[X] [The Tower]
[X] [The Unknown]
[X] [The Tyrant]

Well good thing we were able to help Nacretinei get away with less casualties, the Harlequins probably like us a little more for helping them and there's a good chance Nacretinei + their allies join our coalition up north after this, and we didn't seem to have much casualties either.

All in all, a good run.
 
Right, this is about two days late on account of the excellent Starfleet Design Bureau coming back, but;

Vote Closing
 
Adhoc vote count started by The Froggy Ninja on Oct 6, 2024 at 7:13 PM, finished with 74 posts and 37 votes.

Looks like The Unknown and the Tyrant with the Crown and the Tower tied for third place.
 
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Turn 5 Interludes Vote count
Adhoc vote count started by Mechanis on Oct 6, 2024 at 7:19 PM, finished with 75 posts and 37 votes.
 
I've been giving some thought to making some new vehicles intended for Militia and other troops grade forces, using only weapons that don't need exotic components. However, I'm struggling to understand the Vehicle Design system, and I'm not sure my ideas are actually workable. Right now, I've got something akin to the following:

Light Battle Tank (Blazestar Replacement)
Light Grav Vehicle MK2
1x Vehicle Spike Cannon or Lascannon
1x Needle Rifle (Coaxial)
2x Heavy Needler or Lascannons or Sunblaster Culverin

New Heavy Jetbike (Bright Talon Replacement)
Heavy Jetbike Chassis
1x Heavy Needler or Spike Cannon (1-2 in unit can carry other Heavy Weapons)
2x Needle Rifle

IFV
Light Grav Vehicle MK2
1x Spike Cannon (Heavy)
1xHeavy Needler
10 Troop Capacity

Is this remotely feasible? Because I can't wrap my head around the mechanics and I genuinely don't know if this works.
 
Something to note about IFVs, and the differences between them and APCs and tanks:

1) APCs carry soldiers into or out of combat, but are not really equipped to support them in combat itself. They maximize the number of people they can carry, with weaponry and infantry support being an afterthought. The classic M113 is a great example--it's an armored, tracked box that is designed to quickly load up infantry or unload them in the rear, with nothing but a single machine gun mounted to provide fire support. Even its armor is nothing to write home about, because it's not supposed to carry infantry directly into the line of fire.

2) Tanks are mobile heavy firepower with enough armor to maximize the vehicle's ability to employ its firepower effectively. While able to withstand enemy fire to a greater degree than just about any other vehicle on the battlefield (save for a warship), tanking hits with your armor is always less preferable to not being detected, spotted, targeted, shot at, and hit in the first place. Nevertheless, because of the value of highly mobile, all-terrain, armored, heavy firepower, you want armor to protect it from getting knocked out by any common weaponry.

The big gun of a tank is very valuable as fire support even when no enemy armor is present, because it can be used to deal with things like bunkers, tough buildings, defensive gun emplacements, large enemy equipment like communications systems or shelters, etc.. It's kind of like direct-fire artillery that can also be used for shorter-ranged indirect artillery fire in a pinch, but on a highly mobile armored chassis.

3) IFVs differ from both in that they are neither meant to avoid direct combat or be the decisive asset within direct combat. They are, first and foremost, enablers and support for infantry in direct combat. This means that carrying infantry is important, but not a top priority--carrying an entire squad is not worth giving up armor, firepower, sensors, etc.. So carrying a handful of troops is fine if those handful get the support of an armored machine with copious firepower specialized against the kinds of things infantry would be deployed against--enemy infantry, moderately fortified positions, lightly armored vehicles, defended but vulnerable second-line enemy positions, artillery batteries, etc..

This is why IFVs are often deployed in pairs at a minimum--so that the two of them combined can deploy enough infantry to form a minimum-sized infantry unit, and so both IFVs can support each other as well.

This is also why IFVs generally carry autocannons in the 25-35mm range. They're not meant for going up against tanks; they're meant for suppressing enemy strongpoints, decimating infantry, shredding lightly armored vehicles, wrecking most buildings, shredding stuff like supply dumps or support equipment, and engaging other IFVs. Note that IFVs that carry/carried full-sized cannons suffered because of it, as too many sacrifices are made to make that work--such as the cannon being a lot weaker than its caliber would suggest, or not being able to carry enough people, or having too little ammo stowage.

If you're fighting a mobile war of maneuver, where you win by outmaneuvering your opponent rather than crushing them in direct clashes of main forces, stuff like IFVs and tanks are extremely important. Our super tank might be awe-inspiring, but I'd rather our signature vehicle be a well-armed, well-protected, highly mobile IFV that wrecks everything that isn't a main battle tank and has a penchant for punching through enemy lines frighteningly quickly to shred the enemy's rear and strategic positions.
 
Our super tank might be awe-inspiring, but I'd rather our signature vehicle be a well-armed, well-protected, highly mobile IFV that wrecks everything that isn't a main battle tank and has a penchant for punching through enemy lines frighteningly quickly to shred the enemy's rear and strategic positions.
I'll note the Fata Morgana tank chassis we eventually decided on has 7 empty system slots, which is enough for half a 12-elf squad if we don't use any of it to mount a fourth defensive system. It can't be integrated transport, but anything with more guns than an APC can't, by the rules.

(We'll want to develop a new APC chassis at some point, of course, but it's unlikely to be urgent).
Is this remotely feasible? Because I can't wrap my head around the mechanics and I genuinely don't know if this works.
Long story short: yes, but we're probably going to be doing as many of our new vehicles with our new chassis as we can get away with. Keep in mind alternate weapon mixes will technically be a new design, but if they use the same chassis they're all in the same refit category.

The Fata Morgana, our Light Grav Vehicle replacement, carries three defensive systems, 2 Vehicle mounts, 1 Heavy mount, and seven empty system slots for whatever we feel like sticking in them; enough for another Vehicle mount. Since V mounts can carry two heavy weapons each, your Blazestar replacement is actually undergunned; it can carry more.

The basic Heavy Jetbike chassis can hold a Heavy and two Ranged weapons; you've left the three system slots empty. We'd probably want some kind of defensive gear there. That said, we're probably not going to be building new Heavy Jetbikes until we get around to another chassis militarization, especially with the new standard Jetbike being able to carry a Heavy gun.

The IFV design probably won't work out, not because we can't build it - a Light Grav Vehicle with only two Heavy mounts and full defenses can carry more than just 10 people - but because organizationally anything with more than a single Heavy mount can't be an integrated transport, so any IFVs we make are likely to be much more heavily armed than that and just accept they're taking up an extra org slot.
 
If you're fighting a mobile war of maneuver, where you win by outmaneuvering your opponent rather than crushing them in direct clashes of main forces, stuff like IFVs and tanks are extremely important. Our super tank might be awe-inspiring, but I'd rather our signature vehicle be a well-armed, well-protected, highly mobile IFV that wrecks everything that isn't a main battle tank and has a penchant for punching through enemy lines frighteningly quickly to shred the enemy's rear and strategic positions.
Honestly, we can probably make a tank that doubles as an IFV. Once our new militarized hull is done, it could have the following:
"Fata Morgana" Chassis (2 Vehicle weapons, 1 Heavy weapon, 7 system slots)
2 Vehicle Suncannons
1 Heavy Needler
7 Enclosed Passenger Slots
Medium Armor, 1 holofield, 1 grav shield, 1 Energy Dispersion Barrier
Benefits: Every detachment with it would have a ton of integrated firepower.
Downsides: Very expensive for an infantry transport, due to needing two per squad. Uses up Heavy Support slots in a detachment. Must wait until chassis finished developing

Alternatives:
"Fata Morgana" Chassis (2 Vehicle weapons, 1 Heavy weapon, 7 system slots)
Convert 2 Vehicle weapon slots to 6 system slots
1 Sunblaster Culverin (heavy plasma gun)
13 Enclosed Passenger Slots
Medium Armor, 1 holofield, 1 grav shield, 1 Energy Dispersion Barrier
Benefits: Cheaper than tank design, is attached transport so doesn't take up detachment slots.
Downsides: Moderately expensive, less weapons than some options. Must wait until chassis finished developing

Light Grav-Vehicle Mk2 Chassis (1 Heavy weapon, 23 system slots)
1 Sunblaster Culverin
2 Needler Rifles (2 system slots converted to rifle weapon slots)
13 Enclosed Passenger slots
1 Holofield
1 Energy Dispersion Barrier
1 Grav Shield
Light armor, Smoke Grenade Pods
Benefits: Relatively cheap compared to other designs, can be designed right now, slightly more firepower than Fata Morgana APC design, is attached transport so doesn't take up detachment slots
Downside: If shields go down, less durable than Fata Morgana chassis due to more exposed engines and light armor. (However, holofield and two types of shields is way more protection than any other race uses, so probably is fine)

I'll note the Fata Morgana tank chassis we eventually decided on has 7 empty system slots, which is enough for half a 12-elf squad if we don't use any of it to mount a fourth defensive system. It can't be integrated transport, but anything with more guns than an APC can't, by the rules.

(We'll want to develop a new APC chassis at some point, of course, but it's unlikely to be urgent).

Long story short: yes, but we're probably going to be doing as many of our new vehicles with our new chassis as we can get away with. Keep in mind alternate weapon mixes will technically be a new design, but if they use the same chassis they're all in the same refit category.

The Fata Morgana, our Light Grav Vehicle replacement, carries three defensive systems, 2 Vehicle mounts, 1 Heavy mount, and seven empty system slots for whatever we feel like sticking in them; enough for another Vehicle mount. Since V mounts can carry two heavy weapons each, your Blazestar replacement is actually undergunned; it can carry more.

The basic Heavy Jetbike chassis can hold a Heavy and two Ranged weapons; you've left the three system slots empty. We'd probably want some kind of defensive gear there. That said, we're probably not going to be building new Heavy Jetbikes until we get around to another chassis militarization, especially with the new standard Jetbike being able to carry a Heavy gun.

The IFV design probably won't work out, not because we can't build it - a Light Grav Vehicle with only two Heavy mounts and full defenses can carry more than just 10 people - but because organizationally anything with more than a single Heavy mount can't be an integrated transport, so any IFVs we make are likely to be much more heavily armed than that and just accept they're taking up an extra org slot.
Light grav vehicle MK2 is probably going to be cheaper than Fata Morgana chassis, so using it for militia makes sense. The IFV design does actually work, because currently our militia use the attack barge, which also uses heavy support slots.
 
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Long story short: yes, but we're probably going to be doing as many of our new vehicles with our new chassis as we can get away with. Keep in mind alternate weapon mixes will technically be a new design, but if they use the same chassis they're all in the same refit category.

The Fata Morgana, our Light Grav Vehicle replacement, carries three defensive systems, 2 Vehicle mounts, 1 Heavy mount, and seven empty system slots for whatever we feel like sticking in them; enough for another Vehicle mount. Since V mounts can carry two heavy weapons each, your Blazestar replacement is actually undergunned; it can carry more.

The basic Heavy Jetbike chassis can hold a Heavy and two Ranged weapons; you've left the three system slots empty. We'd probably want some kind of defensive gear there. That said, we're probably not going to be building new Heavy Jetbikes until we get around to another chassis militarization, especially with the new standard Jetbike being able to carry a Heavy gun.

The IFV design probably won't work out, not because we can't build it - a Light Grav Vehicle with only two Heavy mounts and full defenses can carry more than just 10 people - but because organizationally anything with more than a single Heavy mount can't be an integrated transport, so any IFVs we make are likely to be much more heavily armed than that and just accept they're taking up an extra org slot.

I don't like the Fata very much, so I didn't use it... The loadout on the LGV and LGV MK2 makes more sense to me. Also I just like the idea of all of our vehicles still being able to trace their ancestry back to the original civilian versions, it just feels fitting for Eldar? But anyways this is meant to be a comparatively cheap vehicle - the Fata was meant to be going into elite troops and be carrying exotic weapons like Starlances.

I also figured the Heavy Jetbike design would have to wait, since I really want it to have some armour. I didn't mention the System slots because defenses are the only things we can put there right now, so it felt really obvious.

The IFV is meant to be in the same ballpark as a Chimera so I don't mind if it can't be Integrated.


Something to note about IFVs, and the differences between them and APCs and tanks:

1) APCs carry soldiers into or out of combat, but are not really equipped to support them in combat itself. They maximize the number of people they can carry, with weaponry and infantry support being an afterthought. The classic M113 is a great example--it's an armored, tracked box that is designed to quickly load up infantry or unload them in the rear, with nothing but a single machine gun mounted to provide fire support. Even its armor is nothing to write home about, because it's not supposed to carry infantry directly into the line of fire.

2) Tanks are mobile heavy firepower with enough armor to maximize the vehicle's ability to employ its firepower effectively. While able to withstand enemy fire to a greater degree than just about any other vehicle on the battlefield (save for a warship), tanking hits with your armor is always less preferable to not being detected, spotted, targeted, shot at, and hit in the first place. Nevertheless, because of the value of highly mobile, all-terrain, armored, heavy firepower, you want armor to protect it from getting knocked out by any common weaponry.

The big gun of a tank is very valuable as fire support even when no enemy armor is present, because it can be used to deal with things like bunkers, tough buildings, defensive gun emplacements, large enemy equipment like communications systems or shelters, etc.. It's kind of like direct-fire artillery that can also be used for shorter-ranged indirect artillery fire in a pinch, but on a highly mobile armored chassis.

3) IFVs differ from both in that they are neither meant to avoid direct combat or be the decisive asset within direct combat. They are, first and foremost, enablers and support for infantry in direct combat. This means that carrying infantry is important, but not a top priority--carrying an entire squad is not worth giving up armor, firepower, sensors, etc.. So carrying a handful of troops is fine if those handful get the support of an armored machine with copious firepower specialized against the kinds of things infantry would be deployed against--enemy infantry, moderately fortified positions, lightly armored vehicles, defended but vulnerable second-line enemy positions, artillery batteries, etc..

This is why IFVs are often deployed in pairs at a minimum--so that the two of them combined can deploy enough infantry to form a minimum-sized infantry unit, and so both IFVs can support each other as well.

This is also why IFVs generally carry autocannons in the 25-35mm range. They're not meant for going up against tanks; they're meant for suppressing enemy strongpoints, decimating infantry, shredding lightly armored vehicles, wrecking most buildings, shredding stuff like supply dumps or support equipment, and engaging other IFVs. Note that IFVs that carry/carried full-sized cannons suffered because of it, as too many sacrifices are made to make that work--such as the cannon being a lot weaker than its caliber would suggest, or not being able to carry enough people, or having too little ammo stowage.

If you're fighting a mobile war of maneuver, where you win by outmaneuvering your opponent rather than crushing them in direct clashes of main forces, stuff like IFVs and tanks are extremely important. Our super tank might be awe-inspiring, but I'd rather our signature vehicle be a well-armed, well-protected, highly mobile IFV that wrecks everything that isn't a main battle tank and has a penchant for punching through enemy lines frighteningly quickly to shred the enemy's rear and strategic positions.

I kinda assumed the Heavy Weapon Spike Cannon was effectively equal to a human Autocannon in terms of use and best targets. So it'd be like having a Chimera with an Autocannon and Heavy Bolter, in a sense.
 
On the topic of designs, I figure I would put forward my proposal for two general purpose detachments to serve as our main detachment types. Note that this detachment is somewhat optimized for automatic mass production, so I've tried to minimize the number of weapon forges and armor foundries that would be needed. Once we have a decent amount of these detachments and more production, we can auto-refit them to include more equipment

Needlestorm IFV Refit: An upgrade to our existing Needlestorms, a Suncannon provides anti-vehicle firepower while the Grav Sweeper can slow down charging infantry.
[ ] Needlestorm IFV Refit (est. 340 EP min)
-[ ] Chassis: Light Grav Vehicle Mk2 (23 system slots, 1 heavy weapon)
-[ ] Convert 12 system slots to 2 vehicle weapons
-[ ] 1x Fateshredder Cannon, 1x Vehicle Suncannon, 1x Heavy Grav Sweeper
-[ ] 6x Enclosed Passenger slots
-[ ] 1x Grav Shield, 1x Holofield

Illusion APC: A more durable transport for all our normal squads, that can be deployed sooner than waiting for the Fata Morgana chassis to finish designing.
[ ] Illusion APC
-[ ] Chassis: Light Grav Vehicle Mk2 (23 system slots, 1 heavy weapon)
-[ ] Convert 2x System slot to 2x ranged weapon
-[ ] 1x Plasma Culverin, 2 Needler Rifle
-[ ] 13x Enclosed Passenger slots
-[ ] 1x Energy-Dispersion Barrier Generator, 1x Holofield, 1x Grav shield

Sunspot Jet-bike: An upgrade to all our existing jet-bikes. The holofield keeps it safe, while the Plasma Culverin lets it deal damage to most targets.
[ ] Sunspot Jet-bike (Refit for all jet-bikes) 58 EP
-[ ] Chassis: Jet-bike Mk2
-[ ] 1x Plasma Culverin
-[ ] 1x Holofield
Troops:
Void Guard Squad: A "jack of all trades" infantry squad, primarily focused on ranged combat but with decent melee as a back-up capability.
[ ] Void Guard Squad
-[ ] 12x Void Guard (6 EP)
-[ ] 12x Sunblaster Caliver (6 EP)
-[ ] 12x Light Rending Blade (5 EP)
-[ ] 12x conversion shield Barriers (6 EP) (Optional)
-[ ] 204 EP per Squad
-[ ] 276 EP with conversion shields
Elites:
Brightstar Refit: A refit of the Hearthguard Brightstar Squad, making them far more durable and capable of engaging in both ranged and melee combat
[ ] Hearthguard Brightstar Squad Refit (354 EP, 12 Starcrystals)
-[ ] 6x Ithilmar Assault Suits (23 EP)
-[ ] 6x Starblaster Rifles (10 EP, 2 Starcrystals)
-[ ] 6x Power Mauls (20 EP)
-[ ] 6x Energy-Dispersion Barriers (6 EP)
Fast Attack:
Outrider Squad: A jetbike squad equipped capable of engaging most targets with their plasma culverins
[ ] Outrider Squad (408 EP)
-[ ] 6x Sunspot Jetbikes (Estimated 58 EP)
-[ ] 6x Void Guard Armor (6 EP)
-[ ] 6x Needler Carbines (4 EP)
HQ:
Detachment Command Squad: Our two basic commanders plus some bodyguards.
[ ] Detachment Command Squad (354 EP, 12 Starcrystals)
-[ ] Rare Units: Force Commander and Warmaster
-[ ] 6x Ithilmar Assault Suits (23 EP)
-[ ] 6x Starblaster Rifles (10 EP, 2 Starcrystals)
-[ ] 6x Power Mauls (20 EP)
-[ ] 6x Energy-Dispersion Barriers (6 EP)
Outrider Command Squad: Same as above, but mounted on jet-bikes for maximum mobility
[ ] Outrider Command Squad (468 EP)
-[ ] Rare Units: Force Commander and Warmaster
-[ ] 6x Sunspot Jetbikes (Estimated 58 EP)
-[ ] 6x Void Guard Armor (6 EP)
-[ ] 6x Starblaster Carbines (8 EP, 2 Starcrystals)
The Mechanized Line Detachment is intended to serve as our primary frontline detachment. It should be a medium size, meaning we can have up to 6 in a warhost, it has a good spread of capability, being excellent vs light vehicles and all infantry. The only thing it can't do well against is massed heavy vehicles, but that can be left to dedicated tank detachments.
[ ] MechanizedLine Detachment (medium) (est. 3192 EP, 24 Starcrystals) (2376 EP, 24 starcrystals without outriders)
-[ ] HQ: 1x Detachment Command Squad in Illusion APC
-[ ] Elites: 1x Hearthguard Brightstar Squad in Needlestorm IFV
-[ ] Troops: 3x Void Guard Squads in Illusion APCs
-[ ] Fast Attack: 2x Outrider Squads
-[ ] Heavy Support: 1x Needlestorm IFV
Outrider Detachment: This is a detachment dedicated purely to scouting and skirmishing. It should be a light detachment, letting us bring more of them in each warhost.
[ ] Outrider Detachment (Light) (est. 2472 EP)
-[ ] HQ: 1x Outrider Command Squad
-[ ] Elites: N/A
-[ ] Troops: N/A
-[ ] Fast Attack: 5x Outrider Squads
-[ ] Heavy Support: N/A
I envision our standard warhost as consisting of 1 heavy tank detachment that acts as the leader, with 5 Mechanized Line Detachments and 2 Outrider Detachments.
 
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On the topic of designs, I figure I would put forward my proposal for two general purpose detachments to serve as our main detachment types. Note that this detachment is optimized for automatic mass production, so I've tried to minimize the number of weapon forges and armor foundries that would be needed. Once we have a decent amount of these detachments and more production, we can auto-refit them to include more equipment

Needlestorm IFV Refit: An upgrade to our existing Needlestorms, a Suncannon provides anti-vehicle firepower while the Grav Sweeper can slow down charging infantry.
[ ] Needlestorm IFV Refit (est. 340 EP min)
-[ ] Chassis: Light Grav Vehicle Mk2 (23 system slots, 1 heavy weapon)
-[ ] Convert 12 system slots to 2 vehicle weapons
-[ ] 1x Fateshredder Cannon, 1x Vehicle Suncannon, 1x Heavy Grav Sweeper
-[ ] 6x Enclosed Passenger slots
-[ ] 1x Grav Shield, 1x Holofield

Illusion APC: A more durable transport for all our normal squads, that can be deployed sooner than waiting for the Fata Morgana chassis to finish designing.
[ ] Illusion APC
-[ ] Chassis: Light Grav Vehicle Mk2 (23 system slots, 1 heavy weapon)
-[ ] Convert 2x System slot to 2x ranged weapon
-[ ] 1x Plasma Culverin, 2 Needler Rifle
-[ ] 13x Enclosed Passenger slots
-[ ] 1x Energy-Dispersion Barrier Generator, 1x Holofield, 1x Grav shield

Sunspot Jet-bike: An upgrade to all our existing jet-bikes. The holofield keeps it safe, while the Plasma Culverin lets it deal damage to most targets.
[ ] Sunspot Jet-bike (Refit for all jet-bikes) 58 EP
-[ ] Chassis: Jet-bike Mk2
-[ ] 1x Plasma Culverin
-[ ] 1x Holofield
Troops:
Void Guard Squad: A "jack of all trades" infantry squad, primarily focused on ranged combat but with decent melee as a back-up capability.
[ ] Void Guard Squad
-[ ] 12x Void Guard (6 EP)
-[ ] 12x Sunblaster Caliver (6 EP)
-[ ] 12x Light Rending Blade (5 EP)
-[ ] 12x conversion shield Barriers (6 EP) (Optional)
-[ ] 204 EP per Squad
-[ ] 276 EP with conversion shields
Elites:
Brightstar Refit: A refit of the Hearthguard Brightstar Squad, making them far more durable and capable of engaging in both ranged and melee combat
[ ] Hearthguard Brightstar Squad Refit (354 EP, 12 Starcrystals)
-[ ] 6x Ithilmar Assault Suits (23 EP)
-[ ] 6x Starblaster Rifles (10 EP, 2 Starcrystals)
-[ ] 6x Power Mauls (20 EP)
-[ ] 6x Energy-Dispersion Barriers (6 EP)
Fast Attack:
Outrider Squad: A jetbike squad equipped capable of engaging most targets with their plasma culverins
[ ] Outrider Squad (408 EP)
-[ ] 6x Sunspot Jetbikes (Estimated 58 EP)
-[ ] 6x Void Guard Armor (6 EP)
-[ ] 6x Needler Carbines (4 EP)
HQ:
Detachment Command Squad: Our two basic commanders plus some bodyguards.
[ ] Detachment Command Squad (354 EP, 12 Starcrystals)
-[ ] Rare Units: Force Commander and Warmaster
-[ ] 6x Ithilmar Assault Suits (23 EP)
-[ ] 6x Starblaster Rifles (10 EP, 2 Starcrystals)
-[ ] 6x Power Mauls (20 EP)
-[ ] 6x Energy-Dispersion Barriers (6 EP)
Outrider Command Squad: Same as above, but mounted on jet-bikes for maximum mobility
[ ] Outrider Command Squad (468 EP)
-[ ] Rare Units: Force Commander and Warmaster
-[ ] 6x Sunspot Jetbikes (Estimated 58 EP)
-[ ] 6x Void Guard Armor (6 EP)
-[ ] 6x Starblaster Carbines (8 EP, 2 Starcrystals)
The Mechanized Line Detachment is intended to serve as our primary frontline detachment. It should be a medium size, meaning we can have up to 6 in a warhost, it has a good spread of capability, being excellent vs light vehicles and all infantry. The only thing it can't do well against is massed heavy vehicles, but that can be left to dedicated tank detachments.
[ ] MechanizedLine Detachment (medium) (est. 3192 EP, 24 Starcrystals) (2376 EP, 24 starcrystals without outriders)
-[ ] HQ: 1x Detachment Command Squad in Illusion APC
-[ ] Elites: 1x Hearthguard Brightstar Squad in Needlestorm IFV
-[ ] Troops: 3x Void Guard Squads in Illusion APCs
-[ ] Fast Attack: 2x Outrider Squads
-[ ] Heavy Support: 1x Needlestorm IFV
Outrider Detachment: This is a detachment dedicated purely to scouting and skirmishing. It should be a light detachment, letting us bring more of them in each warhost.
[ ] Outrider Detachment (Light) (est. 2472 EP)
-[ ] HQ: 1x Outrider Command Squad
-[ ] Elites: N/A
-[ ] Troops: N/A
-[ ] Fast Attack: 5x Outrider Squads
-[ ] Heavy Support: N/A
I envision our standard warhost as consisting of 1 heavy tank detachment that acts as the leader, with 5 Mechanized Line Detachments and 2 Outrider Detachments.
You should give the Void Guard Squad Needle rifles, I think - we already have a forge for those, and they're basically better Shuriken guns. I like the Starblasters for the Hearthguard, though. Especially since we don't have a Stormbolter equivalent for them.
 
You should give the Void Guard Squad Needle rifles, I think - we already have a forge for those, and they're basically better Shuriken guns. I like the Starblasters for the Hearthguard, though. Especially since we don't have a Stormbolter equivalent for them.
Sunblasters are straight up better guns for everything except pure anti-light infantry hordes, and cost the same EP
 
Yeah, Needlers for our basic Troops, but Sunblasters as our default for dudes who aren't there to make up the numbers.
 
My hope for the Fata Morgana IFV is to use it as a Needlestorm Replacement.

As the Fateshredder is effectively three Fatecaster Rifles (a heavy weapon), use one of the vehicle weapon slots for two Heavy Needlers and use the heavy weapon slot for the third Heavy Needler. Then put a vehicle suncannon for the remaining vehicle slot.

This would make a decent IFV with the heavy needlers being good for anti-infantry (and I'm pretty sure anti-air as well given canon Craftworld Eldar Firestorm's), with the Suncannon being able to give a good amount of punch to things that have too much armor for the triple linked Heavy Needlers.

It would also give a mix of kinetic and high energy weapons for the design that can prove useful as seen with the mold! c'tan having been able to just eat our wraithbone shooting weapons.
 
My hope for the Fata Morgana IFV is to use it as a Needlestorm Replacement.

As the Fateshredder is effectively three Fatecaster Rifles (a heavy weapon), use one of the vehicle weapon slots for two Heavy Needlers and use the heavy weapon slot for the third Heavy Needler. Then put a vehicle suncannon for the remaining vehicle slot.

This would make a decent IFV with the heavy needlers being good for anti-infantry (and I'm pretty sure anti-air as well given canon Craftworld Eldar Firestorm's), with the Suncannon being able to give a good amount of punch to things that have too much armor for the triple linked Heavy Needlers.

It would also give a mix of kinetic and high energy weapons for the design that can prove useful as seen with the mold! c'tan having been able to just eat our wraithbone shooting weapons.
Why Heavy needlers instead of a fateshredder cannon? The fateshredder is going to be better at killing infantry.

But also, it would be more efficient to simply upgrade our current needlestorms. That will be much faster and cheaper, and still give a decent vehicle.

Better to have something "good" in 2 turns than something perfect 4+ turns from now (Fata Morgana chassis will take time to design, it's not ready now)
 
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