
-[][Warrior] Dispatch Warhosts
--[] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha,
-[][Warrior] Send Forth your Fleets
--[] 4 Combat Brigs, 10 Battle Carracks, 20 Assault Ketches, 20 Lance Cutters, 20 Lance Sloops
-[][Warrior] Dispatch ships to scout the Webway (3 AP)
--[] (Pending)

Questions emerge @Mechanis

1) Command Points, what are they, how many do we have? They're apparently our major limitation on how many Detachments we can raise, but we don't know how much we have. Same with EP. We know how much things cost, but we don't know how much we have.

2) Gear developed this turn will be ready for our Rationalization projects, right?

3) Exceeding the minimum number of ships we need by about 50% should be enough in the short term to hold the line without too many causalties, right? On that note, sending all three of our "Regular" detachments rather than Militia should be enough to limit our losses, though would sending a few Militia units limit their losses simply because there's a decent critical mass of comparable Regulars on hand to keep them from getting isolated and run over?

4) Engines, I think it's 2 AP per engine with 3 engines, for a total of 6 AP needed to do the assessment?

5) Does deploying our Warhosts take an Action to, well, dispatch for fleets and Hosts alike? Just that the volume is up to our discretion?
1: at present you have enough that I am not bothering to keep track in the actual post (I do have a sheet with your starting amount and currently used amount).
2: stuff from the Bonesinger yes, stuff from the Seeker no.
3: the more stuff you send, the less likely you are to have massive casualties/TPK, yes; you can't manage none, not with your current kit, not against Orks, but Less, that's doable.
4: the actual number of engines is not specified, but there are several; Vau-Vulkesh is large enough to have its own gravity field.
5: Doing things with your existing armies/fleets does not cost action points, but requires you actually have any available to send.
 
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I think you got cut off with 5? Fixed, thanks mate!

Also, The AP amounts for our Seeker projects, is that a limit right now to just unlock the ability to start ticking the timer? Or can we overshoot that?

Anyway, we've got EP and Command Points to spare, right? That's good to know.

EDIT: Oh! One further question @Mechanis and I think I'm done.

Can I reserve AP to raise Detachments of stuff we're going to be unlocking this turn?

SECOND EDIT: Ack, one more question, are the Fleet Rationalization/Aquaponics projects all-or-nothing, or can I invest a free point in them and reduce the expense to get them online later?
 
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In j
I think you got cut off with 5? Fixed, thanks mate!

Also, The AP amounts for our Seeker projects, is that a limit right now to just unlock the ability to start ticking the timer? Or can we overshoot that?

Anyway, we've got EP and Command Points to spare, right? That's good to know.
AP for Seeker research is ", this is how much it costs for us to figure out how much it costs", doing one will then tell you how many turns it will need and the amount of AP that will need to be invested before you can start making them.
EP is specifically a production limitation; you can produce X amount of gear for one action. For example you can make exactly one Bright Eagle with a point of investment, because that gets you 480 EP of production and a Bright Eagle costs 469 EP to produce. And so on.
Edit: of course, you would probably throw in the voidsuit needed for the pilot, and maybe some random selection of infantry gear to fill out the rest of the points.
 
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In j

AP for Seeker research is ", this is how much it costs for us to figure out how much it costs", doing one will then tell you how many turns it will need and the amount of AP that will need to be invested before you can start making them.
EP is specifically a production limitation; you can produce X amount of gear for one action. For example you can make exactly one Bright Eagle with a point of investment, because that gets you 480 EP of production and a Bright Eagle costs 469 EP to produce. And so on.

Haha, and of course, we can just say "Forge of Vaul go BRRRR" and just shit out an entire Warhost full of concerningly well geared dudes in a pinch, huh?

Anyway, you missed them, but I had another question or two that came up while I was looking things over again.
 
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Preliminary Planning
-[][Steward]Rationalize Infantry (1 AP)
-[][Steward] Rationalize Vehicles (2 AP)
-[][Steward] Form and Function to Feed a World (3 AP)
-[][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
-[][Steward] Harken the Exiles (1 AP)
1. You left one AP unused.
2. I personally would wait with "[Steward] Form and Function to Feed a World (3 AP)" until after Harken the exile, because there is a chance that they will cut AP cost by 2, and it is mostly focused on food viarety and medical plants, both of which we still have in stock. I personally would put this AP on making standarised destroyer
-[][Bonesinger] Assess the damage to Vau-Vulkesh's engines (3 AP)
-[][Bonesinger] Effect general repairs (3 AP)
--[ ] Forge of Vaul Supports
-[][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
--[ ] Forge of Vaul Supports
-[][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
-[][Bonesinger] Develop Needlers (1 AP)
-[][Bonesinger] Develop Wraithbone Warsuit (1 AP)
-[][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
-[][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
-[][Bonesinger] Dispatch aid to Meros (2 AP)
No complaints from me on this. Seems reasonable
-[][Seer] Scry the Present (2 AP)
--[] How to best aid Meros, What is our most immediate danger
-[][Seer] The Flaw, The Curse, The Claim (8 AP)
I think that we should word How to best Meros question more precisely (like checking on Bigg dakka and that immediate danger is more of a future scry.
My main issue is that we should start making [ ] Raise a Warcasting Circle (3 points per turn, 4 turns) because it takes time and we are still space elves, and magic is our shit.
-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters (2 AP)
-[][Seeker] Reverse-Engineer Conversion Fields (8 AP)
Yeah, I see no problems with those techs
-[][Warrior] Dispatch Warhosts
--[] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 2nd and 3rd Militia
-[][Warrior] Send Forth your Fleets
--[] 5 Combat Brigs, 12 Battle Carracks, 25 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
-[][Warrior] Dispatch ships to scout the Webway (3 AP)
--[] (Pending)
Given how surrounded Meros is this seems reasonable. I think for webway scouting a 1 to 2 ration of capital ships to escorts would be good to cover the most ground while having a hammer to drop on assholes
 
I would like to see one of the Forge of Vaul actions used on EP to print enough War Armour to re-equip everyone.
 
Reasonable criticisms Prof, I've already corrected the Steward problem, maybe I'll put that on the aquaponics instead then? I don't want to redline our stuff if we don't have to, though the Meros Thing is definitely Concerning enough to justify having a proper Destroyer in play.

I would like to see one of the Forge of Vaul actions used on EP to print enough War Armour to re-equip everyone.

Better to wait until next turn when we've gotten what we need to transition our dudes over to actual gear.
 
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I would like to see one of the Forge of Vaul actions used on EP to print enough War Armour to re-equip everyone.

The problem there is that we don't actually have any warplate or better weapons, our people are armed with the best we currently have.

We need to develop and rationalize our weaponry, armor, and actual infantry loadout in order to properly outfit our forces.

Given each turn takes five years, i honestly expect some craziness in this first turns outcome given how fucked Meros is at the moment. Hoping we dispatch Bonesingers alongside our forces to speed up engine repair.

Also hope we can spend some effort towards scouting our own immediate area, to avoid any sudden ambush given our current lack of a Seer council.
 
Conversion fields are explicitly capable of being mounted on infantry armor. So we should be able to incorporate them into our initial pass of combat suit if we research them early enough, as in, this turn, I think. Grav shields meanwhile will take some time to miniaturize to infantry scale, if it's even possible.

Another good option, once we're not solely fighting orks will be to get Haywire weapons, so we can go raid people for interesting doodads to expand our options. Servitors may be a shit replacement for psychic robots but they're probably better than nothing.
Keep in mind we actually do have an infantry scale defense in the holofield, and 8 EP per infantry with it is probably substantially cheaper than a conversion field if the difference in vehicle scale holofields and grav shields are anything to go by. Picking up conversion fields is fine, and it's clear they're going to eventually see some use, but I think we can't expect to start casually cranking these out for basic infantry on any real scale. Especially given all researching the initial phase does is open up the ability to develop our own models with another action.

I'd love to eventually transition to a more elite centric style of warfare, but we're not remotely there yet, and given the limitations we're operating under, it's really questionable to assume they're going to see widespread use in the infantry rationalization.
Better to wait until next turn when we've gotten what we need to transition our dudes over to actual gear.
I'm pretty sure given we can raise detachments and warhosts and use them the turn they're created, we can probably crash build whatever we vote on this turn with the Forge of Vaul and potentially distribute to the troops seeing combat now rather than whatever doughboys we wind up raising next run.
 
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For potential vehicles, I think it might be a not horrible idea to throw together a heavy grav vehicle mounting a mix of Fatecaster and Starlance weaponry along with a nice grav shield and holofield. Just a big painful fast brick designed to fuck up Gargants and other heavy ork units. Or we could create a sort of MBT type vehicle, a grav shielded vehicle capable of engaging a variety of targets and being produced in large numbers, not sure if that'd be best as a Heavy or Light grav vehicle, but either way, Grav shields.

The heavy grav vehicle mostly because I... Don't think we have one yet, and the MBT because with our Grav shield tech and advanced weapons such a vehicle would be INCREDIBLY dangerous, and given our incredible industrial power I think focusing on vehicles might be a good idea.
 
I figured since we are doing [Develop Wraithbone Warsuit] that the Magic Box of Industry could make as many as we need this turn.
 
Reasonable criticisms Prof, I've already corrected the Steward problem, maybe I'll put that on the aquaponics instead then? I don't want to redline our stuff if we don't have to, though the Meros Thing is definitely Concerning enough to justify having a proper Destroyer in play.
Thank you, Alectai. Personally, given the AP cost and our pre-scarcity supply, I think that we can afford to wait on scarcity stuff (other than straight up replacing robots with people) until after Ord-Varesh gives their opion/expertise on not starving.
And of course meros needs all the help they are surrounded by... 6 ork worlds... Mechanis you sneaky motherlover.
 
hmmm, we should probably institute a mandatory military training period for every citizen of the craftworld, even if they do not go to war or are expected to enter close combat, they should at least be able to accurately aim with guns, especially since we can basically shit out high quality weapons and ammo for them
 
hmmm, we should probably institute a mandatory military training period for every citizen of the craftworld, even if they do not go to war or are expected to enter close combat, they should at least be able to accurately aim with guns, especially since we can basically shit out high quality weapons and ammo for them

That's part of why I chose to aid the two Minors we did, they've got experience we lack, we can likely get trainers from them to get us that important cadre to work with.

That aside, I need a budget for how much a Detachment will cost, and honestly, I don't want to raise more pure Militia groups until we've at least got better than T-Shirts and flashlights to give them. Our casualty sensitivity means we need to be extremely wary about our Troops being too fragile.
 
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hmmm, we should probably institute a mandatory military training period for every citizen of the craftworld, even if they do not go to war or are expected to enter close combat, they should at least be able to accurately aim with guns, especially since we can basically shit out high quality weapons and ammo for them
We would need to decide how we want our are army's to be like before we can make training for people to go through as well as design the weapons and armor they would need to be armed with.
 
IMO, main thing for our army's combat style? armor, heavy personal armor suits maximized for survivability, and vehicles. every soldier a pilot or driver in a vehicle carrying heavy armor and weapons. Lives are more valuable to us than mere things that can be replaced with industry. Would give our army extreme speed, survivability, and lethality at the expense of material cost and transport space. when vehicles are destroyed, the pilot/driver will survive cause of their armor and be able to escape safely.
 
Haha, and of course, we can just say "Forge of Vaul go BRRRR" and just shit out an entire Warhost full of concerningly well geared dudes in a pinch, huh?

Anyway, you missed them, but I had another question or two that came up while I was looking things over again.
Raising Detachments requires you to have the equipment needed for its component squads on hand by the end of the turn. this means that you are allowed to Raise a Detachment and produce its equipment concurrently---hense why the milita that got built up at "we need these guys last Tuesday " speed have Lasrifles and Trauma Plates that you can blast out by the bushel, rather than the more expensive gear of your elites.

As for the Steward options mentioned, those are all the minimum investment to start/do those projects at all; further options are likely to be available on their completion. (For example, if you make a Destroyer this turn, the next option would be a Frigate, and so on.

For potential vehicles, I think it might be a not horrible idea to throw together a heavy grav vehicle mounting a mix of Fatecaster and Starlance weaponry along with a nice grav shield and holofield. Just a big painful fast brick designed to fuck up Gargants and other heavy ork units. Or we could create a sort of MBT type vehicle, a grav shielded vehicle capable of engaging a variety of targets and being produced in large numbers, not sure if that'd be best as a Heavy or Light grav vehicle, but either way, Grav shields.

The heavy grav vehicle mostly because I... Don't think we have one yet, and the MBT because with our Grav shield tech and advanced weapons such a vehicle would be INCREDIBLY dangerous, and given our incredible industrial power I think focusing on vehicles might be a good idea.
Heavy Grav Vehicles are Superheavies; the chassis that things like the Cobra and Scorpion can trace their ancestry to. The Light Grav-Vehicle, similarly, is what the ubiquitous Falcon chassis eventually evolved from; while the Dark Eldar Raider is essentially just a Grav-Barge.
I figured since we are doing [Develop Wraithbone Warsuit] that the Magic Box of Industry could make as many as we need this turn.
Things you design this turn will be available for the rationalization plans, but you still have to actually produce the equipment and Raise units using it.
 
Yeah, we can't be like Asuryani or Drukhari who just go full "Lol we can just give our dudes shitty armor and just hope nothing shoots at them and accept their losses". Even our Troops should be a god damn slog to push through.

Anyway! Thanks for the answers! I'm doing another pass on my Plan now.
 
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hmmm, we should probably institute a mandatory military training period for every citizen of the craftworld, even if they do not go to war or are expected to enter close combat, they should at least be able to accurately aim with guns, especially since we can basically shit out high quality weapons and ammo for them
Probably but not now. I think that is post-Meros is safe, type of action/plan. And like Alectai said minor craftworlds could provide us with teaching cadre.
 
hmmm, we should probably institute a mandatory military training period for every citizen of the craftworld, even if they do not go to war or are expected to enter close combat, they should at least be able to accurately aim with guns, especially since we can basically shit out high quality weapons and ammo for them
Social engineering projects like that will be available once fewer things are some combination of broken, on fire, releasing the Magic Smoke, or getting worn as a hat by an Ork.
 
Chances are we'll wind up building a martial tradition derived from all the other more martial craftworlders we're aligned with. Anything we try to make now would be a case of the blind leading the blind, and probably still not pay off until all the dust has settled in these early conflicts.

I for one am looking forward to whatever super heavy grav tank we make. A SH Star Carver+ a pair of Fate Shredders+Grav&Holos is going to be hell on wheels. Hard to hit, hard to overwhelm, and enough firepower and rate of fire to fight off multiple detachments.

I do think we can probably afford to make Holo fields standard issue with the infantry rationalization, but if we're planning on making thousands of personal holofields for our infantry, why would we not stockpile the wargear we *know* is going to be used ubiquitously now rather than limit ourselves over next turn? We ought to be stockpiling war material we know we'll need next turn rather than speeding up repairs. A single forge action is 625 infantry holo fields... a single detachment is usually around 30 infantry- that's 20 militia detachments worth of holo-fields saving lives.
 
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I've revised my plan to take into account the new information. We're using the Forge of Vaul to produce 5,000 EP worth of Kit earmarked for the Rationalization Project, getting all of our tier 1 units designed, and generally getting starting our adaptation. We're still doing at least some early test farms, but I'm hoping to push in more heavily on that next turn after we've had a chat with the Exodites.

Seer has been revised to a single Future question that's basically "How long do we have until something takes a swing at us", which should be general enough and undirected enough to give us Useful Intel and let us determine how hard we need to push military or if we can focus on building our foundations a bit more. 3 AP on fixing things + Forge of Vaul means we have a small but measurable chance of the major infrastructure repairs being done in a turn or two, and we can at least get started at figuring out the Engine Problem.

I've also earmarked 3 AP in Warrior to raise Detachments of our new units once the Rationalization is done, so we can start transitioning from "The shit we had lying around" into "Something that might actually stand the test of time", and with the 5,000 EP we're getting from the Forge for this, we should be able to make good progress in this field.

Actually, a question does occur to me. @Mechanis , how does re-equipping previously existing Detachments work? Do we have to disband them and then recreate from scratch for 2 AP, or can we just re-equip them for 1?
 
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