Yes, but for now they go onto our EH to speed up the construction or the engine (the 3AP Plasma part).
The engine isn't time critical though, not unless our venture here fails. Our enemies in the region are distant, chaos is busy fighting itself, mankind is barely void worthy, and the necron sleep still.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.
More importantly we have to spend the same amount of AP regardless. Better to start Replacing the power distribution and spend turn 6-9 on trickling 3 AP one and turn 7 through 7 through 9 putting two AP on the minor failures. This will let finish in time for a turn 10 shift to refits and foundry establishment as start designing our naval and ground forces when our tech base finish rounding out at the end of turn 9.
 
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.

Having more than 2 squad sizes makes things a lot more complicated.
The main reason to go for smaller elite squads is that they are specialist that are around to do 1 thing that doesn't need a full squad.

The engine isn't time critical though, not unless our venture here fails. Our enemies in the region are distant, chaos is busy fighting itself, mankind is barely void worthy, and the necron sleep still.
Getting the engines done over the next ~3 turns is pretty viable and i think should be done as it would just put a check on that, helps that it is done over 3 turns where we have the BAP for that even with industrial build up and that doesn't fight to strongly with BAP for tech or ship repairs.


More or less BAP infrastructure and engine are a pretty good combination for the next 3 turns.
 
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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.

I can get behind cranking out Brigandine and Needlers in massive job lots for a militia, yes.
 
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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.
Zahr Tahn has their own transports and most of their none scouting fleets can transport a few with them as well.

An Assault Shuttle is all we need because of our webway gate combat brigs, for getting the ships down. We'd be better off designing an assault shuttle Carrier for carrying extra shuttles for highest difficulty assault chaos gods seat of power type missions, but It's not something we'll need for another two centuries.
Having more than 2 squad sizes makes things a lot more complicated.
The main reason to go for smaller elite squads is that they are specialist that are around to do 1 thing that doesn't need a full squad.


Getting the engines down over the next ~3 turns is pretty viable and i think should be done as it would just put a check on that, helps that it is done over 3 turns where we have the BAP for that even with industrial build up and that doesn't fight to strongly with BAP for tech or ship repairs.


More or less BAP infrastructure and engine are a pretty good combination for the next 3 turns.
I'm not sure if there is a miscommunication or Typo in one of the posts on the matter, but as long as forge actions are mostly on Enhance Industry during that period we should be fine, though I think it's more likely to take 4 turns do to needing to build a foundry or two during so the pro void armor foundry are willing to support it.
It's the name of the Plasma longarm
Ahh. You mean the Sunblaster Caliver. Alright then.
 
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You know if monofilament weapons come in pistol form they might make for good weapons for our militia assault troops.
 
I'm not sure if there is a miscommunication or Typo in one of the posts on the matter, but as long as forge actions are mostly on Enhance Industry during that period we should be fine, though I think it's more likely to take 4 turns do to needing to build a foundry or two during so the pro void armor foundry are willing to support it.

I mean:
13 actions total:
6 on EH + 2 Forge
4 on Primary Power Distribution Control
-3 BAP left over

15 actions (+2 Ap from EH due to 2 forge actions)
6 on EH +1 Forge
3 on Plasma +1 Forge
3 on Minor Failures
-3 BAP left over

15 actions (1 EH finished other still building)
6 on EH +2 Forge
3 on Minor Failures
6 on Plasma (worst case if Forge action previously rolled a 1)

This assumes worst case for the Forge on the Plasma roll.
Pretty good overall BAP usage at least over these turns.

Following that we have a lot more BAP to get more foundries + tech.
And We should start to also finish with the retrofits for Quilan pretty soon as I am not sure if they have a third batch or if we got it all done in 2.
 
And We should start to also finish with the retrofits for Quilan pretty soon as I am not sure if they have a third batch or if we got it all done in 2.
There fleet is described as small but potent, and thus far we've repaired a pair of heavy cruisers and 10 heavy frigates. I'd say there is certainly a 3rd batch and perhaps a 4th and 5th as well.
 
Based on a quote I dug up recently, I think that's not a safe assumption, and so we're looking at 8 and 36 AP spent, total:
I think we just take power distribution and see how things play out.
[ ] Repairing the Plasma System (3 AP Each, 12 Max)
Portions of Vau-Vulkesh's engines use plasma in various ways, both as a power-distribution medium and even as simple titanic plasma-thrusters large enough for an Escort to fly into. Much of the most critical focusing components of this system are effectively destroyed, and while not especially complex, their sheer scale makes replacement a very labor intensive process.
Begin the highly labor intensive process of repairing the various damages to the plasmatic portions of the engines. This option will cost a set amount of AP regardless of how long it takes, whether done all at once or over a longer period.
because the action both implies that it has a max of twelve but can be done all at once, which wouldn't really make sense if we were required to spend an additional 24 AP after the first twelve.
 
Theoretically we could build our industry up to 36 BAP before starting repairs.
theoretically, sure. reasonably a thing the QM has cause to expect enough to include into the action description as a prerequisite for the possibility that we put this off entirely until turn 10 or so and focus entirely on raising BAP to get their that soon? extremely unlikely.
 
TBH, I think it'd be wiser to slow roll our production builds. We've already been told that we shouldn't expect to make grand sweeping gestures with a single turn, and this doesn't even qualify as something we urgently require except for bean counters wanting to optimize. One Increase Production started per turn should cover our needs nicely.
 
TBH, I think it'd be wiser to slow roll our production builds. We've already been told that we shouldn't expect to make grand sweeping gestures with a single turn, and this doesn't even qualify as something we urgently require except for bean counters wanting to optimize. One Increase Production started per turn should cover our needs nicely.

What do you consider production builds ?
EH, foundries both ?
 
What do you consider production builds ?
EH, foundries both ?

Pure production, whether we do foundries or not is separate, and should be taken case by case.

What I'm suggesting is "That 3 BAP we got back from Meros being saved, we should invest perpetually in Increasing Production" Pure + BAP generation.
 
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TBH, I think it'd be wiser to slow roll our production builds. We've already been told that we shouldn't expect to make grand sweeping gestures with a single turn, and this doesn't even qualify as something we urgently require except for bean counters wanting to optimize. One Increase Production started per turn should cover our needs nicely.
I'd disagree. It's not that it's urgent now, it's that we are going to need a sizeable amount of BAP urgently later and not be able to afford to put off whatever awaits us to build it up first. through a mix of luck and good choices we've managed to buy ourselves a lull in Ork combat, a stay of execution from Beil-Tan.

the problem is that this is temporary state of affairs. when it comes to an end, if we haven't invested somewhat heavily in expanding BAP for at least a few turns, we'll likely find ourselves unable to both deal with the issues in question and follow through on our plans to any reasonable degree. 6 AP Enhance Industry turns 5 through 7 is the wiggle room to not be forced to drop important actions when we inevitably find ourselves with an opportunity/disaster in need of our BAP.

Proper Preparation Prevents Poor Performance. we'll need more BAP in medium term, and can afford to spare it for enhancing industry now to ensure we have it when the time comes, and be prepared for the inevitable rush job repairs we'll find ourselves with at some point in the next 10 turns.
 
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 :

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.
that's referring solely to the fortifications on the Craftworld itself. which are extensive and powerful enough to make anything short a whole Legion go "oh, I am become Error" if they get in blasting range, at least when they're manned and functional. See Meros, a small Craftworld, throwing up Kine-shields that were strait up going "Roc-shield. bug-windscreen."


and to tide you over because this section is fighting me:
 
What's really scary? Every single one of those gun batteries can fire forward without interfering with each other

Cripes, that thing is nightmare fuel, nothing short of a fully rationalized Sword of Vaul could probably throw down with it.
 
Fuck, we need more ships and blow him up before he takes over human world, I don't want to see him with so many worlds to outproduce us
On that subject... if he goes looking for us (and I think we have to assume he will) he's going to find Kronite in short order.

Kronite, with the wreckage of multiple High Age of Man warfleets in orbit.

Maybe, just maybe, we should hit those up before he does.
 
That's... Shockingly reasonable design work from an Ork.

Shit, he's really high level isn't he?
he's able to effectively use a tellyporta for strategical positioning of hundreds of naval assets on the fly. recognized the value of fortifications sufficiently to have 4 planets at extremis level difficulty before we arrived. the most dangerous Ork for a thousand Lightyears. it's why I say we need to finish getting our shit together strategically before we send fleets on any attack runs.

that's referring solely to the fortifications on the Craftworld itself. which are extensive and powerful enough to make anything short a whole Legion go "oh, I am become Error" if they get in blasting range, at least when they're manned and functional. See Meros, a small Craftworld, throwing up Kine-shields that were strait up going "Roc-shield. bug-windscreen."
this plus them still needing us to defend them says best how capable Grimtusk is.
 
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