What should your focus for the rest of the Quest be?


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I do want to focus infrastructure for a bit after this, but it clears some important blockers to chilling out for a bit. I'm imagining like three full turns of getting civilian stuff in order now, even if something probably blows up before then.
 
I do want to focus infrastructure for a bit after this, but it clears some important blockers to chilling out for a bit. I'm imagining like three full turns of getting civilian stuff in order now, even if something probably blows up before then.
I mean, while we should definitely do infrastructure we can't neglect the military. Especially if the Mashan's predicted oncoming Chaos offensive goes poorly for our prospective friend.
 
The way I see it, I'm mostly grappling with "Colonize and one Infrastructure next turn while having one free for reactions" or "Take the Deal and GET DEM GUBMENT CONTRACTS" to supercharge our recovery.

I really want to mop up the untaken parts of Archwan if I we can, the longer we've settled them, the stronger they'll be when Voxx inevitably decides to start looking for clay. It might not happen for centuries longer, but a Hive World has a lot of material it can vomit forth on short notice.
 
[X] Plan: Clear that Destructive bucket list
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If we're going to be going up against Chaos (and possibly D-Eldar) we should probably see about revisiting the lance boat concept. Not now of course, but afterwards; once we get some research and infrastructure backlog done.

If I remember my Battlefleet Gothic: Armada 2 correctly, Chaos mostly focuses on lance weaponry and fightercraft and have fairly weak armor, while D-Eldar are particularly weak against lances since they are hitscan and D-Eldar have no shields. (Oh hey, speaking of which @HeroCooky since stealth is on the board now, will there also be a need for enhance sensors or maybe E-Wars suite equipment or will those be abstracted for sanity reasons).

I've already put up a concept for a heavy cruiser lance boat (and a few others), but its currently a bit of a boondoggle at our current capabilities, so I scaled the idea down to a light cruiser so we can at least get a few out in a reasonable timeframe if need be. It won't be deleting destroyers in one volley like its larger cousin would have, but it should still hit pretty hard as a sniper boat.

[] Polaris Light Lance Cruiser

-[] Length - 3.600 Meters
-[] Width - 400 Meters
-[] Acceleration - 4 Gravities
-[] Armor - Thin Double Hull
-[] Shields - Three Emitters (+1)
-[] Weapons - 1x Medium Bomber Hanger/1x Medium Prow Lance/2x Large Lance Batteries (-13)
-[] Equipment - Lense Cogitation Matrix Lattice/Strict Pilot Training/Veteran Pilot Gene-Lines/Lattice Hulls/Superior Gravimetric Engine Calculations/Armored Lifepods/Hardened Prow (-12)
 
[X] Plan: Clear that Destructive bucket list
---

If we're going to be going up against Chaos (and possibly D-Eldar) we should probably see about revisiting the lance boat concept. Not now of course, but afterwards; once we get some research and infrastructure backlog done.

If I remember my Battlefleet Gothic: Armada 2 correctly, Chaos mostly focuses on lance weaponry and fightercraft and have fairly weak armor, while D-Eldar are particularly weak against lances since they are hitscan and D-Eldar have no shields. (Oh hey, speaking of which @HeroCooky since stealth is on the board now, will there also be a need for enhance sensors or maybe E-Wars suite equipment or will those be abstracted for sanity reasons).

I've already put up a concept for a heavy cruiser lance boat (and a few others), but its currently a bit of a boondoggle at our current capabilities, so I scaled the idea down to a light cruiser so we can at least get a few out in a reasonable timeframe if need be. It won't be deleting destroyers in one volley like its larger cousin would have, but it should still hit pretty hard as a sniper boat.

[] Polaris Light Lance Cruiser

-[] Length - 3.600 Meters
-[] Width - 400 Meters
-[] Acceleration - 4 Gravities
-[] Armor - Thin Double Hull
-[] Shields - Three Emitters (+1)
-[] Weapons - 1x Medium Bomber Hanger/1x Medium Prow Lance/2x Large Lance Batteries (-13)
-[] Equipment - Lense Cogitation Matrix Lattice/Strict Pilot Training/Veteran Pilot Gene-Lines/Lattice Hulls/Superior Gravimetric Engine Calculations/Armored Lifepods/Hardened Prow (-12)
Speaking of which, I am thinking about making a Sagittarius-Secundus in a while. Just squadrons of sniper ships decked out with prow lances, and maybe some of that stealth equipment to make them harder to get a bead on. I'd write up my ideas for it, but I'm busy writing up that one sidestory that I've been procrastinating on for days now.

EDIT

Hey, I was just looking at the Lamenters' forces and saw that 10th Company is completely empty. Does this mean that they currently have no Scouts? B/c traditionally the 10th Company is meant to be where all the scouts are unless the Lamenters under us reformed to make it where the 10th Company is a regular battle company.
 
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Also my speculation on what the Chapter will do once they're up to full strength in terms of action-choice would be giving their ships another round of upgrades, because I think they can squeeze a bit more out of their ships... though at the same time they also very self-evidently benefit from having a Doctrine that isn't ours... so there's probably only *some* they can get out of that.
 
Speaking of which, I am thinking about making a Sagittarius-Secundus in a while. Just squadrons of sniper ships decked out with prow lances, and maybe some of that stealth equipment to make them harder to get a bead on. I'd write up my ideas for it, but I'm busy writing up that one sidestory that I've been procrastinating on for days now.
I mean, you're not wrong. Dropping the missile pods along with adding our new capacities, the Sagittarius-Secundus would actually slap hard and be fairly tough for its weight class.

[] Sagittarius-Secundus Class Lance Frigate
-[] 1.700 Meters
-[] Width - 400 Meters
-[] Acceleration - 6.5 Gravities
-[] Armor - Single Hull
-[] Shields - Three Emitters
-[] Weapons - 1x Light Prow Lance/2x Medium Lance Turrets (-9)
-[] Equipment - Armored Lifepods/Lattice Hulls/Superior Gravimetric Engine Calculations/Lense Cogitation Matrix Lattice/Hardened Prow (-10)
 
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Wouldn't it be better to leave [Faith] Psykana Of The Outside And Unknown behind after making a non-aggression pact with the Mashan Temple Authority?
 
Wouldn't it be better to leave [Faith] Psykana Of The Outside And Unknown behind after making a non-aggression pact with the Mashan Temple Authority?

Nah, because they just confirmed they use Psykers, we need to nail down what our Feelings on that is now.

Also, we're very close to finishing all the major Doctrine picks, and I wonder if there'll be a Special Prize for having them all by 555? Like a Trait Upgrade?
 
Also my speculation on what the Chapter will do once they're up to full strength in terms of action-choice would be giving their ships another round of upgrades, because I think they can squeeze a bit more out of their ships... though at the same time they also very self-evidently benefit from having a Doctrine that isn't ours... so there's probably only *some* they can get out of that.
The Lamenters' next big action after coming to full strength will likely be to start working on designing and building proper Strike Cruisers since we've unlocked Heavy Cruisers. Given the rate of rebuilding the Lamenters will likely be ready to start going for Strike Cruisers around the time we can build a Heavy Cruiser in a single turn.
 
The Lamenters' next big action after coming to full strength will likely be to start working on designing and building proper Strike Cruisers since we've unlocked Heavy Cruisers. Given the rate of rebuilding the Lamenters will likely be ready to start going for Strike Cruisers around the time we can build a Heavy Cruiser in a single turn.

Yeah, I almost wonder at their doctrine or whether it will shift. It seems clear that they've built their ships in a different Doctrine, because many of their Mainstays we actually get a DP Penalty on, lol. So it'd be kinda interesting to see exactly how that works... how much of our DP do they get when they do have very different design priorities?
 
Yeah, I almost wonder at their doctrine or whether it will shift. It seems clear that they've built their ships in a different Doctrine, because many of their Mainstays we actually get a DP Penalty on, lol. So it'd be kinda interesting to see exactly how that works... how much of our DP do they get when they do have very different design priorities?
They are designing and building their ships based on standard Space Marine fleet doctrine. Very heavy on boarding, close assault, speed and toughness. They are designed to deliver Space Marines to the enemy.
 
I'm hopeful that the Fleet Procurement Reorganisation action will let us create layouts for our task-forces that we build to by inputting a certain number of actions, so that we can try and standardize things a little bit. The absolute mess that is our navy is starting to bug me a little, especially how we haven't been able to build new Lupus in probably 3 or 4 centuries and they just kept getting slowly ablated away until we have none left anymore.
 
I'm hopeful that the Fleet Procurement Reorganisation action will let us create layouts for our task-forces that we build to by inputting a certain number of actions, so that we can try and standardize things a little bit. The absolute mess that is our navy is starting to bug me a little, especially how we haven't been able to build new Lupus in probably 3 or 4 centuries and they just kept getting slowly ablated away until we have none left anymore.
Well, before we build more Lupus, we'll want to Design a upgraded version.
 
We'll need 2 Jolly to get to All-V, leaving us with one last Jolly. I say we should use it on getting to Civilian Infrastructure X. First, because Civ Infra make our citizens' lives better, which we are strongly committed to, but also because here's one Civ V bonus we didn't take:
[] Civilian Warp Fleets
Prosperity attracts prosperity. With the lack of stringent taxation by the Imperium in the form of blood and materials, the various systems of the Federation begin to see an increase in the wealth of their population and upper crust. Thanks to the massive build-up of Void Infrastructure of the Candle Keepers, this wealth has been primarily invested in creating several cargo ships owned by groups of wealthy citizens holding shares of the same. These giants owned by these Interstellar Shipping Companies now ply the Warp Routes between the systems of the Candle Keepers, bringing wealth, cargo, information, culture, people, and a growing sense of true nationhood between otherwise isolated polities.
(You can now designate [Civilian Transport] to move your forces, totaling 20% of your controlled systems. Doing so will negatively impact your economy. The systems of the Candle Keepers grow stronger through closer cultural and economic ties. ISCs are unlocked, and patronage of them will positively impact your economy. Can be Upgraded/Chosen Again.)
Also, don't knock the ISCs or Beacons just yet, thread. They enable you to get more bang for your buck depending on who you choose your initial crop to be. Getting double Inf/Ind or more ships per Action can be a better active investment than a passive one if properly done. (You will choose which three bonuses/ISCs you get to become a patron of if they are chosen.)
Interstellar Shipping Company.

They are basically a mechanical buff out of a roster of three initial choices you can choose and swap around at will. The specifics are decided if you chose them here, but they can get you double production of a certain ship class, more Civilian Industry/Heavy Industry per Action put into them, increases in military R&D, or automatic colonization without costs.
Incredibly powerful. Not only do we get free troops transports and faster growth, we also gain the equivalent of 3 mechanically powerful traits. More CI/HI per action in particular would be excellent, as it means that we can get Heavy Industry X (and thus more research) easier. Automatic colonization is also great. All combined, it's a game changer.
 
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Oh hey, speaking of which @HeroCooky since stealth is on the board now, will there also be a need for enhance sensors or maybe E-Wars suite equipment or will those be abstracted for sanity reasons
[ABSTRACTED FOR SANITY REASONS]

Deer God, please don't make me add Sensors and E-War Equipment, I beg of you! :cry:
Hey, I was just looking at the Lamenters' forces and saw that 10th Company is completely empty. Does this mean that they currently have no Scouts? B/c traditionally the 10th Company is meant to be where all the scouts are unless the Lamenters under us reformed to make it where the 10th Company is a regular battle company.
Lamenters don't work that way. They just chuck their Brothers into Companies as the situation demands, not as the Codex tells them to. So Scouts get folded into the regular Companies instead of being a Scout Rush Mosh-Pit.
Oh sure, but the thing is, how does that interface with DP?
Little to none. They have their own set, and that is very different due to who they are and what they do, like how the Kil'drabi and Yeeni have different DP sets and rules
 
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