The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Cost is appropriately 150k AM and 1,600 EM
should add another 1-2 Battleships and 100 or so escorts
Thanks! So for the 1-2 Battleships and 100 escorts I'm split on getting a Legate Class or one of each of the other two Grand Cruisers. The Escorts I'm leaning toward 50 more Squire Class and Soldier Classes each. Other wise looking the numbers over I think I'm a little to heavy on Carriers so I'll juggle that a bit and post up a redone plan soonish. If anyone has any comment I would love to hear them before I get started.
 
Specialization is smart, but leaving glaring weaknesses isn't. Lacking a strong enough navy that we can land troops and defend the orbitals is no smarter than surrendering air superiority. We already have a better ground commander, and our void commander is significantly worse--plus, while she prefers ground command I don't think she's actually opposed to void command.

Syr isn't the key to fixing our lack of a sufficiently strong navy, buying/repairing/building more ships is. And we're doing that. Until she's actually Governor (meaning Frederick is dead or somehow lived long enough to retire) she isn't going to be coming on planetary assaults with us. When Frederick is off with our own fleet to land our forces on a world under attack she'll likely be at home to be available to lead Avernus in the event that it gets attacked during that time. After all, we can't send them both because that would risk the lives of both the Governor and his heir.

I'm all for her learning naval command, but I think it can wait until after this round of education. Ground command should be her specialization, and naval command should come after that.

And again, we'll have other officers who are specialized in naval affairs being trained in our Naval Academy - it's what its there for.
 
The big question is, have we led campaigns without assistance from the other members of the Trust before? Are we likely to do so in the future?

If yes, we're gonna want to work on navy and air.

Rough outline of all the wars we've had...

The First Avernite War: Invasion of the Sons of War, Khornite Chaos Marines - Their invasion was relatively small. If such a force invaded now, we'd laugh at it. We won this on our own, and our naval support was small.

The Second Avernite War: Invasion by unknown Necrons - A sizable Necron fleet (13 cruisers and 29 escorts, which is a relatively large fleet for them, at least pre-Imperium). Using clever tactics with our own fleet we managed to wipe out half the escorts and half the cruisers, and the remaining ships were so damaged they took four days to hang out and repair their damage before landing troops. We then held out for another three days until the Vanaheim fleet came to finish off the rest.

Tyranid Splinter-Fleet Attack on Alfheim - Forces were gathered from all around the sub-sector and from elsewhere. This was one by a natural 100 on a high risk, high reward attack by the navy to destroy the enemy hive ships, but would have still come to a ground battle otherwise most likely.

Chaos Undivided Attack on Midgard - We arrived very shortly after the Chaos fleet did. Their main fleet was engaged with the Imperial Navy, and our small fleet managed to get most of our troops landed. However, the Imperial Navy had to withdraw and cede orbital control to the enemy. While they were able to do some bombardment, they couldn't do too much because all but one hive was under friendly control. We won the day by killing the Chaos Lord, disrupting all four sets of daemon summoning rituals they were doing. Without their unifying leader, the Chaos fleet split into separate groups and retreated.

Third Avernite War: Waaagh Garkill - The Orks initially sent a smaller attack against Alfheim, and were detected sending a larger fleet to Avernus while we were in transit. We sent Frederick, a small portion of the fleet, and some of the troops back to Avernus. We did not engage the Ork attackers in a naval battle outside of them fighting our static orbital defenses. They held orbital superiority for the whole war, but eventually left, likely when their forces in Alfheim were defeated and Garkill knew that the navy would be coming.

Dark Eldar Colony on Fjol IV - The naval forces had to get through the Dark Eldar defenses, and then we landed troops. We had orbital control for the most part, though the navy couldn't do too much to help. Our own segment at least won entirely through ground skill.


Basically, we can defend Avernus until the Imperial Navy shows up without much issue. Once we build up our planetary assault fleet we should have no problem landing forces, and Frederick himself can command the fleet while it's in the process of heading towards a planet, and then we can just use a Teleportarium to teleport him down to the surface when he's ready to take command on the ground. (again, Syr should be at home in that situation to take command of the forces on the ground if someone attacks) Our fleet can then either sit tight and control the orbital area around where we've landed or they can retreat if needed.
 
The big question is, have we led campaigns without assistance from the other members of the Trust before? Are we likely to do so in the future?

If yes, we're gonna want to work on navy and air.

In the short run, if everything goes according to plan, we'll be working with the rest of the trust. Of course, thing rarely go according to plan--see the time period when almost the entire Trust navy was stuck behind warp storms, or how Garkill split us from the rest of the Trust and had unquestioned orbital supremacy. In the long run, odds are excellent we'll eventually have split operations as Trust members will have different interests.

On the issue about lack of Syr not being key for a strong navy, my impression is that military force = (Command Quality) * (Crew Quality) * (Equipment Quality) * (Numbers). Right now, on the ground front we've got strong everything--lots of well-equipped troops of excellent quality and a deep roster of talented commanders. Adding Syr might up the command quality slightly (maybe change that multiplier from 2.0 to 2.15), but in anything approaching a fair fight we're absolute bullshit already. However, adding her there won't give our ground troops the ability to deal with an enemy that has orbital supremacy--we'd just steadily lose troops to orbital bombardment--and any enemy that would pose even a slight risk to us on the ground would quickly establish orbital superiority. On the Navy front, we've got great equipment quality, and our crew and command quality is mediocre, and our numbers are a bit low. Yeah, we need to get our numbers up, but getting a really strong commander would still have a disproportionate impact (using above example but going from a 1.5 multiplier to a 2.15 multiplier)--especially as we have no real way to improve crew quality without experience--and it would greatly simplify gaining that experience without paying a large economic cost, as it costs a lot of resources to improve both numbers equipment quality, as well as to repair/rebuild after getting that experience.
 
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Rough outline of all the wars we've had...

The First Avernite War: Invasion of the Sons of War, Khornite Chaos Marines - Their invasion was relatively small. If such a force invaded now, we'd laugh at it. We won this on our own, and our naval support was small.

The Second Avernite War: Invasion by unknown Necrons - A sizable Necron fleet (13 cruisers and 29 escorts, which is a relatively large fleet for them, at least pre-Imperium). Using clever tactics with our own fleet we managed to wipe out half the escorts and half the cruisers, and the remaining ships were so damaged they took four days to hang out and repair their damage before landing troops. We then held out for another three days until the Vanaheim fleet came to finish off the rest.

Tyranid Splinter-Fleet Attack on Alfheim - Forces were gathered from all around the sub-sector and from elsewhere. This was one by a natural 100 on a high risk, high reward attack by the navy to destroy the enemy hive ships, but would have still come to a ground battle otherwise most likely.

Chaos Undivided Attack on Midgard - We arrived very shortly after the Chaos fleet did. Their main fleet was engaged with the Imperial Navy, and our small fleet managed to get most of our troops landed. However, the Imperial Navy had to withdraw and cede orbital control to the enemy. While they were able to do some bombardment, they couldn't do too much because all but one hive was under friendly control. We won the day by killing the Chaos Lord, disrupting all four sets of daemon summoning rituals they were doing. Without their unifying leader, the Chaos fleet split into separate groups and retreated.

Third Avernite War: Waaagh Garkill - The Orks initially sent a smaller attack against Alfheim, and were detected sending a larger fleet to Avernus while we were in transit. We sent Frederick, a small portion of the fleet, and some of the troops back to Avernus. We did not engage the Ork attackers in a naval battle outside of them fighting our static orbital defenses. They held orbital superiority for the whole war, but eventually left, likely when their forces in Alfheim were defeated and Garkill knew that the navy would be coming.

Dark Eldar Colony on Fjol IV - The naval forces had to get through the Dark Eldar defenses, and then we landed troops. We had orbital control for the most part, though the navy couldn't do too much to help. Our own segment at least won entirely through ground skill.


Basically, we can defend Avernus until the Imperial Navy shows up without much issue. Once we build up our planetary assault fleet we should have no problem landing forces, and Frederick himself can command the fleet while it's in the process of heading towards a planet, and then we can just use a Teleportarium to teleport him down to the surface when he's ready to take command on the ground. (again, Syr should be at home in that situation to take command of the forces on the ground if someone attacks) Our fleet can then either sit tight and control the orbital area around where we've landed or they can retreat if needed.
Kind of seems like we're good on the ground-well, "good" as in we can just do general increases save for times of need, rather than focus on them.
 
1x Einherjar Class Command Battleship

1 Champion Class Battleship
1 Hero Class Battleship
1 Legate Class Battleship

2 Pope Class Grand Carrier

1 Teutonic Class Heavy Cruiser
2 Chevalier Class Heavy Cruiser
2 Paladin Class Heavy Cruiser
1 Templar Class Heavy Carrier

2 Marauder Class Battlecruiser
2 Disciple Class Carrier

15 Knight Class Cruiser
10 Cataphract Cruiser
10 Kshatriya Cruiser
5 Samurai Cruiser

2 Corsair Class Cruiser
2 Poacher Class Cruiser
2 Cossack Class Cruiser
1 Acolyte Class Carrier

5 Bolas Class Cruiser

80 Youxia Class Escort Cruiser
20 Monk Class Escort Carrier
15 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier

150 Squire Class Frigate
350 Soldier Class Destroyer
50 Page Class Frigate
75 Privateer Class Raider
50 Legionnaire Class Destroyer
10 Descent Class Destroyer

Stealth insertion unit
1 Night Class Battlecruiser
5 Fog Class Light Cruiser
10 Shadow Class Destroyer

This build gives us 1 CB's, 2 BB's, 2 GC's, 6 HC's, 4 BC'S, 40 Armoured Cruisers, 7 Fast Cruisers, 5 Cheap Heywire Cruisers, 100 Escort Cruisers, 20 Light Cruisers, and 585 Escorts of all types with 16 Stealth ships. That's a total of 828 ships with a 2.6 to 1 escort ratio. One of each of the BB's and GC's are all rounders to break down defenses with the other set being carriers to take advantage of our superior strike craft and to deploy our elite infantry either as boarders or from orbit. The Heavy Cruisers, Armoured Cruisers, Cheap Haywire Cruisers, and Escort Cruisers are meant to be the core of the fleet with 400 of the Escorts being for them. They have a mix of range and weapon types to over come whatever is in place to stop them but are focused on closing and taking out Orbital defense of all types. This force is 556 ships strong with a 2.6 escort ratio. Next is the Battlecruisers, Fast Cruisers, Light Cruisers, and Privateer Class Raiders. This force is to run down and tar pit a fast fleet trying to play keep away from our main fleet or hit and run the edges or rear of the opposing fleet. A total of 106 ships here with a 3.4 escort ratio. I did not count the Legionnaire and Page Classes in all of this as I was thinking that they would form front running hunter packs picking off Cruisers and Escorts where they can. Lastly the Stealth unit is still a ambush/Spec-op insertion group meant to kill key units or sneak in a small force like the Phase Tigers to say take out a Defense Station by boarding with Stealth Shuttles or cripple ground lasers before we start landing.

Left the old description in. The changes are that I added 50 more Squire Class and Soldier Classes each for a strong close escort. I took 30 Monk Class Escort Carriers and made them Youxia Class Escort Cruisers to give our big guns a bit more oomph to guard them. I changed the Saint into a Hero and added a Legate Class to our BB line up as well as making both Grand Cruisers into Pope Class Grand Carriers. This lets our BB's give long range fire support to our close in CB flagship while the Grand Carriers can hang back. Part of the changes was trying to keep the Carriers under 1 in 4 of the total of the fleet. Just to note if this isn't too much more than the last ones estimates then it's well within our current AM rates and cost a bit over half of what we are making in EM. This is probably the top end of what we want for our fleet.
 
In the short run, if everything goes according to plan, we'll be working with the rest of the trust. Of course, thing rarely go according to plan--see the time period when almost the entire Trust navy was stuck behind warp storms, or how Garkill split us from the rest of the Trust and had unquestioned orbital supremacy. In the long run, odds are excellent we'll eventually have split operations as Trust members will have different interests.

On the issue about lack of Syr not being key for a strong navy, my impression is that military force = (Command Quality) * (Crew Quality) * (Equipment Quality) * (Numbers). Right now, on the ground front we've got strong everything--lots of well-equipped troops of excellent quality and a deep roster of talented commanders. Adding Syr might up the command quality slightly (maybe change that multiplier from 2.0 to 2.15), but in anything approaching a fair fight we're absolute bullshit already. However, adding her there won't give our ground troops the ability to deal with an enemy that has orbital supremacy--we'd just steadily lose troops to orbital bombardment--and any enemy that would pose even a slight risk to us on the ground would quickly establish orbital superiority. On the Navy front, we've got great equipment quality, and our crew and command quality is mediocre, and our numbers are a bit low. Yeah, we need to get our numbers up, but getting a really strong commander would still have a disproportionate impact (using above example but going from a 1.5 multiplier to a 2.15 multiplier)--especially as we have no real way to improve crew quality without experience--and it would greatly simplify gaining that experience without paying a large economic cost, as it costs a lot of resources to improve both numbers equipment quality, as well as to repair/rebuild after getting that experience.


But this isn't an either/or decision either. Nothing is stopping Syr from going to the naval academy as well. She has far fewer responsibilities than Rotbart and even he managed to find time to attend.

There isn't much reason to get hung up on any choice, we can literally have Syr do "all of the above."

I mean, heck give it 4 more turns and she will be able to cover everything.

The only compelling thing that makes me support Helltroopers first is that Combat Skill increase which helps prevent RNG from killing her.
 
I'm all for her learning naval command, but I think it can wait until after this round of education. Ground command should be her specialization, and naval command should come after that.

And again, we'll have other officers who are specialized in naval affairs being trained in our Naval Academy - it's what its there for.
She already has ground command without any malus.

We should try to add Naval Command without a malus too. That is almost certain to not happen if we wait till next round to send her to the Naval Academy.

We can talk about improvements in other areas after she has Naval command.
 
But this isn't an either/or decision either. Nothing is stopping Syr from going to the naval academy as well. She has far fewer responsibilities than Rotbart and even he managed to find time to attend.

There isn't much reason to get hung up on any choice, we can literally have Syr do "all of the above."

I mean, heck give it 4 more turns and she will be able to cover everything.

The only compelling thing that makes me support Helltroopers first is that Combat Skill increase which helps prevent RNG from killing her.
Exactly, which is why we ought to send her to Naval Academy first so we can avoid a malus to her commanding a Navy.

That's a permanent weakness we'd be accepting by delaying it further.
 
I'm sort of floundering between past and present updates, have the Grey Knights done anything since they were stranded here with us?
 
1x Einherjar Class Command Battleship

1 Champion Class Battleship
1 Hero Class Battleship
1 Legate Class Battleship

2 Pope Class Grand Carrier

1 Teutonic Class Heavy Cruiser
2 Chevalier Class Heavy Cruiser
2 Paladin Class Heavy Cruiser
1 Templar Class Heavy Carrier

2 Marauder Class Battlecruiser
2 Disciple Class Carrier

15 Knight Class Cruiser
10 Cataphract Cruiser
10 Kshatriya Cruiser
5 Samurai Cruiser

2 Corsair Class Cruiser
2 Poacher Class Cruiser
2 Cossack Class Cruiser
1 Acolyte Class Carrier

5 Bolas Class Cruiser

80 Youxia Class Escort Cruiser
20 Monk Class Escort Carrier
15 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier

150 Squire Class Frigate
350 Soldier Class Destroyer
50 Page Class Frigate
75 Privateer Class Raider
50 Legionnaire Class Destroyer
10 Descent Class Destroyer

Stealth insertion unit
1 Night Class Battlecruiser
5 Fog Class Light Cruiser
10 Shadow Class Destroyer

This build gives us 1 CB's, 2 BB's, 2 GC's, 6 HC's, 4 BC'S, 40 Armoured Cruisers, 7 Fast Cruisers, 5 Cheap Heywire Cruisers, 100 Escort Cruisers, 20 Light Cruisers, and 585 Escorts of all types with 16 Stealth ships. That's a total of 828 ships with a 2.6 to 1 escort ratio. One of each of the BB's and GC's are all rounders to break down defenses with the other set being carriers to take advantage of our superior strike craft and to deploy our elite infantry either as boarders or from orbit. The Heavy Cruisers, Armoured Cruisers, Cheap Haywire Cruisers, and Escort Cruisers are meant to be the core of the fleet with 400 of the Escorts being for them. They have a mix of range and weapon types to over come whatever is in place to stop them but are focused on closing and taking out Orbital defense of all types. This force is 556 ships strong with a 2.6 escort ratio. Next is the Battlecruisers, Fast Cruisers, Light Cruisers, and Privateer Class Raiders. This force is to run down and tar pit a fast fleet trying to play keep away from our main fleet or hit and run the edges or rear of the opposing fleet. A total of 106 ships here with a 3.4 escort ratio. I did not count the Legionnaire and Page Classes in all of this as I was thinking that they would form front running hunter packs picking off Cruisers and Escorts where they can. Lastly the Stealth unit is still a ambush/Spec-op insertion group meant to kill key units or sneak in a small force like the Phase Tigers to say take out a Defense Station by boarding with Stealth Shuttles or cripple ground lasers before we start landing.

Left the old description in. The changes are that I added 50 more Squire Class and Soldier Classes each for a strong close escort. I took 30 Monk Class Escort Carriers and made them Youxia Class Escort Cruisers to give our big guns a bit more oomph to guard them. I changed the Saint into a Hero and added a Legate Class to our BB line up as well as making both Grand Cruisers into Pope Class Grand Carriers. This lets our BB's give long range fire support to our close in CB flagship while the Grand Carriers can hang back. Part of the changes was trying to keep the Carriers under 1 in 4 of the total of the fleet. Just to note if this isn't too much more than the last ones estimates then it's well within our current AM rates and cost a bit over half of what we are making in EM. This is probably the top end of what we want for our fleet.

Far too much emphasis on slow powerful bricks instead of sniping and actual planetary assault.

You keep reverting back to a fleet that can only do planetary defense and nothing else, and that will be destroyed by a long range harassment heavy fleet.

Size and function are two different questions, and every time you decide to reduce size you do it not evenly, but by eliminating the additional functionality needed to be an effective fleet.
 
But this isn't an either/or decision either. Nothing is stopping Syr from going to the naval academy as well. She has far fewer responsibilities than Rotbart and even he managed to find time to attend.

There isn't much reason to get hung up on any choice, we can literally have Syr do "all of the above."

I mean, heck give it 4 more turns and she will be able to cover everything.

The only compelling thing that makes me support Helltroopers first is that Combat Skill increase which helps prevent RNG from killing her.

On the RNG front, I've brought it up before but (1) naval command training is safely in orbit, and we'll have the option to send her to the Trust navy afterwards for some finishing, (2) Syr is due for an upgrade to the Avernite trait, and already has a trait that knocks down death chance on top of combat score, and (3) we should get the option to do sword training soon, for an additional +1C. Overall, I feel like there's really not much of a difference in death chance between those options, and navy probably comes out better as if she's a good naval commander she'll be spending a lot of time in orbit.

Also, as mentioned before, each item we do on the list reduces the effects of the next significantly.

Frankly, I feel like it comes down to the choice between making her an excellent naval and ground commander or making her a slightly better ground commander at the cost of a decent chunk of naval command ability, and the way I see it the expected improvement in her ground command abilities just don't justify giving her a malus to naval command, especially given our (and the Trust's) lack of exceptional naval commanders.
 
So heavy revision of the idea for Avernus fleet considering the new information from durin on relative distribution of Battleships to Cruisers to escorts. Trying to get something more inside our exotics budget.

Dropped all the Grand Cruisers for this purpose. Just too expensive for the role. Might as well get 1 BS instead of 2 GC.

1x Einherjar Class Command Battleship
1 Berserker Class Battleship
1 Hero Class Battleship
1 Champion Class Battleship
1 Saint Class Carrier Battleship (Planetary Assault Auxiliary)

2x Paladin Class Heavy Cruiser (Planetary Assault Auxiliary)
2x Templar Class Heavy Carrier (Planetary Assault Auxiliary)
2x Marauder Class Battlecruiser (Planetary Assault Auxiliary)

8x Knight Class Cruiser (Planetary Assault Auxiliary)
4x Cataphract Cruiser
4x Kshatriya Cruiser
4x Samurai Cruiser
8x Bishop Class Carrier (Planetary Assault Auxiliary)
4x Bolas Cruiser

50x Squire Class Frigate
100x Soldier Class Destroyer
50x Legionnaire Class Destroyer
20x New Class Haywire Escorts
50x Descent Class Destroyer (Planetary Assault Auxiliary)

The note (Planetary Assault Auxiliary) means that when we have a Planetary Assault mission they are noted as being able to support the actual assault on the planet, either as a carrier, or through bombardment. But on other occasions could have weapons load outs to support the Brute Squad.

Against a general or long range harassment fleet the Brute Squad would advance on the planet forcing the enemy to come to grips with them, or abandon the planet. (Similar to what the Necrons did to us). Meanwhile the Sniper teams would guard the flanks.

Against a Brute force type fleet (or stationary defenses), the Brute Squad would screen the Sniper teams while they soften up the enemy, and then finish off the enemy afterwards.

1x Uhlan Class Battlecruiser
1x Husser Class Battlecruiser
3x New Battlecruiser Class with Spinal Grav Accelerators
3x New Battlecruiser Class with Nova Cannons
4x Disciple Class Carrier (Planetary Assault Auxiliary)

12 Corsair Class Cruiser
4 Poacher Class Cruiser
4 Cossack Class Cruiser
4 Acolyte Class Carrier (Planetary Assault Auxiliary)

20 Buccaneer Class Light Cruiser
20 Adherent Class Light Carrier

40x Page Class Frigate (consider replacing with a new class of fast hunter frigate?)
100x Soldier Class Destroyer (consider replacing with a new class of fast basic destroyer?)
100x Privateer Class Raider
40x New Escort Class of fast screening frigate (Like the Squire, but with speed to keep up).

Note that during a fleet engagement these would likely be organized into four squads:

Three squads would consist of:
1x New Battlecruiser Class with Spinal Grav Accelerators
1x New Battlecruiser Class with Nova Cannons
1x Disciple Class Carrier
3 Corsair Class Cruiser
1 Poacher Class Cruiser
1 Cossack Class Cruiser
1 Acolyte Class Carrier
3 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier
10x Page Class Frigate
20x Soldier Class Destroyer
20x Privateer Class Raider
10x New Escort Class of fast screening frigate

Against a standard fleet or a long range harassment fleet defending a planet, these teams would be guarding the flanks of the advancing Brute Squad, with the Spinal Grav Accelerators sniping capital ships, while the Nova Cannons target escort packs. Probably organized in a triangle formation on three flanks of the Brute Squad.

Against a short range Brute Force fleet (or stationary defenses) these teams would take up position behind a screening force of the Brute Squad and begin picking off the enemy ships/defenses.

While one squad would consist of:
1x Uhlan Class Battlecruiser
1x Husser Class Battlecruiser
1x Disciple Class Carrier
3 Corsair Class Cruiser
1 Poacher Class Cruiser
1 Cossack Class Cruiser
1 Acolyte Class Carrier
11 Buccaneer Class Light Cruiser
5 Adherent Class Light Carrier
10x Page Class Frigate
40x Soldier Class Destroyer
40x Privateer Class Raider
10x New Escort Class of fast screening frigate

Against a standard fleet or a long range harassment fleet this group would likely be kept as the rear guard or reserve. To quickly reinforce any flank that came under significant attack.

Against a short range Brute Force fleet (or stationary defenses) this team would probably take point position. Launching a wave of torpedoes to soften up the enemy, and then falling back behind the Brute Squad.

1x Night Class Battlecruiser (Stealth)
8x Fog Class Light Cruiser (Stealth) (Would have to build, no hulks)
30x Shadow Class Destroyer (Stealth)

Purpose is to essentially provide a scouting group that could also participate as long range harassment during larger battles. Potentially flanking the enemy.

@durin 1: What would the Exotic upkeep be on this fleet?

We also might want to consider mothballing a lot of ships after repairing them. As it appears that the Imperial Trust cannot yet support a massive fleet because of the Exotic upkeep cost.

@durin 2: What are people's thoughts on mothballing ships?

Note of comparison to what we are already buying from Vanaheim or repaired ourselves (after taking out the Tithe):

25x Warrior Class Cruiser - 25 over required number
5x Praetorian Class Cruiser - 5 over required number
20x Monk Class Escort Carrier - 20 over required number
100x Squire Class Frigate - 50 over required number
100x Page Class Frigate - 60 over required number
400x Soldier Class Destroyer - 200 over required number
50x Legionnaire Class Destroyer - 40 over required number

Now we can probably tithe the Warrior and Praetorian Class Cruisers when we repair the type of cruisers we want to keep. So I don't think those are a problem. Same for the Monk Class Carriers.

Maybe we can tithe the Frigates to cover the other types of Frigates we want to build? Like the Raiders maybe? Could look at selling some of them though... probably to Midgard. At least the Squires anyway.

Not sure if we can tithe Destroyers for Frigates/Raiders, so we probably want to try and sell most of our excess Soldier Class Destroyers. Probably to Midgard.

Alternatively we could just mothball the extra escorts. Not like there won't be a lot of escorts lost in battle or anything... right?
 
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On the RNG front, I've brought it up before but (1) naval command training is safely in orbit, and we'll have the option to send her to the Trust navy afterwards for some finishing, (2) Syr is due for an upgrade to the Avernite trait, and already has a trait that knocks down death chance on top of combat score, and (3) we should get the option to do sword training soon, for an additional +1C. Overall, I feel like there's really not much of a difference in death chance between those options, and navy probably comes out better as if she's a good naval commander she'll be spending a lot of time in orbit.

1. Why does making her a helltrooper officer and then sending her to the naval academy make Syr a sub-par naval commander? I still don't get the logic behind this line of thought. How does a delay of 5 years diminish her prospective void command abilities from "probable genius" to "run of the mill"? Where did this idea even come from?

2. Pretty sure that trait requires Syr to be planetside in the first place. So it will continue to be delayed thanks to the Naval Academy.
 
1. Why does making her a helltrooper officer and then sending her to the naval academy make Syr a sub-par naval commander? I still don't get the logic behind this line of thought. How does a delay of 5 years diminish her prospective void command abilities from "probable genius" to "run of the mill"? Where did this idea even come from?
Because durin explicitly said that if we delay the Naval Academy that Syr would have a malus on commanding Naval combat the same way we do.

Now that was when I proposed delaying Naval Academy to the fourth learning action, however, I don't think third action will be that much better.

Since we have a -15 malus, I'm guessing that delaying to the second action will give Syr a 0 to -5 malus, delaying to the third action will will give her -5 to -10, and that delaying to the fourth action would result in a -15 malus.
 
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So heavy revision of the idea for Avernus fleet considering the new information from durin on relative distribution of Battleships to Cruisers to escorts. Trying to get something more inside our exotics budget.







@durin 1: What would the Exotic upkeep be on this fleet?


@durin 2: What are people's thoughts on mothballing ships?
1. 191k AM and 1,850 EM
2. that it is a sign of bad planning and you should sell the ships to someone who can use them
 
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