What should your focus for the rest of the Quest be?


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[] [Destroyer] ???-class Shield Destroyer, Phalanx edition
-[] Length - 1.600 Meters
-[] Width - 400 Meters
-[] Acceleration - 9 Gravities
-[] Armor - Thin Double Hull
-[] Shields - One Array
-[] Weapons - 2x Medium Lance Turrets/Anti Voidcraft Defenses (-4 DP)
-[] Equipment - Pure Lenses(1)/Superior Gravimetric Engine Calculations(2)/Lattice Hulls(2)/Tuned Shields(1)/Phalanx Aengium(4)/Lense Cogitation Matrix Lattice(4) (-14 DP)
Just an FYI, if you want to focus on destroying shields, you might want to go for Macrocannons instead. Lances are noted to do relatively poorly against shields due to lower fire rate, and if you want to deal with shields you want to unload on them with lots of Dakka

Defensive, I want to diplo-annex the Ashan and get Macabre fully in our camp, while increasing relations with the Shipwright's Grove--hopefully to the point of a proper alliance if not a future merger too.
Again, don't forget about the Black Ash Clan who we have about 8 turns before they figure out what we did to Bram and get pissed.
And...dunno. Four? Five?
Holy Shit, and Phantom already has 3 SBGs worth of defenses. Just 1 action can get us 7-8 SBGs worth of power right there.
 
Note that a single design action can make a heavy cruiser, light cruiser, frigate plus two destroyers
So next turn we're designing the heavy cruiser carrier with the carronade, the rad-lance light cruiser, the lance-carrying shield frigate, the psytech scout and a new escort destroyer/updated Aries?

I think we mostly have the first three ships figured out (though I'd really love to figure out how to cram in the micro-jump engine, it would let these things kite amazingly well).

But it might be worth iterating on the psytech scout and escort destroyer a bit.
 
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"Hmmm~, let's see...the blazing Pathfinding Fleet, the war-smithing Calculated Consecration, the hidden Benevolencia Cults, the marching Chainbreaker Tyrants, or the singing Glimmering Federation..." a difficult choice to make, especially as they didn't feel like peering at more than one nation at the moment. Some ship was approaching them in realspace, and the...T'au? T'au Xenos within didn't feel like they would be able to direct them to Terra. Especially within the Warp.
So we finally got the names of the other Star Child-aligned nations/groups that have survived and flourished in the galaxy.

Pathfinding Fleet sounds like a nomadic, ship-bound nation. Calculated Consecration is almost certainly a heavily AdMech descended/splinter state. The Benevolencia Cults seem to have gone full subversion and hiding spec. The Chainbreaker Tyrants sounds like the most militant of the existing Star Child-bound states.
 
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I have updated my previous designs with the new doctrine in mind

The Doctrine Change was a step up for most of them, though the Pegasus took a very small step down because the Tetratek costed more but it didn't get any new discounts. But it was just a single step. Changes are edited in the bottom of each posting for them.

The Scutum is going to be fucking nightmare fuel for anything that tries to jump our carrier/artillery squadrons though. Holy fuck is this thing outrageously mean. Maxed armor, maxed shields, Tuned Shields to regenerate faster, and three shotgun spread short range medium lance turrets along with 7gs of acceleration and Superior Gravimetric to go full leaf in the wind. And Veteran Crews to boot because the dudes who beat ninjas to death when they try to jump our wizards need to be some of the best we can field.

I would not put the Scutum on the front lines, but it's probably the best security measures we can put without committing full scale capital ships to do nothing except in an emergency.
 
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The Scutum is going to be fucking nightmare fuel for anything that tries to jump our carrier/artillery squadrons though. Holy fuck is this thing outrageously mean. Maxed armor, maxed shields, Tuned Shields to regenerate faster, and three shotgun spread short range medium lance turrets along with 7gs of acceleration and Superior Gravimetric to go full leaf in the wind. And Veteran Crews to boot because the dudes who beat ninjas to death when they try to jump our wizards need to be some of the best we can field.

I would not put the Scutum on the front lines, but it's probably the best security measures we can put without committing full scale capital ships to do nothing except in an emergency.
Huh, I wonder if it would be worthwhile to make a variant that has a microwarp engine?

After all, the Duchy would be pretty vulnerable to such a trait. They do not have many instant hit weaponry, they barely use lances. It's mostly torps and such, which will not be able to reach the attacker before it jumps away. So, a microwarp ship could run rampant against their lines, and our ships, unlike theirs can be mass produced, and are smart enough to stop attacking when their shields are ran down, rather than let themselves be attrited.

Just got to equip it with a radlance and some normal lances.
 
Okay I guess my next question is how many targets does the Tetratek like aim for? I know with the Nova Cannon it rolled a "Here is a bunch of dice. Get absolutely wrecked" mechanic. Same thing here? Cause it's reading to me like the Chain Lighting spell
Dunno. Grab a bucket of dice and see which one get's sixes for target numbers? Around a dozen?
If we vote for mercy and yeeni fluff, does that hinder kicking the dutchy so hard in the balls they spit them out and take a good swathe of their land if they try to restart the war?
No, this is vibe poll for the plan makers.
 
Huh, I wonder if it would be worthwhile to make a variant that has a little warp engine?

After all, the Duchy would be pretty vulnerable to such a trait. They do not have many instant hit weaponry, they barely use lances. So, a microwarp ship could run rampant against their lines, and our ships, unlike theirs can be mass produced, and are smart enough to stop attacking when their shields are ran down, rather than let themselves be attrited.

Wouldn't be great, Duchy bunches their ships up under the Phalanx Doctrine, anyone who tries to deep raid like that gets lit up and focus fired. They've built their entire doctrine under the assumption that as long as they can force the enemy to engage their Phalanx in a head on fight, they'll win every time. Any adjustments are made to ensure that we have to force the Phalanx.

The Hydrus though is a hard counter to the Phalanx. There's just no way to answer it aside from abandoning the Phalanx Doctrine entirely. Each shot takes a vessel out of the defensive envelope, and renders it vulnerable to being torn apart with artillery fire. So you're now being Morton's Forked. Do you abandon the ship that got isolated to get artilleried down? Or do you bring the whole Phalanx down to rebuild, and expose yourself to artillery the whole time?

Sure, maybe they'll ignore the occasional frigates that get isolated and focused down--but what happens if it's their flagships that get targetted and nuked down? Are they just going to abandon them? Our artillery game is getting increasingly on point, and a Hydrus is going to be launching extreme range volleys of 3 Large Lance Turrets every time they recharge, that kind of firepower isn't something anything short of a Battleship can shrug off.
 
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Wouldn't be great, Duchy bunches their ships up under the Phalanx Doctrine, anyone who tries to deep raid like that gets lit up and focus fired. They've built their entire doctrine under the assumption that as long as they can force the enemy to engage their Phalanx in a head on fight, they'll win every time. Any adjustments are made to ensure that we have to force the Phalanx.
that's the thing, I don't think they can do that.

After all, the Phalanx doctrine requires precise and coordinated maneuvering. That means that if a ship appears behind them, they can't just flip around. That'd risk breaking the formation. So you need to come up with a coordinated response, but by the thing you get that, they'll already be gone.

Only takes 30 seconds.
Micro-Warp Jump Engine - Though not able to instantly Warp a ship from one place to another, even the thirty seconds it takes to warm up the Warp Engine and Gellar Field for a Micro Jump offer titanic tactical advantages if used correctly. [+1 DP Doctrine Penalty]


Also, just noticing it, but why does the micro-warp jump engine have a doctrine penalty.
We picked a skirmisher doctrine.
A micro warp engine, that allows for rapid jumps in and out, is basically the ideal skirmisher tool?

Edit : Same with the Tetratek. Skirmisher penalty focuses on long range, but the long range weapon gets penalized while shorter range weaponry does not?
 
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that's the thing, I don't think they can do that.

After all, the Phalanx doctrine requires precise and coordinated maneuvering. That means that if a ship appears behind them, they can't just flip around. That'd risk breaking the formation. So you need to come up with a coordinated response, but by the thing you get that, they'll already be gone.

The point is that there's not really any place where we can just "Teleport behind them" that isn't in the firing arc of several more of their own ships.

They're fighting Dark Space Elfs too, and not losing, presumably, they have countermeasures for sudden surprise attacks to their rear.
 
They're fighting Dark Space Elfs too, and not losing, presumably, they have countermeasures for sudden surprise attacks to their rear.
Yeah, that countermeasure is the Phalanx.

Suprise attacks are usually pointless because the phalanx means that unless the attack can focus down all the shields, it does nothing. So, any suprise attack has to stay in place long enough to be countered.
But the rad lance breaks their counter, and allows a lightning raid to do actual damage.

They have no counter to sub-minute long attacks because the only counter they ever needed was for those to just not do any damage.
 
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Yeah, that countermeasure is the Phalanx.

Suprise attacks are usually pointless because the phalanx means that unless the attack can focus down all the shields, it does nothing. So, any suprise attack has to stay in place long enough to be countered.
But the rad lance breaks their counter, and allows a lightning raid to do actual damage.

They have no counter to sub-minute long attacks because the only counter they ever needed was for those to just not do any damage.

The thing is, that doesn't require micro warp jumps?

The Rad Lance hits them, and that ship is out of the Phalanx and can be nuked down at our leisure until they rebuild it, if they try, they're exposing themselves to Arc Carronade fire in their tightly packed formation.

I suspect the first time they lock horns with us after we've fielded these new ships, they're going to take Ruinous losses for that very reason. Since they don't know we have a Nova Cannon equivalent now. Knock one of their flagships out of the Phalanx, start chipping it down, make them take the phalanx down, and then unload with the Tetrateks.
 
The thing is, that doesn't require micro warp jumps?

The Rad Lance hits them, and that ship is out of the Phalanx and can be nuked down at our leisure until they rebuild it, if they try, they're exposing themselves to Arc Carronade fire in their tightly packed formation.

I suspect the first time they lock horns with us after we've fielded these new ships, they're going to take Ruinous losses for that very reason. Since they don't know we have a Nova Cannon equivalent now. Knock one of their flagships out of the Phalanx, start chipping it down, make them take the phalanx down, and then unload with the Tetrateks.
It does not require rad lances, no.

But it does mean that a rad lance + warp engine + shotgun module can do a massive number on their forces.

Because rather than knocking out 1 ship, it can knock out a small dozen.
 
It's described as a tight formation, and you'd have a warp jump to jump in close.

It's the ideal location/situation to fire a shotgun lance in.
If it still can't hit anything at that point, then the equipment would not exist.
The issue is that getting in close puts the ship that did it in the crosshairs of every Flak Frigate ready to shoot them down. It might get a shot off but it's getting shot down as well

Edit; I think anyway. The ship combat is kinda going over my head somewhat
 
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The issue is that getting in close puts the ship that did it in the crosshairs of every Flak Frigate ready to shoot them down. It might get a shot off but it's getting shot down as well

Edit; I think anyway. The ship combat is kinda going over my head somewhat
Flak is anti strikecraft weaponry, it's not going to do much against a proper warship.
 
Flak is anti strikecraft weaponry, it's not going to do much against a proper warship.
Hmm I guess then my next problem would be that this would be going into close range which could jeopardize the usage of the Tetratek Canon...as it would be in the fray...now it could work if, for example, this ship was used as a sort of "Post Canon" use clean-up.

Edit: Oh and it's going into the melee of every missile group aimed at it.
 
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Hmm I guess then my next problem would be that this would be going into close range which could jeopardize the usage of the Tetratek Canon...as it would be in the fray...now it could work if, for example, this ship was used as a sort of "Post Canon" use clean-up.

Edit: Oh and it's going into the melee of every missile group aimed at it.
The Tetratek fires every hour, the jump craft can get in and out within 30 seconds. Sheduling the two to avoid hitting at the time time should not be that hard.

Melee for missiles shouldn't be a problem, due to the aforementioned 30 seconds thing. They won't have arrived yet.
 
... The issue is that you're treating it like a Rad Lance Cruiser can just teleport in with impunity and shotgun multiple targets down in a single shot.

That's... That's not how it works. 40K Voidships have turn radiuses measured in dozens of kilometers. Even being very optimistic about spread patterns, you're not hitting more than one ship with any given shot.

The Lance Scatter stuff is good because it still has the force needed to melt through armor, but doesn't waste nearly as much to overpenetration or other problems. You're hitting the enemy ship with a wall of laser instead of just one cutting beam for an instant. But that doesn't let you split a single Rad Lance shot to hit five or six targets while having enough force with each to shut their shields down.
 
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TBH, that idea just makes the lance shotgun seem entirely pointless?

Because if, as you say space is so vast, then turning your lance into a shotgun means that you're massively decreasing the damage you do, by having 95% of it miss the enemy ship and hit open space instead. The gain from avoiding overpenetration doesn't really make up for that. So, you have a weapon that can hit just as many targets as a regular lance, at the cost of being weaker and shorter ranged.

Which, ya know.
Why would you ever use it?
 
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