Blood, Sweat, and Tears (WH40k Design Bureau)

The 1M is from the Servitor Bays, which are add-ons and don't count towards the build limit. You said so yourself.
Can you find me that quote? Servitor Bays should count because they require facilities inside the ship, rather than ordnance or strike craft that are simply added after the ship leaves the dock.

Twice the emitters needed for full coverage of shield panes will be installed, with only half in use at a time. Just before the first layer of shielding is overloaded, the second set of emitters will take their place until the shields have cycled, theoretically creating shielding that lasts indefinitely so long as power is supplied to the generators.
A minor quibble: any shield, if not outright overloaded, can last indefinitely. This is the concept for having multiple layers of Voids on a Cruiser or Capital ship.
 
A minor quibble: any shield, if not outright overloaded, can last indefinitely. This is the concept for having multiple layers of Voids on a Cruiser or Capital ship.
Yeah, the idea is that the second array kicks in before the first gets overloaded, takes its place until the first has cycled, and then the first kicks in again and the second array cycles and goes on standby. So you effectively have two layers of Void Shields without having to power both of them.
 
As they can be added without needed a turn for a refit i think they are part of the ammo/additions/strikecraft that can be added for free.
This was when it was claimed that Add-ons of any kind don't contribute to the build limit.
Yes. They are a minimal change for minor benefit so can be added later.
This was your words confirming that Add-ons can be added at any point without taking time, mechanics-wise.
 
Yeah, the idea is that the second array kicks in before the first gets overloaded, takes its place until the first has cycled, and then the first kicks in again and the second array cycles and goes on standby. So you effectively have two layers of Void Shields without having to power both of them.
You still have to power the ones that are cycling. And inactive shields are of no use to anyone.

This was your words confirming that Add-ons can be added at any point without taking time, mechanics-wise.
Can be refitted without a major time investment. You still have to build and install them.
 
Yeah, building them is what Manufacturing Capacity represents. It seems odd that it would take more time to install them while the ship is being built than bringing the ship back and having to clear away space to fit in the new stuff.
The concept would be if you needed to launch a ship and simply left the onboard hospital/medical center/something empty for later addition after it is needed.
And think of the last 1M of progress being spread about the ship, representing armor not installed, engine parts not delivered yet, bridge comm sections not laid down, etc.
 
The concept would be if you needed to launch a ship and simply left the onboard hospital/medical center/something empty for later addition after it is needed.
And think of the last 1M of progress being spread about the ship, representing armor not installed, engine parts not delivered yet, bridge comm sections not laid down, etc.
Eh, fair enough.
 
Also, the Long Arm frigate is 1M above the Build Cap, as it does not contain strike craft or ordnance.
Took off the anti-boarding defense so we can revise it back on next turn then.

My quick count for the refit savings is four M, so that's 5M gained in total. So I used it to add one of these to my plan.

-[ ] Train 1 Cavalar Pattern Motor Army (5M)
-Motorized Infantry (4M), Air Support (1M), Cavalry (0M), Elite Infantry (0M)
 
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Took off the anti-boarding defense so we can revise it back on next turn then.

My quick count for the refit savings is four M, so that's 5M gained in total. So I used it to add one of these to my plan.

-[X] Train 1 Cavalar Pattern Motor Army (5M)
-Motorized Infantry (4M), Air Support (1M), Cavalry (0M), Elite Infantry (0M)
It could be called the Calavar Patrol Army.
 
-[X] Train 1 Cavalar Pattern Motor Army (5M)
-Motorized Infantry (4M), Air Support (1M), Cavalry (0M), Elite Infantry (0M)
You are adding a lot of different army types keeping track of what army has what attachment might take a while when making strategic plans. Few army types will make plan making easier, that is why i try to keep the number of ship designs low as well by using the same design for the newly build fast escort carrier and the Voidwright refit in my plan.
 
(Defense) Haptrix-B Rapid Shields: As successful as the Rapid Shields have been on the Hegemon's warships, the current production models are not projected to be sufficient for ships beyond the size of Frigates. In the interests of simplicity, the Haptrix-B shall operate on similar principles as its predecessor, but takes advantage of being mounted on a larger vessel to scale up the Void Shield generators and their emitters, so as to provide adequate coverage.
This is the new version, decided to cut out the last part.
 
-[X] Train 1 Cavalar Pattern Motor Army (5M)
-Motorized Infantry (4M), Air Support (1M), Cavalry (0M), Elite Infantry (0M)
Personally, I'd prefer a Fighter Army or something. Give our military a serious air presence. Or a couple of Line Armies for added warm bodies that we can put in a general battle line.

@DaLintyGuy Can biological cavalry keep up with Motorized Infantry? Feels like they'd slow the formation down if they can't.
 
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Personally, I'd prefer a Fighter Army or something. Give our military a serious air presence. Or a couple of Line Armies for added warm bodies that we can put in a general battle line.

@DaLintyGuy Can biological cavalry keep up with Motorized Infantry? Feels like they'd slow the formation down if they can't.
Depends on the mount of course, but usually rough riders can keep up, while being able to use paths that would impassable to other vehicles.
 
Personally, I'd prefer a Fighter Army or something. Give our military a serious air presence. Or a couple of Line Armies for added warm bodies that we can put in a general battle line.
This is an interesting point. How many other people would prefer me to switch the Patrol Army out with an attachment-less Fighter Army?

Actually, wait.

Linty, is the Fighter Army an attachment or a type of army of its own?
 
@DaLintyGuy Can biological cavalry keep up with Motorized Infantry? Feels like they'd slow the formation down if they can't.
It's an Army, it rarely moves as a single block. That being said they can. Enough. If nothing else they can hitch a ride on some larger haulers if they ever need mechanical speed rather than no logistical footprint.
Linty, is the Fighter Army an attachment or a type of army of its own?
A Fighter "Army" is it's own Army.
 
You are adding a lot of different army types keeping track of what army has what attachment might take a while when making strategic plans. Few army types will make plan making easier, that is why i try to keep the number of ship designs low as well by using the same design for the newly build fast escort carrier and the Voidwright refit in my plan.
I am unsure of how to put this politely, so if this seems a bit rude then my apologies in advance.

This is a game where ships and armies are individually tracked. Anyone who can't manage to do the bare elementary preparation of 'reading the Naval Registry', or whom refuses to bother, has no business doing plans.
 
I do think there is an in character point to be made in trying to have fewer army types - doctrine and coordination between army commanders might be a bit easier. Also, by reducing the variety of armies you can ensure you have a lot of some specific useful templates.

In particular the Shield Army seems strange to me - I would think Combat Exoskeletons better serve to stiffen our rarer specialist armies, like the Assault Armies or the Void Army (which already has them). Would it not be better to create 3x Holy Shield armies instead of 1x Shield Army and 1x Holy Shield Army? Just because we can make Combat Exoskeletons doesn't mean we have to. I admit there is a little bit of Russian Doctrine in my thinking here - A larger number of "good enough" weapons may be better than a smaller number of "great" weapons.

What's the purpose of a Shield Army and a Holy Shield Army, anyway - Are they defenders? We have a Defense Army template that has MPs in them. What kinds of fights will they be put into?
 
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