Arach-Qin once boasted a fleet able to almost match your own, yet it has suffered grievous damage from the Ork—most critically, the complete loss of the Craftworld's Shipyards. Your own, however, are still intact, and may be used to aid them, and for this boon they have offered a mighty prize in payment: the Sword of Vaul class battleship Serpent that Strikes from the Shadows with no Warning—and aside from the power that ship represents, the ability to examine its technology is no small prize either.
At least one of these must be taken within two turns.

[ ] The Fleets of Arach-Qin: Lords of the Void
Begin repairing Arach-Qin's fleet, starting with the most heavily damaged of their capital ships. Will occupy between 10 & 20 of your available capital docks for a minimum of 4 turns.
[ ] The Fleets of Arach-Qin: Lighter Than a Feather
Begin repairing Arach-Qin's fleet, starting with its most heavily damaged escorts. Will require four turns on the outside. Occupies between 20 and 100 of your available Escort docks.
Late to the party, but I think a key thing to not have too much of our fleet strength away from our own craft world accumulating some damage in defense of another craft world for multiple turns is to take both of these and assign the forge to one of them, whatever we do with the other half of the forges production. It's a good way to avoid tying up too much of our fleet and establish good ties for a long time ally. Personally there escorts can take shots for both our capitol ships and theirs, so that's where I would put things.
 
[X] Plan: Stoke the Fires, Light the Forges, side grade
[X] Plan: Stoke the Fires, Light the Forges, First Edition (less food, fleet redesign).
[X] Plan: The Fires of Vau-Vulkesh will spread, and the forests of Orks will burn
 
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One Forge action is way too little EP to do meaningful military overhauls. It's going to barely cover two Warhosts if we keep things minimal. Heavier body armor? More IFVs? Holofields? None of those are meaningfully happening with only 5000 EP. 12k EP is going to be spread thin, and probably won't be nearly enough as is- but if we want to actually create elites we need to invest in them now so they actually survive to develop skills.

Seriously. the numbers I ran were pretty conservative, and this would be around half that for overhauling 4 Warhosts out of our rough dozen.

[X] Plan: The Fires of Vau-Vulkesh will spread, and the forests of Orks will burn
-[X] Rationalize Infantry (1 AP)

-[X] Rationalize Vehicles (2 AP)
-[X] Form and Function to Feed a World (3 AP)
-
[X] Tend to the Fields, Ye sons and Daughters (2 AP)
-[X] Delve the Vaults: 1 AP.
-[X] Harken the Exiles (1 AP)
-[X] The Fleets of Arach-Qin: Lighter Than a Feather
-[X] The Fleets of Arach-Qin: Lords of the Void
-[X] Develop Needlers (1 point)
-[X] Develop Wraithbone Warsuit (1 point)
-[X] Develop Wraithweave Brigantine Armor (1 point)
-[X] Forge of Vaul: Produce Wargear (5000 EP max)
-[X] Forge of Vaul: Produce Wargear (5000 EP max)
-[X] Dispatch aid to Zahr-Tann: 2 points.
-[X] Dispatch aid to Meros: 4 points.
-[X] Assist Arach-Qin with rebuilding their Shipyard: 2 points
-[X] Stockpile Wargear: 4 points

[X] Scry the Future: 1 point
-"When will the Orks attack Craftworld Meros?"
[X Scry the Present: 1 point.
-"Who leads the Orks attacking Craftworld Meros?"

-[X] [Locked] The Flaw, The Curse, The Claim: 8 points.
-[X] Reverse-engineer Plasma Blasters (1 AP initial)
-[X] Reverse-engineer Grav-weapons (4 2 AP, est 1-3 turns)
-[X] Reverse-engineer Conversion Fields (6 AP initial)

-[X] [Locked] Dispatch Warhosts: 1st Milita, 2nd Militia, 1st Heavy Militia, 2nd Heavy Militia, Blades of Isha, Vaul-Hammer
-[X] [Locked] Send Forth your Fleets: 6 Combat Brigs, 12 Battle Carracks, 12 Battle Caravels, 30 Assault Ketch
 
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[X] Plan: Strong Foundations For A More Permanent Alliance
-[X][Steward] Rationalize Infantry (1 AP)
-[X][Steward] Rationalize Vehicles (2 AP)
-[X][Steward] Rationalize Fleet (4 AP)
-[X][Steward] Tend to the Fields, Ye sons and Daughters (2 AP)
-[X][Steward] Harken the Exiles (1 AP)
-[X][Bonesinger] Assess the damage to Vau-Vulkesh's engines (2 AP)
-[X][Bonesinger] Effect general repairs (3 AP)
--[X] Forge of Vaul Support #1
-[X][Bonesinger] The Fleets of Arach-Qin: Lords of the Void (1 AP)
-[X][Bonesinger] The Fleets of Arach-Qin: Lighter Than a Feather (1 AP)
--[X] Forge of Vaul Support #2
-[X][Bonesinger] Develop Needlers (1 AP)
-[X][Bonesinger] Develop Wraithbone Warsuit (1 AP)
-[X][Bonesinger] Develop Wraithweave Brigantine Armor (1 AP)
-[X][Bonesinger] Dispatch aid to Zahr-Tann (2 AP)
-[X][Bonesinger] Dispatch aid to Meros (3 AP)
-[X][Seer] Scry the Present (1 AP)
--[X] Who is the Ork in command of the force assaulting Meros
-[X][Seer] Scry the Future (1 AP)
--[X] When can we expect a direct attack on our Craftworld
-[X][Seer] Raise a Warcasting Circle (3 AP)
-[X][Seer] The Flaw, The Curse, The Claim (5 AP)
-[X][Seeker] Reverse-engineer Grav-weapons (2 AP)
-[X][Seeker] Reverse-engineer Plasma Blasters (1 AP)
-[X][Seeker] Reverse-Engineer Conversion Fields (6 AP)
-[X][Seeker] Reverse-engineer Haywire Weapons (3/4 AP)
-[X][Warrior] Dispatch Warhosts
--[X] Fist of Vau-Vulkesh, Vaul-Hammer, Blades of Isha, 2nd and 3rd Militia
-[X][Warrior] Send Forth your Fleets
--[X] 6 Combat Brigs, 12 Battle Carracks, 30 Assault Ketches, 25 Lance Cutters, 25 Lance Sloops
-[X][Warrior] Dispatch ships to scout the Webway (2 AP)
--[X] 1x Caravel, 2x Sloop, 2x Lance Sloop, 2x Assault Ketch each
-[X][Warrior] Raise Detachments (3 AP)
--[X] New Model Forces derived from our Rationalization and Bonesinger Implementation this turn.

We have a blind estimate of 2 to 8 turns on general repairs, so it doesn't quite make sense to subtract possibly 6 turns worth when it could need only 3.

Instead, let's use one of them to repair the escort ships, allowing any damaged in the coming fighting to be retracted and turned toward webway scouting or other actions.
 
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We are Not raising two fucking Warhosts in one turn with just 5,000 EP, are you insane?

The point is getting some decent detachments and unfucking our gear problem, not spamming entire armies in one go when we have so many other obligations. I'm trying to transition our dudes, not triple our "Named Warhosts" number in turn one.
 
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[X] Plan: Strong Foundations Lead to Victory

The only problem real I have with this plan is that from what Mechanis said before, we are not going to be able to make things like the War armour that we are designing this turn until next turn. So we will not be able to rase any new model anything as we will not have the equipment for them unless we exclude any new design gear in their force comp.
 
[X] Plan: Strong Foundations Lead to Victory

The only problem real I have with this plan is that from what Mechanis said before, we are not going to be able to make things like the War armour that we are designing this turn until next turn. So we will not be able to rase any new model anything as we will not have the equipment for them unless we exclude any new design gear in their force comp.

Why yes we are, I specifically asked about that, he said Seeker stuff we can't make same turn, but Bonesinger stuff we can, since Bonesinger stuff is just getting the funding and mandate to mass produce.
 
Why yes we are, I specifically asked about that, he said Seeker stuff we can't make same turn, but Bonesinger stuff we can, since Bonesinger stuff is just getting the funding and mandate to mass produce.
Huh, his response to me suggesting we could use the FoV to make War Armour this turn sounded like a no. Could you provide a quote? Massively simplifies things if we can.
 
Might have been a mis-interpretation?

@Mechanis , could you clarify this? I was of the impression that we could use the Forge of Vaul to produce stuff that we were fielding from the Bonesinger this turn, and it's only stuff that needed R&D rather than just implementation that were barred?
 
Why yes we are, I specifically asked about that, he said Seeker stuff we can't make same turn, but Bonesinger stuff we can, since Bonesinger stuff is just getting the funding and mandate to mass produce.
Apparently I wasn't clear? You can put things getting ready to produce in your rationalization Plan, because they'll be Production ready by the time you are able to start actually raising the unit in question, but you still aren't going to be able to produce any until they are in your list of available Wargear. Now, that being said , there's plenty of things you have already that aren't properly distributed, like Holo-fields, that you could produce in job lots for distribution next turn.
Basically, if it's not on your Wargear list, you can't make it with a Production action.
 
Apparently I wasn't clear? You can put things getting ready to produce in your rationalization Plan, because they'll be Production ready by the time you are able to start actually raising the unit in question, but you still aren't going to be able to produce any until they are in your list of available Wargear. Now, that being said , there's plenty of things you have already that aren't properly distributed, like Holo-fields, that you could produce in job lots for distribution next turn.
Basically, if it's not on your Wargear list, you can't make it with a Production action.

Ah!

Thank you then, if that's the case, I'm making an adjustment to my plan. It's not too late at this point.

That being said, I'll make this very clear.

Proponents of Strong Foundations, I am altering the second use of the Forge of Vaul to support General Repairs as well, this gives us a fairly high chance of clearing it in only a single turn, giving us any unlocks it's gated behind and freeing up the AP committed to repair to repurpose next turn.

That being said. I am pledging to commit a fairly large portion of our industrial capacity to upgrading our forces next turn as well, using the resources freed up by ideally getting Vau-Vulkesh back to almost full repair save for the Engines. There's no point to a giant build rush right this second though if we can't use our new gear, because I don't believe that spamming our Exotic Resource costing shit is going to be the Optimal Choice because we can just keep it forever right from the get-go is the way to go.
 
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I'm mostly on board with this, but for one major concern. And that is... you've got no starship rationalization.

Now, I know that's a huge project and 4 AP are hard to come by, but the way that we're positioned right now the longer we don't take it the worse off we're going to get navally. None of our ships have defenses, and this action stands in the way of refitting our ships to get them; until it's completed we'll be effectively unable to rebuild our very extensive list of damaged ships into something that won't pop the moment it sees battle and more and more of our fresh ships will end up moved into the damaged list (assuming they're not simply destroyed).

Worse, the way that the actions appear to be structured is that we have to take a rationalization action for all our ship classes individually, starting with the Destroyer; by the time we are able to refit our biggest capitals to actually make use of the defenses that we've been researching, we might need to have taken this action three or four times! That means that our Combat Brigs will be running around without defenses beyond their wraithbone plating for at least the next twenty years even if we move as fast as we can on starships. And we'll definitely not be avoiding fights for the next twenty years, so during that time our navy will be taking more and more hits... we can't afford to delay this any more than we can afford to delay the infantry and vehicle rationalization.

As for where to get the AP from... I don't like it, but vaults+Form and Function come to the necessary AP. With Tend to the Fields in line to alleviate some of the food problem, and the Exiles hopefully coming in to give us optimization tips on further food actions next turn, getting the ball rolling on starship refits is simply more urgent than devoting additional effort to the starvation issue.


On a less important note I have some concerns that your Scry the Present option for "Who leads the Orks attacking Craftworld Meros?" is the sort of question that we won't be able to effectively exploit; knowing exactly who the enemy commander is and where they are is only helpful if you can do something about it. But doing something about it is the sort of thing that you need highly-trained elites for since a targeted strike against the warboss is going to involve sneaking or fighting through an ork army and then hopefully back out again, when we're conspicuously lacking in highly-trained anything and even our elites have terrible armor even if they've got solid weapons. Maybe I'm underestimating our forces, but I don't think I am.
Alrighty I've taken that into the consideration!

With that, here's the first edition of the vote.

[X] Plan: Stoke the Fires, Light the Forges, First Edition (less food, fleet redesign).
-[X] Rationalize Infantry (1 AP)

-[X] Rationalize Vehicles (2 AP)
-[X] Rationalize Fleet (4 AP)
-[X] Tend to the Fields, Ye sons and Daughters (2 AP)
-[X] Harken the Exiles (1 AP)
-[X] The Fleets of Arach-Qin: Lighter Than a Feather
-[X] The Fleets of Arach-Qin: Lords of the Void
-[X] Develop Wraithbone Warsuit (1 point)
-[X] Develop Wraithweave Brigantine Armor (1 point)
-[X] Forge of Vaul: Produce Wargear (5000 EP max) (x2)
-[X] Dispatch aid to Zahr-Tann: 4 points.
-[ ] Dispatch aid to Meros: 4 points.
-[X] Assess the damage to Vau-Vulkesh's engines: 2 Points
-[X] Stockpile Wargear: 2 points

[X] Scry the Future: 1 point
-"When will the Orks attack Craftworld Meros?"
[X] Scry the Present: 1 point.
-"Who leads the Orks attacking Craftworld Meros?"

-[X] [Locked] The Flaw, The Curse, The Claim: 8 points.
-[X] Reverse-engineer Plasma Blasters (1 AP initial)
-[X] Reverse-engineer Grav-weapons (4 2 AP, est 1-3 turns)
-[X] Reverse-engineer Conversion Fields (6 AP initial)

-[X] [Locked] Dispatch Warhosts: 1st Heavy Milita, 2nd Heavy Militia, Blades of Isha, Vaul Hammer, 1st Militia.
-[X] [Locked] Send Forth your Fleets: 4 Combat Brigs, 12 Battle Carracks, 5 Battle Caravels, 27 Assault Ketch, 25 Lance Cutters, 20 Lance Sloops


Edit: We won't be able to produce our newly researched equipment in the same turn as this one so the plan might need to be reworked again.
 
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