In other words, ship repair and build costs are essentially entirely frontloaded, which really makes freeing the bonesinger AP to do them a pain in the butt, and basically means I don't think we will ever use more than half our shipyard capacity unless mechanics change
Or we could, you know, build up more Bonesinger AP.

We can do that, after all.
 
Indeed. We know there were at minimum 4 further levels of industry we could unlock as a start. Considering 15 AP only cost us 3 points, and each level cost an additional point, we can assume that we have a lot further to raise AP.
 
That would be useless for us though, because when it comes to navy the main thing we are short on is entirely the AP required to put a ship in for repair/refit or construction. Like, turn 2 it took 1 AP to continue repairing 13 capital ships and 29 escorts. Meanwhile, it would take 23 AP to put that many ships in for repair

In other words, ship repair and build costs are essentially entirely frontloaded, which really makes freeing the bonesinger AP to do them a pain in the butt, and basically means I don't think we will ever use more than half our shipyard capacity unless mechanics change
Considering that we can somehow bulk start refits/repairs for our allies for far less, grouping and managing fleets might let us do something similar if this is another of those "there's so much you don't know about this you don't even know you don't know it" situations where Vau-Vulkesh just have no idea how to into military.
As for building ships, well, I don't think there's much we can really do about that, they're big projects, that's just how 40K goes. We just have to keep increasing our Bonesinger AP.
 
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Considering that we can somehow bulk start refits/repairs for our allies for far less, "grouping and managing fleets" might let us do something similar if this is another of those "there's so much you don't know about this you don't even know you don't know it" situations where we just have no idea how to military.
As for building ships, well, I don't think there's much we can really do about that, they're big projects, that's just how 40K goes. We just have to keep increasing our Bonesinger AP.
The grouping thing is a good point.

Also, I guess I am being a little dramatic. If we wanted to build a small balanced fleet of 1 BB, 4 cruisers, 5 Light cruisers, and 30 escorts, I figure it could be done with 9 AP per turn for 10 turns, with 2 ship builds or 6 escorts being started each turn, and the final 6 escorts being done after 11 turns.

Not feasible now, but if we can maintain 2 expand industry actions with forge activation per turn for the next 5 turns, it would be feasible after that without compromising industrial capacity for other things
 
We really don't want to ever be using all our shipyard capacity, since we need some of it free to cycle ships in for light repairs and avoid major damages.

We have a roughly a centuries worth of refits left while balancing everything else regardless. As long as we maintain some degree of industrial expansion for the majority of that time, we'll end up well off enough when it comes to BAP that we can start a bunch of ships every turn for a while once we are done with refits.

Besides, this gives us time to militarized hulls properly, which is definitely worthwhile if chassis design is anything to go by. We'll get some Raider class escort and a Grand cruiser for Light carrier and heavy carrier & troop transport models, and iterate our cutter and combat brig hulls before we roll out any designs.
 
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We really don't want to ever be using all our shipyard capacity, since we need some of it free to cycle ships in for light repairs and avoid major damages.

We have a roughly a centuries worth of refits left while balancing everything else regardless. As long as we maintain some degree of industrial expansion for the majority of that time, we'll end up well off enough when it comes to BAP that we can start a bunch of ships every turn for a while once we are done with refits.

Besides, this gives us time to militarized hulls properly, which is definitely worthwhile if chassis design is anything to go by. We'll get some Raider class escort and a Grand cruiser for Light carrier and heavy carrier & troop transport models, and iterate our cutter and combat brig hulls before we roll out any designs.
Agreed on expanding BAP. If we devote 6 AP and both forge of vaul AP each turn, that should be +2 AP per turn.

I still disagree on getting a grand cruiser hull, because it costs the same amount of AP to start a BB as it would to start a grand cruiser. I can see using several raider sized hulls instead of light cruisers though, since we would be able to build several raiders for each light cruiser
 
Agreed on expanding BAP. If we devote 6 AP and both forge of vaul AP each turn, that should be +2 AP per turn.

I still disagree on getting a grand cruiser hull, because it costs the same amount of AP to start a BB as it would to start a grand cruiser. I can see using several raider sized hulls instead of light cruisers though, since we would be able to build several raiders for each light cruiser
It costs the same AP to start a carrack and Caravel as well. The difference is that a Grand Cruiser finishes building sooner and using a battle ship hull for a Heavy Carrier design is overkill. Navies have these 8 basic classes of warships for a reason and we'd be foolish to avoid building one and putting it to use. Zahr-Tann has a Grand cruiser in precisely the same transport/carrier role and I doubt it's because of a lack of large docks given the Grand cruiser and Battleship are both large Capitol class vessels.
 
Besides, this gives us time to militarized hulls properly, which is definitely worthwhile if chassis design is anything to go by. We'll get some Raider class escort and a Grand cruiser for Light carrier and heavy carrier & troop transport models, and iterate our cutter and combat brig hulls before we roll out any designs.
We also can use the time to dig into our tech trees, which could use some work. A Compact instead of Bulky version of the energy shields, our perfect hybrid grav weapons, the various Bonesinger tech improvements... There's a lot of things that could really make a difference when it comes to ships.
 
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6 BAP and two Forges a turn? Yeah, we might be able to do that now.
I was calculating things out. In terms of Bonesinger AP avaliable for next turn there are a few possibilities:
Worst case - Industry expansion doesn't finish and Seer Circle doesn't finish: 15 AP, 3 used on buildings, 2 AP on ships (1 to start Stel-Uit ship repairs, 1 to continue repairs), 10 AP avaliable.
Expected - Seer Circle doesn't finish: 16 AP, 2 used on buildings, 2 AP on ships, 12 AP avaliable.
Best case - all buildings finish: 16 AP, 2 AP on ships, 14 AP avaliable

In every case, I would recommend spending 6 AP and both forge actions on expanding industry, leaving 4-8 AP avaliable to build equipment forges so we can start mass production.
 
The Harlequins won't prank us after accomplishing a great deed.

But they will do it if we get complacent or let hubris get to us.

Pie to the face is for when you need humbling, not for shits and giggles.

There's a method to the madness.
 
The Harlequins won't prank us after accomplishing a great deed.

But they will do it if we get complacent or let hubris get to us.

Pie to the face is for when you need humbling, not for shits and giggles.

There's a method to the madness.
Pie to the face could still happen after a great deed.

Remember that you too are mortal.
 
I think as long as our reaction to the battle won't be "You know what? We could build that", we're safe from pie to the face.



Whoopie cushions are another matter.
 
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