That might be a bit high actually.

I took a look at Zahr-Tann as a baseline for what a militaristic Craftworld can pump out when they go for quality since they are noted as being militaristic and Vaulish.

After some quick spread-sheeting (very new to it so it's pretty scuffed) and it looks like the Host Zahr-Tann sent us has about 23.5k infantry in it before counting the vehicle crews.

This is supposed to be 1/3 of their total army so their total army should have about 70.5k infantry.

For Vehicle crews based on the fact that their 4 man squads get vehicles with 2 crews (+50%) and their 8 man squads have vehicles with 3 man crews (+37.5%) I'm just going to say that their vehicle crews add an extra 45% manpower since there are way more 8 man squads than 4 man squads but they also have a lot of non-infantry carrying vehicles.

That should bump their forces up to around 102.225k ground troops total or 0.04% of their population assuming their Craftworld is close to fully populated.

If we take that 0.04% and translate it to our population which should be around 5.4 billion since we lost 1/10 of our 6 billion population during the Fall we would need 2.2 million troops to match Zahr-Tann's percentage.

This obviously isn't factoring in the troops needed to crew the ships but that isn't really something we have hard numbers for besides the pilots although that's thankfully a lot less of a headache to figure out.
Crossbow = 1 Pilot
Longbow = 2 Pilots
Javelin = 6 Pilots

Heavy Fleet: 32 Crossbow, 56 Longbow, 8 Javelin
Total 2x Heavy Fleets: (32+56*2+8*6)*2=384

Line Fleet: 14 Crossbow, 14 Longbow, 2 Javelin
Total 3x Line Fleets: (14+14*2+2*6)*3=162

Scout Fleet: 4 Crossbow, 8 Longbow
Total 7x Scout Fleets: (4+8*2)*7=140

Transport Fleet: 14 Crossbow, 8 Longbow, 36 Javelin
Total 1x Transport Fleet: 14+8*2+36*6=246

Total Muster: 384+162+140+246=932

Total Fleet: 932*2=1864 pilots

This is pretty much just after the fall, so no surprise they haven't a super large military.
If they haven't hit at least a million ground troops by the time the great crusade rolls around (pretty much end game for us i think) something went really wrong.

Same goes for us basically, just that we also need to actually design our army first before we can start on building in up for real.
 
That might be a bit high actually.

I took a look at Zahr-Tann as a baseline for what a militaristic Craftworld can pump out when they go for quality since they are noted as being militaristic and Vaulish.
Zahr-Tann has that army because it's what they had before the Fall when they cared about military readiness, though. In other words, what we're seeing is what they considered an appropriate army for peacetime, purchased not with their industry but with whatever postscarcity currency the empire used for reality-warping manufacturing time. There hasn't been much opportunity to retool and ramp up since, and we can reasonably guess that the wartime military they want is larger and better-equipped but also that they can't build their current equipment set at a very fast rate let alone whatever their expansion ambitions are.
 
Beil-Tan is effectively neutered by politics for the next few centuries
It is a bit early to start celebrating about neutering Biel-Tan for a few centuries when we have yet to talk to a single representative. Seriously, this is just asking for a bad enough set of rolls for us and a good set of rolls for them or Tzeentch to completely fuck us over and make it so we have a coalition of craft-worlds actively hunting for our head with the open blessing of most of the moot.
 
Definitely want to redo the Forgefire squad to account for new tech.
Properly label it as an Elite troop and it's fine. Add conversion fields, we made the cheap ones so there's no reason not to. Maybe grenades.

I suppose we could switch out the flamers for fusion mortars or grenade launchers.

the question is, how do power mauls compare to implosion hammers?
Much better, if also more expensive. For troops you're putting in Ithilmar...
 
It is a bit early to start celebrating about neutering Biel-Tan for a few centuries when we have yet to talk to a single representative. Seriously, this is just asking for a bad enough set of rolls for us and a good set of rolls for them or Tzeentch to completely fuck us over and make it so we have a coalition of craft-worlds actively hunting for our head with the open blessing of most of the moot.
Don't worry. The chaos gods have fallen to infighting according to Mechanis. Tzeench will turn his attention to the happening here much to late to effect the out come. It's one of the reasons we can do this at all and not immediately worry about some manner of chaos retaliation.
 
We need to start creating production facilities for VGA and Plasma Calivers. Everything else can come after we have a solid line of units equipped with this.
 
Forge fire is pretty good as is, the most likely will pretty much just get a ranged weapon upgrade and added support gear.
The melee weapons they have are good as is and downgrading them for what is pretty much their main area of engagement is not the best idea.
 
Also apparently we have Force Staves and Swords as Psycher specialist Melee weapons, so we should really refit our Battle Psychers in Ithilmar with them.
We need to start creating production facilities for VGA and Plasma Calivers. Everything else can come after we have a solid line of units equipped with this.
I don't know what the latter is since it's not in our list of war gear, but current discussion favors building a VGW Foundry turn 5. People really need to remember it's a Warsuit rather than just Armor.

Regrettably, our existing AP is insufficient, so bulk foundry printing isn't a thing yet, but it's not like we aren't going to need a few decades to get proper military hierarchy established anyway so we have time for build up.
 
I don't think the Bladedancers can use Ithilmar. Call it a long-term research project to get them something more than conversion fields.
Hmm. Apparently it is possible to counter fateweapons if you have the right tech. Maybe we can develop an inversion of the tech ourselves and combine it with some kind of anti grav tech for hyper agile auto dodge armor.
 
I'm pretty sure putting them in light power armor with 3x power assist will work for them.
I just checked and I'm fairly certain that it's going to need to be something a bit more finicky then just slapping some light power armour on them.
Unfortunately, they cannot do this and psykeicly manipulate the heavy armor they once enjoyed, and thus must effectively engage in combat without armor at all—none of the armor available to you is both light enough and flexible enough not to hinder their abilities.
 
Last edited:
... That'd be pretty sweet. And spending exotics to make our Special units an utter pain to kill sounds like a good plan.
you can't see me.
and if you can't see me, your bullets don't want to hit me.
and if they hit me i have a force field.
and if they get through my force field, my armor is made of wraithbone.
I just checked and I fairly certain that it's going to need to be something a bit more finicky then just slapping some light power armour on them.
Yea, at the time that was written, we had wraithbone trauma plates and hardsuits.
The new stuff is also not very light or flexible.

3x power assist is pretty fucking huge, considering how much even 1 level of power assist takes Ithilmar.
 
There are some benefits for 8/15, transports would be 8/16.
Well apart from the higher number of troops be squad. The transport size also allows us to use our transports to help move Zahr-Tanns units around and quite fast as we can move several of their squads in one of our transports.
We could just go for squads in some multiple of four (4, 8, 12 etc)? It's not like we can only have two squad sizes.
That might be a bit high actually.

I took a look at Zahr-Tann as a baseline for what a militaristic Craftworld can pump out when they go for quality since they are noted as being militaristic and Vaulish.
I feel like we're going to need to have our army split in two: our standing army for most of our fighting, which we use predominantly elsewhere, and then a militia formed of everyone else who pick up arms if the Craftworld itself gets imvaded. With the latter just having a shitton of Brigandine and Needlers. We'd probably keep a portion of the former back home at any given time as well just in case.
3x power assist is pretty fucking huge, considering how much even 1 level of power assist takes Ithilmar.
Ithilmar has x2 power assist.
 
Back
Top