I've been thinking; we need to at least take a peek at what's happening at the unfinished this turn. We have no idea what they're up to over there or what the situation is and not having intel on an entire flank of the battlefield makes me nervous. So I suggest;
Scouting TacticsA ship using scouting tactics stays a considerable distance from other ships (enemy and friendly) and watches for movement in the skies. If something is detected then the ship uses a signal flasher or other means of communication (if we have one, if not we can use the primitive Wreth method of cannon fire) to signal any friendly ships in the area. If there are no friendly ships in the area the ship retreats to give it time to write a report and send it back to Kasgyr by pigeon.
Signal FlasherThe signal flasher is a simple, light based, Morse code signalling device.
I plan to send a skiff to the unfinished using scouting tactics in the strategy phase so we can find what they're up to. In addition the scouting tactic should help stop us from leaking any more enemy skiffs behind our lines. That's not something we can continue to ignore. Also while I like the idea of crystal radios I would rather a simple form of communication we can use now. A lot of our tactics would be enhanced by communications. We can and should put dice into developing crystal radios later though.
Infantry Stealth+Ambush Tactics: (2) SMMI, Jerick
Viper Production Pattern: Replace Skyskiff PL
Air Reserve Forces
Vanguard Pump Manufacturing Project: (3) Shadowclaw, SMMI, Kashyyk
Cannon Water Sheath: (1) Shadowclaw
Medium Ship Weaponry Mount: (2) SMMI, Kashyyk
Expanded Weapon Slots; Skyskiffs: (1) Shadowclaw
Crystal Radio preplanning: (1) Kashyyk
Rush Viper Production line with 2 revision dice + invest resources (14c + 10o +10w + 4s + 15w + 15s) for two more dice: (1) Voidslayer //Not a revision
Scouting Tactics(1) Jerick
Signal Flasher (1) Jerick