Can someone tell me in which turns expand Caine appears? because he didn't remember that she existed.
She first showed up in
Turn 490.M42 and then kicked over Qualach's Forge and buggered off in
Turn 523.M42, until she showed up now to do something similar.
Would have been 50 a turn without prep, with it, it'll be 20, but we can mitigate that by deploying Blazing Sun forces to supplement, I think it was called out that 5 War Packs deployed should drop our attrition significantly?
War-Packs are more effective in heavily defended tight quarters like hives.
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To take the Agriworlds, it will take 5 Warpacks or 20 SAGs.
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@HeroCooky should that be 5 War-Packs per Agriworld or 5 War-packs total?
Prob per world. 15 Warpacks is half the Blazing Sun but the Agriworlds should quickly fall and we can switch out War-Packs for SAGs to do any needed mop up/occupation.
I'd also like to remind everyone that delaying the Civ Evac ships for a single turn past the revolution was always the desperation move that we were reluctantly going to have to accept because we had no other choice and we could sorta-kinda tighten our belts for.
Do we not have a bunch of stuff we want to do still? In fact even more because of the recommended SBG prep actions. Why is delaying Civ Evac one turn a problem now, we are spending 2 actions and/or Lamentors to guarantee the Food Conveyors get hijacked. We should use that gained space.
Would you feel differently if it was just 21 Sagitarrius's? Sitting in our backline, coordinating shots with the Libra's to hit priority targets? That feels like a solid DPS increase to our fleet that's different in kind enough to cover a weakness of ours.
I'm for this. I've been asking for the 1 Fleet Build action to make a bunch of Sagi-S, which gives us a long range damage option that can specifically target problem ships. I think the cutting ships are possibly psytech ramming ships and Cooky mentioned they have
Heavy Snipers which both might be very dangerous for our close-medium range SBGs.
I do think massed Bloom destroyers are cool/fun but not that great in large battles even before Cooky's info, they have good alpha with Kopesh but total damage quickly falls behind what happens over a few rounds.
1 shot vs 1-5 shots per round of rolling.
[1] Because if we use up the Kil'drabi bonus here, we won't have it to replace all the ships we lose from our SBGs from them, y'know, doing their jobs!
What if we can do something that helps prevent us from having so many losses. Work smart as well as hard, its worth exploring if a different tactically option is effective instead of relying on churning through mass ships if Van Zandt has a good counter to us.
Ideally if we've actually built them well, each SBG should be its own complete unit. That is to say, each piece of the SBG works to reinforce and protect the others (or two SBGs doing the same in one bigger fleet writ large). Therefore, it should be the case that a gap in an SBG might make it less effective not merely in a subtractive sense, but in a dividing sense, making it so that any one particular formation doesn't have enough Carriers to provide a good screen, or enough Heavies to go into the battle fists raised, or... you get the drift.
Our SBGs are not a perfect jewel of tactical invulnerability. Any mix of ships will have strengths and weaknesses.
This is heavily reaching justification for not wanting to take an action you disagree with. Do you think a Libra or Leo is getting replaced by an added ship?
HeroCooky - Is it true that if we add 2 non-SBG ships to the battlespace with our SBGs, it divides the effectiveness of our SBGs in half? If we had a slightly different mix of ships or added long range ships sitting behind the SBG would that cripple our fleet?
Misunderstood what Laurent was referring to, sorry, dramatic mistake.