Ghost in the Shell power armor with holo-fields, grav shields and 3-5 guns capable of independent targeting, with alternative mode on the grav shield that allows to jump 50+ meters.
Ghost in the Shell power armor with holo-fields, grav shields and 3-5 guns capable of independent targeting, with alternative mode on the grav shield that allows to jump 50+ meters.
we don't have a suit like that though. Not in the short run, when we take the first rationalize the elite units.Ghost in the Shell power armor with holo-fields, grav shields and 3-5 guns capable of independent targeting, with alternative mode on the grav shield that allows to jump 50+ meters.
The problem with growing the military is that we created troops that are far too elite. We probably won't get another chance to rationalize the troops again until we've done the fast attack and the elites.
So, we'll have to make some detachments that have ithilmar armor on troops... Or not use those, and use the one rationalized troop that looks like our planned troops (i.e. The void guard armor and starblasters).
What are our elites even going to look like?
Yes, which also means quite a few more turns with our military AP remaining relatively unused.There is currently a full redesign of our ground force planned in 4-5 turns.
Mostly because by then we should have got the techs we want to include in that and the logistic information we need to know we can get done without waiting 100+ turns building up.
If you don't want to raise detachments that directly need to go through several refits there isn't much of a choice.Yes, which also means quite a few more turns with our military AP remaining relatively unused.
I'm pretty sure we're about to dump as much Warrior AP as can be spared into drill and training up officers, both things that the Shrine of Khaine should unlock.Yes, which also means quite a few more turns with our military AP remaining relatively unused.
We have to raise detchments with WAP, but the detachments we can raise have are crappily equipped, but 2/3 choices we made for the troops are too expensive.If you don't want to raise detachments that directly need to go through several refits there isn't much of a choice.
And we are still busy retrofitting the crap forces we have as is.
This is a bit tricky, because our jetbike redesign got botched because people didn't realize how much the cost per slot conversion would add up. Putting it off a turn and spending an AP doing another round of vehicle design could get us an unbotched jetbike and some form of artillery vehicle, both of which would be nice.Next turn we should probably ratonalize Elites and Fast attack (2 Steward)
bonesinger is more construction and massproduction. designing is stewardship, while more conceptual stuff involved in creating a new tech base is seeker. I'm not sure where these rituals fall under, but the places we've been overwhelmed is stewardship and bonesinger, while martial had suffered from too little ground work to build on, which is hopefully behind us.And if we are lucky enough to find a blueprint for them, we'd need bonesinger actions to teach our people how to make them.
no it doesn't. we still have 7 AP to spend on other things after repairs and refits for allies. there are no critical fires to put out, no need to rush engines to completion or start the seer circle & grand academy immediately. we go heavy for three turn with 6 AP and the forges and we can increase our AP by more than a third, allowing us to sustain the AP investment without the forges and trickle in more while we tackle other problems with the 15 and growing AP.Putting double that, and adding the forge actions on top of that is a lot more disputed, as it basically requires us to put basically everything else on hold.
not likely. their will likely be some method refining and tactics research that needs to be taken as well as other ground work to get us properly established, like how stewardship needs to spend some of it's AP activating the hall, as well as possibly setting up a system of recruitment that produces fresh recruits every so many turns.Yes, which also means quite a few more turns with our military AP remaining relatively unused.
designing detachments should wait until we have a clearer idea of what our typical Warhost looks like. depending on what it costs to activate stewardship hall, we can see about rationalizing, and put leftover points into 4 or 5 ap on relic vaults for a better chance at something worthwhile. depending on what's left over we might design a fighter since discussion around those has focused on tech we already had at the start.We have to raise detchments with WAP, but the detachments we can raise have are crappily equipped, but 2/3 choices we made for the troops are too expensive.
Next turn we should probably ratonalize Elites and Fast attack (2 Steward), going for Dudes in VGA on Jetbikes, and Elites in Ithilmar, Design a detachment using the new elites/fast attack/voidspear troops.
And start printing VGA and Starblaster rifles.
fair point. probably doing that instead then.This is a bit tricky, because our jetbike redesign got botched because people didn't realize how much the cost per slot conversion would add up.
I'd rather halve the Ithilmar squad size and put the fusion mortars on those though.This is a bit tricky, because our jetbike redesign got botched because people didn't realize how much the cost per slot conversion would add up. Putting it off a turn and spending an AP doing another round of vehicle design could get us an unbotched jetbike and some form of artillery vehicle, both of which would be nice.
As for Ithilmar... that's great stuff for our special troops, our Seers and psykers and our theoretical officers and battlefield engineers who all spend our AP of other types to train up, but even for Elite units it's prohibitively expensive.
Equipping a unit with Ithilmar and laspistols costs as much as, say, equipping a unit of the same size with VGW and fusion mortars.
The problem with Ithilmar is that, as a way of delivering weapons to the battlefield, its cost approaches that of heavy vehicles.I'd rather halve the Ithilmar squad size and put the fusion mortars on those though.
fuck, that makes sense.The problem with Ithilmar is that, as a way of delivering weapons to the battlefield, its cost approaches that of heavy vehicles.
An ithilmar-armored mortar carrier is already 41 EP before any other equipment costs are included; I'm pretty sure we can put together a heavy jetbike with a fusion mortar, twin suncasters, and a full-up grav shield for the cost of two ithilmar mortar carriers, even including the crew armor as VGW, and I'm pretty sure that results in a more durable, more maneuverable unit, with arguably more firepower even if not as much of it is in the form of artillery.
It's absolutely worth it if we're protecting more than just the EP invested in weaponry, but if all we're protecting is the EP invested in weaponry I think we'd do better investing in more weapons instead.
The problem with Ithilmar is that, as a way of delivering weapons to the battlefield, its cost approaches that of heavy vehicles.
An ithilmar-armored mortar carrier is already 41 EP before any other equipment costs are included; I'm pretty sure we can put together a heavy jetbike with a fusion mortar, twin suncasters, and a full-up grav shield for the cost of two ithilmar mortar carriers, even including the crew armor as VGW, and I'm pretty sure that results in a more durable, more maneuverable unit, with arguably more firepower even if not as much of it is in the form of artillery.
It's absolutely worth it if we're protecting more than just the EP invested in weaponry, but if all we're protecting is the EP invested in weaponry I think we'd do better investing in more weapons instead.
good luck calling an artillery strike inside a corridor.Ithilmar squads are best for melee and boarding actions. While their cost does approach the price of heavy vehicles, their size means that they are able to get into places that lack the anti-tank weaponry required to kill them.
fuck, that makes sense.
So troops = vgw with light weapons
Elites = vgw with heavy weapons
Fast attack= vgw on jetbikes with mid-heavy weapons
Special and hq = ithilmar
Ithilmar indoors is something that has one weakness-AOE attacks, specifically grenades, get reflected by the walls back onto you, and narrow corridors cut down on the effectiveness of holofields when you fill half the corridor with your bulk. The 2nd Edition DnD Fireball problem rears it's head here-an explosion in confined space fills the space, not just a radius. At least, until the walls fail and collapse on you.
... Is there a reason for not putting plasma weapons on our troops?Elites can be various things. Not all armies are created equal obviously, but generally elites aren't just Troops+ but have some form of specialization. I would point to things like Fire Dragons and Dire Avengers and Howling Banshees for examples of what an Elite unit looks like, though they can also include things like Wraithguards depending on edition, so some sort of war-walker chassis wouldn't be unheard of here.
Right now, only that we're not rolling out VGW as standard armor and the plasma weapons get too hot to hold for the brigandine that we're currently making.... Is there a reason for not putting plasma weapons on our troops?
Our first elites will probably end up being cheaper than our ithilmar "troops", now that we realize the scale of the army we have to build.
Again, for what purpose do you want line troops in large numbers? What do you want to conquer? What ground do you want to hold? Military should serve a purpose or it becomes a horrible abomination filled with strange creatures from the ocean's depths.
Yeah, needler (high RoF), plasma (AoE) and probably some gravity weapon for the third time to round it all up.I'd certainly consider a VGW + Plasma Rifle troop, with either grenades or conversion shields or maybe even both, to be a perfectly acceptable line unit.
... Is there a reason for not putting plasma weapons on our troops?
They cost the same as a needler rifle, and one more than a spike rifle.
Void guard warsuit + sunblaster rifle for Ranged troops
Void guard warsuit + sunblaster pistol + rending blade for the assault troops