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
Pretty sure this isn't the case with Eversors. Their style of stealth is less "hide from the enemy" and more "kill all witnesses".
Nope, Eversors are literally made as terror weapons, there is nothing subtle about them in the slightest, they detonate when they die just to make a point

Then shoot them. With guns.

Terror tactics wouldn't work all that well on Avernites anyways. Our guys live in constant mortal peril, and the people we've got guarding Lin are top knotch.

This logic doesn't hold up. We had to assign assets do kill the Sorcerer Lords last turn. It wasn't a matter of "hand hold our people and they'll do what we want them to do". If you want assets to fight the Assassins, assign the assets. Our people - also known as Durin - won't assign them for us.

The two situations aren't comparable. Targeting the Sorcerer Lords wasn't something that *had* to be done as part of last turn. It was something the players did proactively. The assassins will be deployed and they'll have to be dealt with. I don't really see why we'd need to say "oh, and someone try to kill the assassins" as part of it - what, do you think our guys are just going to let them waltz right through? Of course not. That would be stupid.
 
Eversors are actually quite capable of stealth in the 40k RPGs. While not as good as others, they are able to work things out to max their shock and awe.

Even to the point that an Eversor can drive just about anything and with a mastery to boot.

So don't knock out the idea that an Eversor can't stealth if he wants too.
 
So your just going to take the piss? ok then.

Well what else do you want? Not every problem has a magic bullet to kill it for you. Sometimes you just need to use regular bullets, and it's not like we're lacking in guns and guys to shoot them. And with the Governor's Own as well as two companies of Varangian Guard leading the defense on the walls, not too many should get through to be a problem, especially if we've got diviners and telepaths looking out for them.
 
One thing—I'd really like to keep Xavier on Scry and Fry. If we can keep chewing through their psykers like we have been, we'll soon reach a point where we could plausibly kill enough of them in one turn to seriously hinder their summoning efforts.

While Xavier would certainly be useful against the Marines, the placement of the Marines right now means we can plausibly assign just about any combat asset against them. Enemy psykers, on the other hand, are far enough back that we'll have some real trouble doing anything significant against them without Xavier.
 
Well what else do you want? Not every problem has a magic bullet to kill it for you. Sometimes you just need to use regular bullets, and it's not like we're lacking in guns and guys to shoot them. And with the Governor's Own as well as two companies of Varangian Guard leading the defense on the walls, not too many should get through to be a problem, especially if we've got diviners and telepaths looking out for them.
I mean funny thing is so far we've done pretty well in taking care of the Assassins to begin with (even if they might be knock offs). More have died trying to get at Saint Lin than entire execution teams used for whole sector wide wars.
 
We have been doing Scry and Fry for quite some time now. Have we made a dent in their ability to do summoning rituals ?
The effect of Scry and Fry on their summoning ability goes as so:

Negligible -> Marginal -> Significant -> Major -> START THE RITUAL BEFORE WE RUN OUT OF PSYKERS

I think we're at about Negligible/Marginal at the moment, pending how important those Sorcerer Lords were. We've only spent about 1.5 turns after all.
 
Ok, gonna throw out a plan. Subject to changes in some areas based on discussion.

[X] Plan Triple Zero
-[X] On the walls of District 000- Another major defensive location and one that buys you a lot of time. However it also lets most of a Chapter of Astartes get worryingly close to both your center of government and to Saint Lin. Note that the Abomination forces will start deploying Assassins here.
-[X] Let the Varangian Guard engage the Emperor's Talons- The two companies of the Varangian Guard on Avernus are eager to face their traitor kin, and due to the advanced weaponry that they are equipped with should be able to take on more then their number of Astartes, however you will have to assign several heroes to assist them in killing he Chaos Lords.
-[X] Lead the Governor's Own to engage the Emperor's Talons- The Governor's Own are the greatest soldiers of Avernus, and you are confident that you could take out the Emperor's Talons if you led them into battle. However this will require that you take your attention away from the main battle for a period.
-[X] Heroes: Rotbart (all black crystal items returned to him), Xavier, Jane, Aryz, Aria, Ridcully
-[X] Bloody Retreat- You could deploy large numbers of your better soldiers to the walls as they come under attack, forcing the enemy to suffer massive casualties as they take the walls which would probably take most of a day. -This would lead to the Abomination forces being slower to move into Dis.
-[X] Psykers
--[X] Have the Diviner Choirs 1,2 and Tamia+Telepathy Choirs 1,2 locate assassins.
--[X] Have Pyromancy Choirs 1,2, Biomancer Choirs 1,2 and Telekinetic Choirs 1,2 supporting the forces fighting the Emperor's Talons.
--[X] Have Daemonologist Choir 1 work on general dispelling.
--[X] Have Daemonologist Choir 2 work on dispelling and counter-telepathy. Supported by Lulana.
--[X] Have Sirens working against assassins and Astartes
--[X] Have the Primaris Execution Force put on anti-assassin duty
-[X] Use electronic warfare against the enemy

Further suggestions for psykers and other groups are welcome.
 
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Can we deploy whatever we like, or is there some sort of limit?

I mean in principle, we should be able to take down the Astartes with an encircled form of attack.
 
Can we deploy whatever we like, or is there some sort of limit?

I mean in principle, we should be able to take down the Astartes with an encircled form of attack.
The problem with trying to encircle Astares is that they tend to do this "Break out via copious amounts of horrible murder" thing.

Because Space Marines are really good at that.
 
I am still wary about Aryz going into the fight. He is incredible valuable and if he dies relations with the Quartok will tank.
 
I am still wary about Aryz going into the fight. He is incredible valuable and if he dies relations with the Quartok will tank.

It's less of a problem if he dies fighting side by side with us than if we sent him on a suicide mission or something. The Quartok are a reasonable people and they understand that war gets people killed sometimes.
 
Just to make sure, since we're bringing Aryz to the space marine fight that means the Death's Harbingers are going with him to right?
 
It's less of a problem if he dies fighting side by side with us than if we sent him on a suicide mission or something. The Quartok are a reasonable people and they understand that war gets people killed sometimes.
They still have that hatred of humans since almost being killed by humans. Plus Aryz is incredible at reverse engineering tech. Also I doubt they be that happy he is dead even if it is in a fight.
 
@Enjou - have Jacob hunting infiltrators/assassins, he's an extremely high Intrigue character that specializes in hunting. The fact that his bullshit is not psykery based may allow to catch anything our diviners would have hard time with (Crusade don't seem to have knock-off Culexus but we may simply be unable to detect them since, well, Culexus).
 
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@Enjou

Two separate proposals for psykers:

1. Maximize odds of winning/Minimize Damage w.r.t Emps' Talons

- Both Telekine and Biomancer supporting the force eliminating the Emperor's Talons
- Sirens on disrupting Astartes
- Xav & Pyros burning Astartes
- Telep on hunting Assassins/disrupting Astartes
- Div on hunting Assassins/supporting.
- Overworked Daemonologists on Dispelling

2. Continue frying psykers (If we are already somewhat confident)

- Both Telekine and Biomancers supporting anti-Astartes force
- Some combination of Ridcully, Xavier and Pyro/Div Choirs on Scry and Fry
- Telep on hunting infiltrators
- Sirens on offensive telepathy (Astartes)
-Daemonologists and Lulana overworked dispelling
- 2nd Diviner free (Either support or hunting infiltrators)
 
Further suggestions for psykers and other groups are welcome.
1. Electronic warfare. Even you ignore every other thing in this list, make sure the enemy is getting hit with electronic warfare. It's -10 to their combat and morale rolls. There's never any reason not to do it.
2. Phase Tigers + Xavier to set up an ambush for the Emperor's Talons. After the opening stages, the Phase Tigers will withdraw and the main forces you intend to fight them will move in. Xavier will stay on the attack. His power and Combat would make him very deadly and he has experience fighting Chaos Space Marines. He's on 49 Combat and this fight may be enough to take him up to 50 Combat. Similarly, Mittens is on 49 Intrigue.
3. Biomancer choirs to focus on the anti-Astartes forces. Their dispelling is strong enough that a wide effect would be too wake to make a meaningful difference.
4. Troll Geomancers on Deny the Witch since they're not doing anything.
 
Double Diviner Choir and Double Telepathy Choir on hunting assassins is probably overkill, but who knows? 300 Eversors is kind of a lot.

We might want to slot in Primaris Executioner Forces against the Astartes if they aren't exhausted.
 
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