Blood, Sweat, and Tears (WH40k Design Bureau)

What research results? Studying archaeotech is the work of centuries by Magi who at least can grasp the basics of how the stuff does what it does.
So we need to at least make contact with a Forge World to trade the ship for a something of less value but can be mass produced, like blueprints of Cruisers or standard Naval weapons.
 
Not starting the new cruiser as we can build 70M per turn starting next turn and instead added a few more armies including a void one for our new carrier.
Also added 2 cargo ships with savoirs for protection for our more dangerous supply pickups deliveries allowing the bulk hauler to stay in the safer area near calavar.
An option is to fit them with only a single cargo bay so they can keep their existing void shields but that costs 50% of their cargo space.
Trading the dark star for a boarding shuttle we cant make those and one + a new void army will allow combat boarding.
Hmm, that's a good point, but I think I have a better idea what to spend it on: Fury interceptors for the Courante. A squadron of furies plus one of saviors should be able to handle the Locroft fighters without much trouble, so we could send the fourth squadron (plus the ancient ship and the Courante), along with some new armies including a couple of orbital defense armies to defend Lativa. The second squadron (with the assault carrier) and both torpedo squadrons could then go hit Octan for some sweet, sweet manufacturing.

[x] Plan Carrier Support v2
- [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] Repairs, etc (79M)
- [x] Repair ancient ship (6M, 8A)
- [x] Build Courante-class Light Carrier (58M, 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] Fury Interceptors x1 (6M)
-- [x] Savior multirole fighters x1 (1M)
- [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 x2 (Foot Infantry core, Strategic Command, Anti-Air, Heavy Artillery) (10M)
- [x] 2nd Armored army (Armored core, Baneblades, engineers, elite infantry)
- [x] 2nd Calavar Void army (Void Infantry core, elite infantry, engineers, combat exoskeletons) (10M)
- [x] 3rd Crusade Bridgehead army (Foot Infantry core, heavy artillery, engineers, elite infantry) (2M)
- [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] 1x Incomplete Spatha hull with better engines for Yttreum (17M) [Exchange for Yttreum auxiliaries protecting Calavar shipping]
-- Spatha-class hull, militarized engines, merchant sensors, warp, essential life support, barracks
- [x] Thermo-Cavitation shells x1 (1M, 1A)
 
Hmm, that's a good point, but I think I have a better idea what to spend it on: Fury interceptors for the Courante. A squadron of furies plus one of saviors should be able to handle the Locroft fighters without much trouble, so we could send the fourth squadron (plus the ancient ship and the Courante), along with some new armies including a couple of orbital defense armies to defend Lativa. The second squadron (with the assault carrier) and both torpedo squadrons could then go hit Octan for some sweet, sweet manufacturing.

[x] Plan Carrier Support v2
- [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] Repairs, etc (79M)
- [x] Repair ancient ship (6M, 8A)
- [x] Build Courante-class Light Carrier (58M, 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] Fury Interceptors x1 (6M)
-- [x] Savior multirole fighters x1 (1M)
- [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 x2 (Foot Infantry core, Strategic Command, Anti-Air, Heavy Artillery) (10M)
- [x] 2nd Armored army (Armored core, Baneblades, engineers, elite infantry)
- [x] 2nd Calavar Void army (Void Infantry core, elite infantry, engineers, combat exoskeletons) (10M)
- [x] 3rd Crusade Bridgehead army (Foot Infantry core, heavy artillery, engineers, elite infantry) (2M)
- [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] 1x Incomplete Spatha hull with better engines for Yttreum (17M) [Exchange for Yttreum auxiliaries protecting Calavar shipping]
-- Spatha-class hull, militarized engines, merchant sensors, warp, essential life support, barracks
- [x] Thermo-Cavitation shells x1 (1M, 1A)
Well, if we are going army this turn, shouldn't we include some Walkers in one of those armies? They are a lot like light tanks and are probably a good answer to the Locorfts hardy ground forces.
 
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Well, if we are going army this turn, shouldn't we include some Walkers in one of those armies? They count as light tanks and are probably a good answer to the Locorfts hardy ground forces.
Yeah, but they cost 1A, so we'd have to drop the plasma shells. I'm more concerned about the space battle than the ground battle. (That said, @DaLintyGuy, we attached the bonus walkers to the 1st armored last turn, which doesn't appear to be listed in the naval registry. Also, I think the first torpedo squadron is missing a point of experience.)
 
I'm more concerned about the space battle than the ground battle. (That said, @DaLintyGuy, we attached the bonus walkers to the 1st armored last turn, which doesn't appear to be listed in the naval registry. Also, I think the first torpedo squadron is missing a point of experience.)
On it. Wasn't there something else put on it, actually?

They got friggin' wrecked. Crew losses mean they lost XP.
 
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By the way, @DaLintyGuy, I've been wondering, how much is the fuel efficiency on our engines actually doing for us? Fuel limitations don't seem to have had any obvious impact on anyone, fuel efficient or not. If naval battles tend to be short enough that fuel isn't an issue, then we should probably plan to drop the fuel efficiency in favor of better performance on our next engine design (whenever that comes around).
 
By the way, @DaLintyGuy, I've been wondering, how much is the fuel efficiency on our engines actually doing for us? Fuel limitations don't seem to have had any obvious impact on anyone, fuel efficient or not. If naval battles tend to be short enough that fuel isn't an issue, then we should probably plan to drop the fuel efficiency in favor of better performance on our next engine design (whenever that comes around).
It mostly has to do with, naturally, long ranging travel. Or if you get into a battle of maneuver in an outer system of some world your troops are contesting and your ships need to make trips there and back to escort supply ships.
 
Carrier Support v2 is currently winning by a slim margin, although there are still votes for the previous version in the system and as they are sufficiently different I can not assume that people would switch automatically.

If the vote could be consolidated I would appreciate it, or simply the airing of concerns about it to produce consensus.
 
Hmm... I wonder if the Locroft have more forces they'll commit to Lativa. The eight frigates and two carriers we've seen so far shouldn't be a big problem for the reinforced fourth squadron, but if they double down, we might need the second on site too...
 
Hmm... I wonder if the Locroft have more forces they'll commit to Lativa. The eight frigates and two carriers we've seen so far shouldn't be a big problem for the reinforced fourth squadron, but if they double down, we might need the second on site too...
We aren't going to just send in the 4th. We need to assume that there will be another frigate squadron on the way. Thus we need to send in the 2nd, and maybe the 3rd.

1st Squadron should be going to help put an end to the stupid conflict between non-Chaos human forces. And we can use one of the torp squadrons for escorting looting expeditions against hulks.
 
In what squadron will the carrier be added?
I'm thinking the second, since that's our primary heavy squadron, but we can figure out the details in the deployment phase.

(Economy) Subsidiary shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorium surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.
 
I'm thinking the second, since that's our primary heavy squadron, but we can figure out the details in the deployment phase.

(Economy) Subsidiary shipyards: With the expansion of the Calavar-V shipyard complete, projections are that further expansion would encounter significant diminishing returns. However, building small subsidiary shipyards in Crusade-controlled systems has the potential to multiplicatively increase their contributions. Preliminary plans are to build a central foundry and factorium surrounded by a docking ring, with slipways for repairs and construction on one side and heavy cargo-handling systems on the other.

Heh, the people in the first squadron most be getting pissed off that we haven't sent jackshit their way all this time, lol.
 
Small Shipyard Concept (+2 to developing a new shipyard design)
Heh, the people in the first squadron most be getting pissed off that we haven't sent jackshit their way all this time, lol.
Actually, if we're sending both the second and the fourth to Lativa, then the fourth doesn't really need a carrier this turn, so we could give the first the light carrier and send them plus a torpedo squadron to make contact with Grudan. Then the third and the other torpedo squadron could go negotiate with Gehault. That does mean no Octan this turn, but it's a much safer plan, and it would at least cross Grudan contact off our to-do list.

Also!

I was thinking about scratch-built shipyards, and what they'd look like, and, long story short, I spent the day yesterday learning to use Sketchup so that I could make this:
 
I was thinking about scratch-built shipyards, and what they'd look like, and, long story short, I spent the day yesterday learning to use Sketchup so that I could make this:
The small shipyards capable of being built in external locations serve as logistical lynchpins in addition to their potential for production. However, they are correspondingly more vulnerable to raids and so need dedicated protection to prevent the looting of their valuable industrial facilities by opportunists or other enemies.

Take a +2 bonus to designing secondary installations for construction over your member worlds.
 
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