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


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shields of entire Hives flickering out and collapsing only moments before orbital bombardments decapitate the Spires in a vengeful fury.
Good to see that our AdMech turncoats came through for us and got those shields down.
-If not forced to provide torpedo screens, your Bombers can (mission-)kill ~20 Destroyers per Battle Round
What about our Fighters? Those should definitely be able to also shoot down Torpedoes as well.

I don't think we CAN take Echish. We don't have the SAGs to conquer the planet. I think we should RAID Eschish, with the goal of destroying the fleet built up there and all Ringyard-like structures, etc, so that they have to rebuild or build anything they do there from scratch.
Don't we have a few spare SAGs that we didn't send b/c they were mostly Heavy Tanks? Plus those 15 Knight War Packs should make quick work of those Agriworlds so they should be available next turn.

And if we care about the people on the planet below they should be fine, it's a former fortress world turning into a civilized world, and any world classified as the former that are worthwhile would have food stores to last decades of siege and the latter worlds tend to be somewhat self-sufficient.
We secure the system... and then have to face enemies attacking us from two directions at once?

The goal would be to... avoid being pushed back?
TBF, even if we fortified Voxx Secundus instead they'd be coming at us with the same amount of fleets so numbers wise it might not do that much for us. Actually, taking Echish might make them more defensive since there would be 3 directions for us to attack from.

Closing the battle line is a disadvantage for us, not an advantage. Sure, we can bring the Leo's main guns in play, but at the cost of constant torpedo barrages and null nets.
The thing is, Dauntless ships have at least 4Gs of speed so they'd be able to eventually close in, and Torpedoes are noted to be Long Range weapons so we'd get barrages of torpedoes anyways, though we could stay out of range from their macrocannons for an extra round or two.

Orks, Dark Eldar, and at least one apparent unknown xeno race that eats souls.
Don't forget the Chaos Cults!
 
The thing is, Dauntless ships have at least 4Gs of speed so they'd be able to eventually close in, and Torpedoes are noted to be Long Range weapons so we'd get barrages of torpedoes anyways, though we could stay out of range from their macrocannons for an extra round or two.
Is the Dauntless 4G? Quick google said 2.5, but that might just be wrong.

Also, I always forget what the various ranges of various weapons are.
 
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Macrocannons are generally middling to short range for full accuracy, though you can shoot at a decent distance if you're willing to accept a higher miss rate.

Dauntless is 4.3Gs though, slower than our Light Cruisers, so our Scorpios should be able to check them given comparable numbers.
 
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Remember the risk of getting 3 partially finished techs.
It should only take 1-2 actions to finish any essential ones, not a problem.

We don't have the SAGs to conquer the planet. I think we should RAID Eschish
We can occupy the system without taking the world. After we see how Voxx Primus is going we can maybe retask 20 SAGs to Echish for a turn but not a major issue if we can't. Or maybe they could be convinced to surrender with some propaganda, tho unlikely with a Civ world.
 
It shouldn't be massively forted up, I don't see it being an absolute SAG trap like Primus was, and we ended up not really needing significant forces on Secundus. We can afford it, especially with 5 actual actions to prosecute the war.
 
Is that the case? Like, did the ground enemy on Secondus surrender, I thought it was more the SDFs?

Agri Worlds tend to not have high populations relative to their size, too busy being EVIL, and the ones with all the power are ones we've already strongly subverted.

I definitely doubt that what amounts to being some of the worst living conditions in the Imperium are going to create a large population willing to fight for the death on their behalf, especially given how the Agri World thing is explicitly a racket where they advertise one thing to get volunteers and then basically trap them into debt slavery until they die.
 
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40x Libra-Quartus Light Carrier

40x Libra-Quartus Light Carrier - (22x Heavx Damage)

One Libra was cut in perfect half, bow to stern. One was split apart in the middle, another was speared through the generator, and a third was naught with its engines parted from the ship.

My congratulations to whatever Yeeni engineer managed to ducktape 2 entire ships back together to get them spaceworthy enough for warp travel.
 
Gimmie a sec and I'm confident I can actually come up with a very good "Elite Scout Cruiser".
 
Minaturization of the celestial orrery might be future tech options in order to fit it into a scout ship. Some sort of rogue trader esque scouting/colonisation grand cruiser with it installed seems neat but is probably not practical.
 
[] [Light Cruiser] Cygnus-class Exploratory Cruiser
-[] Length
- 4.000 Meters (+1 DP)
-[] Width - 500 Meters (+1 DP)
-[] Acceleration - 5 Gravities (-1 DP)
-[] Armor - Medium Double Hull (-1 DP)
-[] Shields - One Matrix
-[] Weapons - 2x Medium Mixed Hangars/2x Medium Plasma Macrocannon Turrets (-6 DP)
-[] Equipment - Ship Shrines/Strict Pilot Training/Veteran Pilot Gene-Lines/Enhanced Supply Generation/Superior Gravimetric Engine Calculations/Anti Radiation Hardening/Stealth Engine Dampeners/The Celestial Orrery (-19 DP)

Broadly, this is our "Federation Explorer" ship. Fast, capable of running quietly even if it can't sneak up on a fortified planet to drop stuff on and repeat the feat again and again, hardened against stellar phenomena so as to be able to explore places that would normally be out of reach--excellent range, excellent speed and agility, and teeth enough to take down anything it can't flee from. We're only liable to build a couple of these, but they can range further and in deeper places than anything else--which makes them excellent for being first movers into a new region, because they're stealthy enough and have long enough legs that they can Translate out far away from a system and then bypass it safely, and the Orrery is enough to pick up on locations that normally would be beneath notice, meaning we just need to get close enough to get a detailed astrographical map of a large region.

We don't need many of these, but it's very much designed in the same spirit as the Yeeni Spirit of Discovery cruiser. Just better protected and with sharper teeth, with the kind of equipment our more conventional scouts only dream they have.
 
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We can fit it pretty well if we just accept that it's a Destroyer, and then Auto-Build it.
The big problem is that it just doesn't feel worth 8DP.

All it can do is provide the approximate locations of planets from somewhat far away. That's not information that is particularly useful, or hard to get. A single jump well away from enemy sensors can do the same thing, and once you have the orbits, you can find the planet's locations with a simple calculator.
 
The big problem is that it just doesn't feel worth 8DP.

All it can do is provide the approximate locations of planets from somewhat far away. That's not information that is particularly useful, or hard to get. A single jump well away from enemy sensors can do the same thing, and once you have the orbits, you can find the planet's locations with a simple calculator.

I mean, I imagine it's also very sensitive and can determine where planets that we normally would miss are?

Is that the kind of thing that the Orrery can do @HeroCooky ? ID systems that normally wouldn't be visible on the map?
 
Anyway, here's an idea for a battle plan, taking advantage of both our numerical superiority, and superiority of weight.

We split the fleet in 4 parts.

1) The Carriers + Lance escorts, hanging our close to the front with lances on standbye to deal with the Flyssa's
2) Flanking Force A + Flanking Force B => composed of our heavy cruisers in a rather widely spread out formation
4) The Core: Composed, composed of most our light cruisers/torpedo armed vessels

Upon the attack, the enemy is likely to want to fire their torpedos against heavy vessels. This will require them to pivot their entire force to either flanking force A or B, allowing our core and other flanking force to fire into their sides, and fire torpedos across their bow, to prevent their run.

If they do not chose to engage in a torpedo run, our forces can instead whittle them down with Thule launches.
Finally, we use our 3 invisible destroyers to attempt an alpha strike on the enemy command ship, before falling back to our own lines.

Edit : Also, we should broadcast evidence of the AI towards the fleet before battle begins. Let them doubt their compatriots honor, let the mechanicus defect to our side.
 
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