Blood, Sweat, and Tears (WH40k Design Bureau)

Honestly, I want to make contact with the Civilized world and smite the Khornates 20 LY from us to relieve Bailafax. That said, the Orks are an issue to, so the question is twofold: which threat is the biggest problem/priority, and which is one we can take/finish off?
Well, the 20 LY Khornates are currently under attack by Legcutta's Orks, so they're occupied for this turn at least.

I'd go for hitting WAAAGH! Jawbreaka. The "mobile forces" mentioned in the description should be gutted from the fight last turn, and it gets us closer to the Shrine World. It's also been well established that our Torpedo ships are devastating against the Orks.

Current thought is 1 Naval Squadron in Honma, 1 Naval Squadron + Torpedo Squadrons + Support Squadron to hit WAAAGH! Jawbreaka, 1 Naval Squadron (probably the 3rd) to go an a diplomatic mission with Bagalog.
 
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Honestly, I want to make contact with the Civilized world and smite the Khornates 20 LY from us to relieve Bailafax. That said, the Orks are an issue to, so the question is twofold: which threat is the biggest problem/priority, and which is one we can take/finish off?
Apart from Homna, if we want to smash Orks, we should go to Allient and take back the dockyard facilities there. Before we upgrade our dry docks, it could effectively double our current industrial output.
 
Apart from Homna, if we want to smash Orks, we should go to Allient and take back the dockyard facilities there. Before we upgrade our dry docks, it could effectively double our current industrial output.
That would be nice, the question for me is if we can hold the system, and if not, do we actually have the ability to take the yard back to Calavar?
 
A raid in force should be able bring an orbital manifactorium back home. It might be good idea to do so now so it works to arm us rather than Orks.
 
[X] Plan: Access & Asset Denial
-[X] Send North: 1st Naval Squadron + 1st Torpedo Squadron + 1st Auxiliary Squadron (Aggressive Engagement)
--[X] Homna String Defense League (20LY): A defensive pact once stood among these worlds. Now it is broken between differing interests, from Traitor splinter forces to the leftovers of the repulsed WAAAGH!! Jawbreaka. [Ongoing Campaign] [Forces Present: 6th Crusade Infantry Army & 1st Calavar Infantry Army] [Dark Star forces present, including superheavy armor]
-[X] Send South: 2nd Naval Squadron + 2nd Torpedo Squadron + 1st Support Squadron + 2nd & 3rd Calavar Infantry Armies (Retrieve the Shipyard Facility, try to recover any surviving civilians on site)
--[X] Civilized World Allient (40LY): Fallen to the perfidious greenskins Allient now provides for the raiding fleets sent out by it's barbarous overlords with it's maintenance platform of similar design to Calavar's. Defenses are judged to be "Light" and increasing slowly, but with mobile elements returning from attacks at unpredictable intervals. [Held by WAAAGH!! Gunbreaka]
-[X] Send West: 3rd Patrol Squadron + 8th Crusade Guard Infantry Army (Garrison)
--[X] Bailafax (20LY): Once conquered and once again besieged, Bailafax resolutely stands in defiance of the tide of frothing madmen. With the addition of Calavan granted weapons and fortresses, may she never falter in her vigil. [Owned by Calavar, provides 5M] [Forces Present: The Ashen Legion]
-[X] Send North: 3rd Naval Squadron + 1st Calavar Armoured Army (Aid the Sororitas in driving out the Orks)
--[X] Shrine World Lativa: Remembered as the first world colonized by Imperial citizens in the region this is the center of worship for the southern half of the Subsector. It's Adeptus Sororitas have held back any Ork forces that made landfall but all worlds nearby have been overrun by leaderless Ork hordes. Should a new Warboss arise... [Independent]

Also, the new ships aren't showing on the Naval Registry ATM.
 
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Note that our armies are already perfectly able to invade space stuff, as we did invade that ork rok fortress outpost with them, remember?
Yes, but even Orks need to breathe (sometimes) so there was air inside the asteroid. There's no guarantees that the hulk would be pressurised, not even considering things like biohazards and radiation leaks.
 
Yes, but even Orks need to breathe (sometimes) so there was air inside the asteroid. There's no guarantees that the hulk would be pressurised, not even considering things like biohazards and radiation leaks.
I mean, yes, but the GM has indicated that it's possible, so presumably there are ways to handle that. Also, if you think that an ork rok fortress didn't have radiation leaks and biohazards I have some beachfront property in florida I'd like to sell off.
 
I'd say at least wait until we got Latvia in our camp before attempting the Space Hulk. The Sisters have better chances at surviving a boarding then anything we could send.
 
I'm curious nobody's talking about relieving Ungaunt. Don't we have an obligation to save them from the Xeno onslaught? Certainly speaking, from the sounds of it they're unlikely to last another turn.
 
Moving to another topic, will we have the ground forces Design Action next turn @DaLintyGuy, as we were discussing earlier? Did you come to a decision regarding it?
I am leaning towards no. If you want a Void equipped Army you need to put in the effort of actually creating one.

I thought we evacuated them last turn?
A few refugees. Nowhere near the combined population of the worlds in that region.
 
I thought we evacuated them last turn?
From my understanding of the situation, that was just the most desperate refugees and feudal militaries they wanted to get offworld.
-Civilized World Ungaunt (40LY): Once a lone beacon of civilization amidst a string of Feudal and Feral Worlds, Ungaunt is under siege as alien warships fly with impunity over the worlds of Humanity. The Hashim have clamped down on the region, fending off random Ork raiders and possessing control over at least a large portion of Ungaunt's surface. The fate of the Human inhabitants are as of now unknown. [Hashim]
For all we know, the Xenos could be using them as slave labor, or simply committing genocide. I understand the Crusade's priorities are many and urgent, but just abandoning them to their uncertain fate is remarkably callous.
 
I thought we evacuated them last turn?
We escorted some refugees out, but the world is still being invaded and has good parts occupied by the aliens and we don't have current intel on it's status.

I'm curious nobody's talking about relieving Ungaunt. Don't we have an obligation to save them from the Xeno onslaught? Certainly speaking, from the sounds of it they're unlikely to last another turn.
The issue is that it'd require (another) major fleet deployment.
In Ungaunt alone there were at least three squadrons of corvette analogues and two frigates. Roving pickets patrol the other Human worlds to presumably prevent Orks from taking root.
That's at least three Naval Squadrons worth of ships. We don't have three naval squadrons of our own free to go punch them, much less the additional forces that'd make sure we win and don't loose half of our ships doing so.

I mean, if we dropped the defense league deployment and tossed in two naval squadrons and a torpedo squadron with instructions to raid and smash some of their ships we could do a good amount of damage, but that'd require dropping our defense league deployment and not doing anything else expeditionary this turn, like helping the shrine world or hitting the hulk or so on.
 
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