- Location
- Germany
I'd actually specifically keep Bright Talons even with new build detachments considering the partial effectiveness of the rider's holofields. Probably the same thing for our already armed jetbikes. Based off TT bike troops tend to be surprisingly tanky at the cost of fewer models.
The alternative is we make 4-5 lighter detachments centered around infantry this turn ala our Militia/HG support detachments and then make the line/assault primary detachments (which are likely to be heavy detachments) next turn after we've polished up and have a few more modern designs.
Comes down to how many AP we invest into creating Detachments, because with the scouting done, I think we will also get more actions for the Warrior AP to be used.
The notion that the only way to change a warhost's contents is to break it up, dissolve each detachment, and then restitch the whole thing back together, is so absurd I'm not entertaining it. Game mechanics can change-and should change, if there is a reason to do so! Do we need to, in order to refit a fleet, spend military AP to dissolve the squadron, then spend production capacity in the yards to make the actual refit, then spend military AP to form a brand new squadron? No! We just refit the fucking ships! So why is it so hard to say 'Swap all instances of Militia Pattern 29.1 to Militia Pattern 29.3, as supplies become available.'?
Take a look at the actions we have available for our warrior AP.
Point is it is AP heavy to update warhost and detachments.
You are thinking it shouldn't be like that doesn't change the way the system works.
Edit:
In case of the warhost they don't have a AP cost listed, so good chance raising/disbanding one is free.
The same just doesn't go for the detachments.
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