3 squad types for 6 AP, since it looks like we'd still need to change armor and weapon separately.
3 squad types for 6 AP, since it looks like we'd still need to change armor and weapon separately.
3 squad types for 6 AP, since it looks like we'd still need to change armor and weapon separately.
I think we should ditch wraitheave except for vehicle crew. Factories are so good that we can afford 6 EIP armor for militia.Nope, think of putting it by the Squad Type. Convert all of our Militia Squads to using Wraithweave Brigantine Armor and a decent weapon design, and they re-equip themselves as the materials become available.
I'm assuming they do spherical shields, not cling to a person surface area. A sphere containing a person is much bigger than a person. If they can do complex dynamic shielding that clings to armour outside, it's a lot better, about the size of a helmet.It seems to say "8% the size of whatever it's shielding", not "The same size"
It seems to say "8% the size of whatever it's shielding", not "The same size"
Look.
we still have two heavy fleets with over 240 heavy frigates, 48 light cruisers, and 8 battle cruisers before more than 90 percent of our active warships. we'll be fine without them. best to make progress on the webway before their tied up scouring the galaxy for two missing craftworlds. this is only for a turn or two.It might be a good idea to keep one or two of the scout fleets back to act as pickets for our craftworld just in case.
I think we should ditch wraitheave except for vehicle crew. Factories are so good that we can afford 6 EIP armor for militia.
I'm assuming they do spherical shields, not cling to a person surface area. A sphere containing a person is much bigger than a person. If they can do complex dynamic shielding that clings to armour outside, it's a lot better, about the size of a helmet.
Look.
Tier 2 and up modifications are for when we don't want to hit everyone with the upgrade.
There is no one we want to still be using trauma plates or lasrifles. Just use the Tier 1.
No complains here, I think that all plans will agree on SAP.-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
I disagree with weapon and armour foundries, I personaly think that we should start on the seer circle for more SeerAP (especially since there were some talks about making mk 2. medium armour with full power armour) I think that we could drop either both foundries or just one of them and droped granades and melta weapons for next time.-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Weapon Forge (Sunblaster Rifle) (2 AP)
-[ ][BONESINGER] Armor Foundry (Void Guard Warsuit) (2 AP)
-[ ][BONESINGER] Enhance Industry (3 AP)
--[ ][FORGE] Use the Forge
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER][FORGE] Use the Forge to Refit (3-9) Damaged Assault Ketches to War Ketches
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing? I am iffy on seeing circle but it could unlock some stuff, I think that we should get dancers first as their input into psy-swords will be more important and maybe unlock psychic armour/clothes, but other than that I agree.-[ ][SEER] Scry the Future (1 AP)
--[ ] Which world will be the next target of the Orks plaguing our neighborhood?
-[ ][SEER] Scry on the Present (1 AP)
--[ ] Where is Nacretinei right now?
-[ ][SEER] Raise a Seeing Circle (2 AP)
-[ ][SEER] The Eye of Tzeentch (6 AP)
Nope. I straight up disagree with the hybridization, we have those weapons and could produce them, it is just us making sure that we won't need to waste time switching between them in middle of battle and maybe maybe that they will be cheaper than 2 seprate weapons. This to means that we should at least go for the middle option. I personaly would just use that one AP for the quicker/better hayewire bombs.-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Crude Hybridization (1 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (3 AP)
--[ ] Scrambler Field (6 AP)
I think that we should let the design Escort lay low until we make better hulls and focus on making 2 planes or using refit option to replace all lasguns for needlers-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] Commission Strike Craft (1 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design Escorts (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (2 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Miltia Fire Squads, Militia Assault Squads, and Militia Marine Squads need to be retooled to a new standard
it is, because they are likely also scrying with prior knowledge for more focused results. odds are high anything we learn from a scry this turn with what we would be willing to spare is something they already know, while they will learn more from a focused scry based on details we are unaware of. it's a waste of AP. let's not be an amatuer murder novel reader believing we'll stumble on a clue if we just walk around look hard at the crime scene.
I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing?
No complains here, I think that all plans will agree on SAP.
I disagree with weapon and armour foundries, I personaly think that we should start on the seer circle for more SeerAP (especially since there were some talks about making mk 2. medium armour with full power armour) I think that we could drop either both foundries or just one of them and droped granades and melta weapons for next time.
I think that given that Tzeench can see what we see we should probably reword the Nacretinei focused question so we won acidentally drop Tzeench deamons on whatever other problem they have. Maybe why they are missing? I am iffy on seeing circle but it could unlock some stuff, I think that we should get dancers first as their input into psy-swords will be more important and maybe unlock psychic armour/clothes, but other than that I agree.
Nope. I straight up disagree with the hybridization, we have those weapons and could produce them, it is just us making sure that we won't need to waste time switching between them in middle of battle and maybe maybe that they will be cheaper than 2 seprate weapons. This to means that we should at least go for the middle option. I personaly would just use that one AP for the quicker/better hayewire bombs.
I think that we should let the design Escort lay low until we make better hulls and focus on making 2 planes or using refit option to replace all lasguns for needlers
(I assume that you left troop movement for later)
This is pretty cool. At two-thirds the cost of a holofield and half the cost of grav-shields, we can really see our choice to make them inexpensive showing its benefits. It's still a little bit more expensive than I'd like, since 6 EP is probably enough to make universal infantry distribution prohibitively costly, but it's absolutely low enough to be affordable for anyone with heavy weapons or an Ithilmar. Troops who could potentially be carrying around 30 EP of gun or 23 EP of armor, let alone both, absolutely warrant an extra 6 EP of investment in their safety.Energy-Dispersion Barrier Generator
A form of Conversion field technology, Energy-Dispersion Barriers protect a unit, such as an infantryman or voidcraft, by absorbing the energy of a shot and redirecting it across its entire geometric shield matrix. This is an extremely energy-efficient configuration, particularly when absorbing wide forces; such as pressure waves, but the same efficiency requires the shield be tuned to only intercept high-energy projectiles, as otherwise they would present operational issues with the unit's drive systems—particularly on the ground, as one does not wish the shield to attempt to block the planet!
The principal downside is that the primary emitter system is of necessity inconveniently large in volume, as it must be a sphere of a minimum of eight percent of the protected volume's diameter, making integrating the devices to a unit potentially awkward.
Type: Defense (Infantry) | Defense (Vehicle) | Defense (Escort) | Defense (Capital)
Equipment Points cost: 6 | 15 | 2 | 6
150. And it will probably go up as we take Enhance Industry actions.Even the current design costs three times as much as Brigantine--which means we'd only get 100 suits per turn per Foundry
150. And it will probably go up as we take Enhance Industry actions.
I'm definitely against Crude Hybridization. We aren't so hard up on weapon options that we need to go with the worst choice here. With things moved to Warrior and a bunch of extra AP there we won't have a problem integrating it into the fleet and army once we get something actually worth bothering with.
Until then we can make do with what we have in this case.
What's the urgency? We shouldn't need them for anything we're doing in the short term anyway.The real issue is that Crude Hybridization is ready right away,
I don't think we need this right away. Its not like we have a lot of Seeker options to spend that AP on right now anyway.The real issue is that Crude Hybridization is ready right away, but even Simple Hybridization is anywhere from 5-12 turns before it's online, and it's eating a shitton of AP the whole time. We can't even estimate how long a perfect hybrid will take.
It's significantly more than I thought we would get per turn, and I thought I was being bullish about the things.
Thank you for reminding me, @DarkLight140 - our new information about just how productive Weapons Forges are (much more than I was guessing, even before accounting for how basic industry upgrades improve weapons production and not exotic production) says exotic weapons have a much larger cost than I'd calculated.Works out to maybe a ~35-40% increase in effective cost if weapons industries are at the low end of expected production.
Your going a bit to hard on development and foundry/forge. also, given that we have an excess of warships and no naval battles at this time refits is a waste of a forge action. a lot of discussion has favored a seer circle to counter Kaeros ability to interfere with scrying making it more difficult.
their likely attacking K'Phar. it's fairly close to where we would have left them when we managed to flee in time with Meros, and if an Ork warboss has a doomstack armada and an old enemy is nearby after a new one denies him a fight, it's obvious what he does next.Which world will be the next target of the Orks plaguing our neighborhood?
if it were this simple Stel'ys-Ran wouldn't need help. 1 AP on a scry action isn't going to give us anything we couldn't learn whenever we get around to contacting them. the logical approach to this quest line is to wait and get in contact with Stel'ys Ran when we have the chance.
personally existing grav weapons are probably more effective for a light cruiser. I'd go with some graviton thrusters, 1 heavy 2 standard, and two naval singularity projectors.My main interest in the short term is that I'd like a combi-weapon for the Light Cruiser I've been working up... Though I suppose I can pass on that if it's a hard stop for others.
how do you feel about simple?
Honestly, seeing the costs of combi-grav my initial reaction is "wait until we have diplomats online, then see if we can do a tech trade with Zahr-Tann to just straight copy their design instead of going through the next century of developing our own". Presumably they're able to build combi-gravs without a problem since they dominate their military so heavily, and while we can't be sure exactly how good theirs are on the crude-to-perfect scale I suspect they're a lot better than Crude and any reverse-engineering process that starts with being taught a working design by someone who understands it is going to be absurdly fast compared to reinventing the wheel from scratch.The real issue is that Crude Hybridization is ready right away, but even Simple Hybridization is anywhere from 5-12 turns before it's online, and it's eating a shitton of AP the whole time. We can't even estimate how long a perfect hybrid will take.
Honestly, seeing the costs of combi-grav my initial reaction is "wait until we have diplomats online, then see if we can do a tech trade with Zahr-Tann to just straight copy their design instead of going through the next century of developing our own". Presumably they're able to build combi-gravs without a problem, and while we can't be sure exactly how good theirs are on the crude-to-perfect scale I suspect they're a lot better than Crude and any reverse-engineering process that starts with being taught a working design by someone who understands it is going to be absurdly fast compared to reinventing the wheel from scratch.