so whats our first type of enemies, more orks?
they typically are gonna charge us in one direction right?
so we can us batteries instead of turrets?
Orks aren't fancy, they charge in head first firing guns the whole time, some of them might have looted torpedoes or fighta-bommas, but for the most part, they're janky-ass junkheaps.
They're
extremely dangerous in the forward arc though--their armor is incredibly thick there while most of their strongest weapons are concentrated in that region. Anyone fighting an Ork in face-to-face brawl is playing to their strengths. They also really do like boarding parties, which they're exceptionally good at due to their physical strength and toughness.
They do have weaknesses however, their tech is unreliable, and even their Destroyers have difficulty turning (Our ships can pull 90 degree turns per turn at the escort weights, Ork ships can only max out at 45--the turn speed of a proper ship of the line). Most importantly, they're completely incapable of shooting in their aft arc and their armor is famously weak there--if you can get in there, chances are good you can kill them quickly and cheaply.
The best countermeasure to Orks in general is to get behind them and then come about, doing your best to stay on their aft while you chip them down. This is effective against small numbers of Orks, but you're usually outnumbered by them. Fortunately, that's not so great a problem for us given we took the route that gives us very sophisticated shipbuilding lines.
Given our tech base, the ideal fleet composition to face Orks would be heavy frigates to shield a destroyer wing and do their best to endure the approach, where it's more difficult to strike them down. We can likely unlock Destroyers with another Void Industry purchase, though whether we'll have the ability to do that or not next turn is unclear.
so whats our first type of enemies, more orks?
they typically are gonna charge us in one direction right?
so we can us batteries instead of turrets?
edit:
if the base speed is acceptable can we lower the acceleration back to 7 and drop the Engines and use the 2 freed up DP to get the Auto Loader and another light missile battery?
We could probably reduce Acceleration down to 7gs, yeah, but I think we'll still want the maneuverability to help with winning the turnfight after the initial closing measure. Still, Autoloaders wouldn't hurt in that event, and would increase our Rate of Fire considerably. I'll consider it for the final draft. The ideal of course is that the design will have a place even in the future, which is why I still want it to maintain the torpedo functionality.