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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).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?
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.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.
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.
1. You left one AP unused.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)
No complaints from me on this. Seems reasonable-[][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)
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.-[][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)
Yeah, I see no problems with those techs-[][Seeker] Reverse-engineer Grav-weapons (2 AP)
-[][Seeker] Reverse-engineer Plasma Blasters (2 AP)
-[][Seeker] Reverse-Engineer Conversion Fields (8 AP)
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-[][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)
I would like to see one of the Forge of Vaul actions used on EP to print enough War Armour to re-equip everyone.
I would like to see one of the Forge of Vaul actions used on EP to print enough War Armour to re-equip everyone.
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.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.
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.Better to wait until next turn when we've gotten what we need to transition our dudes over to actual gear.
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.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.
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.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
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.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.
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.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.
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.I figured since we are doing [Develop Wraithbone Warsuit] that the Magic Box of Industry could make as many as we need this turn.
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.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