As I say, it really depends on the ratios. It could be that for our regular troops Starblasters are the way to go. We paid character creation points for them, so if they turn out to be better value at their price point that seems fair enough.

That would potentially leave Sunblasters as a dead end for infantry in all but the very long term (when we may exhaust our pool of recruits for expanding exotics production), yes, but that's just what can happen when we're working in a realistic scenario of incomplete information. It may be that plasma ends up a technology we primarily use for artillery, or grenades, or missiles. If so, we just accept it and move on.

It's similar to how most of the infantry scale grav-weapons we've invented may never see deployment at scale.

In terms of bottlenecks, there are advantages and disadvantages to exotics. Exotics are no different to foundries or forges. They're just part of the BAP cost of setting up continuing production. What they are is more transferable than other kinds of production facilities, as what they produce can be used for more than one thing.

Let's say that you want to equip your regular forces with Starblasters.

To do this, you spend BAP to build a mixture of Starcrystal Farms and Starblaster Forges, along with Weapon, Armour and Vehicle Foundries to make the rest of their and their transports' crew's gear. This is option 1, producing X squads worth of equipment a turn for no further investment.

The alternative is that, you spend the same BAP to build Sunblaster Forges along with the other Foundries above. This is option 2, producing Y squads worth of equipment a turn for no further investment

In option 1, for a given amount of upfront BAP investment, you can equip fewer soldiers every year than in option 2. Y > X. How many fewer is yet unknown, as are what the other constraints are*. However, in option 1 you also have the option value of repurposing the Starcrystal to something else that's more urgent at the time. That option value is worth something, and is an advantage to taking option 1.

Exotic production isn't a bottleneck any more than any other production facility is a bottleneck, it's just something else we need to weigh up the costs for. In terms of production, everything, in the end, has a cost in terms of BAP investment.

In terms of the threat profile, our line troops are likely to be phenomenally outnumbered by orks. They don't just have to be able to kill regular orks, they have to kill them very quickly in great numbers, and they also need to be able to fight enemy elites and vehicles, as our regular troops are likely to be outnumbered by those elites and vehicle alone. That's what makes the Starblasters so valuable; as it gives our infantry not just the ability to one shot enemy elites, but also to sustain an enormous rate of fire so they can carve through hordes of orks and their vehicles very quickly. Our regular troops don't just need to be able to kill an ork, they need to be able to kill him, his boss, his bosses' boss, and his thousand mates. Each.

* if Steward and Warrior AP are a significant limiting factor on army expansion in the short to medium term the choice may be between a small well equipped army and a nearly equally small less well equipped army.
Agreed on the fact that we need further information to correctly assess situation, but I'd like to point out another thing: maintainance and replacement. With how in-depth the military is, I presume the costs of replacement gear and rerecruitment are not going to be abstracted into simple -X arbitray resource per turn. While exotics may offer enough bang for buck that savings from lower numbers outweigh costs of further equipment, exotic-equipped troops will probably involve large overtime costs as gear gets worn down or lost and soldiers die, which we might not be able to bear without expending much more resources. VGW is a tough armour for its cost, but still there was a discussion if it's good enough to be issued as troop standard, and it is nevertheless unlikely to keep troop casualties low enough that exotic costs of replacements can be negligable, because it's not a walking tank that Ilthimar is, and that is definitely too expensive for use outside of elites and HQ.

TLDR: Yes, but in our current setup costs incurred by casualties introduce additional layer to calculations regarding where the breakpoint lies.
 
Agreed on the fact that we need further information to correctly assess situation, but I'd like to point out another thing: maintainance and replacement. With how in-depth the military is, I presume the costs of replacement gear and rerecruitment are not going to be abstracted into simple -X arbitray resource per turn. While exotics may offer enough bang for buck that savings from lower numbers outweigh costs of further equipment, exotic-equipped troops will probably involve large overtime costs as gear gets worn down or lost and soldiers die, which we might not be able to bear without expending much more resources. VGW is a tough armour for its cost, but still there was a discussion if it's good enough to be issued as troop standard, and it is nevertheless unlikely to keep troop casualties low enough that exotic costs of replacements can be negligable, because it's not a walking tank that Ilthimar is, and that is definitely too expensive for use outside of elites and HQ.

TLDR: Yes, but in our current setup costs incurred by casualties introduce additional layer to calculations regarding where the breakpoint lies.
My understanding is our gear doesn't wear out. It works perfectly as long as it's intact.
 
I imagine wraithbone is pretty light on maintenance needs, yeah, but combat casualties are definitely a concern to be aware of.
This is one of the reasons I want to get into a low-stakes ground battle: I want to know what attrition might look like.

"You killed everyone and took no losses" is a great outcome, but it doesn't tell us very much.
 
if the only difference between the troops is the gun, then 7:2 is the only ratio worth considering. To increase the rate of recruitment of a unit, you need all the other factories for both, so it cancels out.

And that's assuming that a Starblaster rifle factory produces the same number of guns as a sunblaster factory, in which case you would need more factories making starblasters, which raises the cost further.

A Starblaster factory does make fewer than a sunblaster factory, but I think the differential cost is worth it, because Starblasters are much, much better, from what we can see.

And also, the ratio doesn't cancel out. We care about the relative number of troops we can produce. If we can produce 12 Sunblaster armed troops for the same opportunity cost as 10 Starblaster armed troops, then the ratio that matters is 12:10, whatever the relative cost of the Starblaster and Sunblasters themselves.

That's what I'm saying. We have a force organization chart which has different unit slots for Troops and Elites.
Unlike the 40k I'm used to, troops aren't actually mandatory in the quest (used to be that you had to have 1 hq unit and 2 troop type unit).

We need to keep the cost of our troop type units relatively low for it to be feasible to scale up. Elite troop types can get the exotic weapons, and even then I'd be sparing on them there as well.

I'd agree that our elites need to be even more heavily armed and equipped than our regular troops. That doesn't make it sensible to short change our regular troops simply to maintain a differential.

If we were going to send 20 AP on producing, say 5 squads of infantry a turn with Sunblasters, if we could instead produce 4 with starblasters instead, that doesn't mean we have any less Starcrystals to spend on our navy, we'll just have one more Starcrystal farm.

And we'd have the later option to switch where the Starcystals went if it became important, while we couldn't switch any other ground equipment forges/foundries to support a later naval build up.

I'll give you that a single factory is unlikely to create 100 rifles a turn and consume the output of a whole crystal farm. I was using the other number in the turn post, which is 5 times lower. 20 rifles per turn sounds a lot less far fetched.

It still doesn't change my opinion that star lances are better on starships where the extra range, RoF and damage does more per shot than on an infantry trooper. We are better off annihilating the Orks in space than in a ground battle, arming starships better will likely prevent the ground engagement altogether.

It doesn't matter where Starlances are better, what matters, in each case, is where we're better off investing BAP for our infantry load outs. We don't have to choose. Our Starcrystal production is not capped in the foreseeable future. We can just keep making new Starcrystal Farms if we want to use them for infantry, and just have that come our of our 'budget' for making production facilities for our infantry.

Agreed on the fact that we need further information to correctly assess situation, but I'd like to point out another thing: maintainance and replacement. With how in-depth the military is, I presume the costs of replacement gear and rerecruitment are not going to be abstracted into simple -X arbitray resource per turn. While exotics may offer enough bang for buck that savings from lower numbers outweigh costs of further equipment, exotic-equipped troops will probably involve large overtime costs as gear gets worn down or lost and soldiers die, which we might not be able to bear without expending much more resources. VGW is a tough armour for its cost, but still there was a discussion if it's good enough to be issued as troop standard, and it is nevertheless unlikely to keep troop casualties low enough that exotic costs of replacements can be negligable, because it's not a walking tank that Ilthimar is, and that is definitely too expensive for use outside of elites and HQ.

TLDR: Yes, but in our current setup costs incurred by casualties introduce additional layer to calculations regarding where the breakpoint lies.

The counterpoint to this is that a person with a starblaster is a lot less likely to get killed than a person with a sunblaster, on the principle that offence is the best form of defence. Someone with a starblaster can engage and destroy grades and numbers of enemies that a person with a sunblaster would be killed by, and so survive.

I think there's a fair argument to make that Starblasters may need less replacements, even if each replacement is more expensive, on this basis.
 
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What are your thoughts on having a heavy a weapon platform like the guardians have?

I'm a bit iffy about it. With how good our basic gun is likely to be, it feels like it wouldn't add as much as it does to guardians with shuriken catapults.

But then again it would give them the ability to crack even harder targets.
 
That was my initial assumption too but that is actually not the case as according to the QM the space reserved for the two Regular Weapon Batteries is just used instead for a single Heavy Weapon battery.
that's strange.
Note that you may, if desired, add an additional standard weapons battery at the expense of two Systems slots, an additional Heavy weapons battery at the expense of four systems slots or two standard weapons batteries, and a Special Weapon slot at the expense of two Heavy Weapons Batteries or eight system slots. This does, however, incur an additional manufacturing cost above that of the slots as designed. Additionally, you may remove entirely a Weapons Battery of either type or a Special Weapon slot in order to increase your available System slots; this, however, is less efficient that a design with fewer slots to begin with—a standard Weapon Battery returns only half as many system slots (one and two, respectively,) while a Special Weapon slot refunds only three System slots.
given this update post. Unless there has been a mechanics change, this may simply be confusion over the weapons costing more rather than you inquiring over the slot change cost.

to those discussing our main infantry using starcrystals, it confirms in creation two that we have 4 starting foundries for each exotic, and they are producing 800 starcrystals and 120 fatescopes per turn. thus, a new star crystal factory produces 200 star crystals per turn. enough to support a starblaster carbine production of 100 per turn.

that said, we do have the refit of the serpent of the stars and the building of more battleships since our fleet is capital ship light, and both probably involve mega lances for 1000 SC a piece. the their are plausible alternative options for starcrystals use we haven't discovered yet. frankly, star lances are amazing, but we shouldn't plan to have them on our cutters, and short a collosal ap investment, we can't afford an army of 500 warhosts equiped with them.
 
What are your thoughts on having a heavy a weapon platform like the guardians have?

I'm a bit iffy about it. With how good our basic gun is likely to be, it feels like it wouldn't add as much as it does to guardians with shuriken catapults.

But then again it would give them the ability to crack even harder targets.
That's basically what a weapons platform is. It expands the capability of the basic troop to give them anti vehicle capability or to make them more dangerous against massed assaults.
 
What are your thoughts on having a heavy a weapon platform like the guardians have?

I'm a bit iffy about it. With how good our basic gun is likely to be, it feels like it wouldn't add as much as it does to guardians with shuriken catapults.

But then again it would give them the ability to crack even harder targets.

I think that it's designed for a paradigm we shouldn't engage in. Guardians are light infantry that can crew heavier weapons they can't carry.

The need for a heavy weapon platform is them compensating for a weakness while introducing new ones. It makes their forces slower and less agile, less able to exploit their mobility advantages.

We should be looking at heavy power armour to carry weapons, making them quicker to redeploy and more flexible when in the field, although if we have line troops with Starblasters, we won't need that many other heavy weapons beyond what our vehicles have

Generally, I think the canon Craftworld Eldar's hi-lo equipment/troop mix strategy is insane given their population issues, and we'd be mad to replicate their mistake. They (and we) simply can't afford to try to win battles by burying the enemy in poorly armed quasi-civilians, which is what Guardians basically are.

that said, we do have the refit of the serpent of the stars and the building of more battleships since our fleet is capital ship light, and both probably involve mega lances for 1000 SC a piece. the their are plausible alternative options for starcrystals use we haven't discovered yet. frankly, star lances are amazing, but we shouldn't plan to have them on our cutters, and short a collosal ap investment, we can't afford an army of 500 warhosts equiped with them.

We can't afford an army of 500 warhosts equipped with anything at the moment. We need to massively expand up our production facilities whatever we do. The question is whether we build Starcrystal farms as part of our infantry military-industrial complex, or not, and I think that doesn't have an obvious answer, when we don't know the relative costs, relative effectiveness, or what other Steward or Warrior AP constraints that may be in play.

I'm afraid we're in danger of talking ourself into a configuration for our future military well before we have enough information to make that kind of judgement.

We should defer taking a strong view on this until we know more.
 
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given this update post. Unless there has been a mechanics change, this may simply be confusion over the weapons costing more rather than you inquiring over the slot change cost.
As I understand it, it's changing Weapon slots into System slots that costs extra. Changing System slots into Weapon slots, or changing a Weapon slot directly into another kind of Weapon slot doesn't cost anything else on top.
 
The need for a heavy weapon platform is them compensating for a weakness while introducing new ones. It makes their forces slower and less agile, less able to exploit their mobility advantages.

We should be looking at heavy power armour to carry weapons, making them quicker to redeploy and more flexible when in the field.
That was my thought as well.
A dude in an Ithilmar variant (with a targeter) probably works better than a heavy weapon platform.

Probably armed with a starcarver or a point singularity projector.
 
This is one of the reasons I want to get into a low-stakes ground battle: I want to know what attrition might look like.

"You killed everyone and took no losses" is a great outcome, but it doesn't tell us very much.
Well Mechanis did say this when he pointed out the the we should really build a Shrine of Khaine thing.
Depends on if you win/can retrieve the equipment. If it's something like a tank, that would be handled as part of replenishing a Warhost (which you haven't had to deal with because you have miraculously managed to not ever have to fight anything on the ground yet, because apparently someone has been sacrificing goats to RNGesus) but the guy who gets vaporized by a Plasma Annihilatior or stomped on by a Gargent or something is the kind of thing where you're gonna need a new one. Hense why having a stockpile of kit on hand is a very good idea.
So we are definitely going to want to plan in a decent amount of give in the future.
 
That was my thought as well.
A dude in an Ithilmar variant (with a targeter) probably works better than a heavy weapon platform.

Probably armed with a starcarver or a point singularity projector.

The question is, who are we intending them to face? What're the missions we want them to perform? And is the set of problems those missions present better solved by a small squad of people with Starblaster Rifles, or a tank with a vehicle grade weapon, or a heavy jetbike.

Although I think a person in heavy power armour is better than a grav-platform a mount for a heavy weapon, who are we planning to kill with infantry heavy weapons.

For example, I could see value in a super-heavy infantry squad armed with Ithilmar + Conversion Field + Starcarvers to deploy in boarding operations or as the tip of the spear when deploying into hostile territory from infantry scale Webway Gates, either fixed or temporary. It's who you'd send when you need to concentrate the maximum amount of firepower into the smallest possible package.

They'd make a good elite choice.

But only if we think that's the kind of mission we'll be doing.
So we are definitely going to want to plan in a decent amount of give in the future.

Although, with relatively smaller forces, we should have relatively fewer casualties as well. Eldar Guardians seem expected to die in droves in every battle, based on their canon performances, and their replacements would need new gear after every battle. Even if every individual Guardian's gear is cheap, if they regularly die in large numbers it would cost a lot to keep replacing them. People with better gear may die a lot less, so both become more skilled due to experience and so die even less, and thus need their equipment less frequently even to begin with and then even less frequently as they get more competent.

That doesn't mean we won't take casualties and need stockpiles for replenishment, but I think we shouldn't go with the apparent canon Eldar strategy of deploying lots of relatively poorly equipped troops and just accepting very high casualties and so replacement costs as the price you have to pay.
 
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For example, I could see value in a super-heavy infantry squad armed with Ithilmar + Conversion Field + Starcarvers to deploy in boarding operations or as the tip of the spear when deploying into hostile territory from infantry scale Webway Gates, either fixed or temporary. It's who you'd send when you need to concentrate the maximum amount of firepower into the smallest possible package
I think that's overkill for boarding operations. You don't need that much range and power for close quarter combat.
I would use vibration weapons, implosion hammers and fatecasters.

Vibration weapons have significant AOE and debuff the targets (we are outnumbered), and ignore most cover.
Fatecasters also ignore cover, which is the biggest obstacle when attacking a fortified position
Implosion weapons can be used as a "can opener" for the other obstacles.

With that much concentrated starcarver fire from the inside, you are likely to cut the ship in half... And I'm a assuming you want something from the ship if you're boarding, instead of just wiping it from the sky.
 
I think that's overkill for boarding operations. You don't need that much range and power for close quarter combat.
I would use vibration weapons, implosion hammers and fatecasters.
Fatecasters would be ideal for boarding actions. The ability to shoot around corners and cover cannot be overstated in situations like that. Just throw out smoke grenades / gas grenades and fire blind and the enemy will die.
 
Fatecasters would be ideal for boarding actions. The ability to shoot around corners and cover cannot be overstated in situations like that. Just throw out smoke grenades / gas grenades and fire blind and the enemy will die.
I think that's entirely unnecessary when we can make an alternative frigate with a Haywire weapon and just fry the crews nervous system until they die. much cheaper than making the equipment for boarding party with fatecaster, designing boarding party detachments and forming them into several boarding specialized warhosts.

sorry, but it's just a very expensive approach to a very easily solved problem. in general, ease back on the fate weapons. we produce 6 Fatebender scopes per bonesinger AP invested. much less generous than the 40 starcrystals per BAP we get from our other exotic foundry. their not something we should casually throw around.
 
I think that's entirely unnecessary when we can make an alternative frigate with a Haywire weapon and just fry the crews nervous system until they die. much cheaper than making the equipment for boarding party with fatecaster, designing boarding party detachments and forming them into several boarding specialized warhosts.

sorry, but it's just a very expensive approach to a very easily solved problem. in general, ease back on the fate weapons. we produce 6 Fatebender scopes per bonesinger AP invested. much less generous than the 40 starcrystals per BAP we get from our other exotic foundry. their not something we should casually throw around.
Next turn we are probably starting the Meson blaster chain too.
 
I think that's overkill for boarding operations. You don't need that much range and power for close quarter combat.
I would use vibration weapons, implosion hammers and fatecasters.

Vibration weapons have significant AOE and debuff the targets (we are outnumbered), and ignore most cover.
Fatecasters also ignore cover, which is the biggest obstacle when attacking a fortified position
Implosion weapons can be used as a "can opener" for the other obstacles.

With that much concentrated starcarver fire from the inside, you are likely to cut the ship in half... And I'm a assuming you want something from the ship if you're boarding, instead of just wiping it from the sky.

Remember that 40K ships are the size of cities, and can have internal spaces that titans can walk around in. And while Fatecasters are great, they're significantly more expenisve and seem to have a much lower RoF than Star weapons.

And concentrated starcarver fire may be a good way to do damage to relatively unprotected internal components and be useful for cutting through floors and walls (and inded that's one benefit of having them), I'd expect it to do little or nothing to the actual hull of a voidship. They're made to shrug off sterner stuff than that.

Generally though, the main use case I see for something like starcarvers+ithilmar+conversion fields is as the tip of the spear to clear a deployment zone around a temporary Webway portal on top of an enemy. The combination of immense damage and high rate of fire in a small well protected package is exactly what you want in that scenario.

That should be something we do relatively frequently, as it's the usual way that Eldar seem to deploy into ground combat.
 
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Remember that 40K ships are the size of cities, and can have internal spaces that titans can walk around in. And while Fatecasters are great, they're significantly more expenisve and seem to have a much lower RoF than Star weapons.
I'm pretty sure that's the opposite, Fatecasters should have a higher RoF than Starlances. The latter fires faster than other races lance weapons, but that doesn't make it fast.
 
I think the discussion on gear really comes down to what we're using ground forces for. The way I see it, any time we're deploying them it's because there's some reason orbital bombardment is undesirable. And that includes very precise orbital bombardment with minimal collateral damage using Fateshredder or Fatesheer cannons to hit what we want and only what we want with wraithbone spikes with orbital velocities fired from our PD and CIWS batteries.

As we have no desire that I can see to ever take and hold ground, the main mission I can see us deploying our forces to achieve is, basically, hostile acquisitions and assassinations. It's when we want to take something or kill someone in particular.

In those scenarios I think concentrated firepower is what we need. We want to hit the enemy as hard as we possibly can, seize or kill what we want as quickly as possible with minimal casualties, and then exfiltrate as soon as we can. We don't want to be deploying lots of troops in multiple places at once, if we need to hit multiple targets we may even want to hit them serially, overwhelming each with overwhelming force before moving onto the next.

I'm pretty sure that's the opposite, Fatecasters should have a higher RoF than Starlances. The latter fires faster than other races lance weapons, but that doesn't make it fast.

Thing is, Needlers are described as attempting to compensate for the lack of a Fatescope's accuracy by increasing the RoF. Starblasters, by contrast, are described as having a Hellgun's rate of fire, and Hellguns are described as 'sending pulsing sheets of lasbeams downrange', which seems like they can fire nearly continually.
 
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