Blood, Sweat, and Tears (WH40k Design Bureau)

So, something that isn't a current issue, but it might be a good idea to get some orbital defence platforms around the shipyard at some point. Preferably before any conflict with the local imperial navy can get going.
Is there any sort of garrison left at home normally?
Historically, there has not. Though the various convoy escorts pop in and out relatively frequently and so vaguely count.
 
Yes, but not much of one. It's definitely a concern, but we just have so much stuff we need to do...
I'll reread, but I think the crusade only got notorious enough that other factions would show up to pick a fight with us a little while ago, it can probably wait until the next turn but shouldn't be put off for much longer than that.
 
Last edited:
So much to do, so much to do... Monitors or defense platforms would be welcome. I am suddenly paranoid...
 
Hm... looking at the plan, I honestly don't mind either the carrier plan or my plan winning. Obviously I think my plan is better, but I can see where Vanigo is coming from.

For reference, this is the force we would expect to show up at Lativa for the next clash:

Locroft in or near Lativa
Space:
8x Wedge class Frigates
-3x Railcannon (Battery 2, Short Range)
-Armor rating of 4
-Accel 1, Maneuver 1
2~x Unidentified Heavy Escort sized carriers
Unknown number of transports

Ground
2x Mechanized Infantry
1x Armored
1x Superheavy factory-crawlers

So to comfortably beat that we'll have to commit the bulk of our fleet to the engagement at Lativa. As well as send in a large part of our army because individually the enemy seems superior on the ground.

As a reminder: The first clash at Lativa involved 6 Wedge frigates vs 3rd and 4th squadrons. 2 Wedges were destroyed, then a further 4 Wedge frigates showed up.
 
So much to do, so much to do... Monitors or defense platforms would be welcome. I am suddenly paranoid...
Everything is possible but not everything is likely. A good safety net is nice, but we also need to go on the attack to get rid of the enemy we know for sure will screw us up.
Well, it kind of depends on what @mithril-blade gets for his latest omake, but here's my preliminary plan:

[x] Plan Carrier Support
- [x] Finish shipyard expansion (60M)
- [x] Finish Strife-class Assault Carrier (CVA) (50M)
- [x] 10 squadrons of Saviors, 2 of Harbingers for Strife (16M)
- [x] Start Intercessor-class Light Cruiser (total 133M,8A; spend 47M)
-- [x] Martinet-Class Light Cruiser (16M)
-- [x] Groupsight Combat Bridge (16M)
-- [x] Distributed Array Auspex (16M)
-- [x] Merchant Warp Drive (6M)
-- [x] Essential Life Support (8M)
-- [x] Bastion Housing (12M)
-- [x] Farstrike Lance (12M, 3A)
-- [x] Plasma broadside (8M, 5A)
-- [x] Scaffold Armor (6M)
-- [x] Bubble-type Rapid Shield (18M)
-- [x] Corona-Pattern Point Defense Array (6M)
-- [x] Cargo deck (0M)
-- [x] Militarized Engines (9M)
- [x] Repairs, etc (79M)
- [x] Repair ancient ship (6M, 8A)
- [x] Build Courante-class Light Carrier (48M, 1A)
-- [x] War Hawk MkII Heavy Frigate (8M)
-- [x] Groupsight Combat Bridge (4M)
-- [x] T-100 Auspex (2M)
-- [x] Merchant Warp Drive (4M)
-- [x] Essential Life Support (2M)
-- [x] Bastion Housing (3M)
-- [x] Cove-pattern Hangar x2 (8M)
-- [x] Standard Macrocannon Battery MkII (4M, 1A)
-- [x] Bubble-type Rapid Shield (6M)
-- [x] Scaffold Armor (2M)
-- [x] Cargo Hold (0M)
-- [x] Militarized Engines (3M)
-- [x] Savior S-1s x2 (2M)
- [x] Build bulk hauler
-- [x] Bulk Hauler (15M)
-- [x] Merchant Bridge (4M)
-- [x] Merchant Sensors (4M)
-- [x] Merchant Warp Drive (6M)
-- [x] Essential Life Support (8M)
-- [x] Barracks Housing (4M)
-- [x] Standard Macrocannon Battery MkI (6M)
-- [x] Cargo Hold x5 (0M)
-- [x] Merchant Thrusters (3M)
- [x] Orbital defense army (Foot Infantry base, Strategic Command, Anti-Air, Heavy Artillery) (5M)
- [x] Spatha for Dark Star (23M) (Armor and APCs are priorities, salvage is good, foot infantry equipment is okay)
-- [x] Spatha-Class Corvette (5M)
-- [x] Merchant Bridge (1M)
-- [x] Merchant Sensors (1M)
-- [x] Merchant Warp Drive (4M)
-- [x] Essential Life Support (2M)
-- [x] Barracks Housing (1M)
-- [x] Cove-pattern Hangar (4M)
-- [x] Haptrix-Pattern Rapid Shields (4M)
-- [x] Merchant Thrusters (1M)
- [x] Thermo-Cavitation shells x1 (1M, 1A)

Much as I'd like to also get a new lance ship, I think our best tactic against the Locroft (at least in the early stages of the engagement) is to maintain distance and use lances to do terrible things to them from outside their range. To pull that off, we'll want fighters to ward off theirs, which means we need a faster carrier than the escort carriers we're currently working with.

@DaLintyGuy, we can immediately form armies with equipment we get from the Dark Star, right?

I like this, I like this a lot, but sending stuff to Yttreum could see us having space assets in the form of their pirate crews and such. Not good, obviously, for the Locroft, but perhaps good enough to allow ourselves to put more forces into that theater and not have to build one more ship to keep them at a distance?

I don't think it likely, mind, but well....

...Yes. They will be late to wherever you send them though.

Hey Mang, what kind of space assets can we expect from Yttreum IF they do deign to send space assets our way? And how likely is it?
 
Last edited:
the first one will most likely be armed with: Plasma Broadside (Cruiser, Broadside, Damage 5, Short Range)(8M,5A) we have salvaged a while back
We also got a Cruiser Bombardment Cannon from Space Hulk loot

- Defense: Bubble Shields (Shield 3, 1 Armor.) (6M)
- Defense: Bubble Shields (Shield 3, 1 Armor.) (6M)
Can we stack shields?

Lances versus unarmored ships doesn't end well for the latter,
Locraft ships are un-'shielded' not un-armored.
 
Elite irregulars used to doing irregular things rather than stand up fights.


Of course you can.
How useful would Yttreum auxiliaries be for making it harder for pirates and raiders to attack our shipping?

Also, @Vanigo I'd like to object to your design of light cruiser not having repair deck. Our only light cruiser for a good while should had repair deck since it'll be in the thick of things. And it'll take 2 more turns regardless to complete anyways so a few more M saved isn't worth it.

Oh, and the name. Could you change the name to Trailblazer instead of Interceptor? Because that's what the ship will be doing. It'll lead our fleet into battle.

Edit: I guess I might as well change the design of my ship too. I guess we shouldn't be skimping on our new cruiser.
 
Last edited:
Pretty good, as they are pirates themselves and seek to take the enemy as prize rather than simply drive them off in order to keep a convoy safe on that delivery.
So we can sell to Yt to get pirate hunters? that would be better than assigning more patrol squadrons to protect shipping. We should still do that but having the Irregulars do most of the hunting would further minimize losses.

[X] Plan Hauling and Deny the Xeno
 
Pretty good, as they are pirates themselves and seek to take the enemy as prize rather than simply drive them off in order to keep a convoy safe on that delivery.
Hmm, a further question.

This is what we got for Salvage:

Cruiser Turrets->Bombardment Cannons: Fires slow but heavy ordnance that is best suited to breaking fortifications or erasing ground features under the weight of atomic fire. Or worse. (Lance 4 with domestic ordnance, Lance 5 using the small stock of recovered melta ammunition. Very Short Range. 3M,1A.) One Cruiser or three Escort modules.
3x Escort Turrets->Macrocannon Turrets: Standard weapons of the Imperial Navy, though a bit worse for wear after being shot out of their ships. (Battery 3, Medium Range. 4M,1A)
1x Escort Turret->Sniper Cannon: A long range, anti-armor variant of a Macrocannon. It can pull it off with the Adamantium spikes it is supposed to shoot, though Calavan munitions won't achieve anything close. (Lance 2, Medium Range, -3 Armor when using Adamantium shells, -1 otherwise. 3M,2A)
1x Escort Turret->Lance Mount: An only slightly damaged Firestorm Lance. (Lance 3, Long Range)(5M,2A)
1x Escort Turret->Plasma Turret: Powerful, long ranged, but power hungry and temperamental even before it was set adrift. (Battery 4, Medium Range, Aggressive Spirit. 5M,4A)

Now, does that mean that the only thing we can attach to a cruiser from them is the Bombardment cannnons? Can we not, saaaaay, put that Sniper Cannon on a Bulk Hauler?
 
How useful would Yttreum auxiliaries be for making it harder for pirates and raiders to attack our shipping?

Also, @Vanigo I'd like to object to your design of light cruiser not having repair deck. Our only light cruiser for a good while should had repair deck since it'll be in the thick of things. And it'll take 2 more turns regardless to complete anyways so a few more M saved isn't worth it.

Oh, and the name. Could you change the name to Trailblazer instead of Interceptor? Because that's what the ship will be doing. It'll lead our fleet into battle.

Edit: I guess I might as well change the design of my ship too. I guess we shouldn't be skimping on our new cruiser.
Yeah... @mithril-blade and I were hoping that we'd be able to get it out in two turns with an omake bonus, which... almost worked.

And it's not Interceptor, it's Intercessor.
 
Yeah... @mithril-blade and I were hoping that we'd be able to get it out in two turns with an omake bonus, which... almost worked.

And it's not Interceptor, it's Intercessor.
Ah, sorry, reading comprehension :confused:

So, on your idea of carrier for fighting the Locroft.

I don't think it'll work with a single carrier as is in your plan. The Locroft brought 2 heavy escort sized carriers. If they are like Spatha or Sabre level hulls then they will likely outmatch the single speedy carrier in terms of fighters.

And they are almost entirely focused on anti-fighter combat while our Saviors are multi-role. So our Saviors are likely to be outmatched one to one.

Locroft strike craft would prove to be capable void superiority craft but weak bombers, carrying racks of small missiles for fighter clearance rather than weapons large enough to be a serious threat to the Crusade ships.

So I think your premise is flawed and we will be relying on our escort carriers to make up the disadvantage. Thus we should be focusing on going for lance heavy fleet clash. Not hanging everything on keeping the range open.

Also, our other carriers can keep pace with the frigates, so we should be able to hold the distance open regardless.

We still have that Plasma Broadside from several turns ago still collecting dust that we could use.
Both the Carrier plan and my plan is using the said plasma cannons on the light cruiser.
 
Last edited:
Ah, sorry, reading comprehension :confused:

So, on your idea of carrier for fighting the Locroft.

I don't think it'll work with a single carrier as is in your plan. The Locroft brought 2 heavy escort sized carriers. If they are like Spatha or Sabre level hulls then they will likely outmatch the single speedy carrier in terms of fighters. And they are almost entirely focused on anti-fighter combat while our Saviors are multi-role. So our Saviors are likely to be outmatched one to one. So I think your premise is flawed and we will be relying on our escort carriers to make up the disadvantage. Thus we should be focusing on going for lance heavy fleet clash.


Both the Carrier plan and my plan is using the said plasma cannons on the light cruiser.
Our fighters would probably be outmatched in a pure fighter-on-fighter duel, but don't forget that the ancient ship has good point defense, and macrocannons aren't totally useless against fighters either - we saw that way back on turn 1. Our fighters would be playing defense, so they'd have support from the fleet and the ability to land for repairs easily. Not to mention, the Locroft carriers will be taking fire the whole time, probably even before they launch.
 
Ah, sorry, reading comprehension :confused:

So, on your idea of carrier for fighting the Locroft.

I don't think it'll work with a single carrier as is in your plan. The Locroft brought 2 heavy escort sized carriers. If they are like Spatha or Sabre level hulls then they will likely outmatch the single speedy carrier in terms of fighters.

And they are almost entirely focused on anti-fighter combat while our Saviors are multi-role. So our Saviors are likely to be outmatched one to one.



So I think your premise is flawed and we will be relying on our escort carriers to make up the disadvantage. Thus we should be focusing on going for lance heavy fleet clash. Not hanging everything on keeping the range open.

Also, our other carriers can keep pace with the frigates, so we should be able to hold the distance open regardless.


Both the Carrier plan and my plan is using the said plasma cannons on the light cruiser.

We've got more then a single carrier in our inventory though, and we can bring them all to bear along with the new ones to the battle if need be.
 
Back
Top