The size of weapons generally denotes damage and reload speed. Meaning that Light Weapons fire the fastest, but inflict the least damage, whereas Large Weapons inflict heavy damage but require longer reloading.I picked some of everything in terms of lances, because I'm not sure how they stack up individually, if the smaller maybe perform somewhat better against some targets, and so on.
People, we don't need a troop carrier this turn. if the Orks attack us this turn, a troop carrier is completely useless to us. We are anticipating a major ork assault either this turn or the next, and until that assault is broken and we can counterattack, any pattern of troop ship is completely useless for our tactical or strategic objectives. We can build the troop carrier frigate next turn, we need more guns this turn to bolster our in-system monitors and have more firepower on hand to launch the counterattack. Do you all really want to go into an Ork-controlled starsystem with just 7 destoyer-scale combat ships? Because we can delay on the troop transport and still effectively neuter the nearby Ork void presence the turn after they attack, if we have the firepower for it. Which I'm concerned we won't if we are working purely with our sub-standard and currently only direct-combat FTL warships that everyone is talking about replacing/updating as soon as we get the time for it.
You don't have to vote for my design, but please vote for something that can actually contribute meaningfully to void-combat.
@Alectai I agree that having troop transport capacity is important, but the Taurus is utter garbage. It's absolutely useless for anything but transporting a small amounts if troops from point A to point B and cannot do anything else.
Yes, that's its job.
We can't afford to have multirole vessels at our current level of shipbuilding. But We Still Need A Troopship.
A well protected ship that can avoid all but the lightest attackers while carrying a military force to its destination, and providing key artillery and orbital support once the battlespace is ours. It has its job, it does it.
But we still need a Troopship. We were explicitly told we required one.
This is that Troopship. If you want a multirole pocket Strike Cruiser, get us more DP. This fulfills a specific role that we were explicitly told we needed, and I've established a doctrine where it can fit in with our other assets. Stay on target.
The Aries-class can secure the ground, this ship is meant to get our fellas to the campaign theatre and help them win once there. No more, no less. You want multirole, shake loose another 10 DP and we'll talk.
I think the problem is that we're supposedly so very, very concerned with fighting the Orks and keeping it from being a ground battle... and so designing a unit that is explicitly entirely useless in keeping the enemy from defeating our fleet... doesn't seem like a great idea?
I already pointed out that "The troop carrier isn't for right now, it's for being able to strike immediately after a major attack" To exploit that moment of vulnerability to push the border back.
As I have said, we don't need a troopship for that. We need one to take any planetary bodies in the system, but to just utterly smash the Ork's ability to produce or support warships, and thus directly threaten Droma, all we need are void combatants. 90% of factions can't build starships of any real size on planetary surfaces in 40k, and these orks are definitely not evolved enough to be able to manage it. They might be able to build something like our initial monitor-scouts, and it should be easy enough to pound any planetary shipyards into scrap once we have orbital dominance.
What does the Sagitarrius offer us that we don't already have?
Tell me how this meaningfully expands our capabilities over producing two Destroyer-weights with similar armament
A larger, better armed gunboat better able to survive getting into fights with the light-cruiser weight Ork warships we know that this WAAAGH has access to. It doesn't matter that it's a role that overlaps with vessels we already have, it does that role better and sets us up to be able to eventually transition away from using what was originally designed as a stopgap design made due to the necessity of our situation, which has since changed.
It adds to our fleet a larger, more durable target for larger Ork warships to focus on, which leaves our smaller warships more free to get around the sides and tear out said ork ships' inards.
That's less useful here in Droma, where we have larger System Monitors already, but if you want to go on the offensive, you have to assume that the Orks are not going to be leaving their previous system almost completely undefended by non-warp-capable ships, and so we may very well need that distraction carnifex for our 'parry and riposte' so that we don't have to force Destroyers to take on that role, where they'd have a much higher chance of being destroyed than a Frigate would under the guns of a light-cruiser equivalent.
I don't understand why you are so insistent that we have to have a troop carrier to launch ground invasions in the same turn we launch a counterattack into U