Or you can just... use the voting threadmarks, which have every single vote count used specifically, which I am doing so I don't need to do that?

Limited throughput. Also that would require a nice big hole leading directly to the gate, or mounting it on the outside of the ship, which, well, big, fragile (comparitively to, say, the hull of a ship) expensive machinery slash potential invasion route? You want those things behind at least a few layers of security doors and armored bulkheads so people have to actually work to go swanning through them right to the Craftworld!

Edit: also, you may want to consider that whilst Fatetwister Cannons are very good, they are also very costly in Scopes, so you may want to consider a design you aren't going to be throttled to "2 per turn essentially" at most.
Do we need a separate action to design a ketch with fatetwister and one without? I *would* like to keep using our fatetwisters in battle, but where any new ships we make rather than just refit dont get them because of how expensive the guns are.
 
CIWB only works in very close combat and that is a place this ship does not want to be in any case.
If you fly into that range to use these the short ranged starlances, instead of hit-and-run with the heavy battery where they can't fight back you are doing something very wrong.
That's like saying Point Defense is useless because nothing should be getting into close range. The point is that if something gets close to us, like if the Orks manage to roll decently in a fleet battle, then it's entirely possible we'll see them getting close to better use their weapons or just try and board us.

And they're Spike Cannons not Starlances.
 
Question: Does having two Æthersails make the ship faster in comparison to one Æthersail? Is that a linear increase? Is there anything preventing us from loading four Æthersails on a ship, using three for speed and having one "furled" so that we can use it in emergencies in case the other 3 are destroyed?
More engines in general makes the ship more manuverable, yes. You can't really "furl" Aethersails, though; they involve big bat-wing spars and masts that are filled with machinery, not just the literal (solar) sails.
Escorts I think are maxed out at 2 Sails, (some) of the capital ships have a max of 3.
I'm... Not sure where you got that from? None of your current ships have very many, true, but there's nothing really stopping you from, say, putting four on a Destroyer or something. If you are willing to spend the slots.

Do we need a separate action to design a ketch with fatetwister and one without? I *would* like to keep using our fatetwisters in battle, but where any new ships we make rather than just refit dont get them because of how expensive the guns are.
Yes, those would be separate designs. (Because cannons/short range weapons in general are sensibly in turrets (because while turning the whole ship to aim is fine at long range, when a few degrees at most is generally all you need, it's a lot less of an option in a close range brawl), except for Fatetwisters which don't need those. So the physical mount and even position would be radically different.)
 
Listen, if an Ork ship (or any kind of ship for that matter) gets close enough to a Ketch to be able to use their CIWB, we're pretty much cooked, CIWB or not, we really shouldn't be getting close to any kind of Ork / Imperial shaboingery since one will replace the vaccuum of space with lead, and the other will broadside us into oblivion.

Better to have the range/mobility/PD advantage instead of trying to bull-rush the Orks head on and pray that our (very expensive mind you) CIWB isn't a waste of crystals / scopes.
 
That's like saying Point Defense is useless because nothing should be getting into close range. The point is that if something gets close to us, like if the Orks manage to roll decently in a fleet battle, then it's entirely possible we'll see them getting close to better use their weapons or just try and board us.

And they're Spike Cannons not Starlances.
I favored PD since strikecraft are a much greater threat to us than enemy ships getting close and staying close to us.

Our ships are much more maneuverable and far quicker than any non Eldar or Necron ship so the chances of a ship both getting really close to and staying outside of our firing arcs (the Fatetwisers give us much wider firing arcs than Spikes) isn't that high.
These weapons are effectively similar to the Macro-Cannons of other races, but possess unnatural accuracy and the ability to fire significantly "off bore", mitigating the usual weakness of those weapons systems.
While I acknowledge that we will be facing Eldar ships soon thanks to Biel Tan space battles aren't just a series of 1v1s, each fleet's ships will be coordinating with one another so more likely than not an enemy ship doing all it can to get close to one of ours at the expense of everything else will put it at risk of another ship especially with the wide firing arcs afforded that Fatetwister cannons provide us.

Strikecraft however are quick enough that they should be able to consistently catch up to our ships and given how reliant we are on Aethersails even just a bunch of fighters harrying one of our ships (look at what Meros was able to accomplish with it's swarm of gunships) could potentially disable the ship's Aethersails and cause that ship to get left behind and get ganged up on.
Yet that is not all, for hundreds upon hundreds of fighters swarm from the Craftworld—each might be little more than a single Las-Weapon of great power—what the Imperium to come would call a "turbo-laser"—with a cockpit and engines, but the ships are deadly all the same, swarming the Orkish ships with weapons that can inflict telling damage.
 
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The Starlance CIWB needs to go. It's ludicrously expensive and keeps the ship actively irreplaceable. Removing the Heavy Starlance is shooting ourselves in the foot because we actively can't make use of all the Starcrystal it's going to free up in any realistic timespan. And it really needs a gravity shield+Holo-Field combo if it's carrying so much vital equipment (especially if we leaves the Fatetwister on). We saw with Arach-Qin that escorts with 1 Aethersail 1 Plasma Thruster were plenty effective and this thing should have some of the greatest effective range of anything on the battlefield smaller than a Brig.

One thing I strongly caution against is throwing Spike Macro-Cannons on this thing, they are our cheap, crappy, close range weapon option and this thing really wants to stay at range and be firing it's Heavy Lance (which knowing Eldar escorts is a massive spinal weapon- so we should be gearing this thing to avoid close quarter combat).

[] Stellar Rose-class Fleet Frigate (350 SC, ~50 NEP)
-[] 1x Heavy Starlance Battery, 1x Las-Lance Battery (350 SC, 25 NEP)
-[] Las-Cannon Point Defense Battery (12 NEP)
-[] 2x Aethersail, 1x Plasma Thruster (?)
-[] Holo-Field, Grav-Shield (8 NEP)

[] Stellar Rose-class Fleet Frigate (Fatetwister) (350 SC, 50 PS, ~50 NEP)
-[] 1x Heavy Starlance Battery, 1x Fatetwister Battery (350 SC, 50 PS, 25 NEP)
-[] Las-Cannon Point Defense Battery (12 NEP)
-[] 2x Aethersail, 1x Plasma Thruster (?)
-[] Holo-Field, Grav-Shield (8 NEP)
Oh, thanks for pointing that out!

Yeah, those that already have them could keep them.

But I kind of want to set at least some aside for a beam spam battleship or battlecruiser, who'll combine their power with more survivability.
I will bring this up again, we're going to get so many Starcrystals just by removing the Starlance CIWB it's not even funny. We'd be saving over 400 SC per Ketch we refit- plenty for beam spam on our capital ships. The real question should be the Fatetwister. It's ridiculously good, screws other escorts, and plays well with the Heavy Starlance as a long range weapon that can keep people honest without it having to take it's massive main gun off target.

I say we should just make the Assault Ketch a dedicated lance boat and design a second frigate class down the line to screen it- and our destroyers are also intended to cover that role- Fatetwisters aren't something we can sustain on this scale, and we're probably going to want some more on our capital ships.
 
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I mean, I'm pretty sure that Spike Weapons aren't bad, they're just not "Exotic Weapon" level.
I mean, compared to the Melta weapons we could be having next turn or the plasma macro-cannons we can get... yeah- I'm treating Spike weaponry as our cheapest and lowest performing weapon system. I genuinely don't think we'll ever see a cheaper naval weapon than the humble 3 EP naval spike cannon. I wouldn't bet on a 5 EP lance battery over a 3 EP spike cannon battery in a naval knife fight, but with range and lances' notorious lethality/penetration I'd bet on it at any distance beyond that. Crappy was overly harsh, but I don't think it's a weapon that belongs on an escort designed around our heaviest, longest range, and most lethal weapon our navy fields outside of a battleship's mount.

I'd rather throw a regular lance battery or two onto the new frigate so it can fight other escorts at range without stupendous overkill while keeping the distance it needs to bring it's all-mighty H. Starlance to bear than I would I having this thing gearing for a closer brawl it's inherently ill suited for. That's what the destroyer we just made *is* suited for.
 
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I will bring this up again, we're going to get so many Starcrystals just by removing the Starlance CIWB it's not even funny. We'd be saving over 400 SC per Ketch we refit- plenty for beam spam on our capital ships. The real question should be the Fatetwister. It's ridiculously good, screws other escorts, and plays well with the Heavy Starlance as a long range weapon that can keep people honest without it having to take it's massive main gun off target.

At least for now, I think the answer is that the Fatetwister should stay, at least in the short term.

It utterly fucks Eldar ships because it ignores Holo-Fields and auto hits.
It also does very bad things to ork ships that lost their shields because by the description these things auto hit and then do critical damage.

And considering the amount of assault ketches we have it's a lot of guns, even if they are on a fragile chassis.
 
At least for now, I think the answer is that the Fatetwister should stay, at least in the short term.

It utterly fucks Eldar ships because it ignores Holo-Fields and auto hits.
It also does very bad things to ork ships that lost their shields because by the description these things auto hit and then do critical damage.

And considering the amount of assault ketches we have it's a lot of guns, even if they are on a fragile chassis.
It's fair to assume we're not going to to fully refit the Assault Ketches soon, but that's basically forcing us to never build a new one and ensuring we have to pay 4 Steward AP some time in the distant future to address this problem. I'm not vehemently against it but it's undoubtedly going to cause us long term annoyance in favor of short term capability. Keep in mind our fleet is small for a Large Craftworld, we're really going to want to expand it rather than just repair and refit it sooner or later to develop force projection in line with our ambitions and status.
 
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The Fatetwister macro cannons pretty much shred Eldary ships.
They are only stopped by shields, pretty much ignore Holo-Fields and going by the bits from the orks fight we had. Pretty much always score the equivalent of a critical hit when it comes to doing damage.
The main reason I'm asking is if Biel-Tan is smart about the incoming attack they are probably going to try to get the force as close as possible to the craftworld/fleet as possible to ensure that they can try to stay in the Fatetwisters reduced blind spots as much as possible. But that might be going to much into hypotheticals given we don't know what the Biel-Tan attack is going to be like (stealth strike team with bombs/an attempt at a close range fleet attack/using the engine issues to just set up a bunch of long range attacks to slowboat to the craftworld are just some ideas from the top of my head). It might be a good idea to try to get something set up to gain information on the attempt but unfortunately it also seems like the kind of thing where upon Warhammer would love to have the Seers mess up somehow.

But essentially the point I'm trying to make is that it might be a good idea to have some close range capability if only for the possibility that we end up forced into a close range fight with our backs against the craftworld (or in the future against some other high priority defense). Especially since it seems like only the non-redesigned ships have the close in weaponry.
 
It's fair to assume we're not going to to fully refit the Assault Ketches soon, but that's basically forcing us to never build a new one and ensuring we have to pay 4 Steward AP some time in the distant future to address this problem. I'm not vehemently against it but it's undoubtedly going to cause us long term annoyance in favor of short term capability. Keep in mind our fleet is small for a Large Craftworld, we're really going to want to expand it rather than just repair and refit it sooner or later to develop force projection in line with our ambitions and status.

Yeah, it is a "short" term fix for our navy, but on the other side I don't see us building actually new ships for at least the next 10+ turns due to all the ships we have that kind of need repairs.

And by the time we start building ships, we should have a lot more options for weaponry that we want on our ships making new ship designs quite rewarding.
 
We just designed a ship entirely around weapons with solid close in capability.... all of these designs are predicated on a an enormous laser weapon designed to gut enemy capital ships that has negligible close in capability.
Tell me that any moment these things aren't lining up and using the massive guns they are built around isn't a waste. Planning around these things getting caught up in close quarters where they can't bring their big gun to bear is actively planning around the primary striking arm of our navy being rendered ineffectual. We'd be better off designing almost everything else in our navy to prevent that exact scenario.

Yeah, it is a "short" term fix for our navy, but on the other side I don't see us building actually new ships for at least the next 10+ turns due to all the ships we have that kind of need repairs.

And by the time we start building ships, we should have a lot more options for weaponry that we want on our ships making new ship designs quite rewarding.
Yeah, making new designs right now when we know of several new weapons techs just sitting there does feel a bit wasteful and a larger navy is a long term concern regardless I just think it's important to note keeping the Fatetwisters further ties our hands in a lot of ways.
 
It's fair to assume we're not going to to fully refit the Assault Ketches soon, but that's basically forcing us to never build a new one and ensuring we have to pay 4 Steward AP some time in the distant future to address this problem. I'm not vehemently against it but it's undoubtedly going to cause us long term annoyance in favor of short term capability. Keep in mind our fleet is small for a Large Craftworld, we're really going to want to expand it rather than just repair and refit it sooner or later to develop force projection in line with our ambitions and status.
We have Bonesinger actions that allow us to expand production of Starcrystals and Psy-Scopes. Considering the fact that we have a total of 108 Ketch's that need refitting we have time to expand SC and PS production before we need to consider building more Ketch's.

Besides, as a ton of other people have brought up Fatetwisters are going to be extremely effective against Eldar ships and with Biel Tan bearing down on us and likely to remain hostile for the foreseeable future having a large number of Fatetwister equipped ship will be beneficial for whenever they decide to throw hands with us.

Edit:
Macro-cannon type weapons (which Fatetwisters should still count as) aren't short ranged weapons, it's just that their long range accuracy tends to degrade since they have to deal with projectile travel time. Fatetwisters can ignore this since they manipulate space-time to hit you.

The main reason I'm asking is if Biel-Tan is smart about the incoming attack they are probably going to try to get the force as close as possible to the craftworld/fleet as possible to ensure that they can try to stay in the Fatetwisters reduced blind spots as much as possible. But that might be going to much into hypotheticals given we don't know what the Biel-Tan attack is going to be like (stealth strike team with bombs/an attempt at a close range fleet attack/using the engine issues to just set up a bunch of long range attacks to slowboat to the craftworld are just some ideas from the top of my head). It might be a good idea to try to get something set up to gain information on the attempt but unfortunately it also seems like the kind of thing where upon Warhammer would love to have the Seers mess up somehow.

But essentially the point I'm trying to make is that it might be a good idea to have some close range capability if only for the possibility that we end up forced into a close range fight with our backs against the craftworld (or in the future against some other high priority defense). Especially since it seems like only the non-redesigned ships have the close in weaponry.
Fatetwisers are explicitly noted be be able to shoot extremely off-bore so you'd need to put in a ton of effort to avoid staying in one's firing arcs.
The principal advantage of Fatetwister Cannon batteries is that the enemy cannot, in fact, "walk out of the firing cone," because the things are using space-time manipulation for homing bullets and therefore have more of a firing sphere. unless the enemy is also using some kind of space-time Fekery as a defense themselves, of course. (Or just has a defensive system that can nope a giant spike of Wraithbone, like a Void Sheild)

Edit: essentially, you should treat Fatetwister Cannons as something more like a battery of guided-missile launchers with a KKV warhead than a "normal" macro-cannon.
Besides that, as I mentioned before space battles aren't just a bunch of 1v1's between a fleet's ships. It's coordinated chaos where each fleet's ships can support one-another.

If you put in a ton of effort to avoid the fire-arc of one ship's Fatetwister battery you are probably opening yourself up to another ship's weapons and if those weapon's happen to also be Fatetwisters then the shooter doesn't even need to worry about friendly fire thanks to space-time manipulation BS.
 
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One thing to note, on the tabletop, naval holofields work best against lances and torpedoes/attack craft (2+ save base, although getting shot at with guns degrades this for a turn IIRC).

They make gunnery roll less dice, but overall spamming macro batteries is one of the better anti-holofield tactics.

Magic fate aimbot macro batteries working even better makes sense.
 
I think the timer is up?
Not fully sure.

[X] Void-Sail Ketch
-[X] 1x Heavy Starlance -1 Heayv slot
-[X] 1x Fatetwister Cannon Weapons Battery - 1 Weapon slot
-[X] 2x Æthersail - 2 System slot
-[X] 1x Plasma Thrusters - 2 System slots
-[X] 1x Las-Lance Point Defense Battery -1 System slots
-[X] 1x Holo-Field -1 System slot
-[X] Trade in one weapon slot for 1 System Slot
-[X] Grav-Shield - 2 system slots.

What can I say, I like my Sailfish based name for this.

Most likely will add a vote for [] Stellar Rose-class Fleet Frigate (Fatetwister) (350 SC, 50 PS, ~50 NEP)
after I got some sleep, because It's pretty much the same as Void-Sail Ketch, just with a different name.
 
I mean, compared to the Melta weapons we could be having next turn or the plasma macro-cannons we can get... yeah- I'm treating Spike weaponry as our cheapest and lowest performing weapon system. I genuinely don't think we'll ever see a cheaper naval weapon than the humble 3 EP naval spike cannon. I wouldn't bet on a 5 EP lance battery over a 3 EP spike cannon battery in a naval knife fight, but with range and lances' notorious lethality/penetration I'd bet on it at any distance beyond that. Crappy was overly harsh, but I don't think it's a weapon that belongs on an escort designed around our heaviest, longest range, and most lethal weapon our navy fields outside of a battleship's mount.

I'd rather throw a regular lance battery or two onto the new frigate so it can fight other escorts at range without stupendous overkill while keeping the distance it needs to bring it's all-mighty H. Starlance to bear than I would I having this thing gearing for a closer brawl it's inherently ill suited for. That's what the destroyer we just made *is* suited for.

Dude, FFS, Melta weapons are very short range, and Plasma weapons on ships are usually ridiculously expensive.

You're treating the fact that we have a very good weapon as garbage and el-cheapo shit because it doesn't outperform peak performance or high power specialist gear in its specialty. You've been told several times that Needlers are very damn good and significantly better than our baseline laser stuff, while also being a lot cheaper than the more exotic stuff, and you just... Keep pushing back against ever using it!

Like, what's with your hate for it? I just don't get why you're that opposed to using them that you'd rather pay vastly more and slow roll things out than ever use more than we absolutely have to on anything.
 
We have Bonesinger actions that allow us to expand production of Starcrystals and Psy-Scopes. Considering the fact that we have a total of 108 Ketch's that need refitting we have time to expand SC and PS production before we need to consider building more Ketch's.

Besides, as a ton of other people have brought up Fatetwisters are going to be extremely effective against Eldar ships and with Biel Tan bearing down on us and likely to remain hostile for the foreseeable future having a large number of Fatetwister equipped ship will be beneficial for whenever they decide to throw hands with us.
Please don't undersell the cost of a single Fatetwister battery. To reach the point of being able to afford ~3 frigates of this requires 35 BAP to add 30 PS production to total out at 150 PS. And our navy is significantly smaller than it should be for the average Large Craftworld, let alone one with our ambitions and enemies like Biel-Tan. The Fatetwister escort is fundamentally unsustainable and this gives me less and less confidence in it. No one is saying no Fatetwisters- but we have plenty of Fatetwisters in service between all the Ketches that won't get refit in time for Biel-Tan and our Battle Carracks which are incredibly optimized around that role with 3 Fatetwisters each.

I'm going to repeat myself but this route is supposing we should spend several dozen Bonesinger AP just trying to marginally compensate for a trickle of escort production- the only reason why keeping the H. Starlance is so feasible is the cost savings from removing the CIWB. The Fatetwister sadly doesn't have a easy massive reservoir of PS sitting in arms reach.
 
Please don't undersell the cost of a single Fatetwister battery. To reach the point of being able to afford ~3 frigates of this requires 35 BAP to add 30 PS production to total out at 150 PS. And our navy is significantly smaller than it should be for the average Large Craftworld, let alone one with our ambitions and enemies like Biel-Tan. The Fatetwister escort is fundamentally unsustainable and this gives me less and less confidence in it. No one is saying no Fatetwisters- but we have plenty of Fatetwisters in service between all the Ketches that won't get refit in time for Biel-Tan and our Battle Carracks which are incredibly optimized around that role with 3 Fatetwisters each.

I'm going to repeat myself but this route is supposing we should spend several dozen Bonesinger AP just trying to marginally compensate for a trickle of escort production- the only reason why keeping the H. Starlance is so feasible is the cost savings from removing the CIWB. The Fatetwister sadly doesn't have a easy massive reservoir of PS sitting in arms reach.
We have 54 Battle Carracks that each have a Fatesheer Cannon Close-In Weapons Battery that costs 160 Psy-Scopes apiece and 16 Battle Brigs each with a Fatesever Cannon Point Defense Weapon Battery that costs 120 Psy-Scopes each.

While I'm not opposed to keeping the Fatesever PD batteries for our Battle Brigs those Fatesheer CWIS have got to go. That should net us more PS than what we would need to double our Ketch count.
 
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Dude, FFS, Melta weapons are very short range, and Plasma weapons on ships are usually ridiculously expensive.

You're treating the fact that we have a very good weapon as garbage and el-cheapo shit because it doesn't outperform peak performance or high power specialist gear in its specialty. You've been told several times that Needlers are very damn good and significantly better than our baseline laser stuff, while also being a lot cheaper than the more exotic stuff, and you just... Keep pushing back against ever using it!

Like, what's with your hate for it? I just don't get why you're that opposed to using them that you'd rather pay vastly more and slow roll things out than ever use more than we absolutely have to on anything.
Please stop strawmanning me Alectai. Spike weapons are literally cheaper than naval laser weapons. I don't think plasma weapons are hard for Eldar to do in space because canonically the primary Craftworld and Corsair macro batteries tend to be plasma cannons. And yes, I think a close range Eldar ship should be heavily optimizing for close range because the whole point of speed is the ability to dictate range.

I'm not against Spike weaponry, I'm against "You've been told several times that Needlers are very damn good and significantly better than our baseline laser stuff"- as something axiomatic. My resistance way back when the infantry roll out had to do with the fact no one had functional armor worth a damn but had functional laser weaponry already. My resistance now is that your quote is just unsubstantiated when it comes naval weaponry unless you think our naval lasers are so bad they cost more *and* are worse than spike cannons. I do not want to slap the cheapest weapon we can find and assume that's going to protect the most expensive gun we could put on this thing. I want to focus on mobility and the ability to engage near-tonnage targets at long range to protect it- why is that wrong?

This is a small escort built around a massive gun. It wants and needs to hang back to properly bring it's massive gun to bear at long range. That tells me we want weapons that can engage at a long distance and can fight smaller targets without being overkill like the H. Starlance is. How are Las Lances unsuited for this when that has always been their role in 40k?
 
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We already have fatetwisters on our ships. We should use them since they are already there even if it means we have to design a new frigate later.
 
[X] Stellar Rose-class Lance Frigate (350 SC, ~50 NEP)
-[X] 1x Heavy Starlance Battery, 1x Las-Lance Battery (350 SC, 25 NEP)
-[X] Las-Cannon Point Defense Battery (12 NEP)
-[X] 2x Aethersail, 1x Plasma Thruster (?)
-[X] Holo-Field, Grav-Shield (8 NEP)

We have 54 Battle Carracks that each have a Fatesheer Cannon Close-In Weapons Battery that costs 130 Psy-Scopes apiece and 16 Battle Brigs each with a Fatesever Cannon Point Defense Weapon Battery that costs 120 Psy-Scopes each.

While I'm not opposed to keeping the Fatesever PD batteries for our Battle Brigs those Fatesheer CWIS have got to go. That should net us more PS than what we would need to double our Ketch count.
Fatesheer CIWB are actually substantially better imo than the the Fatesever PD, but I don't disagree that we can probably refit those away. The point is those are going to be much slower to refit off than the Ketch because we have to spend 1 AP per rather than 1 AP per 3. And even this scenario effectively has us spending at least as much AP refitting Battle Carracks as it it does building new escorts. That's the very definition of AP inefficient.

That's not to say the Carracks wouldn't eventually get refits, but it's a definite demand on priorities.
 
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Please stop strawmanning me Alectai. Spike weapons are literally cheaper than naval laser weapons. I don't think plasma weapons are hard for Eldar to do in space because canonically the primary Craftworld and Corsair macro batteries tend to be plasma cannons. And yes, I think a close range Eldar ship should be heavily optimizing for close range because the whole point of speed is the ability to dictate range.

I'm not against Spike weaponry, I'm against "You've been told several times that Needlers are very damn good and significantly better than our baseline laser stuff"- as something axiomatic. My resistance way back when the infantry roll out had to do with the fact no one had functional armor worth a damn but had functional laser weaponry already. My resistance now is that your quote is just unsubstantiated when it comes naval weaponry unless you think our naval lasers are so bad they cost more *and* are worse than spike cannons. I do not want to slap the cheapest weapon we can find and assume that's going to protect the most expensive gun we could put on this thing. I want to focus on mobility and the ability to engage near-tonnage targets at long range to protect it- why is that wrong?

This is a small escort built around a massive gun. It wants and needs to hang back to properly bring it's massive gun to bear at long range. That tells me we want weapons that can engage at a long distance and can fight smaller targets without being overkill like the H. Starlance is. How are Las Lances unsuited for this when that has always been their role in 40k?

Wait, wait, you're telling me "Spike Weapons are cheaper than lasers, they required research, but because they're cheaper they're obviously inferior and we were suckers for taking that action?"

I... Can see where you got that? When our only criteria for stuff is "How much it costs", could we get a sanity check on that @Mechanis ? I got the impression that Spike/Needler weapons were generally better than our baseline Laser stuff, and the discount comes from it being made-for-purpose as opposed to kitbashed stuff (Like how our Brigantine is superior to Wraithbone Hardsuits but costs a fair bit less anyway), but if it just doesn't scale well into the naval level, that does take my argument down.
 
[X] Stellar Rose-class Lance Frigate (350 SC, ~50 NEP)
-[X] 1x Heavy Starlance Battery, 1x Las-Lance Battery (350 SC, 25 NEP)
-[X] Las-Cannon Point Defense Battery (12 NEP)
-[X] 2x Aethersail, 1x Plasma Thruster (?)
-[X] Holo-Field, Grav-Shield (8 NEP)


Fatesheer CIWB are actually substantially better imo than the the Fatesever PD, but I don't disagree that we can probably refit those away. The point is those are going to be much slower to refit off than the Ketch because we have to spend 1 AP per rather than 1 AP per 3. And even this scenario effectively has us spending at least as much AP refitting Battle Carracks as it it does building new escorts. That's the very definition of AP inefficient.
How are Fatesheer CIWB better for Battle Carracks? CIWB are explicitly not as good against strikecraft or ordinance as PD and our Battle Carracks have 3 unused weapon slots that we can use to further enhance it's firepower. The fact that it already has 3 Fatetwister batteries means that it's all-round firepower is already incredibly good and those Fatesheer's aren't going to be contributing much more to that in comparison.

Fatesheer CIWB and CIWB in general synergizes much better with ships that aren't armed with Fatetwister batteries as those ships will have significantly worse anti-ship firing arcs compared to ships armed with Fatetwisters. Ships with Fatetwister batteries benefit much more from PD since PD does the anti-strikecraft and anti-ordinance role better for cheaper compared to CIWB.
 
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