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


  • Total voters
    269
Voting will open in 3 hours, 5 minutes
My number one priority is maximizing our odds of clearing End of Line next turn with minimal hassle. The third action should support that.
 
Ehhh...

I don't feel like we need to rush that?

It'd be one thing if we had any freedom to act, but there's... Not really much they can add next turn that they don't already have? The ships they captured mostly aren't great at this kind of siege attack anyway.
Hm, good point. Those raider type destroyers won't be much use in the pirate fight.
 
Scorpio-Class Light Cruiser
-Length - 3.800 Meters (-1 DP)
-Width - 400 Meters
-Acceleration - 4 Gravities (-1 DP)
-Armor - Medium Double Hull (-2 DP)
-Shields - Two Arrays (-1 DP)
-Weapons - Medium Hangars (Boarding), x1 Heavy Macrocannon Batteries, x1 Double Light Macrocanno turret (-7 DP)
-Equipment - Autoloaders, Armored Lifepods, Advanced Alloying (-4 DP)

Alright, how does this look for a Light Cruiser?


...raider type ships won't be good in a fight against pirates? Pirates, who themselves also probably have fast-ish, zippy-ish, raider-ish ships?
But the biggest threat is less the ships, and more the 4 Space Stations.
 
My number one priority is maximizing our odds of clearing End of Line next turn with minimal hassle. The third action should support that.

We don't exactly have a SAG that's great at Boarding actions, From the look of a cursory glance at the SAG Tab, most of them are pretty vehicle heavy, Aside from Droma. Might Be beneficial to create a SAG of [1Xmedium Infantry Engineers, 1X Medium Infantry Demolitions, 2X Heavy Infantry Ogryn]


Set up a sag specializing In The kind of Fighting vehicles Really can't get to, whether that be Space station, Hive/Urban or tunnel Fighting? Gathin is right next door, and although we didn't try to take it now, Having a sag Specialized in something that common can probably be useful not only next turn but all future offensives? Not to mention That's just a strong Infantry Garrison SG taht words well with almost any other SAG.
 
Last edited:
Proposed two turn compromise plan.

[] This Turn
-[] Crux x6
-[] Lamenters Ships

[] Next Turn
-[] Med Infrastructure x2
-[] Doing End of the Line

I will accept literally no other version of not taking Med Infrastructure if it doesn't double up next turn, because despite everyone's stupid rambling about Med Infra being a "shiny" we've basically never taken it and aren't going to take it consistently unless we force it.
 
We don't exactly have a SAG that's great at Boarding actions, From the look of a cursory glance at the SAG Tab, most of them are pretty vehicle heavy.
Actually, all 3 Droma SAGs are pure Infantry, they should be able to handle this. But yeah, in the future it would be wise to think about Infranty focused SAGs.

Proposed two turn compromise plan.

[] This Turn
-[] Crux x6
-[] Lamenters Ships

[] Next Turn
-[] Med Infrastructure x2
-[] Doing End of the Line

I will accept literally no other version of not taking Med Infrastructure if it doesn't double up next turn, because despite everyone's stupid rambling about Med Infra being a "shiny" we've basically never taken it and aren't going to take it consistently unless we force it.
I don't see Med as a "shiny", I recognize it is pretty important. I just think that we can afford to put it on pause for 1 turn in favor of our very much immediate concerns. While I won't promise doing Med twice, I will guarantee we'll do it once and then continue our progress from there.
 
Last edited:
[] The Anvil of War
-[] [Military] Design A New Voidship Class - Scorpio-Class Light Cruiser
-[] [Military] [Construct/Refit] A Warp Ship - 6x Crux

Scorpio-Class Light Cruiser

-Length - 3.800 Meters (-1 DP)
-Width - 400 Meters
-Acceleration - 4 Gravities (-1 DP)
-Armor - Medium Double Hull (-2 DP)
-Shields - Two Arrays (-1 DP)
-Weapons - Medium Hangars (Boarding), x1 Heavy Macrocannon Batteries, x1 Double Light Macrocanno turret (-7 DP)
-Equipment - Autoloaders, Armored Lifepods, Advanced Alloying (-4 DP)
 
...raider type ships won't be good in a fight against pirates? Pirates, who themselves also probably have fast-ish, zippy-ish, raider-ish ships?
Zippy pirate ships would get stomped by our bombers (each Libra can nuke a destroyer or two in a single battle turn) and the Aries Secundus (which are twice the firepower of a Sword frigate and matches the speed of a AdMech Cobra destroyer). The problem is taking the pirate stations and void infrastructure- preferably intact so that we can use it ourselves. Which means we need to slug it out with the fortifications to launch boarding assaults and follow up assaults behind the Lamenters.

Which is why Crux frigates are needed- to soak the damage and suppress the enemy's fortifications while our boarding assault is ongoing.

Especially since with the Crux in play, the pirates have to choose between intercepting missiles trying to smash into them, the boarding craft, fighters and bombers, and the Lamenters' boarding torps.
 
Last edited:
Actually @HeroCooky do the worlds we took from Neon have Choirs stationed there for communication purposes by this point?
Yeah, you stationed Choirs there automatically. Fun Fact: You are now getting Choirs again after staffing all your Scouts with one!
@HeroCooky , having 11 Cruxes to bring to the table for our attack should be fine, right?
Dunno, do you think it'll be fine?
Alectai said:
Would Infantry Equipment Boosts be a big help for our assault on this place too?
It'll boost your infantry. You want to attack something with infantry. Seems obvious that it'll help.
What is that?
Will doing [] Sanctified Chaos Investigations before or on the same turn as [] [Chapter] Sanctify The Chaos Ships affect the result?
No, they are trying to do different things. Ships is trying to remove the latent Corruption in the ships, Investigations is seeing if there is something on the ships and the stuff you stole that you could use after removing the latent Corruption.
 
Alright, with all that in mind...

[ ] Plan: End of the Line for End of Line
-[ ] [General] Research
--[ ] Infantry-Grade Weapons and Armor Development
-[ ] [Military] [Construct] A Warp Ship x2
--[ ] 6x Crux


This absolutely maximizes the strength of our position going into next turn, with an eye towards breaking End of Line over our knee. With 6 more Crux-class Frigates, we finally have a solid frontline. With Infantry-Grade Weapons and Armor Development, our infantry should absolutely melt anything they've got, and even put up good odds if they've got Space Marines there for some reason. Since we should at least be able to achieve Sororitas level equipment at this point, and that's basically invincible to anything save Special Forces units.

Even if they've got Space Marines, even if it's a rogue Navigator House backing them that have gone full out mad demigods who optimize for being horrifying killing machines (Hi Cassia, you're a sweetheart but you're also on the other side of the Galaxy), even if FUCKING DAEMONS, this should let us punch through and seize the place for ourselves. With any luck, we should get at least three Void Infrastructure out of taking it in one piece, and if we're lucky, we might get some flex spaces like we did when we seized that one space station for ourselves and got three free Infrastructure boosts out of it.

What I'm trying to say here is, I don't want to leave anything to chance here. Nothing will die if we go one more turn with Medical "Merely' being stable as opposed to exemplary. And there is a specific cause involved here that will go away next turn, so this is not the start of a habit of putting it off again.

All of these gains will also benefit us in the Neon War, so there's no reason not to pick this except getting bullish on a pet project or another. We close a potential second front before Neon has their shit under control, and we can then move this frontline to benefit us when they're ready for another go, except now we're likely to have a good chance of being able to match their Heavy Cruisers with our own.
 
Last edited:
Alright, with all that in mind...
Personally, not too concerned about infantry. We do have Inquisition Stormtrooper grade equipment as a base for our guys which should be enough, even discounting the Space Marines. I would personally like to get a new Light Cruiser and I think the Scorpio could do a good job here. Just want to hear what you think about it and if you suggest any changes.
 
Personally, not too concerned about infantry. We do have Inquisition Stormtrooper grade equipment as a base for our guys which should be enough, even discounting the Space Marines. I would personally like to get a new Light Cruiser and I think the Scorpio could do a good job here. Just want to hear what you think about it and if you suggest any changes.

The Scorpio's going to be rendered obsolete potentially as soon as next turn depending on how much Infrastructure we get from taking this. Light Cruisers just aren't well suited to brawl. They're too expensive to be treated as expendable, but they're too fragile to take the same kind of beating that a Cruiser getting stuck in will. The best use of a Light Cruiser is as a specialist or a patrol leader, and it performs neither of those roles well.

If we were, say, a century or two out from moving to Heavy Cruisers and we needed a front liner brawler immediately ,it might be viable. But we're potentially as soon as a decade out from it. It's just not a good investment of time and energy for something we know will be obsolescent soon.

Yeah, you stationed Choirs there automatically. Fun Fact: You are now getting Choirs again after staffing all your Scouts with one!

Wait, That's where our Choirs were going? That's why we spent something like four turns without our numbers increasing?

Does this mean if we commission another tranche of Scouts, that we'll be getting choked out again?
 
Last edited:
Alright, with all that in mind...

[ ] Plan: End of the Line for End of Line
-[ ] [General] Research
--[ ] Infantry-Grade Weapons and Armor Development
-[ ] [Military] [Construct] A Warp Ship x2
--[ ] 6x Crux
I persona;ly think that instead of another 3 crux we should cleanse the ships for lamenters, with our help they will be done next turn
 
I persona;ly think that instead of another 3 crux we should cleanse the ships for lamenters, with our help they will be done next turn

None of them are good at brawling. They're all raider ships intended for moving fast and hitting soft targets unexpectedly. The fight against End of Line is going to be about sledgehammers being swung at people who aren't moving very fast apparently. The Crux are our damage soak front line ships that are needed for the rest of our light, high damage ships to maneuver, and they have good damage in their own right thanks to Missile Swarms and two Medium Missile batteries each.

We need more Crux-classes no matter what because they're what lets our squishies survive, but they're especially important here due to taking on a fortified target.
 
Last edited:
Alright, with all that in mind...

[ ] Plan: End of the Line for End of Line
-[ ] [General] Research
--[ ] Infantry-Grade Weapons and Armor Development
-[ ] [Military] [Construct] A Warp Ship x2
--[ ] 6x Crux


This absolutely maximizes the strength of our position going into next turn, with an eye towards breaking End of Line over our knee. With 6 more Crux-class Frigates, we finally have a solid frontline. With Infantry-Grade Weapons and Armor Development, our infantry should absolutely melt anything they've got, and even put up good odds if they've got Space Marines there for some reason. Since we should at least be able to achieve Sororitas level equipment at this point, and that's basically invincible to anything save Special Forces units.

Even if they've got Space Marines, even if it's a rogue Navigator House backing them that have gone full out mad demigods who optimize for being horrifying killing machines (Hi Cassia, you're a sweetheart but you're also on the other side of the Galaxy), even if FUCKING DAEMONS, this should let us punch through and seize the place for ourselves. With any luck, we should get at least three Void Infrastructure out of taking it in one piece, and if we're lucky, we might get some flex spaces like we did when we seized that one space station for ourselves and got three free Infrastructure boosts out of it.

What I'm trying to say here is, I don't want to leave anything to chance here. Nothing will die if we go one more turn with Medical "Merely' being stable as opposed to exemplary. And there is a specific cause involved here that will go away next turn, so this is not the start of a habit of putting it off again.

All of these gains will also benefit us in the Neon War, so there's no reason not to pick this except getting bullish on a pet project or another. We close a potential second front before Neon has their shit under control, and we can then move this frontline to benefit us when they're ready for another go, except now we're likely to have a good chance of being able to match their Heavy Cruisers with our own.
You son of a bitch, I'm in

Tbh, you had me at infantry research. I like to present myself as a well reasoned and multi faceted when I vote, But we all know that I am a single issue voter here.
 
Wait, That's where our Choirs were going? That's why we spent something like four turns without our numbers increasing?

Does this mean if we commission another tranche of Scouts, that we'll be getting choked out again?
I mean, there's a reason why our scouing range and efficiency became this:

Scouting Range: ~10 Systems from Claimed Systems. Scouting Efficiency: 75% Adjacent Systems, 40% Three+ Systems, 10% Five+ Systems.

So damn, that's where all our Choirs have been going.
 
The Scorpio's going to be rendered obsolete potentially as soon as next turn depending on how much Infrastructure we get from taking this. Light Cruisers just aren't well suited to brawl. They're too expensive to be treated as expendable, but they're too fragile to take the same kind of beating that a Cruiser getting stuck in will. The best use of a Light Cruiser is as a specialist or a patrol leader, and it performs neither of those roles well.

If we were, say, a century or two out from moving to Heavy Cruisers and we needed a front liner brawler immediately ,it might be viable. But we're potentially as soon as a decade out from it. It's just not a good investment of time and energy for something we know will be obsolescent soon.
Well, it's better than what we got now, and that's what matters most. But if you do want something better, I could alter it. Maybe lower the shields and armor for more speed and Gravitonics.
 
Well, it's better than what we got now, and that's what matters most. But if you do want something better, I could alter it. Maybe lower the shields and armor for more speed and Gravitonics.

It's not So much better that it's a superior choice to just fielding another batch of 3 Cruxes, is the point.

Especially since once we've gotten the Ship Design Improvements project done, the Super Crux is going to be a Beast which'll be just as tough as that is. Medium Double Hull, Two Arrays, Superior Gravimetrics and Internal Security means it facerolls boarders, tanks things like a Heavy Cruiser with less HP and a fraction of the cost, and it's fast enough to catch up on and absolutely pummel swarms of light craft with oversized armaments while also hitting other frontliners hard too. You can't even board it because between Improved Infantry Gear + the anti-Boarding measures, you'll be walking into a deathtrap unless you're packing Space Marines, and they will take losses. If I trade one of those out for Enhanced Supply Generation instead, we've got a patrol frigate that can put the venerable Sword class to shame even out of the battle line.
 
Last edited:
Voting will open in 3 hours, 5 minutes
Back
Top