It states that Fusion Mortars can do direct fire as well, so it probably depends on whether we prefer AoE or single target damage.
There's a reason why I said "being capable of" rather than just saying it's an indirect fire weapon. But the fact that it's barely more expensive than a Suncannon while needing to be capable of indirect fire probably means that it would have needed to make some compromises in it's direct fire capabilities otherwise there wouldn't be a point in the Suncannon.

My guess is that since it needs to be able to propel the plasma shell in an arc the velocity of the projectile is probably a lot worse than a purpose built direct fire weapon like the Suncannon.

Since there is no mention of it having airburst capability I highly doubt that it can act as Flak like the Point-Singularity Projector and if that is the case than it's AoE probably won't be as big of a factor as it would need to hit a target first for it's AoE to trigger.
Huh, I could have sworn the Fusion Mortars mentioned controlled detonation option, but the text does not mention anything. Hmmm, I will have to ask Mechanis once the next ship design vote comes around.
If you look at the quote above you the only thing that is mentioned to be controllable is the trajectory of the projectile.
 
I know a lot of Eldar hate the idea of the Void Spinner used by Biel-Tan but honestly? I really like it. Its a 1 stop shop for both killing your enemies and quickly repairing the environment you are fighting on. While I disagree with Biel-Tan with just about everything I don't see a downside to turning the worlds you are fighting on into Maiden Worlds / nicer places to live.

On the topic of terraforming, we should really get our hands on Ectosas terraforming technology to study and combine with any we currently possess. While its not necessary at the moment I would like to start repairing the ecosystems of the planets Arach-Qin is orbitally bombarding into ash. Leaving swaths of glassed planets just feels wrong to me.
 
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I know a lot of Eldar hate the idea of the Void Spinner used by Biel-Tan but honestly? I really like it. Its a 1 stop shop for both killing your enemies and quickly repairing the environment you are fighting on. While I disagree with Biel-Tan with just about everything I don't see a downside to turning the worlds you are fighting on into Maiden Worlds / nicer places to live.

On the topic of terraforming, we should really get our hands on Ectosas terraforming technology to study and combine with any we currently possess. While its not necessary at the moment I would like to start repairing the ecosystems of the planets Arach-Qin is orbitally bombarding into ash. Leaving swaths of space glassed just feels wrong to me.
Maybe when it's a bit less likely to be immediately infested by nearby Ork populations the second Grimtusk decides he's ready for a Round two with Arach-qin.
 
Maybe when it's a bit less likely to be immediately infested by nearby Ork populations the second Grimtusk decides he's ready for a Round two with Arach-qin.
Certainly, but terraforming takes a long ass time unless you have Pre-Fall Eldar tech / DaoT Human tech. Starting now would mean that it would take centuries at the minimum before the planets are even remotely habitable.
 
Certainly, but terraforming takes a long ass time unless you have Pre-Fall Eldar tech / DaoT Human tech. Starting now would mean that it would take centuries at the minimum before the planets are even remotely habitable.
Yeah, but we can leave that to any Exodites interested in inhabiting them. No point in spending AP on revitalizing worlds we weren't even responsible for the destruction of and would never want to colonize anyway when we could be using it to Make Vau-Vulkesh even bigger instead.
 
There's a reason why I said "being capable of" rather than just saying it's an indirect fire weapon. But the fact that it's barely more expensive than a Suncannon while needing to be capable of indirect fire probably means that it would have needed to make some compromises in it's direct fire capabilities otherwise there wouldn't be a point in the Suncannon.

My guess is that since it needs to be able to propel the plasma shell in an arc the velocity of the projectile is probably a lot worse than a purpose built direct fire weapon like the Suncannon.

Since there is no mention of it having airburst capability I highly doubt that it can act as Flak like the Point-Singularity Projector and if that is the case than it's AoE probably won't be as big of a factor as it would need to hit a target first for it's AoE to trigger.

If you look at the quote above you the only thing that is mentioned to be controllable is the trajectory of the projectile.
Generally speaking, indirect-fire weapons either maximize projectile velocity and become indirect fire by virtue of simply having a lot more accuracy and range (an artillery piece is, in a sense, an accurate, long-range direct-fire cannon that is pointed up into the sky), coming at the cost of being bigger, heavier, less mobile, and more expensive than direct-fire cannons.

Also, because direct-fire cannons generally fire less often than artillery, their barrels are not as heavy or robust as artillery barrels, and thus have a shorter lifespan of use.

Tanks can be and have been used for indirect fire missions plenty of times, but they're inefficient at it, wearing down their barrels quickly and having a much shorter range than a dedicated artillery piece. What does a mobile, tracked artillery vehicle sacrifice to have its capability? Armor, a turret, mobility (it's heavier and generally not ready to just up and move around at any time), etc..

Note that direct fire doesn't mean that you can't arc the shot to account for gravity when hitting the target. Indirect fire means that the gunner cannot see the target it is shooting at (because of impenetrable cover, the ground being in the way due to distance or hills, etc).
 
Yeah, but we can leave that to any Exodites interested in inhabiting them. No point in spending AP on revitalizing worlds we weren't even responsible for the destruction of and would never want to colonize anyway when we could be using it to Make Vau-Vulkesh even bigger instead.
The machines from Ectosa shows that's its possible to have a "set and forget" terraforming strategy and the inherit durability of Wraithbone means that we would not have to repair the machines once they are built.

Plus, I suspect that with inviting the Ishari to Vau-Vulkesh we might have a use for Terraformed worlds even without any / many Eldar living on them. The Isharis ability to manipulate biology should be able to produce bio-tech / plants able to aid Vau-Vulkesh without much input on our part. And worst come to worst we can change the biosphere of the planet into something so inhabitable to non-Eldar that it would prevent Human / Ork encroachment in the area.
 
Certainly, but terraforming takes a long ass time unless you have Pre-Fall Eldar tech / DaoT Human tech. Starting now would mean that it would take centuries at the minimum before the planets are even remotely habitable.
While Ectosa is certainly out of the way enough that we probably won't have to worry about major Ork incursions in that direction if we were to reach out to them (Bitter Hold's Orks could be a concern if they pull off a reversal against the humans there) given the size of Grimtusk's fleet I think we've got bigger fish to fry than trying to convince the humans there to let us poke at their tech.

Bear in mind that a much smaller and far less capable fleet than Grimtusk's managed to actually reach Meros despite us having something like 1/3 of our fleet there and rolling incredibly well during that fleet action.

While it is likely that with our Craftworlds defenses being pretty much intact (thanks to us rolling well during Turn 1 Repairs) unlike Meros's plus the inclusion of half of Zhar-Tann's fleets that we can probably see off an assault by Grimtusk's current fleet that may not remain the case forever as many of his ships here should be fairly new as Arach-Qin was noted to have messed up his previous fleet along with a bunch of his worlds at the cost of their own fleet.
Savaged is their fleet and savaged worse is Arach-Qin, for the accursed Ork landed its greatest Roc directly upon their shipyards, smashing them to ruin. Punished heavily the Ork has been , yet doing so has savaged Arach-Qin's fleet in turn, and they beg for aid in repairing it.
While we are much further away from Grimtusk's domain than Meros was it has been noted that Isstavan which is much closer to us has been facing intermittent attacks from the Orks which shows that they can definitely range out far enough from their core territories to hit or Arach-Qin.
Isstvan is an 'Average' human world of any note in the current age. They have maintained some capability for advanced technology and the ability to construct some voidships, and have maintained a pocket empire with the nearby Zarnov, whose factories and mines are needed to keep the polity's military functional. This is mostly needed to deal with intermittent attacks by Orks.
Then there is Grimtusk's flagship which has been noted to have a weapon capable of coring a moon and a large scale Tellyporta capable of transporting swarms of strikecraft, Roks, and starships.
The flagship of Warlord Grimtusk Waaaghbringa, Da Grimm Tusk is roughly as "typical" as Ded Nots get, barring an unusually large number of hangers, save for two things: first is the Waaaghbringa Kannon, an energy weapon of enormous power that has been known to penetrate small moons without appreciably losing strength, and the second is an enormous Tellyporta array which can transport entire wings of strike craft, swarms of Roks, or even smaller Voidships to chosen positions in an instant.
Overall I think based on how quickly Grimtusk's fleet seems to have recovered from Arach-Qin's rampage that we will need to launch some spoiling attacks on his shipbuilding infrastructure to slow down the rate in which he's getting ships and see if we can pick off some of his ships when they aren't all together.

Another thing to factor in is that if Grimtusk doesn't go for us his next target is probably the human Hiveworld of K'Phra which is already busy fighting him.
K'Phra is a world covered with the rotting arcologies of humanity's apex, a so-called "hive world." The planet has managed to maintain some ability to construct voidships and advanced weapons, but is locked in a long, grinding war with the nearby Waaagh Grimtusk.
Since K'Phra is also noted to have a bunch of advanced tech so if we managed to bail them out we could potentially get access to some juicy tech from them too.
Generally speaking, indirect-fire weapons either maximize projectile velocity and become indirect fire by virtue of simply having a lot more accuracy and range (an artillery piece is, in a sense, an accurate, long-range direct-fire cannon that is pointed up into the sky), coming at the cost of being bigger, heavier, less mobile, and more expensive than direct-fire cannons.

Also, because direct-fire cannons generally fire less often than artillery, their barrels are not as heavy or robust as artillery barrels, and thus have a shorter lifespan of use.

Tanks can be and have been used for indirect fire missions plenty of times, but they're inefficient at it, wearing down their barrels quickly and having a much shorter range than a dedicated artillery piece. What does a mobile, tracked artillery vehicle sacrifice to have its capability? Armor, a turret, mobility (it's heavier and generally not ready to just up and move around at any time), etc..

Note that direct fire doesn't mean that you can't arc the shot to account for gravity when hitting the target. Indirect fire means that the gunner cannot see the target it is shooting at (because of impenetrable cover, the ground being in the way due to distance or hills, etc).
We're talking about scifi Plasma guns here, I don't think assuming they adhere to the same mechanics as IRL chemically propelled weapons is reasonable given the fact that the Plasma mortar firing 'shells' at all is notable.
Fusion Mortars are a plasma-based tactical artillery weapon that fire highly compressed 'shells' of plasma in a preprogrammed arc trajectory
Perhaps the single most ubiquitous form of High Technology weaponry, Plasma weapons fire bolts, blasts, streams or beams of ultra-hot matter
 
It might be a good idea to use Seer actions to divine the defences of the Ork worlds before attacking any of them with Zapppagitz as a high priority target due to being the primary remaining shipyards Grimtusk has that we know of.
 
While Ectosa is certainly out of the way enough that we probably won't have to worry about major Ork incursions in that direction if we were to reach out to them (Bitter Hold's Orks could be a concern if they pull off a reversal against the humans there) given the size of Grimtusk's fleet I think we've got bigger fish to fry than trying to convince the humans there to let us poke at their tech.
Convince? I just want to park a Brig in orbit and have some Milita grab everything, nailed down or not. What are they going to do to stop us? They lack any means to retaliate and even if they did why would they, we are saving their planet.
 
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Convince? I just want to park a Brig in orbit and have some Milita grab everything, nailed down or not. What are they going to do? They lack any means to retaliate and even if they did why would they, we are saving their planet.
I thought you wanted to study the terraforming gear? A Brig is too big to enter a planet's atmosphere so any tech we'd be grabbing needs to be small enough to fit into whatever shuttle can land inside of a Brig.

Considering the fact that the terraforming tech is already malfunctioning unless the equipment is really small you'd have to take it apart just to fit it inside of a Brig and whatever is flying it into the Brig and that should have some rather negative effects for keeping that tech study-able.

This isn't Eldar tech so expecting our Seekers to figure things out when we're giving them dismantled scraps doesn't seem like it would be conducive to them learning anything.

Realistically we could offer to relocate them to a different world through the Brig's Webway gate and then study the tech planetside without interruption but that still requires us to pull a Battleship and any escorts it would have off of combat duties when we've got a major Ork Warlord in our neighborhood for what is a really long term stretch goal.
 
At the very least we could send a few people to check to see if the terraforming engines can be turned of or repaired.
 
I think it's a bit premature to be planning any offensives against Grimtusk in the immediate aftermath of our victory. We probably had at least a decade or two as he tries to get his boys more disciplined, and we need it to do a light cruiser design and two turns of refits so we have at least a few capitol ships with proper defenses to make a proper line fleet with them, our ketch and Nettlers. We also want torpedos for any kind of strike at his shipyard, as an extremis system is not one you linger in firing main guns.

Remember that Grimtusks Tellyporta will let him recover a lot of damaged vessels mid combat and help them retreat enough to pull out in decent shape, so his repairs are both less severe and less impressive than your thinking. Also he can probably just Tellyporta scrab into his cargo bags and bring it back to be hammered into ships, so getting his numbers up isn't hard. Ultimately though, quality will win out in the end.

It might be a good idea to use Seer actions to divine the defences of the Ork worlds before attacking any of them with Zapppagitz as a high priority target due to being the primary remaining shipyards Grimtusk has that we know of.
Definitely, but probably wait a few turns to see if we can roll out seer tower or experience a breakthrough in eye of Tzeench counters research.
 
I thought you wanted to study the terraforming gear? A Brig is too big to enter a planet's atmosphere so any tech we'd be grabbing needs to be small enough to fit into whatever shuttle can land inside of a Brig.

Considering the fact that the terraforming tech is already malfunctioning unless the equipment is really small you'd have to take it apart just to fit it inside of a Brig and whatever is flying it into the Brig and that should have some rather negative effects for keeping that tech study-able.

This isn't Eldar tech so expecting our Seekers to figure things out when we're giving them dismantled scraps doesn't seem like it would be conducive to them learning anything.

Realistically we could offer to relocate them to a different world through the Brig's Webway gate and then study the tech planetside without interruption but that still requires us to pull a Battleship and any escorts it would have off of combat duties when we've got a major Ork Warlord in our neighborhood for what is a really long term stretch goal.
I am confused about your focus on the population of the planet. When we get there we either turn off the terraforming tech and study it without them knowing, or we tell the population "Hey, we turned off the tech destroying your planet and are now studying it." and then shoot anyone who fucks around.

Alternatively, the Brig is able to transport Titans through its web way portal so it should be possible to load up any interesting tech that size and bring it home while leaving the rest there.
 
I am confused about your focus on the population of the planet. When we get there we either turn off the terraforming tech and study it without them knowing, or we tell the population "Hey, we turned off the tech destroying your planet and are now studying it." and then shoot anyone who fucks around.

Alternatively, the Brig is able to transport Titans through its web way portal so it should be possible to load up any interesting tech that size and bring it home while leaving the rest there.
You are approaching this as if we are being introduced to some new tech that other Eldar use. One of the core parts of all Eldar tech is that all of it is made of Wraithbone, you know the material that our Bonesingers literally sing into existence and can then psychically shape.

This is human made tech, and given the fact that it is from the DAOT should be fairly complex so I highly doubt we can just figure this out in a turn or two given how it took multiple turns to develop up plasma and grav weapons.

Heck with grav-weapons we didn't even get the option to develop combi versions till we encountered working examples from Zahr-Tann despite the fact that we sunk quite a bit of Seeker AP into developing all sorts of variants.

Not to mention that you're assuming that terraforming tech that is able to alter an entire planets environment to the point where it is barely hospitable is going to be small enough to fit through a shipboard Webway gate.

A quick search on Lexicanum for terraforming tech brings up one example using what appears to be DAOT tech where the tech used to make a planet habitable was described as enormous and the biodomes that were created were large enough to comfortably fit titans.

Again, the fact that we're talking about sending a battleship for salvaging some tech that we won't even be using for a good while just seems like a waste of time when we've got an Ork Warlord lurking in the sector.

It would make more sense to comb through Kronite instead if you just want some shinnies since all their DAOT stuff is conveniently sitting in space. You'd probably need a comparable commitment of naval assets too since there is the risk of some possessed AI among the wreckage.
 
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I know a lot of Eldar hate the idea of the Void Spinner used by Biel-Tan but honestly? I really like it. Its a 1 stop shop for both killing your enemies and quickly repairing the environment you are fighting on. While I disagree with Biel-Tan with just about everything I don't see a downside to turning the worlds you are fighting on into Maiden Worlds / nicer places to live.

On the topic of terraforming, we should really get our hands on Ectosas terraforming technology to study and combine with any we currently possess. While its not necessary at the moment I would like to start repairing the ecosystems of the planets Arach-Qin is orbitally bombarding into ash. Leaving swaths of glassed planets just feels wrong to me.
I brought it up earlier, and i think the consensus is "don't"
Using things that are meant for nurturing life as weapons is a step too far.

The problem isn't killing everyone on the planet. It's doing it with a tool meant for creation.

It's better optics to glass the planet with actual weapons, then use terraforming tools afterwards.

The time saved from using terraforming as a weapon is not worth getting condemned for doing it.

We have plenty of options for wiping a planet clean, no need to do it in a way most eldar consider blasphemous.
 
Just caught up, and this quest looks fascinating.

A little heavy on the unit/weapon/ship design minigames for my tastes, but it seems plausible that those have mostly been front loaded as Vau-Vulkesh readjusts to the immediate aftermath of the fall and should become more spaced out later on.

In the short-midterm, assuming the Eldmoot goes alright, I think we want to heavily focus on industrial/technological outreach and assistance to other craftworlds in the service of diplomacy.

That means doing the obvious infrastructure buildup - fixing the wings so that tech support can travel to do on-site repairs, building the Seer Circle and the Grand Academy to ensure that all of our key Action Pools are running properly, and doing the necessary design actions to refit and repair our fleets to support more outreach similar to what we've already been doing with the Orks or with evacuating Fea-Eresh.

It also means going above-and-beyond for our allies - we want Arach-Qin's yards rebuilt ASAP, for example, since that will improve our factions capabilities as a whole. If we're serious about acting as the leadership of the Radicals, then we need to leverage everyone's talents to the utmost instead of just monofocussing on our own Craftworld - and having a reputation for being good to our friends is a good way to attract more candidates to our side.

Beyond that, we also want to minimize the risks of further permanent loss among the Eldar if we can manage it. I'd be willing to share the production methodologies for Starlances and/or Fatecasters - either to our allies as further enticement for others to enter our bloc, or at the Eldmoot if we can wrangle some form of diplomatic neutrality from the other attending Eldar in exchange.
 
It also means going above-and-beyond for our allies - we want Arach-Qin's yards rebuilt ASAP, for example, since that will improve our factions capabilities as a whole. If we're serious about acting as the leadership of the Radicals, then we need to leverage everyone's talents to the utmost instead of just monofocussing on our own Craftworld - and having a reputation for being good to our friends is a good way to attract more candidates to our side.
The idea that we could ever consider monofocusing on ourselves is hilarious. Look at our historical Bonesinger AP distribution:
  1. 7 AP to allies, 8 AP to us
  2. 8 AP to allies, 7 AP to us
  3. 7 AP to allies, 8 AP to us
  4. 6 AP to allies, 9 AP to us
We've spent nearly half of our industrial capacity (28/60) on other people, while barely scratching away at our own serious repairs and desperately needed infrastructure modernizations. If there's one thing that the thread is more than willing to drop AP on, it's shoving industrial capacity toward our allies.
 
In the short-midterm, assuming the Eldmoot goes alright, I think we want to heavily focus on industrial/technological outreach and assistance to other craftworlds in the service of diplomacy.

Industrial assistance is pretty dead in the water for the next at least the next 10 turns.
We need to go pretty hard on our own build up and don't really have much in the way of what we can spare in that time space. Getting the plan rolling on EH for more BAP, mass building foundries so we can actually equip our army, more BAP to go into ship retrofits and the leftovers stuff into picking up some techs we want in our army.

That together pretty much takes up all of our BAP.

And the technological outreach pretty much runs in the same issue of likely costing a good amount of BAP.
 
Industrial assistance is pretty dead in the water for the next at least the next 10 turns.
There's one kind of assistance that is very valuable, and that we can provide at limited cost to ourselves.

[ ] Starcrystal Farm (5 points each, -50% production from 1 existing farm each)
[ ] Fateforge (7 points each, -100% production from one existing forge each)

There are almost certainly a significant number of craftworlds who posses neither any farms nor fateforges. As such, offering to take on some interns only costs us Special resources that we have stockpiled sufficient amounts of, while it presents a massive boon to them.
 
There's one kind of assistance that is very valuable, and that we can provide at limited cost to ourselves.



There are almost certainly a significant number of craftworlds who posses neither any farms nor fateforges. As such, offering to take on some interns only costs us Special resources that we have stockpiled sufficient amounts of, while it presents a massive boon to them.

That isn't going to be a limited cost.

Teaching them is going to almost certainly involve speeding something like 10BAP for the starcrystals and 15BAP for the Fatecasters per craftworld.

Because we need to teach them from scratch how to run the facilities and good enough that they don't need our guys and girls to hand hold them. Followed by teaching them how to actually build the production facilities.

The process of spreading the exotics we have access to is not going to be a cheap process at all.
 
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Just caught up, and this quest looks fascinating.

A little heavy on the unit/weapon/ship design minigames for my tastes, but it seems plausible that those have mostly been front loaded as Vau-Vulkesh readjusts to the immediate aftermath of the fall and should become more spaced out later on.

In the short-midterm, assuming the Eldmoot goes alright, I think we want to heavily focus on industrial/technological outreach and assistance to other craftworlds in the service of diplomacy.

That means doing the obvious infrastructure buildup - fixing the wings so that tech support can travel to do on-site repairs, building the Seer Circle and the Grand Academy to ensure that all of our key Action Pools are running properly, and doing the necessary design actions to refit and repair our fleets to support more outreach similar to what we've already been doing with the Orks or with evacuating Fea-Eresh.

It also means going above-and-beyond for our allies - we want Arach-Qin's yards rebuilt ASAP, for example, since that will improve our factions capabilities as a whole. If we're serious about acting as the leadership of the Radicals, then we need to leverage everyone's talents to the utmost instead of just monofocussing on our own Craftworld - and having a reputation for being good to our friends is a good way to attract more candidates to our side.

Beyond that, we also want to minimize the risks of further permanent loss among the Eldar if we can manage it. I'd be willing to share the production methodologies for Starlances and/or Fatecasters - either to our allies as further enticement for others to enter our bloc, or at the Eldmoot if we can wrangle some form of diplomatic neutrality from the other attending Eldar in exchange.
The way I see it, we're a nascent Major Player. We are absolutely the smallest and weakest of the Major Craftworlds, but that has more to do with us being newer and still juggling a lot of balls on top of trying to repair all the damage our craftworld sustained...as well as the fact that our military was quite minimal at the start.

We don't have the resources, forces, and output needed to start playing patron to every receptive craftworld we can reach...yet. But we've got the deeds and attitude for being recognized as an up and coming Major Player in the near-future.

Depending on how this conference goes, we could develop a reputation as pragmatic and forward-thinking rather than (being known as) ideologically radical. Going well out of our way to save a lot of Eldar and smaller craftworlds that would have otherwise been doomed despite being in such a poor and unprepared state ourselves at the time will probably carry a lot of weight.

Vau-Vulkesh being known less for being radical and more for looking for serious problems and developing practical solutions should hopefully win us some points across the board. Us coming forward with the discovery of these existential landmines should show Uthwe that we, too, are treating the threat of Chaos with the utmost seriousness and that they aren't the only ones being vigilant for Chaos' efforts. The Revanchists will hopefully see that they have far bigger enemies and problems to put effort towards than us. The Survivalists will see that we are indeed placing survival and pragmatism at a high priority. And the Asuryani...

Hopefully the impression they get is that Vau-Vulkesh doesn't practice the modification of Eldar souls because it is ideologically dedicated to the idea, but because it's the best solution yet found to the existential problem plaguing all Eldar. If a better solution is found that doesn't involve modifying souls, then it stands to reason that Vau-Vulkesh would switch to that method instead. We don't think that a better solution will be found, but the perception is the important part: it's a radical solution in the face of an existential, inescapable crisis, rather than a shameless obscenity.
 
The way I see it, we're a nascent Major Player. We are absolutely the smallest and weakest of the Major Craftworlds, but that has more to do with us being newer and still juggling a lot of balls on top of trying to repair all the damage our craftworld sustained...as well as the fact that our military was quite minimal at the start.
We're not a major craftworld, we're merely large, it's a whole tier down.

We have one big revelation right now, but that does not have the staying power to put us on par with any of the actual Major craftworlds.

Unrelated :
While not as vast and influential as the Major Craftworlds, you are still a cut above the average size. This lends you weight, strength and influence you would not otherwise have, yet conversely frees you from many of the burdens of politics; too large to be casually dismissed by the Major Craftworlds, yet not large enough to be considered a pressing political threat to any of them. Your defenses at their weakest could turn aside an Astartes Legion, so long as their Primarch didn't get involved, with very good chance of success; even in the case of the full might falling upon you, you would have at least even odds of victory.
I'm kinda suprised that our baseline defenses are described as this strong? I assume that is what they would have been if we had an actual army, because the current mess doesn't seem like it'd stop an astartes chapter, let alone a full legion.
 
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That means doing the obvious infrastructure buildup - fixing the wings so that tech support can travel to do on-site repairs, building the Seer Circle and the Grand Academy to ensure that all of our key Action Pools are running properly, and doing the necessary design actions to refit and repair our fleets to support more outreach similar to what we've already been doing with the Orks or with evacuating Fea-Eresh.

First, our ability to do repairs is not limited by the mobility of our craftworld. We have capitol ships with webway gates for the deployment of warhosts independent of transport vessels, which can be just as easily used to transport craftsman, tools, parts, and materials, which is why we are able to provide aid to Meros and Zahr-Tann multiple star systems away.

Our limitation is the extension of our webway network, which is a matter of scouting out proper routes. Our lesser limitations is the availability of bonesinger AP, which is a matter of enhancing our industry while we are still scout out routes to craft worlds in need, so that we have an expanded base to split among them when the time comes.

Second, Seer Circle is more about countering the interference to scrying than getting Seer running properly. Seer is already running properly, as demonstrated by the fact that it has internal options for improvement of it's capabilities, unlike stewardship and warrior. Seeker is also a properly developed ministry, it's just not hyper specialized the way Bonesinger is. Neither of these are immediate priorities.

Our new designs are not yet complete and we have barely the beginnings of a proper military. We would be best off deploying Zahr-Tann instead in a limited capacity. It's likely that there will be a lull in combat in our area for the next decade, so we can reorient most of our scout fleets to establishing webway routes to other regions to provide aid and supply it if needed.

Our own forces should provide token support only until a proper reorganization of our military structure and enough success in designing new war models that we can form proper fleets rather than makeshift deployments of old and new vessels.

Overall however we are a bit small time for this endeavor, between having opted to take a small fleet, Arach-qin's damages, Zahr-Tann size, and Meros's losses. While we probably gain a few members after this, it will take multiple decades to get them organized between our management and war waging inexperience. We would do a lot more good if we could convince Saim-han and there coalition of 60 exodite worlds to contribute to the formation of some large armada and send it to aid the Survivalists.


It also means going above-and-beyond for our allies - we want Arach-Qin's yards rebuilt ASAP, for example, since that will improve our factions capabilities as a whole. If we're serious about acting as the leadership of the Radicals, then we need to leverage everyone's talents to the utmost instead of just monofocussing on our own Craftworld - and having a reputation for being good to our friends is a good way to attract more candidates to our side.
We can certainly try get to work on rebuilding Arach-qin's Shipyards soon, but we aren't built for micromanaging a massive faction. We won't even have a proper Stewardship base until turn 6. We would be better off establish broad goals and policies the Adaptionists can agree on and leaving the different coalitions to act in favor of those goals and policies and touch base every so often. Basically form a republic of coalitions with relative autonomy rather than empire,with us as the most respected voice.

Beyond that, we also want to minimize the risks of further permanent loss among the Eldar if we can manage it. I'd be willing to share the production methodologies for Starlances and/or Fatecasters - either to our allies as further enticement for others to enter our bloc, or at the Eldmoot if we can wrangle some form of diplomatic neutrality from the other attending Eldar in exchange.
Starlances and Fatecasters are exotics based tech, fairly worthless if they don't have a strong industry to ramp up their own production of said exotics to support the construction of vessels which use them. Holo fields however are perfectly suitable technology to share, as is plasma drives.
The idea that we could ever consider monofocusing on ourselves is hilarious. Look at our historical Bonesinger AP distribution:
  1. 7 AP to allies, 8 AP to us
  2. 8 AP to allies, 7 AP to us
  3. 7 AP to allies, 8 AP to us
  4. 6 AP to allies, 9 AP to us
We've spent nearly half of our industrial capacity (28/60) on other people, while barely scratching away at our own serious repairs and desperately needed infrastructure modernizations. If there's one thing that the thread is more than willing to drop AP on, it's shoving industrial capacity toward our allies.
Now that our relative allies are out of the fire so to speak, and we need time to map our safe routes to others in need, It has been proposed that we cut down to take a few turns to expand Bonesinger AP so their is more to go around in general. Prior to the Aeldmoot votes, we discussed a plan for turn 5 that would spend half our BAP on improvements to bonesinger, some on engines, and only ship repairs and refits for allies for now, though we could consider sparing another AP for Aq's shipyards.

No worlds we can reach currently are in more immediate danger, and our base clearly is barely big enough to help our allies and ourselves. We need to expand for a bit to be more capable when our webway scouts finishes mapping paths to other Aeldari in need.
The way I see it, we're a nascent Major Player. We are absolutely the smallest and weakest of the Major Craftworlds, but that has more to do with us being newer and still juggling a lot of balls on top of trying to repair all the damage our craftworld sustained...as well as the fact that our military was quite minimal at the start.
We are a large craft world. There is a big difference between us and the major ones.
We're not a major craftworld, we're merely large, it's a whole tier down.

We have one big revelation right now, but that does not have the staying power to put us on par with any of the actual Major craftworlds.
We are about to become the foremost of large craft worlds however. The thing is we aren't built for commanding a faction or directing it's assets in any big way, so we'll have to settle for leveraging our prominence to encourage them down certain avenues of development and behavior instead, while leaving enough up to them that they don't become dependent on us. It's a rather tricky line to walk, but I think we can do it with some care.
 
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Vau-Vulkesh being known less for being radical and more for looking for serious problems and developing practical solutions should hopefully win us some points across the board. Us coming forward with the discovery of these existential landmines should show Uthwe that we, too, are treating the threat of Chaos with the utmost seriousness and that they aren't the only ones being vigilant for Chaos' efforts. The Revanchists will hopefully see that they have far bigger enemies and problems to put effort towards than us. The Survivalists will see that we are indeed placing survival and pragmatism at a high priority. And the Asuryani...
I personally hope for Revanchists to split into Dominionists and Imperialists/Denilists via the Vile-Tan Iyanden split. Iyanden thinking that Aeldari need to have a planetary presence for safety and stability, while Biel-tan is in denail about not getting to rule over galaxy.
 
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