Blood, Sweat, and Tears (WH40k Design Bureau)

That isn't something I can unilaterally do, as the players ultimately have control over the situation. I am simply bringing up concerns that garrisons will eat up most of your action economy during this critical phase of trying to grab clay before enemies turn attention on you.

...Speaking of economy you'll be getting some minor benefits from the worlds you liberated from the threat of Nurglish raiders.
Understood, adjusting the plan now.
EDIT: Plan has been adjusted.
 
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[X] Plan Bulking up the Fleet & Founding the Void Watch

Seems good. Didn't get anything done today as I was binging Strypgias Advice and Trust. I'll begin work on the Awlpikes as well when I get up later.
 
Alright, the garrison thing isn't going to be a hard limit... But your citizens aren't Monsters, so why should they support the overall war effort over protecting themselves if they are under threat?
 
I disagree with the plan to give every squadron invasion capacity at this point, as I don't believe we have the armies to support that, and I also disagree with the design for the bombardment ships having a troop deck in it.

So have a different plan.

[X] Plan Garrison and Invasion
-[X] 1x Raise Armor Army (6M-2=4m)
-[X] 2x Raise Infantry Army (4m)
-[X] 1x Resolute-class Corvette (26M), 3rd Naval Squadron
-[X] 1x Resolute-class Corvette (26M), 1st Patrol Squadron (new)
-[X] 2x Armed Merchant Marine (32M), 1st Patrol Squadron (new)
-[X] 1x Resolute-class Corvette (26M), 2nd Patrol Squadron (new)
-[X] 2x Armed Merchant Marine (32M), 2nd Patrol Squadron (new)
-[X] 1x Ferryman-class Transport (23M), 1st Support Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Engines: Merchant Thrusters (1A, 1M, Fuel Efficient) (1M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Utility] Troop Deck (2M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)
-[X] 1x Scorn-Class Bombardment Ship (24M), 1st Support Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Omni: [Weapon] Fusion Breaker Bombardment Cannon (Spinal Mount) (Damage 4, Very Short Range) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
- Engine: Tuned Merchant Thrusters (2A, 1M, Fragile) (1M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)
- 5x Refit - Add Servitor Defense Stations to AMM-1 Voidwright, AMM-2 Starstrider, CVL-1 The Causeway, KV-1 The Resolute, and KV-2 Wage of Dissent. (5M,5A)

This plan buys two patrol squadrons for Garrison duties without weakening our current squadrons, a support squadron for dedicated invasions, and actually uses our new killbots by outfitting the majority of our first naval squadron with them to resist ork boarding attempts. As well as an armor army for stronger invasions. With this plan we can invade one to two likely invasion targets with properly amassed forces, without stripping our current squadrons for patrol forces and while still having a good invasion ship and bombardment ship.

Before anyone asks why, the Scorn carries a hanger because the space launched air strikes last turn were noted as a good support measure for invasions, so now it can shoot land targets and launch air strikes at them.
 
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Before anyone asks why, the Scorn carries a hanger because the space launched air strikes last turn were noted as a good support measure for invasions, so now it can shoot land targets and launch air strikes at them.
I did consider something like the Scorn's design at first, but I wanted to have something also suited to taking on orbital's, that Ork asteroid base and the like, so I used the Sabre hull instead so I could add more things that would make it void combat-worthy.
 
I did consider something like the Scorn's design at first, but I wanted to have something also suited to taking on orbital's, that Ork asteroid base and the like, so I used the Sabre hull instead so I could add more things that would make it void combat-worthy.
I, in fact, agree with this need. But the garrison units used up almost half of the budget, and I don't want to weaken our current formation by stripping units out of them or face the need to keep more then one of them 'home' for defenses, so I decided to put off making them this turn.

Hopefully next turn we can make a proper assault squadron with three or four specialized ships, whether with better torpedoes or the assault gun, but this turn it's basically a choice, as far as I can see, between defensive forces, invasion forces, and an assault squadron, choose two. So since we still have other targets we can hit without noticeable heavy orbitals I chose the invasion forces for punching the ork's burgeoning fortress world out and defensive forces so we can free up at least two of our main squadrons for offensive duties.
 
I, in fact, agree with this need. But the garrison units used up almost half of the budget, and I don't want to weaken our current formation by stripping units out of them or face the need to keep more then one of them 'home' for defenses, so I decided to put off making them this turn.

Hopefully next turn we can make a proper assault squadron with three or four specialized ships, whether with better torpedoes or the assault gun, but this turn it's basically a choice, as far as I can see, between defensive forces, invasion forces, and an assault squadron, choose two. So since we still have other targets we can hit without noticeable heavy orbitals I chose the invasion forces for punching the ork's burgeoning fortress world out and defensive forces so we can free up at least two of our main squadrons for offensive duties.
And that's a perfectly fair and reasonable approach to take. I just want the ships we build to be futureproofed, so we don't long term burn too much of our production trying to keep all our ships at readiness level tech-wise. I take the perspective that since we're not the Imperium, which can have a steady supply of half a dozen different classes of ship per tonnage range being cranked out constantly, versatility is going to be the name of the game.
 
Before anyone asks why, the Scorn carries a hanger because the space launched air strikes last turn were noted as a good support measure for invasions, so now it can shoot land targets and launch air strikes at them.
Having transport capacity in orbit also allows for rapid redeployment of troops for operational goals, such as dropping a couple divisions on a critical point to cut off retreats from a developing pocket or to form a counterattack behind a threatened (or successful) breakthrough.
 
And that's a perfectly fair and reasonable approach to take. I just want the ships we build to be futureproofed, so we don't long term burn too much of our production trying to keep all our ships at readiness level tech-wise. I take the perspective that since we're not the Imperium, which can have a steady supply of half a dozen different classes of ship per tonnage range being cranked out constantly, versatility is going to be the name of the game.

While that is also a fair point to make, I don't think we can afford to build ships that can do anything currently. Both in direct cost wise and in 'not having enough ships to do stuff' wise.

There;'s also the issue that your plan only makes one defensive squadron, and we've three different territories to cover, we'd either need to strip ships from the current naval squadrons to form more defensive units or keep two of our current forces home, and I'd not be eager to support doing either of those and hitting a rok fort at the same time. And if we do have to keep units home to defend, it's pointless to give them invasion capability when they aren't going to be invading anything.

Honestly and truely, while I think that 'versatility' is a good goal for our normal naval squadrons, for reasons of 'being super limited in use when such a thing is not happening' as well as concentration of force, I really think stuff like invasion ships or dedicated fortress breakers and such needs to be in their own squadrons.

(Also, if we're going to make a dedicated fortress attack unit they should have proper guns, not the self defense batteries, as their secondary weapon. Or just double up on the spinals for a super-fortress breaking attack.)
 
There;'s also the issue that your plan only makes one defensive squadron, and we've three different territories to cover, we'd either need to strip ships from the current naval squadrons to form more defensive units or keep two of our current forces home, and I'd not be eager to support doing either of those and hitting a rok fort at the same time. And if we do have to keep units home to defend, it's pointless to give them invasion capability when they aren't going to be invading anything.
There's two Patrol Squadrons in my plan, not one. And my plan's been revised to spend the extra 20 we have to work with to build a robust defense station, which will also help with the defense of territory.
 
Is this an artifact or a cut off thought?
It was an artifact of when I was considering putting killbots on another naval squadron instead of buying the two infantry armies.

There's two Patrol Squadrons in my plan, not one. And my plan's been revised to spend the extra 20 we have to work with to build a robust defense station, which will also help with the defense of territory.
You only make one patrol unit in your plan. You get the other one by stealing the ships from our current squadrons, which I said I didn't want to do and then use them for anything like attacking ork space fortresses.

And, bluntly, no the defense station won't, Or it won't enough. We need to patrol our territory, not just defend one single planet in it, so while it would make it a lot harder to actually take that piece of territory, it doesn't actually decrease our need to assign mobile forces to defend all the other planets in that territory.
 
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Diplomacy
Strange as it may seem, there are others in Lativa who are willing to hear you out. And sometimes help you out, if the price is right...

An Adeptus Mechanicus manufactorum station cut off from it's parent Forge World, Lexicalum produces advanced wargear and equipment. Most of what it asks is infrastructure for it's subservient worlds that it is not well equipped to produce.

Ground Forces
-Guard Army:
--Pay 3M for an Imperial Guard Infantry Army Core with lasguns, autocannon, lascannon, and Earthshaker artillery.
--Pay 9M for an IG Armored Army Core of Leman Russ MBTs, Chimera APCs, and Basilisk SPGs.
--Pay 10M for an IG Aerial Infantry Army Core of Valkyries, lascarbines, and gravchutes.
--Pay 12M for an IG Aerial Army Core of Lightnings, Thunderbolts, and Marauders.

Strike Craft
-Navy Standard: Advanced compared to what Calavar can produce, these are large and effective void combat units.
--Pay 6M for a Fury Interceptor Squadron (Fighter 4, Long Range)
--Pay 6M for a Starhawk Bomber Squadron (Bomber 3 with domestic ordnance, Long Range)

Ship Components: Unlike Calavar, Lexicalum can produce Adamantium in limited quantities. Among other developments of late.
-None currently.

The Imperial Navy deserters are wary of you, as large changes to the social order are threatening. Doubly so in these times...

Your primary rival for the region with their small quantities of high tier Imperium technology.

Currently at war with Gehault.

The underdog of the region, and is slipping into the pocket of the despot of Bagalog. Their support may not have much weight but they are producing their own voidships...
The option is available to provide them with warships in order to pull them into your camp, or at least not join with their overlord if Bagalog makes aggressive moves towards Calavar.

Ship Components:
-Box Battery: Primitive Torpedoes fired all at once to saturate PD and hopefully cripple the target before they can reply. (Torpedo 1*12)(3M, 2M Reload)
 
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Seeing as our current strike craft is listed with PD rather than Fighter, does that mean they're fundamentally different or is this just a name change to separate things like our Arvus or a Fury from something like our Harbinger? I assume the latter.
Fundamentally different. Arvus Lighters are not true void craft so they stay near their mothership, while Furies can maneuver by themselves to Long range in order to support Ordnance (Bombers or Torpedoes) or engage enemy Fighters.
 
Fundamentally different. Arvus Lighters are not true void craft so they stay near their mothership, while Furies can maneuver by themselves to Long range in order to support Ordnance (Bombers or Torpedoes) or engage enemy Fighters.
Huh, right. Interesting. Not only much more capable than our Lighters but with that side benefit. You can really feel the difference there. Kinda expensive though, as we'd expect...

And the ground armies actually look like major value. 50% cost increase for a vast upgrade in equipment quality.

Also you may wanna threadmark the list of goodies or put it in a threadmarked post at some point.
 
[]Plan Escort Carriers
-4xEscort Carriers with a mixed loadout of Furies and Starhawks (112M)
-2xAMMs (32M)
-1st and 2nd Defense Squadrons (1AMM2ECVs)
-3xInfrantry Armies (6M)
- 1x Ferryman-class Transport (23M), 1st Assault Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Engines: Merchant Thrusters (1A, 1M, Fuel Efficient) (1M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Utility] Troop Deck (2M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)
- 1x Scorn-Class Assault Carrier (24M), 1st Assault Squadron (new)
- Hull: Converted Freighter (1E, 3O) (3M)
- Omni: [Weapon] Fusion Breaker Bombardment Cannon (Spinal Mount) (Damage 4, Very Short Range) (4M)
- Omni: [Utility] Cargo Bay Hangar (1M) + Harbinger Heavy Transport (PD2, Military Transport) (3M)
- Omni: [Defense] Haptrix-Pattern Rapid Shields (Shield 2, .5 Armor. (4M)
- Engine: Tuned Merchant Thrusters (2A, 1M, Fragile) (1M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- LS: Essential (2M) + Servitor Defense Stations (1M, 1A)
- Housing: Barracks (1M)


Here's an idea I had.
E1. Forgot about reequipping our current carriers with actual strike craft that would cost 36M likely generated by removing the AMMs and two infranty armies.
E2. Wouldn't it be simpler to use the bulk hauler as Assault Carrier?
 
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