That because most people don't seem to really care all that much or don't have a plan on how the ground forces should look.

Which is no surprise considering the massive amount of info we are lacking and near total absence of actual data on the weapons when it comes to damage, range, fire rate, accuracy + potential logistical concerns via ammo.

Same going for the effectiveness of the defense options with us having no idea how good light, medium or heavy i or how much the shields in theory could take.

While at the same time we have logistical concerns where we also have only very limited information.

We can at least surmise some things. A medium armoured vehicle can probably play a more different role to our base vehicle than a lightly armoured one, as it's performance profile is more different to the light armoured one.

Similarly, we can be confident that a heavy novel chassis will be more different to the one three medium designs we'll have than a fourth medium one.

We can't predict the exact results, but we can make some estimates of the additional option value we're getting by having less over-lapping options.

Clearly, the way to solve our numerical disadvantage is to get some vassals. We'll make our own Imperium, with magical blackjack and space-elf hookers!

Alternatively, we can train up some orks and point them in the general direction of our enemies. Surely nothing can go wrong with further empowering orks! The Aeldari clearly didn't go far enough in canon, just redirecting WAAAGH!s at humanity. We need to tech them up and make our problems, everyone's problems.

If we break Kairos' curse, then ork wrangling can a likely to work better.

Alas, we picked the starting option that basically guarantees we'll never be able to do that with Orks.

We might be able to form working relationships with the Necrons, though! :whistle:

When they wake up in ten thousand years, if they still do with likely stronger Eldar.
 
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We don't even really have a full combat doctrine as it stands, I think? As far as I can tell (and please let me know if I'm wrong) we have the vibe of 'aeldari but with big guns/armor because of industry.' But, probably partially because we only just built the Shrine to Khaine, Vaul Vulkesh doesn't seem to have an overall strategic/operation/tactical playbook against, say, the Orks that are our immediate major threat.

The combat doctine we have is full mechanized army with as much vehicles in the mix as we can push + as much armor on the infantry.

Or at least that is the plan.

The reason for that is that pretty much any loss is stupidly bad for us, and we have to play divide and conquer as best as we can.

-> Metal is cheap, meat is very expensive and costly to lose.
 
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And the other part of the doctrine is inflicting as much damage in space, attain space superiority, and use ortillery to glass planets without landing.
 
Being outnumbered a hundred to one on a good day is the kind of firepower disparity that makes me really want to have more armour on our vehicles. If one of our APCs is going to be potentially going up against dozens of enemy artillery pieces, some extra protector from that attack would seem useful.

This is another good reason to consider a heavy design of tank. If we're going to be so outnumbered, we probably want to substitute metal for meat, so having a heavy design is useful.
Might as well just go for full blown superheavies rather than heavies if you want vehicles that can handle being overwhelmingly outnumbered.

A heavy chassis is unlikely to be able to fit a Superheavy weapon and still have room for many Vehicle weapons in independent turrets like a superheavy can.

If we take our current 80 System Slot superheavy chassis and optimize it for fighting large armies you could easily fit a Superheavy Weapon (30 slots) and still have room for 39 System Slots worth of Weapons (that's 6 Vehicle Weapons and some change's worth of slots) after maxing out on protection with 11 System Slots (9 Slots for Grav-Shields, 2 for Holo-Fields).

If we assume that our Conversion Fields are treated similarly to our Gravity Shields (3 max and 3 System Slots apiece) we could drop 9 slots from Weapon Slot investment and put it into Conversion Fields and still have 5 Vehicle Weapons worth of Weapons Slots to work with.

As we saw with the Star Anvil all it's vehicle weapons were mounted on independent turrets which would have allowed the Star Anvil to be able to engage 4 different targets at once (5 if you include the Fatecaster Rifles).

While it is possible that 3 independent turrets is the max for the current chassis we could potentially increase that number with a redesign and hopefully make the Superheavy Weapon Slot a turreted weapon as well.
 
[X][Jetbike] Plan: Refractor Jetbike
[X][Light Grav-Vehicle] Plan: Crystalline light grav vehicle
[X][Air Racer] Plan: Vulkhari Fighting: Air Racer
[X][Novel Chassis Design] Heavy

If we assume that our Conversion Fields are treated similarly to our Gravity Shields (3 max and 3 System Slots apiece) we could drop 9 slots from Weapon Slot investment and put it into Conversion Fields and still have 5 Vehicle Weapons worth of Weapons Slots to work with.
Considering our only Conversion Field design at the moment is Bulky, I wouldn't assume that.
 
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The combat doctine we have is full mechanized army with as much vehicles in the mix as we can push + as much armor on the infantry.

Or at least that is the plan.

The reason for that is that pretty much any loss is stupidly bad for us, and we have to play divide and conquer as best as we can.

-> Metal is cheap, meat is very expensive and costly to lose.

And this is why I think we want a heavy chassis. Just like our heavy power armour, I think in the long run we'll have more industrial capacity than we do capacity to raise units, so we want those individual units to be as beefy as possible. We're the heavy industry Craftworld, after all.

And the other part of the doctrine is inflicting as much damage in space, attain space superiority, and use ortillery to glass planets without landing.

A voidcradt type I've considered is essentially a monitor with loads of Fatesever and Fateshredder Cannons as 'point defence' on its underside, plus a single naval Fatetwistet, along with a load of powerful sensors and a Warseer Circe or three.

The monitor then sits on the edge of the atmosphere, under heavy escort, above a combat theatre and then fire down on battles across a very wide area. The monitor uses Warseers and the sensors to identify targets, while ground forces deployed on the surface also identify targets and inform the monitor.

The monitor then fires down on the planet, with gravity further accelerating the wraithbone spikes. They shoot any enemy that moves, whether that be infantry or vehicles or even titans.

The Fatescopes would be a lot safer ther in orbit, rather than on the ground, and theirnspike will be safe to fire down into active combat as they'll always hit the targets with no risk of friendly fire.

The Fatesever and Fateshredders can fire continually as rhe high ground of orbit means they'll have a great vantage point to fire down from, unlock one mounted on an vehicle which has a much more restricted view.

A ship like this could erase armies, even vast armies without collateral or environmental damage. It would be ideal to deal with invaders of Maiden Worlds.

Might as well just go for full blown superheavies rather than heavies if you want vehicles that can handle being overwhelmingly outnumbered.

A heavy chassis is unlikely to be able to fit a Superheavy weapon and still have room for many Vehicle weapons in independent turrets like a superheavy can.

If we take our current 80 System Slot superheavy chassis and optimize it for fighting large armies you could easily fit a Superheavy Weapon (30 slots) and still have room for 39 System Slots worth of Weapons (that's 6 Vehicle Weapons and some change's worth of slots) after maxing out on protection with 11 System Slots (9 Slots for Grav-Shields, 2 for Holo-Fields).

If we assume that our Conversion Fields are treated similarly to our Gravity Shields (3 max and 3 System Slots apiece) we could drop 9 slots from Weapon Slot investment and put it into Conversion Fields and still have 5 Vehicle Weapons worth of Weapons Slots to work with.

As we saw with the Star Anvil all it's vehicle weapons were mounted on independent turrets which would have allowed the Star Anvil to be able to engage 4 different targets at once (5 if you include the Fatecaster Rifles).

While it is possible that 3 independent turrets is the max for the current chassis we could potentially increase that number with a redesign and hopefully make the Superheavy Weapon Slot a turreted weapon as well.

That's worth considering, but I think I currently prefer the heavy, as we don't know much about that category, and I think a super heavy with a lot of turrets would probably need more crew than, say, a heavy design with one super-heavy weapon, if crew is our limitation.

I can definetly see a role for super-heavies, but for heavy support I think squadrons of heavies may work better.

A super heavy weapon may be able to very quickly kill lots of enemies c and squadrons of them can probably kill a lot.

This design would probably work particularly well as an SPG, mourning a single super-heavy indirect fire weapon.
 
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So, basically we would be going for something more like an OGRE for a superheavy design?
Lorewise the Imperium actually has vehicles on the scale of OGRE's like the Capitol Imperialis and Leviathan though they are mainly used as mobile command centers and supermassive troop carriers so us designing a chassis of similar scale wouldn't be out of the question.
Capitol Imperialis

Leviathan (may no longer be canon)
It might even be more viable for us since our vehicles are all grav-vehicles which hover so aren't likely to have as much issue with things like ground pressure.
 
That because most people don't seem to really care all that much or don't have a plan on how the ground forces should look.

Which is no surprise considering the massive amount of info we are lacking and near total absence of actual data on the weapons when it comes to damage, range, fire rate, accuracy + potential logistical concerns via ammo.

Same going for the effectiveness of the defense options with us having no idea how good light, medium or heavy i or how much the shields in theory could take.

While at the same time we have logistical concerns where we also have only very limited information.
That's how the game is designed. We aren't going to know how our final product should look because we aren't meant to know. We are meant to play around and explore the design space to see it's limitations. The GM has explicitly built an environment where the optimal choice is deliberately obscured from us.

Eventually we can figure it out. But only through a lot of trial and error.
 
Yeah, you can generally expect a minimum baseline of "one Random Conscript=~5 well-trained soldiers" level disparity in your favor, getting more skewed as you pile on the force multipliers (especially since the general consensus I've been seeing is to slather generously).

You can also expect to regularly be outnumbered 100+-to-1 on a good day, because Orks, major human polities, and Isha Forfend superpowers like the later Imperium can throw out whole armies like you can lasguns, because of the sheer difference in scale, how fast they get pop growth, and so on. Of course, you do have the major advantage of basically only ever losing armies to, well, having them all get killed in battle, rather than having to worry about random rebellions, old age, and so on.
Anyway.
Yeah...all the more reason why building an alliance of some kind with humanity and/or the Necron is basically a necessity. Even if we outclass all of our opposition in terms of quality, we simply cannot sustain attrition on a substantial scale, and having to face enemy superpowers or just Chaos would absolutely incur that kind of attrition.

We also simply lack the numbers to safeguard the galaxy from the rise of unchangeably hostile superpowers (whomever they might be) that would eventually spell our doom.

The thing about rescuing Isha is that even if/when we accomplish it, that would only allow for our population to start to grow at a significant rate. We'd still be vastly behind everyone else in terms of numbers, and they would grow at a much faster rate (starting from a much higher population count, or the orks being orks).

In peer warfare, attrition is almost inevitable, and it can get brutal very quickly. The closer to peer warfare you get, the more that holds true. Against even the 40K Imperium, we'd end up taking such losses that we'd almost always come out worse than we came in, and our existential foe is Chaos, so it's not like a victory over humanity would leave us significantly better off regardless.

And if the Tyrannids do enter the picture, we are basically completely screwed if we don't have an alliance with the Necron--the sheer scale, nature, and adaptability of the threat is so great that we are fucked without the Necron and/or humanity alongside us.

If quality and exotic capabilities are our greatest strengths, then we are best off as a force multiplier, spearhead, and hammer to humanity/Necron's anvil.

[X] Plan: Vulkhari Fighting Vehicles Continued
-[X]Jetbike Iteration

--[X] Basic Refractor Field Generator
--[X] Improved Armor
--[X] Suit-Link System
--[X] Slot Spread: 1 Heavy, 2 Systems
-[X] Light Grav-Vehicle Iteration
--[X] Enhanced Grav-Engine
---[X] Enhanced Grav-Engine x2
--[X] Smoke Grenade Pods
--[X] Light Armor
--[X] Fighting Compartment
--[X] Armored Engine Cowlings
--[X] Slot Spread: 1 Heavy, 23 Systems
-[X] Air Racer Iteration
--[X] Further Improve Engine Size
---[X] Further Improve Engine Size x2
--[X] Slots Spread: 3 Vehicle, 9 Systems
-[X] Novel Chassis Design
--[X] Medium
 
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I'd consider it, but I currently prefer the heavy, as we don't know much about that category, and I think a super heavy with a lot of turrets would probably need more crew than, say, a heavy design with one super-heavy weapon, if crew is our limitation.

I can definetly see a role for super-heavies, but for heavy support I think squadrons of heavies may work better.

A super heavy weapon may be able to very quickly kill lots of enemies c and squadrons of them can probably kill a lot.

This design would probably work particularly well as an SPG, mourning a single super-heavy indirect fire weapon.


Currently, the one thing that has me wanting to figure stuff out is the usage of the spike cannon as our long range artillery.

There is some big potential with proximity/timed fuses and turning the spike into a (very) big flak shot that blankets an area in wraithbone shrapnel.

Some of the other indirect fire weapons might also be good but at least from the description I would rule out the Point Singularity Projectors as good long range weaponry their fire rate would just suffer too much at least with the version we currently have.

That's how the game is designed. We aren't going to know how our final product should look because we aren't meant to know. We are meant to play around and explore the design space to see it's limitations. The GM has explicitly built an environment where the optimal choice is deliberately obscured from us.

Eventually we can figure it out. But only through a lot of trial and error.

The problem is that the lack of into is pretty damn near total even for things we should have some info on.
 
The combat doctine we have is full mechanized army with as much vehicles in the mix as we can push + as much armor on the infantry.

Or at least that is the plan.

The reason for that is that pretty much any loss is stupidly bad for us, and we have to play divide and conquer as best as we can.

-> Metal is cheap, meat is very expensive and costly to lose.
Fully agreed; the most costly and difficult thing for us to produce--among things we actually can produce--is more Eldar. As such, maximizing survivability and protection of aeldari lives by making our equipment comparatively expendable in the face of enemy fire is a must.

Of course, the old adage that "the best form of defense is killing the enemy before they can hit you" holds true to a point, because you WILL encounter battles where no amount of offense available to you can prevent the enemy from hitting you back.

So stuff like Infantry Fighting Vehicles, heavily armored APCs, and reasonably tough powered armor for everyone fighting as infantry outside of emergencies/rear-line troops is a good strategy for our gear.

It also plays to our strengths and themes as Vaulite eldar.
 
The combat doctine we have is full mechanized army with as much vehicles in the mix as we can push + as much armor on the infantry.

Or at least that is the plan.

The reason for that is that pretty much any loss is stupidly bad for us, and we have to play divide and conquer as best as we can.

-> Metal is cheap, meat is very expensive and costly to lose.
As I understand it, 'mechanize as much as you can, pack on vehicles and armor' isn't a doctrine, that's a description of force composition. To borrow from the USAF a doctrine (in this case for a particular service branch, since the original post was about the infantry) should guide the answer to questions like:
  • What is my mission within the joint force? How should I approach it?
  • What should my organization look like, and why?
  • What are my lines of authority within my organization and within the joint force?
  • What degrees of control do I have over my forces?
  • How am I supported? Whom do I call for more support?
  • How should I articulate what the Air Force provides to the joint force
To stick with the USAF, my impression has been that the in-universe Vau-Vulkesh folks don't have anything corresponding to a doctrine publication -- which makes sense, since we may literally not have enough experience to draft something like that. Nevertheless, at some point before we start major operations against the local Orks, I think we'll want to assess what our enemies are likely to have (armies from Biggadakka with a preponderance of battle walkers and war titans, etc), what our goals for the operation are (stall them on battlefields until we can blow up the factories with stealthed or high mobility units? conquer the planet and try to use the infrastructure? attain orbital supremacy and exterminatus everything?), and what the first two mean for what vehicles we design, how many of them we make, and what we intend for them to do in those conflicts.
I suspect that we'll end up in a pretty similar place. I agree with you that treasure is much easier for us to lose than blood. The Aeldari being what they are, force preservation is always going to be a really high priority -- our advantages are force concentration (and skill on our units) and mobility (especially as a craftworld) against enemies that have enough bodies to drown us. There are almost certainly situations where just adding in more vehicles and armor isn't going to help -- like a situation where those vehicles or that armor takes up space on a transport that would have been better used for more troops/bigger guns/etc.
 
I suspect that part of keeping tight lipped about certain mechanics is because our "in character" knowledge is similarly limited as not only are the Eldar still coming to terms with no longer being what was essentially a post scarcity society (the fall was like 20 years ago) but our Craftworld specifically is a peaceful one and as such we are probably far less informed on military matters compared to other Eldar Craftworlds (our most experienced troops are literally historical reenactors).
 
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Decided to do some brainstorming on how the Vulkhari could fight a numerically superior foe like the Imperium or Orks, @Mechanis Sorry if any information is inaccurate or cringe.

Also yeah I'm using Gael-Vad's name as a doctrine the future Vulkhari use, it sounds cool, bite me.




Gael-Vad: The Scorching Rain.

Named after one of the seven sons of Forgelord Aresh-Vul, the tactics of Gael-Vad share similarities to the blazing fast assaults of the Swordwind oft-used by the tempestuous Biel-Tan, though neither they, nor Vau-Vulkesh would admit to such an accusation.

The doctrine of Gael-Vad is - much like the Vulkhari themselves - brutal, fast and merciless in its execution, fleets of black and green voidships slink from webway portals in the deepest black of interplanetary space, leaving only the faintest shimmer (much akin to the lensing of light around a black hole) to announce their arrival from the webway network.

From there, enemy fleets are rapidly and mercilessly ambushed, their admirals singled out and destroyed in a hail of starlight and guided wraithbone spikes, with shoals of predatory strike craft harrying the survivors as the orbit of their targeted world is secured.

But unlike the Swordwind and it's defense of the Maiden Worlds, or the clumsy, grasping hands of primitives in search of new lands to conquer, the Vulkhari do not strike in the name of expansion, worlds mean nothing to them - save those of their Exodite charges and the Maiden Worlds they inhabit - and they are often miserly to spend their lives in battle with a numerically superior foe.

Thus, each voidship in orbit will turn their arsenal of weapons onto the planet itself, scorching the surface and shattering the strongest points of the defending world.

Oftentimes this will be the full extent of Gael-Vad, a continued and merciless bombardment of the surface until all resistance is shattered and the world reduced to molten glass, but on worlds that are either too fortified, or otherwise posess something that they seek, the next stage of Gael-Vad begins

On the surface, in still-cooling glasslands, in the midst of beleaguered fortifications and in the dark corners of the world, short-lived webway tunnels flare to life, as strike teams of Vulkhari step forth to complete their objectives, be it securing technology, sabotaging manufactorums or assasinating the surviving leadership of the planet, supported of course by the fleets in orbit and the vehicles they bring with them.

Whether they suffer a defeat or a victory, the Vulkhari slink back into their webway portals, leaving a wounded, bleeding and disoriented population to pick themselves back up from scratch, yet always remaining a shadow of their former selves.

But the greatest impact of the Scorching Rain is its preference for the soft, vulnerable underbelly of the foe, the agri-worlds, the forge-worlds, vast armories and dockyards of ships, the beating hearts that sustain such large superpowers are the preferred targets of the Vulkhari, for an army marches on its stomach and every soldier needs a weapon, and with this constant, debilitating attack on their supply lines, any offensives in the northern rim are smothered as Guardsmen starve, battleships exhaust their fuel supplies and ammunition becomes scarce.

An army marches on its stomach, and thus the Vulkhari intend to keep their enemy eternally hungry.



(AN: Or in other words, 'Scorched earth except we literally scorch the earth'.)
 
And the other part of the doctrine is inflicting as much damage in space, attain space superiority, and use ortillery to glass planets without landing.
we'll still need a pretty big military even then for the higher difficulties, but yes, our recipe for victory is "soften up the opposed navy with aggressive skirmishing so they accrue none incidental damage, win the pitched battle, orbital bombard into ash.

what we really need is a slot beyond special to fit into our SoV class tSotS and then put a 5000 starcrystal "PlusUltraLance" in there. probably need to develop super heavy las first to unlock the relevant research option.
Alas, we picked the starting option that basically guarantees we'll never be able to do that with Orks.

We might be able to form working relationships with the Necrons, though! :whistle:
indeed. between the Daemons and Orks and man, Necrons is simply a matter of demonstrating we are still too much of a threat but are too outnumbered to focus on each other. it helps that they'll be facing an more unified Aeldari. increases the odds they decide not getting into a slug match with us is in their best interests.
That's how the game is designed. We aren't going to know how our final product should look because we aren't meant to know. We are meant to play around and explore the design space to see it's limitations. The GM has explicitly built an environment where the optimal choice is deliberately obscured from us.

Eventually we can figure it out. But only through a lot of trial and error.
kind of comes built into the setting. 65 million years of being so overpowered real conflict hasn't been a thing and complete loss of 99% of your previous war waging options and methods will do that too you, let alone all of that stacked onto a peaceful build.
Yeah...all the more reason why building an alliance of some kind with humanity and/or the Necron is basically a necessity.
necron seems more likely. some degree of respect for eachothers accomplishments, particularly when they see we've picked ourselves up after our apocalypse in just a few centuries.

I've been comparing scale, and if we assume that Beil tan is even matching half the soldier to population ratio of Zahr-Tann, as opposed to the more likely exceeding it, their fielding somewhere in the range of 86k warhosts, though it's safe to assume their fielding significantly more than that. even a busy collecting soul stones Beil-tan probably has the strength to spare to depopulate a few dozen human world populations in the course of a century.

so yeah, I still don't see us buddying up to humanity successfully while balancing our other goals, but it's probably possible at minimum to come to some manner of "let's save it for the Daemon and Lesser races" none aggression pact with most necron tomb overlords.
 
I suspect that part of keeping tight lipped about certain mechanics is because our "in character" knowledge is similarly limited as not only are the Eldar still coming to terms with no longer being what was essentially a post scarcity society (the fall was like 20 years ago) but our Craftworld specifically is a peaceful one and as such we are probably far less informed on military matters compared to other Eldar Craftworlds.
Complicated by having jumped to post-scarcity in the first place from something that was probably closer to a tribal society than anything post-industrial, yeah.
 
The Aeldari clearly didn't go far enough in canon, just redirecting WAAAGH!s at humanity. We need to tech them up and make our problems, everyone's problems.
I really do wonder what a bunch of ork weirdboyz would get up to with a steady supply of psychoactive material like wraithbone. Could be interesting.

As for being outnumbered 100 to 1, having basically our entire military equipped with holofields so we can turn invisible, fade in to murder high value targets and then disappear again does a lot to mitigate that. We just do *not* want to get into fights where we actually need to hold or defend an objective and get dragged into a sustained fight. At least until we find a workaround to recreate autonomous drones to swarm our enemies with.
 
[X][Jetbike] Plan: Refractor Jetbike
[X][Light Grav-Vehicle] Plan: Crystalline light grav vehicle
[X][Air Racer] Plan: Vulkhari Fighting: Air Racer
[X][Novel Chassis Design] Heavy

I should probably vote before closing as a matter of principle, even if none of these votes are close enough to shift.

Fortunately, there will be many future turns in which to push for heavy novel designs. Sadly I doubt we'll have another light grav iteration to save the needlestorm refits from light armor... but it could be decades until we get around to building that refit factory, so who knows?
 
Turn 5 | Chassis Design II vote count
Adhoc vote count started by Mechanis on Aug 15, 2024 at 6:02 PM, finished with 331 posts and 24 votes.

  • [X] Plan: Vulkhari Fighting Vehicles Continued
    -[X]Jetbike Iteration
    --[X] Basic Refractor Field Generator
    --[X] Improved Armor
    --[X] Suit-Link System
    --[X] Slot Spread: 1 Heavy, 2 Systems
    -[X] Light Grav-Vehicle Iteration
    --[X] Enhanced Grav-Engine
    ---[X] Enhanced Grav-Engine x2
    --[X] Smoke Grenade Pods
    --[X] Light Armor
    --[X] Fighting Compartment
    --[X] Armored Engine Cowlings
    --[X] Slot Spread: 1 Heavy, 23 Systems
    -[X] Air Racer Iteration
    --[X] Further Improve Engine Size
    ---[X] Further Improve Engine Size x2
    --[X] Slots Spread: 3 Vehicle, 9 Systems
    -[X] Novel Chassis Design
    --[X] Medium
    [X][Novel Chassis Design] Heavy
    [X][Light Grav-Vehicle] Plan: Crystalline light grav vehicle
    [X][Jetbike] Plan: Refractor Jetbike
    [X][Air Racer] Plan: Vulkhari Fighting: Air Racer
    [x][Air Racer] Plan: Crystalline Air Racer
    [X][Jetbike] Plan: Refractor Jetbike
    -[X][Jetbike] Basic Refractor Field Generator
    -[X][Jetbike] Suit-Link System
    -[X][Jetbike] Improved Armor
    -[X][Jetbike] 1x Heavy Weapon slot, 2x System Slots
    [X][Light Grav-Vehicle] Plan: Crystalline light grav vehicle
    -[X][Jetbike] Basic Refractor Field Generator
    -[X][Light Grav-Vehicle] Smoke Grenade Pods
    -[X][Light Grav-Vehicle] Light Armor
    -[X][Light Grav-Vehicle] Medium Armor
    -[X][Light Grav-Vehicle] Fighting Compartment
    -[X][Light Grav-Vehicle] Armored Engine Cowlings
    -[X][Light Grav-Vehicle] 1x Heavy Weapon Slot,21 System Slots
    [X][Light Grav-Vehicle] Plan: Solid attached transport
    -[X][Light Grav-Vehicle] Enhanced Grav-Engine
    -[X][Jetbike] Basic Refractor Field Generator
    -[X][Light Grav-Vehicle] Light Armor
    -[X][Light Grav-Vehicle] Medium Armor
    -[X][Light Grav-Vehicle] Fighting Compartment
    -[X][Light Grav-Vehicle] Armored Engine Cowlings
    -[X][Light Grav-Vehicle] 1x Heavy Weapon Slot, 1 Ranged Weapon slot 21 System Slots
    [X][Air Racer] Plan: Vulkhari Fighting: Air Racer
    -[X][Jetbike] Basic Refractor Field Generator
    -[X][Air Racer] Further Improve Engine Size
    --[X][Air Racer] Further Improve Engine Size x2
    -[X][Air Racer] Slots Spread: 3 Vehicle, 9 Systems
    [x][Air Racer] Plan: Crystalline Air Racer
    -[x][Air Racer] Chameleoline Plating
    -[X][Jetbike] Basic Refractor Field Generator
    -[x][Air Racer] 2x Further Improve Engine Size
    -[x][Air Racer] 3x Vehicle Slots, 9x System Slots
    [X][Jetbike] Plan: Engine Jetbike
    -[X][Light Grav-Vehicle] Enhanced Grav-Engine
    -[X][Jetbike] Suit-Link System
    -[X][Jetbike] Improved Armor
    -[X][Jetbike] 1x Heavy Weapon slot, 3x System slot
    [X][Novel Chassis Design] Medium
 
I basically just skim when arguments get like this, so do forgive me if this was already brought up, but comparing us to canon Eldar is... misleading. Canon Eldar do not throw holofields on literally everything. Do you know who does though? Canon Harlequins.
 
Yeah...all the more reason why building an alliance of some kind with humanity and/or the Necron is basically a necessity. Even if we outclass all of our opposition in terms of quality, we simply cannot sustain attrition on a substantial scale, and having to face enemy superpowers or just Chaos would absolutely incur that kind of attrition.

I'm pretty sure that the Necrons went to sleep until the Eldar Empire went away, and they woke up very shortly after that happened.

If the Eldar don't end up being as weakened, the Necrons may never wake up en masse, and even if they do in canon that took ten thousand years from now.
Fortunately, there will be many future turns in which to push for heavy novel designs. Sadly I doubt we'll have another light grav iteration to save the needlestorm refits from light armor... but it could be decades until we get around to building that refit factory, so who knows?

I doubt it. If we settle on a medium chassis for the MBT that's very likely what we'll be using pretty much forever, I think.

I basically just skim when arguments get like this, so do forgive me if this was already brought up, but comparing us to canon Eldar is... misleading. Canon Eldar do not throw holofields on literally everything. Do you know who does though? Canon Harlequins.

We're different in lots of ways to regular canon Craftworld Eldar, such as using power armour.

However, while our infantry makes more use of Holofield as than most Craftworld Eldar do, our ships and vehicles may well not. Craftworld Eldar ships and strike craft all have Holofields, and they're relatively common war gear for vehicles.

The unusual defensive equipment our vehicles has is grav-shields, not holo-fields. We also could have gone for the unusual defensive equipment for Eldar of medium armour, but that was voted against.
 
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I just don't understand why or where we would be fighting enemies that outnumber us 100 to 1.

What would be so important to us that we are willing to take those odds and so weird that we cannot concentrate our forces to achieve local superiority?

I think our main combat doctrine should be "let's not", especially for ground combat, boarding actions and other spectacularly risky things.
 
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