I meant that only 10% of population remains at best most likely
I meant that only 10% of population remains at best most likely
Yeah, it's mostly general shaping/arrangement there, trading the whole "Industrial exposed Pipes and hoses" greebling for crystals, blisters and the occasional fin. those are more to give an idea of the general sorts of shaping than a direct 1-1.I'm happy with the default, too. Maybe something smoother and more streamlined than the specific pics in question, but they're supposed to be "Eldar-ized," and smoother and more streamlined seems likely to be part of how.
Ahh. Well that's a little presumptive given we have the craft world that withstood daemon incursions for 500 years and still had people when they fell in the eye of terror, and that we don't actually know what happened to them. They could just be trapped in a webway labyrinth or be stranded somewhere with much worse engines than us.I meant that only 10% of population remains at best most likely
... I don't think this is true?Warsinger Captain for our Warhost leaders means that we can take advantage of using advanced tactics (which, we probably are going to use since fighting fair should be our last resort)
... I don't think this is true?
Or rather, as I read it as Warhost leader a Warsinger's Song of Battle special (that grants a chance to force success on an advanced tactics role) will still only apply to their own detachment.
If we want many detachments using advanced tactics, we're going to need many Warsingers.
Yes. All the leader options have their abilities listed in the format "X possess the A and B special abilities." Ability A is when they're used on the detachment level, and ability B is when they're used on the warhost level.
Yeah, it's mostly general shaping/arrangement there, trading the whole "Industrial exposed Pipes and hoses" greebling for crystals, blisters and the occasional fin. those are more to give an idea of the general sorts of shaping than a direct 1-1.
But I saw those long ago and said "huh, with some minor changes these would make great heavy chunky armor for the Eldar" so they're my default option ha.
A flying oval with a gun on top.Yeah, it's mostly general shaping/arrangement there, trading the whole "Industrial exposed Pipes and hoses" greebling for crystals, blisters and the occasional fin. those are more to give an idea of the general sorts of shaping than a direct 1-1.
But I saw those long ago and said "huh, with some minor changes these would make great heavy chunky armor for the Eldar" so they're my default option ha.
While true, I'd prefer not being restricted to using HQ detachments for the hammer. We're going to want Warsingers in positions other than overall commander if we plan to use advanced tactics frequently.To be fair, I dont think that many detachments will be using advanced tactics.
Also, detachments used for advanced tactics will probably need better training and leadership anyway, so if we're already putting that much WAP into them...To be fair, I dont think that many detachments will be using advanced tactics. There will always need to be a anvil for the hammer after all.
this yet. Getting worse Warsingers to put them everywhere might well make them partially redundant with Squad level options.You can add more and or better Leader Unit types later, yes... but that costs more AP the more types you already have. And competes with getting more advanced versions of your existing leader types. And, at least in the immediate sense, with other leadership options, like Squad Leaders, that you might want to invest in in the next few turns.
So, what's our current consensus on Burden of Command?
Currently drafting up a preliminary plan (at 2 am, bah)
Currently there's 2 plans thanks to learning that the Song of War ability only effects the detachment, so here you go.
[ ] Draft: How Do We Do a War Again? (2 Warsingers edition)
-[ ] Vehicle Design: Default
-[ ] Force Commander (2 turns)
-[ ] Warpriest (1 turns)
-[ ] Warsinger Captain (5 turns)
-[ ] Warsinger Leader (2 turns)
-[ ] Muirgaythh | The Inescapable Labyrinth
-[ ] Stel'iy-Rann | A Pearl Without Price
Pretty bare bones plan atm, but lemme just explain everything.
I'm gonna assume everyone knows about Total Warhammer and the relations between hero and lord units, and that's basically the principles I've gone with for this vote, however nothing's really stopping us from cranking out force commanders as our leaders in a pinch / if we need to shock grow our military.
Warsinger Captain for our Warhost leaders means that we can take advantage of using advanced tactics (which, we probably are going to use since fighting fair should be our last resort) and being able to select which unit goes where is always a handy choice, force commanders to act as either our "emergency" Warhost leaders (say if our general drops dead or we need 50 warhosts yesterday) or as subsidiary commanders underneath our Warsinger.
Currently there's a free slot for a command unit that Idk what to spend it on, so any suggestions welcome.
Finally, the Warpriests, I'm currently forseeing them as our frontline "Fuck this hero unit/carnifex in particular" leader, give them the best melee weapons + armour, slap em on the rear and throw our murderhobos at whoever tries to bother the Warsinger, or alternatively they could commissar equivalents with the whole "reinforcing morale" ability.
(Off topic but for a Warpriest's loadout, how about we give them a power maul and gravity blade? I could definitely imagine Khaine picking up Vaul's hammer and duel-wielding it with his own sword during the Final Days)
So my thought are that when we agreed to this, we should try to have 4 refit Carracks ready to participate in the training ahead of the campaign, which means we probably need to readjust our plans for turn 6 unfortunately, but it should be manageable.[ ] Saim-Hann | The Wyld Hunt
Durran Fellwinter, as a gesture of respect, has offered you an opportunity to forge greater bonds with mighty Saim-Hann. In two, perhaps three decades, he plans to lead a mighty host to scour many Orkish outposts and settlements that plague his Exodite allies from the face of the galaxy. For the uncommon respect you have given him, he has offered to grant some of your armies a place in this host, and Vau-Vulkesh a share in any rewards of that campaign wrested from Orkish hands. You need not decide now, of course, but it is obviously a limited-time offer, and it would likely be wise to send such hosts ahead of the planned launch of the campaign, so there is some time to train together. You can, however, obviously offer an agreement in principle, and designate hosts later.
We're doing a cruiser design this turn. Carrack or Caravel, we should be able to put together something acceptable to send, at which point it's just finding where to cut the BAP for the refits from.we should try to have 4 refit Carracks ready to participate in the training ahead of the campaign
There not going to vanish in a turn or two. It's been two decades since the fall. They lasted long enough to end up know as a world that Slaanesh targeted in the first place before the Aeldmoot.The longer we leave them alone, the more likely it is that Chaos gets the bright idea of trying to spite us with destroying the research, and I'd rather nip that potential loss in the bud now rather than risk it for another term.
If we have time in which we who revealed the curses three are safe, then the Adaptionists worlds are also likely to be safe until we can come back to them in a turn or two.The Aeldmoot is over—yet its reverberations are even now being felt. The looming threat of Biel-Tann has been neutralized, and your allies won free of immediate threats—now you have that most critical of all resources, at least for a moment: Time.
Time to build, to train, to research, to consolidate; there is much work that needs doing, yet, but whilst you are not yet truly free of danger—certainly the Ruinous Ones will attempt to strike at you once they are able, though it will likely take them some time to arrange suitable proxies—You can turn now to a few more at least medium-term projects. And the administrative infrastructure you have been building will greatly aid that endeavor.
Imploder Cannon said:Imploder Cannons are deadly grav-weapons which can easily crush armored infantry, lighter vehicles, or even entire battle tanks depending on the size of the weapon. Of course, at lower settings, they can simply immobilize such units instead, making them quite usefully flexible.
While this would be more expensive (85EP vs 60EP) I would argue that the Amplifier Imploder combo would offer even greater flexibility since not only would it be able to engage infantry and vehicles effectively but the Amplifier should buff the Imploder's lethality enough to allow it to seriously threaten superheavies which is something dual Suncannons wouldn't be as capable of.Amplifier Culverin said:Whilst the actual amplification effect of these larger weapons is not exceptionally stronger than the handheld versions, topping out at perhaps a factor of fifteen or sixteen, the area affected is substantially larger—where a Caliver can target perhaps a single infantryman effectively, these larger weapons can target entire squads or large vehicles at the same time.
Good news, we're actually doing two Cruiser designs this turn so we can do bothWe're doing a cruiser design this turn. Carrack or Caravel, we should be able to put together something acceptable to send, at which point it's just finding where to cut the BAP for the refits from.
Personally, I think a battlefield control Caravel with a bunch of heavy torpedo tubes and a heavy lance would have a perfectly reasonable role in our doctrine, but a refit of our Exotic-armed Carracks that doesn't add any new exotic weapons might be able to finish refitting in time too, and would represent more firepower.
[ ] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
Design a new Cruiser or Light Cruiser using your existing hulls.
Turn 5 Vote said:-[X][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
We are doing two. We spent 4 AP to tackle both together.We're doing a cruiser design this turn. Carrack or Caravel, we should be able to put together something acceptable to send, at which point it's just finding where to cut the BAP for the refits from.
I'm in favor of carrack with 4 Starlance naval weapon batteries and an Amplifier & Imploder heavy weapon pair. It would give us slightly more starcrystal power split between more volume lance fire and add a powerful weapon pair for medium to close range engagements. The loss of fatetwister cannons is regrettable but we do need more of those freed up for our fighters and eventual sword of Vaul Class refits.Personally, I think a battlefield control Caravel with a bunch of heavy torpedo tubes and a heavy lance would have a perfectly reasonable role in our doctrine, but a refit of our Exotic-armed Carracks that doesn't add any new exotic weapons might be able to finish refitting in time too, and would represent more firepower.
Our Strikecraft aren't going to need that many Psy-Scopes unless we go really heavy into Fatesevers.We are doing two. We spent 4 AP to tackle both together.
I'm in favor of carrack with 4 Starlance naval weapon batteries and an Amplifier & Imploder heavy weapon pair. It would give us slightly more starcrystal power split between more volume lance fire and add a powerful weapon pair for medium to close range engagements. The loss of fatetwister cannons is regrettable but we do need more of those freed up for our fighters and eventual sword of Vaul Class refits.
Something to keep in mind: Fatesever PD is extremely good PD. Nobody puts defenses capable of standing up to Fatesevers on torpedoes, and voidcraft are frequently going to be pretty dependent on their ability to dodge.If we refitted all our Carracks with non Fatesheer PD we'd get 3456 Psy-Scopes back.
No but our sword of Vaul Class might, especially if we go fatesever PD and weapon batteries. It's big enough that less than a fourth of it's total weapon batteries can hold half a dozen Special Weapon Slots, and that's before the high likelihood we also include fatetwister cannons.Our Strikecraft aren't going to need that many Psy-Scopes unless we go really heavy into Fatesevers.
I like the fatesheer CI(PD is Fatesever). I'd prefer to keep it on ships that have a solid amount of exotics invested in them, our Carracks and Combat Brigs especially.If we refitted all our Carracks with non Fatesheer PD we'd get 3456 Psy-Scopes back.
I think there is a case to be made that we plan to use refit Carracks as Naval Squad fleet leaders in the future for forces and missions we don't feel require Combat brigs, and thus protecting them with at least fatesheer PD has some appeal.Stuff like our battleships probably should keep their single Fatesever PD. Past the first we should be mixing PD types.
I know I just talked about how we probably aren't going to sink that many Psy-Scopes into the Sword of Vaul but that doesn't mean we aren't going to use any.Something to keep in mind: Fatesever PD is extremely good PD. Nobody puts defenses capable of standing up to Fatesevers on torpedoes, and voidcraft are frequently going to be pretty dependent on their ability to dodge.
Stuff like our battleships probably should keep their single Fatesever PD. Past the first we should be mixing PD types.
That all said, we've currently enough Psy-Scopes to refit all our fighters with a Fatesever each (and more than a bit left over after that), and we're producing a fifth of what we'd need for that every turn. We don't need to strip the PD off our ships to do that with our fighters. Which is good - the same factors that make Fatesevers such a good PD weapon make them a very nice interceptor weapon, too.
The fact that this rule allows us to theoretically use super heavy tank detachments in ambushes is all the reason I need to pick all Warsingers for my vote.Drums of War allows a Warhost to have a chance to choose which Detachment(s) are present at the start of an Engagement even if this would normally not be allowed (EG, ambushes, etc).
I disagree, Fatetwisters are a huge deal for us because their ability to continue firing when we are flying away from our enemy makes it the ultimate kiting weapon which when combined with its ability to always go for weak spots makes it and Starlances and insanely good combo.Fatetwister are great, but I don't see them as irreplaceable. Not in an offensive role anyways. I'd rather keep the defensive system slots investment.