Anyway, moving along.

[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Stel-Uit | The Bladefleet

We already prepped for Stel'iy-Rann's quest, and Stel-Uit is something we can accomodate without throwing our back out too hard I think, we've still got more yardspace than we have ships that need them, and that'll remain true for a while. I don't think we've got the resources to take on Two searches at once though, not until we've gotten one of them 'In the oven' so to speak.
 
I think we should take Force Leaders and Warpriests as 1-turn training commanders for every Detachment, then take Warsinger Captains and Warseer commanders as warhost commanders
 
Oh, even worse. The standard detachment organization can have 2 HQ squads without taking any optional slots they compete with others for, and up to 4 if they're willing to take less Troops and Elites. So outfitting all our existing 114 detachments (if I've counted correctly) will take at minimum 114 commander units and possibly as many as 456.

And that's before putting anyone on the Warhost command level and without raising any new formations whatsoever.

We're going to be playing catchup on training officers for centuries at absolute best.
Also keep in mind there's a followup vote on how you chose to deploy things, so you can have, say, single commanders, mixed command squads, and homogonous squads (EG the Seer Council) from your available options; so choosing how exactly one deploys things can be a big deal.
 
That's a lot of Warrior AP.

And it comes out of the same pool as clean-sheet designs of chassis and hulls. Ow.
Yep. We're desperately in need of some kind of Officer Academy research to autoproduce commanders like we do machines from factories.

But we haven't seen a Seer Academy research yet, and that infrastructure line is farther along plus we have actual active seers running around fully trained, so I'm not feeling optimistic as to our prospective timeline on getting one.
 
Half as much as the cheap Warsinger. The Warpriest also costs 1 turn.

Do we want our basic detachments to have higher morale and be less likely to break, or to suffer less casualties when they do break and when destroyed by other means?

The Warsinger detachment-level special ability is only applicable when using advanced tactics; unless those are things we want the entire Warhost doing on the regular we won't need them in the numbers required to make the cheap version desirable.

Apologies, you're right.

On Deep Striking, I think it's likely that we do want the entire army to be deep striking.
 
On the subject of diplomacy, next turn we're certainly raising the Diplomatic Council.

I think that might mean we don't get diplomacy that turn.

I think we want to prioritize our Diplomacy towards the opportunities and rescues most likely to vanish in the short term; Muirgaythh and Stel-Uit are both Small craftworlds, but Stel-Uit has currently weakened defenses. There's an argument to go for the tech capabilities we least want to risk losing, though, if something does happen in the next two turns.

But we haven't seen a Seer Academy research yet, and that infrastructure line is farther along plus we have actual active seers running around fully trained, so I'm not feeling optimistic as to our prospective timeline on getting one.
Yeah.

I'd like to skip out on the 1-turn commanders for a stronger baseline of capabilities on our detachments, but I don't think we can afford it.

So I'll probably go Force Leader, Warsinger Commander, Warpriest, and Warseer Commander; that gives us a pick from every category, lets us fill out most of our detachments with a Force Leader/Warpriest pair, gets us a solid overall commander and leader of elite units, and makes sure we retain access to psykic seer warleaders for the really important Warhosts.
 
Also keep in mind there's a followup vote on how you chose to deploy things, so you can have, say, single commanders, mixed command squads, and homogonous squads (EG the Seer Council) from your available options; so choosing how exactly one deploys things can be a big deal.

Or the Court of the Young King that contains multiple 'officer' level characters.

If we want to get powerful command squads we may want to go max for everything in the hope that we can build Academies that work like foundries for them, as if we want command squads of all the character types we'll need to have enough of those academies to have equal production of all of them.

We just need to build more academies to match our detachment production rate. It will be costly, but it could be a massive force multiplier.

Importantly, as we get further up the experience level the proportional costs tends to go down (although not always).

Long run I'd probably want to have a 2 turn version of each leader, and a max version of each leader.

The first for regular detachments. The second for important detachments and the war host HQ.
 
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Anyway, moving along.

[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Stel-Uit | The Bladefleet

We already prepped for Stel'iy-Rann's quest, and Stel-Uit is something we can accomodate without throwing our back out too hard I think, we've still got more yardspace than we have ships that need them, and that'll remain true for a while. I don't think we've got the resources to take on Two searches at once though, not until we've gotten one of them 'In the oven' so to speak.
We are (not) slowly hitting a point where our fleet is just to small
 
Kher-Ys | The Tears of Isha
The Craftworld of Kher-Ys seeks to recreate the Tears of Isha, or at least something close enough to serve the same purpose for the modifications pioneered by Iyandan in the creation of spirit stones. This could prove of immense value to the Diaspora as a whole, but they are only of average size, and their two allies only a small and minor craftworld. Drawing them into the coalition you are building in the north would greatly improve both their own security and your own.

[ ] Muirgaythh | The Inescapable Labyrinth
Muirgaythh and their own minor allies seek to recreate tools of your ancient enemy, the Necron, and thereby imprison servants of the Great Enemy in gaols not even they can escape. It is likely that in so doing they may learn many secrets held by that ancient enemy, yet only a small craftworld is Muirgaythh, and so that small coalition is far more vulnerable than might be comfortable.

We should grab Nacretinel since we've already made a promise + comitted to that, but I'd suggest grabbing either of these two, best make sure that nothing bad happens to them and I'd definitely sleep better knowing we got to them ASAP to prevent any Chaos actions.

If nothing else, I could certainly predict some bad luck happening if we pass up the chance now.

Probably leaning closer to Muirgayth since flavour text implies that we might get other Necron-tech goodies out of this, and that might mean blackstone
 
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Also keep in mind there's a followup vote on how you chose to deploy things, so you can have, say, single commanders, mixed command squads, and homogonous squads (EG the Seer Council) from your available options; so choosing how exactly one deploys things can be a big deal.
Oh boy. How I want to deploy our commanders is "inside a heavily armored command vehicle crammed with as much communications and sensors equipment as we possibly can", but we don't have a heavy chassis, a design using that heavy chassis, or any better communications/sensors equipment than the basic standard that everyone gets, so that's not happening.

In the meantime stick 'em in ithilmar with a few bodyguards, I guess. We don't have enough throughput of commanders to have more than one leader character in a unit or to leave them anything other than as well-protected as we possibly can.
 
Ouch =S
Those are quite some opportunity costs.

Well, first off. Burden of Command. Not sure how soon we'll be able to modify these choices, which makes it harder, but the fact we have Warseer Commanders available and none of the other Rare Unit types despite having spare Battlecasters in the Rare Unit Pool and no spare Warseers there is... interesting? It at least suggests Burden of Command isn't running on quite the same system of Rare Unit Unlocks as the Technology of Magic is.

Do we want our basic detachments to have higher morale and be less likely to break, or to suffer less casualties when they do break and when destroyed by other means?
There's also the question "do we want our basic detachments to be headed up by conventional trained officers, or by Priests of the Bloody Handed God?"
Personally, I'm not sure we really want the latter to be the case? It feels a little Meme Commissar-y, and I don't think we really want to be the Imperium here.

Diplomacy-wise:

Stel'iy-Rann/Nacretinei are highly time-sensitive before we see yet another Craftworld written off, and looking for them is likely to get us the knowledge of the Webway Eldar surviving much faster than we otherwise would, which both potentially gets us options to deal with various valuable factions of pre-Fall Radicals before the consolidation begins, and might let us get in yet more Harlequin credit if we're the ones to bring that to their attention. Important to pick, I think we mostly all agree.
Kher-Ys and Muirgaythh aren't as explicitly time-critical, but we know they don't make it OTL, and we've been told both that important/ambitious members of the Radicals are prime targets for Chaos, and that both of these Craftworlds are somewhat lacking in allies/defences. Plus, it'll take some time for them to actually get near us if we do manage to get them onboard (metaphorically, obviously if we manage it literally that'll already be done), and doing that will probably get harder (or at least have terms less favourable to us) as they have time to put out their own feelers and get their diplomatic affairs in order. Probably not super critical this turn, but we don't want to leave it much longer.
Stel-Uit is another one we can probably spare a turn or two to get to, especially since fixing their shit is going to cost us BAP, but they're probably also having food problems a lot faster than us, and getting that population resettled will provide a nice boost whoever they resettle it to, which will ideally be us (as in, our faction, not necessarily our craftworld) if we get to them soon, so the earlier the better.
Lal'c-Tann is also likely highly time-sensitive, potentially has major benefits, and perhaps most importantly is personally important for us in-character(s).
Ulthwe isn't something we need to do to prevent a disaster for the Eldar like a bunch of the other options, but it's still an option that is only going to be available so long before they solve it themselves, and we could use the +rep, though it's not like running around saving entire craftworlds and their fleets won't get us +rep with Ulthwe anyway. Possibly more importantly, the sooner communications are running, the sooner we'll probably get major diplomacy improvements.
Saim-Hann has a bit of time before we need to answer, and honestly we're kind of limited military-wise at the moment anyway.

I'd say
[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Lal'c-Tann | Oaths of Brootherhood
myself.

Yep. We're desperately in need of some kind of Officer Academy research to autoproduce commanders like we do machines from factories.

But we haven't seen a Seer Academy research yet, and that infrastructure line is farther along plus we have actual active seers running around fully trained, so I'm not feeling optimistic as to our prospective timeline on getting one.
a) That infrastructure line isn't further along, as far as I know? We (probably) haven't finished the Seer Circle BAP action, let alone activated the followup Seer AP project, let alone then had a turn to see what we unlocked.
b) Training Psykers is difficult at the best of times, and these aren't the best of times. I would expect automated Psyker production to be harder/less accessible/slower than automated Officer production. If nothing else, game-mechanics wise we're going to need a lot more of the latter than the former.
 
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Another thought on academies, or whatever they end up calling.

Let's compare them to foundries/forges.

Each detachment is likely to required multiple different foundries and forges to equip it. Between the vehicles and defences and weapons there could easily be ten or more required for a detachment.

Why should be expect training officers would be any different? Particularly command officers?

If we're likely to have detachments of expensive tanks or expensive heavy infantry, we're going to want to have expensive command squads to match, and be prepared to build the academies required to support that.

We just didn't previously think about officer training.
 
2 1-turn officers per normal Detachment shouldn't be too bad.

Then we have a special Detachment like the Mechanized Headquarters Detachment that has all four leader types to serve as our warhost leaders
 
There's also the question "do we want our basic detachments to be headed up by conventional trained officers, or by Priests of the Bloody Handed God?"
Personally, I'm not sure we really want the latter to be the case? It feels a little Meme Commissar-y, and I don't think we really want to be the Imperium here.
Fortunately, all detachments can have two HQ squads. I'd personally intentionally always pair the Priests of Khaine with a secular commander of at least equal rank.

Also, "very high morale / reduced casualties when destroyed or broken" is an amazing combination.
 
Oh boy. How I want to deploy our commanders is "inside a heavily armored command vehicle crammed with as much communications and sensors equipment as we possibly can", but we don't have a heavy chassis, a design using that heavy chassis, or any better communications/sensors equipment than the basic standard that everyone gets, so that's not happening.

In the meantime stick 'em in ithilmar with a few bodyguards, I guess. We don't have enough throughput of commanders to have more than one leader character in a unit or to leave them anything other than as well-protected as we possibly can.

I think we we should see refitting our detachments with officers as being like refitting them with entirely new power armour, conversion fields, weapons, properly militarised grav tank transport and organic artillery/anti-air,

It's something that we so like expect to take very many decades and require an immense amount of infrastructure to be built to support it.

Office academies are just part of it like Foundries and Factories.

There's also the question "do we want our basic detachments to be headed up by conventional trained officers, or by Priests of the Bloody Handed God?"
Personally, I'm not sure we really want the latter to be the case? It feels a little Meme Commissar-y, and I don't think we really want to be the Imperium here.

This is a why not both scenario I think.

And this is important for establishing our military doctrine and whether we think Khaine has redeemed himself.
 
Anyway, moving along.

[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Stel-Uit | The Bladefleet

We already prepped for Stel'iy-Rann's quest, and Stel-Uit is something we can accomodate without throwing our back out too hard I think, we've still got more yardspace than we have ships that need them, and that'll remain true for a while. I don't think we've got the resources to take on Two searches at once though, not until we've gotten one of them 'In the oven' so to speak.
Speaking of yardspace, here's our progress since turn 1 on repairing the first batch of Arach-Qin's fleet (more are mentioned to be in need of repair).
Turn 1 said:
The battered survivors of a fleet that once numbered in the thousands. More are held in reserve, yes—yet the devastation that proud fleet has endured is all too clear.
  • 1 Thysania class (ETA 8 turns)
  • 1 Thysania class (ETA 6 turns)
  • 1 Coscinocera class (ETA 7 turns)
  • 3 Calliplaca class (ETA 5 turns)
  • 4 Calliplaca class (ETA 3 turns)
  • 1 Calliplaca class (ETA 2 turns)
  • 2 Phalaros class (ETA 4 turns)
  • 3 Terncladus class (ETA 4 turns)
  • 2 Terncladus class (ETA 3 turns)
  • 3 Synempora class (ETA 4 turns)
  • 7 Synempora class (ETA 3 turns)
  • 2 Synempora class (ETA 2 turns)
  • 18 Argema class (ETA 2 turns)
  • 4 Argema class (ETA 1 turn)
So far we've repaired 24/27 escorts (all Argema's, 2/5 Terncladus's), 9/12 of their light carriers (also escorts), 0/2 light cruisers (done next turn), 5/8 cruisers, and none of their heavy capital ships.
Turn 5 said:
  • 1 Thysania class Battleship, ETA 5 turns | 015.M30
  • 1 Thysania class Battleship, ETA 3 turns | 005.M30
  • 1 Coscinocera class Battlecruiser, ETA 4 turns | 010.M30
  • 3 Calliplaca class Cruiser, ETA 2 turns | 000.M30
  • 2 Phalaros class Light Cruiser, ETA 1 turn | 095.M29
  • 3 Terncladus class Heavy Frigate, ETA 1 turn | 095.M29
  • 3 Synempora class Light Carrier, ETA 1 turn | 095.M29
We are (not) slowly hitting a point where our fleet is just to small
It's not just the fact that our fleet is too small, it's the fact that the vast majority of our ships are extremely prone to taking critical damage since they lack any active defenses or hull reinforcement.

If our entire fleet had Holo-Fields and Grav-Shields we could afford to dispatch much smaller fleets to do stuff since those active defenses combined with the incredible power of our exotic weapons would let them hit way beyond their tonnage since those active defenses would drastically reduce the odds of taking non-negligible damage and let the exotic weapons work their magic.
 
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[ ] Stel-Uit | The Bladefleet
Vaulish Stel-Uit sheered away their own shipyards, for the spar on which they were built served as a grasping-point for monstrously sized Keeper of Secrets during the Fall. Their fleet has suffered heavily during their escape, for they lingered almost too long to save as many and as much as they could from the madness of the Croneworlds, and they succeeded mightily, with a populating half again larger than most Small craftworlds. Drawing them into your orbit should be a simple matter, for offering your shipyards to those without is becoming something of a specialty.
Should this really take up one of two diplomacy actions? Since they'd jump at the opportunity to find a safe harbor for their battered fleets, simply having a Harlequin deliver a message of "Vau-Vulkesh offers their shipyards for repairing and refitting your ships in exchange for alliance" seems like it would be more than enough for them to come to us. The fact that we're a Vaulish Large Craftworld in good standing should make our offer too good to pass up.

The balancing factor being that their fleet has suffered heavily as it is, so until we make a lot of progress in repairing them we don't get substantial immediate benefit...and we'd still have to devote our shipyards to the actual task of repairing their fleet.
 
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but we should stay the course. we have fleets primed for Stel'ys-Ran and are already factoring in starting repairs on Stel-Uit's fleets into turn 6's plausible bap expenditures. the rest of this will have to wait.
I'm with you on Stel'ys-Ran, but not on Stel-Uit. We've got enough going on in Bonesomger that a little slack could go quite a long ways.
The whole point of delaying the assembly of our diplomatic corp was specifically so we could address missing persons cases which were high priority in our estimation. So we should do those, and then unfuck our diplomacy for the other stuff. The other people will... probably... keep till then.
I wouldn't bet on that. We can't be the only Craftworld to come out of the Aeldmoot with an eye towards coalition building. I'm sure that Alaitoc would love to snipe some potential members out from under us. It helps that we can probably grab all these guys for five Steward AP.
 
Oh, I do too. But if we value Seer and Warrior AP approximately equivalently, I think Warsinger Captains might be our single most expensive commander type.
Possibly, but us spending Seer AP on producing the required Warseers is unlikely. We do have multiple curses to unravel and convincing the thread to divert that AP is going to be hard.
 
I'd say
[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Lal'c-Tann | Oaths of Brootherhood
myself.
Stel'iy-Rann is a must yes, but it's a bit much to extend ourselves on two wild goose chase across the Galaxy the very first turn after the Aeldmoot.

further more, Lal'c-Tann will hold a turn or two. Stel-Uit has been looking for a patron for some time and plenty of people know about them now. it's everyone with a shipyard's oyster rather than just ours.
Should this really take up one of two diplomacy actions? Since they'd jump at the opportunity to find a safe harbor for their battered fleets, simply having a Harlequin deliver a message of "Vau-Vulkesh offers their shipyards for repairing and refitting your ships in exchange for alliance" seems like it would be more than enough for them to come to us.
not how things work mechanically. if it were that simple, it would have been worthwhile arranging things back during the Aeldmoot face to face, rather than something the QM informed us wasn't the case and we needed to spend AP post Aeldmoot to follow up on.

I get it's been a few weeks, but this was covered extensively. there are no shortcuts. we want any of these, we need to spend the AP.
 
I'm with you on Stel'ys-Ran, but not on Stel-Uit. We've got enough going on in Bonesomger that a little slack could go quite a long ways.
Ship repair and Refit BAP is here to stay for a few more turns.
Turn 5 said:
Too, long projects are now bearing fruit— flocks of escorts under Arach-Qin's banner depart your dockyards, as do a quartet of cruisers, even as a second portion of Quilan's fleet enters them. After that is completed, but two batches remain; the final third of their main fleet, and the core of five true Battleships they possess. Soon, you think, Arach-Qin will be ready to rotate the less damaged portions of their fleet through your yards, and Quilan's fleet will be fully refit.
We've still got 2 more batches of ships to refit for Quilan with the final batch potentially taking longer than a single turn since they have 5 battleships in that group.

Arach Qin meanwhile still has multiple ships that will take more than 2 turns to finish repairing just from the current batch.
Turn 5 said:
  • 1 Thysania class Battleship, ETA 5 turns | 015.M30
  • 1 Thysania class Battleship, ETA 3 turns | 005.M30
  • 1 Coscinocera class Battlecruiser, ETA 4 turns | 010.M30
  • 3 Calliplaca class Cruiser, ETA 2 turns | 000.M30
  • 2 Phalaros class Light Cruiser, ETA 1 turn | 095.M29
  • 3 Terncladus class Heavy Frigate, ETA 1 turn | 095.M29
  • 3 Synempora class Light Carrier, ETA 1 turn | 095.M29
Unless we're willing to wait more than at least 2 turns before reaching out to Stel-Uit we're not going to be getting any slack BAP wise.
 
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Yeah, if we're going to have a Force Leader with the Warpriest, consider my concern rescinded, that was in the context of "pick one leader type to get cheap version of and slap on all the basic detachments, better versions of the others."
So I'll probably go Force Leader, Warsinger Commander, Warpriest, and Warseer Commander; that gives us a pick from every category, lets us fill out most of our detachments with a Force Leader/Warpriest pair, gets us a solid overall commander and leader of elite units, and makes sure we retain access to psykic seer warleaders for the really important Warhosts.
Is there a particular reason you're going for Warsinger Commander over Warsinger Captain?

Ship repair and Refit BAP is here to stay for a few more turns.

We've still got 2 more batches of ships to refit for Quilan with the final batch potentially taking longer than a single turn since they have 5 battleships in that group.

Arach Qin meanwhile still has multiple ships that will take more than 2 turns to finish repairing just from the current batch.

Unless we're willing to wait more than at least 2 turns before reaching out to Stel-Uit we're not going to be getting any slack BAP wise.
It generally costs an extra couple of BAP to start a round of refits/repairs for a given Craftworld's fleet, though, on top of the one each to continue the ongoing repairs/refits. If we end up having to start two rounds in a turn + continue ongoing, that's a pretty significant chunk of BAP.
 
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I'm with you on Stel'ys-Ran, but not on Stel-Uit. We've got enough going on in Bonesomger that a little slack could go quite a long ways.
we spend a one time charge to get their ships in yards, and then it's just our usual 1 AP on continue repairing ships until the current batch of Arach-qin finishes, and we have to start the next one. we are going to be spending most of this centuries turns spending the same amount to repair Arach-qin's ships anyways, so Stel-Uit is only taking up yard space from our docks for the most part.
 
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