Blood, Sweat, and Tears (WH40k Design Bureau)

If we ever make a ship specialized in orbital bombardment I want to call it the Profit of Sin. Just saying.
 
Right, so my preliminary thinking is we should send a squadron west, to try and pick off stragglers from the clashing Orks and traitors and another one north to try and keep the Orks among the developed worlds from breaking down the infrastructure and building up a doomsday fleet. Unsure whether we should have our smaller squadron go south or patrol our territory.

Thoughts?
 
we should try to make a Coilgun or a Turbo laser to give us an extra punch and replace stubbers and some lascanons (be they a spinal cannon, tank weapon, fighter or infantry)
 
Right, so my preliminary thinking is we should send a squadron west, to try and pick off stragglers from the clashing Orks and traitors and another one north to try and keep the Orks among the developed worlds from breaking down the infrastructure and building up a doomsday fleet. Unsure whether we should have our smaller squadron go south or patrol our territory.
let's send then into a patrol to at least somewhat secure us of an assault
ai don't think they could destroy a good size war fleet
 
We should probably wait for the target locations to go up before making too much plans like that, they'll probably have at least one critical thing we can not ignore and another one we really won't want to ignore.
 
[ ] Everything's on Fire, and it Wasn't Our Fault
- Send 1st Naval Squadron West to attack Ork and Traitor stragglers and damaged ships
- Send 2nd Naval Squadron North to execute hit and fade strikes on Orks, drawing their forces focus away from conquered worlds
- Have 3rd Naval Squadron patrol around our territory at Calavar
 
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We should probably wait for the target locations to go up before making too much plans like that, they'll probably have at least one critical thing we can not ignore and another one we really won't want to ignore.
I thought the target locations are on the Naval Intelligence report, in the Informational Threadmark?
 
[X] Everything's on Fire, and it Wasn't Our Fault
- Send 1st Naval Squadron West to attack Ork and Traitor stragglers and damaged ships
- Send 2nd Naval Squadron North to execute hit and fade strikes on Orks, drawing their forces focus away from conquered worlds
- Have 3rd Naval Squadron patrol our own territory
Bruh.

Also, you don't have the numbers, speed, and communication to reliably pull off mobile strategy like that. Or up to date intelligence for that matter.

I thought the target locations are on the Naval Intelligence report, in the Informational Threadmark?
That was a general overview. You'll get discrete locations in an upcoming post because you don't have the forces to commence sweeping campaigns, rather having to focus on single star systems that have stuff worth seizing to drive your industrial development. Or present a threat to your territorial integrity.
 
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Turn One Construction Phase Results, Strategy Phase Begins
When The Resolute powered her drives for the first time it was a joyous event. The sight of her drive flare as she shaped an orbit around Calavar caused spontaneous celebrations as the people found tangible evidence of the results of their toil and came to an important revelation:
They were no longer powerless to resist the idle whims of fate.

This occurrence happened once more when the entirety of the new Calavar Crusade Fleet formed up to do a slow polar orbit to affirm their presence to the entirety of the population. Fourteen warships was a large concentration of force by Lativan standards. Nearly a decade of effort had gone into this first force, with millions of tons of materials refined and forged to the highest possible standards. Tens of millions of Calavans had been recruited and trained, given the tools of war and made aware of the burden they would carry if they were not successful in their campaigns. The Crusade was ready to begin.

Of course, the Admiralty knew somewhat more about the actual situation. Fourteen warships was not much, not when they were lesser to even the least of the Imperial Navy and over half were modified civilian hulls. The only saving grace was that their neighbors were no better off.


=====​

Lord Admiral: So, the time has come. The decisions that will be made today will have ramifications for decades as victory or defeat will color the perception of the public and our armed forces. Most of our targets are not prepared for a fight so even a single Squadron should do for most encounters for this first campaign.
This will change once our enemies realize we are fighting back, though it will in turn slow their conquests as they keep more ships home to defend.

Independents are those who still hold to the values of the Imperium. They will be easily integrated into our production but will require garrisons of ships and men be assigned to them going forward.
Traitors are those vile individuals who have sold their souls and identity to the powers of the Warp. Everything taken from their worlds be it man or machine will require thorough verification of their purity. Most will fail.
Ork targets will be grinding slogs to victory but even culling their numbers will be a victory of sorts. Expect significant ground garrisons to be needed after taking worlds they have taken root on.

[Due to low numbers of voidfaring warships you will be in the business of assaulting Critical Locations, with the territory they are anchoring falling into line with the loss of their protector. Locations will be arranged by direction and distance from Calavar.
Ships are part of their Squadron which are the method you use to send orders. Each Task Force is assigned to one location and multiple Squadrons can be assigned to the same target if resistance is expected. Armies are assigned independently, but must go to a location alongside at least one Squadron for protection. Refer to the Naval Registry for current Squadron dispositions.
On these campaigns Squadrons can be given Rules of Engagement. Should they engage aggressively, prioritize survival, hunt enemy transports, or limit themselves to escorting friendly transports and shielding ground forces from bombardment to let cheaper forces win the day. Etcetera.]



Central: The immediate vicinity of Calavar.
-Calavar: Homeworld and critical production center. If this is lost, you lose. Even successful defenses can result in a loss of production and morale. Current Defenses are estimated as "Light". [Owned by Calavar]
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Independent] [Encouraged by High Command]

North: The core of what was once and what may again be Lativa. Overrun by a myriad of small Ork forces in the wake of the final defeat after centuries of encroachment.
-Homna String Defense League (20LY): A fragile defensive pact has emerged and has been mostly successful at keeping disorganised and small Ork forces from making gains against it's members. [Independent]
-Dark Star Alignment (20LY): Followers of a heretical version of the Imperial Cult based around the former Imperial Guard depot on the Feudal World of Calsum. Their ground forces and marines are well equipped, but they lack a true shipyard for the Adeptus Mechanicus in their territory refuse to aid them. [Nominally Traitor]
-WAAAGH!! Jawbreaka (40LY): The farthest point that has been tainted by Orks spilling from the North. Jawbreaka leads a small WAAAGH!! as these things go, even for Lativa. Defenses are estimated to be "Light" with a notable mobile force element due to the WAAAGH!!s small territory. [Ork Held]
-The Starved (40LY): A Hive World that has fallen to starvation and, subsequently, a Warp entity outside of the Four Powers. Now it's skeletal slaves seek to conquer other worlds. A moderate amount of weak combat craft have been reported subjugating nearby worlds. [Traitor]
-WAAAGH!! Legcutta (40LY): A Ork force that is said to use such "unOrky" tactics as ambushes, bombs, and regular Kommando forces and has been claiming poorly defended worlds among the southern portion of the core worlds from rivals and Humans alike. [Ork]

West: A string of fallen worlds shows the interest of the Ruinous Powers in the Subsector, surrounded by worlds they plunder for slaves and material as their corruption deepens.
-Civilized World Oprechna (20LY): A backwater off the shipping lanes that only is dimly aware of how far the Subsector has fallen in recent years. [Independent]
-Khornate Cult (20LY): Only newly come into their madness these Traitors retain most of their discipline and technical skill even as they war against all near them. Defenses are judged to be "Light" with notable numbers of converted civilian shipping lead by a pair of ex-Imperial Navy escorts of unknown class. [Traitor]
-"Pox Marsh" (20LY): Nurglish cultists that have taken an Agri World and are attempting to remake it into the image of their "patron". Defenses are judged as "Light" with notable numbers of ad hoc warships made from civilian shipping. [Traitor]
-Khornate Cult (40LY): Squatting among the wreckage of what was once a prosperous if small Hive World these Traitors seem to be more interested in hunting down the remaining civilians and soldiery than offensive actions beyond their nominal space. Defenses are judged to be "Light". [Traitor]
-Tzeentchian Cult (40LY): A rare example of the people in the Subsector who were most vulnerable to the temptations of Tzeentch. Defenses are judged to be "Moderate", mostly through the use of sorcery. [Traitor]
-Asteroid Base (40LY): Ork raiders stop here to rest and fight before heading out to plunder Human worlds, fight Traitors over plundering Human worlds, or head south to exchange plunder for equipment and ships. Defenses are judged to be "Moderate". [Ork Held]


South: This is the shortest route to Imperial territory from Calavar, in terms of objective distance.
-Bagalog (20LY): An opportunistic warlord has risen to power over the Civilized World of Bagalog. Nearby worlds have been yoked or willingly come to the banner of it's leader, the new leader of a middling merchant cartel by the name of Loree Mulyran. Combined with reduced communication with our scouts it is unsure whether this is a good sign. Defenses are judged to be "Light". [Independent]
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten shipping and outlying worlds. [Independent]
-Feral World Jurgenz (40LY): Taken by WAAAGH!! Gunbreaka this is now the beginnings of a fortress world. At least by Orkish standards. Current Defenses are judged to be "Light" to "Moderate", with the signs of that going up sharply in coming years. [Held by WAAAGH!! Gunbreaka] [Sits on the Warp Current leading towards Imperial space and deeper into Gunbreaka territory]
-Civilized World Ungaunt (40LY): A lone beacon of civilization amidst a string of Feudal and Feral Worlds, Ungaunt has taken to providing weapons for the faithful of it's neighbors to provide the hearty folk with the weapons to resist Ork and Traitor attacks that are seeking slaves over territory. [Independent]
-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]
-Agri World Blackim (60LY): Once feeding the Human residents of the Subsector this world now provides fodder for the biological monsters of the Orkish horde. [Held by WAAAGH!! Gunbreaka]

East: The least affected portion of the Subsector due to distance from the main threats.
-Civilized World Yttreum (20LY): Having taken the lead over several Agri and Mining Worlds Yttreum eyes the Imperial deserters at Gehault with caution. [Independent]
-Stream Trade Triangle (20LY): A collection of worlds bound by trade ties and pacts into a rough oligarchy. [Independent]
-Fleet Bastion Gehault (40LY): Several squadrons of the Imperial Navy continue their protection of their homeworlds where the Sector battlefleets do not out of the logistical base at Gehault. Several vicious punishments against rebellious worlds have been reported by local shipping, including at least one life eater bombardment, but they commonly range outsie of their nominal territory in order to destroy Traitor raiders and collaborators. [Independent]
-Silent Stars (40LY): Rare is the Human ship, Loyalist, Secessionist, or Traitor, that returns from this region. Entry is unthinkable during these times.
 
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I feel like we should go after independents first to quickly integrate them with us and to expand our production capability. And with how are navy and army is at the moment it's the safest option at the moment.
 
I feel like we should go after independents first to quickly integrate them with us and to expand our production capability. And with how are navy and army is at the moment it's the safest option at the moment.
Safest... But it also means you need to protect them, and you won't be reducing the enemy military forces before they concentrate against you.

So yeah. Trade offs. Though you'd also be sending a message that you will protect Humanity, which isn't the worst thing in the world.
 
[X] Everything's on Fire and it Wasn't Our Fault, Honest!
Send 1st Naval Squadron West:
-Asteroid Base (40LY): Ork raiders stop here to rest and fight before heading out to plunder Human worlds, fight Traitors over plundering Human worlds, or head south to exchange plunder for equipment and ships. Defenses are judged to be "Moderate". [Ork Held]
Send 2nd Naval Squadron + 1st Auxiliary Squadron + 1st & 2nd Calavar Infantry Army South:
-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]
Send 3rd Naval Squadron + 4th Calavar Infantry Army Central:
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Independent] [Encouraged by High Command]

My proposed plan. Go break up concentrations of Orks, as those are bad things to leave alone, and try to recover (or at least deny to the enemy) orbital infrastructure, which we'll always have need of. And increasing our manufacturing capacity close to home is simply good sense. Sending an infantry army out with the 3rd since we're doing this as a show of force to reassure them.
 
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My proposed plan. Go break up concentrations of Orks, as those are bad things to leave alone, and try to recover (or at least deny to the enemy) orbital infrastructure, which we'll always have need of. And increasing our manufacturing capacity close to home is simply good sense.
You also have four Infantry Armies to dispatch, if you want to take things. Like space stations.
 
Safest... But it also means you need to protect them, and you won't be reducing the enemy military forces before they concentrate against you.

So yeah. Trade offs. Though you'd also be sending a message that you will protect Humanity, which isn't the worst thing in the world.
I understand as well but bluntly said our navy and army isn't ready to fight orks or chaos yet we don't have the equipment for it. Better to strike at targets we can win against and consolidate our new holdings before attacking again.
 
I'd really prefer not to hit the Asteroid Base because it's supposed to have Moderate defenses and I don't want to risk that with our current eh stuff, and instead go to either Outpost Station Lexicalum to get some more of the Admech on our side since they're already arming up and supporting local worlds, or see if we can punch out Pox Marsh before they can arm up because having local plague priests around is never good.

Or if we do want to go hit something moderate, I'd prefer to strike Feral World Jurgenz, because beating down a nearby fortress world before it becomes a fortress world is a good thing, and it's supposed to be the link to deeper ork territory so we might be able to disrupt ork reinforcements if we can beat the crap out of it.

As such, here's a modified plan. In it we punch out the forces of grossness, make the surrounding worlds fall in line and give them protection from being attacked, and make contact with the Adeptus Mechanicus outpost to see if we can get them to work with us and add to our construction and research capacity.

[X] Plan Local Counterstrike and Consolidation
Send the 1st Naval Squadron, 1st Auxiliary Squadron, and the 2nd and 3rd Infantry Army West:
-"Pox Marsh" (20LY): Nurglish cultists that have taken an Agri World and are attempting to remake it into the image of their "patron". Defenses are judged as "Light" with notable numbers of ad hoc warships made from civilian shipping. [Traitor]
Send 2nd Naval Squadron + 1st Calavar Infantry Army South:
-Outpost Station Lexicalum (20LY): An Adeptus Mechanicus outpost that is supplying and organizing a small stretch of Loyalist worlds against attack. Orkish raiders and Traitors threaten shipping and outlying worlds. [Independent]
Send 3rd Naval Squadron + 4th Calavar Infantry Army Central:
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Independent] [Encouraged by High Command]

There's also this option, for those in favor of hitting the orks first. Three armies are deployed because invading ork held worlds is not fun, and two naval units to deal with the potential moderate defenses, but if we can knock this out and hold it we can hopefully disrupt ork reinforcements to this region and have an easier time to make contact with elements of the wider imperium and find out what's going on. We also keep an ork fortress world from forming.

[ ] Plan Consolidated Strike
Send 1st Naval Squadron, 2nd Naval Squadron, 1st Auxiliary Squadron, 1st Calavar Infantry Army, 2nd Calavar Infantry Army, and 3rd Calavar Infantry Army South:
-Feral World Jurgenz (40LY): Taken by WAAAGH!! Gunbreaka this is now the beginnings of a fortress world. At least by Orkish standards. Current Defenses are judged to be "Light" to "Moderate", with the signs of that going up sharply in coming years. [Held by WAAAGH!! Gunbreaka] [Sits on the Warp Current leading towards Imperial space and deeper into Gunbreaka territory]
Send 3rd Naval Squadron + 4th Calavar Infantry Army Central:
-Surrounding Calavar: Similarly cast adrift but not as well blessed by their leadership these worlds need an affirmation of order and hope so that we can profit from their manufacturing capacity. [Independent] [Encouraged by High Command]

Also @DaLintyGuy shouldn't we have five infantry armies because we raised another one in the construction phase? Right now they all say they were raised turn one, but we only ordered one this turn so I think there should be four from turn 0 and one from turn 1?
 
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We also keep an ork fortress world from forming.
If we're pulling a full planetary invasion, I'd prefer we do it with proper Troop Ships. There's no guarantee our civvie craft can even land planetside.
Right now they all say they were raised turn one, but we only ordered one this turn so I think there should be four from turn 0 and one from turn 1?
We started with the 3 Infantry Armies before the first design phase, like with the armed freighters, it's just that there wasn't a turn 0 to represent that.
 
Also @DaLintyGuy shouldn't we have five infantry armies because we raised another one in the construction phase? Right now they all say they were raised turn one, but we only ordered one this turn so I think there should be four from turn 0 and one from turn 1?
I decided not to bother with the distinction between turn one and zero, and you got three from turn zero not four.
 
If we're pulling a full planetary invasion, I'd prefer we do it with proper Troop Ships. There's no guarantee our civvie craft can even land planetside.
...I can assure you that, even though they might not have drop pods, Merchant Shipping can most certainly manage to transport stuff from one planet to another. Given, you know, that's literally their entire job in normal times.
 
...I can assure you that, even though they might not have drop pods, Merchant Shipping can most certainly manage to transport stuff from one planet to another. Given, you know, that's literally their entire job in normal times.
The vast majority of ships use shuttles for the actual planetary landing, assuming they don't just offload at an orbital station. That's why the Imperial guard uses Dropships like the Devourer-class Dropship, which are carried inside Cetacean-class Transports.
 
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They'd be using shuttles to offload onto the planet. Not precisely military grade shuttles but they can do it.
Precisely my point, we can do it, but using shuttles instead of proper dropships is going to make deployment an inefficient hassle. Because there are only so many shuttles we can bring, and deploying an army in hostile territory one squad at a time is not conducive to having an army that survives a campaign, much less wins one.
 
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