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


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Speaking of the Lamenters, they are now almost touching 50% book strength (They have roughly 480 Space Marines now). They are going to be essential in the coming raiding campaign.
 
Decided to go over the research list, Its getting pretty long.
-[] Poke The Weird Ship
(Gain: Information?)
Poking the necron ship, This could either open a very long and involved tech tree of research actions that will take a lot of work with big payoffs... Or it will go horribly wrong and old men come to reclaim their property
-[] Hive Crops and other Agricultural Wonders
(Gain: Your cities are harder to siege down by dint of having more food. Better infiltration of Hives.)
This is an interesting tech, But tbh Both of those bonuses are hard to spare actions for lol.
-[] Seeker Mines
(Gain: An upgrade to your Mines which automatically seek out non-friendly ships in a small radius around themselves.)
This is interesting, but I'm not sure how good it is. Mines in space are a tool for essentially saping terrain, creating obstacles that forces your opponents to either eat the damage, Go around or spend time clearing the way with small escorts and fighters. I'm not sure if this makes Mines more dangerous to escorts forcing more fighters for clearing, Or justincreasing the control the mines can exert, meaning you need less mines, meaning smaller minelayers on smaller ships can shape the terrain faster.
-[] Unstable Ore Deposits Exploitation
(Gain: Missile Weapon Equipment.)
Weird tech, Missile equipment is cool, and If we do it before any new ground stuff it could see use in Ground missles to. Bit of mystery box.
-[] Directional Ion Shields
(Gain: Directional Ion Shield Emitters for your whole Military.)
We really do want this, It feels like a shame we STILL haven't done this. It would give us more control of the Shields, More control means you can make it smaller, or cheaper, Or bigger etc etc etc. This feels like a big part of what made the Armigers a reward, and we still haven't touched it.
-[] Novel Infantry-Grade Weapons Development
(Gain: Infantry Weapons Upgrades.)
Wonder what this could be. Underbarrel grenade launchers? Better sights?
-[] Experimental Infantry-Grade Weapons Development
(Gain: New Infantry Weapons.)
This will be our step past just using Hotshot Lasguns, This feels like its an important tech, if less important then the armour version
-[] Logistical Infantry-Grade Weapons Development (0/3)
(Gain: Cheaper Infantry Weapons.)
Yah, This is the most expensive, but it should happen AFTER th above to.

-[] Novel Infantry-Grade Armor Development
(Gain: Infantry Armor Upgrades.)
-[] Experimental Infantry-Grade Armor Development
(Gain: New Infantry Armor.)
-[] Logicstical Infantry-Grade Armor Development (0/3)
(Gain: Cheaper Infantry Armor.)
Second verse very similar to the first, But I actually think that this is more important then better guns, This hopefully moves us to Sororitas level armour, which is MASSIVE.
-[] Automechanical Augmentations
(Gain: Mechanized Unit Upgrades.)
We kinda picked up that Military doctrine and unlocked this, but we never really looked at it... wonder what it does.
-[] Karnivore Weapon And Equipment Loadouts
(Gain: Improve and add to the weapons of your Karnivores.)
I would push for this more if we actually had better weapons for the karnivores to use. As is the best option we have is basically twin linked Lascannons and a reaper sword, Which isn't THAT different from just a base karnivore. Again, Feels like not having researched this might have gimped our own reward that we had picked up.

-[] Anti-Ork Ecology Cleansing Methods
(Gain: Reduces time to conquer Ork Worlds.)
Not important until we actually fight orks again
-[] New Bombers for a New Age
(Gain: New Bombers.)
-[] New Boarders for a New Age
(Gain: New Boarding Craft.)
I don't need to say it, But absolutely integral, Our entire fleet doctrine is based around Hangarcraft, and we have a bunch of ship traits, applicable to hangar craft. So better hangar craft is great.

-[] Ship Equipment Standartization - [1 DP Equipment] (0/3)
(Gain: Standardize 1 [One] 1 DP Ship Equipment across all new Designs.)
Would be nice, But at three actions this feels way less important to all these 1 action techs that can revolutionize our military.
-[] Shipyard Automatization (0/2)
(Gain: 1 Destroyer every Turn.)
Not that big a deal. We have 36 FP, a destroyer is 2 FP. 2 actions for 2 FP a turn is NOTHING
-[] Academic Initiatives (0/3)
(Gain: +0.1 Research per Action Spent.)
Hello worse heretek trait that is already my biggest regret, 3 actions you say? Never
-[] Psytech Foundings (0/5)
(Gain: Rudimentary Understanding of Psytech. Not the ability to create it.)
uggh, Talk about an action sink, but an action sink that is required to do at SOME point to better leverage out unique advantages.

God we really need to start working on our backlog, we have like 3 Research's that got unlocked by Rewards and Traits, and it feels like we might not actually be taking advantage of them because we never actually picked them up. The Karnivores unlocked directional Ion shields research for our whole force, and we never did it.
 
Okay, vote's open, so here's @Alectai 's plan:

[X] Plan: Spoke the Devil's Wheels
-[X] [Military] Begin Military Operations
--[X] Operation: DRAGON TOOTH
---[X] All Readily Available Mobile Forces ready for a Smash and Grab
---[X] Any Ground Forces Command thinks we'll need
----[X] It is of the utmost importance that the Chaos Regime in Sub-Sector 621 be denied heavy infrastructure restricting our activities, and this moment when they have exhausted their mobile forces striking against the MTA is as good an opportunity as any other to disrupt their operations. The goal of Operation: DRAGON TOOTH is an aggressive raid to set Chaos Lord Ssli'sazarl's timeline back and buy any surviving defenders some breathing space. To that end, an assault on enemy Void Infrastructure and assets is authorized, as well as the denial of prisoners to their altars. Ideally through extraction, but whatever we can do, will be done. Bear in mind, this is a Raid in Force, not an attempt to occupy territory, we still have not identified the source of enemy ship production and it apparently outweighs all but our most focused efforts. Do everything within your power, but get out alive
-----[X] Assign up to 7 Celestial Choirs to key independent fleet elements, such as the Lamenters Fleet, but especially to the Chameleon-class Stealth Insertion Frigates, and offer them for their use for the operation, I'm quite confident that transhuman super heroes can make excellent use of the mobility and surprise these options allow them to cause all manner of Problems to the enemy in a guerilla campaign.
-[X] [Faith] Mausoleum of the Prophet
-[X] [Military] [Construct/Refit] Task Force Delta: (1x Andromeda, 1x Libra-T, 1x Scorpio), Independent Operations (2x Chameleon)

So for future iteration of the Chameleon, I'd say that we put a mine layer and a medium boarding hanger if we plan on having the Lamenters use them a lot.
 
Not that big a deal. We have 36 FP, a destroyer is 2 FP. 2 actions for 2 FP a turn is NOTHING
Could be the prerequisite of something better.
Narratively speaking, automatisation without the abominable intelligence issues should be great.

Hello worse heretek trait that is already my biggest regret, 3 actions you say? Never
For heretek trait regrets:
Remember it also gets us Mechanicus people changing sides to support us.
Like that time in the war against Neon where a fleet changed sides to us and a system started having revolutions to support us.
Also Qulachs Forge, where there was a faction split instead of everyone against us. (And then the dice decided that they should fuck up and nuke themselves over it)
 
I am confused by the Scorpio design. Isn't it pretty much Crux, but bigger? And why spend 2 DPs on boosting the 1 DP (well, 2 before discount) worth of Hangars?

I am also confused why torpedoes are such a high priority. 7 DP can buy a x12 multiplier for missile weapons which should outperform torpedoes against everything that isn't, I don't know, a battleship maybe? This could be achieved by dropping the two hangar boosts, torpedoes, and one point more of something. Even if that something was downgrading one missile to medium that's still 3x12=36 DP worth of missile firepower, so with the hangar 38 DP (before discount) total (without downgrading the missile, 50 DP). Compared to current Scorpios 3+6x3+2=23 DP. Are torpedoes over five times better than missiles somehow? And then there is the increased value of missiles the bigger their volleys are, and the combo with our primary doctrine focus which is carriers.

What am I missing?
 
We kinda picked up that Military doctrine and unlocked this, but we never really looked at it... wonder what it does.
Oh, that? Yeah, that allows you to actually take advantage of your Military Doctrine. Because, Fun Fact; you are using the utterly basic Mechanized Vehicles of humanity, rather than anything your own. Meaning that you are using Chimeras and Salamanders. And that's it.
I am also confused why torpedoes are such a high priority.
[...]
What am I missing?
Torpedoes are basically Area Denial weapons. No ship wants to be hit by them, because a good salvo of 6+ of them will just outright delete a Destroyer or damaged Frigate if they all hit. So you either move, or you get to facetank shipkiller weapons. Who just give the middlefinger to shields, bypassing them completely.

Missiles, on the other hand, need to go through the enemy's AM systems, overwhelm the shields, and then continously do the chip damage to gnaw the enemy down.
 
[X] Plan: Spoke the Devil's Wheels

Here's hoping the Lamenters go in first to disrupt the ritual, otherwise our raid is gonna have an unpleasant time.
 
And with enough fast nimble ships loaded with torpedoes area denial just becomes denial. If you can put torpedoes in all space the other side can maneuver through they have little choice but to eat lots of damage.
 
So for future iteration of the Chameleon, I'd say that we put a mine layer and a medium boarding hanger if we plan on having the Lamenters use them a lot.
It was originally meant for inserting revolutionary agitators on hostile worlds like Voxx Primus, but a mine layer would be pretty nice to have since those could help mess up the enemy by suddenly having mines in their space.
 
Vote closed
Scheduled vote count started by HeroCooky on May 20, 2024 at 8:14 PM, finished with 22 posts and 15 votes.

  • [X] Plan: Spoke the Devil's Wheels
    -[X] [Military] Begin Military Operations
    --[X] Operation: DRAGON TOOTH
    ---[X] All Readily Available Mobile Forces ready for a Smash and Grab
    ---[X] Any Ground Forces Command thinks we'll need
    ----[X] It is of the utmost importance that the Chaos Regime in Sub-Sector 621 be denied heavy infrastructure restricting our activities, and this moment when they have exhausted their mobile forces striking against the MTA is as good an opportunity as any other to disrupt their operations. The goal of Operation: DRAGON TOOTH is an aggressive raid to set Chaos Lord Ssli'sazarl's timeline back and buy any surviving defenders some breathing space. To that end, an assault on enemy Void Infrastructure and assets is authorized, as well as the denial of prisoners to their altars. Ideally through extraction, but whatever we can do, will be done. Bear in mind, this is a Raid in Force, not an attempt to occupy territory, we still have not identified the source of enemy ship production and it apparently outweighs all but our most focused efforts. Do everything within your power, but get out alive
    -----[X] Assign up to 7 Celestial Choirs to key independent fleet elements, such as the Lamenters Fleet, but especially to the Chameleon-class Stealth Insertion Frigates, and offer them for their use for the operation, I'm quite confident that transhuman super heroes can make excellent use of the mobility and surprise these options allow them to cause all manner of Problems to the enemy in a guerilla campaign.
    -[X] [Faith] Mausoleum of the Prophet
    -[X] [Military] [Construct/Refit] Task Force Delta: (1x Andromeda, 1x Libra-T, 1x Scorpio), Independent Operations (2x Chameleon)
 
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