Blood, Sweat, and Tears (WH40k Design Bureau)

Wait a second, our lances cost 4M now? They used to cost 3. @DaLintyGuy, did you raise the cost for the increased range and just forget to mention it in the design results post?

Also:
[X] Plan: Building the Bulwark
-[X] 120M on Drydock
-[X] Build 1x Columbiad-class Defense Station at Uniary (39M 2A)
--[X] Hull: Trench-class Small Defense Platform (3M)
--[X] Weapon: Farstrike Lance (4M 1A)
--[X]Weapon: Standard Macrocannon Battery MkII (4M 1A)
--[X] Weapon: Cove-pattern Hanger + Savior S-1 Multirole (5M)
--[X] Defense: Bubble-type Rapid Shield (6M)
--[X] Defense: Scaffold Armor (2M)
--[X] Utility: Cargo Hold (0M)
--[X] Bridge: Groupsight Combat Bridge (4M)
--[X] Sensors: Distributed Array Auspex (4M)
--[X] LS: Essential (2M)
--[X] Housing: Bastion Pattern Housing + Exoskeleton Support Bays (5M)
-[X] Repairs and replacements (98M)
-[X] Add 2 broadside hangers, a Merchant Bridge & Distributed Array Auspex to the Bulk Hauler (32M)
-[X] 1st Calavar Armored Army add elite Infantry and Levy walkers (2M 1A)
-[X] The Ashen Legion add elite Infantry
-[X] Give the Khornate Armed Merchant Hull to Yttreum 7M to add parts
-[X] 2x Thermo-Cavitation Shells (2M 2A)

Modified sunrise's plan to finally get us a defense station, so we don't put it off any longer. Columbiad was a type of long-range cannon used in coastal defense, which felt fitting for the general Age of Sail feel that the Imperial Navy gives off.
I don't like how this plan cuts our support for Yttreum down to a few scraps. Honestly, I'd much rather put off the defense platform until next turn. And as for the defense platform, I think including both the Bastion housing and the exoskeleton support bays is overkill, and a repair deck would be far more useful.
 
I don't like how this plan cuts our support for Yttreum down to a few scraps. Honestly, I'd much rather put off the defense platform until next turn. And as for the defense platform, I think including both the Bastion housing and the exoskeleton support bays is overkill, and a repair deck would be far more useful.
The defence platform is to reinforce one of the liberated systems so we don't have to patrol it all the time, it won't stop a determined attack but it will discourage the enemy from just casually taking those systems while our backs are turned.
 
The defence platform is to reinforce one of the liberated systems so we don't have to patrol it all the time, it won't stop a determined attack but it will discourage the enemy from just casually taking those systems while our backs are turned.
Yeah, obviously that's what it's for, and I do want it, I just don't think it's absolutely critical this turn, since the Chaos forces are going to be pretty preoccupied for at least a turn or two. Yttreum is probably a lot more time-sensitive; they've got fighting going on right now.

Also, it doesn't actually let us skip patrolling it; it can't do anything to combat piracy, only assaults on the planet itself.

I put this plan together assuming the 4M, 1A cost on our lances is an error and they still only cost 3. If the new cost is correct and the error was not pointing it out in the turn post, it'll have to be reworked (probably by replacing the lances on the carrier with torpedoes).

[X] Plan: Yttreum Support
- [X] 120M on Drydock
- [X] Spend 19M, 3A on Auxiliary Carrier (cannons first, then shields)
-- [X] Auxiliary Carrier (Total cost: 69M)
-- [X] Bulk Hauler (0M)
-- [X] Merchant Bridge (4M)
-- [X] T-100 Auspex (8M)
-- [X] Merchant Warp Drive (0M)
-- [X] Expansive Life Support (0M)
-- [X] Barracks Housing (0M)
-- [X] Standard Macrocannons MkII (12M, 3A)
-- [X] Cargo Bay Hangar 1 (broadside) (6M)
-- [X] Cargo Bay Hangar 2 (broadside) (6M)
-- [X] Troop Deck (6M)
-- [X] Bubble-type Rapid Shield (18M)
-- [X] Scaffold Armor (6M)
-- [X] Merchant Thrusters (3M)
- [X] Incomplete Spatha hull with better engines for Yttreum (17M)
-- [X] Spatha-class hull, militarized engines, merchant sensors, warp, essential life support, barracks
- [X] Give the Khornate Armed Merchant Hull to Yttreum 7M to add parts
- [X] Send Yttreum the salvaged IN lance
- [X] Send Yttreum the design for scaffold armor
- [X] Build Watchtower-class Defense Platform in Uniary (Total cost: 39M, 2A)
-- [X] Trench-Class Small Defense Platform (3M)
-- [X] Groupsight Combat Bridge (4M)
-- [X] Distributed Array Auspex (4M)
-- [X] Essential Life Support (2M)
-- [X] Bastion Housing (3M)
-- [X] Farstrike Lance 1 (4M, 1A)
-- [X] Farstrike Lance 2 (4M, 1A)
-- [X] Cove-pattern Hangar (4M)
-- [X] Bubble-type Rapid Shield (6M)
-- [X] Scaffold Armor (2M)
-- [X] Repair Deck (2M)
-- [X] Savior S-1s (1M)
- [X] Repairs, etc. (98M)
- [X] Add heavy artillery and medium walkers to 1st Calavar Armored Army (free, omake bonus)
 
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On the balance pass I bumped them up to account for the new machinery.
What I SHOULD have done from the start is make the default cost of something more like the square of its effectiveness but c'est le vie. This is more for the story than difficulty.
So we'd be spending 4M for the mark 1 macrocannons, and 9M for the mark 2? Ouch. I hope we'd be getting tons more industry in that case. OTOH, the prices we have been seeing aren't that far off from (effectiveness^2)/2, so I guess you could use that as a rule of thumb going forward.

By the way, are you going to update the naval intelligence and diplomacy posts, or not until the strategic phase?
 
On the balance pass I bumped them up to account for the new machinery.
What I SHOULD have done from the start is make the default cost of something more like the square of its effectiveness but c'est le vie. This is more for the story than difficulty.
I take it that this is where upgrading, rather than just developing a new systems shines? Because you get a better result compared to the old system, but you don't get the price tag that would be attached if you developed a new system with the same capabilities as the upgrade. Of course, it does come at the cost of being unable to add fancy new capabilities that weren't expected to be installed in the previous model but there's always a cost somewhere.
 
I take it that this is where upgrading, rather than just developing a new systems shines? Because you get a better result compared to the old system, but you don't get the price tag that would be attached if you developed a new system with the same capabilities as the upgrade. Of course, it does come at the cost of being unable to add fancy new capabilities that weren't expected to be installed in the previous model but there's always a cost somewhere.
To get the performance it would still be roughly the same thing but I have to confess that I am not positive I know what your post was trying to communicate.
 
@DaLintyGuy is the Khornate hull even safe to give to Yttreum given its previous owners being Chaos cultists?

Has our AdMech contingent certified the purity?

Edit: also @Vanigo why torpedo tubes instead of guns for the bulk hauler? If we do that it'll have nothing to protect itself with against a raider that slip past our fleet for example.
 
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@DaLintyGuy is the Khornate hull even safe to give to Yttreum given its previous owners being Chaos cultists?

Has our AdMech contingent certified the purity?

Edit: also @Vanigo why torpedo tubes instead of guns for the bulk hauler? If we do that it'll have nothing to protect itself with against a raider that slip past our fleet for example.
That's what escorts are for. This hull is never going to be one we want in slugging matches, so we want a long-range weapon on it. That does mean that if something gets in close it'll need the rest of the fleet to rescue it, but we're not about to send it anywhere without a fleet in support, so I don't really see a problem there. Mark 1 macrocannons, meanwhile, are short ranged and not very good against serious warships.
 
Oh, actually, wait. With the sensors downgraded, there's just enough give in the budget to put mark II macrocannons on the carrier, giving it an actually good option for close-in self defense. That's probably a better option than the torpedoes.
 
To get the performance it would still be roughly the same thing but I have to confess that I am not positive I know what your post was trying to communicate.
I was basically asking if upgrading a component/design was better than designing a new one because if you upgraded something, then it's cost didn't increase to the square of it's new capabilities but rather more than before but not that much more. On the other hand, there are restrictions to how much you can 'push' a design via upgrading it before it's easier to develop a new design, and just upgrade it to be cheaper with the same capabilities.
 
So i just started readin this and ive noticed that theres a bonus for "bomb pumped lasers" thats not been spent along with a "torpedo" development bonus.....maybe make a bomb-pumped laser torpedo? Lance Torpedoes?
 
So i just started readin this and ive noticed that theres a bonus for "bomb pumped lasers" thats not been spent along with a "torpedo" development bonus.....maybe make a bomb-pumped laser torpedo? Lance Torpedoes?
As awesome as that sounds, it would probably also be ruinously expensive, even without taking into account that torpedoes aren't very accurate weapons in this universe.
 
I was basically asking if upgrading a component/design was better than designing a new one because if you upgraded something, then it's cost didn't increase to the square of it's new capabilities but rather more than before but not that much more. On the other hand, there are restrictions to how much you can 'push' a design via upgrading it before it's easier to develop a new design, and just upgrade it to be cheaper with the same capabilities.
The difference would not be very pronounced in that case though I suppose it would be there.

As awesome as that sounds, it would probably also be ruinously expensive, even without taking into account that torpedoes aren't very accurate weapons in this universe.
While more expensive due to needing stand off sensors and having to batter down shields because it's a laser weapon, bomb pumped torpedoes are more accurate in the sense they don't need to maneuver to hit the target or pass through most PD screens.
 
I mean we already have high-yield fusion warheads, and i don't really see a way to use bomb-pumped lasers as an actual ship-board weapon, so the way i see it, a bomb-pumped "lance" torpedo would basically be a less technologically intense way of delivering lances to the battlefield, albeit one with ammunition concerns, since you don't have to worry as much about making the lance actually reach; you'd only have to worry about maximizing yield.

Another thing that came to my attention is that the IN intel report stated that calvan ships have rather anemic PD. Does that mean we only have minimal turrets, or basically none at all? Have we considered getting something like Type-3 Shells for the Macrocannons to improve anti-ordnance performance?
 
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