[X] Plan: To Create and Exploit Opportunities v.2, The Independents - And set up communication
Its not going to matter. but i'm voting anyway.
Its not going to matter. but i'm voting anyway.
Jesus, Sorry man.It's mostly just that it's been hot as balls the last couple of days and the creative juices have been getting sacrificed as coolant, which has rather made it difficult to write. Forecast says we should be getting less "The Giant Sky Explosion has decided to be particularly explody today" in the next few days, so hopefully I will be able to get to the Main Event by the weekend. As long as it's not a hundred and bloody two out again.
Heavy Weapons Batteries are probably better than regular ones for a carrier since they aren't supposed to get close to their enemies in first place.Funnily enough, canonical eldar warfleets are some of the shorter range fleets in BFG. They have to close down the range, even though they don't want to be shot at by rapid-fire weapons-sure, they can only be hit on a six+, but their armor is bad, their toughness is low, and they are jam-packed with very deadly criticals.
Offsetting that, of course, they are the very devil to hit, even at short range, their weapons are very powerful, they always hit on the most advantageous facing, and Aethersails let you Move-Shoot-Move.
anyways, here's my idea for how to use a light cruiser. As a light-carrier, with a healthy weapons battery.
Dhow hull to start: Trade Heavy Weapons Battery for 3x Naval Weapons
• 4x Suncannons (20 NEP)
• 2x Point Singularity Projectors (24 NEP)
• 4x Hanger (3 squadrons each, for 1 Interceptor, 1 bomber, and 2 Multipurpose as a standard deckload.)
• 2x Æthersails
• 1x Plasma Drive
• 1x Holofield
• 1x Point Defense Suncannon Battery
Had it recently where I live. It was oppressive. Had to walk about ten blocks or so in that heat, and it just drained me. In the sun, it felt scorching.Jesus H Christ. Yeah I've tasted that kind of heat. It's absolutely miserable.
I think it's been shown that slot switch overs are costly moving up. Probably shouldn't bother. Switch too a clipper haul instead. 12 systems slots for grav shield to really ensure you can't be hit, and it comes with an extra heavy cannon so you can avoid the extra cost there.[] Dusk Shadow class Light Carrier (10 System | 3 Weapon Batteries | 1 Heavy Weapon Battery)
-[] Trade in 2 Weapon Slots for 1 Heavy Weapon Battery
-[] 2x Heavy Las-Lance 2 Heavy Weapon Slot (could replace with Thruster-Lances if you want more punch)
-[] 1x Suncannons 1 Weapon Slots (Could swap for a Vibro-Bombard if you want better close range self defense)
-[] 2x Æthersail 2 System slot
-[] 1x Plasma Thrusters 2 System slots
-[] 1x PD 1 System slots (prob suncannon PD)
-[] Holo-Field 1 System Slot
-[] 4x Hanger 4 System Slot
Now that I think of it, we've seen Zahr Tann's tech base, and they use Hellguns as the base weapon.I am aware of the fact that Canon Eldar aren't long ranged snipers, our tech-base diverges thanks to Spike Cannons (note as not being short ranged), Fatetwisters (Spike Cannons with literal aim-hacks), and Starlances (lances on steroids nuff said) which allow us to reach out further than Canon Eldar whose main Macro Weapons are based on the same principals as the short ranged Shuriken type weapons.
And it is absolutely in our interests to influence the Emperor and Imperium away from total xenophobia and dysfunction, since they will be the dominant power in the galaxy (and if they stop being that, it will be extremely bad for us because then the orks, Chaos, or worse fill in the power vacuum). Vau-Vulkesh has no reason to be negative towards humanity, especially given that one of our key characteristics is pragmatism.
One should consider that if the emperor is willing to put up with the mechanis because they are usefull there is a solid chance he would be willing to work with the eldar assuming they are to much trouble to fuck with. Wog is that anatolian is not xenophobia central. Even if conflict is inevitable as some have positid the shape of that conflict will be determined by our actions Their is a world where we are fellow nations who ocasionaly have some tension it does not have to be deathwars or nothing.
Given how death not being a thing was one of the reason why pleasure cults spread like a fucking plague, I think that even if we do it we should make sure that people won't inherit the memories of their previous life.
A few resurective immortal people aren't problem but a race/society of them is.
Now that I think of it, we've seen Zahr Tann's tech base, and they use Hellguns as the base weapon.
We're probably going to use Plasma guns as our base gun.
I wonder what the other craftworlds are doing (before standardization to shurikens)
Probably Needlers with one or two Spikers per squad for the more prepared ones, and lasguns for those that were not. Majors I'd guess plasma on elites at least.Now that I think of it, we've seen Zahr Tann's tech base, and they use Hellguns as the base weapon.
We're probably going to use Plasma guns as our base gun.
I wonder what the other craftworlds are doing (before standardization to shurikens)
Starblasters cost exotic resources though. I don't think we will put those on the lowest troops.I think we're going to have to see what the production facilities output is. I can see ratios at which Star rather than Sunblasters are more effective, given how much more powerful the former are.
Starblasters cost exotic resources though. I don't think we will put those on the lowest troops.
The trouble with using exotics even on troops is that it puts them behind the same bottleneck as everything else.They do, but it comes down to the interplay of the relative productivity of Starcrystal farms to weapon forges, the availability of Steward/Warrior AP to raise/equip units, and the relative effectiveness of the two weapons. As does the relative cost of building production facilities for their other equipment.
For example, if the BAP cost of creating production of X Starblasters is twice that of creating X Sunblasters, but they're more than twice effective and Steward/Warrior AP is relatively scarce, so is a limiting factor, we may be significantly better off with Starblasters. Assume also that making their weapons is only a part of the total cost of equipping a warrior, and it becomes even more clear cut. We'd have a choice between improving the defences of our warriors to keep the ratio the same, or keeping the defences the same and making the cost ratio much more equal.
When we're doing these comparisons, we should be comparing the total package, how much BAP does it cost to create a drip of all the gear they need, and looking at the trade offs between complete packages.
In this scenario, we'd raise more than half as many Starblaster units as we would Sunblaster units, and the end result would be a military significantly more than twice as lethal.
We are blessed with significant advantages in intelligence, tactical mobility, and strategic mobility, so we're much more capable of leveraging a smaller more lethal force than many factions are, and we also have a much more survivable army thanks to our superior armour, making us less fragile than many small forces would be.
To put it on a micro-scale, a unit of six Eldar with starblasters and higher grade defences may be both much more lethal and much more survivable than a unit of twelve Eldar with Sunblasters and less good defences, but they have roughly the same strategic footprint. This possibly gets magnified later in if things like mobility aids that act as force multipliers like jump packs become available, as it's much more viable to give them to forces which are half the size.
The trouble with using exotics even on troops is that it puts them behind the same bottleneck as everything else.
Even in a small elite army, your troops constitute the bulk of what you are fielding. And if we are putting exotics everywhere from our troops to our starships, what's the point of even having other weapons?
Our primary enemy is orks, and a plasma rifle is sufficient to oneshot the average boy, and that is what our basic ground troops should be concerned about.
if you have a squad with ithilmar armor and starblasters, that's an elite squad. Because if those are your troops, what are you going to put in your elites slot on the force organization chart?
Exotic production is ALWAYS a bottleneck, because we do not have an arbitrary amount of time.To do this, you spend BAP to build a mixture of Starcrystal Farms and Starblaster Forges, along with Weapon, Armour and Vehicle Foundries to make the rest of their and their transports' crew's gear. This is option 1, producing X squads worth of equipment a turn for no further investment.
The alternative is that, you spend the same BAP to build Sunblaster Forges along with the other Foundries above. This is option 2, producing Y squads worth of equipment a turn for no further investment
In option 1, for a given amount of upfront BAP investment, you can equip fewer soldiers every year than in option 2. Y > X. How many fewer is yet unknown, as are what the other constraints are*. However, in option 1 you also have the option value of repurposing the Starcrystal to something else that's more urgent at the time. That option value is worth something, and is an advantage to taking option 1.
Exotic production isn't a bottleneck any more than any other production facility is a bottleneck, it's just something else we need to weigh up the costs for. In terms of production, everything, in the end, has a cost in terms of BAP investment.
It's mostly just that it's been hot as balls the last couple of days and the creative juices have been getting sacrificed as coolant, which has rather made it difficult to write. Forecast says we should be getting less "The Giant Sky Explosion has decided to be particularly explody today" in the next few days, so hopefully I will be able to get to the Main Event by the weekend. As long as it's not a hundred and bloody two out again.
I think eventually we can give our troops exotic weapons. Just not our baseline troops.Exotic production is ALWAYS a bottleneck, because we do not have an arbitrary amount of time.
Using exotic resources on troops puts them in competition with everything else that we want to put them on, so you have to prioritize. Star lances for navy and titan hunting, our for base line troops? Which goes first?
Your also discounting that it takes 5AP to increase production of star lances by 40/turn.
The rate of exotic production has to remain ahead of the total automated consumption, because if we run out of exotics, the weapon production grinds to a halt, which would be a massive waste.
It is not possible to keep starcrystal consumption under the level of starcrystal production without a disproportionate investment. Assuming (for ease of writing/optimism) the rifle factory consumes the whole output of a star crystal farm (20 guns/tun), the cost of the rifle factory is 7AP, because it also needs a star crystal supply to run indefinitely.
7Ap/factory is just not feasible, especially when we have a dinky military numbering in the thousands that needs to expand (at least) twentyfold.
Exotic production is ALWAYS a bottleneck, because we do not have an arbitrary amount of time.
Using exotic resources on troops puts them in competition with everything else that we want to put them on, so you have to prioritize. Star lances for navy and titan hunting, our for base line troops? Which goes first?
Your also discounting that it takes 5AP to increase production of star lances by 40/turn.
The rate of exotic production has to remain ahead of the total automated consumption, because if we run out of exotics, the weapon production grinds to a halt, which would be a massive waste.
It is not possible to keep starcrystal consumption under the level of starcrystal production without a disproportionate investment. Assuming (for ease of writing/optimism) the rifle factory consumes the whole output of a star crystal farm (20 guns/tun), the cost of the rifle factory is 7AP, because it also needs a star crystal supply to run indefinitely.
7Ap/factory is just not feasible, especially when we have a dinky military numbering in the thousands that needs to expand (at least) twentyfold.
I think eventually we can give our troops exotic weapons. Just not our baseline troops.
Exotic weapons will probably go into our elite forces, unless we find a way to more efficiently expand exotic production. But I think, ultimately, they will be to use what say, a plasma cannon is to the Imperium. Or a power sword.
A weapon you give your biggest goons to make them extra killy.
Our baseline troops will be using needlers, plasma guns, etc. Stuff that we can produce in bulk that isnt limited by an input.
That was my initial assumption too but that is actually not the case as according to the QM the space reserved for the two Regular Weapon Batteries is just used instead for a single Heavy Weapon battery.I think it's been shown that slot switch overs are costly moving up. Probably shouldn't bother. Switch too a clipper haul instead. 12 systems slots for grav shield to really ensure you can't be hit, and it comes with an extra heavy cannon so you can avoid the extra cost there.
In general you were always going to have to take your time building these since we don't have any hulls to convert or fighter foundries anyways. Other ships around it will be more accountable for fielding fighters and retrieving them than downing vessels. That role will go to other void craft, specifically it's escorts. I'm going to float you a design with 2.5 times the hanger, no heavies, because it will have escorts with heavies to accompany it instead.
[ ] Plan Wraith Nest Carrier (12 System | 4 Weapon Batteries | 2 Heavy Weapon Battery)
-[] Trade in 2 Heavy Weapon Slots for 4 system slots
-[] 2× Vibration Bombard 2 Weapon Slots
-[] 2× Thruster Lance 2 Weapon Slots
-[] 2× Æthersail 2 System slot
-[] Grav-Shield 2 System slots
-[] 1× PD 1 System slots (prob suncannon PD)
-[] Holo-Field 1 System Slot
-[] 10 × Hanger 10 System Slot
Two of these lets you field the same number of fighter craft as five of your light carrier models, with better defenses, but much cheaper, because your producing fewer weapons, Holo fields, grav shields, sails, suncannon pd, and overall haul mass than the light cruiser design. The weapons your giving up aren't really needed for a carrier to serve it's role anyway, and it will have sufficient carrack support armed with star lances or other weapons to not matter.
With thruster Lance to soften them up at range and vibration to tear them apart if they close, you'll have a good combo for defeat. Granted, Ideally escorts tear apart anything before it can get that close, so it maybe worthwhile to switch to all thruster lance, which are also cheaper than vibration bombards. There is also the option to go even cheaper with plasma or spike macros.
Naval grav-hybrid Bombard & Lance cost : 38 per vessel
Suncannon PD : 5 per vessel
Holo Field Capital Defense : 9 per vessel
Grav Shield Capital Defense : 12 per vessel
Looking at our caravel, it's an anti-fighter destroyer killer, which makes sense given the roll of light carriers in actual naval combat, and our next model should be the same. I'm going to wait to see what tech we have turn 6 before I make up my mind, but right now a plasma upgrade looks fine. Heavy suncannon, 2 standard suncannons, and 2 fusion mortars would do for weapons. For systems 2 PDA suncannons, 3 sails so it's faster for intercepting destroyers, Holo fields and Grav shields would do.
Thoughts?
Heavy Weapons are more useful for a carrier than regular weapons since a carrier is going to be in fewer situations where it's regular weapons will be able to fire compared to situations where only it's longer range Heavy Weapons can fire.Nope. Your current designs refund no slots, the Brig just put two batteries of regular Starlances in its heavy slots, which gives a triple battery. That's a thing you can do.
If you wanted to match the Battle Carrack's engine count you wouldn't be able to have a ship with more hangars than my 2 light cruisers without compromising on Grav-Shields and or Weapons.Battle Carrack said:Equipment:
• 1x Heavy Starlance
• 3x Fatetwister Cannon Weapons Batteries
• 1x Fatesheer Cannon Close-In Weapons Battery
• 3x Æthersails
• 1x Plasma Drive
That's what I'm saying. We have a force organization chart which has different unit slots for Troops and Elites.I think eventually we can give our troops exotic weapons. Just not our baseline troops.
Exotic weapons will probably go into our elite forces, unless we find a way to more efficiently expand exotic production. But I think, ultimately, they will be to use what say, a plasma cannon is to the Imperium. Or a power sword.
A weapon you give your biggest goons to make them extra killy.
if the only difference between the troops is the gun, then 7:2 is the only ratio worth considering. To increase the rate of recruitment of a unit, you need all the other factories for both, so it cancels out.That means the total number of AP for production for a given unit with starblasters/sunblasters is not your 7:2 ratio, but something noticeably more favourable.
I'll give you that a single factory is unlikely to create 100 rifles a turn and consume the output of a whole crystal farm. I was using the other number in the turn post, which is 5 times lower. 20 rifles per turn sounds a lot less far fetched.A single Starcrystal farm is enough production to make 100 Starblaster Rifles a turn. I very, very strongly doubt that a Starblaster Forge can turn out 100 of them a turn, as that's a thousand EP worth a turn. That's more than twice what a BAP can produce, and we know that production facilities make gear much slower than investing BAP directly.
its 40 per year and each turn is 5 years.@Mechanis: The turn post gives two different values for starcrystal and fatescope production. For starcrystals, the current 4 produce 200 a turn each, but the new ones only produce 40. Same with fatescopes, but 30/6. Is that correct? Are the pre fall farms 5x better?
Well that was dumb of me.
Right now everything is keyed to the five year turn, including the raising of new detachments. They take five years to train up, which is why you can raise new detachments without having kit immediately on hand as long as that kit is available by the end of the turn.