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
By and large I think the planet keeps us around entirely for things like this. Just as we learn from it, it learns from us. When our defenses reach another level and it seems the wildlife's attacks are under control, it increases the intensity and deploys new tactics. Never enough to wipe us out, but enough that it becomes a challenge for us again. It's seeing how we adapt, and then trying to work around our solutions so that its psychic bio-weapons will become more effective.
I've actually been of the perspective that it's pressing us to evolve.

I haven't seen anything so far indicating it was stealing ideas from us directly. I mean we've seen more lethal creatures over time or new tricks, but they don't seem to be things that could have been learned from us.

Though I am curious if Avernus treats the People groups like Trolls and Sirens in the same way it treats us. As otherwise it doesn't seem like the Sirens would survive very well in the even more hyperlethal oceans. They're merely an all middling grade psyker telepath race, which warrants a merely on Avernus. They don't even have cubic kilometer fortresses.
 
that's legitimately terrifying...because it can use that against us in the future.

especially now that it can decide that our wards mean jack shit to it

more phase spider assassins people...we might just lose our governor yet!
 
@Durin, wards and void shields prevent us from teleporting forces inside enemy Titans. Do their wards also prevent us in any way from teleporting forces above them? I'm thinking that we can have psykers teleport our forces a few metres above the Titans' void shields, whereupon the forces will drop down from the air onto the Titans and board them. This would be a way to largely bypass the forces they have protecting the Titans while also getting past their void shields, wards, and enchantments.
 
@Durin, wards and void shields prevent us from teleporting forces inside enemy Titans. Do their wards also prevent us in any way from teleporting forces above them? I'm thinking that we can have psykers teleport our forces a few metres above the Titans' void shields, whereupon the forces will drop down from the air onto the Titans and board them. This would be a way to largely bypass the forces they have protecting the Titans while also getting past their void shields, wards, and enchantments.
no but be prepared to lose some of the forces teleported due to mishaps
 
I've actually been of the perspective that it's pressing us to evolve.

I haven't seen anything so far indicating it was stealing ideas from us directly. I mean we've seen more lethal creatures over time or new tricks, but they don't seem to be things that could have been learned from us.

Oh, it certainly is pressing us to evolve as part of the process. It wants us to adapt, evolve, and grow in order to become better test subjects, so that it can push harder.

Though I am curious if Avernus treats the People groups like Trolls and Sirens in the same way it treats us. As otherwise it doesn't seem like the Sirens would survive very well in the even more hyperlethal oceans. They're merely an all middling grade psyker telepath race, which warrants a merely on Avernus. They don't even have cubic kilometer fortresses.

Most likely not, or at least not nearly to the same degree, because they are natives to the planet and thus the planet likely has access to their minds and any other information it wants on them. They're also explicitly part of the planet's forces, so the planet would want to ensure their population numbers remain at certain minimal levels, whereas if humans were rendered extinct by the wildlife the planet mind would probably think 'experiment complete' or something along those lines.

Also, it should be remembered that the Sirens of the Azure Bay are one of the weaker groups of Sirens. The other groups of Sirens on the planet live in more lethal environments, and will likely have more tricks to use than the ones we deal with. Plus we still don't know what all is possible with the use of Siren Runes, which probably explains a good deal of how they're able to survive in the oceans.
 
Two differences in this plan to Shard's.

1. Trolls don't get fatigued so there is absolutely no reason whatsoever to have them rest. Because of this, they will be active for a full turn instead of 3/4 turn.
2. Having the Sirens do something. Killing and eating daemons, specifically.

[X] Plan Sirens vs Daemons
-[X] Rely on Regulars- This force should be able to easily handle the enemy stormtroopers and slow down Astartes and Sisters as well as inflict some damage to them. This will make a slight impact on your reserves.
-[X] Deploy half your elites to the field and keep half in reserve. -This will leave you with a significant reserve force of elites while reinforcing your main combat zones.
-[X] Have the defences on the inner side of the districts stronger-By deploying a greater number of your elites to the inner walls of the districts you should be able to slow the Chaos Space Marines and Sisters of Battle significantly.
-[X] Psykers
--[X] Scry and Fry (Psyker Choirs)
---[X] Ridcully, Xavier, 1st Pyromancy Choir (1/2 Turn), 1st Divination Choir + 2nd Pyromancy Choir (1/2 Turn)
--[X] Support Troops/Fortifications
---[X] Both Biomancer Choirs (1/2 Turn), 1st Telekinetic Choir (3/4 Turn), Troll Geomancers
--[X] Dispel/Countertelepathy
---[X] Lulana, 1st Daemonology Choir (1/2 Turn), Tamia, Both Telepathy Choirs (1/2 Turn)
--[X] Anti-Daemon
---[X] Sirens (focus on Seraphim and up)
-[X] Other
--[X] Support the Sirens with military. Keep their unfavoured enemies off them so they only have to fight daemons.
--[X] Lure Seraphim and up into a trap where the Sirens can consume them.
--[X] Continue EW on enemy.
--[X] Leave the Black Crystal Necklace with Tamia.
--[X] Lend Black Crystal Sword to Jacob
--[X] Eliminate Sorceror Lords and Chaos Lords joining the pushes.
---[X] Primaris Executioner Forces, Psyker Regiments, Psyker Squads, Black Irons, Psyker Hunters, Witch Hunters, Last Hunters, Jane, Aria, Jacob with 2nd Daemonology Choir and 2nd Telekinetic Choir support.
--[X] Ambush small groups of Astartes at a time, whittling away their numbers.
---[X] Trolls, Phase Tigers, Veteran Infiltration Psyker Regiments with 2nd Diviner Choir support (3/4 Turn).
--[X] Slowly give away as appropriate to prevent Abomination from becoming too desperate, if we succeed excessively.
 
Last edited:
Do we have any real plan beyond outlasting them, and holding back enough to let ourselves lose because we're too afraid of the First circle?

As it is we'll be spending decades/centuries trying to purge Dis if we don't have to level the entire fucking city and rebuild from scratch.
 
Do we have any real plan beyond outlasting them, and holding back enough to let ourselves lose because we're too afraid of the First circle?
We draw the heretics into a meat grinder by pretending that we're about to fall. Then we'll stop holding back and quickly slaughter them before the Chaos general can pull off his desperate 1st Circle Summon gambit. After that we'll siege out and destroy the remaining Chaos holdouts.

We have to do this because a 1st Circle Angyl could end the Quest.
 
We draw the heretics into a meat grinder by pretending that we're about to fall. Then we'll stop holding back and quickly slaughter them before the Chaos general can pull off his desperate 1st Circle Summon gambit. After that we'll siege out and destroy the remaining Chaos holdouts.

We have to do this because a 1st Circle Angyl could end the Quest.
I don't think it would end the quest, as there was an Exalted Keeper of Secrets in the Incursion. It would, however, kill Saint Lin and destroy Dis if it were to be successfully summoned and Avernus didn't kill it within a minute or two. Along with its attendants, it could possibly destroy the Avernus Spine region as well, though that's more variable.

We would lose Saint Lin, and Dis, but thanks to N Steps Ahead we'd be able to be on the other side of Avernus if that happened.
 
Do we have any real plan beyond outlasting them, and holding back enough to let ourselves lose because we're too afraid of the First circle?

As it is we'll be spending decades/centuries trying to purge Dis if we don't have to level the entire fucking city and rebuild from scratch.
The plan is to, at the opportune time, push out their forces and initiate their summoning. Then smash the summoning.

Opportune being anything from the reinforcing fleet arriving, their psyker choirs wiped out to the point where their rituals an extended amount of time, their forces depleted to the point where they can't defend properly, or some combination of the factors.
 
@Durin, in the tabletop, it doesn't seem like there's any risk in performing Deny the Witch and all psykers can do it.

1. Can our Sanctionites Deny the Witch?
2. If so, can we safely get all of our Sanctionites to Deny the Witch?
 
*Annoyed*

Sirens on countertelepathy.

I was hoping to get discussion on detroying the 3 Battleships in the wrong area first, though.

[X] Plan Continuation War
-[X] Rely on Regulars- This force should be able to easily handle the enemy stormtroopers and slow down Astartes and Sisters as well as inflict some damage to them. This will make a slight impact on your reserves.
-[X] Deploy half your elites to the field and keep half in reserve. -This will leave you with a significant reserve force of elites while reinforcing your main combat zones.
-[X] Have the defences on the inner side of the districts stronger-By deploying a greater number of your elites to the inner walls of the districts you should be able to slow the Chaos Space Marines and Sisters of Battle significantly.
-[X] Psykers
--[X] Scry and Fry (Psyker Choirs)
---[X] Ridcully & Xavier & 1st Pyromancy Choir (1/2 Turn), 1st Divination Choir & 2nd Pyromancy Choir (1/2 Turn)
--[X] Support Troops/Fortifications
---[X] Both Biomancer Choirs (1/2 Turn), 1st Telekinetic Choir (3/4 Turn), Troll Geomancers
--[X] Dispel/Countertelepathy
---[X] Lulana & Both Daemonology Choir (1/2 Turn), Tamia & Both Telepathy Choirs (1/2 Turn)
--[X] Banishing Daemons
---[X] Sirens
-[X] Other
--[X] Continue EW on enemy.
--[X] Leave the Black Crystal Necklace with Tamia.
--[X] Lend Black Crystal Sword to Jacob
--[X] Eliminate the Sorceror Lords and Chaos Lords joining the pushes.
---[X] Primaris Executioner Forces, Psyker Regiments, Psyker Squads, Black Irons, Psyker Hunters, Witch Hunters, Last Hunters, Jane, Aria, Jacob with 2nd Telekinetic Choir support.
--[X] Ambush small groups of Astartes at a time, whittling away their numbers.
---[X] Trolls, Phase Tigers, Veteran Infiltration Psyker Regiments with 2nd Diviner Choir support (3/4 Turn).
--[X] Slowly give away as appropriate to prevent Abomination from becoming too desperate, if we succeed excessively.
 
Last edited:
It's more worthwhile to have the Sirens fight daemons than provide counter-telepathy.

To begin with, killing Abomination daemons practically is counter-telepathy. The specialty of these daemons is mind control and the more they have on the field the greater they can attack us telepathically. Killing Abomination daemons means we suffer from less intense telepathic attack.

Second, daemons are very dangerous. Without the Sirens, we would only have our standard assets to combat them and while that in itself is potent with the psyker regiments, I don't think it's potent enough. Sirens are ideal anti-daemon troops because they can use pyromancy and daemonology in addition to telepathy. They can thus use whatever powers in whatever combination to achieve an optimal destruction of daemons.

The third reason why we want the Sirens fighting daemons instead of merely providing counter-telepathy is their ability to consume souls. There are four aspects to their soul-eating that makes deploying them against daemons compelling. A) It's a powerful weapon in and of itself, one that they can only use when in combat and not something they can do when acting as choirs. B) Consuming souls feeds their psychic powers. If they get souls to feed, it's likely that they won't suffer from fatigue and their powers may in fact get stronger. C) True Death is terrifying to daemons. If enough daemons are consumed, it's possible that they'll be forced to take a morale check. D) The more Seraphim and up the Sirens consume, the more difficult it'll be for Valinor to summon daemons in the future.

The advantages that come with the Sirens fighting and eating daemons greatly outweigh the advantages that come from merely having them perform counter-telepathy.
 
Last edited:
@Durin, in the tabletop, it doesn't seem like there's any risk in performing Deny the Witch and all psykers can do it.

1. Can our Sanctionites Deny the Witch?
2. If so, can we safely get all of our Sanctionites to Deny the Witch?
1. yes, they will suffer heavy losses if they do and on a bad roll with accidentally turn into daemon portals. that would be a desperation move
2. no
@Durin a question about how the ramming ships are lodged in our city, are they all the way into our hive, or is part of them sticking out of the outer wall?
it varies but in most cases the engines are sticking out of the wall. these ships are 8-10km long, that gives them a lot of room to penetrate and still stick out
 
Back
Top