Blood, Sweat, and Tears (WH40k Design Bureau)

Industrial Platform Damage (Lose 70M until 30M repair cost is paid)
3x Customs Monitor (2x Crippled, repaired for 6M each)
3x Combat Lighter Squadrons
Audacity Light Cruiser Moderately Damaged (21M in repairs)
Research facilities raided: unknown level of compromised technology, lose one Design Action next turn]
Someone just signed their own death warrant.
 
Someone just signed their own death warrant.
I was honestly more offended by Incleon then I was by the Orks even before we got the results that we did. One way or another, Incleon will burn....at some point in the hopefully not too far off future.

Meh. :(

Glad to see that our priorities paid off. I am thinking that we might send the fleet over Lativa to the Homna while we split our death ball collection in Uniary into mop up teams between there and Lativa.

On that note, here is was my reaction towards our losses:

2x Armed Merchant Marines (1 Destroyed in limited engagements)
1x Escort Carrier Lost



2x Orbital Defense Armies
2x Defense Armies
1x Infantry Army
9x Militia Armies

....Not so good.

5x Resolute-class Corvettes (1 Destroyed in limited engagements)

NOOOOOOOOOOOOOOOOOO! :o:cry:
 
"Do not cry for those we have lost for they are now held protected by the hand of the Emperor, having done all that was required of them and more so that those who relied on them could sleep safely. Honor the sacrifices made today for the Xenos even now plot their return. We must stay vigilant, stay dutiful, and above all else remain strong in our faith for only by the Emperor's grace can we emerge from these dark times."


The roster really do be looking empty now, don't it?
(XP changes will be made Soon)

NOOOOOOOOOOOOOOOOOO! :o:cry:
Third Patrol was completely annihilated. All two ships but still.
 
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Someone just signed their own death warrant.
Well yes. But we have a lot of fires to put out.

Hell, we could potentially have more repair cost than we can repair.

General idea for destroying these assholes is:

1. Bribe Bagalog with a light cruiser hull to go hit Incleon to make them focus on rebuilding defenses and be distracted.

2. Mop up the Orks this turn. We need to break their fleets at Lativa and Homna and then smash what's left of Legcutta head hunt the warboss.

3. Build up Strife carriers and the Audacity. Our fighter squadrons are our best bet against Incleon's defenses and minefields. Swarms of fighters and bombers should reduce their defenses quite well. Especially after Bagalog's softened them up.
 
I think part of our trouble is us giving hull away a lot resulting in our fleet not growing as fast as it can leaving us weaker in the long term.
Next turn we should kill the warboss, clean up all orcs we can and increase the defenses of our shipyard.
 
Turn Ten Design Phase
An Imperial Sector would have brushed off the damage, rerouting patrols to cover for the lost hulls and new crews. But the Imperium had long abandoned Lativa Subsector by this point. The analysts predicted that the greater Sector thought that organized resistance had collapsed years previously save for perhaps the Forge Worlds of Lativa's core. As such it was the entirety of the ready battlefleet that had been mauled over Uniary. Hasty patches were already being removed in the yards as the cripples were returned to the yards, that themselves were bearing the signs of incomplete repairs.

The green tide had washed up on the shores of this island of Human resistance and been found wanting. Yet hordes of unwashed filth remained on worlds reclaimed by the Crusade. On the former Homnan worlds Orks played with their seized prizes, nuclear flashes a common sight for those vessels brave enough to risk the system edges to gather intelligence for the Admiralty. On and within Uniary the newly arrived greenskins fought with Chaos-spawn to claim sad cracks and abandoned mines while Human soldiery clung to their owned Hives.

It is a critical time. The balance of power could be shifted either way with luck and preparation. Victory is, perhaps, within reach...

=====

Lord Admiral: Enemies before and behind us. Pah. Typical.


You have three (3) Design Actions available due to damage from Renegade raiders.

Realizing the strain on your budget but also heavily engaged with automated warships, Gehault wishes to trade "advanced equipment" for at least 50M of repairs. A unit of Tactical Life Eater munitions are available for 15M,5A.


There will be a twelve hour moratorium to encourage discussion and let the GM explain things that didn't make it into the update because time constraints.
 
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Yeah, as no one had done previous theorycrafting, let's give it a twelve hour moratorium.

Also the diplomatic things don't exactly belong here but eh. I couldn't think of anything to sell you more Design slots right now. Plus, fewer makes it easier on me.
 
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One of our actions should be spent on making our ships faster, the Incleon ships have A3 and our best engines are A2.
We have a bonus that will help with that:
+1 to next engine design OR engine focused hull from looking at the Incleon Raider wrecks]

With the Incleon fleet not having fighters, we can work on our bombers and design better missiles/rockets for them.

For our 3th action, I like a PD system that fits in a weapon slot as our escorts only have two defense slots so a battery based on the laser guns of our army that can both engage fighters, torpedoes, and hostile ships will allow them to better protect our cruisers.
 
I think part of our trouble is us giving hull away a lot resulting in our fleet not growing as fast as it can leaving us weaker in the long term.
Next turn we should kill the warboss, clean up all orcs we can and increase the defenses of our shipyard.
One of our actions should be spent on making our ships faster, the Incleon ships have A3 and our best engines are A2.
We have a bonus that will help with that:


With the Incleon fleet not having fighters, we can work on our bombers and design better missiles/rockets for them.

For our 3th action, I like a PD system that fits in a weapon slot as our escorts only have two defense slots so a battery based on the laser guns of our army that can both engage fighters, torpedoes, and hostile ships will allow them to better protect our cruisers.

Sooooo much to do, so little time. :(

Completely agree on the engines, semi-agree on the PD. Being late to the PD game, I do not believe that we are going to be able to make one that's equal to our fighter coverage.

A bigger priority, I think, would be to make longer ranged Macros. Or, for that matter, getting our Savior IIs to a more manageable price.
 
[Octan Platform salvaged. Will provide 5M without repairs, refurbishment will cost a total of 25M and increase output by 35M. Additional enhancements can be Designed. Resource extraction in the area near Calavar is insufficient for efficient operation, shipping costs magnified unless placed elsewhere.
Enables superior Armor when repaired through the use of better materials.]
We build it at Bailafax last turn so it should be operational this turn.

Sooooo much to do, so little time. :(
We have a 3th cruiser now we captured the endeavor from the orcs they might not be able to be repaired this turn but we will have three cruisers next turn.
 
We have a 3th cruiser now we captured the endeavor from the orcs they might not be able to be repaired this turn but we will have three cruisers next turn.

God, I never thought I'd ever be in a 40k game where I would be downright ecstatic to have a goddamned Endeavor, lol.

We could make another attempt to reduce the cost of Thermo-Cavitation Shells.

At this point, they are only relevant if we plan on making a lot of ships with MK.I Macros. As is, MK.II hit like MK.I with the plasma shells. Sadly arming the MK.II with the plasma shells just makes them hit with the plasma shell stat line, which is essentially the same as MK.Is with plasma shells.
 
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At this point, they are only relevant if we plan on making a lot of ships with MK.I Macros. As is, MK.II hit like MK.I with the plasma shells. Sadly arming the MK.II with the plasma shells just makes them hit with the plasma shell stat line, which is essentially the same.
Fair point guess I misread the stats there, perhaps we should upgrade our ground forces with a superheavy or special forces option instead then.
 
With regards to Stompas, it's not that you can't hurt them. It's that you can't stay in the sort of slugging match needed to kill them before taking losses to your limited number of Superheavy artillery pieces and the Army group around them, even when firing from field fortifications.
 
With regards to Stompas, it's not that you can't hurt them. It's that you can't stay in the sort of slugging match needed to kill them before taking losses to your limited number of Superheavy artillery pieces and the Army group around them, even when firing from field fortifications.
Ah. So what we need is a big armored bulwark type unit that can take punishment and hold them in place to kill them before they are able to act as a linebreaker.
 
So a Superheavy Tank and a faster engine are the two things people are agreeing on? I want to argue for a Disruption Lance again for our third action, orc ships are already often unreliable so making them malfunction even more could be really useful for hitting them in the face.

Also, @DaLintyGuy weren't we supposed to get a new armor design?
 
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