We are in no rush to build anything towards these because we've yet to reach a consensus on which we want to use most, and have other priorities to address which are beneficial to the long-term picture which our warhosts come behind while we have a not small army and fairly sizeable fleet at our disposal. We aren't facing imminent attacks or a long protracted war with beil tan so rushing foundries forges or refits isn't critical.
But we're not really adressing other priorities? We're research wargear with no clear application for designs we do not except to build any time soon, and so on.
 
if we have some peace time, then now would be the best time to do the engine repairs, better now then waiting later when we get attack and have no way to run, same with repairing the other things in the craftworld
We aren't going to be attacked for a while. I'm talking multiple decades. I've explained this extensively, and people agree, which is why so many plans aren't prioritizing repairs.
But we're not really adressing other priorities? We're research wargear with no clear application for designs we do not except to build any time soon, and so on.
Alectai was originally intending to build sloops and strike craft which is why he is developing torpedoes. I've suggested he change it.

I'm developing grenades we can equiped both our militia and main army with for strategical application to great effect. It is the only point I'm spending toward that.

This is SV, a technical voter democracy, and everyone is not going to agree with everyone else on what priorities are or share the same vision for our army. I've had a dozen conversations about priorities since turn four but am still here rationalizing things, if successfully, 10 hours later. To get a plan passed there needs to be some degree of compromise between what I think is best and what people want to take.

The priorities are enhance industry for more BAP, Seer Circle for next tier of Seer, and recommended ship repair and refit, which takes up 80% of available bonesinger AP, while the remaining 20% is on things people have expressed interest in that I have put effort into narrowing down for over a week after figuring out what the majority of the thread considered priorities.
 
Here's my attempt at a plan: Warrior and Steward are pretty standard.
With Seer and Seeker, i'm opening all the boxes so we'll hopefully get a description for what they are and can start talking about them in an informed way.
For Bonesinger, i went with the seer circle, because we need to make sure that whatever scrying we get up to is successful. The seer actions are too precious to waste on failures, and having new tools for seers might provide insight to Tzeentch's curse.

[ ] Plan: Open the mystery boxes and build stuff
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD] Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge (One Turn Completion)
-[ ][BONESINGER] Seer Circle (4 AP)
--[ ][FORGE] Use the Forge (1d3 turn reduction)
-[ ][BONESINGER] Armour Foundry (Void Guard Warsuit) (2AP)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Refit an Escort (1 AP)
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][SEER] The Eye of Tzeentch (2 AP)
-[ ][SEER] The Hunger of Slaanesh (5 AP)
-[ ][SEER] The Jealousy of Nurgle (3 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Perfect Hybridization (6 AP)
-[ ][SEEKER] Reverse-engineer Meson Blasters
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 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.
 
-[ ][SEER] The Eye of Tzeentch (2 AP)
-[ ][SEER] The Hunger of Slaanesh (5 AP)
-[ ][SEER] The Jealousy of Nurgle (3 AP)
This is an incredibly inefficient way of handling the curses three. For one we know the Eye of Tzeench is significantly easier to resolve than the other two but growing in strength as more time passes. Thus tackling it early is critical.
You MUST select at least one option from the below. You do not, however, have to work on the same item every consecutive turn—regardless of how much focus you can afford on a given turn, some incremental work will always get done
Meanwhile incremental work on the other two parts of the curses three is carried out whether AP is spent on them or not.
 
This is an incredibly inefficient way of handling the curses three. For one we know the Eye of Tzeench is significantly easier to resolve than the other two but growing in strength as more time passes. Thus tackling it early is critical.
I know it's inefficient and i don't intend for it to be a regular thing.

I want to have a blurb under the option like we do for tzeentch's curse, which hopefully we'll get after dipping or toes in them. Peek into all the mystery boxes, and all that.
 
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I specifically blame Grav Thorpe since he seems to have it out for the Eldar in every lorebook he's written for them. He seems to be committed to giving the eldar a "dying empire" feel to them, and so refuses to let them win in any story he writes about them. According to Spartakrod the reason why is because Grav Thorpe is a communist who was so disheartened by the fall of the USSR he refuses to let any fictional society whose political he marginally supports ever succeed, but outside of that I don't know why.

I would say that bigger problem was that entire Ynnari plot line basically drove Writers into a corner.

If you go along with it you are basically setting Eldars for a major win because Yinnead awakens and kills Slaanesh destroying a Chaos God and giving Eldar a major win, basically overshadowing main star's of the Warhammer, Imperium and Ultrasmurfs, even if Yinnead doesn't kill Slaanesh and just awakens protecting Eldari souls from Slaanesh you are still stuck with major win because now Eldar can access their Psychic potential at which point they get a major win.

Entire problem with Yinnead/Ynnari is that they promise a lot but they are written by people that don't want to deliver it which is why they never should have gone with that plot line opposed to just going with what they already had. Like Phoenix Lord's, Eldrad, Cegorach, Avatar of Khaine and Isha.

Basically still go with destruction of Biel-Tan, but opposed to it being part of some greater plot like Ynnari just follow the plot line of Slaanesh wanting to eat Eldar souls and Masque getting Skarbrand into it. There you can have a similar outcome but maybe add Phoenix lords defeating Skarbrand and give Avatar of Khaine some major victories like true killing Maque and destroying Biel-Tan in the process.

Then you can build up on that by doing otl where Biel-Tan still survives as a fleet, maybe they worship Khaine more openly and more importantly build up on it by other Eldari actually awakening to reality that they'll all die if they don't change.

Follow up on this via plot line in Ulthwe where Eldrad with some helps from Harlequins and Cegorach gets Ulthwe out of Orbit from Eye of terror and then he works on forming alliances between Eldari.

Give him a bone by having him find out that Isha lives.

Build upon that with Cegorach gathering all Phoenix Lord's, basically go on a fetch mission. At the end of it all conclude entire plot line with Eldari Craftworld's (including Biel-Tan fleets) unifying under a common banner, many Exodite worlds also joining in as they send many Dragon Knights etc.

This way at the end of it all you have Eldari bruised, but far more united and more powerful with outlining distant goal without that goal meaning outright victory, opposed to just getting them out from extinction situation because Isha can rise those numbers up.

You get to redeem and hype up Avatar of Khaine, show off Phoenix Lord's, have Eldari reform into more cohesive and powerful faction and give Eldari some actual victories that make a difference.

Far better than Ynnari plot line which basically ended with useless God who cannot truly be fully revived ( basically Yinnead is just standing there doing nothing at which point Isha could have been far better solution because she's actually imprisoned). Then beside the useless God you have Eldari divided even more than before with Biel-Tan being destroyed and writers trying to spin it off as a victory for Eldari, not to mention Ulthwe and other Craftworld's falling in civil Strife with Ynnari popping up everywhere, a faction which we concluded is useless due to impossibility of their goal.

Edit: to spice things up they could always have survivors of Biel-Tan joining Iyanden again as they kinda lack Craftworld. So just unite those two and create new functioning major Craftworld.
 
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So looking a bit at the logistics side.
I would estimate:
VGA at 30 a year -> 150 per turn.
Ilthimar at 7 per year -> 35 per turn.

Weapons wise well:
Ranged:
1 Sunblaster rifle (~300 per turn) (likely around 5?)
1 Heavy Needler (~180 per turn) (likely only need 1)
1 Fusion Mortar (~100 per turn) (likely only need 1)
1 Heavy Flamer (~300 per turn) (likely only need 1)
1 Sunblaster pistol (~900 per turn) (likely only need 1)

1 Point Singularity Projector (~70 per turn) (depends on usage likely max 1-2)

Melee:
1 (light) Rending Blades (~350 per turn) (x4)
1 (light) Gravity Blades (~125 per turn) (x2)
1 Power Maul (~90 per turn) (x2)
1 (light) Power Sword (~120 per turn) (x2)

Something to note is that we are still "limited" on the max amount of Detachments we can recruit at ones.

So to keep max AP usage in mind there:
About 12-13 VGA foundries should cover pretty much all the recruitment. (24-26 BAP)
Then it becomes a question of how much additional BAP we want to spend to get Ilthimar into our army.
BAP cost for the weapons foundries worth around:
Ranged ~20 BAP
Melee ~20 BAP

That is without the support gear which likely adds another 8 BAP if we want (and I do) widespread conversion field deployment.

~72+ BAP for all the foundries and then add likely that cost again in vehicle foundries.
So looking at likely around ~130 BAP to build all the foundries.
Still that is for recruitment of around of 12 good-sized detachments at once.
 
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Meanwhile incremental work on the other two parts of the curses three is carried out whether AP is spent on them or not.
Also, i think this is an incorrect reading of it in context.

If no AP is out in, no work gets done.

You must work on at least one curse, but it does not have to be the same curse in consecutive turns.

The projects are enormous, and every 2/3/5 AP put in will potentially make progress. There isn't some an efficiency tax from switching from one curse to the other.
 
True, but the actual appeal of perfect hybrid isn't the gun, (quite frankly we have enough stronk weaponry to make any hybrid guns pretty much useless) but rather the opportunity of grabbing the microfusion plant to implement into the rest of our wargear (power armour especially)
If you're really doing this research for that purpose only, cut the simple then. And as I said, I respect this reasoning, but I don't think it's worth tying down 2/5 of our science output for Vaul knows how long for semi-redundant weapon and admittedly useful feature.

Again though, anything a haywire gun can do, a bomb could do better since it won't take up space in a troop's loadout that could better be spent on an actually lethal weapon, and scramblers seem too situational to be much of a help.
I agree on the subject of infantry-scale haywire guns, but I'm willing to bet that with this research line we can get naval-grade as well. Even at their worst, haywire PD/CIWS is going to be deadly for 99% strikecraft while presumably being more affordable in NEP and slots than non-exotic equipment of comparable performance.

@Mechanis two questions:
1. Will we have an opportunity to develop microfusion or other improvements to power supply independently relatively soon?
2. Am I correct in presuming Haywire Guns can be scaled to vehicle- or naval-grade?
 
Okay, I'm back from sleepytime. Any major objections to my setup for me to grapple with?

I have some just not sure if they are major ones for you ?

Biggest one being the seer part and spending/locking in half of our AP there to recruit 12-24 psykers that most likely won't be used.

There is also the discussion around the seeker AP and perfect vs simple and what of the haywire stuff is worth spending AP on.
The bonesinger one with 2 EH vs 1 EH and then what to spend the rest of the BAP on.
 
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Okay, I'm back from sleepytime. Any major objections to my setup for me to grapple with?
not really. I want to return to scrying action to help with " A Pearl Without Price" quest; I think that a question like "Why was Nacretinei missing from Aeldmoot?" would be safe from Kairos as it wouldn't drop tzeench forces on them and could help with diplomacy with Stel'iy-Rann if we chose them this turn, but that's just me
 
So, on Hull Militarization. It seems obvious to me that if we're going to design one new hull, it should be for a carrier.

What kind of carrier to we want most? What size should it be, what should its role in a fleet be?

The primary purpose we've got for carriers looks to be providing fighter screens and scouts for our big gun ships, protecting their Æthersails and clearing torpedoes to give us room to maneuver, which means we might actually want an Escort sized carrier hull. This also lets us easily scale up and down the investment any particular fleet has in fighter screens, so we're not bringing too many along versus an opponent who just doesn't use the weapons they're intended to defend from and also we can easily bring lots when they do matter.
 
I have some just not sure if they are major ones for you ?

Biggest one being the seer part and spending/locking in half of our AP there to recruit 12-24 psykers that most likely won't be used.

There is also the discussion around the seeker AP and perfect vs simple and what of the haywire stuff is worth spending AP on.
The bonesinger one with 2 EH vs 1 EH and then what to spend the rest of the BAP on.

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. I might be able to take the Warstaff research out to put it on scrying, but I've not really gotten any good Scrying questions from anyone--at least not 2 AP worth.

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. I'm willing to make that investment, but I'd need to be sure I'm not going to lose more supporters to get there.
 
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it costs us more in the long run to use EH if we can't pair it with a Forge action,
...

Frankly, I think this complaining about an extra one or two AP going into each Enhance Industry action is ridiculous, and severely undervalues our Forge activations. EH is entirely worth taking without using the Forge on it at all; it just also happens to be a good target for Forge activations, since we not only save the AP spent building up we also start receiving the extra AP from completion sooner.

It's not even the best target for Forge activations; the Plasma Conduits 1d3x3 AP per activation to EH's 1d3x2, and speeding up the Seer's Circle or the construction of any production line that takes more than a turn to set up match it.
 
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.
 
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I don't know why folks don't want us to make foundries? The sooner we make them the sooner we can start raising our standard troops.


I had them in the first draft, but I got a lot of pushback there.

...

Frankly, I think this complaining about an extra one or two AP going into each Enhance Industry action is ridiculous, and severely undervalues our Forge activations. EH is entirely worth taking without using the Forge on it at all; it just also happens to be a good target for Forge activations, since we not only save the AP spent building up we also start receiving the extra AP from completion sooner.

It's not even the best target for Forge activations; the Plasma Conduits 1d3x3 AP per activation to EH's 1d3x2, and speeding up the Seer's Circle or the construction of any production line that takes more than a turn to set up match it.

BAP are very precious to us right now. In the absolute long run their value will depreciate, but right now, a BAP is more valuable than a Forge action just because of how tightly contested they are.

My plan's mostly about clearing our docket of low hanging fruit while starting the EH grind in the Bonesinger category. Most of the complaints I've seen about it are in the nitpick category or the "I just prioritize X over Y" level.

EDIT:

I am pretty sure they don't give any seer AP.

I didn't think the Warcasting Circle would give us new research options, and yet here we are.

Seer AP, and this is Literally training more Seers, I can absolutely see us being able to convert floating Seeing Circles into Seer AP.
 
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Still trying to work out something, even if that means dropping the engine or some of the BAP spend on picking up tech.
If you want to Commission Strike Craft this turn (and I do think we need that soonish), could I convince you to develop Missile Launchers instead of Meltas? A Missile Launcher should allow for very flexible loadouts on a fighter craft, and means we'd be able to carry melta-missiles once meltas actually got researched.

Edit: Hold on, Meltas cost 1 BAP and Missile Launchers cost 2. Math means they can't simply be switched out.

BAP are very precious to us right now. In the absolute long run their value will depreciate, but right now, a BAP is more valuable than a Forge action.
And so you're putting off gaining more BAP as long as possible. o_O
 
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If you want to Commission Strike Craft this turn (and I do think we need that soonish), could I convince you to develop Missile Launchers instead of Meltas? A Missile Launcher should allow for very flexible loadouts on a fighter craft, and means we'd be able to carry melta-missiles once meltas actually got researched.


And so you're putting off gaining more BAP as long as possible. o_O

Okay, tell me. How does making another Enhance Industry This turn shake out to having more AP in the long run when it'll take 2-3 turns to start paying out, if we don't have the Forge to one-turn it? Unless you're going to go full insane person and do like, 3-4 of them in one go.

Compared to doing an Enhance Industry this turn, and then a second one the turn after, which each finish and pay out the next turn? +1 BAP per turn until the Diminishing Returns Fairy waves her wand. At worst this comes out as even unless we go insane lunatic mode and discard most other obligations in the face of Pure Build Industry.
 
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If you want to Commission Strike Craft this turn (and I do think we need that soonish), could I convince you to develop Missile Launchers instead of Meltas? A Missile Launcher should allow for very flexible loadouts on a fighter craft, and means we'd be able to carry melta-missiles once meltas actually got researched.


And so you're putting off gaining more BAP as long as possible. o_O

Problem there is the missiles cost 2 BAP and I went with Melta because i have 1 free without dropping the foundry.
 
How does making another Enhance Industry This turn shake out to having more AP in the long run when it'll take 2-3 turns to start paying out,
Absolutely none of the tech you're trying to develop this turn needs to be finished this turn or the next. And slowing down industry enhancement means we're going to take much longer deploying that tech, anyway.
 
It does? I mean it would make some sense but it is in the battle psyker category, don't get me wrong I still want to train them even if they don't give us more AP (as they could unlock new research options and or offer unique perspective for the gear)

It's a prediction, I didn't think a Warcasting Circle would unlock Artifact equipment for instance, but now that we have a free one, we got new Seer Options to make use of them. I can absolutely see being able to convert a free Seeing Circle into a Seer AP

Absolutely none of the tech you're trying to develop this turn needs to be finished this turn or the next. And slowing down industry enhancement means we're going to take much longer deploying that tech, anyway.

That tech isn't going to get cheaper, and ignoring the low hanging fruit to Just Make Numbers Go Up feels like a bad play to me, especially after Mechanis told us that this kind of stuff can synergize in not-obvious ways (Like having Basic Voidship Torpedoes and Melta weapons done means we can get melta warheads and grenades, which are a straight upgrade to Krak)

But okay, let's say that we discard all but maybe say, the Melta stuff so we can get another Enhance Industry. Those projects are still there next turn, but the Enhance Industry doesn't start paying out for another turn or two, and we've committed that AP to the project in the meantime. We haven't actually meaningfully accelerated our timetable?
 
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