These things happen from time to time, it's all good.

Definitely looking forward to seeing what happens now!
 
These things happen from time to time, it's all good.

Definitely looking forward to seeing what happens now!
It was going "please input a valid time/date" even if I didn't touch the settings and yeah.

(edit: I suspect that somebody changed an expected syntax somewhere in the backend and forgot to also change the syntax for the tool widget; resulting in the tool doing one thing and the backend returning "wrong syntax" errors. or vice versa.)
 
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Well, bar a last minute rush, it seems we have to hope that Kairos isn't feeling very spiteful.

For reference, Terminator suits are various configurations of Heavy Powered armor; most marks of standard Astartes armor would be light Powered, and the fancy power armor that Inquisitiors slash regular humans can wear is generally some flavor of semipowered armor.
So as I have said before: The armor you have is very good, especially for first attempts!

So Vahr-Tann is essentially fielding armies of what look like space marines?

You know, Given their Infinite ammo hax, Needler and spike weapons have a bit of a funny niche.

That thing where the imperium sticks a gun on melee weaponry, Like the Primaris Aggresors Dual powers fists with Underslung bolters, or the custodian spears? Given Needler Infinite ammo hacks, we can do it better. We could totally crib the custodians style, and give our Heavy power armoured dudes Halberds with Inbuilt spikers or needlers to pull the same kind of Murder blender.

EDIT: but yah, The ilthimar is a VERY good terminator equivalent, Especially if you remember that this was made by a bunch of crafters, as a first production model basically slapped together to get something workable in a panic, BY what amounts to a bunch of Crafstmen who know very little about actual war.

I think we might want to consider sword bayonets on rifles, which are basically the same thing from the other direction.
 
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I think we might want to consider sword bayonets on rifles, which are basically the same thing from the other direction.

For basic troops/Rifles yah we are going to want bayonets, but if you think you can pull the fun melee weapons out of 40k combat, boy howdy you are in the wrong universe, we literally started the game with a psyker type called the bladedancers. Who do you think we are, the T'AU? hahaha
 
Really can't wait for those interludes to drop. Which ones are you guys most looking forward to?
 
For reference, Terminator suits are various configurations of Heavy Powered armor; most marks of standard Astartes armor would be light Powered, and the fancy power armor that Inquisitiors slash regular humans can wear is generally some flavor of semipowered armor.
So as I have said before: The armor you have is very good, especially for first attempts!

Huh, I was expecting Space Marine armour to be medium powered and Terminators Heavy + Powered, what a pleasant surprise (does this mean VGA is 100% equivalent to space marine armour even as a semi-powered suit, or am I overestimating the leap in performance from semi-power to fully powered armour?)

Anyways we can totally do better, VGA was just the warmup and I got the new designs right here, I won't rest until we've made the perfect suit and used up all of the slots doing so :V

EDIT: but yah, The ilthimar is a VERY good terminator equivalent, Especially if you remember that this was made by a bunch of crafters, as a first production model basically slapped together to get something workable in a panic, BY what amounts to a bunch of Crafstmen who know very little about actual war.

Turns out the craftworld full of craftsmen can craft pretty goodly :V
 
As we probably don't generally want both on the same battlefield, I'd go with a layout like this.
  • Void Guard Squad (decision of whether to deploy with Sunblasters or Needlers is made by commander at the point of deployment)
    • 12 Voidguard Warsuit (6)
    • 12 Sunblaster Calivers (6)
    • 12 Needler Carbines (4)
    • 12 Rending Blades (5)
    • 12 Energy-Dispersion Barrier Generators (6)
    • 324 EP total, for what that matters, although it doesn't really, what matters is Forge/Foundry production rates
The advantage of this setup is that the unit is much more flexible. You're sending them to fight orks, you give most of them Sunblasters. You're sending them to fight humans, you give most of them Needlers.

They're also decently capable of surviving melee with their Rending Blades, so if they get stuck in it they can give a good account of themselves.

And between holofields and their conversion fields they're significantly more survivable.

If we made 1 Sunblaster Caliver Forge, 1 Needler Forge, 1 Rending Blade Forge, 2 Voidguard Warsuit Forges and 2 Energy-Dispersion Barrier Generator Foundries we can probably recruit 11 squads of them a turn.
1. My setup is much simpler and cheaper. We can get almost 2 of my squads for every one of your proposed squad.
2. You can only have 3 of one squad within a detachment. By separating into 2 squad types, that lets us bring 5 instead of 3 squads
 
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Random side note, but exactly how strong are our plasma weapons exactly now that we went with additional range and damage? Definitely at least enough to threaten MEQs at the bare minimum at least, right?
 
I think it's worth looking at what vehicles Zahr-Tann has that we have versions of:

Rapier Jetbike: 1 heavy weapon + 2 system slots
Longsword Attack Skimmer: 2 heavy weapons + 2 system slots
Falchion Attack Skimmer: 1 heavy weapon + 6 system slots
Halberd Battle Tank: 1 vehicle weapon + 1 heavy weapon + 3/4 system slots (assuming Flare shield is 1 or 2 slots)
Baldric Assault Transport (sealed): 3 heavy weapons + 11/12 system slots
Scabbard Light Transport (open topped): 1 heavy and 1 ranged weapon + 11/12 system slots

If I've got it right we couldn't make the:
Rapier

We can make something the same as the :
Longsword
Falchion
Baldric

We can make better versions of the:
Halberd
Scabbard

So, if we think we might be able to use Diplomacy to get access to their better designs we shouldn't militarise jetbikes but should militarise ou other vehicle chassses.
I am pretty sure that there's more to these than the simple slots that we can see. For example, you're thinking that we can make better versions of the Halberd and Scabbard, but both of those are the kind of vehicles that could be "spending" a slot on physical armoring because they're military vehicles instead of civilian cargo trucks, so they have less payload space because the payload is far better protected.

Hopefully when we get into chassis design we will be able to see these currently invisible tradeoffs between payload, armoring, speed, and cost in a way that we can't right now. At the moment we can only mess around with payload configuration and there's a lot more to vehicle design than that.
 
Random side note, but exactly how strong are our plasma weapons exactly now that we went with additional range and damage? Definitely at least enough to threaten MEQs at the bare minimum at least, right?
Plasma is anti-elite infantry generally, with the ability to hurt light vehicles as well. I would expect plasma rifles to be a major threat to everything short of terminator armor, and even terminators wouldn't want to face massed plasma rifles
 
It was going "please input a valid time/date" even if I didn't touch the settings and yeah.

(edit: I suspect that somebody changed an expected syntax somewhere in the backend and forgot to also change the syntax for the tool widget; resulting in the tool doing one thing and the backend returning "wrong syntax" errors. or vice versa.)

I'll raise the issue with the other operators.
 
SM are disposable Mindwashed Child Soldiers, intended by the Emperor to be used as long as it was convenient and then be discarded like the Thunder Warriors.
They are still superhuman, mentally and physically.
And all who survive a few years in the Crusade can rightly be called veterans in skill as well.

Not sure how much that counts against equipment-boni, but I wouldn't discount it.
 
I think we may want to pull the Blade Dancers off the field and back into reserve where they may unlock additional Seer options until we've had chance to tech up and develop some pay-tech for them.

They're just so expensive to replace.
Unfortunately Their both our hardest hitting melee units currently and our most numerous counter to psyker based threats like the Khrave or Enslavers so taking them off the field would not be a great idea however their not completely defenceless as they have holo-fields and can use their powers to enhance themselves so it's a case of not good but not terrible ether.
 
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