So far, our only attached air unit falls under Special. I wouldn't be surprised if we could stick a shuttle specialized in moving heavy tanks from place to place as a Special unit, but I would be concerned that their transport being taken out would become a weakness of the tanks.

I mean more like using a heavy/superheavy gunship in plan of a heavy/super heavy tank.

That said not like for Eldar there is even a big difference between the two considering everything is already flying.
 
There then is the question if we are concerned with the speed what goes for our heavy "ground units".

Would going for (super) heavy "air" units fix that problem, considering that the situations that we will need what goes for our heavy/super heavy vehicles very rarely in looking at our overall strategic situation.

I think that depends on the Warhost in question. We may have some Warhosts that are all about being the armoured fist, making very heavy use of armoured vehicles, with Fata Morgana derivatives everywhere, escorted by jetbikes piloted by people in VGW, with infantry usually reserved for melee units delivered by heavily armoured assault transports. These would be used on raids to loot recover artifacts that have fallen into unworthy hands. They'd probably get more value from super-heavy air units.

We may have different Warhosts that are focused on motorised infantry, large numbers of VGW embarked on light grav vehicle derived trucks backed by lots of relatively cheap truck based artillery platforms. These would be what we'd deploy to garrison Exodite worlds threatened by ork invasion. They'd probably get more value from super-heavy 'ground' units.

We have more than one mission, so we probably want more than one doctrine which different types of War Hosts would implement. I don't think we have to choose.

Mmm. A squad of soldiers who need to disembark to start firing and all get back on board their transport to move again is a very poor fast attack unit even if their transport is the fastest thing in the detachment.

Still needs some speed, though. A set of jump-pack hit'n'fade footsloggers might be very questionable Fast Attack units even if they can fire on the move and disengage reliably if they can't get to the critical spots on the battlefield in time.

It depends on their role. If a Warhost's job is to hold trench lines on an Exodite world, than a fast transport for infantry might be exactly what you need to respond to breaches, for example.
 
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so about open topped weapon platforms. thread looks at them as foolishly risky, but they aren't if you handle them in the right way. make a chassis with plenty of slots, layer on redundant integrated defenses so that energy weapons have to get past 3 single slot EDBGs and two grav shields and vgw own grav shield to land a hit.

fill it with three squads of a dozen each armed with heavy weapons, and you now have highly mobile, well defended weapon platform which brings 36 heavy weapons to whatever corner of the battle field it reaches, or simply needle & plasma rifles, either way it can be a sort of guerilla cavalry unit that flies around reinforcing other unit's or overwhelming stubborn heavy infantry or lighter armored vehicles with volume of fire. you could even use the unfilled attach slots of two of the squads to get it some jetbike escorts.
 
I don't think sticking a bunch of Ithilmar-armored melee types in a troop slot has fucked our ability to use Ithilmar on Elites for the rest of our army.

We say "this squad is Elite, this one a Troop, this one a Heavy Support, this one a Fast Attack" when we design the troop, not when we design the gear that goes in it, and it's not like we lose the ability to make different squads with that gear.

So, like, if we made a Troop squad filled with several light tanks, it'd be a Troop squad whenever we raised it, and it'd stay a Troop even if we later put it into a Warhost that wasn't intended to be dedicated heavy metal Warhost.

The cost is that when we design a Troop, time spent designing a Troop that only fits into one type of Warhost that we won't have that many of is time not spent designing troops that almost every Warhost is going to be using day in and day out.

The actual difference between the troop types in practice, outside of "whatever we stick in them"... we know it impacts how many we can include in a detachment, with Troop and Fast Attack being able to bring more and Special being able to bring less. There's probably other impacts what we're not aware of, either from Peaceful or just from inexperience, e.g. Elites possibly being made up of more-skilled soldiers.

Also, our commanders (who we do not get to micromanage) are presumably going to use troops by their designation, so Fast Attack get the orders to make flanking attacks, Troops get the orders to hold ground, Heavy Support get the orders to back up Troops who've run into trouble, that kind of thing.

I don't agree with @Alratan that everything in a detachment needs to have the same speed; yes, they'll collectively move at the speed of the slowest element, but that's for strategic movement; tactically having units in your forces that can quickly respond to things faster than the rest of your forces is basically what Fast Attack is for, and we don't want tactical situations getting kicked up to the guy in charge of the entire Warhost if it's a detachment-scale problem that they only can't deal with because we specifically denied them the proper tools.

What we do need to pay close attention to is the slowest speeds in the detachment, and consider the impact of adding a unit slower than that very carefully.
Exactly.

We arent the Roman Empire and our Centurions do not need to march around in formation.
 
The slight issue I have with this design is that given how outnumbered we've been told that we are, and what that means about the volume of fire that's floating around the battlefield, I'd probably want to have the up-armoured crew compartment on a transport, just to increase survivability. A transport can easily be carrying a couple of hundred points of people's gear, plus the value of the people, and spending 8 points to increase their survivability is worth it.



I'm a lot less confident that training field officers would help generate WAP.

Warrior AP seems to be much more about things that a Ministry of Defence would do, not what a General Staff or officer core would do.

Having company commanders and up doesn't seem like it would make you any more capable of designing city sized voidships, integrating experimental technologies into a vehicle chassis, or many of the other options on the Warrior AP list.

Assuming we can easily increase WAP (and don't need something like more Shards of Khaine to upgrade the shrine), I think expanding the military bureaucracy is the kind of thing we'd need to spend Steward AP on when we've sorted out our government.



It depends when we think we'll have the production capacity to efficiently build foundries for them.

We're probably better off going straight to clean sheet designs if we think that our Bonesingers will be busy on other projects and building Forges/Foundries for existing equipment for long enough.
Don't forget that there are ways to "functionally" expand available AP through automation/infrastructure, as well. There's plenty of things that you have to do manually at the moment that can have (eventual) infrastructure doing them automatically, which de facto extends your available Action Points.
Lets take a look at Zahr-Tans armored detachment:


2 HQ infantry squads
5 Troop squads
2 Elite squads

+ bunch of Scabbards+Falchions (something funky is going on here because the Falchions seem to be used as attached transport but can't carry the full squad, only has capacity for 4)
3 Longsword Skimmers (Fast attack?)
3 Halberd Battle Tanks (Heavy support)


The detachments in general are build to fill a certain niche like for the armored detachment its (very) heavy fighting.
There is also very little organizational slot fuckery going on when switching between detachments and stuff stays in designated areas.

The implication is that what ever fuckery we do with the slots goes for pretty much our entire army.
You put a (variant) tank into the troops slot, they stay there and you don't get to pull them out of that late when building a new detachment.
the eight man squads just have two Falchions. you can attach more than one thing to a Squad, after all.

But yes, generally speaking when you designate something as going in a specific org space, it goes in that space unless you spend an action to change that. This being said, there's nothing preventing you from making two similar designs with somewhat different weapons arrangements on the same chassis to go in different slots.
To use a Leman Russ example, you might say that the Conqueror is a Fast Attack, the Vanquisher is a Heavy Support, an Incinerator is a Special Unit, and an Executioner is an Elite---they're all "the same" tank, but in different roles befitting their different weapons.


edit: And yes, you can choose to organize vehicles into squads, when you get to organizational actions, and have them either deployed always as squads, always as singletons, or something in between if you want.
 
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edit: And yes, you can choose to organize vehicles into squads, when you get to organizational actions, and have them either deployed always as squads, always as singletons, or something in between if you want.

Max squad size (15) is the same for everything ?


And then there was the meme detachment of everything filled out with squads of 15 super heavy tanks leaving out the special slot for 270 super heavy tanks in a single detachment.

Followed by a meme warhost made up of 4 of these detachments for 1080 super heavy tanks in a single warhost.

Not sure when we would ever want to deploy something like that apart for maybe the battle/war when we (try to) free Isha.
 
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Following my extensive RTS experience, vehicles should be deployed as big deathblobs, all in one big heap.
I think Doomstacks are a Necron-only feature.

Necrons: "They managed to damage one of our tanks to the point where it automatically teleported back to the base for auto-repair. Impressive. Adapting defences and phasing in tank number two."
Fun fact: Necron tank-stacks are typically five thousand tanks 'deep'.
Edit: Ah, Civ 3. I was too young to understand your mechanics. Why do these spearmen keep surviving my literal mechanised infantry!?
 
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Max squad size (15) is the same for everything ?


And then there was the meme detachment of everything filled out with squads of 15 super heavy tanks leaving out the special slot for 270 super heavy tanks in a single detachment.

Followed by a meme warhost made up of 4 of these detachments for 1080 super heavy tanks in a single warhost.

Not sure when we would ever want to deploy something like that apart for maybe the battle/war when we (try to) free Isha.
We can keep the Warhost names for that. The fist of Vau Vulkesh.
 
To use a Leman Russ example, you might say that the Conqueror is a Fast Attack, the Vanquisher is a Heavy Support, an Incinerator is a Special Unit, and an Executioner is an Elite---they're all "the same" tank, but in different roles befitting their different weapons
Right, it's important to remember that different loadouts of the same chassis are for the purposes of org chart different units and can go into different slots in detachments.
Unfraking our military will be a loooong project.
 
What's a Doomstack in this context? I know what it is in Total Warhammer, but I'm not sure why it's specifically applicable to the Necrons and not others.
Oh, sorry. That was a terribly formulated joke on my part. I'm a bit tipsy and didn't consider that other people can't read my mind.

Doomstack = Old Civ 3 term for 'Stack of combat units all on one tile', as in 20+ or 40+ units.
Necrons: Super high-tech. The most advanced of high-tech, when it comes to material physics. So in this joke they are the ones who figured out how to have multiple objects exist within the same space at the same time. So when you manage to destroy a Necron tank (or disable it to the point where it teleports away for repair), my thinking was that there's a couple thousand more kinda... waiting in alternate dimensions ready to phase in.

"Good job destroying this one tank. Now do it five thousand times."
 
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Except that depling 5 monoliths simultaneously would probably be more devastating to enemy morale (and numbers) than a single tank that just won't die. (let alone 5000)
From the perspective of the attacker, it'd just appear to be "kill tank, suddenly tank is fully repaired".

I fully agree with your post, btw.
I just read the post about deathblobs in RTSs and my mind flashed back to Civ 3, and then I thought 'Necrons could probably make doomstacks/deathblobs'
 
Max squad size (15) is the same for everything ?


And then there was the meme detachment of everything filled out with squads of 15 super heavy tanks leaving out the special slot for 270 super heavy tanks in a single detachment.

Followed by a meme warhost made up of 4 of these detachments for 1080 super heavy tanks in a single warhost.

Not sure when we would ever want to deploy something like that apart for maybe the battle/war when we (try to) free Isha.
when Emps decides to try and wipe us out for giving him other options then his authoritian wet dream imperium.
 
Don't forget that there are ways to "functionally" expand available AP through automation/infrastructure, as well. There's plenty of things that you have to do manually at the moment that can have (eventual) infrastructure doing them automatically, which de facto extends your available Action Points.

Oh, certainly, in one of the other posts in that chain I speculated about training academies.

I'd expect that if we ever build Aspect Shrines if some rare people decide to be warrior monks for a while they'd count as the Warrior equivalent of foundries for those, presumably elite, units.

But yes, generally speaking when you designate something as going in a specific org space, it goes in that space unless you spend an action to change that. This being said, there's nothing preventing you from making two similar designs with somewhat different weapons arrangements on the same chassis to go in different slots.
To use a Leman Russ example, you might say that the Conqueror is a Fast Attack, the Vanquisher is a Heavy Support, an Incinerator is a Special Unit, and an Executioner is an Elite---they're all "the same" tank, but in different roles befitting their different weapons.

And presumably the basic Leman Russ is a Troop as far as Imperial Guard Armoured regiments are concerned.

edit: And yes, you can choose to organize vehicles into squads, when you get to organizational actions, and have them either deployed always as squads, always as singletons, or something in between if you want.

I wonder how big tank squads can get before they become too unwieldy to command.

The Imperial Guard and canon Eldar use squadrons of three, but I don't see why we couldn't vary this.

It would mean that we'd have some very expensive detachments though….

One armoured detachment would presumably usually be accompanied by several Mechanised Infantry ones if we did this.
 
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Except that depling 5 monoliths simultaneously would probably be more devastating to enemy morale (and numbers) than a single tank that just won't die. (let alone 5000)
Also, it's 40K, so doing that is basically asking to be a throwaway paragraph in an Army Book about how the dreaded Doomstack threatened to scour the human presence in the Subsector of Sidmere away until a brave Space Marine (Librarian/Techmarine) sacrificed himself to destroy the dimensional stacking effect, collapsing the vehicles it contained into a single mass. The resultant titanic explosion would destroy the Hive the battle was fought over, the 10 regiments of Imperial Guard and a convent of Sisters that were defending it, and an Avatar of Khaine that just happened to be in the area.
Roughly equal odds it happened in a Marine, Sisters or Eldar book, edging somewhat towards Eldar.
 
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Oh, certainly, in one of the other posts in that chain I speculated about training academies.

I'd expect that if we ever build Aspect Shrines if some rare people decide to be warrior monks for a while they'd count as the Warrior equivalent of foundries for those, presumably elite, units.
I think he meant less "training academies to get us officers without having to spend WAP on them" and more "now that you have officers for your armies, your Minister for Defence isn't stuck spending half his time doing his part-time job as General."
Edit: Nope, I'm just tired and misreading.
 
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Also, it's 40K, so doing that is basically asking to be a throwaway paragraph in an Army Book about how the dreaded Doomstack threatened to scour the human presence in the Subsector of Sidmere away until a brave Space Marine (Librarian/Techmarine) sacrificed himself to destroy the dimensional stacking effect, collapsing the vehicles it contained into a single mass. The resultant titanic explosion would destroy the hive the battle was fought over, the 10 regiments of Imperial Guard and a convent of Sisters that were defending it, and an Avatar of Khaine that just happened to be in the area.
Roughly equal odds it happened in a Marine, Sisters or Eldar book, edging somewhat towards Eldar.

One small quibble, if it was a named space marine librarian, and a 50% chance even if it wasn't, the marine would get to walk away without looking back at the explosion.

Somehow.
 
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One small quibble, if it was a named space marine librarians a 50% chance even if it wasn't, the marine would get to walk away without looking back at the explosion.

Somehow.
Hah, I was going to put something like "Also, even odds the Space Marine who sacrificed themself didn't actually die" in smaller text down the bottom, but forgot halfway through the post.
 
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I think he meant less "training academies to get us officers without having to spend WAP on them" and more "now that you have officers for your armies, your Minister for Defence isn't stuck spending half his time doing his part-time job as General."

Seeing as he said:

Don't forget that there are ways to "functionally" expand available AP through automation/infrastructure, as well. There's plenty of things that you have to do manually at the moment that can have (eventual) infrastructure doing them automatically, which de facto extends your available Action Points.

I don't believe so. Building automatic infrastructure to automate production doesn't add to WAP.

It means we don't need to spend WAP on something that happens automatically. It doesn't though, give us generic WAP we can spend freely on any warrior action.

It sounds like it's to Warrior actions what Foundries are to Bonesinger ones, not what Enhance Industry is.
 
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It's all about industry. An eldar warrior is essentially a free (in ep terms) ultralight walker platform with a single melee or ranged or heavy weapon slot. They can be enhanced by armor and shields for ep costs. E.g. a regular trooper for us would cost 6 EP for a ranged slot, and wouldn't be that fast or well-protected. If we include a dedicated transport, it's closer to 15 EP per slot.

Fata Morgana probably costs about 8 EP per ranged slot equivalent, and is pretty tanky. I think by going a bit lighter on chassis and lower on protection (still a lot more sturdy than a medium infantry) we can get that to 7-ish. It's not an industrially impossible idea to field a mostly-tank force and only keep infantry for urban ops and (counter)aboradges.

NB heavy power armor changes that dynamic by providing more weapon slots and ability to shoot heavy armor on the go. By going default HPA+Heavy weapon+extra weapon we get a light walker with about 2 EP cost of slot, or around 5 EP per slot including transport. I don't think we can get a decent vehicle that cheap.
 
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