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


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1st Host of the Unbidden - (1st, 2nd, and 3rd Yeeni Heavy Mechanized Assault, 1st Yeeni Heavy Mechanized Engineering)
2nd Slayers of the Banished Foes - (1st and 2nd Yeeni Medium Infantry Sabotage, 1st and 2nd Yeeni Light Tanks)
3rd Legion of the Burning Ashes - (1st, 2nd, and 3rd Yeeni Heavy Tanks, 1st Yeeni Heavy Mechanized Engineering)
4th Enkindled Clockwork Legion - (1st, 2nd, 3rd, and 4th Yeeni Heavy Augmetic Legion Assault)
5th Maws of Smog - (4th, 5th, and 6th Yeeni Heavy Tanks, 2nd Yeeni Heavy Mechanized Engineering)
6th Corruptors of Sin - (1st and 2nd Yeeni Light Infantry Sabotage, 1st and 2nd Yeeni Light Infantry Demolition)
Took a look at the Yeeni for Teardrop for the Names of the New SAG's. We now have the 'Enkindled Clockwork Legion' which I vibe with it is a nice one. We have the Maws of Smong, they got a copy of the Hobbit it seems. And lastly the 'corruptors of Sins', fracking hell this are so chunni.

Motto: Unbowed And Proud
Regimental Standard Baseform: N/A A five-colored Star in Blue, Green, Brown, Red, and Yellow upon a Purple Field.

Forces:
1st Defenders of the Innocents - (1st Yeeni Light Infantry Assault, 1st and 2nd Yeeni Light Infantry Engineering, 1st Light Tanks)
2nd Voices of the Foxes - (1st and 2nd Yeeni Augmetic Assault, 1st and 2nd Yeeni Augmetic Demolotion)
And then their colony on Grace of Faith. Defenders of the Innocents and Voices of the Foxes... last one not as grand as I thought it would be. but fits in and it looks like the Yeeni would into the Augmetic infantry. Also mispelled Demolition there QM.

Motto: "Under Dark Skies We Flower."
Regimental Standard Baseform: A White-Black Checkerboard with One Purple Eye with a Green Iris.

Forces:
1st Howling SAG - (TBA)
2nd Howling SAG - (TBA)
I just wanted to say in regards to our terraformed world that should be done now, that Motto is fracking awesome and I'm stealing that for something in the future I may forget about.

I am really looking forward to what kind of SAG develops here once we move the Hivers there. Can we start that process once its done? or do we still not have enough control yet to start it? or it just can't start until we take over the planet fully.

1. ~30 years for most of the population to have been indoctrinated/propagandized enough to allow local law enforcement/SAGs to take care of the insurgents.
2. Yeah. At the cost of logistics.
3. No, I've added some, but they require recruits to literally replace ~80% of their bodies with augments. So, ya know, not many governments are willing to create one.
4. Yeah, they are Infantry++.
1. OH, That is what they've been doing? okay, I didn't think about that and it makes sense. I guess its also office of compliance or something then.
2. Yah, its been said the sizes of light, medium, and Heavy is the logistical footprint. That's mostly based on the Size of the units in the SAG, more of everything means bigger logistical footprint.
3. ooof, yah. That seems like it would work better in the Imperium where they would tell some worlds to do that or they would do that to make the tithe to the Imperium stand out. For us it has to be a local choice in that.
4. So like Tempestus Scions Tier? or is that just the normal Adeptus Mechanicus Skitarii stuff but with better Tech?

It's focused on ensuring Phantom does not switch back to the Duchy the second you pull the guns from the local populations heads.
yup, they is important as it will help us a lot and make sure the Dutchy now has to take a Fortress world again. It will help a lot with pacifying some worlds as we go. nice to see the Office pulling double duty.

yah I would hope so, the Anansi is the only one we have that can help in that environment. Just to check, could tread vehicles drive up the buildings in a hive if we magnetize the treads?

In order:
Nope.
Nope. You can check the votes for that.
Pogging Out. And only The Sun turned the Choirs into krispy brickets (which was now downgraded as spelled out in the Mundane Foci Action).
Yeah, what else did you think they were there for?
They are beating the Hegemony with the power of friendship and honor (And fuck-off huge robots and a massive mercenary fleet), with her daughter having taken over due to old age and further centralizing power.
Dunno. In a way that makes sense, I don't know how IRL militaries do that.
You did both, so it applies.
fair.
fair, I checked and we didn't, just thought we did.
Nice, they finally got upgrades and have a safety net of sorts now.
Fashion of course! Marketability is the foremost point of any Warhammer unit, just look at the Catachans and their often shirtless Rambo look. I thought the Hoods were to fit the psyker look.
Fair enough and seems to be going well then, its been that long huh? and yah, fuck. We lost our chance at an easy prize. All we had to do was do an action to make contract and either support a house trying for the throne or bribe some houses. With the Centralization they'll be in better position and start moving push just being feudal Knight Worlds.
Ah, alright just wanted to ask. keep it simple if need be.
I meant the second stage the Logistical armor II and thought we needed to finish Weapon and Armor both for the SAG increase to happen.

With the advent of new ship production for the Kil'drabi and the rebirth of their Nomadic Fleets, you are now tasked with creating both a Heavy Cruiser and a Light Cruiser for the Kil'drabi. This comes with some unique challenges in direction, doctrine, and thinking because the Kil'drabi have some very differing ideas on what makes a ship suitable compared to yours.

The center of this thinking is that, aside from the Battlecolonies, all ships are disposable in their eyes. Doesn't matter what type or number; if the Battlecolony dies, even an engagement that has seen them kill a thousand ships for two of theirs will be recorded as a massive failure on the parts of the captains and leading admiral. This, however, does not mean that the Kil'drabi wouldn't like to recover their destroyed ships after a battle to repair and return them to service.

For those who are a bit nonplused: no ship except the Battlecolony matters. But the losses should return to service asap.
Alright, we did go with this now. So nomadic Kil'drabi fleets. losing them from our SBG's but that should be fine. We'll need to fill in those SBG's but for next turn. I do think having the Kil'drabi being another doctrine will help us in some ways and help support other operations.

I mean their entire culture and heritage is in the Battlecolonies. Everything given they were nomads before they set down so everything important is in the Battlecolony. Also shows how the mentality of a nomadic fleet was and their thought process regarding ships. This does mean we REALLY need to keep in mind the Fleets of the Kil'Drabi will be different in battle and how to engage, we can't ask them to risk the Battlecolony if we ask a damaged fleet to attack the enemy or they're the only ones around to intercept a ship or the like. Just something to keep mind.

So they will recover the ship wrecks and try to bring them back online if need but overall will write them off its too hot to get them or the like. Damn, so that will leave wrecks for other to study, not our doctrine they'll get from it but that Rotary Plasma guns man... oh well.

The second layer of that thinking is that Lances suck. They belong in the trash of history, and any species that use them is evidently damaged in the head and is to be pitied as ignorant fools who clearly cannot see how utterly flawed these wastes of materials are designs their ships without the Kil'drabi's inherent resistance to high-temperature swings in mind. As the Kil'drabi do not care about temperatures swinging between -80C° and +150C° within minutes, they also designed their temperature controls to not overly care about the same except for areas where certain temperatures are critically required, such as food stocks or Genetic Lineage Memory Banks and Iron Wombs. Designing a closed temperature control system for one weapon type is bonkers to them, so they do not bother with Lances. At all.

For those who are a bit confused: NO. LANCES.
Oh neat, legit alien thoughts and perspectives based on their physiology and makes reason when understanding them. they don't need any temperature control at all given the extreme tolerance for hot and cold, so doing that for a single weapon type seems like a waste of materials. they got by fine without them and can still do now. And the big emphasis there for those who don't pick up what is said in the paragraph.

QM does not trust in our reading comprehension.

The third piece of thinking is that their ships are designed to depend on the next-highest weight class as either their supply or command vessels. A Words of the Writ-Class Frigate, before it was updated to the Ink of the Writ-Class, was designed around the idea that it would function as outriders and screens for the Battlecolony, seeking out new resources, fighting against enemies as support swarms and sacrificing themselves should a retreat necessitate such. As such, their Light Cruisers are to be the commanders of the new Lines, supplementing them. Be that in a role that supports their ability to range far ahead as maintenance depots, stockpiles of munition, mobile yards, or as heavily armored anchors in a battle that will withstand enemy fire without problem as the Inks destroy the enemy. Heavy Cruisers, on the other hand, are dependents of the Battlecolony and fulfill a similar role to that of the Inks if in different scenarios: not outriders sweeping away foes before they become a problem, but bodyguards willing to take fire intended for the Battlecolony and ensure it remains unharmed and alive.

In short, for those with little attention: Light Cruisers are the boss of small formations, and Heavy Cruisers protect the Battlecolony.
again, no faith in reading comprehension but it is worth it to point out the roles of the Cruisers since they do specialize in different roles.

This is honestly feeling like the set up for a Ace Combat/Project Wingman game. Or just with wolfpack and independent operation for light ships. Kinda reminds me of another quest and I think this means the light cruisers, frigates, and destroyers will see more action and combat then the Heavy Cruisers and Battlecolony. Heavy Cruisers protect the Battle Colony above all and lend the heavy weapons for breaking enemy fleets if it gets to that but Light Cruisers will being leading the smaller forces in raids and battles more.

I pity those who the Kil'Drabi fight since it'll be really annoying when the fleet can just move on and have no set base a on world focus on. I would say that giving them some rustbuckets would help them and give room for them expanding the fleet more.

The fourth divergence in thinking comes with a very understandable thought: the weight of fire or damage done should be maximized. The Kil'drabi love small weapons that fire rapidly and big guns that go big boom. They do not care for anything Medium. As such, their ships cannot mount Medium Weapons, but they have no qualms about putting Heavy Weapons on Light Cruisers despite the engineering challenges such brings. Luckily, they do not pay any more DP to mount those.

In short for the skimmers: Light Cruisers can mount Heavy Weapons. No Ship can mount Medium Weapons.
Huh, go big or go home basically. It makes sense to mix them when put like that and helps with putting Heavy weapons on there. Probably for the best as it helps planners to go light or heavy with the Light Cruisers having the ability to punch up.

The fifth and last divergence is thus: Manufacturies and Repair Bays are half off for the Kil'drabi.

If you don't get that, read again, and you will understand the answer to your question.
Holy SHit! I knew they would get something but to that degree? I guess giving up Medium weapons and a whole weapon type does that. And the lore and culture reason for needing that as well as Nomadic Fleets. Still that should be good. Doubling up is something we can do with equipment right? so manufacturies and Repairs bay can double up same as armor or the like?

We're finally restoring their culture
Yah, and how long ago was it that the old timers were complaining about the construction of Battle Colonies wasn't the same anymore? I think they did a full circle of nomads to sedentary to nomads again. I do wonder how they will move around and where since we will have to let the nearby factions know and that 'no it is not a invasion fleet and they are not there for war'. That would be a hella of a introduction to the Black Ash Clan if they went that direction.

You think if we pray hard enough Alectai will pop back up? :V
Yahhhh, this was really the time we kinda needed him. shame about the timing of things.

More making sure you understand for whom you are creating these ships. :V

No? They are the equivalent of Paris to France. The center of the nation, but by no means the center of arms/ship manufacturing. They are the birth-place of all Kil'drabi, and all else flows from there. Shipyards are constructed on a need basis, or put on specialised classes for long-term uses.
No, No, you are in the right here QM. We would have pigeonholed this into making good ships to support our SBG's and the like and forgetting the place and role of the ships.

and yah, places that are the heart of a culture or people, population center, and important with history but not the main production or construction center. Which would be an arsenal ship or Mobile Shipyard of some kind like that.

No. Their Doctrine is like an onion. BC at the center of their Nomad Fleet/civilization, HC as their bodyguards, and LC as the anchors for the Frigate Outriders. Think of a BC as a colony ship that creates infrastructure as needed when a Kil'drabi Fleet stays in a system rather than anything else.
This making me think of Trent's Space Mecha with the BC as a Heavy Auxiliary or Arkship. and more specifically Space Mecha Remnant Fleet quest. the Arkship and capitals will be be back and not engaging unless its needed or unavoidable and most fighting carried out by the lighter elements of the fleet. The Light Cruiser being resupply points that can fight back and join their dependents and pushing the operational range.

I would not advise putting the people with furry bodies on a ship that swings into "hair may burn" and "water flash-freezes" territory on a regular.
Fair enough, the Yeeni would suffer for it. no need to put them through th- Wait, Yeeni what are you doing? NO, stop. Do not build your own Battlecolony, CEASE!

Some potential names for the Light Cruiser:
1. Verse of the Song
2. Quill of the Stars
3. Hymn of Unity
4. Graceful Edict


The Heavy Cruiser will always be with the Battlecolony. The Battlecolony is slow as balls (2.5 g) so there's not much need for the heavy cruiser to be faster than 2.5-3 gs. But on the flip side, it should have the thickest armor and shields available, and mount an absolute mountain of dakka. And it can be repaired by the battlecolony, so it might not need as much repair stuff. Even half off still costs stuff.
Some potential names for the Heavy Cruiser
1. Guardian of the Canon
2. Bastion of the Chronicle
3. Vanguard of the Pilgrim
4. Bulwark of the People
Honestly not bad and seems to fit the naming scheme we've had with the Battlecolonies and aping the style of the naming for the cruisers.

Plasma hits garder at all ranges and is more accurate at longer ranges. They can be used for Long-Range effectively, instead of Medium-Range for the Macro-Cannons.
*harder

overall better then Macro-cannons but more high tech and such. I don't think we'll have a problem since we can support it and we don't need to tech down. Still getting the Variable Plasma shells would help a lot with this too.

More health and less chance to trigger Weapons Cramming.
OH I didn't think about that. I just knew upping both length and width was better overall with more volume to put stuff in. How many weapon systems can we cram into a ship then based on that or is it a 'try it and find out' thing?

The way the Kil'drabi think about and operate their fleets boils down to the simple fact that, for literally 99.9% of their recorded/remembered history, a Kil'drabi Fleet lives and dies with its Battlecolony. It is where all Kil'drabi are born, where their genes are stored, where their children are raised, educated, and where the old stay to raise the young and guide the whole.

If ships need to be built, a Battlecolony plops itself down in a system with resources, builds mining and construction shuttles, and begins to create shipyards as needed for the classes desired. When underway, ships are repaired on a need basis, or via makeshift yards quickly made on a stop to another system. The Automated Internal Foundries are capable of, if needed, allowing a lone BC to build the void industries required for a new fleet wholesale, but cannot, themselves, make Warp Ships in-situ.

So if a BC is destroyed...no children. No ships. No repairs. No future. This Kil'drabi fleet is dead.

Which probably has had absolutely no influence on religious developments for the Kil'drabi at all, promise. :V
That too, where the history, the genes, where the life of Kil'drabi are all centered in the Battlecolony. lose it and no more kids, losing the elders as well.

Oh boy, just what they doing before the Inquisitor hijacked the Droman SDF to nearly killing them to extinction. Overall it is a good set up, just means they plop down for a few decades. Can't make the Ships while in transit but can make the stuff to make Void Industries.... QM could we use the Nomadic Fleet so to build Void Industry in some places, like making a anchorage or the yards in a FOB on a planet or some hidden place?

I mean, they did lose most of their Battle Colonies when the that battle happened. So I would have though that would have been sorted out... unless they focused on saving their species and now just don't need it will happen.

Yes, which is why a Kil'drabi fleet normally has multiple BCs within them unless they split up after growing too large to be supplied with the materials quickly harvestable. There is also the fact that using Automated Internal Foundries on a single ship in the center of your formation is something that makes more sense to the Kil'drabi than relying a lot of small ships with manufacturing as they are often lost via hostile action in far-away systems.

A rarer Human/Kil'drabi psychology issue at play.
Makes sense, and having more than one Battle colony would help out with lessening the burden and make things going faster. Yah, again the doctrine/view of the Nomadic Fleets, as the light Cruisers, yes it makes sense for some repair bays or small amount of Automated internal foundries as its meant fulfill that role in some way. But the light Cruisers and the like are supposed to come back to the Battle colony or other ship for resupply of what it can't resupply on its own.

I do like it as it shows some view and perspective at odds we have to work around rather then change it.

Yeah, its in the Automation Tech Tree.
Curses! one day we will spend the four actions needed for that.

With a clap of giggling mirth, the ships of the Federation and Lamenters emerge from the maws of the Warp, the paths they took as winding as the ticking clocks turning back, the Choirs aboard the Andromedas calling back to realize that the journey they had taken had seen them emerge minutes before they had left for the Warp. Though not unknown as a phenomenon, the time gained would be invaluable should the forces in Vluas try and set flight against Echish, their every step shadowed by a Chamleon just as the forces in Kaig found themselves at the other end of the information disadvantage.
OH holy shit. I forgot about that part of warp travel to be honest. We haven't had to deal with it at all either... QM is this something that's being rolled for now or another mechanic being added in? or what was the reason for it this time? And yah, that extra week we just got should be useful and glad they didn't detect the Chamleons at all.

Still if this is a thing we need to take into account its going to ... be weird and hard. Like how do you plan around the warp giving or taking a week or more during travel.

Burning engines, flaring reactors, pumping blood, and thundering steps, Sector Battle Group Sphinx, Centaur, Werewolf, Minotaur, Leviathan, and Basilisk made ready to prove them worthy of the names granted from Old Terran myths, with the Lamenters side-by-side with the nation to whom they owed more than could ever be repaid.

And side-by-side did Battlefleet Sanctus Flos and Puritas Aurorae ignite their engines and warm their weapons; their ships' crews roused into the fight they had not expected to come so soon but were ready for nonetheless.

Flying with dread purpose, weapons would sing the second the other side was in reach.
Oh shit, we took every SBG and the Lamenters with us?! I thought we took like Four of the SBG's and the lamenters fleet. So All we left behind was the Defense Station?

I'm always glad to see the little mentions with the Lamenters getting a break and a good ally. I really hope we didn't lose a bunch of them to Null-nets, it would be their luck.

HAH, right and now Imperium descended naming schemes. So we have Battle Fleets Holy Flower and Purity of Dawn. I guess there's only one Battlefleet over at Vluas. Damn they just are drilled to a point since we can't manage to get them off guard.

Reach, in all things warfare, is king.

To hurt another without being hurt back saw the spear become the most crucial weapon of ancient humanity, saw archers and slingers become mainstays of its armies, ensured that artillery became a must for sieges, and later in battles where the power of chemical knowledge ensured a thousand paces were no hindrance to the slaughter of man.
Indeed and I wish we had more Lance equipped ships instead of just the Artillery Frigates. Reach is everything and why we made longer pointer sticks and then making weapons that threw things farther. the one with Reach or Range is the one who determines the pace of combat and when it starts. Right now with our lances outranging theirs, they have to advance or push forward unless they want to just dealt a death of a thousand cuts.

Good explaining it with the examples there.

And just like that ancient conqueror whose army marched with spear in hand and met no equal with his tactics and strategies until they refused to conquer anymore, the fleets of the Federation reached out with Lance against the foe, finding and biting deep into their formations despite the latter's ability to join the shields of their Destroyers and Frigates. Shot by energetic shot, the power of energy bundled into coherent beams traversed the distance and found gaps, lone stragglers, Light Cruisers that were just that tiny bit too assured of the distance and flew too far to return into the envelope of their brethren.

Though the victims were few, the depletion of the Duchy's shields would play their part in the fighting to come.
I'm guessing that is a reference to Alexander the Great with the Macedonian Phalanx. And not too many Sagitarrius-Secundus within our ranks but enough to drain the shields and and manage a few kills. Again positions and speed of ships trying to reach their assigned locations and some overextending.

Thules flew.

Torpedoes burned.

A wall of fighters met a wall of missiles.

The first emerged with bombers and torpedoes of their own in tow against Duchy.

The latter emerged with the weight of numbers against the Federation.

A dozen ships became hulks, scraps, and short-lived suns born by unshackled stars.

A dozen ships fell back as wounds burned and engines spluttered and coughed stellar dust.

Both sides had met the measure of the other, and the Federation found itself not nearly enough of a winner as hoped.

But they had more ships despite the losses incurred. Their crews were better. Their vessels are hardier. And their cause?

Their cause was just.

Onwards: to deaths found at home and glory found in battle.
Seriously? even with Six SBG's and the Lamenters we aren't dogpilling them? not sure if this was some frontline units freed up for this or just the rolls on the Dutchy's size.

Still we have enough tonnage and numbers come out on top.

"Adjust course to DD-82, initiate ramming maneuver at my mark," Frataris calmly stated, his helmet set aside on the command throne to allow him to better observe the bridge without the masking metal of the helmet and allow the crew to observe the calmness of their captain at every moment of uncertainty. The crew of the 'Serrated Thorn' Bloody-Sunrise had to be mostly replaced with fresh recruits due to an illness that had swiftly decimated the original crew, with their experience falling with the dead.
Ah Lamenter ship then and what the hell is this? sudden sickness that killed most of the original crew? this smells off, something to investigate afterward. And joy, a green crew who has only done shakedowns and their first real combat.

"Give warning to the crew," he commanded, an aide swiftly moving to relay the order to find stable positions and prepare for ramming in short order, the same order already given seven times before. The enemy wasn't running out of ships, nor did the Lamenters run out of the will to plunge into the Phalanx to turn their Destroyers into nothing but burning hulks.

"All crew," Frataris said, "brace for impact." His head minutely turned to another of the bridge crew. "Initiate ramming speed. To engines: all ahead full."

Barely ten seconds passed, more than double what it would have for the old crew, that even Frataris found himself slightly pressed into the command throne, the 'Serrated Thorn' screaming along the path toward yet another victim that suddenly realized that it was on a course ending in its hull. Desperate maneuvers found no purchase, and a prow-spur connected with silent collision and quiet rumble, Destroyer 82 finding its spine cracked before it was shattered and parted by the still accelerating 'Serrated Thorn' already swiveling to another foe.
I mean if they can withstand the torpedoes and ram through the ships, it would help a lot. Seems they are getting used to things with the ramming both bracing and getting the course and speed for it.

And a good show of how experience helps a lot, seems like around 5 seconds for them to do it where for the veteran crew they could do it on instinct alone. small thing but apply that to a lot of other things and see the effects.

and another destroyer cracked in half.... oh right besides ramming that ship only has a missile turret and boarding torpedoes and boarding craft in a hangar. So that is the main way of damage.

Transhuman eyes scanned the battlescape, and a transhuman mind ordered his brothers to board two more ships while a flurry of missiles was sent to assist two flights of Thules in their bombing run, the clone sisters waggling their wings for a moment in quiet thanks.

Then, his attention was pulled elsewhere as the battle continued.
And there is the boarding, I hope the two ships being boarded are the Light cruisers or the like since they'd do more impact there. Interesting how the missiles are used to support the Thrules rather then as the attack itself. Nice little thing of the Thrules doing the wing waggle.

Harried by the Lamenters in their midsts and the Thules flying through their formations, the captains of the Cruisers who had been given the Null-Nets found themselves with the right foes and the right time to turn the Heavy Cruisers and Grand Cruisers into drifting hulks.
Oh, well I don't know how the lines mashes and look like but I'm guessing the requirement of the Leos and the Lamenters cruisers ramming in there gave them the range and targets to fire then? I think we're gonna need an afterbattle report of how the battle went in terms of movement and positioning. I guess it was worth getting rid of them no matter how many other Dutchy ships got caught up in it.

Their ships angled themselves. Their gunners sighted the foe.

And the nets fired...
fracking A. alright lets see how many Lamenters we lost.

A whisper. A touch. The light turn of a deity yet unborn stirring within the Warp to the side of the galaxy that houses one of its five nations rising in the Milky Way.

Ships turned and stirred before the nets fired. Paths wound themselves along the wells and flows of gravity.

Burning, soul-sucking, empty holes of material might that ripped the immaterial apart with ease found no victims.

And the guns of Leos and Proofs turned their ire upon frantically maneuvering Light Cruisers.
Anddddd Saved by the hand of the Star Child. Holy shit I did not expect that. Apparently there is also other nations besides us doing Iconoclast. So surprised with that happened and what I think was tipping the Light Cruisers down and thus missing their shots against our Leos.

The battle continued and began to develop not neccessarily in the Federations favor. Though the lighter ships of the Duchy found themselves at the mercy of Thules and Lamenters punishing any ships within their grasp, and the weight of vessels turned their losses within the battle into merely painful, yet clever tactics and desperation turned losses permanently as the Duchy captains began to realize that they may not have a chance to fight on and it was time to deny the foe any hull that silently slid through the void.

But when hostile ships turned guns to hulks and life pods instead of foes, a choice presented itself: use the distraction caused by the vessels and crews of the Federation to wipe out what could be killed, or shield them and fight a retreat to save the losses of crew and ship.
Seriously? it was Six SBG's worth and the Lamenters fleet. We managed to avoid any big losses with the Null-nets firing and I'm guessing there was no Flyssa destroyers at all.... I Guess they're all being used or with the other Fleet at Vluas. We did see a grand total of... I think it was first three at Voxx Primus that got rotated out for four, then two that were at Echish before the the fleet pulled out and retreated. So there is around 5 Flyssa's around that we have seen that haven't been destroyed so far.

yah, that's the kind of petty yet somewhat understandable thing for the Dutchy to do. We're the only faction to focus on crew survivability and having armored Lifepods for the crew to live. The Dutchy would see that as valuing our crew and targeting them to deny any hulls that could be repaired and killing off any crew that ejected from the ship in the lifepods. I mean... when we are the only ones doing that and experience is a valuable currency it makes sense but it comes off as so petty though.

Fight or Retreat?
(6-Hour Moratorium)
[] Fight!
(Gain: Objectives met. Kaig Fleets + SDF + Void Infrastructure wiped out.
Notice: Light-Medium Damage applied throughout the fleet.
Lose: 1x Leo, 6x Scorpios, 1x Endeavour, 11x Crux, 3x Words, 9x Aries, 2x Lantern Bearers)
[] Retreat.
(Gain: Orderly Retreat. Kaig Fleet takes High (>60%) Losses.
Notice: Light Damage applied throughout the fleet.
Lose: 4x Scorpios, 6x Crux, 2x Words, 4x Aries)
and the vote itself now. given the QM said it was only mining stations and waystations, I really don't care about the the void infrastructure here but we do want to reduce as much of the Fleet as possible. I think we can stomach it since its not even a full SBG of losses.... yet. I'm sure we'll have to deal with that after but if we can destroy the two fleets by the start of next turn we will have at least bought ourselves time to prepare for the next wave.

Still sixty percent losses on the Retreat for the Dutchy is tempting... we have destroyed a lot... but I'd rather get all of them. I just wonder if we should be pragmatic or stick how the StarChild would and focus on saving those armored lifepods and the like.

10 - Eddies of the Warp - Arrived a week before they left.
8 (4, 4) vs 10 (6, 3, 4) - Initial Preparations - The Duchy Is Not Surprised
12 (6, 6) vs 11 (5, 6, 4) - Extreme-Range Duel - Eeking Out An Advantage
8 (2, 6) vs 11 (5, 6, 3) - Enter Torpedoes - Losses Begin
5 (2, 3) vs 8 (2, 6, 2) - The Brawl Begins - Weight Of Hulls Is The Saving Grace
10 (5, 5) vs 7 (2, 5, 1) - Null Nets Fire - By The Grace Of The Holy
6 (5, 1) vs 11 (6, 3, 5) - The Brawl Continues - Losses Mount
7 (5, 2) vs 8 (4, 4, 2) - Give Ground For Time - Press On?
Oh that's how the rolls went... well that fucking explains the Null Nets, two 5's. and holy hell the Dutchy beat us in everything except the Null Net firing. that would explain some things.

In that case, definitely worth it. That's trading a third of an SBG for more than 1 SBG, and remember that they have a firmly limited number of the null/nets. Were there any Flyssa's here?

Man fighting Imperial dice rolls sucks.
Agreed, pragmatically the good choice considering their rolls and not dealing with them in the future.

It was lamentous.

? You are taking the losses stated for the stated casualties inflicted on the Duchy.
..... I can't tell if that was a joke or something that would exist in 40k.

You have not encountered any Flyssas within the fleet, nor noticed any in the other fleet you scouted.
Oh? not the one at Vluas either? well that's fine by us. I'm guessing they were suppose to come to finish up the massing of the Battlefleets here and arrive later. At the very least we just reduced the amount of ships they can hide between or behind and make it easier for the future.

Five nations confirmed to exist that follow the Star Child. We already knew we weren't the only ones worshiping them but it is good to know that just in case.

It also makes what the QM said a while ago when we broke the first Seal be quite a bit clearer
We have other Silbings! that most likely won't show up in quest since QM did confirm that we can't do anything else in that breaking any of the other seals to lead to the Star Child being born. So We might not meet any of them.

Before today, there were more than 3 SBGs worth of Strength in Kaig! So destroying 40% of that fleet gets us at least 1 SBG's worth of strength in damage, including a bunch of null-nets. That means we're trading roughly 0.5 actions of extra repairs for about 2 actions worth of destroyed ships, and also getting the void infrastructure around Kaig.

Remember, they have a set limit on the number of null-nets they can make ever. It's the number of null brains they've got in whatever inquisitorial stronghold opened its vaults.

Finally, there is a good argument to not show the Duchy that they can make us blink by shooting our wounded. We don't want them to shoot the escape pods, but if we start trying to shield the escape pods then they'll know they can make us do dumb things by shooting our wounded. Let's not give them the opening. The way we save more people is by fighting efficiently.
I think that means more then 60 percent. And I do agree with finishing this if only to deny them any of the Blank Brains they harvested and whittle that down.

And yah its the thing from Goblin Slayer, they will play to your weakness and the like, so you have to show them its meaningless and won't do anything. So in this case save the armored lifepods and the like being rushing in fast and killing them off faster.

I will remind us all here that ruthlessness(is mercy upon ourselves) is part of the Star Child's domain. So we absolutely should wipe them the fuck out now and then go back and decide if we want to swing again.
Hey! I just found that musical two weeks ago. But yes Ruthlessness is in the Melodies and I think we'll be able to grab another Melody in like three turns now.

Now I wonder if we'll see a Van Zandt Free Dutchy report on "White Void" in the future ?
You know that would be cool to see how the Dutchy sees us or just as a Nega-Quest omake where the Nega-quest base is reading about us.
 
[X] Fight!

The fact that we are getting more battle colonies to supply our fleets and a light cruiser design that includes major supply generation and repair makes having supply generation on our regular ship less needed.
I say that the new carrier should have no supply generation and as we build them we mix them so all SBG's get a mix of the new improved carrier with lances and ones with supply generation.
We can add one of the new light cruisers to the next SBG we build to create one intended for solo operations to take all the systems that are out of the way of the main offensive.

Now we done a ground upgrade turn a space tech turn should be done to get the parts needed for the designs(new engines, rotary plasma cannon)
 
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You know that would be cool to see how the Dutchy sees us or just as a Nega-Quest omake where the Nega-quest base is reading about us.
I'd be very interested in that as well.

As for your other questions;
The Eddies of the Warp roll happened because this was the first time-critical deployment you had. Wouldn't do to miss the enemy fleet by a day while they are en-route to your system, now would it? :V

The fact that, despite throwing everything but the kitchen sink at them, the Duchy ships still manage to hold out so well while outnumbered 2-to-1 may, possibly, have to do with the fact that they have the Phalanx Doctrine. You know, the one where they link the shields of dozens to hundreds of ships together? Which means that any damage not Bomber, Torpedo, or Ramming needs to destroy the cumulative shields of dozens of ships before firing upon hulls. Haaa...if only you had a weapon that no-sold shields. Alas, such a thing does not exist. :(
 
Haaa...if only you had a weapon that no-sold shields. Alas, such a thing does not exist. :(
Does this bypass shields?

-[] The Starlance (1/3)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.
 
Does this bypass shields?

-[] The Starlance (1/3)
Though named after the weapon that annihilated twenty-two Light Cruisers in its first showing against the Federation, the weapon is projected to be far weaker than its namesake, and, far more importantly, will not need a billion sapient souls to fire, nor the weird black stones used as amplyfiers. Situated in the prow of a ship and operated by a Choir, the Starlance projects a beam of psychic might against the enemy in a continuous stream at short ranges, with its destructive potential enhanced if a ship accelerates against its targeted foe.

He's clearly talking about the Rad Lance, and yet the text here basically says, "It's not actually good at defeating the enemy" @HeroCooky :

Heavy Rad-Lance - A weapon utilizing radioactive processes to propell a titanic spinal-beam of power against the enemy, bypassing shields altogether. However, it is weak against armor and is mostly adept at temporarily scrambling the sensors of an enemy shield by inducing massive interference.

But we could try to do some Rad-Lance stuff...
 
@HeroCooky
1) Did we lose cruiser hangar tax, or is it still in force?
2) How big you have to be to (reliably) prematurely trigger null-net? Can we use a swarm of boarding shuttles with automated or servitor pilots for such, for example?
3) Description of Rad Lance implies that it is a spinal/prow weapon, is it correct? Does it have similar range as Medium Prow Lance? Does it benefit from lance equipment?
4) Would triple Medium Prow Lance strain Light Cruiser's energy system like Saggitarius' does?
5) Would laser macro-cannons benefit from lance or projectile enhancement equipment? Would it be a hitscan weapon?
 
[] [Light Cruiser] Pilum-Class Light Cruiser
-[] Sketch (Purely Optional)
-[] Length
- 4.400 Meters (-1)
-[] Width - 600 Meters (-1)
-[] Acceleration -5 Gravities (-1)
-[] Armor - Medium Double Hull
-[] Shields - One Matrix
-[] Weapons - Heavy Rad Lance (-4), Rad Lance x2 (-6)
-[] Equipment - Ship Shrine (-1)/ Advanced Alloying (-1)/Armored Lifepods (-1)/Snapshot Pinpoint Targeting Systems (-3)[1]/Superior Gravimetric Engine Calculations (-2)/Elite Crews or Veteran Crews (-3 or -6)

This would cost 27 at the max, but obviously if Snapshot Pinpoint Targeting Systems isn't useful, it's 1 DP under-budget. If it is useful, or there's some other 3 DP useful Lance Equipment, we can just do Veteran Crews instead.

[1] Does this do anything for Rad Lances, @HeroCooky , I don't think so, but I'm adding it to take off later. (Write-In, Example: #1, #2, #3.)
 
[] [Light Cruiser] Pilum-Class Light Cruiser
You cant use 4Dp weapons on light cruisers, as the list starts with:
Notice! Due to their size, these weapons cannot be mounted on anything smaller than Heavy Cruisers.

I would add a regular lance in case the rad ones take down the shields to damage the ship before it gets its shields working again

There is this:
Pure Lenses - Fine-tuned lenses allow beams to stay coherent for longer ranges without any energy loss, allowing ambushes and kiting tactics to be far more effective. All Lance weaponry have a 50% increased range.

And i would spend at least a single point on:
Light Lances - Pumping large amounts of energy into focusing lenses and through capacitors from the ships' reactor, Lances are limited in their firing duration by what their cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
mounted in turrets to hit fast moving targets
 
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[] [Light Cruiser] Pilum-Class Light Cruiser
-[] Sketch (Purely Optional)
-[] Length
- 4.400 Meters (-1)
-[] Width - 600 Meters (-1)
-[] Acceleration -5 Gravities (-1)
-[] Armor - Medium Double Hull
-[] Shields - One Matrix
-[] Weapons - Heavy Rad Lance (-4), Rad Lance x2 (-6)
-[] Equipment - Ship Shrine (-1)/ Advanced Alloying (-1)/Armored Lifepods (-1)/Snapshot Pinpoint Targeting Systems (-3)[1]/Superior Gravimetric Engine Calculations (-2)/Elite Crews or Veteran Crews (-3 or -6)

This would cost 27 at the max, but obviously if Snapshot Pinpoint Targeting Systems isn't useful, it's 1 DP under-budget. If it is useful, or there's some other 3 DP useful Lance Equipment, we can just do Veteran Crews instead.

[1] Does this do anything for Rad Lances, @HeroCooky , I don't think so, but I'm adding it to take off later. (Write-In, Example: #1, #2, #3.)
I think it'd be better to mix radlances with normal ones?

One scrambles the shield, the other punches through?

Though, tbh, I had assumed that phalanx would no sell rad. Scrambling shield 1 is pointless if shields 2-10 remain active.
 
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He's clearly talking about the Rad Lance, and yet the text here basically says, "It's not actually good at defeating the enemy"
Huh. I assumed it was carriers, since bombers are one of the things that explicitly don't have to go through all the shields.
The fact that, despite throwing everything but the kitchen sink at them, the Duchy ships still manage to hold out so well while outnumbered 2-to-1 may, possibly, have to do with the fact that they have the Phalanx Doctrine. You know, the one where they link the shields of dozens to hundreds of ships together? Which means that any damage not Bomber, Torpedo, or Ramming needs to destroy the cumulative shields of dozens of ships before firing upon hulls. Haaa...if only you had a weapon that no-sold shields. Alas, such a thing does not exist. :(
 
I think it'd be better to mix radlances with normal ones?

One scrambles the shield, the other punches through?

Though, tbh, I had assumed that phalanx would no sell rad. Scrambling shield 1 is pointless if shields 2-10 remain active.

I think the only answer is for us to study the Shields ourselves, both so we can deploy them if they're useful, but also to know how to counter them.

It's important to keep on improving, though TBH we're not in a crisis. Yes, it's bullshit that they can keep this up, but we're steadily improving across the board while they're putting more and more resources on our end. So in one sense I think we're doing alright?

It's just we could be doing better.
 
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