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
@Durin
Was thinking daemon-summoning logistics, and had a few questions that we would probably know the answer to in-character that are relevant.
  1. Approximately how many people does the Abomination army have in the siege Ffortifications outside of Dis?
  2. Approximately how many people does the Abomination army have at the landing base they constructed with their elites nearby?
  3. Approximately how many people do they have in the siege fortifications outside of the Lonely Citadel?
  4. How quickly can they transfer their people between these locations?
  5. How long does the summoning ritual take? If the answer is "highly variable", what are the major factors driving it and their approximate magnitude?
  6. How long do we think we can delay it through the concentrated efforts of our Daemonology Choirs?
  7. Is the summoning going to be a single big ritual, a few smaller rituals, a combination (one big ritual and a few auxiliary rituals to boost it), or is it flexible enough for them to adjust it to the tactical circumstances?
We can make those kinds of undead really soon if we wanted. Those Jackal things in Duat can reanimate their dead IIRC.
Anima Moria. I'd rather avoid it for a lot of reasons, both ethical and practical (bad diplomatic issues, bad Mechanicus issues, resource cost is likely to end up being similar or higher than living units especially due to our main cost being equipping rather than warm bodies).
 
[X] Plan Triple Zero

Yeah, let's make them bleed.
How much troops do they have left anyway? 1 billion necessary for the ritual doesn't sound like a lot (JC, the scale...).
 
[X] Plan Triple Zero

Yeah, let's make them bleed.
How much troops do they have left anyway? 1 billion necessary for the ritual doesn't sound like a lot (JC, the scale...).
Around 9-6 billion maybe as many as 10.

They were on about 4 billion when we launched the death strikes, but they only transported about 2/3rds of the amount they did for the first wave (about 6 billion in that).

Either way they've pretty much managed to squeeze an army the size of Avernus's own population around Dis.

They need 3 billion and have 8 billion. We still need to cut them down by over half. It's not going to be easy.
Just count us lucky that their sorcerers can't pull the trick of using all the death's as sacrifices.
 
Speaking of bluffs and getting desperate I have a plan for the next turn after we waste the Emperor's Talons Chapter. As it stands we're letting them take the outer wall and push up to District 000 where we will deploy our elite aces. They also think we can't take the Districts they currently hold without a major assault. One thing we can do is to play to their expectations and make them think even with the loss of major assets like the Talons they have the edge. If we feign a failed offensive push lead by a Vargarain Guard Company into the Districts that gets bogged down and forced to retreat or only takes one or two of the crashed Battleships before stalling out while a Armor assault lead by Macharuis Heavy Armour Regiments and some Baneblade Squadrons ( maybe even some of our Land Rider Power Helguard) sally out to attack the besieging army and gets routed. We can make ourselves look like we're the one's who are desperate and just spent our last aces on this failure. We come across as if stopping them at District 000 was our last great stand and we no longer have the troops to mount a counter offensive after we failed to secure victory on our last desperate attack. Speaking of taking a BB or two the scattered ones by their lonesome need to get taken down before they get too entrenched. This in turn leads them to think we're on our last legs and one more solid push can achieve their goal without needing the First circle to do so.
 
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Speaking of bluffs and getting desperate I have a plan for the next turn after we waste the Emperor's Talons Chapter. As it stands we're letting them take the outer wall and push up to District 000 where we will deploy our elite aces. They also think we can't take the Districts they currently hold without a major assault. One thing we can do is to play to their expectations and make them think even with the loss of major assets like the Talons they have the edge. If we feign a failed offensive push lead by a Vargarain Guard Company into the Districts that gets bogged down and forced to retreat or only takes one or two of the crashed Battleships before stalling out while a Armor assault lead by Macharuis Heavy Armour Regiments and some Baneblade Squadrons ( maybe even some of our Land Rider Power Helguard) sally out to attack the besieging army and gets routed. We can make ourselves look like we're the one's who are desperate and just spent our last aces on this failure. We come across as if stopping them at District 000 was our last great stand of we no longer have the troops to mount a counter offensive after we failed to secure victory on our last desperate attack. Speaking of taking a BB or two the scattered ones by their lonesome need to get taken down before they get too entrenched. This in turn leads them to think we're on our last legs and one more solid push can achieve their goal without needing the First circle to do so.
I think that's laying it on too thick.

Personally I'm just itching for the chance to bring our full might against these gits.

Just got to kill those last 4 sorcerers then the tables turn oh yes they turn.
 
They need 3 billion and have about 9 billion. We still need to cut them down by over half. It's not going to be easy.
Durin answered your own question here, however.
1. Are we still steadily harassing the troops outside the walls?
2. What made artillery effective in Part 11? Is it just continually doing damage?
3. What losses if any have there been to the chaff units outside the walls?
4. Was the 3 billion figure accurate on how many sacrifices they need to summon the 1st circle?
4.i. Can they do it without the required number?
1. No,now that they are well defended it is not practical
2. The fact that you were firing it for weeks
3. Will be shown in future update
3. No it is closer to1 billion
4. Yes, maybe
Around 9-6 billion maybe as many as 10.
Oh boy. Feels like we'll be facing the summoning either way.
Summoning which will be repeated until they either run out of sacrifices or psykers...
Sadly we aren't serving chaos. All this blood and dead mages would please Khorne greatly.
 
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Oh boy. Feels like we'll be facing the summoning either way.
Eh once the orbit is taken and the astartes are dead I'm inclined to let em start to be honest.

Even at max sacrifice rate it will still take them several turns to bring it in and their psykers will be vulnerable to scry and fry while we do it while at the same time we can send in the Hunters, Jane, Jacob and the Tigers to kill them in person/sabotage the wards.

Absolute worst case scenario we set Ridcully to divining the True Name of the First and do our best to make sure he has the week he needs to do it.

Then when it turns out blast it out on loud speaker :)

That says it's answering 3 though. 4. has "Yes, maybe" answering 4 and 4.i.
He's also written 3 twice there, so I'm pretty sure that's a typo and its meant to be 4 and 4i.
 
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I think that's laying it on too thick.

Personally I'm just itching for the chance to bring our full might against these gits.

Just got to kill those last 4 sorcerers then the tables turn oh yes they turn.
Thing is each time they attack us has been meet with failure. The first assault on the walls, the first Angyls hoard ending with the 3rd circles death, the loss of the Titans to wildlife all are major losses. The spaceship crash is their only solid win so far and it been a hard slugfest of a push to both Lin and the outer wall costing tons of Elites and Heroes. After we kill a entire Space Marine Chapter on our third set of walls they'll be running out of options and high grade troops for the final push. We do a counter attack that gets "defeated" it gives them a badly needed win, kills a large chunk of Elites and regulars, and makes them think that we think were losing our aces faster than they are. In turn they think that they can afford to take the take the last set of walls by siege instead of letting that First Circle get all the glory after they bleed to get to the last line of defenses. That's several more turns they waste trying the conventional approach as we whittle down their army.
 
Thing is each time they attack us has been meet with failure. The first assault on the walls, the first Angyls hoard ending with the 3rd circles death, the loss of the Titans to wildlife all are major losses. The spaceship crash is their only solid win so far and it been a hard slugfest of a push to both Lin and the outer wall costing tons of Elites and Heroes. After we kill a entire Space Marine Chapter on our third set of walls they'll be running out of options and high grade troops for the final push. We do a counter attack that gets "defeated" it gives them a badly needed win, kills a large chunk of Elites and regulars, and makes them think that we think were losing our aces faster than they are. In turn they think that they can afford to take the take the last set of walls by siege instead of letting that First Circle get all the glory after they bleed to get to the last line of defenses. That's several more turns they waste trying the conventional approach as we whittle down their army.
I thought the idea was that our "final wall" lead by Rotbart was supposed to give them the impression that we're on our last legs, wasting time and energy on a counter attack just seems counter productive, especially since we do actually need to keep our troops alive and I refuse to waste them on suicide missions unless there's a real reward to it.

Besides if they want a "win" then they're going to be breaching our walls with titans shortly so that's their win.

By that point our reinforcements should have arrived so we can stop pussy footing around (they should be here in about a day and a half.)
 
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@Durin

1. Reading through Ridcully's Paragon of Divination, some clarification on him 'Roll twice, chooses' ability?
a. Does Ridcully provide that bonus to us as part of a Diviner Choir?
b. If Ridcully is in Rotbart's unit, do we basically roll twice, take better for the entire fight??
c. If not, how exactly does it work?
2. Are the Abomination going to deploy the Eversors against the force opposing the Talons, or are they going to try to sneak them in with the Talons as a distraction?
 
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Well, he should, as well as his necklace. The more of that he has the better he'll be when he inevitably fights the Chapter Master in a duel. I'll make a note in the plan just for clarity, though.
You know what'd be funny.

If the Chapter master is able to take a swing at Rotbart with a power sword and instead of piercing him through it instead just bounces off the Black Crystal plate while Rotbart runs him through like a bitch.
 
If Ridcully does in fact give us roll twice take better as part of our unit, then we should absolutely put him on Rotbart's force.
 
I thought the idea was that our "final wall" lead by Rotbart was supposed to give them the impression that we're on our last legs, wasting time and energy on a counter attack just seems counter productive, especially since we do actually need to keep our troops alive and I refuse to waste them on suicide missions unless there's a real reward to it.

Besides if they want a "win" then they're going to be breaching our walls with titans shortly so that's their win.

By that point our reinforcements should have arrived so we can stop pussy footing around (they should be here in about a day and a half.)
It's not suppose to be a suicide mission. The plan is to push forward in a real attack but fake being held up by the enemy part way threw and fall back again. The tank attack is closest to being a waste but again to attack the enemy outskirts but fake that it's to tough for them and run away.
 
Just to put this in scale...
One billion. 1,000,000,000. At one sacrifice per second it would take over 31 years to finish the ritual. Assuming a constant rate of one sacrifice per second per sorcerer they would need 11.6 thousand sorcerers to get it done it in a single day. That is before all the difficulties caused by us trying to stop them.

The 'holding back' strategy was never meant to stop the ritual. It was meant to wear them down, deplete their elites, heroes and sorcerers. All so that when they begin the summoning we have such an overwhelming advantage that we can obliterate them before they finish.
 
@Durin
Was thinking daemon-summoning logistics, and had a few questions that we would probably know the answer to in-character that are relevant.
  1. Approximately how many people does the Abomination army have in the siege Ffortifications outside of Dis?
  2. Approximately how many people does the Abomination army have at the landing base they constructed with their elites nearby?
  3. Approximately how many people do they have in the siege fortifications outside of the Lonely Citadel?
  4. How quickly can they transfer their people between these locations?
  5. How long does the summoning ritual take? If the answer is "highly variable", what are the major factors driving it and their approximate magnitude?
  6. How long do we think we can delay it through the concentrated efforts of our Daemonology Choirs?
  7. Is the summoning going to be a single big ritual, a few smaller rituals, a combination (one big ritual and a few auxiliary rituals to boost it), or is it flexible enough for them to adjust it to the tactical circumstances?

Anima Moria. I'd rather avoid it for a lot of reasons, both ethical and practical (bad diplomatic issues, bad Mechanicus issues, resource cost is likely to end up being similar or higher than living units especially due to our main cost being equipping rather than warm bodies).
1. 2 billion
2. 5 billion
3. 1 billion
4. around a day
5. 5-15 days
6. by one to two days at most
7. five big rituals and 3,020 smaller ones
also you are right about the issues with messing with necromancy, with the addition that it will effect the morale of Avernites and cause the Inquisition to look closely at you
@Durin

1. Reading through Ridcully's Paragon of Divination, some clarification on him 'Roll twice, chooses' ability?
a. Does Ridcully provide that bonus to us as part of a Diviner Choir?
b. If Ridcully is in Rotbart's unit, do we basically roll twice, take better for the entire fight??
c. If not, how exactly does it work?
2. Are the Abomination going to deploy the Eversors against the force opposing the Talons, or are they going to try to sneak them in with the Talons as a distraction?
1a he provides it to the Divination Choir
b. yes
2. both
 
[] Let the Vargarain Guard engage the Emperor's Talons- The two companies of the Vargarain Guard on Avernus are eager to face their traitor kin, and due to the advanced weaponry that they are equiped 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.
@Durin looking at this I have a question. Just what exactly does a standard squad/company of Vargarain Guard have in terms of power armor and weaponry? Are we talking almost only Astartes Elite Advanced Power Armour and Neutron Lasrifles or do they have lots of variant AAPA and Plasma/Graviton/other in the mix?
 
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