Blood, Sweat, and Tears (WH40k Design Bureau)

You can, but it still has it's listed damage profile.
Ah. Then its not really worth putting on our Mk. II cannons then.

[] War Plan Green Revised version 3
-Homna String Defense League (20LY): 1st Garrison Army Group, 2nd Garrison Army Group, 2nd Line Army Group
--In conjunction with the Dark Star Alignment the ground forces will do their best to hold the line against the Ork invasion. They must hold WAAAGH!! Metalrenda's attention for as long as possible.
-Shrine World Lativa (60LY): 3rd Naval Squadron, 1st Patrol Squadron, 2nd Patrol Squadron, 4th Patrol Squadron, 2nd Mobile Army Group, 3rd Line Army Group, 1st Combined Army Group, 2nd Support Squadron
--Lativa will hold the line as best possible. Naval forces will attempt to whittle down the Orkish fleet. They are to avoid decisive battle as much as possible.
-Uniary (40LY): 1st Naval Squadron, 2nd Naval Squadron, 4th Naval Squadron, 1st Torpedo Squadron, 2nd Torpedo Squadron, 1st Line Army Group, 1st Calavar Void Army, 2nd Calavar Void Army, 1st Mobile Army Group, 1st Support Squadron
--The bulk of the Calavar fleet will fight to hold Uniary against the Ork onslaught.
-Calavar: Sacred Legacy (Detached from 3rd Naval Squadron)
-Shipping protection: Yttreum Auxiliaries
-Promise Yttreum a warship hull next turn in exchange for additional privateers defending Calavar shipping (plus the fact that Calavar is footing the bills for its rebuilding)
-Equip KV-11, KV-10 and FF-1 with the remaining TC rounds in storage.

@sunrise I get this point of view but while Homna is expendable in the big picture Lativa is not really. Ground forces will most likely not be enough by itself to hold. It'll need warships to at least distract the Orks. Unless... @DaLintyGuy how effectively can Lativa hold off the Orks or at least hold the line on the planet without fleet support (with the addition of the army units listed in the above plan)?
 
Unless... @DaLintyGuy how effectively can Lativa hold off the Orks or at least hold the line on the planet without fleet support (with the addition of the army units listed in the above plan)?
You have not fought Gutrippa's ground forces so you don't know what sort of armies he is bringing to the party. But the PDF and Sisters are both competent units and have some minor defenses to protect from bombardment and large hordes so... With the fleet distracting the Ork fleet it would be at least a fair fight.
 
Dont cede Lativa space completely. That would probably make Lativa really unhappy, even with leaving ground forces to help them.
 
@Gnarker

Yo man, after thinking about what you were trying to accomplish I think I figured out a good boarder with what we have.

Prospective Escort Boarder said:
Intruder-Class Escort Boarder (66M)
- Sabre-class Corvette Hull (2W, 1D, 1E [Two Acceleration Maximum], 2U) (5M)
- Weapon: Cove-pattern Hanger w/ Harbinger Heavy Transport (7M)
- Weapon: Cove-pattern Hanger w/ Harbinger Heavy Transport (7M)
- Defense: Bubble-type Rapid Shield (Shield 3, Armor 1) (6M)
-Engine: Militarized Engine (Acceleration 2, Maneuver 2, Fuel Efficient) (3M)
-Utility: Troop Deck w/ Void Army and Exoskeleton attachment (12M)
-Utility: Troop Deck w/ Void Army and Exoskeleton attachment(12M)
- Bridge: Merchant (1M)
- Sensors: Merchant (1M)
- Warp: Merchant (4M)
- Life Support: Redoubt Life Support (3M)
- Housing: Bastion Pattern Housing w/ Exoskeleton Support Bays add-on (5M)

Here we have basically a flying syringe full of the best, or worst depending on who you ask, kind of poison there is: Humanity.

It doesn't have a gun to defend itself with, or fighters to defend it's "payload" as they would deviate from what it's meant for. It only has shields as defense and it's not like we have any engines that can go above 2 Acceleration so it's limitation remains a moot point. It has no fancy bridge as crew men would have to go for a space walk before it could so much as throw stones at the enemy and it has no sensors beyond the most basic as they are superfluous as this ship would be misused as a spotter or fleet commander.

In exchange, we have an escort whose purity of purpose is only matched by the necessary fleet elements required to keep it from being shot out of the sky. This is a boarder. The only thing it hoped to ever be is a boarder. The only thing it can EVEN be is a boarder!

Well, actually, it would work fine as a transport ship but it would be wasted there.

But everything from the troops it carries to the crew members inside of it can be used as an extra-deadly shot of human boarders!
 
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Yo man, after thinking about what you were trying to accomplish I think I figured out a good boarder with what we have.

Interesting. Pretty sure a single troop deck slot is plenty enough for both hangars though, given that an add-on-sized one would be enough for a single hangar. Dropping one of the two troop decks also allows for a more modern hull, wether that's a Spatha or even a Warhawk.

I think there's also an argument to be made for going half-half transports and fighter-bombers for the hangar bays; Given our enemies, relying only on offensive boarding is inadvised, and part of why I wanted boarders is for defensive support of allied ships under boarding attack.
For both offense and for defensive support, a bit of versatility in it's loadout would be an advantage, wether it's with bombing strikes that open up hull breaches, fighter cover to defend the transports en-route and to intercept enemy reinforcements before they get onto friendly ships, or to extend the defensive support towards defending against bombers and torpedos.
If we do find that a single hangar's worth of transports isn't enough, I'd prefer to bring more of such mixed ships into battle, rather than stacking dedicated boarding ships. It's not like we'll ever not want to bring fighter-bombers, and this way we've got more redundancy in case a carrier is lost.

Of course there's also the possibility of leaving the Harbinger empty of troops, and using the extra space to adapt it to heavy fighter or bomber roles. Fuel tanks for more range, power generators for heavier shields and boosting the laser guns, or missile racks. Though admittedly, the missiles would need to do something mildly funky with rear ejection, on account of the cargo door's placement. Something to keep in mind for the successor model maybe:

(Ordnance) Omen-class Modular Heavy Transport: A direct successor of the Harbinger, building on it's strengths while also improving it's versatility. Biggest changes are a larger cockpit for improved pilot effectiveness and endurance, overhauled cargo bays with internal connectors to more easily enable a wide variety of strike loadouts, and a bottom-mounted hatch in between the landing skids that can be connected to a bomb bay, an extendable missile rack, or possibly even an extendable superheavy laser cannon or light particle lance. Another modification to consider would be a modular mount for the turbofan engines, so they can be dismounted in order to save weight on purely exo-atmospheric missions, and potentially even replaced with additional weapon hardpoints.
Mechanical Effect: At base, hangar loadout with identical or somewhat superior stats to the Harbinger. Can also be fitted, however, with two add-ons of modular parts, giving a modest fighter and a large bomber rating, respectively.
Projected difficulty: Low to moderate. Modification from what seems to be a fairly capable base, and any of the more difficult parts not working out doesn't inhibit the rest of the project. They're extensive modifications though.
Projected cost: Same as the Harbinger at base. Extra for the add-ons.
 
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Interesting. Pretty sure a single troop deck slot is plenty enough for both hangars though, given that an add-on-sized one would be enough for a single hangar. Dropping one of the two troop decks also allows for a more modern hull, wether that's a Spatha or even a Warhawk.

I think there's also an argument to be made for going half-half transports and fighter-bombers for the hangar bays; Given our enemies, relying only on offensive boarding is inadvised, and part of why I wanted boarders is for defensive support of allied ships under boarding attack.
For both offense and for defensive support, a bit of versatility in it's loadout would be an advantage, wether it's with bombing strikes that open up hull breaches, fighter cover to defend the transports en-route and to intercept enemy reinforcements before they get onto friendly ships, or to extend the defensive support towards defending against bombers and torpedos.
If we do find that a single hangar's worth of transports isn't enough, I'd prefer to bring more of such mixed ships into battle, rather than stacking dedicated boarding ships. It's not like we'll ever not want to bring fighter-bombers, and this way we've got more redundancy in case a carrier is lost.

Of course there's also the possibility of leaving the Harbinger empty of troops, and using the extra space to adapt it to heavy fighter or bomber roles. Fuel tanks for more range, power generators for heavier shields and boosting the laser guns, or missile racks. Though admittedly, the missiles would need to do something mildly funky with rear ejection, on account of the cargo door's placement. Something to keep in mind for the successor model maybe:

(Ordnance) Omen-class Modular Heavy Transport: A direct successor of the Harbinger, building on it's strengths while also improving it's versatility. Biggest changes are a larger cockpit for improved pilot effectiveness and endurance, overhauled cargo bays with internal connectors to more easily enable a wide variety of strike loadouts, and a bottom-mounted hatch in between the landing skids that can be connected to a bomb bay, an extendable missile rack, or possibly even an extendable superheavy laser cannon or light particle lance. Another modification to consider would be a modular mount for the turbofan engines, so they can be dismounted in order to save weight on purely exo-atmospheric missions, and potentially even replaced with additional weapon hardpoints.

Well, like I said, the monofocused thing can double as a transport too, though in that case we would leave one of the troop decks empty. Anyway, I figured that the plurality of troops would allow the transports to make multiple boarding runs, though I will admit that I am not sure if that is how Dalinty is playing this. Let me think about how to finangle a Courante-style boarder though....

Anyway,

Ah. Then its not really worth putting on our Mk. II cannons then.

[] War Plan Green Revised version 3
-Homna String Defense League (20LY): 1st Garrison Army Group, 2nd Garrison Army Group, 2nd Line Army Group
--In conjunction with the Dark Star Alignment the ground forces will do their best to hold the line against the Ork invasion. They must hold WAAAGH!! Metalrenda's attention for as long as possible.
-Shrine World Lativa (60LY): 3rd Naval Squadron, 1st Patrol Squadron, 2nd Patrol Squadron, 4th Patrol Squadron, 2nd Mobile Army Group, 3rd Line Army Group, 1st Combined Army Group, 2nd Support Squadron
--Lativa will hold the line as best possible. Naval forces will attempt to whittle down the Orkish fleet. They are to avoid decisive battle as much as possible.
-Uniary (40LY): 1st Naval Squadron, 2nd Naval Squadron, 4th Naval Squadron, 1st Torpedo Squadron, 2nd Torpedo Squadron, 1st Line Army Group, 1st Calavar Void Army, 2nd Calavar Void Army, 1st Mobile Army Group, 1st Support Squadron
--The bulk of the Calavar fleet will fight to hold Uniary against the Ork onslaught.
-Calavar: Sacred Legacy (Detached from 3rd Naval Squadron)
-Shipping protection: Yttreum Auxiliaries
-Promise Yttreum a warship hull next turn in exchange for additional privateers defending Calavar shipping (plus the fact that Calavar is footing the bills for its rebuilding)
-Equip KV-11, KV-10 and FF-1 with the remaining TC rounds in storage.

@sunrise I get this point of view but while Homna is expendable in the big picture Lativa is not really. Ground forces will most likely not be enough by itself to hold. It'll need warships to at least distract the Orks. Unless... @DaLintyGuy how effectively can Lativa hold off the Orks or at least hold the line on the planet without fleet support (with the addition of the army units listed in the above plan)?

Why not send the Sacred Legacy against Uniary? The thing has 2 Lances that do 6 damage each at Very Long Range. And Legcutta has two Light Cruisers. And we have a metric assload of ships that we can place between the Orks and the SL.
 
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Why not send the Sacred Legacy against Uniary? The thing has 2 Lances that do 6 damage each at Very Long Range. And Legcutta has two Light Cruisers. And we have a metric assload of ships that we can place between the Orks and the SL.
I'm tempted. I'm super tempted to do so. But Legcutta *is* the sneaky git warboss and kommandos out the ass.

Hm... I guess we can minimize the dangers if we basically assign one of the Void Army to be tasked solely with defending the Sacred Legacy. If we are lucky the other light cruiser that Legcutta has is not a light Terror Ship. If it is we are in trouble since with it Legcutta will be able to contest our fighter superiority.

I'm going to want other peoples' opinion on this one.

@DaLintyGuy how well could assigning a Void Army to have the singular task of defending the Sacred Legacy against potential boarding work out? If that is the SL is used as a sniper against Ork frigates and the cruisers.
 
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I'm tempted. I'm super tempted to do so. But Legcutta *is* the sneaky git warboss and kommandos out the ass.

Hm... I guess we can minimize the dangers if we basically assign one of the Void Army to be tasked solely with defending the Sacred Legacy.

I'm going to want other peoples' opinion on this one.

I don't believe that SL has the facility to house an army, unfortunately. It does, however, have a Point defense rating of 4 with an enveloped of Very Short Range on it. Dedicate a few squadrons to guarding it 24/7 and we should be able to give it a good run of protection.
 
I don't believe that SL has the facility to house an army, unfortunately. It does, however, have a Point defense rating of 4 with an enveloped of Very Short Range on it. Dedicate a few squadrons to guarding it 24/7 and we should be able to give it a good run of protection.
Well, a few squadrons and a bunch of Harbingers set to loiter around it to react to boarding attempts. Sure we'll lose a ton of men that way, but life is cheap compared to the Sacred Legacy.
 
Well, a few squadrons and a bunch of Harbingers set to loiter around it to react to boarding attempts. Sure we'll lose a ton of men that way, but life is cheap compared to the Sacred Legacy.

Right, right, we have the 1st Support Squadron joining the engagement. We could order them to be on stand by from a long distance with a belly full of boarding troops in the Harbringers just in case the SL is boarded. It's not like we want them to directly engage the fleet anyway.
 
@DaLintyGuy how well could assigning a Void Army to have the singular task of defending the Sacred Legacy against potential boarding work out? If that is the SL is used as a sniper against Ork frigates and the cruisers.
Reasonably well, given how many troops are in an Army. That would be... Entire buckets of exoskeletons to fight Orks back in even combat.
 
Right okay.

[X] War Plan Green Revised version 4
-Homna String Defense League (20LY): 1st Garrison Army Group, 2nd Garrison Army Group, 2nd Line Army Group
--In conjunction with the Dark Star Alignment the ground forces will do their best to hold the line against the Ork invasion. They must hold WAAAGH!! Metalrenda's attention for as long as possible.
-Shrine World Lativa (60LY): 3rd Naval Squadron, 3rd Patrol Squadron, 4th Patrol Squadron, 2nd Mobile Army Group, 3rd Line Army Group, 1st Combined Army Group, 2nd Support Squadron
--Lativa will hold the line as best possible. Naval forces will serve as a distraction for the Orkish fleet to reduce pressure on Lativa. They are to avoid decisive battle as much as possible. Skirmish with the Orks, make them chase sensor ghosts, etc.
-Uniary (40LY): 1st Naval Squadron, 2nd Naval Squadron, 4th Naval Squadron, 1st Torpedo Squadron, 2nd Torpedo Squadron, 1st Line Army Group, 1st Calavar Void Army, 2nd Calavar Void Army, 1st Mobile Army Group, 1st Support Squadron, Sacred Legacy (Detached from 3rd Naval Squadron)
--The bulk of the Calavar fleet will fight to hold Uniary against the Ork onslaught. The 2nd Calavar Void Army's sole task in this battle will be to defend the Sacred Legacy against Orkish boarders and kommandos. The general idea of this battle will be centered around using the Sacred Legacy to snipe the Orks' cruisers and frigates. The Sacred Legacy must survive this battle. Force the Orks into the teeth of the fleet's firepower if they wish to attack the Sacred Legacy. The 1st Calavar Void Army will serve as a mobile fire brigade using the Harbingers to reinforce ships against boarding attempts by the Orks.
-Lexicanum: 2nd Patrol Squadron
--Protection of Lexicanum and Lexicanum shipping.
-Shipping protection: Yttreum Auxiliaries
-Promise Yttreum a warship hull next turn in exchange for additional privateers defending Calavar shipping (plus the fact that Calavar is footing the bills for its rebuilding)
-Equip KV-11, KV-10 and FF-1 with the remaining TC rounds in storage.

Here's the latest iteration of the plan.
 
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Man, I sure hope this will work out. This is going to hurt regardless. But if we can kill Legcutta or kill his cruisers without losing half our fleet and/or Sacred Legacy I'll consider it a win.
 
Man, I sure hope this will work out. This is going to hurt regardless. But if we can kill Legcutta or kill his cruisers without losing half our fleet and/or Sacred Legacy I'll consider it a win.

Presumably, the Locroft also got hammered by the Orks and a lot of the geopolitical threat to us in this area also got a little green loving. Even a pyrrhic victory shouldn't be unrecoverable from I should think.

Right, so, going forward in the future vis a vis technology....what do you guys think that we need?

Obviously, we are going to work on our Savior and Plasma shells, but I think there is a pretty good argument to be made to finally get a better set of engines. Do we have any proposals for Acceleration 3 engines anywhere? Our Plasma thrusters are only theoretically good for the Spatha Hull and then only in things that need a lot of maneuvering.
 
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Presumably, the Locroft also got hammered by the Orks and a lot of the geopolitical threat to us in this area also got a little green loving. Even a pyrrhic victory shouldn't be unrecoverable from I should think.

Right, so, going forward in the future vis a vis technology....what do you guys think that we need?

Obviously, we are going to work on our Savior and Plasma shells, but I think there is a pretty good argument to be made to finally get a better set of engines. Do we have any proposals for Acceleration 3 engines anywhere? Our Plasma thrusters are only theoretically good for the Spatha Hull and then only in things that need a lot of maneuvering.
Study the Accel 3, M2 looted engine. Which is pretty much what we need.
 
I still advocate for a plasma lance and a disruption weapon, either as a lance or a particle battery.
 
I still advocate for a plasma lance and a disruption weapon, either as a lance or a particle battery.

I say go with the particle battery. Our lance, such as it is, is actually pretty good and is likely to be useful for some time yet. But we've had our Mk.IIs for a while now and while I would love researching Medium distance for it, getting Disruptions weapons as another option would be nice.
 
We do definitely need either a improved macrocannon or particle battery that can reach out to medium range. The Orks would be far less of a problem if we had medium range on our batteries honestly.

And we also need to keep up with Bagalog. The Spear corvettes are a pretty damn potent battery ships.
 
We do definitely need either a improved macrocannon or particle battery that can reach out to medium range. The Orks would be far less of a problem if we had medium range on our batteries honestly.

And we also need to keep up with Bagalog. The Spear corvettes are a pretty damn potent battery ships.

We actually have enough IN Macrocannons in inventory to build 2 new Herald-la corvettes if we were so inclined. With more updated shields and sensors, to be sure, but we can round out the 4th squadron with nothing except the darned things if we were again so inclined.

But yeah, we are starting to be heavily outpaced by Bagalog. Though, in the interest of the future Light Cruisers we may or may not make...


Once again, out of curiosity, could we commission Bagalog to make Plasma Macrocannons for, say, future Light Cruisers that we make? Trade Shields or Engines for any of the ships they might be making perhaps in exchange?
 
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