I'm only spending 2 AP on training new Seers, what are you talking about? The logic behind it is that I want to see if training a new Seeing Circle gets us another Seer AP, or that we can convert it into Seer AP like how getting Battlecasters unlocked Warstaffs for research.
Seeker AP too is... Ehhhhh, we've got a lot of good anti-armor measures, but the Haywire stuff are good options for utility, so I wanted to invest heavily in that. If even Simple might take a long-ass time to develop, Perfect is probably going to be ready too late to be useful.
And finally, I already explained my objection to double-tapping EH--it costs us more in the long run to use EH if we can't pair it with a Forge action, since the project takes 2-3 turns and costs a BAP every turn for that duration before it starts to pay out, doing one or two per turn gets us the same amount done in the long run as slow-rolling it, but costs up more BAP to get there. If I was going to go with a second EH action, I'd have to take it away from the Seer's Circle, and I got a lot of pushback from not having that in the First Draft.
The seeing circle are war psykers (like all the other trainings options):
Alternatively, six Warseers can be arranged into a Seeing Circle, to provide a lighter but wider bonus to an entire Detachment or Warhost by combining their abilities. As when attached to a squad, the individual members of a Seeing Circle are supplied with Wraithbone Hardsuits, Force Staves, and Starblaster Pistols.
I am pretty sure they don't give any seer AP.
The problem with Haywire stuff is that the Scrambler Fields as an example is a lot worse for us that a lot of other factions. Because we are pretty much moving to have Holo-Fields on everything, and they are already fuck all kinds of smart weaponry/ammo.
And yeah the double EH+seer circle is hard to get done both at once.
Still trying to work out something, even if that means dropping the engine or some of the BAP spend on picking up tech.
Next version of my plan.
[ ] Draft: Eldary Industries v2
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD] Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP) x2
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Seer Circle (4 AP)
--[ ][FORGE] Use the Forge (-1d3 Turns to Completion)
-[ ][BONESINGER] Continue ship repair (1 AP)
[Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Develop Melta Weapons ( point)
-[ ][BONESINGER] Armor Foundry (Write-in type) (2 points each)
--[] Void Guard
-[ ][SEER] The Eye of Tzeentch (10 AP)
-[ ][SEEKER] Grav-Gun Hybridization
-- [ ] Perfect Hybridization (6 AP, ?? turns)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (4 AP)
-[ ][WARRIOR] Commission Strike Craft (1 AP each, max 3*)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)x2
-[ ][WARRIOR] Develop Refit Profiles (2 AP)
-[ ][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[ ] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[ ] Blades of Isha are to be deployed as a precautionary measure and to ensure the security of our investigators in case anything nasty is still living in those wrecks, their skills in close quarters combat will be valuable then.
---[ ] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.
Did drop the engine repairs and some of the tech pick-ups, but gets another foundry done + 2EH+seer circle.
Also some changes in the warrior section where i double up on the militarization of chassis so we might include them in the ground army as we do redesigns. Still leaves the Battleships for redesign but that and some more escort designs should be very doable next turn.