Sir_Travelsalot
Never wakes up tired.
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- At Home
Until the vote's called it's on, I believe.Is the vote still going? I know it was ending today, but I don't know the exact time.
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Until the vote's called it's on, I believe.Is the vote still going? I know it was ending today, but I don't know the exact time.
Yes but at full price. Granted I'd then make a new Army from the newly leftover equipment so the difference isn't that great other than giving veteran soldiers better Stuff but you can do that.Hmm, wait, actually...
@DaLintyGuy Can we upgrade our existing Infantry Armies into Imperial Guard spec ones by buying equipment from Lexicalum at a discount? It'd only be 1-2M per and so that might actually be worth it.
Was just coming on to close it actually.Is the vote still going? I know it was ending today, but I don't know the exact time.
Also the relative level of quality being thrown around. Seeing as a Claymore with substandard ammunition was a nearly insurmountable threat.Yeesh, just 156M to work with this turn. Really puts into perspective how well previous battles had gone for us.
Quick question: Can we replace the Arvus Combat Lighters in our carriers with Furies and Starhawks? And how does the pricing for that work?Also the relative level of quality being thrown around. Seeing as a Claymore with substandard ammunition was a nearly insurmountable threat.
Makes you think twice at fielding some of the IN gear you picked up now on poor hulls rather than later on good ones, huh?
Just pay for the new equipment. The old units will technically still exist, and will probably be used to discount combined arms Armies in the future.Quick question: Can we replace the Arvus Combat Lighters in our carriers with Furies and Starhawks? And how does the pricing for that work?
Will re-equipping our hangars put the carriers out of action for this turn or do they count as add-ons?Just pay for the new equipment. The old units will technically still exist, and will probably be used to discount combined arms Armies in the future.
Retrofitting existing ships is possible, although it does cost half of the old module(s), rounded up, plus the entirety of the new one (possibly with some restrictions about what can be put in in place of what). And lays up the ship for the campaign season.
I know, but the rule doesn't seem to count for add-ons, so I was asking if strikecraft are included in that.This is what was said last time refitting came up. Could refitting rules be added to a threadmark somewhere so they're easier to reference?
It's pretty much as simple as flying out the old small craft and flying in the new ones. Except maybe if you make a hyperspecialized Hangar module in the future, somehow. Even launch rails would have a large degree of interchangeability so... Yeah, unless you get creative, minimal need for structural change.Will re-equipping our hangars put the carriers out of action for this turn or do they count as add-ons?
Wilco. Added to the Construction phase explanation in the Mechanics Informational.This is what was said last time refitting came up. Could refitting rules be added to a threadmark somewhere so they're easier to reference?
We have 6 infantry armies plus an armor army, plus the orbital bombardment ship. Bailafax's ground situation is perfectly possible to handle with our current ground compliment given we blew ten of the enemy armies apart in orbit. Drop 4 infantry armies and the armor army on them and they're screwed even without the orbital fire support and we'll still have two armies left to do other things. Probably one for home defense and one for sending over to the defense league to help pull them out of the fire at first thought?We need armies to dump on the heretics infesting Bailafax. So any build plan has to include army build for that.
It's on my to-do list, certainly. But it's better long term to do the upgrading in one go, and we can't really do that before we've upgraded the hull design to add a defense slot so we can put armor on the things and hopefully remove the acceleration limit. The torpedo ships can be pushed out there as-is because as torps ships, they're not going to be in the line of fire as much as the Resolutes.Don't we need more upgraded Sabres than torpedo ships? Iirc torpedos are great against bigger ships but underwhelming against escorts because they can dodge.
Edit: can we squeeze in a Sabre?
While this is true, I contest the notion we need to have them in their own squadrons for this, instead of just building more of them for Naval Squadrons. Makes organising future fleet actions less clunky to have our Squadrons streamlined.On the subject of mixing torpedo ships in verses having them be their own squadron, I'm going to point out that torpedo volleys absolutely benefit and scale from volume of fire far more then essentially any other weapon we have. Both for area denial and forcing enemies to take a hit and things like concentrating fire on a space hulk.
Yes, but before we get them as a Territory that needs defending, we have to make contact with them, which we'd use the Naval Squadron for anyways. Needing more Patrol Squadrons is an issue that can be addressed next turn, when we have more MC to work with.The other big complaint I have with Sir_Travelsalot's plan is that we're almost certainly going to have a new area we need to defend after this turn, unless we actually do leave the defense league out to hang which I think is a very bad idea, and without making a third defense squadron that is going to tie two of our normal naval squadrons down for defensive duties at minimum. Which will definitely have a negative effect on our ability to project power and deal with whatever the crisis of that turn is.
...er, what? You don't seem to be using that word properly. Streamlined is the exact opposite of 'stick everything into the main squadrons until they've got a bit of every capability'. Streamlined means, you know, specialized? Focused? Clear in capability instead of being a big mass of everything jammed together?Makes organising future fleet actions less clunky to have our Squadrons streamlined.
Yes, we need to meet with them, but right now we've got three areas to defend and two patrol squads. It's 100% worth getting out a third patrol squad we can use to back up efforts in punching chaos or whatever while still having two naval squadrons to use beyond that, not just a thing which will pay off later on.Yes, but before we get them as a Territory that needs defending, we have to make contact with them, which we'd use the Naval Squadron for anyways. Needing more Patrol Squadrons is an issue that can be addressed next turn, when we have more MC to work with.
Fair enough. I meant streamlined in the sense of "not having to list each and every squadron separately if we want to deploy them to a theatre."...er, what? You don't seem to be using that word properly. Streamlined is the exact opposite of 'stick everything into the main squadrons until they've got a bit of every capability'. Streamlined means, you know, specialized? Focused? Clear in capability instead of being a big mass of everything jammed together?
Do we need obselete ships like this that much? Can't we just build corvettes? Move existing Merchant ships from line fleet to patrol fleet and new build Corvettes to line units and we should become much stronger.