Considering how most of the haywire stuff has a variable AP requirement I think we should wait a turn or two until we can put the maximum amount of required AP so that we will benefit from any quality and/or time bonuses from doing so.
 
So, I know we might not want to scry for Nacritenei and light them up for Kairos, but could we send a scout fleet out to checktheir last known location and see what's to be seen?
 
Perfect Hybridization is kind of redundant in my opinion. We already have an ultra expensive AV option and thats Starblasters. Crude Hybridization is just faster which is equally useless as we already have very good AV weapons we can start producing this second.
 
Would a gravity weapon just pass through a conversion field or similar unhindered at all? I'm pretty sure conversion fields aren't going around negating gravity and making people float off planets.
 
Perfect Hybridization is kind of redundant in my opinion. We already have an ultra expensive AV option and thats Starblasters. Crude Hybridization is just faster which is equally useless as we already have very good AV weapons we can start producing this second.
Perfect hybridization produces other useful tech though.

And i want to see what our scientists can do when we are not cutting corners.

It's also likely that Zahr tann went with crude hybridization. We could offer them the improved design once we make it.
 
Would a gravity weapon just pass through a conversion field or similar unhindered at all? I'm pretty sure conversion fields aren't going around negating gravity and making people float off planets.
i think there's a post somewhere about how grav shields are one of the few techs that can block grav wrapond. Will try to dig it up.
 
So, I know we might not want to scry for Nacritenei and light them up for Kairos, but could we send a scout fleet out to checktheir last known location and see what's to be seen?
You know what you've got a point there, all I've got to do now is figure out what to change that question to... maybe checking the defences of Red Sunz or Dat Purple Won.
 
I want to move our previous new designs over to the Elites category, which they seem more appropriately priced for. We're running into issues that they're both too expensive and yet too hard to fit into an OOB to use as Troops.
Agreed. On the topic of troops, I came up with these two squad designs:
  • Void Guard Squad (Role: Line Infantry)
    • 12x Void Guard (6 EP)
    • 11x Sunblaster Caliver (6 EP)
    • 11x Light Melee (1 EP)
    • 1x Grenade Launcher (Squad leader) (4 EP)
    • 1x Rending Blade (Squad Leader) (5 EP)
    • 158 EP per Squad
  • Void Talon Squad (Role: Melee and anti-light infantry)
    • 12x Void Guard (6 EP)
    • 12x Needler Carbines (4 EP)
    • 12x Light Rending Blades (5 EP)
    • 180 EP


Also, I think your plan is good as is
 
Finally caught up with the thread! That was a wildly excessive amount of reading...

Anyway, something I'd like to bring up for discussion: Every plan posted so far seems to be going with Move Existing Councils+Manage Diplomatic Affairs under the Steward sign. Why is this such a firm consensus- or is it just something that's gone entirely unexamined?

Diplomacy is so incredibly important that I don't see any reason we would consider any of the other Steward actions more vital than Create Diplomatic Council, which unlocks Sign of the Herald. If we want to get alliances, bring people into our faction, coordinate tech trades, share intelligence, any of that, we need Herald for it. The +5 Stewardship AP from Move Existing Councils doesn't seem like it has anything urgent that it would even be applied to (although admittedly further actions will likely become unlocked) and additional personal time from Sign of the Hero seems unlikely to be anywhere near the importance of what Sign of the Herald has to offer. I can see a reasonable argument for needing to Manage Diplomatic Affairs if there's something absolutely vital to do yesterday diplomatically, but we're effectively paying a huge AP tax on that since we'll have 2 diplomatic AP in the next two turns by going Manage Diplomatic Affairs->Create Diplomatic Council, instead of having 5 diplomatic AP by doing Create Diplomatic Council immediately.

Also, if somewhat less important, 3 AP on Create Diplomatic Council leaves us with exactly enough AP left to take the remaining farm action and make that whole issue hopefully go away for good.

So what's the deal here, everyone? What is the return that we're getting for putting off Sign of the Herald?
 
My view is that any plan that only does one EI is unacceptable, so I think I''ll come up with a new plan proposal.

My other specific objections to Alectai's plan that I've not mentioned yet is that it deploys the Blades of Isha when they have very poor defences and are incredibly expensive to replace. Until they're in better armour/shields I think they should only enter combat when we're desperate.

We're not desperate
 
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So what's the deal here, everyone? What is the return that we're getting for putting off Sign of the Herald?

It is extremely important, but so is getting our ability to organize our shit back after the mauling we took from Steward--and it's even worse if opening Diplomacy comes with another tax as well. If we somehow end up where we can't actually afford to upgrade our Steward Hall, we're fucked.
 
Agreed. On the topic of troops, I came up with these two squad designs:
  • Void Guard Squad (Role: Line Infantry)
    • 12x Void Guard (6 EP)
    • 11x Sunblaster Caliver (6 EP)
    • 11x Light Melee (1 EP)
    • 1x Grenade Launcher (Squad leader) (4 EP)
    • 1x Rending Blade (Squad Leader) (5 EP)
    • 158 EP per Squad
dear Isha pls add something to get 160 EP or drop some stuff to get 155 or 150, the left over EP will kill me each time we will raise them
 
So what's the deal here, everyone? What is the return that we're getting for putting off Sign of the Herald?
+5 Steward AP/turn and the ability to respond to the most urgent and immediate of our current diplomatic situations.

Also, if all the Sign of the Herald stuff requires Steward AP, opening it up a turn earlier doesn't do any good 'cause we won't be able to take any of the actions it opens next turn anyway.
 
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I think that we should make squads a variation of 5s and 10s, it will be logistically easier with all total cost ending with 5s or 0s
I'm fine with 10 person squads, but 5 is a little low unless it's a ranged AOE indirect fire unit with 2 heavy weapons.
So, I know we might not want to scry for Nacritenei and light them up for Kairos, but could we send a scout fleet out to check their last known location and see what's to be seen?
what region were they last in? what path through the webway leads to that region? sending scouts is pointless because we have so few details it's basically blindly seaching the galaxy with no clue where to start.
Perfect Hybridization is kind of redundant in my opinion. We already have an ultra expensive AV option and thats Starblasters. Crude Hybridization is just faster which is equally useless as we already have very good AV weapons we can start producing this second.
we have limited ability to make starblasters though. I've suggested using them in limited rolls in our army that would see us use just 320 starcrystals for every 10 line warhosts, and gotten mostly no for answer. perfect hybridization would give us an elite weapons that isn't limited by exotic stores and production of an infantry or tank gun variation would scale as our BAP increases.

there is also the whole it being harder to block two kinds of damage than one point. elite squads with two variations of elite weaponry are harder to tank than one because the enemy has convenient anti las defenses.

we can get the effects of a crude version, or better honestly since combining them that way is inefficient, just by making a big squad and splitting them between amplifiers and Imploders with a backup side arm. locking ourselves out of better options for it is just sensless.
You know what you've got a point there, all I've got to do now is figure out what to change that question to... maybe checking the defences of Red Sunz or Dat Purple Won.
he doesn't. we don't know there last location. we have to speak to the craftworld Stel'ys-Ran to get important details needed to start scouting for them.
 
I'm certainly going to be voting for Alectais plan, it does what I think is important (and I also had promised to do this in exchange for the needler forge last turn) and we need to start putting those weapons into hands for them to actually be useful.

The way I see it everyone else is gonna be voting for their own submission so I am not sure what other consensus there actually is.
 
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