[X] Plan Lost and Brothers
-[X] Stel'iy-Rann | A Pearl Without Price
-[X] Lal'c-Tann | Oaths of Brootherhood

Stayed up way too late last night reading the main threadmarks to this story.

Been a fun ride exploring a faction in a time period we rarely see in questing and narrative for them.

Not one for engaging in the minutia of designing and equipping our forces, so I'll mainly focus on the other aspects of the quest.
 
You say that until we manage to deep strike with a tank detachment
Funny thing about the Warsingers' Song of Battle ability: it's not a reroll. That's what the Khainite commanders do. No, the Warsingers have an outright chance to succeed on advanced tactics that ignores difficulty on anything but a crit-fail.

I'm pretty sure we can deep strike tank detachments, if not reliably.
 
I will not rest until we can look upon Space Marine with contempt as we directly deploy a tank detachment from orbit. Steel Rain with the greatest drop pods imaginable
 
Warpriest lines are a bit wasted on armored detachments, these don't get scared that much. As for the rest, Force leaders are really good on fast detachments allowing them to regroup and attack again, and Warsingers are a bit wasted on dumb heavy detachments that don't do complex tactical stuff and just break enemy lines instead.

It about needing the warpriest line in the detachment of the warhost and the armored detachment is one of the better options we have there when we already have the other 3 options likely also so they all give the warhost buff to all the other detachments in the warhost.

but each offers a Detachment level bonus ability, and a second for Warhosts if placed as the Headquarters Detachment thereof.
 
You say that until we manage to deep strike with a tank detachment
Our tanks are grav vehicles. They probably could deploy from orbit with only a heat shield, and only if they want to come down quickly.

Otherwise they just skim the very edge of the atmosphere, floating on their grav-compensators, until they've bled off all their lateral momentum and can drop straight down.
 
Better. Deep strike with a titan.

What is the enemy going to do? Fight the titan with weapons that can damage escorts?

No. They just die.
eldar titans can fly have jump packs and have highly mobile joints. An titan can probably crouch and be transported on a battleship, and then jump from low orbit.

There are also the Scatchach knights with a webway shunt generator, which can enter and exit the webway without a gate.
 
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eldar titans can fly have jump packs and have highly mobile joints. An titan can probably crouch and be transported on a battleship, and then jump from low orbit.

There are also the Scatchach knights with a webway shunt generator, which can enter and exit the webway without a gate.
Aeldari titans are more like Gundams or veritech fighters honestly. Or even Evangelion.
 
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eldar titans can fly have jump packs and have highly mobile joints. An titan can probably crouch and be transported on a battleship, and then jump from low orbit.

There are also the Scatchach knights with a webway shunt generator, which can enter and exit the webway without a gate.

You forgot the scary thing here.
They will likely have Holo-Shields and that means stealth.

Theoretically they could just walk/run up to enemy titans without them knowing they are there until suddenly they have a titan sized psy-sword cleaving the enemy titan to pieces.

That also likely will cause much screeching & nightmares for the mechanicus and their titan operators.
 
I will say, I'm very glad torpedoes turned out to be pretty good, I actually think we could make a pretty scary skirmisher out of our Caravel now, but we'll see what's on the table when we get to our hull refits.

And yeah, we could absolutely make an excellent torpedo escort now too with Melta Torps.
 
You know, the earlier mentions of drones, and then the psycho-machine spirit from the imperial drop ship got me thinking.
A shield of spirit, if someone picks up that tech (saim hann, looking at you) would be pretty useful.

Cultivation of machine spirits instead of AI.

I will say, I'm very glad torpedoes turned out to be pretty good, I actually think we could make a pretty scary skirmisher out of our Caravel now, but we'll see what's on the table when we get to our hull refits.

And yeah, we could absolutely make an excellent torpedo escort now too with Melta Torps.
Now we just need torpedo mk2, with extra holo fields.
 
I mean we have an actual "fight" scene with an Eldar titan from the exodite series.

Let's just say the imperial titan did not like losing one of its legs to a titan sized psy-sword. :drevil:
Feel the Volkharii difference.

The Imperium can go toe to toe but like, our stuff is gonna be the kind of gear boss battles are made from. If a human smashes us with a titan vs one or our titans then they are the protagonist of some Horus Heresy novel. That's what they need to stand on our level.

Anything other than that... that's the difference between us and everyone else.
 
On another topic, Meltas turn out to be very very cheap. If we ever figure out drones, a swarm of ultralight ones with melta bombs or heavy meltas would be super cheap to make and an absolute vehicle killer. Eldar vehicles, being super fast and flying, have no problem getting in range.
 
I will say, I'm very glad torpedoes turned out to be pretty good, I actually think we could make a pretty scary skirmisher out of our Caravel now, but we'll see what's on the table when we get to our hull refits.

And yeah, we could absolutely make an excellent torpedo escort now too with Melta Torps.
Speaking of escorts, how do we feel about putting a Heavy Grav-Thruster Lance on our Sloop Refit?

Since both light and heavy torpedo batteries use regular naval weapon slots the Sloop is poorly suited for being a torpedo boat as it only has a single regular weapon slot and heavy to regular slot conversion isn't very efficient since it only refunds 1.5 regular weapon slots (regular weapon slot fits 2 regular weapons, heavy weapon slot either fits 2 heavy weapons or 3 regular weapons).

As for why a Thruster, out of all our non-exotic heavy naval weapons (we don't have a lot of those) the Heavy Grav-Thruster Lance is probably the best standalone weapon until we get Combi-Grav weapons since as a lance type weapon it should outrange the other Heavy Naval Grav-Weapons.

Edit:
Misremember Spike cannon costs, they're actually 3 NEP apeice

Cost wise it would be a about 2x more NEP in weapon costs (19 vs 9) compared to a Nettle and a 41% increase in total known NEP costs (engines and hull costs aren't known) but should still put it in the cost range to allow for batch builds given the fact that the War Ketch can still be batch built.
Nettle:
3x Spike Cannons = 9NEP
1x Lascannon PD PD = 12NEP
1x Holo-Field = 3NEP
Total: 15+5+3=24NEP
Vs
Sloop Refit
1x Heavy Thruster = 14NEP
1x Suncannon = 5NEP
1x Lascannon PD = 12NEP
1x Holo-Field = 3NEP
Total: 14+5+5+3=34NEP
 
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Speaking of escorts, how do we feel about putting a Heavy Grav-Thruster Lance on our Sloop Refit?
Grav Thrusters are actually a very fun pick for escort hulls, because while they don't hit as hard as other guns in their class might you can never ignore them.

Alternatively, a Heavy Grav Amplifier plus an Imploder or Vibration Bombard might make for a fairly vicious close-range wolfpack unit, since Amplifiers apparently stack. Not sure if we want to invest in short range ships like that, though, our existing doctrine is more "overwhelming fire at extreme range."
 
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