Stewardship
- move existing councils 5 AP
- contact Stel-Uit or Lal'c-Tann
Bonesinger
just posted about this.

seer
- all in on eye of Tzeench to teach Kairos that he isn't allowed to have nice things.

warrior
should start standardizing a carrier ship hull, with mind towards limited weapons and many slots. I'd say a capitol ship would do best.

My previous post on warrior has several detailed orders for fleets that should allow us to scavenge Kronite, ectosa, defend fea eresh, and make massive progress on our webway scouting before we are tied up investigating two missing craft worlds.
 
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Really want to shift some AP to Arach-Qin's shipyards slowly, it's part of the promise for their ship and depending on timing might avoid picking up more turns of repairing ships with AP.

Also the sooner it's done the sooner they're making new ships without use spending effort
 
@Mechanis are there any plans to post these two interludes?
Lastly, the average craftworld of Lal'c-Tann proved a surprise…
To be continued in Interlude: An Unexpected Meeting.
For the first part of the final day before the Moot itself, you cast your net wide, seeking knowledge of one of the greatest—and most terrible—legacies of the Aeldari to remain: the Talismans of Vaul.
Perhaps the most terrible weapon unleashed in the War in Heaven that remains to this day, for they, at least, are neither easy to use to their greatest potential, nor capable of acting without direction, nor harmful merely by their existence.

Merely the most powerful mobile Empyrean-rending array ever constructed.

Merely.


To be continued in Sidestory: Dark Legacies

Also is there a moratorium?
 
I actually kinda want to put AP into nurgles curse. the other two we have some form of work around, with Kairos, knowing is good because we know he plays interference, so that lets us pick our use cases with out sight. With slanessh we already have some idea of what to do to mitigate it.

nurgles curse? its the most dangerous kind of active curse, Its working slowly in real time to hurt our population growth and even worse, Promote stagnation. How much does that word, can we work around it, what can be done can we even measure what its doing? We really need to start getting a picture of it because this is the one that is slow, but working all the time, compared to slannesh which can be worked around with soulstones and such.
 
Alright. If we have 7 points, I propose that 5 go into unfucking the department and the remaining 2 get thrown into vault delving, in the hopes we can hand out goodies to hero units and start upgrading them. As well as increasing power and survival, presumably.
If it turns out we have an extra three, I think throw that into diplomatic council. The food situation isn't urgent, and I'd rather have a functioning diplomatic department that leave it to Not-Feanor. Even if he's significantly more competent at it than the Silm version. Which he seems to be.
 
I sure fucking hope not, I'd have loved to have known that we'd Lose Steward AP there, but we can manage if it comes down to it.
I think it's cause there all gathering there stuff to move into the stewardship hall. building it has them primed to move in and their less functional in the meantime.

regrettably we should probably take it and start diplomacy with Stel-Uit or Lal'c tan since we can't take the 3 AP diplomacy option with how little we have. relics will have to wait. stel-uit would be best since they could ally with someone else this turn otherwise.
 
So what do we want to do with Seeker and Warrior this turn?

EDIT: it might be a good idea to put so Seer AP towards finding out what happened to Nacretinei.
 
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So what do we want to do with Seeker and Warrior this turn?

EDIT: it might be a good idea to put so Seer AP towards finding out what happened to Nacretinei.

I mean, I love the potential of the Scrambler Fields, but grenades are probably more practical in the short term, and is probably easy to add to forces expected to need them.
 
[] Plan Basic Draft
- [] Stewards
-- [] Move Existing Councils (5 AP)
-- [] Manage Diplomatic Affairs (2 AP)
- [] Bonesingers
-- [] Enhance Industry x 3 (9 AP)
-- [] Seer Circle (4 AP + 2 x Forge of Vaul)
-- [] Continue ship repair (1 AP)
-- [] Continue ship refits (1 AP)
- [] Seers
-- [] The Eye of Tzeentch (10 AP)
- [] Seekers
-- [] Grav-Gun Hybridization
--- [] Simple Hybridization (3 AP)
--- [] Perfect Hybridization (6 AP)
-- [] Reverse-engineer Haywire Weapons
--- [] Scrambler Fields (3 AP)
- [] Warriors
-- [] The Burden of Command (1 AP)
-- [] Chassis Militization x4 (8AP)
-- [] Develop Refit Profiles (1 AP)
Idea is to

1) get more Stewardship AP for next turn
2) to start improving industry substantially. I think we should keep this proportion of BAP invested in Enhance Industry until we start seeing diminishing returns
3) To get the next tier of Seer infrastructure before we scry again
4) To keep pushing on the Curse of Tzeentch as hard as possible
5) As we now know we have some breathing space, to make both a mid grade grav gun and a high value for one for elites, and as we're making grav gund, we may as well make haywire defences
6) To upgrade all our vehicle chassis, getting this out of the way
7) To refit our militiat
 
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The Lord of Rot's air of faux-affability fades, his voice trailing off even as the form within the cage straightens, strength returning to her as her children learn of her survival, and pray to her once more.



Isha looks her captor in the eye, and states with the inevitability of nature itself:
"Never."
Love this, not only because I despise the Lord of Flies, but also because it makes the head canon I wrote a while back more likely to be true. To me at least.
The Ceremonial Cleansing in Isha's Grace: A Guide to Scorning the Filth Lord by Troupe Master Arana Rot-Cleanser
I just love the idea of Eldar taking particularly long baths and spa treatments to spite Nurgle. Seemed like something they would do and what the Harlequins would wholeheartedly promote.
Energy-Dispersion Barrier Generator
Finally, we get conversion field technology, been waiting for that.
 
EDIT: In terms of Steward actions, we can basically reserve 4 ap for the food action, Food is called out as a massive issue on the level of our military and the engines
No, food isn't an issue. We have multiple turns until we even have to worry about starting rationing, and we will finish helping the Isha dryad eldars by then, which will probably solve it completely
 
So what do we want to do with Seeker and Warrior this turn?

EDIT: it might be a good idea to put so Seer AP towards finding out what happened to Nacretinei.


We don't have anything that is SCREAMING thats its required. Combi Grav is cool, Meson blasters are deadly, But we don't exactly need MORE expensive superpowerful guns.

Crude Hybrid Combi-guns for something cheap is nice, And TBH I feel like we can afford to put the AP into Scrambler fields. An AOE effect that fucks up missile targeting, Advanced munitions, sensors? That sounds great for our current army of Glass cannons (Because we still are, just less so then most eldar)

Or, Haywire Bombs, Haywire grenades sound fun for our grenade launcher equipped troops to use on vehicles.

Perfect Hybrid Combi-Gravs run into the same problem with meson blasters, Its ANOTHER really expensive super gun. We don't need more of those in all honesty.
 
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The Eye of Tzeentch
One of the Great Curses lain on your people, the Eye of Tzeentch is the weakest, but perhaps most insidious of them. For now, it merely allows its master, the Exalted Greater Daemon Kairos Fateweaver, to see all that the Aeldari see, and disrupt your efforts to scry with the approximate subtlety of a large boulder crashing through a silica-glass window, yet had it gone undetected long enough, the Daemon of the fate-changer could have not merely veiled entire probability-webs from your Sight, but outright created fully fictitious ones to lead your Seers astray. While you can still use scrying—the mere knowledge that part of the difficulty in scrying now lies not in your diminishment, but enemy action prompts certain precautions be taken as a matter of course—the so-called 'fateweaver' Sees all that you See, and may disrupt your attempts in accordance with his own inscrutable plans…
Random thought but how literal is this with 'sees what you see' and 'The Eye of Tzeetch' cause I'm having some crazy ideas like "keep photobombing Kairos with scrying of Solar Flares (bonus points if it's TFS versions lol) to distract him, figuring out ways to scry things without actually using sight, or most crazy of all start blinding all our Seers to start praying to the Blind Seer Ridcully (a Embers in the Dusk character) to just lmao Kairos since he's so second rate he needs eyes to farsee lol :\/
 
NGL with how efficient foundries are we might actually be able to replace our Militia Assault Squads with Forgefire Squads one for one for our Militia Warhosts if we keep the same detachment counts.

Assuming that 900EP output remains consistent for all armor production you could produce 39-40 Ithilmars per foundry.

That is more than enough for any of our Militia warhosts which have 1 Assault and 1 Heavy detachment with 3 Militia Assault Squads in total (Assaults have 2 squads and Heavies have 1 for 36 troops in total).

We'd then have a few to spare for the 11 Psykers in the Battlecasting detachments that the Heavy Militia warhosts have.

If we choose not to do that even just one Ithilmar foundry sitting there pumping out 39-40 each turn would yield us enough to outfit all our non-Bladedancer Psykers in 2 turns (44 Psykers from the 4 Heavy Militia Warhosts, 14 from the 2 Warhosts with Mech HQ detachments).
 
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  • 1x Needler Rifle Forge (+60 Needler Rifles/year each)
  • 1x Wraithweave Brigandine Armor Foundry (+90 Wraithweave Brigandine Armor/year each)
*Boggle*
Okay that is more then I thought we would get per turn.
It's significantly more than I thought we would get per turn, and I thought I was being bullish about the things.
As scaling up to 'mass production' can result in quite a variable degree of difficulty, sometimes completely out of proportion to the on-paper complexity or cost of an item, you will never quite know how long it will take, or if additional actions will be needed, before actually building one. Once you do, however, this information will become available in the list below.
I think this is worth noting, though - while both of the production lines we built last turn got set up in a single turn, I expect some of the more complex stuff (Sunblaster Calivers, f'rex, nevermind our exotic equipment) is likely to take more than one turns' investment to set up. And they don't actually produce anything for another turn after that.

Means the Forge is likely to be useful, when the time comes.
 
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*Boggle*

It's significantly more than I thought we would get per turn, and I thought I was being bullish about the things.

I think this is worth noting, though - while both of the production lines we built last turn got set up in a single turn, I expect some of the more complex stuff (Sunblaster Calivers, f'rex, nevermind our exotic equipment) is likely to take more than one turns' investment to set up. And they don't actually produce anything for another turn after that.

Means the Forge is likely to be useful, when the time comes.
Sunblaster Cavaliers are the same cost as needler rifles, so production rates will probably be similar.
 
It's significantly more than I thought we would get per turn, and I thought I was being bullish about the things.

Yeah, generating 1,800 AP of Needlers per turn is massively more efficient than I thought it would be.

It means that you'd have to be crazy or incredibly desperate ever to take the option to build Wargear directly with AP.
 
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