Blood, Sweat, and Tears (WH40k Design Bureau)

Where did he say that?
That would be here:
A single military gun mount would make your ships a more daunting prospect than most pirates will want to risk. Ditto for a hangar loaded with combat craft.
A single Cargo bay will move ten units of Manufacturing in a turn.
@DaLintyGuy We have build ships without armor or without shield before do the transport we are going to need soon need one of the two or can we build them with two cargo bays and a weapon?
 
Studying the recovered Ship in order to know what you have will take a Design slot, it's simply too big for anything else to get done in a reasonable amount of time.
 
So, improved armed merchant ship, improved armor, improved sensors, and what else?
We really need to advance to building light cruisers; I want to research that now. I also want to try and design some disruption lances/batteries, and either macrocannon shell manufacturing or something econamic. (Maybe a dedicated repair yard?) Armor, I think, can wait, and I'm not sure why we'd want to upgrade our sensors again - we just did that, and the distributed array auspexes we got look fine to me. As for an improved merchant ship design, I don't think it's a good investment. The bulk hauler hull, maybe, but not better small freighters.

The last design action, of course, should go to the unknown escort.
 
Thank you for the quick response.

Now I can't wait for us to have the scariest escorts in the sector. Escorts capable of slagging cruisers hopefully. Lets go full UFP/Starfleet with ships smaller than everyone elses, but capable of hitting beyond it's weight class.
Given Forge Worlds can not reproduce salvage (admittedly commonly due to a lack of trying as simply opening things for a look can destroy the inner workings of some technology even before accidents are taken into account) I can safely say that that is not going to be a thing.
 
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At best we'll be able to take inspiration from the ship's capability and what we can observe from its working. But ultimately if we can keep it safe the best use out of it will be selling it to a Forge World for a shit ton of goodies.
 
On a separate track I am planning on posting my new side project tomorrow, the XCOM-like, in order to alternate updates. I got some help writing the opening post from Happerry and as it is something I am more capable of writing i hope it will be at least somewhat successful.

Maybe it would have been more interesting to loosen or tighten the scope more (full multiverse or constraining it to a single setting, like that one 40k XCOM game I remember) but this would give it a more direct plot so that seems like a better thing to have.
 
My personal desire for the next design phase would be something along the lines of a Light Cruiser Design, Bulk Carrier Reverse Engineering, a Point Defense Design, and either a Plasma Lance or another go at a Warp Engine design.
 
What, no archaeotech ship investigation?
It's a strong contender, probably replacing the PD design if I switch over to it, but I kinda worry if we do it and the cruiser we're going to spend all our income next build phase on whatever shiny we get from it, especially if it gives us some kind of hull, and starting the light cruiser without enough done to rebuild our depleted naval squadrons and get more patrol forces. I'd honestly like to leave the light cruiser for later, but it has too much support and honestly we could really use a bigger ship anyway, especially with that plasma broadside we've had sitting around since the early game. But the light cruiser is going to cost a lot and we're already being hit by the need to rebuild/replenish our basic forces, so...

...Actually, thinking more on it, what I'd really like to do is swap the light cruiser with it and put that off for another turn, but I super don't think I'd get much support for that course of action.

Admittedly, that post was also more off the top of my head then a deep plan.
 
We are also building a lot of strikecraft this turn for our new carrier so we might want to do a design action for those.
For the cargo ships i was thinking a cargo bay hangar with saviors that is 2M as well but has a greater range useful for slow ships.
Could we slowly build a second dockyard at the hive world to reduce the amount of cargo shipping we need?
 
I will note that Indignant torpedoes would not in fact burst a target ship. Set off secondary explosions due to ammo detonation yes. Kill everyone on board, sure. But its not actually an explosive torpedo. Things should work the way they say they work. I'd be pretty confused if someone got subjected to a grav-gun and it said they got disintegrated as if they got hit by a volkite.
 
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I feel you do not grasp the essence of 'wow, a lot of things on a ship can potentially explode if hit', though I also disagree with the claim that they can't burst a ship on their own. An armor piercing explosion is still, when it comes down to it, an explosion. Given that the kind of ship that did explode like that was one of the pirate ships, IE, a converted civilian ship, and not one of the Iconoclasts or such, I really don't see an issue with one being blown apart by a good hit.
 
Minor Xenos identified, designated "Locroft". Enemy is a quasi hive-mind of insect analogues that use their minor psychic talents collectively to pilot vehicles and exoskeletons in order to wage war and consume the flesh and souls of the fallen.
Situation on the ground is stable. While the Locroft space forces are too large to be conventionally defeated at this time as they practice convoy tactics and move in a body Lativa has been prepared for attack for some time now. An estimated four armies are present, thought to be two Mechanized Infantry, an Armored, and one of Superheavy factory-crawlers
We had the following there, but some might have been on nearby worlds fighting orcs:
1st & 2nd Crusade Assault Armies + 7th & 8th Crusade Guard Infantry Armies + 1st Aerial Combat Army
Two mechanized armies on both sides but they deployed a armored and superheavy army vs our two infantry armies and a Aerial one.
We should construct something to counter their superheavy's, maybe an armored army with levy walkers + the superheavy attachment we looted to start with

Locroft ships rely on armor and have no shields so should be countered by lance armed ships, and all there ships are slow and short ranged so a squadron where all ships have military engines will do well against them.

Also, I need a reminder of where the ships of the 3rd Patrol Squadron has been assigned for the last few turns, given the gap in my record keeping that has arisen
I think its at Bailafax, as the 1st was near calvar and the 2nd at Lexicalum.
 
We should construct something to counter their superheavy's, maybe an armored army with levy walkers + the superheavy attachment we looted to start with
How about an Air Army to counter the SuperHeavy rather than make something to counter it fire vs fire style? Use divebombers with meltabombs should be better since I doubt the superheavy have good anti-air.
 
How about an Air Army to counter the SuperHeavy rather than make something to counter it fire vs fire style? Use divebombers with meltabombs should be better since I doubt the superheavy have good anti-air.
That tactic would depend on how good their AA is.
would dive bombers require a design action?

So does anyone think Q-ships might be a good idea for protecting our merchant fleets?
 
I will note that Indignant torpedoes would not in fact burst a target ship. Set off secondary explosions due to ammo detonation yes. Kill everyone on board, sure. But its not actually an explosive torpedo. Things should work the way they say they work. I'd be pretty confused if someone got subjected to a grav-gun and it said they got disintegrated as if they got hit by a volkite.
Internal detonation, that was a carrier based ship.
Best ask the QM then, hey @DaLintyGuy what will we need to focus on design wise to make Q-ships?
Technically either, depending on how you want to do it. The Hull would naturally be more flexible though.
 
Hey @Warmach1ne32 how does this look to you?

(hull) "Jack in the Box" Q-ship hull

Historically Q-ships have been merchant vessels converted to military use with their weapons hidden, this hull comes at the idea from the other side.
Using a similar hull shape to regular merchant vessels, it's military capabilities are hidden using a combination of heat sinks, faraday cages and fake plating giving it both the visual and augury profile of a true merchant vessel rather then the warship it really is.
 
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